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Shadowrun using DnD5 [OOC]
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<blockquote data-quote="GreenKarl" data-source="post: 7458481" data-attributes="member: 6801242"><p>[sblock=GEAR & EQUIPMENT] </p><p>Characters cannot start with Military or Illegal (unless part of starting gear from class or background) grade gear or weapons at character creations. Afterwards characters purchasing Restricted or Illegal or Military grade gear or weapons must find dealers to make these purchases (with a Gather Information check, DC 15+). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more. </p><p>Purchasing most items (including weapons) cost, in neyen (¥), four times the gold piece value. </p><p> </p><p><strong>ARMOR </strong></p><p>NOTE that for armor’s Hardness rating, the 1[SUP]st[/SUP] number is basic damage reduction vs. all non-energy attacks while the number after the slash is Ballistic damage reduction added to base hardness. Protective Armor is so basic and ‘everyday’ that they do not require any Armor Proficiency to wear and gain the full benefits. </p><p></p><p>PROTECTIVE GEAR- this type of protection does not require any kind of Armor Proficiency to wear. </p><p><strong>Synthetic-Leather Jacket</strong>: reinforced leather-like material popular with gangs. Cost: 100¥; Armor Class: 11+ Dex modifier; Hardness: 0; Strength: no minimum; Stealth: no penalty; Wt. 6 lbs. </p><p><strong>Reinforced Synthetic-Leather Jacket</strong>: heavier version of the biker-like jacket. Cost: 200¥; Armor Class: 11+ Dex modifier; Hardness: 0/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. </p><p><strong>Armored Clothing</strong>: made of light Kevlar weaved fibers that have been fashioned to appear as normal clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 400¥; Armor Class: 11+ Dex modifier; Hardness: 1/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. </p><p> <strong>Armored Business Suit</strong>: a more fashionable version of armored clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. The wearer does not normally suffer Charisma penalty in corporate situations (even if recognized as armor). Cost: 1,500¥; Armor Class: 11+ Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. </p><p></p><p>LIGHT ARMOR </p><p><strong>Reinforced Armored Clothing</strong>: is slightly heavier but still benefits from being heavily concealable as armored clothing. Cost: 500¥; Armor Class: 11+ Dex modifier; Hardness: 1/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. </p><p><strong>Undercover Vest</strong>: is made of light flexible Kevlar and can be worn under normal clothing without restricting movement. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that the subject is wearing the vest if under any normal clothing. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 600¥; Armor Class: 12 +Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. </p><p><strong>Lined Coat</strong>: made of medium weave Kevlar that is fashioned to look normal longcoat. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) rolls to hide a light firearm or light melee weapon on his body. If he already has Expertise with stealth, he gains his proficiency bonus x3 but only to hide items under the coat. Cost: 800¥; Armor Class: 12 +Dex modifier; Hardness: 3/+2; Strength: minimum 11; Stealth: no penalty; Wt. 15 lbs. </p><p><strong>Chameleon Suit</strong>: a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (but disadvantage in inappropriate ones). It takes 2 full rounds for the suit patterns to change with user choosing from various available patters (voice or wireless command) (Restricted). Cost: 2,000¥; Armor Class: 12+ Dex modifier; Hardness: 3/+2; Strength: no minimum; Stealth: Special; Wt. 18 lbs. </p><p> </p><p>MEDIUM ARMOR </p><p><strong>Armored Jacket</strong>: fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A simple Wisdom (Perception) check TN 15 with notice that it is armored (including Passive Perception). Cost: 1,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. </p><p><strong>Flak Vest with Plates</strong>: an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted). Cost: 1,200¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. </p><p><strong>Ballistic Cloth Longcoat</strong>: this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. A simple Wisdom (Perception) check TN 12 with notice that it is armored (including Passive Perception) (Restricted). Cost: 1,500¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 25 lbs. </p><p><strong>Advanced Chameleon Suit</strong>: made with advanced ruthenium polymers to provide almost perfect chameleon abilities to blend into the background automatically. It grants advantage with Dexterity (Stealth) checks (Restricted). Cost: 8,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: Special; Wt. 25 lbs. </p><p><strong>Light Security Armor</strong>: obvious armor that is most commonly worn by corporate security teams. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage (Restricted). Cost: 2,500¥; Armor Class: 14+ Dex modifier (max +2); Hardness: 5/+4; Strength: minimum 11; Stealth: Disadvantage; Wt. 30 lbs. </p><p><strong>Light Military Spec Armor</strong>: military grade armor that is illegal for non-government or extraterritorial corporation to own, much less wear. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor (Military). Cost: 6,000¥; Armor Class: 14 +Dex modifier (max +2); Hardness: 5/+5; Strength: minimum 11; Stealth: no penalty; Wt. 35 lbs. </p><p> </p><p>HEAVY ARMOR </p><p><strong>Heavy Security Armor</strong>: heavier corporate armor. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Restricted). Cost: 5,000¥; Armor Class: 15; Hardness: 6/+6; Strength: minimum 13; Stealth: disadvantage; Wt. 40 lbs. </p><p><strong>Heavy</strong> <strong>Military Spec Armor</strong>: the heaviest military grade, non-powered armor available. As light military spec armor, it is very illegal for non-governmental or extraterritorial entities to own. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Military). Cost: 9,000¥; Armor Class: 16; Hardness: 7/+7; Strength: minimum 15; Stealth: disadvantage; Wt. 50 lbs. </p><p> </p><p>SHIELDS </p><p><strong>Riot Shield</strong>: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can gain ½ cover with the shield until the beginning of his next round (so long as he does not move or is forced to move for the round). Cost: 250¥; Armor Class: +1 bonus; Hardness: 1/+2; Strength: minimum 12; Stealth: no penalty; Wt. 10 lbs. </p><p><strong>Battle Shield</strong>: Designed for forward breaching rooms or fortifications, the shield incorporates a clear-metal view port at users’ eye level along with piton anchors that allow it to be set as a fixed point as an action that will provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover. It also takes an action to un-anchor the pitons. The user can spend a bonus action for the user gains ½ cover with the shield until the beginning of her next round (so long as she does not move or is forced to move for the round). As a reaction, the user can also impose disadvantage against one melee attack directed against it (Restricted). Cost: 500¥; Armor Class: +1 bonus; Hardness: 2/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 18 lbs. </p><p> </p><p></p><p><strong>WEAPONS</strong></p><p><strong>NEW DAMAGE TYPES</strong></p><p>* <strong>Ballistic</strong>: this is a special type of piercing weapon. There are certain armors that grant additional Hardness vs. it and others that can ignore ballistic Hardness but not piercing. </p><p>* <strong>Restrained</strong>: a target to must make a Strength save vs. the DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save vs. the same DC but with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune. </p><p>* <strong>Stun</strong>: a ‘living’ target must make a Constitution save vs. the DC or gains the <em>Stunned</em> condition. The target can make a new Constitution save at the end of its turn vs. the same DC but with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune.</p><p> </p><p><strong>NEW WEAPONS PROPERTIES</strong></p><p>* <strong>AP</strong> (Armor Penetrating): this weapon ignores Ballistic Hardness (not as Armor Piercing ammunition) and ½ base non-magical Hardness (against vehicles and materials the weapon must also have the Heavy Damage weapon property or it only affects personal Hardness).</p><p>* <strong>Auto</strong>: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. Autofire rules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto and use 20 rounds. Heavy Autofire has twice the area of affect (but still only deal base Auto damage when focused on each target). Switching modes between single fire and autofire mod takes 15ft of move during the attackers round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature. </p><p>* <strong>Burst Fire</strong>: This weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.</p><p>* <strong>DT</strong>: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.</p><p>* <strong>Feed</strong>: a type of reloading ammunition. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action with your Move you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories below). Treat these as Magazines (see Reloads below). </p><p>* <strong>Flame</strong>: these weapons can set targets on fire. First, this is an Area of Affect attack. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions). Anything the target is struck must make an Intelligence save vs. 8 (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure means full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity saving at the same DC. The target has advantage on the save if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water. </p><p>* <strong>Heavy</strong>: per PHB plus also applies to anyone with a Strength of 12 or less. </p><p>* <strong>Heavy</strong> <strong>Damage</strong>: these weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires one of these weapons in the same round.</p><p>* <strong>Hold-Out</strong>: are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves (under a coat, etc.). </p><p>* <strong>Knockdown</strong>: If the damage from the weapon is enough to impose the <em>Reeling</em> condition the target is also knocked prone. </p><p>* <strong>Loud</strong>: this weapon cannot be quieted by silencers, etc. </p><p>* <strong>Painful</strong>: these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double vs. the target’s Wound Damage Threshold but only to impose the <em>Reeling</em> condition (recovers normally). </p><p>* <strong>Reload</strong>: weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow, then see PHB). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move speed that round. Fuel tanks (like for flame throwers) are a special case and take 2 full actions to replace.</p><p>* <strong>Shotgun (Shot/Flechette rounds)</strong>: impact with tremendous force at close range but diminish rapidly further out. Within 15ft of the target add plus one weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8). </p><p>* <strong>Silence</strong>: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) DC 15 at disadvantage if within 15ft. </p><p>* <strong>Sonic</strong>: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute. </p><p>* <strong>Touch</strong>: this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage or affects. </p><p>* <strong>Undermount</strong>: These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space. </p><p> </p><p>WEAPONS can be purchased from the PHB but for four times the price listed in g.p. value in neyen (¥). </p><p><strong>Keen Blades</strong>: this modifier can be added to any piercing or slashing weapon from the PHB. The weapon adds +2 to its basic damage and now costs is instead 10 times the g.p. value in neyen (¥).</p><p> </p><p>SIMPLE MELEE WEAPON </p><p><strong>Brass Knuckles</strong>: are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. Cost: 5¥; Damage: 1d4+1 bludgeoning; Wt.: ½ lbs; Properties: Finesse, holdout, light.</p><p><strong>Combat Knife</strong>: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage). Cost: 50¥; Damage: 1d6 piercing or slashing (attackers choice); Wt.: 1 lbs; Properties: Finesse, light, undermount. </p><p><strong>Collapsible Baton</strong>: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average). Cost: 25¥; Damage: 1d6 bludgeoning; Wt.: 1 lbs; Properties: Finesse, holdout, light.</p><p><strong>Solid Core Staff</strong>: these are dense metal core quarterstaffs that can strike with considerable force. Cost: 50¥; Damage: 1d8 bludgeoning; Wt.: 6 lbs; Properties: Heavy, versatile (1d10). </p><p><strong>Shock Gloves</strong>: these gloves deliver a powerful electrical shocks that can stun a target with a punch. Cost: 100¥; Damage: Stun (15); Wt.: 2 lbs; Properties: Finesse, holdout, light, reload (10p), touch.</p><p><strong>Shock Stick</strong>: once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted). Cost: 200¥; Damage: 1d6 electrical and Stun (15); Wt.: 3 lbs; Properties: Finesse, light, painful, reload (20p), touch. </p><p> </p><p>MARTIAL MELEE WEAPONS </p><p><strong>Katana</strong>: curved and differently balanced longsword. Cost 75¥ (this already includes the time four cost for a PHB weapon cost); Damage: 1d8 slashing; Wt. 3lbs, Properties: Finesse, Versatile (1d10). </p><p><strong>Monofilament Sword</strong>: while not true monofilament, this blade is extremely sharp and halves any armor Damage Reduction that the target has. You cannot add the Keen Blade modifier to this weapon. Cost: 800¥; Damage: 2d6 slashing; Wt.: 3 lbs; Properties: Versatile (2d8).</p><p></p><p>MARTIAL RANGED WEAPONS (these weapons count as “silenced” automatically. Keen Blade can be added to ammunition but at 20 times the cost). Both types can include a laser sight upgrade. </p><p><strong>Carbon Crossbow</strong>: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll. Cost: 300¥; Damage: 2d6+2 piercing; Wt.: 6 lbs; Properties: Ammunition (range 150/500), heavy, loading, two-handed. </p><p><strong>Compound Bow</strong>: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. They can be adjusted for greater force, depending on the users Strength – <em>setting #1</em>: 1d8+1 piercing damage; <em>setting #2</em>: Strength 12+, 1d10+1 piercing damage; <em>setting #3</em>: Strength 15+, 1d12+1 piercing damage; <em>setting #4</em>: Strength 20+, 2d8 piercing damage. It takes a full minute to adjust the bow to a new setting. Cost: 500¥; Damage: Special, piercing; Wt.: 4 lbs; Properties: Ammunition (range 150/500), heavy, two-handed. </p><p> </p><p>LIGHT FIREARMS – You are not at disadvantage using a light firearm in melee (as with most ranged weapons). Also for characters with a strength of 12 or less or small-sized creatures, wielding a heavy light firearm in two-hands are not at disadvantage when making ranged attacks with them. </p><p><strong>Streetline Special</strong>: a very cheap weapon made of composite material (Restricted). Cost: 250¥; Damage: 2d4 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (8m). </p><p><strong>Colt American L36</strong>: a sleek automatic that is very concealable with a good reputation. Standard models have an intergraded laser sights. Cost: 450¥; Damage: 2d4+2 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (15m). </p><p><strong>Fichetti Security 600</strong>: designed as a light sidearm for security. It has a highly effective feeding mechanism that allows it to hold an incredible 30 rounds. Standard models have an intergraded laser sights. Cost: 650¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Burst, DT, light, reload (30m). </p><p><strong>Hammerli 620S</strong>: A sleek and stylish revolver with intergraded Smartgun link. Cost: 650¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 2 lbs; Properties: DT, feed (6c), holdout, light, loud. </p><p><strong>Yamaha Sakura Fubuki</strong>: features an all-electric firearm with no moving parts and automatic firing capacity. The standard model comes with an intergraded Smartgun link. Cost: 800¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, reload (20m). </p><p><strong>Ares Viper Silvergun</strong>: sleek automatic pistol with built in sound suppressor and intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: Burst, DT, reload (20m), silence. </p><p><strong>Colt Manhunter</strong>: popular with law-enforcement this pistol has an intergraded under the barrel laser sight. Cost: 650¥; Damage: 2d8 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: DT, heavy, reload (14m). </p><p><strong>Ares Predator</strong>: all-time favorite of mercenaries and security it has an intergraded Smartgun link (Restricted). Cost: 950¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: DT, heavy, reload (14m),</p><p><strong>Ruger Super-Warhawk</strong>: a bulky heavy revolver popular with law-enforcers and hunters. Cost: 700¥; Damage: 2d10 ballistic; Range: 60/300; Wt.: 5 lbs; Properties: AP, DT, feed (6c), heavy, loud. </p><p><strong>Ceska Black-Scorpion</strong>: a compact, light machine pistol with intergraded laser sights (Restricted). Cost: 800¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, holdout, reload (20m). </p><p><strong>Steyl TMP</strong>: a light weight machine pistol of polymer-composites and laser sights (Restricted). Cost: 850¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 4 lbs; Properties: Autofire, burst, DT, light, holdout, reload (40m)</p><p><strong>Ares Thunderbolt</strong>: a heavy machine pistol that Lone Star has an exclusive contract with Ares for their police units. Includes an intergraded Smartgun link (Restricted). Cost: 1,500¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: AP, burst, heavy, reload (12m). </p><p><strong>Remington Roomsweeper</strong>: this sawed-off, pistol grip shotgun can be concealed under a trench coat. Cost: 400¥; Damage: 2d8 ballistic; Range: 15/80; Wt.: 5 lbs; Properties: DT, feed (2i), heavy, knockdown, loud, shotgun. </p><p><strong>SR-5 Veresk</strong>: a light, cheap folding light SMG with integrated laser sight. (Restricted). Cost 650¥; Damage 2d6 ballistic; Range 80/400, Wt. 3.5 lbs; Properties: Autofire, burst, reload (30m). </p><p><strong>HK MP-5 TX</strong>: this concealable SMG it has an intergraded silencer and under the barrel laser sight. (Restricted). Cost: 800¥; Damage: 2d6+1 ballistic; Range: 80/400; Wt.: 4 lbs; Properties: Burst, DT, holdout, reload (20m), silence. </p><p><strong>Ingram Smartgun X</strong>: this SMG has an intergraded Smartgun link making it popular with mercenaries (Restricted). Cost: 900¥; Damage: 2d6+2 ballistic; Range: 80/400; Wt.: 5 lbs; Properties: Autofire, burst, DT, reload (40m). </p><p><strong>Defiance EX Shocker</strong>: Also called a “lemon squeezer” it fires up to four darts that trail wires out to 30 feet. Cost: 500¥; Damage: Stun (15); Range: 10/30; Wt.: 1 lbs; Properties: Light, reload (4m), silence. </p><p><strong>Yamaha Pulsar</strong>: fires capacitor darts that eliminate the wires of older models. Cost: 600¥; Damage: Stun (18); Range: 10/30; Wt.: 2 lbs; Properties: Light, reload (4m), silence. </p><p><strong>Ares Tangler</strong>: looking like an oversized flare gun this pistol fires a fast hardening aerosol super-achieves that wraps around the target to effectively trap they for a short term. Cost: 350¥; Damage: Restrain (15); Range: 20/80; Wt.: 4 lbs; Properties: Feed (1i), loud</p><p><strong>Ruger Sonic Stunner</strong>: a small, hand-held sonic stunner it is very loud when fired. Cost: 750¥; Damage: Stun (18); Range: 15/50; Wt.: 4 lbs; Properties: Light, loud, reload (8p). </p><p> </p><p>HEAVY FIREARMS - these weapons are automatically two-handed. </p><p><strong>AK-97 Carbine</strong>: an extremely reliable light assault rifle that is popular the world over (partly due to being cheap). Its’ lighter rounds do not have the range of most assault weapons (Restricted). Cost: 600¥; Damage: 2d6+1 ballistic; Range: 80/400; Wt.: 6 lbs; Properties: Autofire, burst, reload (30m).</p><p><strong>HK-227S</strong>: popular with many security personal, this heavy SMG has an intergraded Smartgun link and sound suppressor (Restricted). Cost: 1,200¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m), silence. </p><p><strong>Uzi III</strong>: a worthy descendent of the legendary Israeli SMG weapon it includes an intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m).</p><p><strong>AK-98 Assault Rifle</strong>: cheap, reliable and popular with the cost conscious, this assault rifle is not flashy. It includes intergraded laser sights (Restricted). Cost: 950¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 10 lbs; Properties: Autofire, burst, heavy, reload (30m).</p><p><strong>FN HAR</strong>: another reliable and popular light assault weapon with security personal it includes a intergraded laser sight system (Restricted). Cost: 1,300¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 11 lbs; Properties: Autofire, burst, heavy, reload (30m).</p><p><strong>Ares-Alpha</strong>: designed specifically for Ares Firewatch squads, the Ares Alpha assault rifle is very popular on the shadowy streets of the world. It has an intergraded grenade (weight and price already included) launcher and Smartgun link (Military). Cost: 2,000¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 16 lbs (includes grenade launcher); Properties: Autofire, burst, heavy, reload (30m), underbarrle grenade launcher (feed 4i). </p><p><strong>HK XM30</strong>: this is a modular “weapon platform” that comes with a sleek carry case with all the different barrels, attachments and ammunition magazines needed. The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). It takes 1 minute (10 rounds) to “switch” between one weapon barrels and ammo clips, but can have two “ready” at any time. Use the highest weight listed to determine the weapons weight with two barrels mounted. The case and all weapon systems weighs 29lbs total. All systems have an intergraded Smartgun link (Military). Cost: 4,500¥ and all are have the Heavy weapon property. Other properties by barrel used. Assault Rifle – Damage: 2d8 ballistic; Range: 100/500; Wt.: 18* lbs; Properties: Autofire, burst, reload (40m). Grenade Launcher – Damage: by grenade; Range: 100/500; Wt.: 10 lbs*; Properties: Loud, reload (10m). Shotgun – Damage: 2d10 ballistic; Range: 50/200; Wt.: 12 lbs*; Properties: Loud, knockdown, loud, reload (10m), shotgun. Light Machine Gun – Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 20 lbs*; Properties: Autofire only, loud, reload (50c). Sniper Rifle – Damage: 2d10 ballistic; Range: 200/700; Wt.: lbs; Properties: AP, DT, heavy, reload (12m).</p><p><strong>Ruger 100</strong>: a favored weapon of many professional hunters, it has a built in Image Scope. Cost: 900¥; Damage: 2d10 ballistic; Range: 150/600; Wt.: 12 lbs; Properties: Feed (8i), heavy, loud. </p><p><strong>PJSS Behemoth Gun</strong>: this double barrel heavy rifle is popular with those whom hunt the biggest and meanest para-animals around (Restricted). Cost: 1,100¥; Damage: 2d12 ballistic; Range: 150/600; Wt.: 16 lbs; Properties: AP, feed (2i), heavy, loud. </p><p><strong>Walter MA-21</strong>: a military sniper rifle it comes with an intergraded sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire) image scope and intergraded Smartgun link (Military). Cost: 1,800¥; Damage: 2d12 ballistic; Range: 300/1,000; Wt.: 16 lbs; Properties: AP, DT, heavy, reload (14m). </p><p><strong>Ranger Arms SM-4</strong>: this sniper rifle includes an image scope and intergraded laser sight and sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (price and weight not included) (Military). Cost: 1,600¥; Damage: 2d10+1 ballistic; Range: 300/1,000; Wt.: 14 lbs; Properties: AP, DT, reload (9m)</p><p><strong>Mossberg AM-CMDT</strong>: an autofire combat shotgun (Restricted). Cost: 1,000¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 14 lbs; Properties: Autofire, burst, DT, heavy, knockdown, loud, reload (20m), shotgun. </p><p><strong>Remington 990</strong>: a popular shotgun with law enforcement and for home defense. Cost: 450¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 8 lbs; Properties: Feed (8i), knockdown, loud, shotgun.</p><p><strong>Ingram White Knight LMG</strong>: a light, man-portable machinegun with intergraded Smartgun link (Military). Cost: 1,500¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 19 lbs; Properties: Autofire only, heavy, loud, reload (50c)</p><p><strong>Aztechnology Tangler</strong>: looking like an oversized shotgun that fires tangler rounds of a fast hardening aerosol super-achieves that wraps around the target to effectively trap them. Cost: 600¥; Damage: Restrain (15); Range: 40/150; Wt.: 12 lbs; Properties: Loud, feed (6i)</p><p> </p><p>HEAVY WEAPONS: these weapons are always heavy, loud and two-handed. </p><p><strong>Ares Gatlin LMG</strong>: a six barrel man portable light-machinegun comes with a backpack magazine (Military). Cost: 2,500¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 30 lbs; Properties: Heavy autofire only, reload (200b). </p><p><strong>Browning H303 Flame Thrower</strong>: advanced flame thrower rifle with the fuel-gas tank located where a normal rifle's magazine might be. Is rather bulky and front heavy (Military). Cost: 1,000¥, Damage: 2d10 flame; Range: 30ft cone; Wt. 26lbs; Properties: Flame, reload (10tank) </p><p><strong>Stoner-Ares M202 MMG</strong>: This is a semi-portable medium machine gun normally mounted onto a vehicle or medium sized drone. Otherwise attacks are at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires it is at disadvantage (Military). Cost: 4,000¥; Damage: 3d8 ballistic; Range: 150/600; Wt.: 34 lbs; Properties: Heavy autofire only, reload (100b).</p><p><strong>Ultimax HMG-2</strong>: heavy machinegun that can only be used from a fixed sitting position (tripod) or it can be mounted onto a medium sized vehicle or heavy drone (Military). Cost: 8,000¥; Damage: 3d10 ballistic; Range: 200/800; Wt.: l54 bs; Properties: AP, heavy autofire only, reload (200b).</p><p><strong>Panther Assault Cannon</strong>: this assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Firing this weapon is at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires in the same round it is at disadvantage (Military). Cost: ¥4,500; Damage: 4d8 ballistic; Range: 150/600; Wt.: 26 lbs; Properties: AP, heavy damage, reload (15c). </p><p><strong>Ares Antioch-2</strong>: classic grenade launcher. Can be mounted under the barrel of a rifle for an additional 250¥ (Military). Cost: 600¥; Damage: by grenade type; Range: 100/500; Wt.: 4 lbs; Properties: Feed (4i).</p><p><strong>Arms-Tech MGL-12</strong>: this hand-held grenade launcher looks something like an oversized 12-round cinder revolver-like rifle (Military). Cost: 1,000¥; Damage: by grenade type; Range: 100/500; Wt.: 11 lbs; Properties: Feed (12i).</p><p><strong>Aztechnology Striker</strong>: a light-weight disposable one-shot missile launcher (Military). Cost: 850¥; Damage: 4d10 fire and piercing damage; Range: 500/1,500; Wt.: 8 lbs; Properties: AP, heavy damage, one-use/mag. </p><p><strong>Misubishi Yakusoku MRL</strong>: a reusable launcher that allows for 4 separate missiles shots. It comes with an intergraded Image scope. Extra standard missile replacements cost $750 and weigh 4lbs each (Military). Cost: 2,500¥; Damage: 4d10 fire and piercing damage; Range: 50/1,500; Wt.: 22 lbs; Properties: AP, feed (4i), heavy damage. </p><p> </p><p>FIREARM AMMUNITION </p><p>For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper rifle, elephant guns, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Full flame thrower fuel tanks weight 10lbs and cost 100¥ each. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each. </p><p><strong>Armor Piercing Rounds</strong>: ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted). </p><p><strong>Hollow-Point Rounds</strong>: increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but ballistic Hardness counts as double. Add 50% to the ammunition cost. </p><p><strong>APDS Rounds</strong>: increase the damage by +1 die step (i.e. 2d6 becomes 2d8) and ignores Ballistic Hardness. Increase the price of such ammunition by eight times the base cost (Military). </p><p><strong>Explosive Rounds</strong>: add one additional base Damage die to total damage (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat/fire, 1-in-6 chance. This causes all the ammo to ‘cook’ off dealing double base damage to the weapon’s wielder. Triple the base ammunition cost (Military).</p><p><strong>Gel Rounds</strong>: deal minimum damage with a hit but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target also gains the Stunned condition until the start of your next turn. Add 50% to the ammunition cost.</p><p><strong>Slug Rounds </strong>(Shotgun only): lose all shotgun properties except knocking target’s prone with a critical hit, double both ranges and increase weapon damage by one step (2d8 becomes 2d10). Add 50% to the base ammunition cost. </p><p><strong>Stick-n-Shock Rounds</strong>: base damage and adds “lightning” damage to weapon and target makes an Intelligence save DC vs. the damage dealt or gain the <em>Reeling</em> condition. Five times the base ammunition cost (Restricted).</p><p><strong>Shredder Rounds </strong>(Shotgun only): as shotgun slug rounds except ½ range (instead of double) and add the AP and heavy damage properties. Triple the base ammunition cost (Restricted). </p><p> </p><p> </p><p>SUPER-HEAVY WEAPONS</p><p><strong>New Damage Types</strong></p><p>These only apply to Super-Heavy Weapons </p><p><strong>* Blast</strong>: Includes Force energy along with bludgeoning, piercing and slashing damage. </p><p><strong>* Explosive</strong>: Includes Force and Fire energy damage along with bludgeoning, piercing and slashing damage.</p><p> </p><p>See Area of Effect (Explosives) below for details on AOE weapons listed here.</p><p></p><p>These weapons can only be mounted onto a vehicle (or huge drone) or onto a structured like platform. All have the Heavy Damage weapon property but they ignore the disadvantage of attacking when moving when mounted onto a vehicle. All weapon ammunitions, bombs and missiles count towards the vehicle cargo storage capacity, wherever it is stored within it. Bomb and Missile reloads numbers in parentheses is the number that can be carried per Weapon Mount.</p><p> </p><p>Heavy Autocannons and Light cannon use two weapon mounts, Heavy cannons use four. Bomb Bays use three weapon mounts, City Buster bays count a four. Heavy missile launcher mounts use two mounts. Count the weight of the mounting towards the vehicle’s maximum cargo capacity. </p><p> </p><p>Advanced auto-loading systems mean that it takes no time to reload a tank cannon camber and the rounds are stored separately within the machine.</p><p> </p><p>See grenades for EMP effects, except that all vehicles and drones have a base save no matter their size. </p><p> </p><p>Super-heavy weapons suffer disadvantage on all attack rolls verse Large sized targets or smaller.</p><p> </p><p>Ammunition for autocannons are 800¥ for 100 rounds and weigh 50lbs, heavy autocannons and anti-armor light cannon rounds cost 1,200¥ for 100 rounds and weigh 100lbs. Heavy cannon anti-armor rounds cost 2,000¥ for 100 rounds and weigh 500lbs. </p><p> </p><p>Light and Heavy cannons can change their type to High-Explosive (price and weigh are the same). Add one weapon dice to the damage, change damage type to explosive and weapon properties Area of Effect 40ft for light cannons, or 60ft for heavy cannons, but lost the weapon dice multiplier (just base dice damage) and the Heavy Damage weapon property. They both have a DC 15 dexterity save for half damage (so a light cannon high explosive would deal 5d12 explosive damage with weapon properties – Area of Effect 40ft/DC15). Even if the character has Evasion, they would still suffer minimum damage with a save.</p><p> </p><p>Block Buster high explosive bombs cost 1,000¥ and weigh 40lbs each while City Buster high explosive bombs cost 8,000¥ each and weigh 200lbs. No matter the size all require a Dexterity save DC 15 for half damage. Even if the character has Evasion, they would still suffer minimum damage with a save. For ½ the price and weigh can change their type to EMP with the Intelligence save DC 20 in an Area of Effect twice the base listed. Deals minimum damage in basic area of affect with a Dexterity save DC 15 for half damage. </p><p> </p><p>Light Missiles cost 750¥ and weigh 25lbs each, Medium Missiles cost 2,500¥ and weigh 50lbs each, and Heavy Missiles cost 6,000¥ and weigh 100lbs each. All are High Explosive standard and use the same Dexterity save DC 15 as with bombs (see above). For HEAT missiles, prices are twice as much but weight remains the same. They add AP and Heavy damage weapon property while halving the Area of Effect. Add +2d12 to the base damage. Underwater or water based missiles are called torpedoes but otherwise cost and function the same. They can also be fired by specialized weapon mounts on Aircraft. </p><p> </p><p><strong>Autocannon</strong>: 20mm Gatlin cannon (Military). Cost: 8,000¥; Damage: 4d12 ballistic damage; Range: 400/1,500; Wt.: 350 lbs; Properties: Heavy autofire only, heavy damage, reload (200m).</p><p><strong>Autocannon, heavy</strong>: 30mm solid core Gatlin cannon (Military). Cost: 70,000¥; Damage: 6d10 ballistic damage; Range: 500/3,000; Wt.: 600 lbs; Properties: AP, heavy autofire only, heavy damage, reload (200m).</p><p><strong>Cannon, light</strong>: light 60mm tank cannon (Military). Cost: 80,000¥; Damage: 4d12 x2 blast damage; Range: 600/3,000; Wt.: 800 lbs; Properties: AP, heavy damage, loading. </p><p><strong>Cannon, heavy</strong>: heavy 120mm tank cannon (Military). Cost: 100,000¥; Damage: 5d12 x2 blast damage; Range: 800/4,000; Wt.: 1,000 lbs; Properties: Area of Effect (10ft sphere), AP, heavy damage, loading.</p><p><strong>Bomb, block buster</strong>: high explosive bomb (Military). Cost: 2,000¥; Damage: 10d6 explosive damage; Range: Special; Wt.: 100 lbs; Properties: Area of Effect (50ft sphere), heavy damage, reload (4). </p><p><strong>Bomb, city buster</strong>: heavy bomb (Military). Cost: 6,000¥; Damage: 10d10 explosive damage; Range: Special; Wt.: 500 lbs; Properties: Area of Effect (100ft sphere), heavy damage, reload (2).</p><p><strong>Missile, light</strong>: a high explosive locking missile (Military). Cost: 1,000¥; Damage: 3d12 explosive damage; Range: 1,000/5,000; Wt.: 50 lbs; Properties: Area of Effect (10ft sphere), reload (4).</p><p><strong>Missile, medium</strong>: a high explosive locking missile (Military). Cost: 2,000¥; Damage: 4d12 explosive damage; Range: 1,000/5,000; Wt.: 100 lbs; Properties: Area of Effect (20ft sphere), reload (2).</p><p><strong>Missile, heavy</strong>: a high explosive locking missile (Military). Cost: 5,000¥; Damage: 5d12 explosive damage; Range: 1,000/5,000; Wt.: 150 lbs; Properties: Area of Effect (30ft sphere), reload (2). </p><p> </p><p>EXPLOSIVES AND OTHER GRENADE-LIKE WEAPONS</p><p><strong>* Area of Effect (Explosives)</strong>: When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other AOE style attack, the attack chooses where the explosive is going to land. If you do not have Line-Of-Sight on this AOE this is an <strong>indirect attack</strong>, meaning that it can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. However if you cannot see the target area, then chooses a space where the explosive will land if any targets are within the area treat as if they were invisible and gain Advantage on their saving throws. </p><p></p><p>All ranged explosives and grenade-like weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range attacks (the second increment) all targets within the affected area gain Advantage on their saving throws vs. the affects. If this attack is also an indirect attack (see above) then the targets also gain <em>Resistance</em> to any damage dealt by the attack. This stacks with 1/2 damage from a successful save. </p><p> </p><p>Hand grenades still count as Simple Weapons for proficiency and are thrown with a base range of 30/60ft. </p><p> </p><p>Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode; Resistance can still apply per situations as describe above). This requires a DC 10 tool use check to set property and always requires 15 feet of movement. </p><p> </p><p><strong>Concussion</strong>: light explosive using air pressure as well as shrapnel to disrupt enemy lines. Cost: 25¥ each; Damage: 2d6 bludgeoning; Save/DC: Dex 14; Explosive Area: 10ft (sphere); Wt.: 1 lbs; Properties: knockdown. </p><p><strong>Smoke</strong>: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster. Cost: 15¥ each; Damage: none; Save/DC: none; Explosive Area: 10/20/30ft (sphere); Wt.: 2 lbs.</p><p><strong>Fragmentation</strong>: deadly antipersonnel explosives with dozens (or hundreds) of steel flechettes (Military). Cost: 50¥ each; Damage: 2d8 bludgeoning, piercing and slashing damage; Save/DC: Dex 15; Explosive Area: 10ft (sphere); Wt.: 1 lbs; Properties: knockdown. </p><p><strong>Flash-Bang</strong>: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Dex 18; Explosive Area: 10ft (sphere); Wt.: 1 lbs.</p><p><strong>Riot (Tear Gas)</strong>: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Con 15; Explosive Area: 5/10/15ft (sphere); Wt.: 2 lbs. </p><p><strong>Tangler</strong>: these grenades release fast hardening aerosol super-achieves into a small area that wraps around all targets within the area of affect to effectively trap they for a short term. Cost: 50¥ each; Damage: Restrained; Save/DC: Str 18; Explosive Area: 10ft (sphere); Wt.: 2 lbs. </p><p><strong>EMP</strong>: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune vs. grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. A Tools – Repair kit, as an action vs. a DC of the Device save +5 will fix the device (Restricted). Cost: 100¥ each; Damage: Special; Save/DC: Int 15; Explosive Area: 15ft (sphere); Wt.: 1 lbs.</p><p><strong>White Phosphorus</strong>: these military issued grenades have been outlawed by most of the world’s governments. Use the grenades DC instead of what listed under properties above and the targets are at Disadvantage to saves to put out the flames until they fall prone and roll around on the ground (and that means they can make a normal save) and at advantage if immerses in water. (Military & Illegal for non-government). Cost: 200¥ each; Damage: 2d10 fire; Save/DC: Dex 15; Explosive Area: 10ft (sphere); Wt.: 2 lbs; Properties: Flame. </p><p> </p><p>Explosive packs are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a Tools –Explosive kit skill check DC 15 (10 if the setter is proficient with the tool set). You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack). </p><p> </p><p><strong>Charge Pack</strong>: this simple bomb have a fairly simply timer (advantage on Tools – Demolition kit) (Military). Cost: 350¥; Damage: 3d10 force and piercing; Save/DC: Dex 15; Explosive Area: 20ft (sphere); Wt.: 8 lbs; Properties: Heavy damage. </p><p><strong>Mining Pack</strong>: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted). Cost: 500¥; Damage: 5d10 force and bludgeoning; Save/DC: Dex 12; Explosive Area: 40ft (cone); Wt.: 20 lbs; Properties: Heavy damage. </p><p><strong>Anti-Armor Pack</strong>: a specialized bomb with adhesive pull-stripe that can stick to almost any surface (Military) Cost: 750¥; Damage: 6d10 force and piercing; Save/DC: Dex 18; Explosive Area: 15ft (sphere); Wt.: 10 lbs; Properties: Heavy damage. </p><p> </p><p>OTHER EXPLOSIVES </p><p><strong>Thermal Paste</strong>: 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Base Damage 4d8 fire, 2ft area of affect (sphere), Dexterity saving throw DC10 to avoid, property AP and Heavy Damage. Type tube has enough paste to spread along 20 feet long, 2” wide. It takes a Tools – Demolition kit roll DC 15 to properly deploy (DC 10 if trained with Tools – Demolitions kit) (Military). </p><p><strong>Plastic Explosives</strong>: 500¥ per 5lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires a detonator and timer to set off (Tools – Demolition kit DC 15). Base brick deals 3d6 fire damage in a 10ft radius or 15ft cone; Dexterity save DC 15 for half. Each additional brick adds either +1d6 fire damage, increase the area of affect by 5ft radius or create a 30ft cone. All require a separate DC 15 Tools – Demolition kit roll (Military).</p><p> </p><p><strong>ADDITIONAL GEAR</strong></p><p>CLOTHING </p><p><strong>Lower-class Clothing or Coveralls</strong>: 15¥, Wt. 5 lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk. </p><p><strong>Middle-class Clothing</strong>: 150¥, Wt. 6 lbs. Better quality wear and low-end business attire for middle class. </p><p><strong>Upper-class Clothing</strong>: 800¥+, Wt. 6 lbs. high quality causal and business wear for the executive and policluber. (Note a really expensive power suit for the CFO of one of the Big 10 run several thousand each).</p><p><strong>Formal Ware</strong>: 3,000¥+, Wt. 6 lbs. Tuxedos and royal gowns. Add +1 equipment bonus to all Charisma skills in appropriate situations. Add +1 to Charisma skills in appropriate situations. </p><p><strong>Shift Fabric</strong>: 4,000¥, Wt. 5lbs. Clothing that can change colors and ‘design’ with one’s mood, via AR wireless. Adds +1 equipment bonus to all Charisma skills in most situations.</p><p><strong>Camouflage Uniform</strong>: 100¥, Wt. 6 lbs. In correct environment grant +2 equipment bonus to Dexterity (Stealth) checks (but disadvantage in all others settings). Patterns include forest, artic, jungle, urban etc.</p><p><strong>Camo Cloak</strong>: 2,500¥, Wt. 4 lbs. Very advanced computer assisted patter-schemes that changes near instantly with background, grant advantage Dexterity (Stealth) checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, allowing a normal check instead) (Military).</p><p><strong>Hiking Boots</strong>: 50¥, Wt. 2 lbs. Advantage vs. exhaustion caused by long journeys on foot. </p><p><strong>Backpack</strong>: 20¥, Wt. 2 lbs. Can carry up to 60lbs of gear. </p><p> </p><p>COMMUNICATIONS</p><p><strong>Comlink</strong>: 50¥, Wt. ¼ lb. A standard, everyday communications devices that includes a cellphone, digital camera/camcorder, GPS unit, calculator, basic computer, wireless AR Matrix access, with AR display contact lenses and skin tight, near invisible AR gloves, etc. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10 (note not a true sentient computer of course but it can provide additional information and if skilled aid another with a skill it is proficient with and with an Action on the part of the user), Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. </p><p>Typical upgrades include A.I. upgrade, each +2 to Intelligence (max 18) costs +250¥, each +2 to Wisdom (max 16) costs +300¥, Increasing Proficiency bonus to +3 cost +500¥ or to +4 cost 2,000¥. Library proficiency with any one of the following skills – Arcane, Insight, Life Science, Medicine, Physical Science or Religion cost 500¥. Adding Expertise with any known skill cost +750¥. Sim Emersion +500¥. Interface jack (allowing you to control most electronic devices that you have permission on) +250¥. Signal Boost +200¥ for Broadcast 2 (500 yards), +500¥ for Broadcast 3 (2 miles) or +750¥ for Broadcast 4 (5 miles) or +1,000¥ for Broadcast 5 (20 miles). All types can also include a Satellite Uplink for +500¥ and +5 lbs. Upgraded Firewall +1,000¥ for TN 20, or +5,000¥ for TN 25 or +25,000¥ for TN 30. </p><p><strong>Biometric Meter</strong>: 250¥, Wt. ½ lb. Worn on one’s belt or arm shelve, this devices monitors the subject’s vital systems. This includes provides a digital display of the wearer’s body functions, heart-rate, BP and oxygenation readings, etc. Grants a +4 equipment bonus to Wisdom (Medicine) checks to the subject. Wireless functions can alert team members of conditions, etc. </p><p><strong>Subvocal Microphone:</strong> 100¥, ½ lb. Throat patch. Allows the wearer to communicate via a comlink by just moving throat muscles not speaking out load; if comes into question, others are at disadvantage vs. DC 15 to notice the subject speaking with a Wisdom (Perception) spot or listen check. </p><p> </p><p>ELECTRONIC GEAR (non-Security electronics)</p><p><strong>Directional Microphone: </strong>750¥, Wt. 2 lbs. This device can listen to conversation at distance (100 yards or so) if within unobstructed line-of-sight, allowing a normal Wisdom (Perception) check vs. subjects it is point at. </p><p><strong>Laser Microphone</strong>: 1,000¥, Wt. 2 lbs. Used to listen in on conversations (normal Perception) within line of sight (up to 5 miles). Also possible to focus against windows, hard surface, etc. which normally blocks such conversions. This requires a Tools – Electronics check DC base 15 (depending on the surface material). </p><p><strong>Giger Counter</strong>: 50¥, Wt. ¼ lb. This is a simple pocket detects harmful radiations levels and automatically informs the user (via voice recording or wirelessly) of what the present areas’ level and requires no roll. </p><p><strong>Laser Range Finder: </strong>100¥, Wt. ½ lb. Used to determine distances out to about 10 miles with line-of-sight. </p><p><strong>RFID Tag: </strong>1¥ each, nil weight. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. They are used to track almost every item produced. They have a broadcast signal strength of 1 (100 yards) and Firewall 18 and are used by manufactures to upload software patches, upgrades, etc. To disable the broadcast feature is illegal and requires a Tag Locator/Eraser.</p><p><strong>RFID Stealth Tag</strong>: 50¥, nil weight. These electronic RFID tags are used to track sensitive items and are harder to detect by those who don’t want to be tracked. They have a Broadcast signal strength of 2 (200 yards) and a Firewall of 25. The broadcast feature is only used if the tag detects a failure to deactivate it (Restricted). </p><p><strong>Tag Locator/Eraser: </strong>1,000¥, Wt. 1 lb. This small scanner is used to locating Tags and destroying them. A Computer Use DC 10 detects basic RFID tags and a second check vs. the Firewall will deactivate one. Stealth Tags increase the TN to 25 for both checks. Failure to deactivate a tag send an alert to the manufactures about suspected tampering and possible location (Illegal). </p><p> </p><p>FIREARM ACCESSORIES</p><p><strong>Concealed Hostler</strong>: 50¥, Wt. ½ lb. Shoulder or hip holster that hides under a coat (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon on himself). Has space for 4 extra clips.</p><p><strong>Gimbal-Stabilizer Sling</strong>: 750¥, Wt. 15 lbs. This shoulder harness and sling is a must for many heavy weapons. It allows a user of a Heavy damage weapon to move and still attack without disadvantage. </p><p><strong>Hidden Arm Sling</strong>: 250¥, Wt. ½ lb. Auto-draw sling for a light pistol or knife (max weigh 2lbs). Does not count as an item manipulation to draw or ‘stealth’ such a weapon and can be easily hidden under the user’s clothing sleeve (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon).</p><p><strong>Image Scope</strong>: 400¥, Wt. 1 lb. Advanced targeting scope. Can take up to 6 other visual enhancements (see below under Visual Enhancement equipment). With Aim maneuver not at disadvantage with long range attacks and long range is doubled but this extreme range attack roll is at disadvantage. </p><p><strong>Laser Sight</strong>: 75¥, Wt. ½ lb. Add +1 equipment bonus to Ranged attack rolls and re-roll all 1’s on damage dice.</p><p><strong>Smartgun Link upgrade</strong>: 500¥, nil weight (requires Smartgun link Cyberwar or Smartgun Goggles). Adds +2 equipment bonus to ranged attack rolls and re-roll all 1’s and 2’s on damage dice. This include a laser sight, and while the effects do not stack those with up the required systems gain those bonuses. (Restricted).</p><p><strong>Smartgun Goggles</strong>: 750¥, Wt. ½ lb. (as Smartgun link) Can be added to an Image Scope (above) or Goggles image devices (see below) requiring 3 enhancements (Restricted). </p><p><strong>Silencer</strong>: 200¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire but only with semi-auto fire (single shot or double-tap only). Does not work for revolvers or shotguns (Restricted). </p><p><strong>Suppressor</strong>: 500¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted).</p><p> </p><p>HAND HELD SCANNER</p><p>All of these require the Tools – Hand Scanner proficiency. Untrained users are at disadvantage. Most checks require an Action to use. </p><p><strong>Atmosphere Sensor: </strong>1,000¥, Wt. 2 lbs. A TN 15 check will determines basic weather patterns for next 24 hours within a few miles. </p><p><strong>Cybernetic Detector</strong>: 500¥, Wt. 2 lbs. This hand-wand unit detects if a subject has implanted cybernetics. The user makes a DC 15 (or target’s Firewall) checks vs. targets within 10 feet. If the user beat the TN by +5, gains targets’ Stain level and basic info on type of ware. Beating the TN by 10+ gives more detailed info. </p><p><strong>Electronic/Radio Transition Detector </strong>(bug detector): Cost 200¥, Wt. 1 lb. This hand-wand unit allows the user to make a DC 15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC (Restricted). </p><p><strong>Explosives Detector</strong>: 500¥, Wt. 2 lbs. This hand-wand unit lets this user makes a DC 15 check to detect most common explosives within 10 feet. Each five feet farther +5 to the DC (Restricted). </p><p><strong>Motion Detector</strong>: 1,000¥, Wt. 4 lbs. This hand sensor unit can detect any movement within 60 feet with a DC 15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check while anything over a foot of solid material blocks it entirely. A targets that uses the Dash action grants advantage to the user’s check while those standing still (Move 0 with nothing that costs movement) impose disadvantage to check. </p><p><strong>MAD Scanner</strong>: 750¥, Wt. 2 lbs. This hand-wand unit to detect concealed weapons, by scanning for various minerals that weapons are most commonly made of. Within 10 feet of the user a TN 15 check it will detect any metal weapons, with a DC 20 it will detect aluminum, etc. and with a DC 25 with detect ceramic ones. </p><p><strong>Olfactory Sensory: </strong>500¥, Wt. 3 lbs. This device will detects and analyzes ‘smells’ within a 10 yards area with a TN 15 check (higher TN can provide additional analytical information about the chemicals, etc.)</p><p><strong>Sensor Suite</strong>: 2,500¥, Wt. 5 lbs. This hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC 15 check (+5 for every 25 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information. </p><p><strong>Ultrasound Scanner: </strong>1,000¥, Wt. 3 lbs. Using ultrasonic sound waves, this device can ‘paints’ a picture of the surrounding area. This allows the user to ignore all light obscure penalties and heavy obscure caused by lighting out to 40 yards (120 feet) with a TN 10 check each round as a bonus action. These waves can be detected by a sonic scanner (or sensor suite above). </p><p> </p><p>VISUAL AND AUDIO DEVICES</p><p><strong>Pen-Light</strong>: 10¥, Wt. ¼ lb. A small hand or helm mounted devise that provides bright light up to 50 feet away. </p><p><strong>Flashlight</strong>: 20¥, Wt. 1 lb. A light hand-held unit, provides bright light out to 200 feet or 40 foot radius. For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning). </p><p><strong>Binoculars</strong>: 250¥, Wt. 1 lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular. </p><p><strong>Goggles: </strong>100¥, Wt. ½ lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.</p><p><strong>Glasses: </strong>250¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses. </p><p><strong>Monocle: </strong>150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements, but character suffers One Eye Hindrance (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle. </p><p><strong>Contact Lenses: </strong>500¥, nil weight. With an action, a Wisdom (Perception) TN 15 check at disadvantage, to notice its’ different. Can hold up to 2 Visual Enhancements. Costume eye contact lenses. </p><p><strong>Earplugs: </strong>150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones. </p><p><strong>Headphones: </strong>250¥, Wt. ½ lb. With an action, a Wisdom (Perception) TN 12 check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices. </p><p> </p><p>Audio Enhancements – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device maybe fitted with).</p><p><strong>Audio Amplifier: </strong>+400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em></p><p><strong>Audio Enhancer: +</strong>300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. </p><p><strong>Dampener: </strong>+200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. </p><p><strong>High/Low Freq Hearing</strong>: +400¥. This enhancement grants the user High and Low Frequenting Hearing.</p><p><strong>Spatial Sound Recognizer: </strong>+1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing.</p><p> </p><p>Visual Enhancements – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)</p><p><strong>Low-Light Vision: </strong>+200¥. As species sense Low-Light Vision. </p><p><strong>Flare Compensation: </strong>+200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. </p><p><strong>Dark Vision: </strong>+500¥. This enhancement grants the user Darkvision out to 60 feet. </p><p><strong>Vision Enhancement: </strong>+450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. </p><p><strong>Vision Magnification: </strong>+400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 240ft as a normal roll. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em> </p><p> </p><p>MAGICAL EQUIPMENT</p><p>These items can only be used by awakened beings (Adepts or Magic Users). All are at least Redistricted. These are only a few examples…</p><p><strong>Hand of Glory</strong>: Cost 2,500¥, Wt. 2lbs. An illegal formula found in the banned witchcraft book <em>Compedium Malecarum</em>. Made of the hand of a talented and dead individual, it grants the user advantage on any one skill, chosen at the time one of the finger is lite (and must be held in one of awakened free hands for the duration). The affects last for 2 minutes (20 rounds). The user can use all five fingers before the item becomes useless. You cannot own more than one of these at a time or it can cause all the hands will cures the owner (Illegal). </p><p><strong>Magical Focus</strong>: Cost 750¥, Wt. 1lb. This rod or piece of jewelry (often a ring) adds one of the following for a Magic User (must be chosen the item is purchased) either (a) +1 magical bonus to Magical Attack rolls or (b) +1 to summoning elemental rolls. This also only works for Hermetic or Shamanic traditions and must be determined when purchased. A magic user may only own one such device at a time. If he purchases a new one, his own focus because deactivated.</p><p><strong>Quicksilver Camera</strong>: Cost 2,000¥, Wt. 4lbs. This handled camera can only five mana-sensitive plates, which only one being exposed at a time, along it to make astral photographs. </p><p><strong>Witch’s Moss</strong>: Cost 2,000¥ x Magnituted, Wt. 2lbs. This highly specialized and illegal alchemist most has the effect of Flesh-to-Stone spell. The user must touch the subject (simple touch so +2 to melee attack roll), if successful the target requires an Intelligence saving throw DC 12 + the magnitude of the moss (max magnitude of 6) or subject to the effects spell for up to 10 minutes, as the spell (Illegal). </p><p></p><p>MEDICAL EQUIPMENT & SERVICES</p><p><strong>Auto-Doc Pod</strong>: 25,000¥, Wt. 100lbs. This is a coffin-sized trauma pod. A single patient enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypospray syringe, medscanner and 10 doses of sprayskin. The dedicated AI has an Intelligence of 14, Wisdom 14, Proficiency +3 and skill Medicine (expertise) +8. It has a broadcast rating of 3 (1,000yds) and Firewall of 20. </p><p><strong>Doc-Wagon Basic Contract</strong>: 10,000¥/year. Doc Wagon provides first class medical care, 24 hours a day within most Metroplexes areas. The contact include a medical ID signal for emergencies. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ each time. </p><p><strong>Doc-Wagon Gold Contract</strong>: 50,000¥/year. As basic but no extra charges for Hazardous Extraction.</p><p><strong>Hypospray Syringe</strong>: 200¥, Wt. ½ lb. (1lb full). This advanced injector allows a medic to quickly administer various drugs to a willing adjacent target. It is an action on the user’s part and requires a melee attack roll vs. an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. </p><p><strong>Medscanner</strong>: 1,000¥, Wt. 2 lbs. A small hand-held wand grants advantage with Wisdom (Medicine) checks. </p><p><strong>Sprayskin</strong>: 250¥, Wt. ½ lb. per container. This miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. If, as an action, applied to an adjacent target or oneself, within one minute of suffering any HP damage, the target recovers 1d6 HP of damage instantly. The target must complete a long rest before benefiting from sprayskin again. Finally it allows the target to regain one addition Hit Dice after a long rest. A canister contains 6 doses of Sprayskin applications. </p><p><strong>Syringe</strong>: 5¥, Wt. ¼ lbs. These are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll vs. an unwilling target. Wt. ¼lb, Cost 5 credits each. </p><p></p><p>MEDICAL DRUGS & PATCHES</p><p>Drugs generally have a weight of around 32 doses per pound while patches weigh ½ lb. each. Drugs come in a pill form (that takes 1d4+1 minutes to active) or can be administered through a syringe (instant affect). There are also Patches, which administer a drug almost instantly (1 round). To administer a patch or syringe requires either a willing target and one action (by the target or adjacent administer) or a Melee attack roll if the subject is unwilling. </p><p><strong>Antibiotic</strong>: 50¥/dose. This drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before another dose will have any effect.</p><p><strong>Antivenom</strong>: 30¥/dose. When applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any poison-type hit point damage was inflicted to the subject within the last hour, the subject recovers/heals ½ of that damage back. </p><p><strong>Bliss</strong>: 100¥/dose. This is a semi- hallucinogenic depressant that is fairly popular as an upper-class as a recessional drug. The subject gains one Hit Dice + Charisma modifier in temporary hit points. These temporary hit points last for 1d6 +2 hours. While under the affects the subject is also at disadvantage on ability checks or saves verses any Charisma (Deception) and (Persuasion) checks and any situation that can impose the <em>charmed</em> condition. However they do gain advantage vs. any saves that would impose the <em>frightened</em> condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</p><p><strong>Cram</strong>: 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+1 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Wisdom (Perception) checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again. </p><p><strong>Deepweed</strong>: 250¥/dose. This drug is extremely dangerous for not awakened (adepts and magic users) to take. For 1d4 hours after administration the subject is considered ‘awakened’ and sees into the astral space, but they are also vulnerable for any and all affects from astral space. All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d6 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls for healing the hit points. A subject must complete a short or long rest before they can benefit from the effects again (Illegal). </p><p><strong>Jazz</strong>: 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</p><p><strong>Kamikaze: </strong>100¥/dose. This is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Jazz gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 3d6 rounds and then bonuses disappear and the user gains a level of exhaustion (Illegal). </p><p><strong>Long Haul</strong>: 25¥/dose. This stimulant is popular with anyone who needs to stay awake and alert for days on end. After administering this drug the subject ignores the effects of loss sleep for up to four days. The subject can remain partially active during a short or long rest (not fighting or any heavy physical actively but can still be doing light work, driving, walking, on patrol, etc.) At the end the subject suffers three levels of exhaustion that can only be recovered through long rest. No drugs can remove this exhaustion safely. Anything that does also reduces the subjects maximum hit points by 2d4 points. Awakened characters who use this require a Constitution saving throw vs. a TN 15 or it costs them 1 point of Strain at the end! A subject must complete a long rest before they can benefit from the effects again.</p><p><strong>Novacoke </strong>(drug): 100¥/dose. This is a popular street drug that has made its way to the upper classes also. After administration the subject gains 2d6 temporary hit points and gains advantage on Wisdom (Perception) and Charisma (Persuasion) skill checks. They also gain advantage on Intelligence, Wisdom and Charisma saving throws except if that check involves keeping a secret. With ‘secrets’ or keeping their thoughts private they are at a disadvantage as they cannot seem to keep their mouths closed. A subject must complete a short or long rest before they can benefit from the effects again.</p><p><strong>Patch, Antidote</strong>: 50¥ each. Instant and has the same effect as an Antivemon dose. </p><p><strong>Patch, Stim</strong>: 50¥ each. Takes 1d6 rounds to removes 1 Exhaustion level. The effects lasts for 1d4+2 hours. Then subject gains the Exhaustion level back. Can be potentially harmful for magic users and adepts to use. Each time they do must make a Constitution save TN 10, +5 per time they have used one in the last 24 hours. Failure costs them 1 Strain points!</p><p><strong>Patch, Tranq</strong>: 400¥ each. Instant. The subject must make a Constitution save vs. TN 15 or gains the <em>Unconscious</em> Condition. This condition last for 1d4 minutes afterwards. A Wisdom (Medicine) skill check vs. a TN 20 and one action can remove the condition by and adjacent ally. </p><p><strong>Patch, Trauma</strong>: 50¥ each. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before they can have this HP restored again (but it can be used to stabilize the same subject who is dying again).</p><p><strong>Psyche</strong>: 250¥/does. This drug is popular with awakened character and is fairly safe for anyone to use. It is expensive though and so still rare. Administrating this drug grants the subject +2 insight bonus to all Intelligence, Wisdom and Charisma ability and skill checks and allows a magic user to ‘quicken’ one Concentration spell for the duration. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.</p><p><strong>Radcleanse</strong>: 100¥/dose. A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. </p><p><strong>Zen</strong>: 75¥/dose. Another legal stimulant that helps people focus. Grants the subject 2d6 temporary hit points a +2 insight bonus with all Intelligence and Wisdom ability and skill checks. However the subject is at disadvantage vs. all Charisma (Deception) checks used against them. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again. </p><p> </p><p>MISCELLANEOUS GEAR</p><p><strong>3D Printer</strong>: 500¥, Wt. 10 lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight. Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex.</p><p><strong>Grapnel gun</strong>: 200¥, Wt. 4 lbs. 50¥ and 2 lbs. for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Grants a Climb speed of 50ft a round (up or down). Max weight capacity of 500 pounds. </p><p><strong>Microwire Grapple Gun: </strong>1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong rope that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Microwire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted). </p><p><strong>Microwire Spool: </strong>800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves (see below) and can be step up between two points as traps, etc. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it must make a passive perception check at disadvantage or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed (Restricted). </p><p><strong>Sheath Gloves: </strong>250¥, Wt. ½lb. Wearer can handle microwire safely, including security wire.</p><p><strong>Wall Climbing Cups</strong>: these vacuum suction cups are worn on the user’s hands and feet allow the user a Climb speed of 10 feet on ‘hard’ (metal, glass, stone, etc.) horizontal surfaces. Wt. 4lbs. Cost 200¥. </p><p> </p><p>SECURITY & COUNTER SECURITY DEVICES</p><p><strong>Fake License: </strong>1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a Fake SIN. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week. Enhanced versions increase the DC to 25 for 5,000¥ (Illegal).</p><p><strong>Fake SIN</strong>: 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week. Enhanced versions increase the rating 25 for 10,000¥ (Illegal).</p><p><strong>Electronic Bug/Tags</strong>: 100¥ each, Wt. 10 weigh about one pound. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (100 yards). Bugs Detectors detect sounds (voices, etc.), Radios Detector detect radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check. </p><p><strong>Wellesley Lock</strong>: 50¥, Wt. 4 lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires Thieves tools DC 15 to open. High quality locks DC to 20 and HP 20 for 250¥. </p><p><strong>MagLock</strong>: 500¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These magnetic door locks come with keypad or wireless access port. The one seeking access must know the code or have the wireless access account in order to gain admittance. The base DC to overcome with a Maglock Passkey kit is 15 or with a Computer User hacking roll vs. the Firewall. Higher security systems increase the passkey DC to 20 and HP 25 for 2,000¥ and to DC 25, HP 25 and Hardness 10 for 10,000¥. </p><p><strong>GeneLock</strong>: 1,000¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. The base DC to overcome with a GeneLock kit is 15 or with a Computer Use hacking roll vs. the Firewall. Higher quality increase HP to 25 and Hardness 10. </p><p><strong>Headjammer: </strong>500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a Constitution save DC 12 or also gain the <em>Poisoned</em> condition for the duration (Restricted). </p><p><strong>Neural Interface Disrupter</strong>: 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires an Intelligence save vs. a DC 15 or the subject may not use any cybernetic systems that round. The subject must also make a Constitution save DC 12 or also gain the <em>Poisoned</em> condition for the duration (Restricted). </p><p><strong>Mage’s Hood & Restraint Coat</strong>: 1,000¥, Wt. 5 lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the <em>Blinded, Deafened</em> and <em>Restrained </em>conditions throughout the duration. In order to attempt to escape they may try to make a Strength or Dexterity ability check (player’s choice) at disadvantage vs. a DC 18. This takes 1d6+4 rounds and cost the subject one level of Fatigue at the end. It takes 1d4+1 rounds to place a helpless subject into the coat and attach the hood (Restricted). </p><p><strong>Jammer, Area</strong>: 750¥, Wt. 2lbs. Jams all wireless and radio communications within a 20yd radius (12 square radius) and can interfere with radar, etc. User is at disadvantage with any skill rolls that require communication or some kind and an Intelligence (Computer Use) skill roll at disadvantage vs. a DC 15 to even use a comlink, etc. to talk within the area. </p><p><strong>Monofilament Handsaw: </strong>500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP & Heavy damage but only with a full round action. Disadvantage if used in melee combat (Restricted).</p><p><strong>Monofilament Chainsaw: </strong>750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Two-Handed. Disadvantage if used in melee combat (Restricted). </p><p><strong>Wire Cutters: </strong>100¥, Wt. 1lb. Metal shears that are good for cutting wires and the like. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. </p><p><strong>Metal Handcuff Restraints: </strong>150¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 200¥ and weigh 1½lb. </p><p><strong>Pasteel Handcuff Restraints: </strong>200¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb.</p><p><strong>Plastic Handcuff Restraints: </strong>75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 18. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 12 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4.</p><p><strong>Screamer</strong>: 300¥, Wt. 2 lbs. Proximity alarm that detects motion and sound, base Perception check +8. Within 30ft area of affect (6 square area), if motion is detected they set of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within 50 yards). They automatically detects ultra-sound waves (Stummer or similar devices). </p><p><strong>Stummer</strong>: 1,500¥, Wt. 3 lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to all Dexterity (Stealth) checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves. </p><p><strong>White Noise Generator: </strong>500¥, Wt. 2lbs. Used to mask talking within a 10yds (6 square) radius area from outside listeners. Disadvantage with Wisdom (Perception) checks vs. a DC 15 (20 if those inside the area are trying to hide or disguise their conversation). </p><p> </p><p>SURVIVAL GEAR</p><p><strong>Chemical Suit: </strong>600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. </p><p><strong>Gas Mask: </strong>150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage to any saving throw vs. inhaled toxins with a +4 equipment bonus to saves and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles, etc. and suffers an -2 equipment penalty to passive perception and Wisdom (Perception) checks made with sight. </p><p><strong>Filter Plugs</strong>: Cost 25¥, Wt. nil. Nose filter plugs that add +4 equipment bonus to saves vs. inhaled toxins when worn in the user’s nasal cavities. </p><p><strong>Hazmat Suit: </strong>1,500¥, Wt. 15lbs. Immunity vs. airborne & contact toxins, poisons & chemicals. Oxygen tanks last 4 hours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (which weighs 8lbs by itself). </p><p><strong>Diving Gear: </strong>600¥, Wt. 8lbs. A wet suit with oxygen tank. User can breathe underwater with 2 hour tank and gains +4 equipment bonus to saving throws vs. cold and high pressure environments (see the Environment). Also includes feet flippers that add a Swim speed of 15ft.</p><p><strong>Light Sticks: </strong>10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides dim illumination within a 15ft radius (3 squares). </p><p><strong>Micro-Flares: </strong>25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscuring environment). Can provide dim illumination within a 30ft radius (6 squares) for 1 minute. </p><p><strong>Rope, standard</strong>: 20¥, Wt. 4lbs. 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break. </p><p><strong>Myineric Rope: </strong>1,000¥, Wt. 6lbs. 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking 1 minute). Grants advantage on any Strength (Athletics) checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted). </p><p><strong>Stealth Rope</strong>: 500¥, Wt. 5lbs. 50ft of stealth rope that will disintegrate without a trace in two rounds with wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted).</p><p><strong>Repealing Gloves</strong>: Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed.</p><p><strong>Canteen</strong>: 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥. </p><p><strong>MRE Ration</strong>: 5¥, Wt. 1lb each. One days’ worth of nutritious (but bland) food. Requires ¼ gallon of water.</p><p><strong>Survival Kit</strong>: 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +2 equipment bonus to Wisdom (Survival) checks. </p><p> </p><p>UTILITY CHEMICALS </p><p><strong>Glue Sprayer</strong>: 100¥, Wt. ½ lb. canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a Strength TN vs. 20 at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).</p><p><strong>Thermite Burning Bar: </strong>250¥, Wt. 1 lb. bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a Tools (Demolitions) TN 10 check to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military). [/sblock] </p><p> </p><p>[sblock=STOCK DRONES & VEHICLES]</p><p>These are only the most common, “off the rank/stock” Drone found in the shadows. All drones have built in Comlinks (Broadcast 3/1,000yards, Firewall 20) and Rigger Upgrades. Also all Drones are at least Redistricted Availability. </p><p> </p><p><strong>Size</strong>: drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. Note that with Attribute boost (Strength), each level adds 10% to the drone’s capacity total (round to the nearest). </p><p><strong>Cost</strong>: drones price new, in ¥. </p><p><strong>Attributes</strong>: drones attributes</p><p><strong>Prof</strong>: drone’s basic proficiency bonus.</p><p><strong>Save</strong>: additional save type the drone has proficiency in. </p><p><strong>Threshold</strong>: as with characters and vehicles, this is the damage to send a drone to Reeling. </p><p><strong>Speed</strong>: the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs or wheels, etc. have no ground speed. </p><p><strong>AC</strong>: basic armor class without Dexterity bonus added on. </p><p><strong>HD</strong>: basic Hit Dice of the drone.</p><p><strong>HP</strong>: base number of Hit Points. </p><p><strong>Battery</strong>: the drone’s operation time on a fully charged battery. </p><p><strong>Special</strong>: any special abilities base on the drone’s size. </p><p> </p><p><strong>Optical Drone¹</strong> [requires Cyber-Eye Replacement<em> and</em> Optic-Drone Mount]. This is a detachable eye drone with VTOL flight capacity and advanced sensors. Cost 10,000¥, Wt. 1.5lb. <em>Attributes</em>: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 7; <em>Speed</em>: 60ft fly (180 MPH); <em>AC</em> 14 (dex +4); <em>SZ</em>: Fine; <em>HD</em>: ½; <em>HP</em>: 5; <em>Hardness</em>: 0, <em>Proficiencies</em>: Computer Use +3, Perception +4, Stealth +8; <em>Special</em> <em>Qualities</em>: VTOL propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 60ft, Low-Light) (½lb), Skill Expertise & Proficiency (Stealth).</p><p><strong>Shiawase Kanmushi¹</strong>. This drone is designed to look like a cockroach with standard ‘gecko-crawl’ wall-crawling system. Cost 7,000¥, Wt. 1lb. <em>Attributes</em>: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 7; <em>Speed</em>: 30ft (30 MPH), climb 20ft; <em>AC</em> 15 (dex +4); <em>SZ</em>: Fine; <em>HD</em>: ½; <em>HP</em>: 5; <em>Hardness</em>: 0, <em>Proficiencies</em>: Computer Use +3, Perception +2, Stealth +8; <em>Special</em> <em>Qualities</em>: Walker propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. Animal Form, Sensor (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker.</p><p><strong>Sikorshy-Bell Microskimmer¹</strong>. A very small rotor vehicle (size of a small hummingbird) used for surveillance. Cost 9,000¥, Wt. 2lbs. <em>Attributes</em>: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 7; <em>Speed</em>: 40ft fly (8 MPH); <em>AC</em> 14 (dex +4); <em>SZ</em>: Fine; <em>HD</em>: ½; <em>HP</em>: 5; <em>Hardness</em>: 0, <em>Proficiencies</em>: Computer Use +3, Perception +6, Stealth +6; <em>Special</em> <em>Qualities</em>: Rotor propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 120ft, Telescopic Vision 120ft) (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth)</p><p><strong>Drone Hand¹</strong> [requires a Cyberarm <em>and</em> Drone-Hand Mount]. This is a detectable cybernetic hand that can act like a remote stealth drone. Cost 9,600¥, Wt. 8.5 lbs; <em>Attributes</em>: Strength 6, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 12, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 8; <em>Speed</em>: 40ft (40 MPH); <em>AC</em> 15 (dex +4); <em>SZ</em>: Tiny; <em>HD</em>: 1; <em>HP</em>: 10; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +3, Stealth +8; <em>Weapon Attack</em>: -1 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Walking propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 1, Attribute Boost (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. </p><p><strong>MCT Fly-Spy¹</strong>. This drone is designed to look like a common bird (normally a pigeon or a crow). Cost 10,400¥, Wt. 8 lbs; <em>Attributes</em>: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +4, Intelligence +3; <em>Threshold</em>: 8; <em>Speed</em>: 30ft fly (60 MPH); <em>AC</em> 13 (dex +2); <em>SZ</em>: Tiny; <em>HD</em>: 1; <em>HP</em>: 10; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +6, Stealth +4; <em>Weapon Attack</em>: -1 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Bird-Wing aircraft propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. Animal Form, AI boost (Wisdom) 2, Sensors (Low-Light Vision, Telescopic Vision 240ft), (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth).</p><p><strong>Lone Star iBall¹</strong>. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ can add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8 lbs; <em>Attributes</em>: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +4, Intelligence +3; <em>Threshold</em>: 8; <em>Speed</em>: 30ft (30 MPH); <em>AC</em> 13 (dex +2); <em>SZ</em>: Tiny; <em>HD</em>: 1; <em>HP</em>: 10; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +8; <em>Weapon Attack</em>: -1 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception). </p><p><strong>Aztechnology Crawler³</strong>. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks (with a very low to the ground signature). Cost: 15,400¥, Wt. 47.5 lbs. <em>Attributes</em>: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +5, Intelligence +3; <em>Threshold</em>: 11; <em>Speed</em>: 40ft (40 MPH); <em>AC</em> 15 (dex +3); <em>SZ</em>: Small; <em>HD</em>: 3; <em>HP</em>: 30; <em>Hardness</em>: 6, <em>Proficiencies</em>: Computer Use +3, Perception +4; <em>Weapon Attack</em>: +2 melee, +5 ranged; <em>Special</em> <em>Qualities</em>: Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). </p><p><strong>Cyberspace Designs Dalmatian²</strong>. An advanced vector thrust recon drone features unique hover capability and a sturdy frame. Lone Star has licensed the design for urban surveillance duties, but comes with a light weapons mount standard. Cost 29,600¥, Wt. 33 lbs; <em>Attributes</em>: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +5, Intelligence +3; <em>Threshold</em>: 11; <em>Speed</em>: 90ft fly (210 MPH); <em>AC</em> 13 (dex +3); <em>SZ</em>: Small; <em>HD</em>: 2; <em>HP</em>: 20; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +5, Stealth +5; <em>Weapon Attack</em>: +3 melee, +6 ranged; <em>Special</em> <em>Qualities</em>: VTOL propulsion. Construct, Battery 12hrs on 5hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Strength) 2, (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 120ft) (1lb), Skill Proficiency (Stealth), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms).</p><p><strong>Lockheed Optic-X²</strong>. This is a fixed-winged stealth VSTOL drone for surveillance and monitoring, not especially combat. Cost 16,000¥, Wt. 32 lbs, about the size of a child; <em>Attributes</em>: Strength 8, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +5, Intelligence +3; <em>Threshold</em>: 9; <em>Speed</em>: 60ft (120 MPH), stall 30ft; <em>AC</em> 13 (dex +3); <em>SZ</em>: Small; <em>HD</em>: 2; <em>HP</em>: 20; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +7, Stealth +5; <em>Weapon Attack</em>: +1 melee, +5 ranged; <em>Special</em> <em>Qualities</em>: VSTOL Propeller propulsion (takeoff/landing 250ft). Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Dexterity) 2, Sensors (Darvision 120ft, Low-Light, Telescopic 240ft) (2lbs), Skill Expertise (Perception), Skill Proficiency (Stealth), Stealth System. </p><p><strong>MCT-Nissan Roto-Drone². </strong>A simple ruggedly made, no-nonsense rotor-blade drone that can handle various weapon platforms. Cost: 42,000¥, Wt. 123lbs. <em>Attributes</em>: Strength 12, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Strength +3, Intelligence +3; <em>Threshold</em>: 16; <em>Speed</em>: 50ft fly (100 MPH); <em>AC</em> 13 (dex +2); <em>SZ</em>: Medium; <em>HD</em>: 4; <em>HP</em>: 40; <em>Hardness</em>: 6 (+4 vs. ballistic damage), <em>Proficiencies</em>: Computer Use +3, Perception +6; <em>Weapon Attack</em>: +3 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Rotor propulsion. Construct, Battery 10hrs on 9hr recharge, Unarmed 1d6 bludgeoning. Armor Plating 1 (10lbs), AI boost (Wisdom) 2, Attribute Boost (Dexterity) 2, Hardness 1 (bullet-proofing 1) (20lbs), Expertise (Perception), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 2) (1lb), Weapon Mounts (4 heavy firearms) (8lbs), Weapon Proficiencies (Light and Heavy firearms)</p><p><strong>GM-Nissan Doberman³</strong>. This is a four-wheeled solidly built combat drone platform for light security patrol work. Cost: 24,000¥, Weight 190.5lbs. <em>Attributes</em>: Strength 16, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Strength +5, Intelligence +3; <em>Threshold</em>: 18; <em>Speed</em>: 35ft (70 MPH); <em>AC</em> 15 (dex +2); <em>SZ</em>: Medium; <em>HD</em>: 5; <em>HP</em>: 50; <em>Hardness</em>: 7 (+4 vs. ballistic damage), <em>Proficiencies</em>: Computer Use +3, Perception +4; <em>Weapon Attack</em>: +5 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Wheeled propulsion. Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning. Armor upgrade 2 (20 lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, Dexterity (2), Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet proofing 1) (20lbs), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Speed 2, Weapon Mounts (4 heavy firearms and 1 heavy weapon) (16lbs), Weapon Proficiencies (Heavy weapons, Light and Heavy firearms).</p><p><strong>Crash-Craft AutoDoc</strong>. This six wheeled drone has a pair of specially designed and padded actuator arms that allow it to lift one metahuman sized creature (Medium sized or smaller) and place it within its reinforced medical-coffin interiors where an advanced AutoDoc program system can work to save critically injured. These drones are often used for high risk excretions for DocWagon contracts. Cost 64,000 ¥, Wt. 450 lbs, about the size of an adult troll; <em>Attributes</em>: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength +7, Intelligence +4; <em>Threshold</em>: 26; <em>Speed</em>: 20ft (40 MPH); <em>AC</em> 13; <em>SZ</em>: Large; <em>HD</em>: 6; <em>HP</em>: 60; <em>Hardness</em>: 4; <em>Proficiencies</em>: Computer Use +4, Medicine +12, Perception +7; <em>Weapon Attack</em>: +7 melee, +2 ranged; <em>Special</em> <em>Qualities</em>: Wheeled propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Arm-Actuator Lifter (45lbs), AI Boost (Wisdom) 4, Attribute boost (Dexterity) 1, Auto-Doc Pod (see Medical gear) (100lbs), Enhanced Programming (feat: First Aid), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Skill Expertise & Proficiency (Medicine). </p><p><strong>Steel Lynx Combat Drone</strong> (Military). This is a military grade combat drone built something like a four-legged tetrapod with a flexible body form and two arm mounts for maximum combat effectiveness. Cost 58,000¥, Wt. 534 lbs; <em>Attributes</em>: Strength 26, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength +9, Intelligence +4; <em>Threshold</em>: 28; <em>Speed</em>: 30ft (30 MPH); <em>AC</em> 15 (dex +1); <em>SZ</em>: Large; <em>HD</em>: 8; <em>HP</em>: 80; <em>Hardness</em>: 6; <em>Proficiencies</em>: Computer Use +4, Perception +5; <em>Weapon Attack</em>: +11 melee, +6 ranged; <em>Special</em> <em>Qualities</em>: Walker propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Armor Plating 2 (30lbs), AI Boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet-proofing 2), Reinforced Chassis 2 (30lbs), Sensors (Darkvision 60ft, Low-Light Vision, Motion Sensor) (10lbs), Weapon Mount (4 heavy firearms, 1 heavy weapon) (16lbs), Weapon Proficiency (Heavy Firearms, Heavy Weapons).</p><p><strong>Renraku Stormcloud</strong>². This large lighter-then-air mini-blimp is solar powered recon drone is built to remain in the air for up to two days. Its advanced sensors allow it to remain high in the air and generally out of damage from non-flying threats. It cannot handle much in the way of weapons and is slow and clumsy in most combat situations. Cost: 28,000¥, Wt. 1,000lbs; <em>Attributes</em>: Strength 22, Dexterity 6, Constitution n/a, Intelligence 14, Wisdom 16, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength +8, Intelligence +5; <em>Threshold</em>: 28; <em>Speed</em>: 20ft (20 MPH); <em>AC</em> 9 (dex -2); <em>SZ</em>: Huge; <em>HD</em>: 6; <em>HP</em>: 60; <em>Hardness</em>: 4; <em>Proficiencies</em>: Computer Use +5, Perception +9, Stealth +1; <em>Weapon Attack</em>: +8 melee, +1 ranged; <em>Special</em> <em>Qualities</em>: Lighter-Then-Air (LTA) propulsion. Construct, Battery 48hrs on 14hr recharge, Unarmed 1d6 bludgeoning. AI boost (Intelligence) 1, (Wisdom) 3, Enhanced Battery 2, Extra Battery 1, Sensors (Low-Light Vision, Telescopic Vision 240ft base), Skill Expertise (Perception), Skill Training (Stealth), Weapon Mount (can hold either two light firearms or one heavy one), Weapon Proficiency (light & heavy firearms). </p><p> </p><p>¹ These drones count as Stealth drone for Drone Rigger choices at character creation. Stealth drones are meant to not be seen or not be seen as a drone (or both). Stealth drones tend to be fine or tiny in size and almost never have weapons attached. </p><p>² These drones count as Recon drones for Drone Riggers choice at character creation. Recon drones might have some stealth systems like the Stealth drone but they have addition sensors to seek out information. </p><p>³ These drones count as Combat drones for Drone Rigger choices at character creation. Built for combat and carrying weapons.</p><p> </p><p>STOCK VEHICLES</p><p>Vehicles sizes range from Medium up to Titan (two steps greater than colossal). Almost all vehicles have at least a comlink with a Broadcast 1 (100yards) and Firewall of 15 unless removed or really old (like 50+ years). All vehicles have resistant to all non-Heavy Damage weapons and ‘Physical’ energy damage attacks (spells).</p><p> </p><p><strong>Cost</strong>: the basic cost in ¥, with numbers in parentheses is the cost for a battery power source. Note that ‘stock’ vehicles gain a 5-10% discount on overall cost due to standardized assembly. </p><p><strong>Size</strong>: See GM section for full chart. </p><p><strong>Crew</strong> and <strong>Passengers</strong> the standard crew size and maximum number of passengers. Note that normally a troll counts as two medium sized creatures. </p><p><strong>Cargo</strong>: basic cargo load</p><p><strong>Modifier</strong>: This is the equipment bonus or penalty when attempting a maneuver checks.</p><p><strong>Speed</strong>: The base speed and maximum MPH in parentheses. </p><p><strong>Cover</strong>: the cover bonus to all crew and passengers (PHB). </p><p><strong>Power</strong>: whether gas or battery powered. See vehicles for costs of fuel and recharges. </p><p><strong>AC </strong>(Armor Class): The basic armor class of the vehicle. </p><p><strong>HD </strong>(Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles. </p><p><strong>HP</strong> (Hit Points): The amount of damage the vehicle can suffer before being disabled. </p><p><strong>Hardness</strong>: the hardness of the vehicle. Reduce all damage dealt by this amount.</p><p><strong>Threshold </strong>the vehicles Damage Threshold verse damage (its Strength modifier + size bonus).</p><p><strong>Abilities </strong>basic ability scores of vehicles which include Strength, Dexterity, Intelligence and Wisdom. </p><p><strong>Skills</strong>: These are the skills that the vehicle’s AI can perform as directed by the owner/operator. </p><p><strong>Availability</strong>: if the vehicle is Restricted or Military grade.</p><p> </p><p>BIKE (MOTORCYCLE) VEHICLES</p><p>All motorcycles have a wheeled (two wheeled) system. </p><p><strong>Dodge Scooter</strong>. This is a light, around the town, easy to operate scooter-bike. <em>Cost</em>: 1,350¥ (battery 1,880¥); <em>Size</em>: Medium; <em>Crew</em>: 1; <em>Passengers</em>: 0;<em> Cargo</em>: 40 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 50ft (60 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas 8 hours on 2 gallons (Electric 8hrs on 1hr recharge); <em>AC</em>: 11 + Dex/Int (max +2) + proficiency; <em>HD</em>: 3; <em>HP</em>: 30;<em> Hardness</em>: 2; <em>Threshold</em>: 18; <em>Abilities</em>: Strength 16, Dexterity 14; <em>Notes</em>: Bike propulsion. Off road loses maneuver bonus with an additional -4/-8 penalty. Attribute Boost 2 (Dexterity), No passengers, Reduced cargo space 2, Reduced fuel/battery 2. </p><p><strong>Suzuki Mirage</strong>. A popular racing bike, especially with go-gangers looking for speed. <em>Cost</em>: 9,400¥ (15,500¥ for battery); <em>Size</em>: Medium; <em>Crew</em>: 1; <em>Passengers</em>: 1;<em> Cargo</em>: 40 lbs;<em> Modifier</em>: +4; <em>Speed</em>: 90ft (180 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas -16hours on 4 gallons (Electric -16hrs on 4hr recharge); <em>AC</em>: 11 + Dex/Int + proficiency; <em>HD</em>: 3; <em>HP</em>: 30;<em> Hardness</em>: 4; <em>Threshold</em>: 19; <em>Abilities</em>: Strength 18, Dexterity 18, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Notes</em>: Bike propulsion. Off road lose maneuver bonus with an additional -4/-8 penalty. AI Upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 1, (Dexterity) 4, Enhanced Speed 8, Hardening 1.</p><p><strong>Yamaha Growler</strong>. A popular off-road, ruggedly built motorbike. <em>Cost</em>: 11,000¥ (16,500¥); <em>Size</em>: Medium; <em>Crew</em>: 1; <em>Passengers</em>: 1;<em> Cargo</em>: 40 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas 16 hours on 4 gallons (Electric -16hrs on 4hr recharge); <em>AC</em>: 12 + Dex/Int + proficiency; <em>HD</em>: 4; <em>HP</em>: 40;<em> Hardness</em>: 5; <em>Threshold</em>: 20; <em>Abilities</em>: Strength 20, Dexterity 14, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Notes</em>: Bike propulsion. Armor Plating 1, AI upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 2, (Dexterity) 2, Enhanced Speed 4, Hardening 1, Off-Road, Reinforced Chassis 1. Troll upgrade adds +1,000¥ (increase Strength to 22, Threshold 21, and Hardness to 6). </p><p><strong>Harley Davidson Scorpion. </strong>A very popular heavy (and big!) copper that is built to take a beating. <em>Cost</em>: 18,000¥ (23,000¥ battery); <em>Size</em>: Large; <em>Crew</em>: 1; <em>Passengers</em>: 1;<em> Cargo</em>: 200 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 60ft (120 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas -12hr on 10 gallons (Electric 12hrs on 4hr recharge); <em>AC</em>: 12 + Dex/Int (max +2) + proficiency; <em>HD</em>: 7; <em>HP</em>: 70;<em> Hardness</em>: 5; <em>Threshold</em>: 29; <em>Abilities</em>: Strength 28, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Notes</em>: Bike propulsion. Off-road penalties of -2/-6 to maneuver checks. Armor Plating 1, AI Upgrade, Boost Signal +1, Enhanced Attributes (Strength) 2, (Dexterity) 1, Enhanced Speed 4, Hardening 1, Less Crew (-3), Off-Road Handling, Reinforced Chassis 1. Troll upgrade adds +2,000¥ to cost (increase Strength to 28, Threshold to 31 and Hardness to 6).</p><p> </p><p>HOVER CRAFT</p><p><strong>GMC Everglades</strong>. A fairly common civilian ‘hover-truck’. <em>Cost</em>: 65,000¥ (74,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1; <em>Passengers</em>: 9;<em> Cargo</em>: 2,000 lbs;<em> Modifier</em>: +1; <em>Speed</em>: 50ft (72 MPH);<em> Cover</em>: Full or Half; <em>Power</em>: Gas -10hrs on 80 gallons of gas (Electric -10hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2) + proficiency; <em>HD</em>: 10; <em>HP</em>: 100;<em> Hardness</em>: 4; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Hover) +3; <em>Notes</em>: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Reinforced Chassis 1, Speed 2. </p><p><strong>GMC Beachcraft</strong>. These fully enclosed hover vehicles are lightly armored and armed and are often used as patrol craft on rivers and waterways. <em>Cost</em>: 115,000¥ (140,000¥); <em>Size</em>: Huge; <em>Crew</em>: 2; <em>Passengers</em>: 8;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +1; <em>Speed</em>: 50ft (72 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -15hrs on 120 gallons of gas (Electric -14hrs on a 8hr recharge); <em>AC</em>: 13 + Dex/Int (max +2) + proficiency; <em>HD</em>: 10; <em>HP</em>: 100;<em> Hardness</em>: 9 (+8 vs. ballistic damage); <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Hover) +3; <em>Notes</em>: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2 and Firewall +1, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Enhanced Battery 2 <em>or</em> Larger Fuel tank (+50%), Hardness 2 (bullet proofing +2), Reinforced Chassis 1, Rigger Upgrade, Speed 2, Weapon Mount (1 super-heavy, 4 heavy weapons), Weapon Proficiency (Heavy Weapons, Super-Heavy Weapons).</p><p> </p><p>JET AIRCRAFT </p><p><strong>Cessna C750</strong>. A private twin-engine jet aircraft. <em>Cost</em>: 435,500¥ (620,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 20;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 130ft (520 MPH), stall speed 75ft;<em> Cover</em>: Full; <em>Power</em>: Gas -16hr on 800 gallons of gas (Electric -16hrs on a 16hr recharge); <em>AC</em>: 11 + Dex/Int (max +2) + proficiency; <em>HD</em>: 8; <em>HP</em>: 80;<em> Hardness</em>: 2; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 14, Intelligence 12, Wisdom 14, Broadcast 4, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +4, Vehicle (Jet) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Jet aircraft (Runway 4,000ft). Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost +3 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Extra Battery 1 or Larger Fuel Tank, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2.</p><p><strong>Federal-Boeing Commuter</strong>. Commuter very-short takeoff and landing jet that can be reconfigured into a heavy cargo freighter instead. <em>Cost</em>: 15,500,000¥ (36,400,000¥); <em>Size</em>: Behemoth; <em>Crew</em>: 8;<em> Passengers</em>: 192; <em>Cargo</em>: 50,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 90ft (900 MPH) stall speed 45ft;<em> Cover</em>: Full; <em>Power</em>: Gas -16hrs on 40,000 gallons of gas (Electric -16hrs on a 18hr recharge); <em>AC</em>: 12 + proficiency; <em>HD</em>: 15; <em>HP</em>: 150;<em> Hardness</em>: 4; <em>Threshold</em>: 80; <em>Abilities</em>: Strength 70, Dexterity 14, Intelligence 12, Wisdom 18, Broadcast 5 with Satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base Perception +4, Vehicle (Jet) -4; <em>Availability</em>: Restricted; <em>Notes</em>: Sonic-Jet engine with VSTOL upgrade (Runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Crew (+80 passengers) or less crew (-72 for +8,000 lbs) and cargo space 1 (cargo then becomes 87,300 lbs), Enhanced Environmentally Sealed (200 crew for 18hr), Extra Battery 1 or Larger Fuel Tank, Gyrostabilization, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2.</p><p><strong>Ares Thunder Light Attack Fighter</strong>. One of the more popular stealth jet fighter of modern militaries. <em>Cost</em>: 894,000¥ (950,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2;<em> Cargo</em>: 8,500 lbs;<em> Modifier</em>: +5 (attack +0); <em>Speed</em>: 160ft (640 MPH) Stall speed 80ft;<em> Cover</em>: Full; <em>Power</em>: Gas -8hr on 2,500 gallons of gas (Electric -8hrs on a 14hr recharge); <em>AC</em>: 12 + Dex/Int + proficiency; <em>HD</em>: 8; <em>HP</em>: 80;<em> Hardness</em>: 5; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 20, Intelligence 18, Wisdom 16, Broadcast 5 with Satellite uplink, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +5, Vehicle (Jet) +3; <em>Availability</em>: Military; <em>Notes</em>: Afterburner Jet Aircraft (runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. Less Crew for more cargo (to carry bombs or missiles). Advanced Controls, Armor upgrade 1, AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Intelligence) 3, (Wisdom) 4, Attribute Boost (Dexterity) 5, Automation, Ejection System, Environmentally Sealed (2 crew for 18hr), Gyrostabilization, Hardening 1, Rigger Upgrade, Speed 2, Stealth system, Weapon Mount (6 Super-heavy mounts), Weapon Proficiency (Heavy weapons, Super-heavy weapons). </p><p> </p><p>ROTOR AIRCRAFT </p><p><strong>Northup Wasp. </strong>This small, one-person helicopter are often used for urban combat rolls. While not illegal in its standard configuration, arming one completely certainly is. <em>Cost</em>: 130,000¥ (148,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Cargo</em>: 3,250 lbs;<em> Modifier</em>: +3 (attack bonus +1); <em>Speed</em>: 80ft (160 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); <em>AC</em>: 12 + Dex/Int + proficiency; <em>HD</em>: 7; <em>HP</em>: 70;<em> Hardness</em>: 7; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 20, Intelligence 14, Wisdom 10, Broadcast 3, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Rotor) +5; <em>Availability</em>: Restricted (Military if armed); <em>Notes</em>: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, AI upgrade (Intelligence) 2, Armor Upgrade 1, Attribute boost (Dexterity) 5, Automation, Hardness 2, Less Crew (for more cargo +2,250lbs for payload), Reinforced Chassis 1, Rigger upgrade, Sensor (Combat Radar, blindsense 1 mile extended, Low-Light Vision, Darkvision 120ft, Telescopic Vision 240ft), Weapon Mount (two Super-heavy, 4 heavy weapon mounts).</p><p><strong>Hughes Stallion</strong>. This is a common civilian utility helicopter often seen in the service as an urban executive transport. <em>Cost</em>: 60,000¥ (72,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 9; <em>Cargo</em>: 1,000 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 80ft (160 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); <em>AC</em>: 11 + Dex/Int + proficiency; <em>HD</em>: 6; <em>HP</em>: 60;<em> Hardness</em>: 2; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Rotor) +4; <em>Notes</em>: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). </p><p><strong>Ares Dragon</strong>. A heavy cargo helicopter that can handle additional weight with an external sling. <em>Cost</em>: 535,000¥ (625,000¥); <em>Size</em>: Colossal; <em>Crew</em>: 4;<em> Passengers</em>: 18; <em>Cargo</em>: 21,000 lbs;<em> Modifier</em>: -6; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2) + proficiency; <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 3; <em>Threshold</em>: 60; <em>Abilities</em>: Strength 50, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base Perception +2, Vehicle (Rotor) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Less Crew for more cargo (-20 crew for +5,000 lbs cargo), Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). Cargo sling cost +110,000¥ and can haul 105,000 lbs (52.5 tons) of extra cargo externally. </p><p> </p><p>TRACKER CRAFT</p><p><strong>Ares Iron-Mustang APC</strong>. This armored APC runs on an advanced tracked system that allow it to climb over or through must obstacles. It can carry up to 12 heavily armored and armored troopers in the passenger bay. <em>Cost</em>: 265,000¥ (330,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2; <em>Passengers</em>: 18*;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 35ft (70 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hr on 450 gallons of gas (Electric -12hrs on a 11hr recharge); <em>AC</em>: 15 + proficiency; <em>HD</em>: 16; <em>HP</em>: 160;<em> Hardness</em>: 11 (+8 vs. ballistic damage); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Tracked) +4; <em>Availability</em>: Military; <em>Notes</em>: Tracked propulsion (ignore difficult terrain, Off-road penalties -2/-2). Crash system, with seatbelts worn, passengers take ½ damage from crashes. AI with signal boost 2 and Firewall +2, AI upgrade (Intelligence) 2, Armored upgrade 1, Automation, Enhanced Batter or Larger Fuel Tank, Hardness 2 (bullet proofing 2), Reinforced Chassis 2, Rigger Upgrade, Speed 2, Weapon Mount (one Super-heavy in a turret, 4 heavy weapons). </p><p>* Armored Passengers count as 1.5 Passengers (or 3 per troll).</p><p> </p><p>VTOL AIRCRAFT</p><p>Include VLA (Very-Low-Altitude) aircraft. </p><p><strong>GMC Banshee.</strong> The ‘thunerbird’ is a low-altitude armored VTOL craft that can haul up 4 tons of cargo. While common with smugglers it is pretty illegal in civilian areas. <em>Cost</em>: 465,650¥ (518,150¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 1; <em>Passengers</em>: 6;<em> Cargo</em>: 4 tons;<em> Maneuver</em>: +1; <em>Speed</em>: 120ft (360 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hrs on 750 gallons (Electric 12hrs on 7hr recharge); <em>AC</em>: 14 + Dex/Int (max +2) + proficiency; <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 16; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 20, Intelligence 14, Wisdom 14, Broadcast 4 with Satellite uplink, Firewall 25; <em>Proficiency</em>: base plus Notice +4, Vehicle (VTOL) +3; <em>Availability</em>: Military; <em>Notes</em>: VTOL Aircraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost 3 and uplink and Firewall 2, AI boost (Intelligence) 1, (Wisdom) 2, Armor 3, Attribute Boost (Dexterity) 5, Automation, Cargo 2, Enhanced batteries or Larger fuel tanks, Hardening 5, Less Crew 12 (for cargo +3,000 lbs), Reinforced Chassis 4, Rigger upgrade, Sensors (Combat Radar -blindsense 200ft base, 1 mile extended; Darkvision 120ft, Low-Light Vision, Telescopic vision 120ft), Weapon Mount (2 Super-heavy in a Turret and 4 Heavy mounts), Weapon Proficiencies (Heavy Weapon, Super Heavy Weapons). </p><p> </p><p>WATERCRAFT</p><p>Any type of water vehicles, be it surface or submersible. </p><p><strong>SC Otter</strong>. This a popular sports and speed boat of the low-end corporate exec that is also popular with smugglers. <em>Cost</em>: 40,000¥ (52,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1; <em>Passengers</em>: 9;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 60ft (60 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int (max +2) + proficiency; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Watercraft) +2; <em>Notes</em>: Watercraft propulsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 4.</p><p><strong>MT Sea Nymph</strong>. This is a large luxury pleasure yacht of the ultra-rich. <em>Cost</em>: 2,200,000¥ (3,000,000¥); <em>Size</em>: Behemoth; <em>Crew</em>: 8;<em> Passengers</em>: 70; <em>Cargo</em>: 50,000 lbs;<em> Modifier</em>: -6; <em>Speed</em>: 25ft (25 MPH);<em> Cover</em>: Full or Half; <em>Power</em>: Gas -32hrs on 4,000 gallons of gas (Electric -32hrs on a 12hr recharge); <em>AC</em>: 13 + proficiency; <em>HD</em>: 20; <em>HP</em>: 200;<em> Hardness</em>: 5; <em>Threshold</em>: 80; <em>Abilities</em>: Strength 70, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; <em>Proficiency</em>: +3; <em>Skills</em>: base Perception +3, Vehicle (Watercraft) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Watercraft populsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Enhanced Software (+1), Expertise (Watercraft), Extra Battery or Large Fuel Tank, Living Space (80 people), Luxury Features, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 1.</p><p><strong>Vulkan Electronaut</strong>. A ‘civilian’ recreational mini-submarine, not much larger than a large sedan. <em>Cost</em>: 40,000¥ (54,000¥); <em>Size</em>: Huge; <em>Crew</em>: 2; <em>Passengers</em>: 8;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 40ft (40 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int (max +2) + proficiency; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Watercraft) +2; <em>Availability</em>: Restricted; <em>Notes</em>: Watercraft propulsion. AI with signal boost +2 and Firewall +1, Attribute boost (Dexterity) 2, Automation, Sensors (Sonar, blindsight up to 5 miles noncombat), Submersible (Speed 20ft/20MPH underwater). </p><p><strong>Morgan Cutlass</strong>. This is a light armored patrol boat that has occasionally found its way into the hands of smugglers. <em>Cost</em>: 136,000¥ (150,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 20;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -4; <em>Speed</em>: 60ft (60 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2) + proficiency; <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 6 (+8 vs. ballistic damage); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Watercraft) +2; <em>Availability</em>: Restricted; <em>Notes</em>: Watercraft propulsion. AI with signal boost 3 and uplink with Firewall +1, Automation, Armor upgrade 1, Attribute boost (Dexterity) 2, Automation, Expertise (Watercraft), Hardness 1 (bullet-proofing 2), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Telescopic Vision 240ft), Speed 4, Weapon Mounts (2 Super-heavy on a turret, 4 heavy weapon).</p><p> </p><p>WHEELED VEHICLES</p><p>Wheeled vehicles are from three to six wheeled ground craft. </p><p><strong>Honda Spirit. </strong>A very simply built and cheap 3-wheeled town car. <em>Cost</em>: 3,200¥ (4,600¥); <em>Size</em>: Large; <em>Crew</em>: 1; <em>Passengers</em>: 2;<em> Cargo</em>: 200 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); <em>AC</em>: 11 + Dex/Int (max +2) + proficiency; <em>HD</em>: 6; <em>HP</em>: 60;<em> Hardness</em>: 2; <em>Threshold</em>: 32; <em>Abilities</em>: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: basic; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Fewer Passengers (-2), Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Inferior Controls.</p><p><strong>Mercury Comet</strong>. A popular and cheap family town-car. <em>Cost</em>: 7,000¥ (8,200¥); <em>Size</em>: Large; <em>Crew</em>: 1; <em>Passengers</em>: 4;<em> Cargo</em>: 200 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); <em>AC</em>: 11 + Dex/Int (max +2) + proficiency; <em>HD</em>: 6; <em>HP</em>: 60;<em> Hardness</em>: 2; <em>Threshold</em>: 32; <em>Abilities</em>: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: basic, Perception +2, Vehicles (Wheeled) +2; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Automation, Inferior Controls.</p><p><strong>Ford Phantom 3R</strong>. Your basic urban family midsized suburban, with built with some structural reinforcements for added safety. <em>Cost</em>: 16,000¥ (21,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 9;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + proficiency; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +2; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. Advanced crash system (with engaged crew suffer ¼ damage from crashes), AI with signal boost 2, Automation, Inferior Controls, Speed 2. </p><p><strong>Ford Spiral 115Ti</strong>. Marketed as an “economy” sports car for modern roads. <em>Cost</em>: 32,000¥ (36,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 2, <em>Cargo</em>: 1,000 lbs;<em> Modifier</em>: +1; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int (max +2) + proficiency; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +3; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. AI with signal boost 2 and Firewall +1, Attribute boost (Dexterity) 3, Automation, Less Passengers (-5), Speed 6. </p><p><strong>Eurocar Westwind 3K. </strong>A popular racing car with turbo-charged engine for added speed and advanced controls for better maneuverability. <em>Cost</em>: 58,000¥ (72,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 1;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int + proficiency; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +4; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks. Wheeled propulsion. Advanced Control, Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost and Firewall +2, Attribute boost (Dexterity) 4, Automation, Less crew (-8), Speed 6, Turbo-charged engine (speed 110ft/220MPH but consume twice the base times fuel/battery and maneuvers are at disadvantage). </p><p><strong>Toyota Gopher</strong>. A popular full off-road sporting vehicle. <em>Cost</em>: 30,000¥ (34,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1; <em>Passengers</em>: 4;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int (max +2) + proficiency; <em>HD</em>: 10; <em>HP</em>: 100;<em> Hardness</em>: 5; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +2; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -0/-4 to maneuver checks. Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost, Attribute boost (Dexterity) 2, Automation, Hardness 1, Less Crew (-5), Off-Road with Resistance to Maneuver damage, Reinforced Chassis 1, Speed 2. </p><p><strong>Mitsubishi Nightsky</strong>. A very sleek and modern armored limousine for the corporate or criminal elite. <em>Cost</em>: 150,000¥ (190,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 1;<em> Passengers</em>: 9;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); <em>AC</em>: 14 + Dex/Int (max +2) + proficiency; <em>HD</em>: 14; <em>HP</em>: 140;<em> Hardness</em>: 9 (+8 vs. ballistic); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3 with Satellite uplink, Firewall 25; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -2/-6 to maneuver checks. Advanced Crash System (passengers with systems engaged take ¼ damage from crashes), AI with signal boost +2 and uplink with Firewall +2, Armor upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Enhanced Software (proficiency +1), Luxury features, Hardening 2 (bullet proofing 2), Off-Road handling, Reinforced Chassis 2, Rigger update, Sensors (Darkvision 120ft, Low-Light Vision), Speed 4. </p><p><strong>GMC Bulldog Step Van</strong>. This is a common light cargo and light security van. <em>Cost</em>: 70,000¥ (94,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 1;<em> Passengers</em>: 9;<em> Cargo</em>: 9,750 lbs;<em> Modifier</em>: -4; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2) + proficiency; <em>HD</em>: 13; <em>HP</em>: 130;<em> Hardness</em>: 8; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) -2; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade and signal boost 1, Armor upgrade 1, Automation, Cargo 1, Less Crew (-10 crew for +2,500 cargo), Hardening 2, Reinforced Chassis 1, Speed 2. </p><p><strong>Ares Roadmaster</strong>. These are large urban and armored transports, the heaviest allowed for civilians. <em>Cost</em>: 150,000¥ (195,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2;<em> Passengers</em>: 18*;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 45ft (90 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); <em>AC</em>: 14 + Dex/Int (max +2) + proficiency; <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 13 (+8 vs. ballistic); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor Upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Hardness 4 (bullet proofing 2), Reinforced Chassis 1, Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 3.</p><p>* Armored Passengers count as 1.5 Passengers (or 3 per troll).</p><p><strong>Nordkapp Zugmaschine Tractor Trailer</strong>. Long distance heavy semi-truck with trailer for moving large cargos. Has advanced rigged upgrade and AI with improved security so not to be hacked easily. <em>Cost</em>: 136,000¥ (220,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2;<em> Cargo</em>: 8,500 lbs;<em> Modifier</em>: -4; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -24hr on 100 gallons of gas (Electric -24hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2) + proficiency; <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 8; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 14, Broadcast 5 with Satellite upgrade, Firewall 25; <em>Proficiency</em>: +4; <em>Skills</em>: base, Perception +4, Vehicle (Wheeled) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost +4 and uplink with Firewall +2, AI boost (Wisdom) 2, Armored Upgrade 1, Automation, Enhanced & Extra battery (x2+1) or Large Fuel tank (x3), Enhanced Software (proficiency) 2, Hardness 2, Hauler (trailer can haul 85,000 lbs/42.5 tons), Less Crew (more cargo +4,500), Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 2. </p><p><strong>Chrysler-Nissan Patrol-1.</strong> This is your standard police cruiser built over a reinforced sedan. <em>Cost</em>: 72,000¥ (104,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 4;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -15hrs on 60 gallons of gas (Electric -15hrs on a 6hr recharge); <em>AC</em>: 14 + Dex/Int (max +2) + proficiency; <em>HD</em>: 11; <em>HP</em>: 110;<em> Hardness</em>: 7 (+8 vs. ballistic damage); <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +4; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor upgrade 2, Attribute Boost (Dexterity) 4, Automation, Enhanced Batteries 2 or Large Fuel tank, Less Crew (-5), Hardness 1 (bullet proofing 2), Reinforced Chassis 2, Rigger upgrade, Speed 6. [/sblock]</p><p></p><p>[sblock=GM Section]</p><p>NONHEROIC CHARACTERS (Minions)</p><p><strong>Game Rule Information</strong></p><p><strong>Hit Dice</strong>: at each level non-heroic characters gain 1d4 hit points + constitution modifier.</p><p><strong>Karma</strong>: Non-heroic character cannot gain or use Karma Points</p><p></p><p><strong>PROFICIENCIES</strong></p><p><strong>Armor and Weapons</strong>: Simple Weapons plus one either of Heavy Weapons, Heavy Firearms, Light Firearms, Martial Weapons, Super-Heavy Weapons or Light Armor or Medium Armor. Heavy Armor proficiency can only be taken with a feat if the creature already has Light & Medium armor proficiency. </p><p><strong>Saving Throws</strong>: Generally none to start with. They can take the Determined feat to gain proficiency bonus with a saving throw. </p><p><strong>Skills and Tools</strong>: Any one of choice.</p><p><strong>Backgrounds</strong>: instead of picking a background, nonheroic characters gain any two Skills, Tools, Vehicles, or any of the Armor and Weapon Proficiencies listed above. </p><p></p><p>Non-Heroic characters gain normal Proficiency bonuses for their level, Feats (at 1st, 3rd, 5th, etc.), and Attribute bonuses (at 4th, 8th, etc.) as normal. </p><p></p><p>Non-Heroic character ‘generally’ have 18 points to assign to attributes, as there are no standard templates, although if you want to assign one use the following – 12, 12, 12, 10, 10, 10. </p><p></p><p><strong>Henchmen </strong>are Minions who later take level in Heroic Classes. Treat this just as if they were multi-classing into the Heroic level. </p><p> </p><p> </p><p>UPGRADES</p><p>Techs with the Upgrade feature can add of these features or upgrade features from Drones and Vehicles at ½ the base cost. Just as a general rule, it takes one day of work in a machines garage per 1,000¥ for armor, weapon and gear upgrades, or per 2,000¥ for drone upgrades and per 5,000¥ for vehicle upgrades. </p><p> </p><p>BASIC ARMOR UPGRADES</p><p><strong>[Elemental] Proofing</strong>: Pick one of the following energy types – Acid, Cold, Fire, or Lightning. The armor now has that energy type damage reduction of 5. Light armor and protective armor can have one proofing installed. Medium and heavy armor can have two different types of proofing installed. Cost –base armor cost.</p><p></p><p>ADVANCED ARMOR UPGRADES</p><p><strong>Advanced [Elemental] Proofing</strong>: You can have one additional type of proofing added to any one suit of armor. Also can now install proofing for the following elementals – Radiant, Thunder. Cost –base armor cost x2. </p><p> </p><p>BASIC WEAPON UPGRADES</p><p>Note that weapon upgrades (basic or advanced) do not stack with Adapt – Weapon Master or Improved Weapon master, nor do they stack with any Weapon Focus magic item. </p><p> </p><p>ADVANCED WEAPON UPGRADES</p><p>TBD</p><p> </p><p>BASIC GEAR UPGRADES</p><p>TBD</p><p> </p><p>ADVANCED GEAR UPGRADES</p><p>TBD</p><p> </p><p>DRONE BUILDS & UPGRADES</p><p>Drones are Constructs and as such have no Constitution score, and deal bludgeoning unarmed damage. Drones are immune to all mind-affect abilities (beneficial or not). Drones automatically run on batteries. Drones automatically have advanced AI (Intelligence, Wisdom and Charisma scores) with built in comlines and Rigger upgrade. All drones are proficient with Intelligence saves and have proficiency in Computer Use and Perception automatically. </p><p>Drone Size </p><p><strong>Fine </strong>(2): base price 1,000¥, Wt. 1lb. about the size of an insect. <em>Attributes</em>: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity; <em>Speed</em>: 20ft; <em>AC</em> 11; <em>SZ</em>: Fine; <em>HD</em>: ½; <em>HP</em>: 5; <em>Hardness</em>: 0, <em>Proficiencies</em>: Computer Use +3, Perception +2; <em>Special</em> <em>Qualities</em>: Advantage on Stealth checks, Construct, Battery 12hrs on 1hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. </p><p><strong>Tiny </strong>(8): 1,500¥, Wt. 8 lbs, about the size of a bird; <em>Attributes</em>: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity; <em>Speed</em>: 30ft; <em>AC</em> 11; <em>SZ</em>: Tiny; <em>HD</em>: 1; <em>HP</em>: 10; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +2; <em>Weapon Attack</em>: -1 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning.</p><p><strong>Small </strong>(20): 2,000¥, Wt. 30 lbs, about the size of a child; <em>Attributes</em>: Strength 8, Dexterity 12, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity; <em>Speed</em>: 30ft; <em>AC</em> 11; <em>SZ</em>: Small; <em>HD</em>: 2; <em>HP</em>: 20; <em>Hardness</em>: 2, <em>Proficiencies</em>: Computer Use +3, Perception +2; <em>Weapon Attack</em>: +1 melee, +3 ranged; <em>Special</em> <em>Qualities</em>: Construct, Battery 12hrs on 3hr recharge, Unarmed 1d4 bludgeoning.</p><p><strong>Medium </strong>(100): 4,000¥, Wt. 120 lbs, about the size of a adult; <em>Attributes</em>: Strength 12, Dexterity 10, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Strength; <em>Speed</em>: 25ft; <em>AC</em> 11; <em>SZ</em>: Medium; <em>HD</em>: 3; <em>HP</em>: 30; <em>Hardness</em>: 3, <em>Proficiencies</em>: Computer Use +3, Perception +2; <em>Weapon Attack</em>: +3 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning.</p><p><strong>Large </strong>(150): 6,000 ¥, Wt. 450 lbs, about the size of an adult troll; <em>Attributes</em>: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength; <em>Speed</em>: 20ft; <em>AC</em> 12; <em>SZ</em>: Large; <em>HD</em>: 6; <em>HP</em>: 60; <em>Hardness</em>: 4; <em>Proficiencies</em>: Computer Use +4, Perception +3; <em>Weapon Attack</em>: +7 melee, +2 ranged; <em>Special</em> <em>Qualities</em>: Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning.</p><p><strong>Huge </strong>(200): 9,000¥, Wt. 2,000 lbs, about the size of a cargo van; <em>Attributes</em>: Strength 26, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength; <em>Speed</em>: 25ft; <em>AC</em> 12; <em>SZ</em>: Huge; <em>HD</em>: 9; <em>HP</em>: 90; <em>Hardness</em>: 5; <em>Proficiencies</em>: Computer Use +4, Perception +3; <em>Weapon Attack</em>: +11 melee, +2 ranged; <em>Special</em> <em>Qualities</em>: Construct, Battery 6hrs on 5hr recharge, Unarmed 1d10 bludgeoning. </p><p> </p><p>Drone Stats </p><p><strong>Size</strong>: drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. Note that with Attribute boost (Strength), each level adds 10% to the drone’s capacity total (round to the nearest). </p><p><strong>Cost</strong>: drones price new, in ¥. </p><p><strong>Strength, Dexterity, Intelligence, Wisdom, Charisma</strong>: base Strength and Dexterity for a drone’s size. All drones automatically start with a base Intelligence of 12, Wisdom of 10 and Charisma of 6. </p><p><strong>Prof</strong>: drone’s basic proficiency bonus.</p><p><strong>Save</strong>: additional save type the drone has proficiency in. </p><p><strong>Speed</strong>: the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs, etc. have no ground speed. </p><p><strong>AC</strong>: basic armor class without Dexterity bonus added on. </p><p><strong>HD</strong>: basic Hit Dice of the drone.</p><p><strong>HP</strong>: base number of Hit Points. </p><p><strong>Battery</strong>: the drone’s operation time on a fully charged battery. </p><p><strong>Special</strong>: any special abilities base on the drone’s size. </p><p> </p><p>PROPULSION</p><p>Basic Propulsion Types as Vehicles (except Turbo-Sonic see GM section on Vehicle Builds) with all features and modifiers (ignore Advanced Controls. Also ignore minimum size for Drones). Round any reduces to HD/HP the nearest (this often means for smaller aircraft they loss no HD/HP) and ½ any recharge time for medium and smaller. For runway/landing divide the distance by ½. </p><p><strong>Aircraft, Bird Wing</strong>: Fine and Tiny size only. This system allows the drone to fly like a bird, allowing for enhanced disguise. Three times base cost and Fly speed. MPH are double feed Speed. Can hover, no minimum speed or runway.</p><p><strong>Aircraft, LTA (Lighter-Then-Air)</strong>: One-half base cost and lower speed by -5ft. MPH are base feet Speed. Triple battery life. Lower AC and Hardness by 1 and lower Strength by 4 points and Dexterity by 2 points (and the capacity is halved). Reduce HD/HP to ¾ and lower unarmed attack by 2 dice steps, minimum 1pt. </p><p><strong>Rolling</strong>: maximum size Small. A self-rolling system of propulsion. Base cost and increase Speed by +5ft. Cannot handle going up stairs and difficult terrain cost three times the movement. Increase operating time by +2hrs. </p><p><strong>Walker</strong>: Twice base cost and increase Speed by +10ft. MPH is base feet Speed. Add one hour to recharging time for same operation time. </p><p> </p><p>BASIC DRONE CONSTRUCTION AND UPGRADES </p><p>Most upgrades for drones work exactly like vehicle upgrades but with the following exceptions – drones cannot take Advanced Control and already included basic AI. Some upgrades work a bit differently... </p><p><strong>Arm-Actuator Lifters</strong>: These are simple armor that can lift cargo of willing creatures. Assume a carrying/life capacity of the vehicles size and strength (i.e. a Large drone with a 20 strength can “lift” 320lbs with a maximum of 640lbs. If used for attacking the roll is at disadvantage. Cost ¼ vehicle base cost, Wt. one-tenth vehicle weight towards capacity. </p><p><strong>Armor Upgrade</strong>: Enhancing the armor plating of a base drone (Restricted). Cost and effect as vehicles. Two levels counts as Medium armor (disadvantage to stealth and max Dex bonus of +2) while four levels counts as Heavy armor (no Dexterity bonus, penalties still apply). Drones are automatically proficiency with the armor types with the upgrades. Fine drones cannot take this upgrade, Tiny and Small can handle 2 levels, Medium and Large can handle 3 levels and Huge can handle 4. Armor also counts towards the drones capacity, weighing 2lbs a level for tiny, 5lbs a level for small, 10lbs a level for medium, 15lbs a level for large and 20lbs a level for huge. </p><p><strong>Animal Form/Disguise</strong>: This drone has been designed to appear to be some kind of animal or insect. Requires an action and a Perception check DC 15 to realize that it is a drone. Cost 2,000¥ up to Small size, 10,000¥ for all others. </p><p><strong>Built-In Tools</strong>: Standard tool kits or Gear (GM approval). Cost is the tool kit cost +100% and its base weight counts towards drone’s capacity. </p><p><strong>Combat Tracking Software I & II</strong>: Advanced tracking software installation (Restricted). Cost 1,000¥. <strong><em>Level</em></strong><em> <strong>II</strong></em> 5,000¥. A drone’s tracking software can be upgrade to add +2 equipment bonus to its ranged attack damage. For level II the damage is upgrading to a +4 equipment bonus with ranged attacks. </p><p><strong>Expertise</strong>: with any one skill or tool or vehicle that the drone is already proficient with. Cost 2,000¥ each. </p><p><strong>Low-Profile</strong>: Walker drones only. These specially designed drones are built to “hug” the ground and make them hard to target with ranged weapons. Attackers suffer disadvantage with ranged attacks against this drone. Cost ½ base vehicle base cost, including the walker cost increase. Max size medium. </p><p><strong>Proficiencies</strong>: skill or tool proficiency for the drone. Cost 500¥ for one mental Skill (Int, Wis, Cha) or Language, Cost 1,000¥ for one physical Skill (Str, Dex) or any one Tool set. 1,500¥ for any one Vehicle proficiency. </p><p><strong>Reinforced Chassis</strong>: Cost and affect as vehicles. Fine drones can take this but it only moves the drone to HD 1, and HP 10 (for 1lb towards its capacity). Has the same weight are Armor Upgrade that counts towards the drone’s capacity. </p><p><strong>Resistance</strong>: drone gain resistant to one nonmagical (AP) type of damage. Cost 10,000¥ each type of damage (bludgeoning, piercing or slashing). Has the same weight are Armor Upgrade that counts towards the drone’s capacity.</p><p><strong>Sensors</strong>: built in sensors. As any hand sensors or audio and visual enhancements built in, double the cost and its base weight counts towards the drone’s capacity (for enhancements assume each level counts as ¼lb in weight). </p><p><strong>Target Acquisition</strong>: Targeting software installation. Cost 2,500¥. You can update a drone’s targeting system in this way once, so that now it re-rolls any 1s or 2s that it rolls on ranged attack damage dice. It must accept the result of these rerolls though. </p><p><strong>Target Scanner</strong>: Targeting scanning software installation. Cost 5,000¥. You can update a drone’s sensor systems in this way once, so that now it scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target). </p><p><strong>Voice Modulator</strong>: Speakers have been installed within the drone allowing it to communicate verbally. Drones can only use fairly simple sentence structure though. Cost 500¥.</p><p><strong>Wall-Crawling</strong>: Max small size drones. Walker propulsion only. Grants the drone the ability to walk on walls like a bug. Cost ½ the vehicle’s base size cost, Climb speed 20ft. </p><p><strong>Weapon Mount</strong>: Cost 500¥, Wt. 1lb for a light firearm; costs 1,000¥, wt. 2lbs for a heavy firearm, cost 4,000¥, wt. 8lbs for a heavy weapon, and cost 12,000¥, wt. 24lbs for a super-heavy weapon. Fine drones cannot handle any weapons, Tiny can handle one very light weapon, Small can handle two light or one moderate weapon, Medium can handle four moderate weapons or two heavy weapons, Large can handle up to six moderate weapon or three heavy weapons, while a Huge drone can handle ten moderate weapons or five heavy weapons or two super-heavy weapons. Increase the weapon’s cost by +20% for the updated systems to install the weapon. This extra weight counts towards the drone’s capacity.</p><p><strong>Weapon Proficiency</strong>: allows the drone to add its proficiency bonus to a mounted weapon attack. Simple and Martial weapons costs 500¥ each, Light and Heavy Firearms cost 1,000¥ each, Heavy weapons cost 1,500¥ and Super-Heavy costs 2,000¥. </p><p> </p><p>ADVANCED UPGRADES</p><p><strong>Enhanced Programming</strong>: Can grant a feat. The drone must still qualify for it. It cannot take any that are mind-affecting. Cost is 5,000¥ each feat. </p><p>TBD</p><p> </p><p>VEHICLE BUILDS & UPGRADES</p><p>Size</p><p><strong>Medium</strong>. Motorcycle or super compact vehicle. <em>Base Cost</em>: 2,000¥ (3,200¥); <em>Size</em>: Medium; <em>Crew</em>: 2;<em> Cargo</em>: 40 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 50ft (x MPH);<em> Cover</em>: Half; <em>Power</em>: Gas -16hr on 4 gallons of gas (Electric -16hrs on a 4hr recharge); <em>AC</em>: 11 + Dex/Int + proficiency; <em>HD</em>: 3; <em>HP</em>: 30;<em> Hardness</em>: 2; <em>Threshold</em>: 18; <em>Abilities</em>: Strength 16, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Notes</em>: Off road lose maneuver bonus with an additional -4/-8 penalty.</p><p><strong>Large</strong>. Small car or very large motorcycle. <em>Base Cost</em>: 4,000¥ (5,400¥); <em>Size</em>: Large; <em>Crew</em>: 5;<em> Cargo</em>: 200 lbs;<em> Modifier</em>: -1; <em>Speed</em>: 40ft (x MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hrs on 10 gallons of gas (Electric -12hrs on a 4hr recharge); <em>AC</em>: 11 + Dex/Int + proficiency; <em>HD</em>: 6; <em>HP</em>: 60;<em> Hardness</em>: 2; <em>Threshold</em>: 32; <em>Abilities</em>: Strength 24, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Availability</em>: ?; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks.</p><p><strong>Huge</strong>. Midsized car, small cargo van, small personal boat or very small helicopter.<em> Base Cost</em>: 10,000¥ (14,000¥); <em>Size</em>: Huge; <em>Crew</em>: 10;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 40ft (x MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int (max +2) + proficiency; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Availability</em>: ?; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks.</p><p><strong>Gargantuan</strong>. Large cargo van or semi-truck or fighter jet aircraft. <em>Base Cost</em>: 25,000¥ (30,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 20;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -4; <em>Speed</em>: 30ft (x MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 12 + Dex/Int (max +2) + proficiency; <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 3; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Availability</em>: Restricted; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks.</p><p><strong>Colossal</strong>. A small yacht or trolley fisher boat or private jet airplane. <em>base Cost</em>: 75,000¥ (90,000¥); <em>Size</em>: Colossal; <em>Crew</em>: 40;<em> Cargo</em>: 16,000 lbs;<em> Modifier</em>: -6; <em>Speed</em>: 25ft (x MPH);<em> Cover</em>: Full; <em>Power</em>: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + proficiency; <em>HD</em>: 16; <em>HP</em>: 160;<em> Hardness</em>: 4; <em>Threshold</em>: 60; <em>Abilities</em>: Strength 50, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Availability</em>: Restricted; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks.</p><p><strong>Behemoth</strong>. Luxury yacht, super-cargo aircraft and space shuttles. <em>base Cost</em>: 500,000¥ (800,000¥); <em>Size</em>: Behemoth; <em>Crew</em>: 80;<em> Cargo</em>: 50,000 lbs;<em> Modifier</em>: -8; <em>Speed</em>: 20ft (x MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -8hrs on 2,000 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + proficiency; <em>HD</em>: 20; <em>HP</em>: 200;<em> Hardness</em>: 5; <em>Threshold</em>: 80; <em>Abilities</em>: Strength 70, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Availability</em>: Restricted; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks.</p><p><strong>Titan</strong>. Massive cargo freighter or system spacecraft. <em>base Cost</em>: 500,000¥ (800,000¥); <em>Size</em>: Titan; <em>Crew</em>: 200;<em> Cargo</em>: 100,000 lbs;<em> Modifier</em>: -10; <em>Speed</em>: 20ft (x MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -8hrs on 10,000 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + proficiency; <em>HD</em>: 25; <em>HP</em>: 250;<em> Hardness</em>: 6; <em>Threshold</em>: 100; <em>Abilities</em>: Strength 90, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Availability</em>: Restricted; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks.</p><p>Basic Attributes (listed above) this are the basic characteristic of a vehicle of that size. </p><p><strong>Size</strong>: How big the vehicle is. </p><p><strong>Cost</strong>: basic cost, with number in parentheses is the cost for a battery power source. </p><p><strong>Crew</strong>: basic number of passengers and crew that a vehicle can hold. Trolls count as 2 crew and armored troopers count as 1½ crew (3 crew for armored trolls). </p><p><strong>Cargo</strong>: the amount of cargo a vehicle can safely transport. Can overload up to twice as much but vehicle maneuver it changed to disadvantage.</p><p><strong>Modifier</strong>: Bonus or penalty for maneuver checks (see Vehicle Actions) </p><p><strong>Speed</strong>: The base speed and maximum MPH in parentheses. </p><p><strong>Cover</strong>: the cover bonus to all crew and passengers. Full means enclosed within the vehicle, partial lists the bonus while exposed means no cover. </p><p><strong>Power</strong>: For Gas and Battery. The listing (x) is duration for normal operations. Gas costs 5¥ per gallon. Standard electric charging station take 6-8 hours to recharges a battery. The cost to recharge is based on the size of the vehicle = Medium 30¥, Large 60¥, Huge 100¥, Gargantuan 200¥, Colossal 400¥, Behemoth 800¥ and Titan 1,500¥. Enhance batteries adds +50% to this cost each time it has been taken and Extra batteries adds +100% to the cost each time it has been taken. </p><p><strong>HD </strong>(Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles. </p><p><strong>HP</strong> (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells. </p><p><strong>Threshold</strong>: for Threshold. The amount of damage the vehicle can suffer before it is sent Reeling.</p><p><strong>Hardness</strong>: the hardness of the vehicle. Reduce all damage dealt by this amount.</p><p><strong>Abilities</strong>: basic ability scores of vehicles including Strength, Dexterity, Intelligence and Wisdom. Vehicles Dexterity is base 10. Intelligence and Wisdom must be added with AI, etc. Unless removed almost all vehicles come with a very basic comlink automatically with a Broadcast of 1 and Firewall 15. </p><p><strong>Skills</strong>: These are any skills that the vehicle’s AI is proficient with. </p><p> </p><p>PROPULSION </p><p><strong>Aircraft, Jet</strong>: Four time base cost and triple base Speed. MPH is four times feet Speed. Min size Huge; Max size Behemoth. Minus one AC, Hardness and ¾ HD/HP. Add stall speed of ½ feet Speed. Runway required of 4,000 feet. Quadruple the gas tank size or add 2hrs to recharge for same operating time.</p><p>*<em>Afterburners</em> engine upgrade cost five times base cost and quadruple base Speed. MPH is four times feet Speed. Increase the gas tank size by five times or add 4hrs to recharge for the same operating time. </p><p>*<em>Turbo-Sonic</em> engine upgrade cost six times base cost and changes MPH to ten times base feet Speed and increase runway requirement to 8,000 feet. Increase gas tank size by ten times or add 6hrs to recharge for base operating time. </p><p>*<em>VTOL Jet craft</em> upgrade cost base cost times five and triple base Speed. MPH is three times feet Speed. Can hove, no minimum speed or runway. Increase gas tank size by five times or add 3hrs to recharge for the same operation time. Increase the AC bonus by one step (1 level of Advanced Controls upgrade). </p><p><strong>Aircraft, Propeller</strong>: Double base cost and base Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Add Stall Speed of ½ base Speed. Runway required of 1,000 feet. Triple the gas tank size or add 3hrs to recharge for the same operating time.</p><p>*<em>Very-Short Take-Off-And-Landing</em> (VSTOL) can be added to Jets, Afterburners, Turbo-Sonic and Propeller propulsion system. Increase the propulsion type cost multiplier by one step. The basic runway requirement is ¼ normal. </p><p><strong>Rotor craft</strong>: Triples base cost and double Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Can hover, no minimum speed or runway. Quadruple the gas tank size or add 3hrs to recharge for the same operating time. Minus 1 from AC but increase the AC bonus by one step (as if automatically 1 level of Advanced Controls upgrade). </p><p><strong>Hover craft</strong>: Double the base cost but Speed remains unchanged. MPH are 50% over feet Speed. Max size Colossal. Can hover, no minimum speed. Ignores difficult terrain and obstacles under 6ft in height. Can ‘fly’ over water at base speed. Double the gas tank size or add 1hr to recharge for the same operating time.</p><p><strong>Tracked</strong>: Double the base cost and lower base speed by 5ft. MPH are double feet Speed. Add two to AC, HD/HP and Hardness, but lower the AC bonus to base +proficiency. Ignores most difficult terrain and obstacles (tends to drive over or through them) and automatically has the Off-Road modifier. Ignore penalty to Modifier due to size. Triple the gas tank size or add 2hrs to recharge for same operating time.</p><p><strong>Watercraft</strong>: base cost for normal Speed. MPH are Speed in feet. Can only operate on water. Operational duration is doubled. </p><p><strong>Wheeled</strong>: base cost for normal Speed. MPH are double feet Speed. </p><p><em>*Turbo-Charged</em> engine upgrade cost base vehicle size cost. Increase Speed by +40ft (and +80MPH) but all operation checks and maneuvers are at disadvantage. But the engine consumes twice the fuel or battery life when in operation. </p><p> </p><p>UPGRADES AND BASIC BUILDS – For non-Bike vehicles, automatically come with a basic Crash system. Tracked, Water and Wheeled vehicles - Crash system, with seatbelts worn, passengers take ½ damage from crashes. Aircraft and Hovercraft - Crash system, with seatbelts worn, passengers take ¾ damage from crashes. Bikes and Wheeled vehicles also suffer a -4 to maneuver checks when off-road and -8 for “blocking terrain” and difficult terrain costs them twice movement. </p><p><strong>Advanced Control</strong>: Increase the basic AC bonus by one step (Dex/Int bonus max +2 upgrades to no maximum, or no bonus from Dex/Int to increase to Dex/Int bonus max +2). Cost is the base vehicle cost, including propulsion types modifier to cost (cannot be added to Tracked and Watercraft vehicles). Can be taken twice by those vehicles that start with AC + proficiency but the price for the four times as much. </p><p><strong>Advanced Crash systems</strong>: can be added to any vehicle for ½ its base cost, including propulsion modifiers to cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Tracked, Water and Wheeled with crash system engaged, passengers take ¼ damage from the crash. Aircraft and Hovercraft, with the crash system engaged, passengers take ½ damage from crash.</p><p><strong>Armor Upgrade</strong>: Enhancing the armor plating of a base vehicle. Cost is the base vehicle cost for +1 AC and Hardness (half base cost for Tracked vehicles). All vehicles can this upgrade a maximum of 6 times, for same cost and benefit (affects stack), except Aircraft which can only take this upgrade three times. </p><p><strong>AI Upgrade</strong>: basic AI, installed and tied into the vehicle with a base Intelligence of 12 and Wisdom of 10. Cost 200¥. Either attribute can be increase at +2, costing 5,000¥ for Intelligence and 500¥ for Wisdom. Maximum of 4 levels each. All other features as a basic comlink skills and other upgrade costs. </p><p><strong>Attribute Boost</strong>: Increase the vehicles Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (for 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can be increase up to a maximum of 48).</p><p><strong>Automation</strong>: this vehicle can drive itself and preform any normal vehicle function or action (see Vehicle Actions). Counts as both the operator, crew and/or gunner. Requires AI Upgrade. Cost is ½ the base vehicle cost, including propulsion modifiers to cost. For Hover and Bikes the vehicle must also have the Gyrostabilization upgrade. Add base proficiency with Perception and Vehicle (type). </p><p><strong>Cargo</strong>: increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to ten times (for +500% to cargo capacity load at +100% cost) except aircraft that can take it a maximum of four times.</p><p><strong>Ejection System</strong>: Aircraft only. This system takes a reaction to use. If will throw the crew safely away from the vehicle and with parachutes allow them to land on the ground relatively unharmed. Costs ¼ the vehicle cost, including propulsion modifiers to cost for all crew. </p><p><strong>Enhanced Batteries</strong>: Increases the battery duration of a vehicle by +2 hours. Cost base vehicle cost, including propulsion modifiers to cost. For every two levels add 1hr to recharge times. </p><p><strong>Environmentally Sealed</strong>: Sealed vs. hostile environments. Cost ½ base vehicle cost. Requires a battery system that costs 500¥ per passenger for 18 hours of air (this is not vacuumed grade). For ½ the base vehicle cost the vehicle is sealed verse radiation, ignoring basic level damage and grants all passengers advantage on saves vs. dangerous and deadly levels and resistant on the damage. </p><p><strong>Expertise</strong>: Grants the vehicle double its basic proficiency with one skill that it is trained in. Cost is 10,000¥ each. </p><p><strong>Extra Batteries</strong>: For double the basic battery number the vehicles operating duration also doubles. Cost double base vehicle cost, including propulsion modifiers to cost. Add 50% to recharge time. </p><p><strong>Fine/Luxury Features</strong>: The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Costs the same price as the basic vehicle cost. Can be taken twice as Luxury features. </p><p><strong>Hardening</strong>: Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (base vehicle cost for Tracked). Normal Aircraft can take this modifier 3 times, Rotor and VTOL can take up to 5 times and all other vehicles can take it a maximum of 10 times. Bullet-proof hardness for the same cost instead add +4 Ballistic Hardness (i.e. only verses ballistic damage). All vehicle types can bullet proofing up to 50% of the times (round up) that it can take the normal hardness upgrade. </p><p><strong>Hauler</strong>: the vehicle has some extra cargo capacity not included within the vehicle. So for example a trailer for a ground vehicle or under sling for something that hovers like a helicopter. Can hold ten times the base vehicles Cargo load. For watercraft increased the cargo weight by four times. Rotorcraft halve the weight (i.e. x5). Cost is ½ the base vehicle cost, including propulsion modifiers to cost. </p><p><strong>Inferior Control</strong>: Decrease the AC bonus by one step (AC + Dex/Int + proficiency drops to AC + Dex/Int (max +2) + proficiency and that drops to AC + proficiency). Reduce price by ¼ the vehicle’s base size cost. If allowed can reduce it a second time and also results in no bonus from Rigger’s control (see Classes) reduce the base price by the same amount above again. </p><p><strong>Gyrostabilization</strong>: Adds +4 to Maneuver and allows for Automation for motorcycles. Cost is base vehicle cost, including propulsion modifiers to cost.</p><p><strong>Larger Fuel Tanks</strong>: increase the gas fuel tanks by 50% for an increase in the operational duration by 50%. Can be taken twice without affecting the vehicles performance. Cost is ½ the base vehicle cost, including propulsion modifiers to cost.</p><p><strong>Less/No Crew</strong>: Reduce the basic price by 200¥ for reducing the number of crew (or passengers) the vehicle can carry by one, down to zero crew (and requires automation). </p><p><strong>Living Space</strong>: bedding space for people to sleep, kitchen for food, etc. Cost is 1,000¥ per crew (this does not cover the cost of food, etc.). Only Colossal size and larger may have this feature. </p><p><strong>Luxury Features</strong>: The vehicles interior and exterior and extra opulent and expensive. Costs is ½ the base vehicle cost, including propulsion modifiers to cost, and ½ the number of crew member space. For the full vehicle cost, the vehicle can hold the full crew. </p><p><strong>More Crew</strong>: For an increase of +200¥, increase the number of crew (or passengers) that the vehicle can carry up to double the basic listed number. </p><p><strong>Passenger Compartment</strong>: Can double the base Crew number as passengers. Costs is ½ the base vehicle cost, including propulsion modifiers to cost. Can be taken twice. </p><p><strong>Off-Road</strong>: Wheeled vehicles only. This upgrade allows a vehicle to ignore the off-road penalties and difficult terrain penalties (and block terrain penalty down to -4), cost is base vehicle cost. Off-Road Handling is not as good, only reducing penalties to -2/-6 and costs ½ base vehicle cost. Adding Resistance against maneuver damage costs ½ the base vehicle cost. </p><p><strong>Reduced Cargo Space</strong>: decrease the base cargo space by 25%; Cost reduce of one-eighth the base vehicle cost. Can be taken four times total, each time decreasing the base cargo space by 25% down to 0 (at 4 levels) for the same amount of cost reduction (for no cargo, reduce the base vehicle cost by ¼). Instead of reducing cost can increase cargo size by 250 lbs per passenger removed. </p><p><strong>Reduced Gas Tank/Battery</strong>: for ¼ the basic operating time reduce the vehicles base cost by one-fifth, including propulsion modifiers to cost. For ½ the basic operating time reduce the vehicles base cost by 1/4, including propulsion modifiers. </p><p><strong>Reinforced Chassis</strong>: heavy reinforcements. Cost is ½ the base vehicle cost, including propulsion modifiers to cost (base cost for Tracked), for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic size level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). </p><p><strong>Rigger Upgrade</strong>: Allows for Vehicle Control Rig cybernetics to control vehicle. Cost ½ base vehicle cost.</p><p><strong>Sensor Systems</strong>: Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Night Visors (Darkvision 120ft, Low-Light Vision) for 500¥ or (Darkvison upgrade to 240ft) for 750¥, Telescopic Vision (base 120ft) for 200¥ or (base 240ft) 500¥, Radar (Blindsense aerial 10 miles, however not for attacks) for 2,000¥, Combat Radar (blindsense 200ft base, 1 mile extended) for 8,000¥. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Sensor Suite (see Geaer), but range is times five. Cost 8,000¥. </p><p><strong>Speed</strong>: Increase the vehicles’ base speed. Each level adds +5ft to the base speed times propulsion types. Cost is ¼ the base vehicle cost, including the propulsion types increases. </p><p><strong>Stealth System</strong>: Chameleon skin, heat bafflers, radar scramblers and other advancements grant the vehicle advantage on Dexterity (Stealth) rolls and can even try and hit without cover (but then at normal check, no advantage). Cost is double the base vehicle cost, including propulsion modifiers to cost.</p><p><strong>Submersible</strong>: Cost is double the base vehicle cost, including propulsion modifiers to cost. Adds the Watercraft feature to any vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Gas operations and Battery life includes basic life support features for operation time. </p><p><strong>Troll Upgrade</strong>: Cost ½ the base vehicle, including propulsion modifier to cost. Trolls normally take up two crew spaces. This upgrade means only one. This also increases the vehicles Strength by +2, its threshold by +1 and its Hardness by +1. </p><p><strong>Weapon Mount</strong>: Heavy Weapon mounts cost 1,000¥ each and Super heavy mounts cost 4,000¥ each (minimum size Large). Turrets triple the cost. </p><p><strong>Weapon Proficiency</strong>: if the vehicle has the AI upgrade it can add proficiency to a mounted weapon attack. Light and Heavy Firearms cost 1,000¥ each, Heavy weapons cost 1,500¥ and Super-Heavy costs 2,000¥. </p><p> </p><p>ADVANCED UPGRADES</p><p><strong>Enhanced Software</strong>: Increases the drones proficiency bonus to +3, Cost 2,500¥. Proficiency bonus +4 costs 8,000¥. Proficiency bonus +5 cost 20,000¥. Proficiency bonus +5 (maximum) costs 50,000¥. Note that each grade must be installed separately and concordantly (i.e. +3 must be paid for before you can install +4, etc.)</p><p><strong>Hidden Weapon Mount</strong>: these are pop-out weapon mounts that when not in use are hidden within the vehicle’s body and are harder to detect. It takes an action to deploy a hidden mount to allow it to fire on the following action. Cost is three times the basic weapon mount cost. </p><p>TBD[/sblock]</p><p></p><p>[sblock=How to run Shadowrun in a PBP?]</p><p>Something I encountered trying to run Shadowrun here a few years ago was that the game REALLY bogs down during planning and legwork. There are just too many options for players on what to look into, bouncing ideas around, plans and strategies they might consider, etc. </p><p> </p><p>How this will work is following something done by <strong>Blades in the Dark</strong> a ‘powered by Apocalypse World’ RPG system. In this game players take on the roles of rogues and hucksters in a big urban fantasy thieves’ guild. In that game you start out with “Planning & Engagement” where the crew (the heroes) huddle around flickering lanterns in their lairs to plot, scheme, bicker about the best approach, lament the dangers and lust about the coins to come. But the players don’t have to do the nitty-gritty planning. Instead the heroes take care of that off-screen and instead they choose a <strong>type of plan</strong> they have already made. The types of plans there are include – “Assault”, “Deception” or “Stealth” to name a few. The type of job or plan they make is based on the basic “Details” of the job. In Shadowrun this would be the Mr. Johnson’s job offer. The heroes would get to ask some initial question and negotiate their fee and then very quickly after that we would go straight to the action. </p><p> </p><p>Now what happens if they get into the action and discover they are missing a key piece of information or piece of equipment or they did not plan for something that they logically could have thought up beforehand. My solution is something called ‘Exploits’. These are group generation options where you can retro-edit a scene in the middle of the game. Instead of spending lots of time depending and hashing over your plans for hours (or months on PBP) the character get their mission and then the very quickly jump into the action. If, later in the game, they come upon a situation they are not prepared to handle one of the players can use an Exploit, make a skill check (depending on what they want to do, etc.) and if they succeed, spend the group point and adjust their actions according.</p><p> </p><p> “<strong><em>We had a plan for that</em></strong>” is when the group can edit something that is happening in the present by saying they planned for it during the off-screen planning part of the adventure. This could be buying some extra gear before the advance or having some plan. Basic edits might be worth only 1 exploit point and require a low DC skill check. Higher, more complex ones might require 2 or even 3 points with a higher DC check.</p><p> </p><p>Another exploit will be “<strong><em>What did my contact say about that?</em></strong>” Legwork is another area I feel the game can get really bogged down in as the players ask different questions and many of them having nothing to do with the case/adventure at hand (sometimes as they get off on a tangent or mislead, etc.)</p><p> </p><p>So the heroes can spend an Exploit to gain some legwork information of their present situation by saying they did all this work before the action. After all, in Shadowrun the Mr. Johnson almost never is telling the truth or giving you all the information. You are a ‘denial asset’ after all and it would not be good for the bottom line if you divulged sensitive information to the wrong party. </p><p> </p><p>Exploits are going to be generated by the group’s size and the level of danger that the mission is. Not to give too much away during some adventures the GM might say that the Mr. Johnson assumes the party that the job is a ‘Milk Run’ and not that dangerous. The GM assigns the party 1 exploit per party member because of this but knows that there are some complications built into the game that the party will run into fairly shortly and when that happens informs them of this but bumping up the Exploit total. </p><p> </p><p>Exploit Points depend on the basic adventure danger level…</p><p>* Milk Runs – easy job with low level of overall danger (unless the group screws up). 1 Exploit points per party member.</p><p>* Low Danger – moderate or average danger levels for your typical shadowrun team. 2 Exploit points per party member. </p><p>* Dangerous Job – a fairly tough job with some high risks involved for the team. 3 Exploit points per party member.</p><p>* Extreme Danger – high levels of danger and risk (to either life or freedoms). 4 Exploit points per party member. </p><p> </p><p>HOW THIS ALL GOING WORK?</p><p>Mr. Johnson hires the team. He gives them a basic mission spiel and offer of cash payout. This will set a basic ‘mission type’ (blow up some center at night would be an ‘assault’, sneak into area and plan evidences, don’t get caught might be ‘stealth’ etc.) that gives the team their basic ‘plan or mission’ type and the basic number of Exploit points. </p><p> </p><p>The heroes maybe ask some question and/or negotiation extra cash or equipment rewards. After that the heroes each get to make one or two contact rolls (Gather Information vs. their Contact type) for any extra basic information they might get. The heroes should have their basic load or equipment already on hand and picked out. If they want something extra they can purchase or attempt to find it (with a roll) now and add it to their sheets. </p><p> </p><p>Then we move into the action. The GM gives them the basic set up of where they are and what is happening for this mission. If there is a complication that is somewhat outside their control (like say someone already knows about the Mr. Johnson’s actions and is trying to stop it and already knows about the heroes) this can be where the action starts instead. Say the heroes are heading towards the start of the mission and are about to get ambushed (maybe making a roll vs. Passive Perception) and then “Roll Initiative”. Or if in the middle of the adventure comes up that a contact might have pertinent information the player can ask the GM “Hey my contact X might have had some info on this, can I have contact him?” If it makes since the GM gives the character a normal contact roll, pays the cash to his contact based on that roll and the GM gives them whatever they might have known. Now the player has the info and it can be assumed that everyone heard about it from the player and can act accordingly. Or one of the heroes pipes up saying he wants to do something or to have planned for a percent situation or maybe wants to have picked up a piece of gear and forgot so can he say he purchased it already? Or wants to gain some background of a person or area or situation with past legwork. </p><p> </p><p>The GM then provides a roll, depending on the situation. Some examples…</p><p>(a) The group is sneaking into a place. The job did not say to totally avoid collateral damage etc. and the team spots a pair of barghest guard dogs outside the facility they are breaking into. They don’t want to take the chance that the dogs howls might attract the guards so one of the heroes says “Hey could I have purchased some of those ‘stummer-sound wave jammers’? I think they should be able to mask these dogs howls for us to take them out and not alert anyone! The game sees that the stummer is not restricted or illegal and just costs money. The character could use one of his ‘edits’ to have the stummer on hand and ready to go. </p><p> </p><p>(b) Or the heroes are breaking into a facility and forgot to bring wire-cutters when they encounter a chain-link fence. Its’ also electrified. Someone could use an edit to have remembered to grab a pair of ‘grounded’ non-conductive cutters and just pay the money now.</p><p> </p><p>(c) Or the heroes are sneaking down an interior hallway and see a check point ahead that also has a big gun emplacement in front of it. While the rigger is attempting to hack the security system that controls the gun itself, one of the other heroes might ask if he could have planned on using the ventilation system at some point to get closer to one of the guard posts unnoticed. The GM had said that the ventilation system was too small to crawl through earlier. But the runner had studied the schematics and noticed that at this point there was an older design or something similar and it was big enough to get through here. The GM might give the runner a Dexterity (Stealth) check DC 15 to be able to use this edit in this situation. Failure means he can’t use this edit in this situation as the building had been updated since the runner saw the plans or if he makes it by +5 or +10, not only does he get the edit but he is able to sneak closer than he had asked for or that more of the team could his lead, getting a bonus on a group Stealth check, etc.</p><p> </p><p>(d) Or the heroes are fleeing the corp with security hot on their tail. The team spotter notices some flashing Lone Star cruisers heading this way. She asks if she can use one of her edits to have bribed the local Lone Star Sergeant to be slow on any responses to calls to this neighborhood. The GM asks how much the bribe might be and then gives the runner a Charisma (Persuasion) based on that. If she succeeds she deduces the cash and notices that they are a few blocks off and that they don’t seem to be in too great a hurry and have slowed for stop-lights, etc. Failure might mean that the cops are little closer and that Sergeant is in the lead car with a pissed off look (maybe he is honest or he is pissed the offer was so low, etc.)</p><p> </p><p>(e) Or the team is breaking into an Ares’s facility in the Barrens, looking to steal some research into a prototype laser weapon system that Ares is supposed to be testing here. Inside the Decker stumbles across some files on a new germ-warfare treatment that Ares is testing for the Confederate States Marine Corp to combat some flu strain they discovered in the Caribbean League recently in the Narco-Wars with the Cartels there. One of the team members has a Street Doc contact and she asks “Hey my Street Doc use to do research in germ theory, can I have asked him about any ‘super-flus’ he might have heard about coming from that area?” The GM knows that the Mr. Johnson wants this research also ask his corporation is developing the flu weapon and wants to know how far along Ares is in developing a vaccine. He had told them to steal any and all research they stumble upon at the facility in the hopes they stumbled onto it also. He did not want them to know this of course but with a good contact roll the runner learns from her Street Doc contact that there was a corp by the name of <strong>NewGenics</strong>, that is based in Aztlan, was working on something similar and that the doc had heard rumors that the corp was partially funded by the drug cartels in the nation as well. This could have an interesting impact on how the heroes proceed.[/sblock]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7458481, member: 6801242"] [sblock=GEAR & EQUIPMENT] Characters cannot start with Military or Illegal (unless part of starting gear from class or background) grade gear or weapons at character creations. Afterwards characters purchasing Restricted or Illegal or Military grade gear or weapons must find dealers to make these purchases (with a Gather Information check, DC 15+). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more. Purchasing most items (including weapons) cost, in neyen (¥), four times the gold piece value. [B]ARMOR [/B] NOTE that for armor’s Hardness rating, the 1[SUP]st[/SUP] number is basic damage reduction vs. all non-energy attacks while the number after the slash is Ballistic damage reduction added to base hardness. Protective Armor is so basic and ‘everyday’ that they do not require any Armor Proficiency to wear and gain the full benefits. PROTECTIVE GEAR- this type of protection does not require any kind of Armor Proficiency to wear. [B]Synthetic-Leather Jacket[/B]: reinforced leather-like material popular with gangs. Cost: 100¥; Armor Class: 11+ Dex modifier; Hardness: 0; Strength: no minimum; Stealth: no penalty; Wt. 6 lbs. [B]Reinforced Synthetic-Leather Jacket[/B]: heavier version of the biker-like jacket. Cost: 200¥; Armor Class: 11+ Dex modifier; Hardness: 0/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. [B]Armored Clothing[/B]: made of light Kevlar weaved fibers that have been fashioned to appear as normal clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 400¥; Armor Class: 11+ Dex modifier; Hardness: 1/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. [B]Armored Business Suit[/B]: a more fashionable version of armored clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. The wearer does not normally suffer Charisma penalty in corporate situations (even if recognized as armor). Cost: 1,500¥; Armor Class: 11+ Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. LIGHT ARMOR [B]Reinforced Armored Clothing[/B]: is slightly heavier but still benefits from being heavily concealable as armored clothing. Cost: 500¥; Armor Class: 11+ Dex modifier; Hardness: 1/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. [B]Undercover Vest[/B]: is made of light flexible Kevlar and can be worn under normal clothing without restricting movement. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that the subject is wearing the vest if under any normal clothing. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 600¥; Armor Class: 12 +Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. [B]Lined Coat[/B]: made of medium weave Kevlar that is fashioned to look normal longcoat. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) rolls to hide a light firearm or light melee weapon on his body. If he already has Expertise with stealth, he gains his proficiency bonus x3 but only to hide items under the coat. Cost: 800¥; Armor Class: 12 +Dex modifier; Hardness: 3/+2; Strength: minimum 11; Stealth: no penalty; Wt. 15 lbs. [B]Chameleon Suit[/B]: a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (but disadvantage in inappropriate ones). It takes 2 full rounds for the suit patterns to change with user choosing from various available patters (voice or wireless command) (Restricted). Cost: 2,000¥; Armor Class: 12+ Dex modifier; Hardness: 3/+2; Strength: no minimum; Stealth: Special; Wt. 18 lbs. MEDIUM ARMOR [B]Armored Jacket[/B]: fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A simple Wisdom (Perception) check TN 15 with notice that it is armored (including Passive Perception). Cost: 1,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. [B]Flak Vest with Plates[/B]: an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted). Cost: 1,200¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. [B]Ballistic Cloth Longcoat[/B]: this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. A simple Wisdom (Perception) check TN 12 with notice that it is armored (including Passive Perception) (Restricted). Cost: 1,500¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 25 lbs. [B]Advanced Chameleon Suit[/B]: made with advanced ruthenium polymers to provide almost perfect chameleon abilities to blend into the background automatically. It grants advantage with Dexterity (Stealth) checks (Restricted). Cost: 8,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: Special; Wt. 25 lbs. [B]Light Security Armor[/B]: obvious armor that is most commonly worn by corporate security teams. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage (Restricted). Cost: 2,500¥; Armor Class: 14+ Dex modifier (max +2); Hardness: 5/+4; Strength: minimum 11; Stealth: Disadvantage; Wt. 30 lbs. [B]Light Military Spec Armor[/B]: military grade armor that is illegal for non-government or extraterritorial corporation to own, much less wear. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor (Military). Cost: 6,000¥; Armor Class: 14 +Dex modifier (max +2); Hardness: 5/+5; Strength: minimum 11; Stealth: no penalty; Wt. 35 lbs. HEAVY ARMOR [B]Heavy Security Armor[/B]: heavier corporate armor. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Restricted). Cost: 5,000¥; Armor Class: 15; Hardness: 6/+6; Strength: minimum 13; Stealth: disadvantage; Wt. 40 lbs. [B]Heavy[/B] [B]Military Spec Armor[/B]: the heaviest military grade, non-powered armor available. As light military spec armor, it is very illegal for non-governmental or extraterritorial entities to own. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Military). Cost: 9,000¥; Armor Class: 16; Hardness: 7/+7; Strength: minimum 15; Stealth: disadvantage; Wt. 50 lbs. SHIELDS [B]Riot Shield[/B]: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can gain ½ cover with the shield until the beginning of his next round (so long as he does not move or is forced to move for the round). Cost: 250¥; Armor Class: +1 bonus; Hardness: 1/+2; Strength: minimum 12; Stealth: no penalty; Wt. 10 lbs. [B]Battle Shield[/B]: Designed for forward breaching rooms or fortifications, the shield incorporates a clear-metal view port at users’ eye level along with piton anchors that allow it to be set as a fixed point as an action that will provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover. It also takes an action to un-anchor the pitons. The user can spend a bonus action for the user gains ½ cover with the shield until the beginning of her next round (so long as she does not move or is forced to move for the round). As a reaction, the user can also impose disadvantage against one melee attack directed against it (Restricted). Cost: 500¥; Armor Class: +1 bonus; Hardness: 2/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 18 lbs. [B]WEAPONS[/B] [B]NEW DAMAGE TYPES[/B] * [B]Ballistic[/B]: this is a special type of piercing weapon. There are certain armors that grant additional Hardness vs. it and others that can ignore ballistic Hardness but not piercing. * [B]Restrained[/B]: a target to must make a Strength save vs. the DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save vs. the same DC but with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune. * [B]Stun[/B]: a ‘living’ target must make a Constitution save vs. the DC or gains the [I]Stunned[/I] condition. The target can make a new Constitution save at the end of its turn vs. the same DC but with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune. [B]NEW WEAPONS PROPERTIES[/B] * [B]AP[/B] (Armor Penetrating): this weapon ignores Ballistic Hardness (not as Armor Piercing ammunition) and ½ base non-magical Hardness (against vehicles and materials the weapon must also have the Heavy Damage weapon property or it only affects personal Hardness). * [B]Auto[/B]: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. Autofire rules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto and use 20 rounds. Heavy Autofire has twice the area of affect (but still only deal base Auto damage when focused on each target). Switching modes between single fire and autofire mod takes 15ft of move during the attackers round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature. * [B]Burst Fire[/B]: This weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature. * [B]DT[/B]: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature. * [B]Feed[/B]: a type of reloading ammunition. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action with your Move you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories below). Treat these as Magazines (see Reloads below). * [B]Flame[/B]: these weapons can set targets on fire. First, this is an Area of Affect attack. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions). Anything the target is struck must make an Intelligence save vs. 8 (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure means full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity saving at the same DC. The target has advantage on the save if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water. * [B]Heavy[/B]: per PHB plus also applies to anyone with a Strength of 12 or less. * [B]Heavy[/B] [B]Damage[/B]: these weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires one of these weapons in the same round. * [B]Hold-Out[/B]: are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves (under a coat, etc.). * [B]Knockdown[/B]: If the damage from the weapon is enough to impose the [I]Reeling[/I] condition the target is also knocked prone. * [B]Loud[/B]: this weapon cannot be quieted by silencers, etc. * [B]Painful[/B]: these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double vs. the target’s Wound Damage Threshold but only to impose the [I]Reeling[/I] condition (recovers normally). * [B]Reload[/B]: weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow, then see PHB). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move speed that round. Fuel tanks (like for flame throwers) are a special case and take 2 full actions to replace. * [B]Shotgun (Shot/Flechette rounds)[/B]: impact with tremendous force at close range but diminish rapidly further out. Within 15ft of the target add plus one weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8). * [B]Silence[/B]: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) DC 15 at disadvantage if within 15ft. * [B]Sonic[/B]: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute. * [B]Touch[/B]: this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage or affects. * [B]Undermount[/B]: These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space. WEAPONS can be purchased from the PHB but for four times the price listed in g.p. value in neyen (¥). [B]Keen Blades[/B]: this modifier can be added to any piercing or slashing weapon from the PHB. The weapon adds +2 to its basic damage and now costs is instead 10 times the g.p. value in neyen (¥). SIMPLE MELEE WEAPON [B]Brass Knuckles[/B]: are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. Cost: 5¥; Damage: 1d4+1 bludgeoning; Wt.: ½ lbs; Properties: Finesse, holdout, light. [B]Combat Knife[/B]: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage). Cost: 50¥; Damage: 1d6 piercing or slashing (attackers choice); Wt.: 1 lbs; Properties: Finesse, light, undermount. [B]Collapsible Baton[/B]: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average). Cost: 25¥; Damage: 1d6 bludgeoning; Wt.: 1 lbs; Properties: Finesse, holdout, light. [B]Solid Core Staff[/B]: these are dense metal core quarterstaffs that can strike with considerable force. Cost: 50¥; Damage: 1d8 bludgeoning; Wt.: 6 lbs; Properties: Heavy, versatile (1d10). [B]Shock Gloves[/B]: these gloves deliver a powerful electrical shocks that can stun a target with a punch. Cost: 100¥; Damage: Stun (15); Wt.: 2 lbs; Properties: Finesse, holdout, light, reload (10p), touch. [B]Shock Stick[/B]: once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted). Cost: 200¥; Damage: 1d6 electrical and Stun (15); Wt.: 3 lbs; Properties: Finesse, light, painful, reload (20p), touch. MARTIAL MELEE WEAPONS [B]Katana[/B]: curved and differently balanced longsword. Cost 75¥ (this already includes the time four cost for a PHB weapon cost); Damage: 1d8 slashing; Wt. 3lbs, Properties: Finesse, Versatile (1d10). [B]Monofilament Sword[/B]: while not true monofilament, this blade is extremely sharp and halves any armor Damage Reduction that the target has. You cannot add the Keen Blade modifier to this weapon. Cost: 800¥; Damage: 2d6 slashing; Wt.: 3 lbs; Properties: Versatile (2d8). MARTIAL RANGED WEAPONS (these weapons count as “silenced” automatically. Keen Blade can be added to ammunition but at 20 times the cost). Both types can include a laser sight upgrade. [B]Carbon Crossbow[/B]: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll. Cost: 300¥; Damage: 2d6+2 piercing; Wt.: 6 lbs; Properties: Ammunition (range 150/500), heavy, loading, two-handed. [B]Compound Bow[/B]: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. They can be adjusted for greater force, depending on the users Strength – [I]setting #1[/I]: 1d8+1 piercing damage; [I]setting #2[/I]: Strength 12+, 1d10+1 piercing damage; [I]setting #3[/I]: Strength 15+, 1d12+1 piercing damage; [I]setting #4[/I]: Strength 20+, 2d8 piercing damage. It takes a full minute to adjust the bow to a new setting. Cost: 500¥; Damage: Special, piercing; Wt.: 4 lbs; Properties: Ammunition (range 150/500), heavy, two-handed. LIGHT FIREARMS – You are not at disadvantage using a light firearm in melee (as with most ranged weapons). Also for characters with a strength of 12 or less or small-sized creatures, wielding a heavy light firearm in two-hands are not at disadvantage when making ranged attacks with them. [B]Streetline Special[/B]: a very cheap weapon made of composite material (Restricted). Cost: 250¥; Damage: 2d4 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (8m). [B]Colt American L36[/B]: a sleek automatic that is very concealable with a good reputation. Standard models have an intergraded laser sights. Cost: 450¥; Damage: 2d4+2 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (15m). [B]Fichetti Security 600[/B]: designed as a light sidearm for security. It has a highly effective feeding mechanism that allows it to hold an incredible 30 rounds. Standard models have an intergraded laser sights. Cost: 650¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Burst, DT, light, reload (30m). [B]Hammerli 620S[/B]: A sleek and stylish revolver with intergraded Smartgun link. Cost: 650¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 2 lbs; Properties: DT, feed (6c), holdout, light, loud. [B]Yamaha Sakura Fubuki[/B]: features an all-electric firearm with no moving parts and automatic firing capacity. The standard model comes with an intergraded Smartgun link. Cost: 800¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, reload (20m). [B]Ares Viper Silvergun[/B]: sleek automatic pistol with built in sound suppressor and intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: Burst, DT, reload (20m), silence. [B]Colt Manhunter[/B]: popular with law-enforcement this pistol has an intergraded under the barrel laser sight. Cost: 650¥; Damage: 2d8 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: DT, heavy, reload (14m). [B]Ares Predator[/B]: all-time favorite of mercenaries and security it has an intergraded Smartgun link (Restricted). Cost: 950¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: DT, heavy, reload (14m), [B]Ruger Super-Warhawk[/B]: a bulky heavy revolver popular with law-enforcers and hunters. Cost: 700¥; Damage: 2d10 ballistic; Range: 60/300; Wt.: 5 lbs; Properties: AP, DT, feed (6c), heavy, loud. [B]Ceska Black-Scorpion[/B]: a compact, light machine pistol with intergraded laser sights (Restricted). Cost: 800¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, holdout, reload (20m). [B]Steyl TMP[/B]: a light weight machine pistol of polymer-composites and laser sights (Restricted). Cost: 850¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 4 lbs; Properties: Autofire, burst, DT, light, holdout, reload (40m) [B]Ares Thunderbolt[/B]: a heavy machine pistol that Lone Star has an exclusive contract with Ares for their police units. Includes an intergraded Smartgun link (Restricted). Cost: 1,500¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: AP, burst, heavy, reload (12m). [B]Remington Roomsweeper[/B]: this sawed-off, pistol grip shotgun can be concealed under a trench coat. Cost: 400¥; Damage: 2d8 ballistic; Range: 15/80; Wt.: 5 lbs; Properties: DT, feed (2i), heavy, knockdown, loud, shotgun. [B]SR-5 Veresk[/B]: a light, cheap folding light SMG with integrated laser sight. (Restricted). Cost 650¥; Damage 2d6 ballistic; Range 80/400, Wt. 3.5 lbs; Properties: Autofire, burst, reload (30m). [B]HK MP-5 TX[/B]: this concealable SMG it has an intergraded silencer and under the barrel laser sight. (Restricted). Cost: 800¥; Damage: 2d6+1 ballistic; Range: 80/400; Wt.: 4 lbs; Properties: Burst, DT, holdout, reload (20m), silence. [B]Ingram Smartgun X[/B]: this SMG has an intergraded Smartgun link making it popular with mercenaries (Restricted). Cost: 900¥; Damage: 2d6+2 ballistic; Range: 80/400; Wt.: 5 lbs; Properties: Autofire, burst, DT, reload (40m). [B]Defiance EX Shocker[/B]: Also called a “lemon squeezer” it fires up to four darts that trail wires out to 30 feet. Cost: 500¥; Damage: Stun (15); Range: 10/30; Wt.: 1 lbs; Properties: Light, reload (4m), silence. [B]Yamaha Pulsar[/B]: fires capacitor darts that eliminate the wires of older models. Cost: 600¥; Damage: Stun (18); Range: 10/30; Wt.: 2 lbs; Properties: Light, reload (4m), silence. [B]Ares Tangler[/B]: looking like an oversized flare gun this pistol fires a fast hardening aerosol super-achieves that wraps around the target to effectively trap they for a short term. Cost: 350¥; Damage: Restrain (15); Range: 20/80; Wt.: 4 lbs; Properties: Feed (1i), loud [B]Ruger Sonic Stunner[/B]: a small, hand-held sonic stunner it is very loud when fired. Cost: 750¥; Damage: Stun (18); Range: 15/50; Wt.: 4 lbs; Properties: Light, loud, reload (8p). HEAVY FIREARMS - these weapons are automatically two-handed. [B]AK-97 Carbine[/B]: an extremely reliable light assault rifle that is popular the world over (partly due to being cheap). Its’ lighter rounds do not have the range of most assault weapons (Restricted). Cost: 600¥; Damage: 2d6+1 ballistic; Range: 80/400; Wt.: 6 lbs; Properties: Autofire, burst, reload (30m). [B]HK-227S[/B]: popular with many security personal, this heavy SMG has an intergraded Smartgun link and sound suppressor (Restricted). Cost: 1,200¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m), silence. [B]Uzi III[/B]: a worthy descendent of the legendary Israeli SMG weapon it includes an intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m). [B]AK-98 Assault Rifle[/B]: cheap, reliable and popular with the cost conscious, this assault rifle is not flashy. It includes intergraded laser sights (Restricted). Cost: 950¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 10 lbs; Properties: Autofire, burst, heavy, reload (30m). [B]FN HAR[/B]: another reliable and popular light assault weapon with security personal it includes a intergraded laser sight system (Restricted). Cost: 1,300¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 11 lbs; Properties: Autofire, burst, heavy, reload (30m). [B]Ares-Alpha[/B]: designed specifically for Ares Firewatch squads, the Ares Alpha assault rifle is very popular on the shadowy streets of the world. It has an intergraded grenade (weight and price already included) launcher and Smartgun link (Military). Cost: 2,000¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 16 lbs (includes grenade launcher); Properties: Autofire, burst, heavy, reload (30m), underbarrle grenade launcher (feed 4i). [B]HK XM30[/B]: this is a modular “weapon platform” that comes with a sleek carry case with all the different barrels, attachments and ammunition magazines needed. The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). It takes 1 minute (10 rounds) to “switch” between one weapon barrels and ammo clips, but can have two “ready” at any time. Use the highest weight listed to determine the weapons weight with two barrels mounted. The case and all weapon systems weighs 29lbs total. All systems have an intergraded Smartgun link (Military). Cost: 4,500¥ and all are have the Heavy weapon property. Other properties by barrel used. Assault Rifle – Damage: 2d8 ballistic; Range: 100/500; Wt.: 18* lbs; Properties: Autofire, burst, reload (40m). Grenade Launcher – Damage: by grenade; Range: 100/500; Wt.: 10 lbs*; Properties: Loud, reload (10m). Shotgun – Damage: 2d10 ballistic; Range: 50/200; Wt.: 12 lbs*; Properties: Loud, knockdown, loud, reload (10m), shotgun. Light Machine Gun – Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 20 lbs*; Properties: Autofire only, loud, reload (50c). Sniper Rifle – Damage: 2d10 ballistic; Range: 200/700; Wt.: lbs; Properties: AP, DT, heavy, reload (12m). [B]Ruger 100[/B]: a favored weapon of many professional hunters, it has a built in Image Scope. Cost: 900¥; Damage: 2d10 ballistic; Range: 150/600; Wt.: 12 lbs; Properties: Feed (8i), heavy, loud. [B]PJSS Behemoth Gun[/B]: this double barrel heavy rifle is popular with those whom hunt the biggest and meanest para-animals around (Restricted). Cost: 1,100¥; Damage: 2d12 ballistic; Range: 150/600; Wt.: 16 lbs; Properties: AP, feed (2i), heavy, loud. [B]Walter MA-21[/B]: a military sniper rifle it comes with an intergraded sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire) image scope and intergraded Smartgun link (Military). Cost: 1,800¥; Damage: 2d12 ballistic; Range: 300/1,000; Wt.: 16 lbs; Properties: AP, DT, heavy, reload (14m). [B]Ranger Arms SM-4[/B]: this sniper rifle includes an image scope and intergraded laser sight and sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (price and weight not included) (Military). Cost: 1,600¥; Damage: 2d10+1 ballistic; Range: 300/1,000; Wt.: 14 lbs; Properties: AP, DT, reload (9m) [B]Mossberg AM-CMDT[/B]: an autofire combat shotgun (Restricted). Cost: 1,000¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 14 lbs; Properties: Autofire, burst, DT, heavy, knockdown, loud, reload (20m), shotgun. [B]Remington 990[/B]: a popular shotgun with law enforcement and for home defense. Cost: 450¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 8 lbs; Properties: Feed (8i), knockdown, loud, shotgun. [B]Ingram White Knight LMG[/B]: a light, man-portable machinegun with intergraded Smartgun link (Military). Cost: 1,500¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 19 lbs; Properties: Autofire only, heavy, loud, reload (50c) [B]Aztechnology Tangler[/B]: looking like an oversized shotgun that fires tangler rounds of a fast hardening aerosol super-achieves that wraps around the target to effectively trap them. Cost: 600¥; Damage: Restrain (15); Range: 40/150; Wt.: 12 lbs; Properties: Loud, feed (6i) HEAVY WEAPONS: these weapons are always heavy, loud and two-handed. [B]Ares Gatlin LMG[/B]: a six barrel man portable light-machinegun comes with a backpack magazine (Military). Cost: 2,500¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 30 lbs; Properties: Heavy autofire only, reload (200b). [B]Browning H303 Flame Thrower[/B]: advanced flame thrower rifle with the fuel-gas tank located where a normal rifle's magazine might be. Is rather bulky and front heavy (Military). Cost: 1,000¥, Damage: 2d10 flame; Range: 30ft cone; Wt. 26lbs; Properties: Flame, reload (10tank) [B]Stoner-Ares M202 MMG[/B]: This is a semi-portable medium machine gun normally mounted onto a vehicle or medium sized drone. Otherwise attacks are at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires it is at disadvantage (Military). Cost: 4,000¥; Damage: 3d8 ballistic; Range: 150/600; Wt.: 34 lbs; Properties: Heavy autofire only, reload (100b). [B]Ultimax HMG-2[/B]: heavy machinegun that can only be used from a fixed sitting position (tripod) or it can be mounted onto a medium sized vehicle or heavy drone (Military). Cost: 8,000¥; Damage: 3d10 ballistic; Range: 200/800; Wt.: l54 bs; Properties: AP, heavy autofire only, reload (200b). [B]Panther Assault Cannon[/B]: this assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Firing this weapon is at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires in the same round it is at disadvantage (Military). Cost: ¥4,500; Damage: 4d8 ballistic; Range: 150/600; Wt.: 26 lbs; Properties: AP, heavy damage, reload (15c). [B]Ares Antioch-2[/B]: classic grenade launcher. Can be mounted under the barrel of a rifle for an additional 250¥ (Military). Cost: 600¥; Damage: by grenade type; Range: 100/500; Wt.: 4 lbs; Properties: Feed (4i). [B]Arms-Tech MGL-12[/B]: this hand-held grenade launcher looks something like an oversized 12-round cinder revolver-like rifle (Military). Cost: 1,000¥; Damage: by grenade type; Range: 100/500; Wt.: 11 lbs; Properties: Feed (12i). [B]Aztechnology Striker[/B]: a light-weight disposable one-shot missile launcher (Military). Cost: 850¥; Damage: 4d10 fire and piercing damage; Range: 500/1,500; Wt.: 8 lbs; Properties: AP, heavy damage, one-use/mag. [B]Misubishi Yakusoku MRL[/B]: a reusable launcher that allows for 4 separate missiles shots. It comes with an intergraded Image scope. Extra standard missile replacements cost $750 and weigh 4lbs each (Military). Cost: 2,500¥; Damage: 4d10 fire and piercing damage; Range: 50/1,500; Wt.: 22 lbs; Properties: AP, feed (4i), heavy damage. FIREARM AMMUNITION For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper rifle, elephant guns, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Full flame thrower fuel tanks weight 10lbs and cost 100¥ each. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each. [B]Armor Piercing Rounds[/B]: ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted). [B]Hollow-Point Rounds[/B]: increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but ballistic Hardness counts as double. Add 50% to the ammunition cost. [B]APDS Rounds[/B]: increase the damage by +1 die step (i.e. 2d6 becomes 2d8) and ignores Ballistic Hardness. Increase the price of such ammunition by eight times the base cost (Military). [B]Explosive Rounds[/B]: add one additional base Damage die to total damage (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat/fire, 1-in-6 chance. This causes all the ammo to ‘cook’ off dealing double base damage to the weapon’s wielder. Triple the base ammunition cost (Military). [B]Gel Rounds[/B]: deal minimum damage with a hit but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target also gains the Stunned condition until the start of your next turn. Add 50% to the ammunition cost. [B]Slug Rounds [/B](Shotgun only): lose all shotgun properties except knocking target’s prone with a critical hit, double both ranges and increase weapon damage by one step (2d8 becomes 2d10). Add 50% to the base ammunition cost. [B]Stick-n-Shock Rounds[/B]: base damage and adds “lightning” damage to weapon and target makes an Intelligence save DC vs. the damage dealt or gain the [I]Reeling[/I] condition. Five times the base ammunition cost (Restricted). [B]Shredder Rounds [/B](Shotgun only): as shotgun slug rounds except ½ range (instead of double) and add the AP and heavy damage properties. Triple the base ammunition cost (Restricted). SUPER-HEAVY WEAPONS [B]New Damage Types[/B] These only apply to Super-Heavy Weapons [B]* Blast[/B]: Includes Force energy along with bludgeoning, piercing and slashing damage. [B]* Explosive[/B]: Includes Force and Fire energy damage along with bludgeoning, piercing and slashing damage. See Area of Effect (Explosives) below for details on AOE weapons listed here. These weapons can only be mounted onto a vehicle (or huge drone) or onto a structured like platform. All have the Heavy Damage weapon property but they ignore the disadvantage of attacking when moving when mounted onto a vehicle. All weapon ammunitions, bombs and missiles count towards the vehicle cargo storage capacity, wherever it is stored within it. Bomb and Missile reloads numbers in parentheses is the number that can be carried per Weapon Mount. Heavy Autocannons and Light cannon use two weapon mounts, Heavy cannons use four. Bomb Bays use three weapon mounts, City Buster bays count a four. Heavy missile launcher mounts use two mounts. Count the weight of the mounting towards the vehicle’s maximum cargo capacity. Advanced auto-loading systems mean that it takes no time to reload a tank cannon camber and the rounds are stored separately within the machine. See grenades for EMP effects, except that all vehicles and drones have a base save no matter their size. Super-heavy weapons suffer disadvantage on all attack rolls verse Large sized targets or smaller. Ammunition for autocannons are 800¥ for 100 rounds and weigh 50lbs, heavy autocannons and anti-armor light cannon rounds cost 1,200¥ for 100 rounds and weigh 100lbs. Heavy cannon anti-armor rounds cost 2,000¥ for 100 rounds and weigh 500lbs. Light and Heavy cannons can change their type to High-Explosive (price and weigh are the same). Add one weapon dice to the damage, change damage type to explosive and weapon properties Area of Effect 40ft for light cannons, or 60ft for heavy cannons, but lost the weapon dice multiplier (just base dice damage) and the Heavy Damage weapon property. They both have a DC 15 dexterity save for half damage (so a light cannon high explosive would deal 5d12 explosive damage with weapon properties – Area of Effect 40ft/DC15). Even if the character has Evasion, they would still suffer minimum damage with a save. Block Buster high explosive bombs cost 1,000¥ and weigh 40lbs each while City Buster high explosive bombs cost 8,000¥ each and weigh 200lbs. No matter the size all require a Dexterity save DC 15 for half damage. Even if the character has Evasion, they would still suffer minimum damage with a save. For ½ the price and weigh can change their type to EMP with the Intelligence save DC 20 in an Area of Effect twice the base listed. Deals minimum damage in basic area of affect with a Dexterity save DC 15 for half damage. Light Missiles cost 750¥ and weigh 25lbs each, Medium Missiles cost 2,500¥ and weigh 50lbs each, and Heavy Missiles cost 6,000¥ and weigh 100lbs each. All are High Explosive standard and use the same Dexterity save DC 15 as with bombs (see above). For HEAT missiles, prices are twice as much but weight remains the same. They add AP and Heavy damage weapon property while halving the Area of Effect. Add +2d12 to the base damage. Underwater or water based missiles are called torpedoes but otherwise cost and function the same. They can also be fired by specialized weapon mounts on Aircraft. [B]Autocannon[/B]: 20mm Gatlin cannon (Military). Cost: 8,000¥; Damage: 4d12 ballistic damage; Range: 400/1,500; Wt.: 350 lbs; Properties: Heavy autofire only, heavy damage, reload (200m). [B]Autocannon, heavy[/B]: 30mm solid core Gatlin cannon (Military). Cost: 70,000¥; Damage: 6d10 ballistic damage; Range: 500/3,000; Wt.: 600 lbs; Properties: AP, heavy autofire only, heavy damage, reload (200m). [B]Cannon, light[/B]: light 60mm tank cannon (Military). Cost: 80,000¥; Damage: 4d12 x2 blast damage; Range: 600/3,000; Wt.: 800 lbs; Properties: AP, heavy damage, loading. [B]Cannon, heavy[/B]: heavy 120mm tank cannon (Military). Cost: 100,000¥; Damage: 5d12 x2 blast damage; Range: 800/4,000; Wt.: 1,000 lbs; Properties: Area of Effect (10ft sphere), AP, heavy damage, loading. [B]Bomb, block buster[/B]: high explosive bomb (Military). Cost: 2,000¥; Damage: 10d6 explosive damage; Range: Special; Wt.: 100 lbs; Properties: Area of Effect (50ft sphere), heavy damage, reload (4). [B]Bomb, city buster[/B]: heavy bomb (Military). Cost: 6,000¥; Damage: 10d10 explosive damage; Range: Special; Wt.: 500 lbs; Properties: Area of Effect (100ft sphere), heavy damage, reload (2). [B]Missile, light[/B]: a high explosive locking missile (Military). Cost: 1,000¥; Damage: 3d12 explosive damage; Range: 1,000/5,000; Wt.: 50 lbs; Properties: Area of Effect (10ft sphere), reload (4). [B]Missile, medium[/B]: a high explosive locking missile (Military). Cost: 2,000¥; Damage: 4d12 explosive damage; Range: 1,000/5,000; Wt.: 100 lbs; Properties: Area of Effect (20ft sphere), reload (2). [B]Missile, heavy[/B]: a high explosive locking missile (Military). Cost: 5,000¥; Damage: 5d12 explosive damage; Range: 1,000/5,000; Wt.: 150 lbs; Properties: Area of Effect (30ft sphere), reload (2). EXPLOSIVES AND OTHER GRENADE-LIKE WEAPONS [B]* Area of Effect (Explosives)[/B]: When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other AOE style attack, the attack chooses where the explosive is going to land. If you do not have Line-Of-Sight on this AOE this is an [B]indirect attack[/B], meaning that it can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. However if you cannot see the target area, then chooses a space where the explosive will land if any targets are within the area treat as if they were invisible and gain Advantage on their saving throws. All ranged explosives and grenade-like weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range attacks (the second increment) all targets within the affected area gain Advantage on their saving throws vs. the affects. If this attack is also an indirect attack (see above) then the targets also gain [I]Resistance[/I] to any damage dealt by the attack. This stacks with 1/2 damage from a successful save. Hand grenades still count as Simple Weapons for proficiency and are thrown with a base range of 30/60ft. Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode; Resistance can still apply per situations as describe above). This requires a DC 10 tool use check to set property and always requires 15 feet of movement. [B]Concussion[/B]: light explosive using air pressure as well as shrapnel to disrupt enemy lines. Cost: 25¥ each; Damage: 2d6 bludgeoning; Save/DC: Dex 14; Explosive Area: 10ft (sphere); Wt.: 1 lbs; Properties: knockdown. [B]Smoke[/B]: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster. Cost: 15¥ each; Damage: none; Save/DC: none; Explosive Area: 10/20/30ft (sphere); Wt.: 2 lbs. [B]Fragmentation[/B]: deadly antipersonnel explosives with dozens (or hundreds) of steel flechettes (Military). Cost: 50¥ each; Damage: 2d8 bludgeoning, piercing and slashing damage; Save/DC: Dex 15; Explosive Area: 10ft (sphere); Wt.: 1 lbs; Properties: knockdown. [B]Flash-Bang[/B]: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Dex 18; Explosive Area: 10ft (sphere); Wt.: 1 lbs. [B]Riot (Tear Gas)[/B]: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Con 15; Explosive Area: 5/10/15ft (sphere); Wt.: 2 lbs. [B]Tangler[/B]: these grenades release fast hardening aerosol super-achieves into a small area that wraps around all targets within the area of affect to effectively trap they for a short term. Cost: 50¥ each; Damage: Restrained; Save/DC: Str 18; Explosive Area: 10ft (sphere); Wt.: 2 lbs. [B]EMP[/B]: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune vs. grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. A Tools – Repair kit, as an action vs. a DC of the Device save +5 will fix the device (Restricted). Cost: 100¥ each; Damage: Special; Save/DC: Int 15; Explosive Area: 15ft (sphere); Wt.: 1 lbs. [B]White Phosphorus[/B]: these military issued grenades have been outlawed by most of the world’s governments. Use the grenades DC instead of what listed under properties above and the targets are at Disadvantage to saves to put out the flames until they fall prone and roll around on the ground (and that means they can make a normal save) and at advantage if immerses in water. (Military & Illegal for non-government). Cost: 200¥ each; Damage: 2d10 fire; Save/DC: Dex 15; Explosive Area: 10ft (sphere); Wt.: 2 lbs; Properties: Flame. Explosive packs are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a Tools –Explosive kit skill check DC 15 (10 if the setter is proficient with the tool set). You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack). [B]Charge Pack[/B]: this simple bomb have a fairly simply timer (advantage on Tools – Demolition kit) (Military). Cost: 350¥; Damage: 3d10 force and piercing; Save/DC: Dex 15; Explosive Area: 20ft (sphere); Wt.: 8 lbs; Properties: Heavy damage. [B]Mining Pack[/B]: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted). Cost: 500¥; Damage: 5d10 force and bludgeoning; Save/DC: Dex 12; Explosive Area: 40ft (cone); Wt.: 20 lbs; Properties: Heavy damage. [B]Anti-Armor Pack[/B]: a specialized bomb with adhesive pull-stripe that can stick to almost any surface (Military) Cost: 750¥; Damage: 6d10 force and piercing; Save/DC: Dex 18; Explosive Area: 15ft (sphere); Wt.: 10 lbs; Properties: Heavy damage. OTHER EXPLOSIVES [B]Thermal Paste[/B]: 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Base Damage 4d8 fire, 2ft area of affect (sphere), Dexterity saving throw DC10 to avoid, property AP and Heavy Damage. Type tube has enough paste to spread along 20 feet long, 2” wide. It takes a Tools – Demolition kit roll DC 15 to properly deploy (DC 10 if trained with Tools – Demolitions kit) (Military). [B]Plastic Explosives[/B]: 500¥ per 5lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires a detonator and timer to set off (Tools – Demolition kit DC 15). Base brick deals 3d6 fire damage in a 10ft radius or 15ft cone; Dexterity save DC 15 for half. Each additional brick adds either +1d6 fire damage, increase the area of affect by 5ft radius or create a 30ft cone. All require a separate DC 15 Tools – Demolition kit roll (Military). [B]ADDITIONAL GEAR[/B] CLOTHING [B]Lower-class Clothing or Coveralls[/B]: 15¥, Wt. 5 lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk. [B]Middle-class Clothing[/B]: 150¥, Wt. 6 lbs. Better quality wear and low-end business attire for middle class. [B]Upper-class Clothing[/B]: 800¥+, Wt. 6 lbs. high quality causal and business wear for the executive and policluber. (Note a really expensive power suit for the CFO of one of the Big 10 run several thousand each). [B]Formal Ware[/B]: 3,000¥+, Wt. 6 lbs. Tuxedos and royal gowns. Add +1 equipment bonus to all Charisma skills in appropriate situations. Add +1 to Charisma skills in appropriate situations. [B]Shift Fabric[/B]: 4,000¥, Wt. 5lbs. Clothing that can change colors and ‘design’ with one’s mood, via AR wireless. Adds +1 equipment bonus to all Charisma skills in most situations. [B]Camouflage Uniform[/B]: 100¥, Wt. 6 lbs. In correct environment grant +2 equipment bonus to Dexterity (Stealth) checks (but disadvantage in all others settings). Patterns include forest, artic, jungle, urban etc. [B]Camo Cloak[/B]: 2,500¥, Wt. 4 lbs. Very advanced computer assisted patter-schemes that changes near instantly with background, grant advantage Dexterity (Stealth) checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, allowing a normal check instead) (Military). [B]Hiking Boots[/B]: 50¥, Wt. 2 lbs. Advantage vs. exhaustion caused by long journeys on foot. [B]Backpack[/B]: 20¥, Wt. 2 lbs. Can carry up to 60lbs of gear. COMMUNICATIONS [B]Comlink[/B]: 50¥, Wt. ¼ lb. A standard, everyday communications devices that includes a cellphone, digital camera/camcorder, GPS unit, calculator, basic computer, wireless AR Matrix access, with AR display contact lenses and skin tight, near invisible AR gloves, etc. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10 (note not a true sentient computer of course but it can provide additional information and if skilled aid another with a skill it is proficient with and with an Action on the part of the user), Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Typical upgrades include A.I. upgrade, each +2 to Intelligence (max 18) costs +250¥, each +2 to Wisdom (max 16) costs +300¥, Increasing Proficiency bonus to +3 cost +500¥ or to +4 cost 2,000¥. Library proficiency with any one of the following skills – Arcane, Insight, Life Science, Medicine, Physical Science or Religion cost 500¥. Adding Expertise with any known skill cost +750¥. Sim Emersion +500¥. Interface jack (allowing you to control most electronic devices that you have permission on) +250¥. Signal Boost +200¥ for Broadcast 2 (500 yards), +500¥ for Broadcast 3 (2 miles) or +750¥ for Broadcast 4 (5 miles) or +1,000¥ for Broadcast 5 (20 miles). All types can also include a Satellite Uplink for +500¥ and +5 lbs. Upgraded Firewall +1,000¥ for TN 20, or +5,000¥ for TN 25 or +25,000¥ for TN 30. [B]Biometric Meter[/B]: 250¥, Wt. ½ lb. Worn on one’s belt or arm shelve, this devices monitors the subject’s vital systems. This includes provides a digital display of the wearer’s body functions, heart-rate, BP and oxygenation readings, etc. Grants a +4 equipment bonus to Wisdom (Medicine) checks to the subject. Wireless functions can alert team members of conditions, etc. [B]Subvocal Microphone:[/B] 100¥, ½ lb. Throat patch. Allows the wearer to communicate via a comlink by just moving throat muscles not speaking out load; if comes into question, others are at disadvantage vs. DC 15 to notice the subject speaking with a Wisdom (Perception) spot or listen check. ELECTRONIC GEAR (non-Security electronics) [B]Directional Microphone: [/B]750¥, Wt. 2 lbs. This device can listen to conversation at distance (100 yards or so) if within unobstructed line-of-sight, allowing a normal Wisdom (Perception) check vs. subjects it is point at. [B]Laser Microphone[/B]: 1,000¥, Wt. 2 lbs. Used to listen in on conversations (normal Perception) within line of sight (up to 5 miles). Also possible to focus against windows, hard surface, etc. which normally blocks such conversions. This requires a Tools – Electronics check DC base 15 (depending on the surface material). [B]Giger Counter[/B]: 50¥, Wt. ¼ lb. This is a simple pocket detects harmful radiations levels and automatically informs the user (via voice recording or wirelessly) of what the present areas’ level and requires no roll. [B]Laser Range Finder: [/B]100¥, Wt. ½ lb. Used to determine distances out to about 10 miles with line-of-sight. [B]RFID Tag: [/B]1¥ each, nil weight. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. They are used to track almost every item produced. They have a broadcast signal strength of 1 (100 yards) and Firewall 18 and are used by manufactures to upload software patches, upgrades, etc. To disable the broadcast feature is illegal and requires a Tag Locator/Eraser. [B]RFID Stealth Tag[/B]: 50¥, nil weight. These electronic RFID tags are used to track sensitive items and are harder to detect by those who don’t want to be tracked. They have a Broadcast signal strength of 2 (200 yards) and a Firewall of 25. The broadcast feature is only used if the tag detects a failure to deactivate it (Restricted). [B]Tag Locator/Eraser: [/B]1,000¥, Wt. 1 lb. This small scanner is used to locating Tags and destroying them. A Computer Use DC 10 detects basic RFID tags and a second check vs. the Firewall will deactivate one. Stealth Tags increase the TN to 25 for both checks. Failure to deactivate a tag send an alert to the manufactures about suspected tampering and possible location (Illegal). FIREARM ACCESSORIES [B]Concealed Hostler[/B]: 50¥, Wt. ½ lb. Shoulder or hip holster that hides under a coat (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon on himself). Has space for 4 extra clips. [B]Gimbal-Stabilizer Sling[/B]: 750¥, Wt. 15 lbs. This shoulder harness and sling is a must for many heavy weapons. It allows a user of a Heavy damage weapon to move and still attack without disadvantage. [B]Hidden Arm Sling[/B]: 250¥, Wt. ½ lb. Auto-draw sling for a light pistol or knife (max weigh 2lbs). Does not count as an item manipulation to draw or ‘stealth’ such a weapon and can be easily hidden under the user’s clothing sleeve (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon). [B]Image Scope[/B]: 400¥, Wt. 1 lb. Advanced targeting scope. Can take up to 6 other visual enhancements (see below under Visual Enhancement equipment). With Aim maneuver not at disadvantage with long range attacks and long range is doubled but this extreme range attack roll is at disadvantage. [B]Laser Sight[/B]: 75¥, Wt. ½ lb. Add +1 equipment bonus to Ranged attack rolls and re-roll all 1’s on damage dice. [B]Smartgun Link upgrade[/B]: 500¥, nil weight (requires Smartgun link Cyberwar or Smartgun Goggles). Adds +2 equipment bonus to ranged attack rolls and re-roll all 1’s and 2’s on damage dice. This include a laser sight, and while the effects do not stack those with up the required systems gain those bonuses. (Restricted). [B]Smartgun Goggles[/B]: 750¥, Wt. ½ lb. (as Smartgun link) Can be added to an Image Scope (above) or Goggles image devices (see below) requiring 3 enhancements (Restricted). [B]Silencer[/B]: 200¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire but only with semi-auto fire (single shot or double-tap only). Does not work for revolvers or shotguns (Restricted). [B]Suppressor[/B]: 500¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). HAND HELD SCANNER All of these require the Tools – Hand Scanner proficiency. Untrained users are at disadvantage. Most checks require an Action to use. [B]Atmosphere Sensor: [/B]1,000¥, Wt. 2 lbs. A TN 15 check will determines basic weather patterns for next 24 hours within a few miles. [B]Cybernetic Detector[/B]: 500¥, Wt. 2 lbs. This hand-wand unit detects if a subject has implanted cybernetics. The user makes a DC 15 (or target’s Firewall) checks vs. targets within 10 feet. If the user beat the TN by +5, gains targets’ Stain level and basic info on type of ware. Beating the TN by 10+ gives more detailed info. [B]Electronic/Radio Transition Detector [/B](bug detector): Cost 200¥, Wt. 1 lb. This hand-wand unit allows the user to make a DC 15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC (Restricted). [B]Explosives Detector[/B]: 500¥, Wt. 2 lbs. This hand-wand unit lets this user makes a DC 15 check to detect most common explosives within 10 feet. Each five feet farther +5 to the DC (Restricted). [B]Motion Detector[/B]: 1,000¥, Wt. 4 lbs. This hand sensor unit can detect any movement within 60 feet with a DC 15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check while anything over a foot of solid material blocks it entirely. A targets that uses the Dash action grants advantage to the user’s check while those standing still (Move 0 with nothing that costs movement) impose disadvantage to check. [B]MAD Scanner[/B]: 750¥, Wt. 2 lbs. This hand-wand unit to detect concealed weapons, by scanning for various minerals that weapons are most commonly made of. Within 10 feet of the user a TN 15 check it will detect any metal weapons, with a DC 20 it will detect aluminum, etc. and with a DC 25 with detect ceramic ones. [B]Olfactory Sensory: [/B]500¥, Wt. 3 lbs. This device will detects and analyzes ‘smells’ within a 10 yards area with a TN 15 check (higher TN can provide additional analytical information about the chemicals, etc.) [B]Sensor Suite[/B]: 2,500¥, Wt. 5 lbs. This hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC 15 check (+5 for every 25 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information. [B]Ultrasound Scanner: [/B]1,000¥, Wt. 3 lbs. Using ultrasonic sound waves, this device can ‘paints’ a picture of the surrounding area. This allows the user to ignore all light obscure penalties and heavy obscure caused by lighting out to 40 yards (120 feet) with a TN 10 check each round as a bonus action. These waves can be detected by a sonic scanner (or sensor suite above). VISUAL AND AUDIO DEVICES [B]Pen-Light[/B]: 10¥, Wt. ¼ lb. A small hand or helm mounted devise that provides bright light up to 50 feet away. [B]Flashlight[/B]: 20¥, Wt. 1 lb. A light hand-held unit, provides bright light out to 200 feet or 40 foot radius. For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning). [B]Binoculars[/B]: 250¥, Wt. 1 lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular. [B]Goggles: [/B]100¥, Wt. ½ lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles. [B]Glasses: [/B]250¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses. [B]Monocle: [/B]150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements, but character suffers One Eye Hindrance (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle. [B]Contact Lenses: [/B]500¥, nil weight. With an action, a Wisdom (Perception) TN 15 check at disadvantage, to notice its’ different. Can hold up to 2 Visual Enhancements. Costume eye contact lenses. [B]Earplugs: [/B]150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones. [B]Headphones: [/B]250¥, Wt. ½ lb. With an action, a Wisdom (Perception) TN 12 check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices. Audio Enhancements – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device maybe fitted with). [B]Audio Amplifier: [/B]+400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] [B]Audio Enhancer: +[/B]300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. [B]Dampener: [/B]+200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. [B]High/Low Freq Hearing[/B]: +400¥. This enhancement grants the user High and Low Frequenting Hearing. [B]Spatial Sound Recognizer: [/B]+1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing. Visual Enhancements – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.) [B]Low-Light Vision: [/B]+200¥. As species sense Low-Light Vision. [B]Flare Compensation: [/B]+200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. [B]Dark Vision: [/B]+500¥. This enhancement grants the user Darkvision out to 60 feet. [B]Vision Enhancement: [/B]+450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. [B]Vision Magnification: [/B]+400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 240ft as a normal roll. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] MAGICAL EQUIPMENT These items can only be used by awakened beings (Adepts or Magic Users). All are at least Redistricted. These are only a few examples… [B]Hand of Glory[/B]: Cost 2,500¥, Wt. 2lbs. An illegal formula found in the banned witchcraft book [I]Compedium Malecarum[/I]. Made of the hand of a talented and dead individual, it grants the user advantage on any one skill, chosen at the time one of the finger is lite (and must be held in one of awakened free hands for the duration). The affects last for 2 minutes (20 rounds). The user can use all five fingers before the item becomes useless. You cannot own more than one of these at a time or it can cause all the hands will cures the owner (Illegal). [B]Magical Focus[/B]: Cost 750¥, Wt. 1lb. This rod or piece of jewelry (often a ring) adds one of the following for a Magic User (must be chosen the item is purchased) either (a) +1 magical bonus to Magical Attack rolls or (b) +1 to summoning elemental rolls. This also only works for Hermetic or Shamanic traditions and must be determined when purchased. A magic user may only own one such device at a time. If he purchases a new one, his own focus because deactivated. [B]Quicksilver Camera[/B]: Cost 2,000¥, Wt. 4lbs. This handled camera can only five mana-sensitive plates, which only one being exposed at a time, along it to make astral photographs. [B]Witch’s Moss[/B]: Cost 2,000¥ x Magnituted, Wt. 2lbs. This highly specialized and illegal alchemist most has the effect of Flesh-to-Stone spell. The user must touch the subject (simple touch so +2 to melee attack roll), if successful the target requires an Intelligence saving throw DC 12 + the magnitude of the moss (max magnitude of 6) or subject to the effects spell for up to 10 minutes, as the spell (Illegal). MEDICAL EQUIPMENT & SERVICES [B]Auto-Doc Pod[/B]: 25,000¥, Wt. 100lbs. This is a coffin-sized trauma pod. A single patient enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypospray syringe, medscanner and 10 doses of sprayskin. The dedicated AI has an Intelligence of 14, Wisdom 14, Proficiency +3 and skill Medicine (expertise) +8. It has a broadcast rating of 3 (1,000yds) and Firewall of 20. [B]Doc-Wagon Basic Contract[/B]: 10,000¥/year. Doc Wagon provides first class medical care, 24 hours a day within most Metroplexes areas. The contact include a medical ID signal for emergencies. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ each time. [B]Doc-Wagon Gold Contract[/B]: 50,000¥/year. As basic but no extra charges for Hazardous Extraction. [B]Hypospray Syringe[/B]: 200¥, Wt. ½ lb. (1lb full). This advanced injector allows a medic to quickly administer various drugs to a willing adjacent target. It is an action on the user’s part and requires a melee attack roll vs. an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. [B]Medscanner[/B]: 1,000¥, Wt. 2 lbs. A small hand-held wand grants advantage with Wisdom (Medicine) checks. [B]Sprayskin[/B]: 250¥, Wt. ½ lb. per container. This miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. If, as an action, applied to an adjacent target or oneself, within one minute of suffering any HP damage, the target recovers 1d6 HP of damage instantly. The target must complete a long rest before benefiting from sprayskin again. Finally it allows the target to regain one addition Hit Dice after a long rest. A canister contains 6 doses of Sprayskin applications. [B]Syringe[/B]: 5¥, Wt. ¼ lbs. These are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll vs. an unwilling target. Wt. ¼lb, Cost 5 credits each. MEDICAL DRUGS & PATCHES Drugs generally have a weight of around 32 doses per pound while patches weigh ½ lb. each. Drugs come in a pill form (that takes 1d4+1 minutes to active) or can be administered through a syringe (instant affect). There are also Patches, which administer a drug almost instantly (1 round). To administer a patch or syringe requires either a willing target and one action (by the target or adjacent administer) or a Melee attack roll if the subject is unwilling. [B]Antibiotic[/B]: 50¥/dose. This drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before another dose will have any effect. [B]Antivenom[/B]: 30¥/dose. When applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any poison-type hit point damage was inflicted to the subject within the last hour, the subject recovers/heals ½ of that damage back. [B]Bliss[/B]: 100¥/dose. This is a semi- hallucinogenic depressant that is fairly popular as an upper-class as a recessional drug. The subject gains one Hit Dice + Charisma modifier in temporary hit points. These temporary hit points last for 1d6 +2 hours. While under the affects the subject is also at disadvantage on ability checks or saves verses any Charisma (Deception) and (Persuasion) checks and any situation that can impose the [I]charmed[/I] condition. However they do gain advantage vs. any saves that would impose the [I]frightened[/I] condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again. [B]Cram[/B]: 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+1 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Wisdom (Perception) checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again. [B]Deepweed[/B]: 250¥/dose. This drug is extremely dangerous for not awakened (adepts and magic users) to take. For 1d4 hours after administration the subject is considered ‘awakened’ and sees into the astral space, but they are also vulnerable for any and all affects from astral space. All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d6 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls for healing the hit points. A subject must complete a short or long rest before they can benefit from the effects again (Illegal). [B]Jazz[/B]: 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted). [B]Kamikaze: [/B]100¥/dose. This is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Jazz gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 3d6 rounds and then bonuses disappear and the user gains a level of exhaustion (Illegal). [B]Long Haul[/B]: 25¥/dose. This stimulant is popular with anyone who needs to stay awake and alert for days on end. After administering this drug the subject ignores the effects of loss sleep for up to four days. The subject can remain partially active during a short or long rest (not fighting or any heavy physical actively but can still be doing light work, driving, walking, on patrol, etc.) At the end the subject suffers three levels of exhaustion that can only be recovered through long rest. No drugs can remove this exhaustion safely. Anything that does also reduces the subjects maximum hit points by 2d4 points. Awakened characters who use this require a Constitution saving throw vs. a TN 15 or it costs them 1 point of Strain at the end! A subject must complete a long rest before they can benefit from the effects again. [B]Novacoke [/B](drug): 100¥/dose. This is a popular street drug that has made its way to the upper classes also. After administration the subject gains 2d6 temporary hit points and gains advantage on Wisdom (Perception) and Charisma (Persuasion) skill checks. They also gain advantage on Intelligence, Wisdom and Charisma saving throws except if that check involves keeping a secret. With ‘secrets’ or keeping their thoughts private they are at a disadvantage as they cannot seem to keep their mouths closed. A subject must complete a short or long rest before they can benefit from the effects again. [B]Patch, Antidote[/B]: 50¥ each. Instant and has the same effect as an Antivemon dose. [B]Patch, Stim[/B]: 50¥ each. Takes 1d6 rounds to removes 1 Exhaustion level. The effects lasts for 1d4+2 hours. Then subject gains the Exhaustion level back. Can be potentially harmful for magic users and adepts to use. Each time they do must make a Constitution save TN 10, +5 per time they have used one in the last 24 hours. Failure costs them 1 Strain points! [B]Patch, Tranq[/B]: 400¥ each. Instant. The subject must make a Constitution save vs. TN 15 or gains the [I]Unconscious[/I] Condition. This condition last for 1d4 minutes afterwards. A Wisdom (Medicine) skill check vs. a TN 20 and one action can remove the condition by and adjacent ally. [B]Patch, Trauma[/B]: 50¥ each. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before they can have this HP restored again (but it can be used to stabilize the same subject who is dying again). [B]Psyche[/B]: 250¥/does. This drug is popular with awakened character and is fairly safe for anyone to use. It is expensive though and so still rare. Administrating this drug grants the subject +2 insight bonus to all Intelligence, Wisdom and Charisma ability and skill checks and allows a magic user to ‘quicken’ one Concentration spell for the duration. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again. [B]Radcleanse[/B]: 100¥/dose. A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. [B]Zen[/B]: 75¥/dose. Another legal stimulant that helps people focus. Grants the subject 2d6 temporary hit points a +2 insight bonus with all Intelligence and Wisdom ability and skill checks. However the subject is at disadvantage vs. all Charisma (Deception) checks used against them. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again. MISCELLANEOUS GEAR [B]3D Printer[/B]: 500¥, Wt. 10 lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight. Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex. [B]Grapnel gun[/B]: 200¥, Wt. 4 lbs. 50¥ and 2 lbs. for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Grants a Climb speed of 50ft a round (up or down). Max weight capacity of 500 pounds. [B]Microwire Grapple Gun: [/B]1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong rope that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Microwire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted). [B]Microwire Spool: [/B]800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves (see below) and can be step up between two points as traps, etc. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it must make a passive perception check at disadvantage or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed (Restricted). [B]Sheath Gloves: [/B]250¥, Wt. ½lb. Wearer can handle microwire safely, including security wire. [B]Wall Climbing Cups[/B]: these vacuum suction cups are worn on the user’s hands and feet allow the user a Climb speed of 10 feet on ‘hard’ (metal, glass, stone, etc.) horizontal surfaces. Wt. 4lbs. Cost 200¥. SECURITY & COUNTER SECURITY DEVICES [B]Fake License: [/B]1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a Fake SIN. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week. Enhanced versions increase the DC to 25 for 5,000¥ (Illegal). [B]Fake SIN[/B]: 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week. Enhanced versions increase the rating 25 for 10,000¥ (Illegal). [B]Electronic Bug/Tags[/B]: 100¥ each, Wt. 10 weigh about one pound. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (100 yards). Bugs Detectors detect sounds (voices, etc.), Radios Detector detect radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check. [B]Wellesley Lock[/B]: 50¥, Wt. 4 lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires Thieves tools DC 15 to open. High quality locks DC to 20 and HP 20 for 250¥. [B]MagLock[/B]: 500¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These magnetic door locks come with keypad or wireless access port. The one seeking access must know the code or have the wireless access account in order to gain admittance. The base DC to overcome with a Maglock Passkey kit is 15 or with a Computer User hacking roll vs. the Firewall. Higher security systems increase the passkey DC to 20 and HP 25 for 2,000¥ and to DC 25, HP 25 and Hardness 10 for 10,000¥. [B]GeneLock[/B]: 1,000¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. The base DC to overcome with a GeneLock kit is 15 or with a Computer Use hacking roll vs. the Firewall. Higher quality increase HP to 25 and Hardness 10. [B]Headjammer: [/B]500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a Constitution save DC 12 or also gain the [I]Poisoned[/I] condition for the duration (Restricted). [B]Neural Interface Disrupter[/B]: 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires an Intelligence save vs. a DC 15 or the subject may not use any cybernetic systems that round. The subject must also make a Constitution save DC 12 or also gain the [I]Poisoned[/I] condition for the duration (Restricted). [B]Mage’s Hood & Restraint Coat[/B]: 1,000¥, Wt. 5 lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the [I]Blinded, Deafened[/I] and [I]Restrained [/I]conditions throughout the duration. In order to attempt to escape they may try to make a Strength or Dexterity ability check (player’s choice) at disadvantage vs. a DC 18. This takes 1d6+4 rounds and cost the subject one level of Fatigue at the end. It takes 1d4+1 rounds to place a helpless subject into the coat and attach the hood (Restricted). [B]Jammer, Area[/B]: 750¥, Wt. 2lbs. Jams all wireless and radio communications within a 20yd radius (12 square radius) and can interfere with radar, etc. User is at disadvantage with any skill rolls that require communication or some kind and an Intelligence (Computer Use) skill roll at disadvantage vs. a DC 15 to even use a comlink, etc. to talk within the area. [B]Monofilament Handsaw: [/B]500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP & Heavy damage but only with a full round action. Disadvantage if used in melee combat (Restricted). [B]Monofilament Chainsaw: [/B]750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Two-Handed. Disadvantage if used in melee combat (Restricted). [B]Wire Cutters: [/B]100¥, Wt. 1lb. Metal shears that are good for cutting wires and the like. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. [B]Metal Handcuff Restraints: [/B]150¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 200¥ and weigh 1½lb. [B]Pasteel Handcuff Restraints: [/B]200¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb. [B]Plastic Handcuff Restraints: [/B]75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 18. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 12 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4. [B]Screamer[/B]: 300¥, Wt. 2 lbs. Proximity alarm that detects motion and sound, base Perception check +8. Within 30ft area of affect (6 square area), if motion is detected they set of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within 50 yards). They automatically detects ultra-sound waves (Stummer or similar devices). [B]Stummer[/B]: 1,500¥, Wt. 3 lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to all Dexterity (Stealth) checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves. [B]White Noise Generator: [/B]500¥, Wt. 2lbs. Used to mask talking within a 10yds (6 square) radius area from outside listeners. Disadvantage with Wisdom (Perception) checks vs. a DC 15 (20 if those inside the area are trying to hide or disguise their conversation). SURVIVAL GEAR [B]Chemical Suit: [/B]600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. [B]Gas Mask: [/B]150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage to any saving throw vs. inhaled toxins with a +4 equipment bonus to saves and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles, etc. and suffers an -2 equipment penalty to passive perception and Wisdom (Perception) checks made with sight. [B]Filter Plugs[/B]: Cost 25¥, Wt. nil. Nose filter plugs that add +4 equipment bonus to saves vs. inhaled toxins when worn in the user’s nasal cavities. [B]Hazmat Suit: [/B]1,500¥, Wt. 15lbs. Immunity vs. airborne & contact toxins, poisons & chemicals. Oxygen tanks last 4 hours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (which weighs 8lbs by itself). [B]Diving Gear: [/B]600¥, Wt. 8lbs. A wet suit with oxygen tank. User can breathe underwater with 2 hour tank and gains +4 equipment bonus to saving throws vs. cold and high pressure environments (see the Environment). Also includes feet flippers that add a Swim speed of 15ft. [B]Light Sticks: [/B]10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides dim illumination within a 15ft radius (3 squares). [B]Micro-Flares: [/B]25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscuring environment). Can provide dim illumination within a 30ft radius (6 squares) for 1 minute. [B]Rope, standard[/B]: 20¥, Wt. 4lbs. 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break. [B]Myineric Rope: [/B]1,000¥, Wt. 6lbs. 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking 1 minute). Grants advantage on any Strength (Athletics) checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted). [B]Stealth Rope[/B]: 500¥, Wt. 5lbs. 50ft of stealth rope that will disintegrate without a trace in two rounds with wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted). [B]Repealing Gloves[/B]: Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed. [B]Canteen[/B]: 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥. [B]MRE Ration[/B]: 5¥, Wt. 1lb each. One days’ worth of nutritious (but bland) food. Requires ¼ gallon of water. [B]Survival Kit[/B]: 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +2 equipment bonus to Wisdom (Survival) checks. UTILITY CHEMICALS [B]Glue Sprayer[/B]: 100¥, Wt. ½ lb. canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a Strength TN vs. 20 at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥). [B]Thermite Burning Bar: [/B]250¥, Wt. 1 lb. bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a Tools (Demolitions) TN 10 check to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military). [/sblock] [sblock=STOCK DRONES & VEHICLES] These are only the most common, “off the rank/stock” Drone found in the shadows. All drones have built in Comlinks (Broadcast 3/1,000yards, Firewall 20) and Rigger Upgrades. Also all Drones are at least Redistricted Availability. [B]Size[/B]: drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. Note that with Attribute boost (Strength), each level adds 10% to the drone’s capacity total (round to the nearest). [B]Cost[/B]: drones price new, in ¥. [B]Attributes[/B]: drones attributes [B]Prof[/B]: drone’s basic proficiency bonus. [B]Save[/B]: additional save type the drone has proficiency in. [B]Threshold[/B]: as with characters and vehicles, this is the damage to send a drone to Reeling. [B]Speed[/B]: the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs or wheels, etc. have no ground speed. [B]AC[/B]: basic armor class without Dexterity bonus added on. [B]HD[/B]: basic Hit Dice of the drone. [B]HP[/B]: base number of Hit Points. [B]Battery[/B]: the drone’s operation time on a fully charged battery. [B]Special[/B]: any special abilities base on the drone’s size. [B]Optical Drone¹[/B] [requires Cyber-Eye Replacement[I] and[/I] Optic-Drone Mount]. This is a detachable eye drone with VTOL flight capacity and advanced sensors. Cost 10,000¥, Wt. 1.5lb. [I]Attributes[/I]: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 7; [I]Speed[/I]: 60ft fly (180 MPH); [I]AC[/I] 14 (dex +4); [I]SZ[/I]: Fine; [I]HD[/I]: ½; [I]HP[/I]: 5; [I]Hardness[/I]: 0, [I]Proficiencies[/I]: Computer Use +3, Perception +4, Stealth +8; [I]Special[/I] [I]Qualities[/I]: VTOL propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 60ft, Low-Light) (½lb), Skill Expertise & Proficiency (Stealth). [B]Shiawase Kanmushi¹[/B]. This drone is designed to look like a cockroach with standard ‘gecko-crawl’ wall-crawling system. Cost 7,000¥, Wt. 1lb. [I]Attributes[/I]: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 7; [I]Speed[/I]: 30ft (30 MPH), climb 20ft; [I]AC[/I] 15 (dex +4); [I]SZ[/I]: Fine; [I]HD[/I]: ½; [I]HP[/I]: 5; [I]Hardness[/I]: 0, [I]Proficiencies[/I]: Computer Use +3, Perception +2, Stealth +8; [I]Special[/I] [I]Qualities[/I]: Walker propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. Animal Form, Sensor (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. [B]Sikorshy-Bell Microskimmer¹[/B]. A very small rotor vehicle (size of a small hummingbird) used for surveillance. Cost 9,000¥, Wt. 2lbs. [I]Attributes[/I]: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 7; [I]Speed[/I]: 40ft fly (8 MPH); [I]AC[/I] 14 (dex +4); [I]SZ[/I]: Fine; [I]HD[/I]: ½; [I]HP[/I]: 5; [I]Hardness[/I]: 0, [I]Proficiencies[/I]: Computer Use +3, Perception +6, Stealth +6; [I]Special[/I] [I]Qualities[/I]: Rotor propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 120ft, Telescopic Vision 120ft) (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth) [B]Drone Hand¹[/B] [requires a Cyberarm [I]and[/I] Drone-Hand Mount]. This is a detectable cybernetic hand that can act like a remote stealth drone. Cost 9,600¥, Wt. 8.5 lbs; [I]Attributes[/I]: Strength 6, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 12, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 8; [I]Speed[/I]: 40ft (40 MPH); [I]AC[/I] 15 (dex +4); [I]SZ[/I]: Tiny; [I]HD[/I]: 1; [I]HP[/I]: 10; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +3, Stealth +8; [I]Weapon Attack[/I]: -1 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Walking propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 1, Attribute Boost (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. [B]MCT Fly-Spy¹[/B]. This drone is designed to look like a common bird (normally a pigeon or a crow). Cost 10,400¥, Wt. 8 lbs; [I]Attributes[/I]: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +4, Intelligence +3; [I]Threshold[/I]: 8; [I]Speed[/I]: 30ft fly (60 MPH); [I]AC[/I] 13 (dex +2); [I]SZ[/I]: Tiny; [I]HD[/I]: 1; [I]HP[/I]: 10; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +6, Stealth +4; [I]Weapon Attack[/I]: -1 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Bird-Wing aircraft propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. Animal Form, AI boost (Wisdom) 2, Sensors (Low-Light Vision, Telescopic Vision 240ft), (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth). [B]Lone Star iBall¹[/B]. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ can add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8 lbs; [I]Attributes[/I]: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +4, Intelligence +3; [I]Threshold[/I]: 8; [I]Speed[/I]: 30ft (30 MPH); [I]AC[/I] 13 (dex +2); [I]SZ[/I]: Tiny; [I]HD[/I]: 1; [I]HP[/I]: 10; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +8; [I]Weapon Attack[/I]: -1 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception). [B]Aztechnology Crawler³[/B]. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks (with a very low to the ground signature). Cost: 15,400¥, Wt. 47.5 lbs. [I]Attributes[/I]: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +5, Intelligence +3; [I]Threshold[/I]: 11; [I]Speed[/I]: 40ft (40 MPH); [I]AC[/I] 15 (dex +3); [I]SZ[/I]: Small; [I]HD[/I]: 3; [I]HP[/I]: 30; [I]Hardness[/I]: 6, [I]Proficiencies[/I]: Computer Use +3, Perception +4; [I]Weapon Attack[/I]: +2 melee, +5 ranged; [I]Special[/I] [I]Qualities[/I]: Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). [B]Cyberspace Designs Dalmatian²[/B]. An advanced vector thrust recon drone features unique hover capability and a sturdy frame. Lone Star has licensed the design for urban surveillance duties, but comes with a light weapons mount standard. Cost 29,600¥, Wt. 33 lbs; [I]Attributes[/I]: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +5, Intelligence +3; [I]Threshold[/I]: 11; [I]Speed[/I]: 90ft fly (210 MPH); [I]AC[/I] 13 (dex +3); [I]SZ[/I]: Small; [I]HD[/I]: 2; [I]HP[/I]: 20; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +5, Stealth +5; [I]Weapon Attack[/I]: +3 melee, +6 ranged; [I]Special[/I] [I]Qualities[/I]: VTOL propulsion. Construct, Battery 12hrs on 5hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Strength) 2, (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 120ft) (1lb), Skill Proficiency (Stealth), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). [B]Lockheed Optic-X²[/B]. This is a fixed-winged stealth VSTOL drone for surveillance and monitoring, not especially combat. Cost 16,000¥, Wt. 32 lbs, about the size of a child; [I]Attributes[/I]: Strength 8, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +5, Intelligence +3; [I]Threshold[/I]: 9; [I]Speed[/I]: 60ft (120 MPH), stall 30ft; [I]AC[/I] 13 (dex +3); [I]SZ[/I]: Small; [I]HD[/I]: 2; [I]HP[/I]: 20; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +7, Stealth +5; [I]Weapon Attack[/I]: +1 melee, +5 ranged; [I]Special[/I] [I]Qualities[/I]: VSTOL Propeller propulsion (takeoff/landing 250ft). Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Dexterity) 2, Sensors (Darvision 120ft, Low-Light, Telescopic 240ft) (2lbs), Skill Expertise (Perception), Skill Proficiency (Stealth), Stealth System. [B]MCT-Nissan Roto-Drone². [/B]A simple ruggedly made, no-nonsense rotor-blade drone that can handle various weapon platforms. Cost: 42,000¥, Wt. 123lbs. [I]Attributes[/I]: Strength 12, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Strength +3, Intelligence +3; [I]Threshold[/I]: 16; [I]Speed[/I]: 50ft fly (100 MPH); [I]AC[/I] 13 (dex +2); [I]SZ[/I]: Medium; [I]HD[/I]: 4; [I]HP[/I]: 40; [I]Hardness[/I]: 6 (+4 vs. ballistic damage), [I]Proficiencies[/I]: Computer Use +3, Perception +6; [I]Weapon Attack[/I]: +3 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Rotor propulsion. Construct, Battery 10hrs on 9hr recharge, Unarmed 1d6 bludgeoning. Armor Plating 1 (10lbs), AI boost (Wisdom) 2, Attribute Boost (Dexterity) 2, Hardness 1 (bullet-proofing 1) (20lbs), Expertise (Perception), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 2) (1lb), Weapon Mounts (4 heavy firearms) (8lbs), Weapon Proficiencies (Light and Heavy firearms) [B]GM-Nissan Doberman³[/B]. This is a four-wheeled solidly built combat drone platform for light security patrol work. Cost: 24,000¥, Weight 190.5lbs. [I]Attributes[/I]: Strength 16, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Strength +5, Intelligence +3; [I]Threshold[/I]: 18; [I]Speed[/I]: 35ft (70 MPH); [I]AC[/I] 15 (dex +2); [I]SZ[/I]: Medium; [I]HD[/I]: 5; [I]HP[/I]: 50; [I]Hardness[/I]: 7 (+4 vs. ballistic damage), [I]Proficiencies[/I]: Computer Use +3, Perception +4; [I]Weapon Attack[/I]: +5 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Wheeled propulsion. Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning. Armor upgrade 2 (20 lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, Dexterity (2), Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet proofing 1) (20lbs), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Speed 2, Weapon Mounts (4 heavy firearms and 1 heavy weapon) (16lbs), Weapon Proficiencies (Heavy weapons, Light and Heavy firearms). [B]Crash-Craft AutoDoc[/B]. This six wheeled drone has a pair of specially designed and padded actuator arms that allow it to lift one metahuman sized creature (Medium sized or smaller) and place it within its reinforced medical-coffin interiors where an advanced AutoDoc program system can work to save critically injured. These drones are often used for high risk excretions for DocWagon contracts. Cost 64,000 ¥, Wt. 450 lbs, about the size of an adult troll; [I]Attributes[/I]: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength +7, Intelligence +4; [I]Threshold[/I]: 26; [I]Speed[/I]: 20ft (40 MPH); [I]AC[/I] 13; [I]SZ[/I]: Large; [I]HD[/I]: 6; [I]HP[/I]: 60; [I]Hardness[/I]: 4; [I]Proficiencies[/I]: Computer Use +4, Medicine +12, Perception +7; [I]Weapon Attack[/I]: +7 melee, +2 ranged; [I]Special[/I] [I]Qualities[/I]: Wheeled propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Arm-Actuator Lifter (45lbs), AI Boost (Wisdom) 4, Attribute boost (Dexterity) 1, Auto-Doc Pod (see Medical gear) (100lbs), Enhanced Programming (feat: First Aid), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Skill Expertise & Proficiency (Medicine). [B]Steel Lynx Combat Drone[/B] (Military). This is a military grade combat drone built something like a four-legged tetrapod with a flexible body form and two arm mounts for maximum combat effectiveness. Cost 58,000¥, Wt. 534 lbs; [I]Attributes[/I]: Strength 26, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength +9, Intelligence +4; [I]Threshold[/I]: 28; [I]Speed[/I]: 30ft (30 MPH); [I]AC[/I] 15 (dex +1); [I]SZ[/I]: Large; [I]HD[/I]: 8; [I]HP[/I]: 80; [I]Hardness[/I]: 6; [I]Proficiencies[/I]: Computer Use +4, Perception +5; [I]Weapon Attack[/I]: +11 melee, +6 ranged; [I]Special[/I] [I]Qualities[/I]: Walker propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Armor Plating 2 (30lbs), AI Boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet-proofing 2), Reinforced Chassis 2 (30lbs), Sensors (Darkvision 60ft, Low-Light Vision, Motion Sensor) (10lbs), Weapon Mount (4 heavy firearms, 1 heavy weapon) (16lbs), Weapon Proficiency (Heavy Firearms, Heavy Weapons). [B]Renraku Stormcloud[/B]². This large lighter-then-air mini-blimp is solar powered recon drone is built to remain in the air for up to two days. Its advanced sensors allow it to remain high in the air and generally out of damage from non-flying threats. It cannot handle much in the way of weapons and is slow and clumsy in most combat situations. Cost: 28,000¥, Wt. 1,000lbs; [I]Attributes[/I]: Strength 22, Dexterity 6, Constitution n/a, Intelligence 14, Wisdom 16, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength +8, Intelligence +5; [I]Threshold[/I]: 28; [I]Speed[/I]: 20ft (20 MPH); [I]AC[/I] 9 (dex -2); [I]SZ[/I]: Huge; [I]HD[/I]: 6; [I]HP[/I]: 60; [I]Hardness[/I]: 4; [I]Proficiencies[/I]: Computer Use +5, Perception +9, Stealth +1; [I]Weapon Attack[/I]: +8 melee, +1 ranged; [I]Special[/I] [I]Qualities[/I]: Lighter-Then-Air (LTA) propulsion. Construct, Battery 48hrs on 14hr recharge, Unarmed 1d6 bludgeoning. AI boost (Intelligence) 1, (Wisdom) 3, Enhanced Battery 2, Extra Battery 1, Sensors (Low-Light Vision, Telescopic Vision 240ft base), Skill Expertise (Perception), Skill Training (Stealth), Weapon Mount (can hold either two light firearms or one heavy one), Weapon Proficiency (light & heavy firearms). ¹ These drones count as Stealth drone for Drone Rigger choices at character creation. Stealth drones are meant to not be seen or not be seen as a drone (or both). Stealth drones tend to be fine or tiny in size and almost never have weapons attached. ² These drones count as Recon drones for Drone Riggers choice at character creation. Recon drones might have some stealth systems like the Stealth drone but they have addition sensors to seek out information. ³ These drones count as Combat drones for Drone Rigger choices at character creation. Built for combat and carrying weapons. STOCK VEHICLES Vehicles sizes range from Medium up to Titan (two steps greater than colossal). Almost all vehicles have at least a comlink with a Broadcast 1 (100yards) and Firewall of 15 unless removed or really old (like 50+ years). All vehicles have resistant to all non-Heavy Damage weapons and ‘Physical’ energy damage attacks (spells). [B]Cost[/B]: the basic cost in ¥, with numbers in parentheses is the cost for a battery power source. Note that ‘stock’ vehicles gain a 5-10% discount on overall cost due to standardized assembly. [B]Size[/B]: See GM section for full chart. [B]Crew[/B] and [B]Passengers[/B] the standard crew size and maximum number of passengers. Note that normally a troll counts as two medium sized creatures. [B]Cargo[/B]: basic cargo load [B]Modifier[/B]: This is the equipment bonus or penalty when attempting a maneuver checks. [B]Speed[/B]: The base speed and maximum MPH in parentheses. [B]Cover[/B]: the cover bonus to all crew and passengers (PHB). [B]Power[/B]: whether gas or battery powered. See vehicles for costs of fuel and recharges. [B]AC [/B](Armor Class): The basic armor class of the vehicle. [B]HD [/B](Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles. [B]HP[/B] (Hit Points): The amount of damage the vehicle can suffer before being disabled. [B]Hardness[/B]: the hardness of the vehicle. Reduce all damage dealt by this amount. [B]Threshold [/B]the vehicles Damage Threshold verse damage (its Strength modifier + size bonus). [B]Abilities [/B]basic ability scores of vehicles which include Strength, Dexterity, Intelligence and Wisdom. [B]Skills[/B]: These are the skills that the vehicle’s AI can perform as directed by the owner/operator. [B]Availability[/B]: if the vehicle is Restricted or Military grade. BIKE (MOTORCYCLE) VEHICLES All motorcycles have a wheeled (two wheeled) system. [B]Dodge Scooter[/B]. This is a light, around the town, easy to operate scooter-bike. [I]Cost[/I]: 1,350¥ (battery 1,880¥); [I]Size[/I]: Medium; [I]Crew[/I]: 1; [I]Passengers[/I]: 0;[I] Cargo[/I]: 40 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 50ft (60 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas 8 hours on 2 gallons (Electric 8hrs on 1hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 3; [I]HP[/I]: 30;[I] Hardness[/I]: 2; [I]Threshold[/I]: 18; [I]Abilities[/I]: Strength 16, Dexterity 14; [I]Notes[/I]: Bike propulsion. Off road loses maneuver bonus with an additional -4/-8 penalty. Attribute Boost 2 (Dexterity), No passengers, Reduced cargo space 2, Reduced fuel/battery 2. [B]Suzuki Mirage[/B]. A popular racing bike, especially with go-gangers looking for speed. [I]Cost[/I]: 9,400¥ (15,500¥ for battery); [I]Size[/I]: Medium; [I]Crew[/I]: 1; [I]Passengers[/I]: 1;[I] Cargo[/I]: 40 lbs;[I] Modifier[/I]: +4; [I]Speed[/I]: 90ft (180 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas -16hours on 4 gallons (Electric -16hrs on 4hr recharge); [I]AC[/I]: 11 + Dex/Int + proficiency; [I]HD[/I]: 3; [I]HP[/I]: 30;[I] Hardness[/I]: 4; [I]Threshold[/I]: 19; [I]Abilities[/I]: Strength 18, Dexterity 18, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Notes[/I]: Bike propulsion. Off road lose maneuver bonus with an additional -4/-8 penalty. AI Upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 1, (Dexterity) 4, Enhanced Speed 8, Hardening 1. [B]Yamaha Growler[/B]. A popular off-road, ruggedly built motorbike. [I]Cost[/I]: 11,000¥ (16,500¥); [I]Size[/I]: Medium; [I]Crew[/I]: 1; [I]Passengers[/I]: 1;[I] Cargo[/I]: 40 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas 16 hours on 4 gallons (Electric -16hrs on 4hr recharge); [I]AC[/I]: 12 + Dex/Int + proficiency; [I]HD[/I]: 4; [I]HP[/I]: 40;[I] Hardness[/I]: 5; [I]Threshold[/I]: 20; [I]Abilities[/I]: Strength 20, Dexterity 14, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Notes[/I]: Bike propulsion. Armor Plating 1, AI upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 2, (Dexterity) 2, Enhanced Speed 4, Hardening 1, Off-Road, Reinforced Chassis 1. Troll upgrade adds +1,000¥ (increase Strength to 22, Threshold 21, and Hardness to 6). [B]Harley Davidson Scorpion. [/B]A very popular heavy (and big!) copper that is built to take a beating. [I]Cost[/I]: 18,000¥ (23,000¥ battery); [I]Size[/I]: Large; [I]Crew[/I]: 1; [I]Passengers[/I]: 1;[I] Cargo[/I]: 200 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 60ft (120 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas -12hr on 10 gallons (Electric 12hrs on 4hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 7; [I]HP[/I]: 70;[I] Hardness[/I]: 5; [I]Threshold[/I]: 29; [I]Abilities[/I]: Strength 28, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Notes[/I]: Bike propulsion. Off-road penalties of -2/-6 to maneuver checks. Armor Plating 1, AI Upgrade, Boost Signal +1, Enhanced Attributes (Strength) 2, (Dexterity) 1, Enhanced Speed 4, Hardening 1, Less Crew (-3), Off-Road Handling, Reinforced Chassis 1. Troll upgrade adds +2,000¥ to cost (increase Strength to 28, Threshold to 31 and Hardness to 6). HOVER CRAFT [B]GMC Everglades[/B]. A fairly common civilian ‘hover-truck’. [I]Cost[/I]: 65,000¥ (74,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1; [I]Passengers[/I]: 9;[I] Cargo[/I]: 2,000 lbs;[I] Modifier[/I]: +1; [I]Speed[/I]: 50ft (72 MPH);[I] Cover[/I]: Full or Half; [I]Power[/I]: Gas -10hrs on 80 gallons of gas (Electric -10hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 10; [I]HP[/I]: 100;[I] Hardness[/I]: 4; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Hover) +3; [I]Notes[/I]: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Reinforced Chassis 1, Speed 2. [B]GMC Beachcraft[/B]. These fully enclosed hover vehicles are lightly armored and armed and are often used as patrol craft on rivers and waterways. [I]Cost[/I]: 115,000¥ (140,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 2; [I]Passengers[/I]: 8;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +1; [I]Speed[/I]: 50ft (72 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -15hrs on 120 gallons of gas (Electric -14hrs on a 8hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 10; [I]HP[/I]: 100;[I] Hardness[/I]: 9 (+8 vs. ballistic damage); [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Hover) +3; [I]Notes[/I]: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2 and Firewall +1, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Enhanced Battery 2 [I]or[/I] Larger Fuel tank (+50%), Hardness 2 (bullet proofing +2), Reinforced Chassis 1, Rigger Upgrade, Speed 2, Weapon Mount (1 super-heavy, 4 heavy weapons), Weapon Proficiency (Heavy Weapons, Super-Heavy Weapons). JET AIRCRAFT [B]Cessna C750[/B]. A private twin-engine jet aircraft. [I]Cost[/I]: 435,500¥ (620,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 20;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 130ft (520 MPH), stall speed 75ft;[I] Cover[/I]: Full; [I]Power[/I]: Gas -16hr on 800 gallons of gas (Electric -16hrs on a 16hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 8; [I]HP[/I]: 80;[I] Hardness[/I]: 2; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 14, Intelligence 12, Wisdom 14, Broadcast 4, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +4, Vehicle (Jet) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Jet aircraft (Runway 4,000ft). Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost +3 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Extra Battery 1 or Larger Fuel Tank, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2. [B]Federal-Boeing Commuter[/B]. Commuter very-short takeoff and landing jet that can be reconfigured into a heavy cargo freighter instead. [I]Cost[/I]: 15,500,000¥ (36,400,000¥); [I]Size[/I]: Behemoth; [I]Crew[/I]: 8;[I] Passengers[/I]: 192; [I]Cargo[/I]: 50,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 90ft (900 MPH) stall speed 45ft;[I] Cover[/I]: Full; [I]Power[/I]: Gas -16hrs on 40,000 gallons of gas (Electric -16hrs on a 18hr recharge); [I]AC[/I]: 12 + proficiency; [I]HD[/I]: 15; [I]HP[/I]: 150;[I] Hardness[/I]: 4; [I]Threshold[/I]: 80; [I]Abilities[/I]: Strength 70, Dexterity 14, Intelligence 12, Wisdom 18, Broadcast 5 with Satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base Perception +4, Vehicle (Jet) -4; [I]Availability[/I]: Restricted; [I]Notes[/I]: Sonic-Jet engine with VSTOL upgrade (Runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Crew (+80 passengers) or less crew (-72 for +8,000 lbs) and cargo space 1 (cargo then becomes 87,300 lbs), Enhanced Environmentally Sealed (200 crew for 18hr), Extra Battery 1 or Larger Fuel Tank, Gyrostabilization, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2. [B]Ares Thunder Light Attack Fighter[/B]. One of the more popular stealth jet fighter of modern militaries. [I]Cost[/I]: 894,000¥ (950,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2;[I] Cargo[/I]: 8,500 lbs;[I] Modifier[/I]: +5 (attack +0); [I]Speed[/I]: 160ft (640 MPH) Stall speed 80ft;[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hr on 2,500 gallons of gas (Electric -8hrs on a 14hr recharge); [I]AC[/I]: 12 + Dex/Int + proficiency; [I]HD[/I]: 8; [I]HP[/I]: 80;[I] Hardness[/I]: 5; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 20, Intelligence 18, Wisdom 16, Broadcast 5 with Satellite uplink, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +5, Vehicle (Jet) +3; [I]Availability[/I]: Military; [I]Notes[/I]: Afterburner Jet Aircraft (runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. Less Crew for more cargo (to carry bombs or missiles). Advanced Controls, Armor upgrade 1, AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Intelligence) 3, (Wisdom) 4, Attribute Boost (Dexterity) 5, Automation, Ejection System, Environmentally Sealed (2 crew for 18hr), Gyrostabilization, Hardening 1, Rigger Upgrade, Speed 2, Stealth system, Weapon Mount (6 Super-heavy mounts), Weapon Proficiency (Heavy weapons, Super-heavy weapons). ROTOR AIRCRAFT [B]Northup Wasp. [/B]This small, one-person helicopter are often used for urban combat rolls. While not illegal in its standard configuration, arming one completely certainly is. [I]Cost[/I]: 130,000¥ (148,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Cargo[/I]: 3,250 lbs;[I] Modifier[/I]: +3 (attack bonus +1); [I]Speed[/I]: 80ft (160 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); [I]AC[/I]: 12 + Dex/Int + proficiency; [I]HD[/I]: 7; [I]HP[/I]: 70;[I] Hardness[/I]: 7; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 20, Intelligence 14, Wisdom 10, Broadcast 3, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Rotor) +5; [I]Availability[/I]: Restricted (Military if armed); [I]Notes[/I]: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, AI upgrade (Intelligence) 2, Armor Upgrade 1, Attribute boost (Dexterity) 5, Automation, Hardness 2, Less Crew (for more cargo +2,250lbs for payload), Reinforced Chassis 1, Rigger upgrade, Sensor (Combat Radar, blindsense 1 mile extended, Low-Light Vision, Darkvision 120ft, Telescopic Vision 240ft), Weapon Mount (two Super-heavy, 4 heavy weapon mounts). [B]Hughes Stallion[/B]. This is a common civilian utility helicopter often seen in the service as an urban executive transport. [I]Cost[/I]: 60,000¥ (72,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 9; [I]Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 80ft (160 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); [I]AC[/I]: 11 + Dex/Int + proficiency; [I]HD[/I]: 6; [I]HP[/I]: 60;[I] Hardness[/I]: 2; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Rotor) +4; [I]Notes[/I]: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). [B]Ares Dragon[/B]. A heavy cargo helicopter that can handle additional weight with an external sling. [I]Cost[/I]: 535,000¥ (625,000¥); [I]Size[/I]: Colossal; [I]Crew[/I]: 4;[I] Passengers[/I]: 18; [I]Cargo[/I]: 21,000 lbs;[I] Modifier[/I]: -6; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 3; [I]Threshold[/I]: 60; [I]Abilities[/I]: Strength 50, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base Perception +2, Vehicle (Rotor) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Less Crew for more cargo (-20 crew for +5,000 lbs cargo), Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). Cargo sling cost +110,000¥ and can haul 105,000 lbs (52.5 tons) of extra cargo externally. TRACKER CRAFT [B]Ares Iron-Mustang APC[/B]. This armored APC runs on an advanced tracked system that allow it to climb over or through must obstacles. It can carry up to 12 heavily armored and armored troopers in the passenger bay. [I]Cost[/I]: 265,000¥ (330,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2; [I]Passengers[/I]: 18*;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 35ft (70 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hr on 450 gallons of gas (Electric -12hrs on a 11hr recharge); [I]AC[/I]: 15 + proficiency; [I]HD[/I]: 16; [I]HP[/I]: 160;[I] Hardness[/I]: 11 (+8 vs. ballistic damage); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Tracked) +4; [I]Availability[/I]: Military; [I]Notes[/I]: Tracked propulsion (ignore difficult terrain, Off-road penalties -2/-2). Crash system, with seatbelts worn, passengers take ½ damage from crashes. AI with signal boost 2 and Firewall +2, AI upgrade (Intelligence) 2, Armored upgrade 1, Automation, Enhanced Batter or Larger Fuel Tank, Hardness 2 (bullet proofing 2), Reinforced Chassis 2, Rigger Upgrade, Speed 2, Weapon Mount (one Super-heavy in a turret, 4 heavy weapons). * Armored Passengers count as 1.5 Passengers (or 3 per troll). VTOL AIRCRAFT Include VLA (Very-Low-Altitude) aircraft. [B]GMC Banshee.[/B] The ‘thunerbird’ is a low-altitude armored VTOL craft that can haul up 4 tons of cargo. While common with smugglers it is pretty illegal in civilian areas. [I]Cost[/I]: 465,650¥ (518,150¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 1; [I]Passengers[/I]: 6;[I] Cargo[/I]: 4 tons;[I] Maneuver[/I]: +1; [I]Speed[/I]: 120ft (360 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hrs on 750 gallons (Electric 12hrs on 7hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 16; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 20, Intelligence 14, Wisdom 14, Broadcast 4 with Satellite uplink, Firewall 25; [I]Proficiency[/I]: base plus Notice +4, Vehicle (VTOL) +3; [I]Availability[/I]: Military; [I]Notes[/I]: VTOL Aircraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost 3 and uplink and Firewall 2, AI boost (Intelligence) 1, (Wisdom) 2, Armor 3, Attribute Boost (Dexterity) 5, Automation, Cargo 2, Enhanced batteries or Larger fuel tanks, Hardening 5, Less Crew 12 (for cargo +3,000 lbs), Reinforced Chassis 4, Rigger upgrade, Sensors (Combat Radar -blindsense 200ft base, 1 mile extended; Darkvision 120ft, Low-Light Vision, Telescopic vision 120ft), Weapon Mount (2 Super-heavy in a Turret and 4 Heavy mounts), Weapon Proficiencies (Heavy Weapon, Super Heavy Weapons). WATERCRAFT Any type of water vehicles, be it surface or submersible. [B]SC Otter[/B]. This a popular sports and speed boat of the low-end corporate exec that is also popular with smugglers. [I]Cost[/I]: 40,000¥ (52,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1; [I]Passengers[/I]: 9;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 60ft (60 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Watercraft) +2; [I]Notes[/I]: Watercraft propulsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 4. [B]MT Sea Nymph[/B]. This is a large luxury pleasure yacht of the ultra-rich. [I]Cost[/I]: 2,200,000¥ (3,000,000¥); [I]Size[/I]: Behemoth; [I]Crew[/I]: 8;[I] Passengers[/I]: 70; [I]Cargo[/I]: 50,000 lbs;[I] Modifier[/I]: -6; [I]Speed[/I]: 25ft (25 MPH);[I] Cover[/I]: Full or Half; [I]Power[/I]: Gas -32hrs on 4,000 gallons of gas (Electric -32hrs on a 12hr recharge); [I]AC[/I]: 13 + proficiency; [I]HD[/I]: 20; [I]HP[/I]: 200;[I] Hardness[/I]: 5; [I]Threshold[/I]: 80; [I]Abilities[/I]: Strength 70, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; [I]Proficiency[/I]: +3; [I]Skills[/I]: base Perception +3, Vehicle (Watercraft) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Watercraft populsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Enhanced Software (+1), Expertise (Watercraft), Extra Battery or Large Fuel Tank, Living Space (80 people), Luxury Features, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 1. [B]Vulkan Electronaut[/B]. A ‘civilian’ recreational mini-submarine, not much larger than a large sedan. [I]Cost[/I]: 40,000¥ (54,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 2; [I]Passengers[/I]: 8;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 40ft (40 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Watercraft) +2; [I]Availability[/I]: Restricted; [I]Notes[/I]: Watercraft propulsion. AI with signal boost +2 and Firewall +1, Attribute boost (Dexterity) 2, Automation, Sensors (Sonar, blindsight up to 5 miles noncombat), Submersible (Speed 20ft/20MPH underwater). [B]Morgan Cutlass[/B]. This is a light armored patrol boat that has occasionally found its way into the hands of smugglers. [I]Cost[/I]: 136,000¥ (150,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 20;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -4; [I]Speed[/I]: 60ft (60 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 6 (+8 vs. ballistic damage); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Watercraft) +2; [I]Availability[/I]: Restricted; [I]Notes[/I]: Watercraft propulsion. AI with signal boost 3 and uplink with Firewall +1, Automation, Armor upgrade 1, Attribute boost (Dexterity) 2, Automation, Expertise (Watercraft), Hardness 1 (bullet-proofing 2), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Telescopic Vision 240ft), Speed 4, Weapon Mounts (2 Super-heavy on a turret, 4 heavy weapon). WHEELED VEHICLES Wheeled vehicles are from three to six wheeled ground craft. [B]Honda Spirit. [/B]A very simply built and cheap 3-wheeled town car. [I]Cost[/I]: 3,200¥ (4,600¥); [I]Size[/I]: Large; [I]Crew[/I]: 1; [I]Passengers[/I]: 2;[I] Cargo[/I]: 200 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 6; [I]HP[/I]: 60;[I] Hardness[/I]: 2; [I]Threshold[/I]: 32; [I]Abilities[/I]: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: basic; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Fewer Passengers (-2), Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Inferior Controls. [B]Mercury Comet[/B]. A popular and cheap family town-car. [I]Cost[/I]: 7,000¥ (8,200¥); [I]Size[/I]: Large; [I]Crew[/I]: 1; [I]Passengers[/I]: 4;[I] Cargo[/I]: 200 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 6; [I]HP[/I]: 60;[I] Hardness[/I]: 2; [I]Threshold[/I]: 32; [I]Abilities[/I]: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: basic, Perception +2, Vehicles (Wheeled) +2; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Automation, Inferior Controls. [B]Ford Phantom 3R[/B]. Your basic urban family midsized suburban, with built with some structural reinforcements for added safety. [I]Cost[/I]: 16,000¥ (21,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 9;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + proficiency; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +2; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. Advanced crash system (with engaged crew suffer ¼ damage from crashes), AI with signal boost 2, Automation, Inferior Controls, Speed 2. [B]Ford Spiral 115Ti[/B]. Marketed as an “economy” sports car for modern roads. [I]Cost[/I]: 32,000¥ (36,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 2, [I]Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +1; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +3; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. AI with signal boost 2 and Firewall +1, Attribute boost (Dexterity) 3, Automation, Less Passengers (-5), Speed 6. [B]Eurocar Westwind 3K. [/B]A popular racing car with turbo-charged engine for added speed and advanced controls for better maneuverability. [I]Cost[/I]: 58,000¥ (72,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 1;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int + proficiency; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +4; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. Wheeled propulsion. Advanced Control, Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost and Firewall +2, Attribute boost (Dexterity) 4, Automation, Less crew (-8), Speed 6, Turbo-charged engine (speed 110ft/220MPH but consume twice the base times fuel/battery and maneuvers are at disadvantage). [B]Toyota Gopher[/B]. A popular full off-road sporting vehicle. [I]Cost[/I]: 30,000¥ (34,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1; [I]Passengers[/I]: 4;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 10; [I]HP[/I]: 100;[I] Hardness[/I]: 5; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +2; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -0/-4 to maneuver checks. Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost, Attribute boost (Dexterity) 2, Automation, Hardness 1, Less Crew (-5), Off-Road with Resistance to Maneuver damage, Reinforced Chassis 1, Speed 2. [B]Mitsubishi Nightsky[/B]. A very sleek and modern armored limousine for the corporate or criminal elite. [I]Cost[/I]: 150,000¥ (190,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 1;[I] Passengers[/I]: 9;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 14; [I]HP[/I]: 140;[I] Hardness[/I]: 9 (+8 vs. ballistic); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3 with Satellite uplink, Firewall 25; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -2/-6 to maneuver checks. Advanced Crash System (passengers with systems engaged take ¼ damage from crashes), AI with signal boost +2 and uplink with Firewall +2, Armor upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Enhanced Software (proficiency +1), Luxury features, Hardening 2 (bullet proofing 2), Off-Road handling, Reinforced Chassis 2, Rigger update, Sensors (Darkvision 120ft, Low-Light Vision), Speed 4. [B]GMC Bulldog Step Van[/B]. This is a common light cargo and light security van. [I]Cost[/I]: 70,000¥ (94,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 1;[I] Passengers[/I]: 9;[I] Cargo[/I]: 9,750 lbs;[I] Modifier[/I]: -4; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 13; [I]HP[/I]: 130;[I] Hardness[/I]: 8; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) -2; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade and signal boost 1, Armor upgrade 1, Automation, Cargo 1, Less Crew (-10 crew for +2,500 cargo), Hardening 2, Reinforced Chassis 1, Speed 2. [B]Ares Roadmaster[/B]. These are large urban and armored transports, the heaviest allowed for civilians. [I]Cost[/I]: 150,000¥ (195,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2;[I] Passengers[/I]: 18*;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 45ft (90 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 13 (+8 vs. ballistic); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor Upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Hardness 4 (bullet proofing 2), Reinforced Chassis 1, Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 3. * Armored Passengers count as 1.5 Passengers (or 3 per troll). [B]Nordkapp Zugmaschine Tractor Trailer[/B]. Long distance heavy semi-truck with trailer for moving large cargos. Has advanced rigged upgrade and AI with improved security so not to be hacked easily. [I]Cost[/I]: 136,000¥ (220,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2;[I] Cargo[/I]: 8,500 lbs;[I] Modifier[/I]: -4; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -24hr on 100 gallons of gas (Electric -24hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 8; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 14, Broadcast 5 with Satellite upgrade, Firewall 25; [I]Proficiency[/I]: +4; [I]Skills[/I]: base, Perception +4, Vehicle (Wheeled) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost +4 and uplink with Firewall +2, AI boost (Wisdom) 2, Armored Upgrade 1, Automation, Enhanced & Extra battery (x2+1) or Large Fuel tank (x3), Enhanced Software (proficiency) 2, Hardness 2, Hauler (trailer can haul 85,000 lbs/42.5 tons), Less Crew (more cargo +4,500), Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 2. [B]Chrysler-Nissan Patrol-1.[/B] This is your standard police cruiser built over a reinforced sedan. [I]Cost[/I]: 72,000¥ (104,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 4;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -15hrs on 60 gallons of gas (Electric -15hrs on a 6hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 11; [I]HP[/I]: 110;[I] Hardness[/I]: 7 (+8 vs. ballistic damage); [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +4; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor upgrade 2, Attribute Boost (Dexterity) 4, Automation, Enhanced Batteries 2 or Large Fuel tank, Less Crew (-5), Hardness 1 (bullet proofing 2), Reinforced Chassis 2, Rigger upgrade, Speed 6. [/sblock] [sblock=GM Section] NONHEROIC CHARACTERS (Minions) [B]Game Rule Information Hit Dice[/B]: at each level non-heroic characters gain 1d4 hit points + constitution modifier. [B]Karma[/B]: Non-heroic character cannot gain or use Karma Points [B]PROFICIENCIES Armor and Weapons[/B]: Simple Weapons plus one either of Heavy Weapons, Heavy Firearms, Light Firearms, Martial Weapons, Super-Heavy Weapons or Light Armor or Medium Armor. Heavy Armor proficiency can only be taken with a feat if the creature already has Light & Medium armor proficiency. [B]Saving Throws[/B]: Generally none to start with. They can take the Determined feat to gain proficiency bonus with a saving throw. [B]Skills and Tools[/B]: Any one of choice. [B]Backgrounds[/B]: instead of picking a background, nonheroic characters gain any two Skills, Tools, Vehicles, or any of the Armor and Weapon Proficiencies listed above. Non-Heroic characters gain normal Proficiency bonuses for their level, Feats (at 1st, 3rd, 5th, etc.), and Attribute bonuses (at 4th, 8th, etc.) as normal. Non-Heroic character ‘generally’ have 18 points to assign to attributes, as there are no standard templates, although if you want to assign one use the following – 12, 12, 12, 10, 10, 10. [B]Henchmen [/B]are Minions who later take level in Heroic Classes. Treat this just as if they were multi-classing into the Heroic level. UPGRADES Techs with the Upgrade feature can add of these features or upgrade features from Drones and Vehicles at ½ the base cost. Just as a general rule, it takes one day of work in a machines garage per 1,000¥ for armor, weapon and gear upgrades, or per 2,000¥ for drone upgrades and per 5,000¥ for vehicle upgrades. BASIC ARMOR UPGRADES [B][Elemental] Proofing[/B]: Pick one of the following energy types – Acid, Cold, Fire, or Lightning. The armor now has that energy type damage reduction of 5. Light armor and protective armor can have one proofing installed. Medium and heavy armor can have two different types of proofing installed. Cost –base armor cost. ADVANCED ARMOR UPGRADES [B]Advanced [Elemental] Proofing[/B]: You can have one additional type of proofing added to any one suit of armor. Also can now install proofing for the following elementals – Radiant, Thunder. Cost –base armor cost x2. BASIC WEAPON UPGRADES Note that weapon upgrades (basic or advanced) do not stack with Adapt – Weapon Master or Improved Weapon master, nor do they stack with any Weapon Focus magic item. ADVANCED WEAPON UPGRADES TBD BASIC GEAR UPGRADES TBD ADVANCED GEAR UPGRADES TBD DRONE BUILDS & UPGRADES Drones are Constructs and as such have no Constitution score, and deal bludgeoning unarmed damage. Drones are immune to all mind-affect abilities (beneficial or not). Drones automatically run on batteries. Drones automatically have advanced AI (Intelligence, Wisdom and Charisma scores) with built in comlines and Rigger upgrade. All drones are proficient with Intelligence saves and have proficiency in Computer Use and Perception automatically. Drone Size [B]Fine [/B](2): base price 1,000¥, Wt. 1lb. about the size of an insect. [I]Attributes[/I]: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity; [I]Speed[/I]: 20ft; [I]AC[/I] 11; [I]SZ[/I]: Fine; [I]HD[/I]: ½; [I]HP[/I]: 5; [I]Hardness[/I]: 0, [I]Proficiencies[/I]: Computer Use +3, Perception +2; [I]Special[/I] [I]Qualities[/I]: Advantage on Stealth checks, Construct, Battery 12hrs on 1hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. [B]Tiny [/B](8): 1,500¥, Wt. 8 lbs, about the size of a bird; [I]Attributes[/I]: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity; [I]Speed[/I]: 30ft; [I]AC[/I] 11; [I]SZ[/I]: Tiny; [I]HD[/I]: 1; [I]HP[/I]: 10; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +2; [I]Weapon Attack[/I]: -1 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. [B]Small [/B](20): 2,000¥, Wt. 30 lbs, about the size of a child; [I]Attributes[/I]: Strength 8, Dexterity 12, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity; [I]Speed[/I]: 30ft; [I]AC[/I] 11; [I]SZ[/I]: Small; [I]HD[/I]: 2; [I]HP[/I]: 20; [I]Hardness[/I]: 2, [I]Proficiencies[/I]: Computer Use +3, Perception +2; [I]Weapon Attack[/I]: +1 melee, +3 ranged; [I]Special[/I] [I]Qualities[/I]: Construct, Battery 12hrs on 3hr recharge, Unarmed 1d4 bludgeoning. [B]Medium [/B](100): 4,000¥, Wt. 120 lbs, about the size of a adult; [I]Attributes[/I]: Strength 12, Dexterity 10, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Strength; [I]Speed[/I]: 25ft; [I]AC[/I] 11; [I]SZ[/I]: Medium; [I]HD[/I]: 3; [I]HP[/I]: 30; [I]Hardness[/I]: 3, [I]Proficiencies[/I]: Computer Use +3, Perception +2; [I]Weapon Attack[/I]: +3 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning. [B]Large [/B](150): 6,000 ¥, Wt. 450 lbs, about the size of an adult troll; [I]Attributes[/I]: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength; [I]Speed[/I]: 20ft; [I]AC[/I] 12; [I]SZ[/I]: Large; [I]HD[/I]: 6; [I]HP[/I]: 60; [I]Hardness[/I]: 4; [I]Proficiencies[/I]: Computer Use +4, Perception +3; [I]Weapon Attack[/I]: +7 melee, +2 ranged; [I]Special[/I] [I]Qualities[/I]: Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. [B]Huge [/B](200): 9,000¥, Wt. 2,000 lbs, about the size of a cargo van; [I]Attributes[/I]: Strength 26, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength; [I]Speed[/I]: 25ft; [I]AC[/I] 12; [I]SZ[/I]: Huge; [I]HD[/I]: 9; [I]HP[/I]: 90; [I]Hardness[/I]: 5; [I]Proficiencies[/I]: Computer Use +4, Perception +3; [I]Weapon Attack[/I]: +11 melee, +2 ranged; [I]Special[/I] [I]Qualities[/I]: Construct, Battery 6hrs on 5hr recharge, Unarmed 1d10 bludgeoning. Drone Stats [B]Size[/B]: drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. Note that with Attribute boost (Strength), each level adds 10% to the drone’s capacity total (round to the nearest). [B]Cost[/B]: drones price new, in ¥. [B]Strength, Dexterity, Intelligence, Wisdom, Charisma[/B]: base Strength and Dexterity for a drone’s size. All drones automatically start with a base Intelligence of 12, Wisdom of 10 and Charisma of 6. [B]Prof[/B]: drone’s basic proficiency bonus. [B]Save[/B]: additional save type the drone has proficiency in. [B]Speed[/B]: the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs, etc. have no ground speed. [B]AC[/B]: basic armor class without Dexterity bonus added on. [B]HD[/B]: basic Hit Dice of the drone. [B]HP[/B]: base number of Hit Points. [B]Battery[/B]: the drone’s operation time on a fully charged battery. [B]Special[/B]: any special abilities base on the drone’s size. PROPULSION Basic Propulsion Types as Vehicles (except Turbo-Sonic see GM section on Vehicle Builds) with all features and modifiers (ignore Advanced Controls. Also ignore minimum size for Drones). Round any reduces to HD/HP the nearest (this often means for smaller aircraft they loss no HD/HP) and ½ any recharge time for medium and smaller. For runway/landing divide the distance by ½. [B]Aircraft, Bird Wing[/B]: Fine and Tiny size only. This system allows the drone to fly like a bird, allowing for enhanced disguise. Three times base cost and Fly speed. MPH are double feed Speed. Can hover, no minimum speed or runway. [B]Aircraft, LTA (Lighter-Then-Air)[/B]: One-half base cost and lower speed by -5ft. MPH are base feet Speed. Triple battery life. Lower AC and Hardness by 1 and lower Strength by 4 points and Dexterity by 2 points (and the capacity is halved). Reduce HD/HP to ¾ and lower unarmed attack by 2 dice steps, minimum 1pt. [B]Rolling[/B]: maximum size Small. A self-rolling system of propulsion. Base cost and increase Speed by +5ft. Cannot handle going up stairs and difficult terrain cost three times the movement. Increase operating time by +2hrs. [B]Walker[/B]: Twice base cost and increase Speed by +10ft. MPH is base feet Speed. Add one hour to recharging time for same operation time. BASIC DRONE CONSTRUCTION AND UPGRADES Most upgrades for drones work exactly like vehicle upgrades but with the following exceptions – drones cannot take Advanced Control and already included basic AI. Some upgrades work a bit differently... [B]Arm-Actuator Lifters[/B]: These are simple armor that can lift cargo of willing creatures. Assume a carrying/life capacity of the vehicles size and strength (i.e. a Large drone with a 20 strength can “lift” 320lbs with a maximum of 640lbs. If used for attacking the roll is at disadvantage. Cost ¼ vehicle base cost, Wt. one-tenth vehicle weight towards capacity. [B]Armor Upgrade[/B]: Enhancing the armor plating of a base drone (Restricted). Cost and effect as vehicles. Two levels counts as Medium armor (disadvantage to stealth and max Dex bonus of +2) while four levels counts as Heavy armor (no Dexterity bonus, penalties still apply). Drones are automatically proficiency with the armor types with the upgrades. Fine drones cannot take this upgrade, Tiny and Small can handle 2 levels, Medium and Large can handle 3 levels and Huge can handle 4. Armor also counts towards the drones capacity, weighing 2lbs a level for tiny, 5lbs a level for small, 10lbs a level for medium, 15lbs a level for large and 20lbs a level for huge. [B]Animal Form/Disguise[/B]: This drone has been designed to appear to be some kind of animal or insect. Requires an action and a Perception check DC 15 to realize that it is a drone. Cost 2,000¥ up to Small size, 10,000¥ for all others. [B]Built-In Tools[/B]: Standard tool kits or Gear (GM approval). Cost is the tool kit cost +100% and its base weight counts towards drone’s capacity. [B]Combat Tracking Software I & II[/B]: Advanced tracking software installation (Restricted). Cost 1,000¥. [B][I]Level[/I][/B][I] [B]II[/B][/I] 5,000¥. A drone’s tracking software can be upgrade to add +2 equipment bonus to its ranged attack damage. For level II the damage is upgrading to a +4 equipment bonus with ranged attacks. [B]Expertise[/B]: with any one skill or tool or vehicle that the drone is already proficient with. Cost 2,000¥ each. [B]Low-Profile[/B]: Walker drones only. These specially designed drones are built to “hug” the ground and make them hard to target with ranged weapons. Attackers suffer disadvantage with ranged attacks against this drone. Cost ½ base vehicle base cost, including the walker cost increase. Max size medium. [B]Proficiencies[/B]: skill or tool proficiency for the drone. Cost 500¥ for one mental Skill (Int, Wis, Cha) or Language, Cost 1,000¥ for one physical Skill (Str, Dex) or any one Tool set. 1,500¥ for any one Vehicle proficiency. [B]Reinforced Chassis[/B]: Cost and affect as vehicles. Fine drones can take this but it only moves the drone to HD 1, and HP 10 (for 1lb towards its capacity). Has the same weight are Armor Upgrade that counts towards the drone’s capacity. [B]Resistance[/B]: drone gain resistant to one nonmagical (AP) type of damage. Cost 10,000¥ each type of damage (bludgeoning, piercing or slashing). Has the same weight are Armor Upgrade that counts towards the drone’s capacity. [B]Sensors[/B]: built in sensors. As any hand sensors or audio and visual enhancements built in, double the cost and its base weight counts towards the drone’s capacity (for enhancements assume each level counts as ¼lb in weight). [B]Target Acquisition[/B]: Targeting software installation. Cost 2,500¥. You can update a drone’s targeting system in this way once, so that now it re-rolls any 1s or 2s that it rolls on ranged attack damage dice. It must accept the result of these rerolls though. [B]Target Scanner[/B]: Targeting scanning software installation. Cost 5,000¥. You can update a drone’s sensor systems in this way once, so that now it scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target). [B]Voice Modulator[/B]: Speakers have been installed within the drone allowing it to communicate verbally. Drones can only use fairly simple sentence structure though. Cost 500¥. [B]Wall-Crawling[/B]: Max small size drones. Walker propulsion only. Grants the drone the ability to walk on walls like a bug. Cost ½ the vehicle’s base size cost, Climb speed 20ft. [B]Weapon Mount[/B]: Cost 500¥, Wt. 1lb for a light firearm; costs 1,000¥, wt. 2lbs for a heavy firearm, cost 4,000¥, wt. 8lbs for a heavy weapon, and cost 12,000¥, wt. 24lbs for a super-heavy weapon. Fine drones cannot handle any weapons, Tiny can handle one very light weapon, Small can handle two light or one moderate weapon, Medium can handle four moderate weapons or two heavy weapons, Large can handle up to six moderate weapon or three heavy weapons, while a Huge drone can handle ten moderate weapons or five heavy weapons or two super-heavy weapons. Increase the weapon’s cost by +20% for the updated systems to install the weapon. This extra weight counts towards the drone’s capacity. [B]Weapon Proficiency[/B]: allows the drone to add its proficiency bonus to a mounted weapon attack. Simple and Martial weapons costs 500¥ each, Light and Heavy Firearms cost 1,000¥ each, Heavy weapons cost 1,500¥ and Super-Heavy costs 2,000¥. ADVANCED UPGRADES [B]Enhanced Programming[/B]: Can grant a feat. The drone must still qualify for it. It cannot take any that are mind-affecting. Cost is 5,000¥ each feat. TBD VEHICLE BUILDS & UPGRADES Size [B]Medium[/B]. Motorcycle or super compact vehicle. [I]Base Cost[/I]: 2,000¥ (3,200¥); [I]Size[/I]: Medium; [I]Crew[/I]: 2;[I] Cargo[/I]: 40 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 50ft (x MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas -16hr on 4 gallons of gas (Electric -16hrs on a 4hr recharge); [I]AC[/I]: 11 + Dex/Int + proficiency; [I]HD[/I]: 3; [I]HP[/I]: 30;[I] Hardness[/I]: 2; [I]Threshold[/I]: 18; [I]Abilities[/I]: Strength 16, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Notes[/I]: Off road lose maneuver bonus with an additional -4/-8 penalty. [B]Large[/B]. Small car or very large motorcycle. [I]Base Cost[/I]: 4,000¥ (5,400¥); [I]Size[/I]: Large; [I]Crew[/I]: 5;[I] Cargo[/I]: 200 lbs;[I] Modifier[/I]: -1; [I]Speed[/I]: 40ft (x MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hrs on 10 gallons of gas (Electric -12hrs on a 4hr recharge); [I]AC[/I]: 11 + Dex/Int + proficiency; [I]HD[/I]: 6; [I]HP[/I]: 60;[I] Hardness[/I]: 2; [I]Threshold[/I]: 32; [I]Abilities[/I]: Strength 24, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Availability[/I]: ?; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. [B]Huge[/B]. Midsized car, small cargo van, small personal boat or very small helicopter.[I] Base Cost[/I]: 10,000¥ (14,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 10;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 40ft (x MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Availability[/I]: ?; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. [B]Gargantuan[/B]. Large cargo van or semi-truck or fighter jet aircraft. [I]Base Cost[/I]: 25,000¥ (30,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 20;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -4; [I]Speed[/I]: 30ft (x MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2) + proficiency; [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 3; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Availability[/I]: Restricted; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. [B]Colossal[/B]. A small yacht or trolley fisher boat or private jet airplane. [I]base Cost[/I]: 75,000¥ (90,000¥); [I]Size[/I]: Colossal; [I]Crew[/I]: 40;[I] Cargo[/I]: 16,000 lbs;[I] Modifier[/I]: -6; [I]Speed[/I]: 25ft (x MPH);[I] Cover[/I]: Full; [I]Power[/I]: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + proficiency; [I]HD[/I]: 16; [I]HP[/I]: 160;[I] Hardness[/I]: 4; [I]Threshold[/I]: 60; [I]Abilities[/I]: Strength 50, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Availability[/I]: Restricted; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. [B]Behemoth[/B]. Luxury yacht, super-cargo aircraft and space shuttles. [I]base Cost[/I]: 500,000¥ (800,000¥); [I]Size[/I]: Behemoth; [I]Crew[/I]: 80;[I] Cargo[/I]: 50,000 lbs;[I] Modifier[/I]: -8; [I]Speed[/I]: 20ft (x MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hrs on 2,000 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + proficiency; [I]HD[/I]: 20; [I]HP[/I]: 200;[I] Hardness[/I]: 5; [I]Threshold[/I]: 80; [I]Abilities[/I]: Strength 70, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Availability[/I]: Restricted; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. [B]Titan[/B]. Massive cargo freighter or system spacecraft. [I]base Cost[/I]: 500,000¥ (800,000¥); [I]Size[/I]: Titan; [I]Crew[/I]: 200;[I] Cargo[/I]: 100,000 lbs;[I] Modifier[/I]: -10; [I]Speed[/I]: 20ft (x MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hrs on 10,000 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + proficiency; [I]HD[/I]: 25; [I]HP[/I]: 250;[I] Hardness[/I]: 6; [I]Threshold[/I]: 100; [I]Abilities[/I]: Strength 90, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Availability[/I]: Restricted; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. Basic Attributes (listed above) this are the basic characteristic of a vehicle of that size. [B]Size[/B]: How big the vehicle is. [B]Cost[/B]: basic cost, with number in parentheses is the cost for a battery power source. [B]Crew[/B]: basic number of passengers and crew that a vehicle can hold. Trolls count as 2 crew and armored troopers count as 1½ crew (3 crew for armored trolls). [B]Cargo[/B]: the amount of cargo a vehicle can safely transport. Can overload up to twice as much but vehicle maneuver it changed to disadvantage. [B]Modifier[/B]: Bonus or penalty for maneuver checks (see Vehicle Actions) [B]Speed[/B]: The base speed and maximum MPH in parentheses. [B]Cover[/B]: the cover bonus to all crew and passengers. Full means enclosed within the vehicle, partial lists the bonus while exposed means no cover. [B]Power[/B]: For Gas and Battery. The listing (x) is duration for normal operations. Gas costs 5¥ per gallon. Standard electric charging station take 6-8 hours to recharges a battery. The cost to recharge is based on the size of the vehicle = Medium 30¥, Large 60¥, Huge 100¥, Gargantuan 200¥, Colossal 400¥, Behemoth 800¥ and Titan 1,500¥. Enhance batteries adds +50% to this cost each time it has been taken and Extra batteries adds +100% to the cost each time it has been taken. [B]HD [/B](Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles. [B]HP[/B] (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells. [B]Threshold[/B]: for Threshold. The amount of damage the vehicle can suffer before it is sent Reeling. [B]Hardness[/B]: the hardness of the vehicle. Reduce all damage dealt by this amount. [B]Abilities[/B]: basic ability scores of vehicles including Strength, Dexterity, Intelligence and Wisdom. Vehicles Dexterity is base 10. Intelligence and Wisdom must be added with AI, etc. Unless removed almost all vehicles come with a very basic comlink automatically with a Broadcast of 1 and Firewall 15. [B]Skills[/B]: These are any skills that the vehicle’s AI is proficient with. PROPULSION [B]Aircraft, Jet[/B]: Four time base cost and triple base Speed. MPH is four times feet Speed. Min size Huge; Max size Behemoth. Minus one AC, Hardness and ¾ HD/HP. Add stall speed of ½ feet Speed. Runway required of 4,000 feet. Quadruple the gas tank size or add 2hrs to recharge for same operating time. *[I]Afterburners[/I] engine upgrade cost five times base cost and quadruple base Speed. MPH is four times feet Speed. Increase the gas tank size by five times or add 4hrs to recharge for the same operating time. *[I]Turbo-Sonic[/I] engine upgrade cost six times base cost and changes MPH to ten times base feet Speed and increase runway requirement to 8,000 feet. Increase gas tank size by ten times or add 6hrs to recharge for base operating time. *[I]VTOL Jet craft[/I] upgrade cost base cost times five and triple base Speed. MPH is three times feet Speed. Can hove, no minimum speed or runway. Increase gas tank size by five times or add 3hrs to recharge for the same operation time. Increase the AC bonus by one step (1 level of Advanced Controls upgrade). [B]Aircraft, Propeller[/B]: Double base cost and base Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Add Stall Speed of ½ base Speed. Runway required of 1,000 feet. Triple the gas tank size or add 3hrs to recharge for the same operating time. *[I]Very-Short Take-Off-And-Landing[/I] (VSTOL) can be added to Jets, Afterburners, Turbo-Sonic and Propeller propulsion system. Increase the propulsion type cost multiplier by one step. The basic runway requirement is ¼ normal. [B]Rotor craft[/B]: Triples base cost and double Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Can hover, no minimum speed or runway. Quadruple the gas tank size or add 3hrs to recharge for the same operating time. Minus 1 from AC but increase the AC bonus by one step (as if automatically 1 level of Advanced Controls upgrade). [B]Hover craft[/B]: Double the base cost but Speed remains unchanged. MPH are 50% over feet Speed. Max size Colossal. Can hover, no minimum speed. Ignores difficult terrain and obstacles under 6ft in height. Can ‘fly’ over water at base speed. Double the gas tank size or add 1hr to recharge for the same operating time. [B]Tracked[/B]: Double the base cost and lower base speed by 5ft. MPH are double feet Speed. Add two to AC, HD/HP and Hardness, but lower the AC bonus to base +proficiency. Ignores most difficult terrain and obstacles (tends to drive over or through them) and automatically has the Off-Road modifier. Ignore penalty to Modifier due to size. Triple the gas tank size or add 2hrs to recharge for same operating time. [B]Watercraft[/B]: base cost for normal Speed. MPH are Speed in feet. Can only operate on water. Operational duration is doubled. [B]Wheeled[/B]: base cost for normal Speed. MPH are double feet Speed. [I]*Turbo-Charged[/I] engine upgrade cost base vehicle size cost. Increase Speed by +40ft (and +80MPH) but all operation checks and maneuvers are at disadvantage. But the engine consumes twice the fuel or battery life when in operation. UPGRADES AND BASIC BUILDS – For non-Bike vehicles, automatically come with a basic Crash system. Tracked, Water and Wheeled vehicles - Crash system, with seatbelts worn, passengers take ½ damage from crashes. Aircraft and Hovercraft - Crash system, with seatbelts worn, passengers take ¾ damage from crashes. Bikes and Wheeled vehicles also suffer a -4 to maneuver checks when off-road and -8 for “blocking terrain” and difficult terrain costs them twice movement. [B]Advanced Control[/B]: Increase the basic AC bonus by one step (Dex/Int bonus max +2 upgrades to no maximum, or no bonus from Dex/Int to increase to Dex/Int bonus max +2). Cost is the base vehicle cost, including propulsion types modifier to cost (cannot be added to Tracked and Watercraft vehicles). Can be taken twice by those vehicles that start with AC + proficiency but the price for the four times as much. [B]Advanced Crash systems[/B]: can be added to any vehicle for ½ its base cost, including propulsion modifiers to cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Tracked, Water and Wheeled with crash system engaged, passengers take ¼ damage from the crash. Aircraft and Hovercraft, with the crash system engaged, passengers take ½ damage from crash. [B]Armor Upgrade[/B]: Enhancing the armor plating of a base vehicle. Cost is the base vehicle cost for +1 AC and Hardness (half base cost for Tracked vehicles). All vehicles can this upgrade a maximum of 6 times, for same cost and benefit (affects stack), except Aircraft which can only take this upgrade three times. [B]AI Upgrade[/B]: basic AI, installed and tied into the vehicle with a base Intelligence of 12 and Wisdom of 10. Cost 200¥. Either attribute can be increase at +2, costing 5,000¥ for Intelligence and 500¥ for Wisdom. Maximum of 4 levels each. All other features as a basic comlink skills and other upgrade costs. [B]Attribute Boost[/B]: Increase the vehicles Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (for 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can be increase up to a maximum of 48). [B]Automation[/B]: this vehicle can drive itself and preform any normal vehicle function or action (see Vehicle Actions). Counts as both the operator, crew and/or gunner. Requires AI Upgrade. Cost is ½ the base vehicle cost, including propulsion modifiers to cost. For Hover and Bikes the vehicle must also have the Gyrostabilization upgrade. Add base proficiency with Perception and Vehicle (type). [B]Cargo[/B]: increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to ten times (for +500% to cargo capacity load at +100% cost) except aircraft that can take it a maximum of four times. [B]Ejection System[/B]: Aircraft only. This system takes a reaction to use. If will throw the crew safely away from the vehicle and with parachutes allow them to land on the ground relatively unharmed. Costs ¼ the vehicle cost, including propulsion modifiers to cost for all crew. [B]Enhanced Batteries[/B]: Increases the battery duration of a vehicle by +2 hours. Cost base vehicle cost, including propulsion modifiers to cost. For every two levels add 1hr to recharge times. [B]Environmentally Sealed[/B]: Sealed vs. hostile environments. Cost ½ base vehicle cost. Requires a battery system that costs 500¥ per passenger for 18 hours of air (this is not vacuumed grade). For ½ the base vehicle cost the vehicle is sealed verse radiation, ignoring basic level damage and grants all passengers advantage on saves vs. dangerous and deadly levels and resistant on the damage. [B]Expertise[/B]: Grants the vehicle double its basic proficiency with one skill that it is trained in. Cost is 10,000¥ each. [B]Extra Batteries[/B]: For double the basic battery number the vehicles operating duration also doubles. Cost double base vehicle cost, including propulsion modifiers to cost. Add 50% to recharge time. [B]Fine/Luxury Features[/B]: The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Costs the same price as the basic vehicle cost. Can be taken twice as Luxury features. [B]Hardening[/B]: Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (base vehicle cost for Tracked). Normal Aircraft can take this modifier 3 times, Rotor and VTOL can take up to 5 times and all other vehicles can take it a maximum of 10 times. Bullet-proof hardness for the same cost instead add +4 Ballistic Hardness (i.e. only verses ballistic damage). All vehicle types can bullet proofing up to 50% of the times (round up) that it can take the normal hardness upgrade. [B]Hauler[/B]: the vehicle has some extra cargo capacity not included within the vehicle. So for example a trailer for a ground vehicle or under sling for something that hovers like a helicopter. Can hold ten times the base vehicles Cargo load. For watercraft increased the cargo weight by four times. Rotorcraft halve the weight (i.e. x5). Cost is ½ the base vehicle cost, including propulsion modifiers to cost. [B]Inferior Control[/B]: Decrease the AC bonus by one step (AC + Dex/Int + proficiency drops to AC + Dex/Int (max +2) + proficiency and that drops to AC + proficiency). Reduce price by ¼ the vehicle’s base size cost. If allowed can reduce it a second time and also results in no bonus from Rigger’s control (see Classes) reduce the base price by the same amount above again. [B]Gyrostabilization[/B]: Adds +4 to Maneuver and allows for Automation for motorcycles. Cost is base vehicle cost, including propulsion modifiers to cost. [B]Larger Fuel Tanks[/B]: increase the gas fuel tanks by 50% for an increase in the operational duration by 50%. Can be taken twice without affecting the vehicles performance. Cost is ½ the base vehicle cost, including propulsion modifiers to cost. [B]Less/No Crew[/B]: Reduce the basic price by 200¥ for reducing the number of crew (or passengers) the vehicle can carry by one, down to zero crew (and requires automation). [B]Living Space[/B]: bedding space for people to sleep, kitchen for food, etc. Cost is 1,000¥ per crew (this does not cover the cost of food, etc.). Only Colossal size and larger may have this feature. [B]Luxury Features[/B]: The vehicles interior and exterior and extra opulent and expensive. Costs is ½ the base vehicle cost, including propulsion modifiers to cost, and ½ the number of crew member space. For the full vehicle cost, the vehicle can hold the full crew. [B]More Crew[/B]: For an increase of +200¥, increase the number of crew (or passengers) that the vehicle can carry up to double the basic listed number. [B]Passenger Compartment[/B]: Can double the base Crew number as passengers. Costs is ½ the base vehicle cost, including propulsion modifiers to cost. Can be taken twice. [B]Off-Road[/B]: Wheeled vehicles only. This upgrade allows a vehicle to ignore the off-road penalties and difficult terrain penalties (and block terrain penalty down to -4), cost is base vehicle cost. Off-Road Handling is not as good, only reducing penalties to -2/-6 and costs ½ base vehicle cost. Adding Resistance against maneuver damage costs ½ the base vehicle cost. [B]Reduced Cargo Space[/B]: decrease the base cargo space by 25%; Cost reduce of one-eighth the base vehicle cost. Can be taken four times total, each time decreasing the base cargo space by 25% down to 0 (at 4 levels) for the same amount of cost reduction (for no cargo, reduce the base vehicle cost by ¼). Instead of reducing cost can increase cargo size by 250 lbs per passenger removed. [B]Reduced Gas Tank/Battery[/B]: for ¼ the basic operating time reduce the vehicles base cost by one-fifth, including propulsion modifiers to cost. For ½ the basic operating time reduce the vehicles base cost by 1/4, including propulsion modifiers. [B]Reinforced Chassis[/B]: heavy reinforcements. Cost is ½ the base vehicle cost, including propulsion modifiers to cost (base cost for Tracked), for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic size level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). [B]Rigger Upgrade[/B]: Allows for Vehicle Control Rig cybernetics to control vehicle. Cost ½ base vehicle cost. [B]Sensor Systems[/B]: Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Night Visors (Darkvision 120ft, Low-Light Vision) for 500¥ or (Darkvison upgrade to 240ft) for 750¥, Telescopic Vision (base 120ft) for 200¥ or (base 240ft) 500¥, Radar (Blindsense aerial 10 miles, however not for attacks) for 2,000¥, Combat Radar (blindsense 200ft base, 1 mile extended) for 8,000¥. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Sensor Suite (see Geaer), but range is times five. Cost 8,000¥. [B]Speed[/B]: Increase the vehicles’ base speed. Each level adds +5ft to the base speed times propulsion types. Cost is ¼ the base vehicle cost, including the propulsion types increases. [B]Stealth System[/B]: Chameleon skin, heat bafflers, radar scramblers and other advancements grant the vehicle advantage on Dexterity (Stealth) rolls and can even try and hit without cover (but then at normal check, no advantage). Cost is double the base vehicle cost, including propulsion modifiers to cost. [B]Submersible[/B]: Cost is double the base vehicle cost, including propulsion modifiers to cost. Adds the Watercraft feature to any vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Gas operations and Battery life includes basic life support features for operation time. [B]Troll Upgrade[/B]: Cost ½ the base vehicle, including propulsion modifier to cost. Trolls normally take up two crew spaces. This upgrade means only one. This also increases the vehicles Strength by +2, its threshold by +1 and its Hardness by +1. [B]Weapon Mount[/B]: Heavy Weapon mounts cost 1,000¥ each and Super heavy mounts cost 4,000¥ each (minimum size Large). Turrets triple the cost. [B]Weapon Proficiency[/B]: if the vehicle has the AI upgrade it can add proficiency to a mounted weapon attack. Light and Heavy Firearms cost 1,000¥ each, Heavy weapons cost 1,500¥ and Super-Heavy costs 2,000¥. ADVANCED UPGRADES [B]Enhanced Software[/B]: Increases the drones proficiency bonus to +3, Cost 2,500¥. Proficiency bonus +4 costs 8,000¥. Proficiency bonus +5 cost 20,000¥. Proficiency bonus +5 (maximum) costs 50,000¥. Note that each grade must be installed separately and concordantly (i.e. +3 must be paid for before you can install +4, etc.) [B]Hidden Weapon Mount[/B]: these are pop-out weapon mounts that when not in use are hidden within the vehicle’s body and are harder to detect. It takes an action to deploy a hidden mount to allow it to fire on the following action. Cost is three times the basic weapon mount cost. TBD[/sblock] [sblock=How to run Shadowrun in a PBP?] Something I encountered trying to run Shadowrun here a few years ago was that the game REALLY bogs down during planning and legwork. There are just too many options for players on what to look into, bouncing ideas around, plans and strategies they might consider, etc. How this will work is following something done by [B]Blades in the Dark[/B] a ‘powered by Apocalypse World’ RPG system. In this game players take on the roles of rogues and hucksters in a big urban fantasy thieves’ guild. In that game you start out with “Planning & Engagement” where the crew (the heroes) huddle around flickering lanterns in their lairs to plot, scheme, bicker about the best approach, lament the dangers and lust about the coins to come. But the players don’t have to do the nitty-gritty planning. Instead the heroes take care of that off-screen and instead they choose a [B]type of plan[/B] they have already made. The types of plans there are include – “Assault”, “Deception” or “Stealth” to name a few. The type of job or plan they make is based on the basic “Details” of the job. In Shadowrun this would be the Mr. Johnson’s job offer. The heroes would get to ask some initial question and negotiate their fee and then very quickly after that we would go straight to the action. Now what happens if they get into the action and discover they are missing a key piece of information or piece of equipment or they did not plan for something that they logically could have thought up beforehand. My solution is something called ‘Exploits’. These are group generation options where you can retro-edit a scene in the middle of the game. Instead of spending lots of time depending and hashing over your plans for hours (or months on PBP) the character get their mission and then the very quickly jump into the action. If, later in the game, they come upon a situation they are not prepared to handle one of the players can use an Exploit, make a skill check (depending on what they want to do, etc.) and if they succeed, spend the group point and adjust their actions according. “[B][I]We had a plan for that[/I][/B]” is when the group can edit something that is happening in the present by saying they planned for it during the off-screen planning part of the adventure. This could be buying some extra gear before the advance or having some plan. Basic edits might be worth only 1 exploit point and require a low DC skill check. Higher, more complex ones might require 2 or even 3 points with a higher DC check. Another exploit will be “[B][I]What did my contact say about that?[/I][/B]” Legwork is another area I feel the game can get really bogged down in as the players ask different questions and many of them having nothing to do with the case/adventure at hand (sometimes as they get off on a tangent or mislead, etc.) So the heroes can spend an Exploit to gain some legwork information of their present situation by saying they did all this work before the action. After all, in Shadowrun the Mr. Johnson almost never is telling the truth or giving you all the information. You are a ‘denial asset’ after all and it would not be good for the bottom line if you divulged sensitive information to the wrong party. Exploits are going to be generated by the group’s size and the level of danger that the mission is. Not to give too much away during some adventures the GM might say that the Mr. Johnson assumes the party that the job is a ‘Milk Run’ and not that dangerous. The GM assigns the party 1 exploit per party member because of this but knows that there are some complications built into the game that the party will run into fairly shortly and when that happens informs them of this but bumping up the Exploit total. Exploit Points depend on the basic adventure danger level… * Milk Runs – easy job with low level of overall danger (unless the group screws up). 1 Exploit points per party member. * Low Danger – moderate or average danger levels for your typical shadowrun team. 2 Exploit points per party member. * Dangerous Job – a fairly tough job with some high risks involved for the team. 3 Exploit points per party member. * Extreme Danger – high levels of danger and risk (to either life or freedoms). 4 Exploit points per party member. HOW THIS ALL GOING WORK? Mr. Johnson hires the team. He gives them a basic mission spiel and offer of cash payout. This will set a basic ‘mission type’ (blow up some center at night would be an ‘assault’, sneak into area and plan evidences, don’t get caught might be ‘stealth’ etc.) that gives the team their basic ‘plan or mission’ type and the basic number of Exploit points. The heroes maybe ask some question and/or negotiation extra cash or equipment rewards. After that the heroes each get to make one or two contact rolls (Gather Information vs. their Contact type) for any extra basic information they might get. The heroes should have their basic load or equipment already on hand and picked out. If they want something extra they can purchase or attempt to find it (with a roll) now and add it to their sheets. Then we move into the action. The GM gives them the basic set up of where they are and what is happening for this mission. If there is a complication that is somewhat outside their control (like say someone already knows about the Mr. Johnson’s actions and is trying to stop it and already knows about the heroes) this can be where the action starts instead. Say the heroes are heading towards the start of the mission and are about to get ambushed (maybe making a roll vs. Passive Perception) and then “Roll Initiative”. Or if in the middle of the adventure comes up that a contact might have pertinent information the player can ask the GM “Hey my contact X might have had some info on this, can I have contact him?” If it makes since the GM gives the character a normal contact roll, pays the cash to his contact based on that roll and the GM gives them whatever they might have known. Now the player has the info and it can be assumed that everyone heard about it from the player and can act accordingly. Or one of the heroes pipes up saying he wants to do something or to have planned for a percent situation or maybe wants to have picked up a piece of gear and forgot so can he say he purchased it already? Or wants to gain some background of a person or area or situation with past legwork. The GM then provides a roll, depending on the situation. Some examples… (a) The group is sneaking into a place. The job did not say to totally avoid collateral damage etc. and the team spots a pair of barghest guard dogs outside the facility they are breaking into. They don’t want to take the chance that the dogs howls might attract the guards so one of the heroes says “Hey could I have purchased some of those ‘stummer-sound wave jammers’? I think they should be able to mask these dogs howls for us to take them out and not alert anyone! The game sees that the stummer is not restricted or illegal and just costs money. The character could use one of his ‘edits’ to have the stummer on hand and ready to go. (b) Or the heroes are breaking into a facility and forgot to bring wire-cutters when they encounter a chain-link fence. Its’ also electrified. Someone could use an edit to have remembered to grab a pair of ‘grounded’ non-conductive cutters and just pay the money now. (c) Or the heroes are sneaking down an interior hallway and see a check point ahead that also has a big gun emplacement in front of it. While the rigger is attempting to hack the security system that controls the gun itself, one of the other heroes might ask if he could have planned on using the ventilation system at some point to get closer to one of the guard posts unnoticed. The GM had said that the ventilation system was too small to crawl through earlier. But the runner had studied the schematics and noticed that at this point there was an older design or something similar and it was big enough to get through here. The GM might give the runner a Dexterity (Stealth) check DC 15 to be able to use this edit in this situation. Failure means he can’t use this edit in this situation as the building had been updated since the runner saw the plans or if he makes it by +5 or +10, not only does he get the edit but he is able to sneak closer than he had asked for or that more of the team could his lead, getting a bonus on a group Stealth check, etc. (d) Or the heroes are fleeing the corp with security hot on their tail. The team spotter notices some flashing Lone Star cruisers heading this way. She asks if she can use one of her edits to have bribed the local Lone Star Sergeant to be slow on any responses to calls to this neighborhood. The GM asks how much the bribe might be and then gives the runner a Charisma (Persuasion) based on that. If she succeeds she deduces the cash and notices that they are a few blocks off and that they don’t seem to be in too great a hurry and have slowed for stop-lights, etc. Failure might mean that the cops are little closer and that Sergeant is in the lead car with a pissed off look (maybe he is honest or he is pissed the offer was so low, etc.) (e) Or the team is breaking into an Ares’s facility in the Barrens, looking to steal some research into a prototype laser weapon system that Ares is supposed to be testing here. Inside the Decker stumbles across some files on a new germ-warfare treatment that Ares is testing for the Confederate States Marine Corp to combat some flu strain they discovered in the Caribbean League recently in the Narco-Wars with the Cartels there. One of the team members has a Street Doc contact and she asks “Hey my Street Doc use to do research in germ theory, can I have asked him about any ‘super-flus’ he might have heard about coming from that area?” The GM knows that the Mr. Johnson wants this research also ask his corporation is developing the flu weapon and wants to know how far along Ares is in developing a vaccine. He had told them to steal any and all research they stumble upon at the facility in the hopes they stumbled onto it also. He did not want them to know this of course but with a good contact roll the runner learns from her Street Doc contact that there was a corp by the name of [B]NewGenics[/B], that is based in Aztlan, was working on something similar and that the doc had heard rumors that the corp was partially funded by the drug cartels in the nation as well. This could have an interesting impact on how the heroes proceed.[/sblock] [/QUOTE]
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