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COST CHANGES Same Cost 2x cost 3x cost 4x cost 5x cost

Name Armored Stockings Eji Armored Cloak Gar-zon Gibson Denim Jacket Gibson Jeans Gibson T-shirt Git-on Git-taz Grazzin Haqqislam Farzan Armor Kathon Motor-cross Armor Motorcycle Helmet Motorcycle Jacket Nippon Industrial State Haidate Nippon Industrial State Jinbaori Nippon Industrial State Kote Nippon Industrial State Mempo Nippon Industrial State Shikoro Nippon Industrial State Sode Nippon Industrial State Suneate Takanaka Opera Cloak Takanaka Top Coat Uniware Armorjacket Uniware Legpads Uniware Torso Armor Uniware Trenchcoat Albedo Suit Civilian Skeinsuit Environmental Suit

Cost 110 500 50 800 750 850 200 200 2500 475 150 750 100 200 500 1000 300 400

Weight 0.2 0.5 N/A 0.35 0.3 0.3 2 2 5 1 N/A 1.4 1 0.4 1 0.5 1 0.4

AT 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1

Book Cyberpunk Cyberpunk R&C Cyberpunk Cyberpunk Cyberpunk R&C R&C R&C Infinity R&C Cyberpunk Cyberpunk Cyberpunk Oriental Comp Oriental Comp Oriental Comp Oriental Comp Oriental Comp Oriental Comp Oriental Comp Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Star Frontiers Star Frontiers Main

600 300 1200 2000 500 425 425 550 625 500 750

1 1 0.5 0.4 0.3 0.5 0.4 0.5 1 1 6

Foam Neoprene Drysuit

40

1.2

Web

Foam Neoprene Wet Suit Military Skeinsuit Minbari Worker Caste uniform Coleman MA-6 Body Armor Shell Drysuit

20 750 15 850 50

1.1 1.5 1.8 3.8 1.4

1 1 1 3 3

Web Star Frontiers Minbari Fed Earthforce Web

T-40 Urban "Plain Clothes" Armor Tanaka Exec Line Uniware corporate armored uniform Armored Environmental Suit Crushed Neoprene Drysuit LEWS-9 Light Environmental Wet Suit Light Polyflex Masetto "Alessio" Tech Armored clothing Minbari Warrior Caste uniform NE-CS1 Cermalyte Nightsuit Nomad Zero Armor Petrochem Ballistex Naval Vest Valkyrie PAS-8 Body Armor Haqqislam Daylami Armor LBA Flak Vest NE-BA-20 Stalker Armor NE-C20 Camoflodge Variable armor Pan-Oceanic Hexa Armor Assault Polyflex Camoflodged Light Lay Line Walker armor Coalition DPM Dog Pack Light Riot Haqqislam Fiday Armor Jade-Enfield Lancelot Body Armor Dark Eldar Kabalite Armor LBA Extended Flak Vest Minbari CrystalMesh Armor Minbari Firewings Armor NG-A8 Scout Armor Pan-Oceanic Auxilia Armor Aleph Myrmidon Armor Gibson Battlegear "Sneak Suit" HA4 "Hiker" Armor Haqqislam Al Hawwa Armor LBA Reinforced Flak Vest Ariadna Teseum Light Armor Coalition CA2 Deadboy Light Body Coalition CA-9 Safesuit Coalition DA-2 Dog Pack Armor Draygon Light Body Armor Gibson "Professional" Series Light Gibson Full Impact Roadrasher HA5 Hiker Body Armor Haqqislam Khawaries Armor Haqqislam Naffatun Armor

10x 2000 175 1150 75 18000 70 1600 950 1700 1800 1000 1400 375 80 2285 300 875 150 175 110 4275 70 250 100 2800 7000 85 40500 3000 560 1270 750 150 1000 450 1200 500 4000 1250 975 18000 975 4250

1.5x 1.6 1.7 6.3 1.4 5 1.4 3 3.6 1.8 1.6 1.2 2 1.1 1 3.1 5.8 1.1 2.2 1.2 3.6 3.1 5.4 2.1 1.5 3.2 4.5 5.4 2 2.1 2.6 7.2 2.1 2 3.5 4 5 4 8.1 3.9 3.2 7.2 4.2 5.3

3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8

Rifts Triax Chrome 1 Chrome 1 Glen Web rifts-undersea Fluid Mechanics Chrome 3 Minbari Fed Naruni Wave 2 Infinity Petrochem Web Infinity Main Naruni Wave 2 Mercenaries Infinity Fluid Mechanics rifts rifts Infinity Rifter 27 Dark Eldar Main Minbari Fed Minbari Fed Merc Ops Infinity Infinity Chrome 2 Rifts Japan Infinity Main Infinity rifts rifts rifts rifts Chrome1 Chrome1 rifts japan Infinity Infinity

Haqqislam Ragik Armor LBA Reinforced Flak Armor NE-BA-26 Special Armor NE-BA-30 Light Combat Armor NEMA Light Body Armor Pan-Oceanic Fusilier Armor Pan-Oceanic Kamau Armor Psilyte Crystal armor Sinchi Body Armor Yu Jing Guilang Armor ABS Pliable Breastplate Aleph Patroclus Armor Ariadna Pure Teseum Light Armor Coleman CG-9 Riot Gear Gibson "Ghost" Armor Haqqislam Lasiq Armor Nippon Industrial State Haramaki Armor Yu Jing Sekenbutei Armor ABS Pliable Brstplt & Greaves

775 200 8000 7700 375 1100 3600 7800 140 1250 1000 4000 1500 1090 22000

4.3 4 6.5 4.5 5.2 4.4 5.7 4.5 4.5 4.95 5 5.1 3 4.8 6 4.3 2.1 5.2 6

8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 10

Infinity Main Naruni Wave 2 Naruni Wave 2 Chaos Earth Infinity Infinity PhaseWorld Rifts SA1 Infinity Main Infinity Infinity Earthforce Chrome1 Infinity Oriental Comp Infinity Main

2800 4250 1300

Amphibious Body Armor Chipwell CAI-50V Vampire Killer Haqqislam Bashi Bazouk Armor IA-100 Infiltrator Body Armor Lynx Combat Armor M-1A4 Power Suit Armor Minbari Battle Armor Minbari Darkshard Chain NE-DA-4 Cermalite Environmental "Pincher" Dog Boy Armor NG-A12 Anti-Ballistic Armor Nomad Spektrs Armor T-41 Riot Suit Yu Jing Tiger Soldier Armor ABS Pliable Half Plate AT-A11 Kuru Street Police Armor CA-3 light Dead Boy Chipwell CAI-50VMKII Vampire Killer

1500 25000 4975 25000 3100 1600 3750 15000 2200 8500 11575 4600 6575 1500 35000 1950 30000

8 30 7 9.1 7.6 5.4 5.5 6.8 4.4 8 5.9 5.8 6.1 7 6.8 5.4 35

10 10 10 10 10 10 10 10 10 10 10 10 10 11 11 11 11

Web Mindwerks Infinity rifts japan Rifts WRussia Starship Troopers Minbari Fed Minbari Fed Glen Merc Ops Infinity Rifts Triax Infinity Main rifts japan Coalition War Merc Ops

HA-6 Frontiersman HA-7 Samurai Frontiersman Jade-Enfield Galahad Body Armor NG-A15 Peacekeeper Body Armor Nippon Industrial State Do-Maru Armor Yu Jing Haramaki Armor ABS Pliable Full Plate Ariadna Teseum Armor D-20 Light Combat Exoskeleton Ghost Plate Armor Incubus Warsuit G-10 Soldier Armor Gibson Battlegear "Submariner Sneak" Gilded Body Armor HA-20 Juicer armor

2700 3000 2000 2400 2450 6750 1700 8500 15000 7500 8700 1500 3500 2500 38000

10.9 10.9 10.8 12.2 7.1 10.8 8 7 81.5 6.5 7.2 9 9 9.5 9.1

11 11 11 11 11 11 12 12 12 9 12 12 12 12 12

Rifts Japan Rifts Japan Rifter 27 Merc Ops Oriental Comp Infinity Main Infinity Rifts SA1 Dark Eldar Dark Eldar Rifts Triax Chrome 2 Rifts SA1 Rifts Japan

MedicGear Armor Minbari Superdense Crystalmesh Minbari Superdense Firewings Armor NE-BA-40 Infantry Armor NE-Tau BA-404 Fire Warrior Armor Nomad Hellcat Armor Pan-Oceanic Guarda De Assalto Armor Tau Fire Warrior Armor TXD-6 Frogman Armor ABS Mesh Shirt Arasaka Blackjack Stealth Armor Ariadna Pure Teseum Armor CA-4 Standard Dead Boy CA-7 Dead Boy Special Forces Haqqislam Saladin Armor Militech M96 Ghostsuit NEMA EBA-130 Nippon Industrial State Hara-ate Mk 1 Armor TW MA-2 Magefire Combat Armor ABS Mesh Shirt & Greaves Camoflodged Medium Lay Line Walker armor Draygon Medium Body Armor Gibson "Professional" Series Heavy Gibson "Wraith" Sneak Armor GWI Armor of God Marine Combat Armor Minbari Darkshard Armor

6800 6300 105000 12285 9500 10000 42300 1600 7500 1500 8000 12750 1985 12575 2650 5900 3785 2500 5000 1800 1900 8000 9000 22500 9650 50000 18000

5.7 16.8 18.1 9 8.3 8.1 8.3 8.2 7 6 6.7 6.5 9.1 9.1 6.2 6.7 5.4 6.1 9.5 7 6.1 11.3 7.1 7.6 6.4 9.5 11.4

12 12 12 12 12 12 12 12 12 13 13 13 13 13 13 13 13 13 13 14 14 14 14 14 14 14 14

Chrome 1 Minbari Fed Minbari Fed Naruni Wave 2 Naruni Wave 2 Infinity Infinity 40K rifts-undersea Main firestorm Infinity Coalition War Coalition War Infinity Chrome 2 Chaos Earth Oriental Comp Merc Ops Main rifts rifts Chrome 1 Chrome 1 Cyberpapacy rifts-undersea Minbari Fed

NE-DA-8 Cermalite "Rotweiler" Dog Boy Armor Nomad Reverend Custodier Armor Nomad Reverend Moira Armor Nomad Tomcat Armor

15200 8550 12275 5900

10.5 7.2 8 10.45

14 14 14 14

Glen Infinity Infinity Infinity

Petrochem Chemical Weapons Armor T-12 "Cyclops" Field Medic T-42 Commando Scout T-43 Explorer TGE Augmented Exoskeleton ABS Full Mesh Battleforge Body Armor Coalition CA-5 Juicer Dead Boy Krail Armory Model 1010 Naut'yll Shell Armor Nomad Sin-Eater Armor Pan-Oceanic Bagh-Mari Armor Sovietski "Red Star" Medium Armor Tulgaran Chain Hauberk TW Incursion Armor ABS Battle Mesh Ariadna Teseum Heavy Armor AT-A14 Infantry Trooper Armor Coalition CA1 Deadboy Heavy Gibson "Deep Wraith" Minbari Superdense Battle Armor Minbari Superdense Darkshard Chain NE-BA-50 Raider Armor NEMA Fire & Rescue Enhanced Imperial Space Marine Armor Aegis Grey Knight armor

16000 6500 17550 4500 7000 2000 2225 3750 5600 30000 5250 3800 2125 8250 19500 2200 11000 3800 2500 25000 7250 18500 16450 8975 7000 9800

10 7.7 5.4 9 8.5 8 11.2 13.6 11.4 5 8.6 10 8.1 7.3 5.4 10 8 11.3 8.1 10.6 19.1 20.5 13.5 31.5 15 15

14 14 14 14 14 15 15 15 15 15 15 15 15 15 15 16 16 16 16 16 16 16 16 16 18 18

Glen Rifts Triax Rifts Triax Rifts Triax AU Galaxy Guide Main Rifts WRussia Coalition War Kathol Outback rifts-undersea Infinity Infinity Rifts WRussia Races & Cultures Rifts Arzno Main Infinity rifts japan rifts Chrome 1 Minbari Fed Minbari Fed Naruni Wave 2 Chaos Earth 40k Gray Knights

NEMA HAZMAT Armor Nippon Industrial State O-Yoroi Nomad Intruders Armor T-13 "Cyclops" Field Mechanic

9500 5000 5675 7500

12 10.1 11.7 8.2

16 16 16 16

AS Merc Advent Oriental Comp Infinity Rifts Triax

Tulgaran Full Chain AEX Exoskeleton Breastplate Ariadna Pure Teseum Heavy Armor NE-BA-55 Super Soldier Nippon Industrial State Hara-ate Mk 2 Armor Nippon Industrial State Kyoto Police RKD Pan-Oceanic ORC armor TXD-8 Frogman Armor AEX Exoskeleton Brstplt & Greaves Aleph Achilles Armor NE-DA-12 Cermalite "Mastiff" Dog Boy Armor AEX Half Exoskeleton Hard Target Battledress Pan-Oceanic Knight Hospitaler Armor Pan-Oceanic Knight of Montesa Armor Pan-Oceanic Knight of Santiago Armor Pan-Oceanic Knight of The Sepulcher Armor Pan-Oceanic Magister Knight Armor Pan-Oceanic Teutonic Knight Armor AEX Full Armored Exoskeleton AT-A15 Marine Armor Bear Battle Armor CA-6EX Heavy Dead Boy Draygon Heavy Body Armor Militech EMA-1 Softshell Minbari Superdense Darkshard Armor PAX Night Stalker PAX Ravager T-10 "Cyclops" Infantry Armor T-11 Enhanced "Cyclops" Armor Tulgaran Full Plate Yu Jing Daofei Armor Yu Jing Hac Tao Armor Yu Jing Invincible Armor

9750 3000 16500 31865 6500 5500 3775 12000 3200 8300 17700 3500 50000 12000 20000 75900 14000 9000 9500 4000 85000 11750 9800 13500 7900 21500 4600 5200 6000 10000 10000 6500 10450 5500

7.5 7 7.5 54 7.1 6.9 8 7.6 8 8.1 12 14 150 12 12 160 12 12 12 18 18 76 27 24.8 18 25 22 25 11.34 18 30 14.5 19.3 14

16 17 17 17 17 17 17 17 18 18 18 19 19 19 19 19 19 19 19 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

Races & Cultures Main Infinity Naruni Wave 2 Oriental Comp Nippon Tech Infinity rifts-undersea Main Infinity Glen Main Fluid Mechanics Infinity Infinity Infinity Infinity Infinity Infinity Main rifts japan Rifts WRussia Coalition War rifts firestorm Minbari Fed alien art alien art Rifts Triax Rifts Triax Races & Cultures Infinity Infinity Infinity

Powered Armor APA-15 Semper Fi Amphibious Assault Aquatech LEA-50 Deep Sea Powered Arasaka Dianoi Powered Armor 2.5m 2.5m 648000 202.5 202.5 1120 20 20 20 rifts-undersea rifts-undersea firestorm

Arasaka Samurai SAMAS ArmaTech Samurai SAMAS ATPA-85 Superspy

1.8mil 1.6m 450000

153 153 40.8

20 20 20

rifts japan rifts japan rifts japan

Blood Bane Powered Armor Coalition Death's Head SAMAS Coalition Glitterboy Killer Coalition Mauler Coalition Smiling Jack Light SAMAS Coalition Special Forces Striker SAMAS Coalition Super SAMAS Coalition Terror Trooper D-30 Conquistador Power Armor IA-130 Sumo Armor IPA-40 Dai-Katana Bugei IPA-60 Tazu-Tengu IPA-62 Super Tengu IPA-70 Mizu Mi JAPE 2 Defender Kittani Allosaurus "Firedrake" Kittani Equestrine Power Armor Kittani Raptor Kittani War Fish Kittani War Urchin

2.8m 1.6m 2.6m 3.4m 1.8m 2.6m 5.8m 4.1m 240000 40000 2m 825000 1.2m 32m 1.1m 5m 30m 3m 40m 40m

540 153 270 810 225 270 2400 562.5 408 36 179 100 144 158 360 2700

20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

Rifts Dyfal Coalition War Coalition War Coalition War Coalition War Coalition War Coalition War Coalition War Rifts SA1 rifts japan rifts japan rifts japan rifts japan rifts japan Juicer Uprising Rifts SA1 rifts atlantis Rifts SA1 rifts-undersea rifts-undersea

907 4tons 90

M8 'Ape' Marauder Armor

2mil

400

20

Starship Troopers

M9A 'Chickenhawk' Armor

3mil

425

20

Starship Troopers

M9B 'Chickenhawk' Armor Manoan Hoplite Power Armor NE-1A-TWPA NE-AA30 Space Angel

3mil 6mil 8.6mil 8.7mil

425 270 545 147.6

20 20 20 20

Starship Troopers Rifts SA1 Naruni Wave 2 Naruni Wave 2

NE-EA35 Earth Angel NE-SA40 Stealth

4.2mil 3.8mil

306 45

20 20

Naruni Wave 2 Naruni Wave 2

NE-X4-LH Sun Chariot NF Model V Psilyte Powered Armor NF Model X Psilyte Powered Armor NG-11F Red Hawk NG-NX12 Beach Stormer Marine Powered Armor Overlord Powerarmor Triax T-21 Terrain Hopper Triax T-31 Super Trooper Armor Triax T-C20 Terrain Hopper Triax X-10A Predator TW Thunderbird Power Armor TXD-100 Ultra Deep Sea Yu-Jing Guilang Armor Alpha Yu-Jing Guilang Armor Beta

3.3mil 4mil 8mil 2m 310000 3m 50000 180000 75000 190000 2.5mil 4mil 240000 240000

270 91 181 247.5 147 60 45 202.5 50 450 193.5 720 45 45

20 20 20 20 20 20 20 20 20 20 20 20 20 20

Naruni Wave 2 PhaseWorld PhaseWorld Merc Ops Merc Ops Atlantis Rifts Triax Rifts Triax Rifts Triax Rifts Triax Rifts Arzno rifts-undersea Infinity Infinity

Armor Electrical Grounding Ballistic Weave Overlay Super Ceramic Overlay Reflective Armor Overlay ( No armor can have more than one Overlay) Shields Absorption (belt) Absorption (chestpack) Albedo Screen Barrier (belt) Barrier (chestpack)

0.5 500 500 100

N/A N/A N/A N/A

N/A Spacemaster Spacemaster Spacemaster

8000 2000 4000 60000 15000

1.6 6.5 2 2 8.5

N/A N/A N/A N/A N/A

Main Main Star frontiers Main Main

Clonefield Deflector (belt) Deflector (chestpack) Disruptor Shield Net Mk 1 Disruptor Shield Net Mk 2 Disruptor Shield Net Mk 3 Disruptor Shield Net Mk 4

25000 8000 2000 2000 4000 6000 8000

0.85 1.5 6.5 3 3 3 3

N/A N/A N/A N/A N/A N/A N/A

Dark Eldar Main Main Companion 2 Companion 2 Companion 2 Companion 2

Disruptor Shield Net Mk 5 Gauss Screen Inertia Screen Naruni N-F10A Light Force Field Naruni N-F20A Force Field Naruni N-F40A Heavy Force Field Naruni N-F50A Super Heavy Force Field Neural Disruptor Shield Net Mk 1 Neural Disruptor Shield Net Mk 2 Neural Disruptor Shield Net Mk 3 Neural Disruptor Shield Net Mk 4 Neural Disruptor Shield Net Mk 5 Optical Disruptor Praesidium Protectiva Refractor Field Riot Shield Shadowfield Shield of Faith Sonic Screen Storm Shield Velocity (belt) Velocity (chestpack)

10000 2500 4000 6000 9000 18000 30000 2000 4000 6000 8000 10000 2500 17000~ 2700 2000 20000 15000~ 3000 2500 8000 2000

3 2 2 3.6 4.5 6.8 7 3 3 3 3 3 1 2 4.4 3.5 0.9 2 2 4 1.5 6.5

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Companion 2 Star frontiers Star frontiers Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Companion 2 Companion 2 Companion 2 Companion 2 Companion 2 Infinity Witchhunters Grey Knights Main Dark Eldar Witchhunters Star frontiers Grey Knights Main Main

Lychguard Dispersion Field Other Protections Antipsi Helmet (4) NE-03DP Diving Pack NE-05GP Gravitic Pack NE-07JP Jet Pack NE-0XWP Weapon Servo Pack Riot Shield Sentinel Helmet War Knight Combat Shield WASP Pack

50000

N/A

Necrons

5k/mk 14167 84000 7600 6800 850 400 3500 1500

1.5 18 20.25 16 18 3.5 2 6 2

N/A N/A N/A N/A N/A N/A N/A N/A N/A

Main Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Main Main Rifts WRussia Starship Troopers

Tau Powered Armor


Tau Stealth Suit XV15
Support Systems Advanced Stabalization System Command and Control Node Drone Controller Positional Relay Targeting Array Vectored Retro-thrusters Shield Generator Weapon Systems Burst Cannon Fusion Blaster 5000 25000 7000 2500 1800 2700 15000 3750 6000 0 0 0 0 0 0 2 25 25 Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire 3m 36 20 Tau Empire

Tau Crisis Suit XV8


Support Systems Advanced Stabalization System Command and Control Node Drone Controller Positional Relay Targeting Array Vectored Retro-thrusters Shield Generator Target Lock Multi-Tracker Unified Targeting Matrix Weapon Systems Burst Cannon Fusion Blaster Missile Pod Plasma Rifle Flamer Smart Missile System Cyclic Ion Blaster Airbursting Fragmentation Projector

6m

153

20

Tau Empire

5000 25000 7000 2500 1800 2700 15000 20000 20000 2250 3750 6000 7000 7500 1500 15000 12000 12000

0 0 0 0 0 0 2 0 0 2.1 25 25 25 25 25 25 25 25

Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Armaggedon 2 Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire

Tau Broadside Suit XV88


Weapon Systems Smart Missile System Twin Plasma Rifles Support Systems Advanced Stabalization System Command and Control Node

8m 15000 15000

450 25 50

20

Tau Empire Tau Empire Tau Empire

5000 25000

0 0

Tau Empire Tau Empire

Drone Controller Positional Relay Targeting Array Vectored Retro-thrusters Shield Generator Target Lock Multi-Tracker

7000 2500 1800 2700 15000 20000 20000

0 0 0 0 2 0 0

Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire

Tau XV 81 Crisis Command (Guns)


Smart Missile System ( All other weapons and Support systems are available as normal.)

6m 15000

153 25

20

IA3 Tau Empire

Tau XV 84 Crisis Command (Tactical)


Target Lock Networked Marker Light

6m 20000 10000

153 0 0

20

IA3 Tau Empire Tau Empire

( All other weapons and Support systems are available as normal.)

Tau XV 89 Crisis Command (Armor)


Extra Armor ( All other weapons and Support systems are available as normal.)

6m 150000

153 50

20

IA3 IA3

Tau XV8R R'Myr Crisis Command


Shield Generator Flechette Discharger Ejection System Twin Barrelled Plasma Rifle

6m 15000 15000 5000 15000

153 2 10 1 50

20

IA3 Tau Empire Tau Empire Tau Empire Tau Empire

Tau XV22 Stealth Command

3m

36

20

IA3

Advanced Target Lock Multi-Tracker Advanced Drone Controller Fusion Blaster Fusion Blaster

22000 20000 7000 6000 6000

0 0 0 25 25

Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire

Tau XV-9 "Hazard" Close Support Armor


Vectored Retro-thrusters Multi-Tracker Photon Casters Weapon Systems Twin-Linked Burst Cannons Phased Ion Gun Fusion Cascade Pulse Submunitions Rifle Support Systems Advanced Stabalization System Command and Control Node Drone Controller Positional Relay Targeting Array Shield Generator Target Lock

6m 2700 20000 15000 7600 5700 4000 8000

200 0 0 2 50.5 7.4 8.2 6

20

Armaggedon 2 Tau Empire Tau Empire Armaggedon 2 Tau Empire Armaggedon 2 Armaggedon 2 Armaggedon 2

5000 25000 7000 2500 1800 15000 20000

0 0 0 0 0 2 0

Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire

Tau Battlesuit Add-Ons


Tau Battlesuit Add-Ons Ejection System Failsafe Detonator Iridium Armor Autotab Applicator Networked Markerlight Targeting System Flechette Discharger Bonding Knife Tau Drones Shield Drones Gun Drones Marker Light Drones Sniper Drones Command Drone Crayfish Drone- Flamer Crayfish Drone- Plasma Crayfish Drone- Burst Cannon Heavy Gun Drone (Guns) Heavy Gun Drone (Markerlight) 5000 1000 175000 200 750 15000 Special 1 1 20 0.3 0.9 10 0 Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire

75000 78000 70000 79850 75000 115000 115000 115000 125000 125000

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Tau Empire Tau Empire Tau Empire Tau Empire Tau Empire Glen Glen Glen IA3 IA3

Naruni Armor upgrades and Special Armor packages HUD Visor Basic Weapons Package Deluxe Weapons Package Special Shielding Package Robotic Exoskeleton Package N-F20A Force Field Package Laser Distancer and Targeting Package Optical Enhancements Package Radar/Sonar System Package Integrated Sensor Pod Package

250 2200 5400 6000 15000 6000 75 2800 3000 4500

0.1 5.3 6.9 1 15 4.5 0.1 2 2 2

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2

Advanced Communications Package IFF & Targeting Computer Package Psionic Dampeners Deep Insertion Wilderness Package Identification Package Mechanic's Package Medical Package Climbing Package

20000 1600 1500 2000 6300 4800 5000 1000

2 1 2 6 1 11 3 3.8

N/A N/A N/A N/A N/A N/A N/A N/A

Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2 Naruni Wave 2

Soft Tech Host Armor

Soft Tech Host Armor is very powerful living armor. It has its own hit total, which are expended before the user loses his o Any criticals suffered by the user have a chance of being taken by the armor instead, with a percentage chance equsl to the h by the armor only count for additional hits or limbs blown off results, No stuns, bleeding, broken bones, etc. They also Skill bonuses and weapon OBs are determined by the level of the armor. When wearing the armor, the user uses the armors regardlless of which has the higher bonus. Also, while wearing the armor, the user may not use weapons other than those in manipulation of equipment. OBs and skill bonuses are based on the level of the armor. All OBs and skill bonuses are equal

Soft Tech Host Armor

Armor Cradic (Upright Crab) Horath (Thick skinned, furry Bear body, Wolf head) Kiric (Insect Analog)

Height 2.36m 2.44m 2.36m

AT 12 4 12

Hits 150 170 130

Attacks Large Pincer, Medium Bite Large Claw, Large Bite Huge Stinger

Serpor (Upright reptile with tail)

2.39m

12

120

Med. Claw, Large Claw, Large Bash

Description DB +6, Fashion +10 DB +14, Fashion +10 Falar Leather gauntlets with claw holes DB +14, Fashion +10 DB +16, Fashion +10 DB +10, Fashion +10 Falar thigh grieves (if worn with Grazzin, +5 DB) Falar upper arm grieves (if worn with Grazzin, +5 DB) Falar Chest Armor +5 DB DB +5, Stalk and Hide +20, Camoflodge +10 Falar Knee high boots DB +20, Fashion +3 DB +8 DB +4 DB +5, Negates 25% of leg criticals (after a negation, this armor piece is destroyed) if used in conjunction with a breast plate, lower leg and arm protection, increase overall AT by 1 (with penalties of new AT). Worn over armor +5 DB, but increases Armor penalties by 5. DB +5, Negates 25% of Arm Criticals (once this succeeds, the Kote are destroyed) When worn in conjunction with arm and leg protection, increase overall AT by 1. 25% Critical Negation for face criticals, (once this succeeds, the menpo is destroyed.) +5 Intimidation. helmet with Neck protection, additional +5 DB from attacks from rear, DB +5, Negates 10% (35% when used with Kote, once this suceeds, Kote and Sode are destroyed) When ised with Kote and leg protection, overall AT increases by 1. DB +5, Negates 10% (35% when used with Haidate, once this suceeds, Haidate and Suneate are destroyed) When ised with Haidate and arm protection, overall AT increases by 1. DB +16, Fashion +15 DB +16, Fashion +15 DB +14, Fashion +5 DB +10, Fashion +5 DB +10, Fashion +5 DB +16, Fashion +5 Appears as normal clothing, Absorbs the first 20 hits of laser damage. Destroyed after all damage has been absorbed. Appears as normal clothing, Absorbs the first 20 hits of ballistic and melee damage. Destroyed after all damage has been absorbed. These suits are similar to their wetsuit cousins, but are designed for dives where expected water temperature is below 60 degrees F. They are lined with waterproof nylon, and come with integral seals at wrists and neck, attached dry boots, and a water- and pressure-proof zipper. Form fitting, streamlined, and windproof, these suits are ideal for deep-water or arctic diving. They are buoyant and require weights, and are difficult to repair if torn The most common form of protective clothing in use, these suits contain thousands of tiny, insulating air bubbles which provide excellent, lightweight heat retention down to 60 deg. F. This type of suit is naturally buoyant and requires weights. Minor repairs are a snap with wet suit cement. Note that neoprene is not windproof and has a long drying time. Hiding bonus of +10, Absorbs the first 30 hits of ballistic and melee damage. Destroyed after all damage has been absorbed.

These are standard foam neoprene drysuits coated in a rubberized fabric shell, making them as easy to repair as wet suits and about twice as durable. They are fast drying, light, and provide some protection

looks like regular clothes, Cost and weight vary by design Fashion +25 for the business set who want a little protection. Fashion +5 Crushed neoprene is more durable, easier to repair, long-lasting, and less buoyant than foam neoprene. no penalties underwater, max depth 152m, underwater speed 4.6kph +10DB vs Ballistic Resistant to fire, oil, acid, water. +10 RR or DB. +5 Fashion. Sneak Suit, +20 DB vs energy attacks, shielded from IR and thermal vision, Multicom Stalk and Hide +20, Camoflodge +10, +15 to all survivals Inflates to keep up to 150KG boyant in water by ripcord or COMPLETE emersion in water. Quick Release clip allows wearer to get out of the vest as a 20% action. Forearm Vibroblades, +20 DB vs Energy Stalk and hide +10, +10 Camoflodge Retractable Vibroblades in wrists, 8km range radio, +10 DB vs energy attacks, +10 stalking, shielded from IR and thermal vision. Multicom +10 stalking, shielded from IR and thermal vision. Stalk, Hide and Camoflodge +10, Ballistic Weave Overlay Max penalty -10, no missile penalty +10DB vs ballistic Looks like highly decoratived clothes, +15 Fashion, Ultra lenses and Filter mask included (but not environmentally sealed) Designed for Psi-Hounds Grapple Gun, Riot Shield, Mimetic camofield (+25 to any action that allow you to hide your identify or appear as someone else) Environmentally sealed. Covered with Barbs and spikes, automatic A slash for any opponents doing Martial arts of grappling attacks against target. +10 Intimidation. +10 DB versus energy attacks. Silent Jet pack 96.5kph, 365m max altitude,Minbari Holdout laser in left armor, First aid kit standard, Environmentally sealed. +5 to stalk and hide. Ballistic Weave Overlay, Slaved Auxbot Optical Disruptor, Super Ceramic overlay Provides Chameleonic Effects +10 DB, +20 vs ballistic attacks Stalk, Hide and Camoflodge +10, Encumbers at AT 6, T2 Teseum rounds that encounter this armor lose their benefitial properties. +5 interrogation and intimidation Environmentally sealed x2 (Environmental seals must be broken TWICE before exposure.), Auto sealing, +50 RR vs hazardous materials that get past initial environmental protection. Designed for Psi-Hounds, +5 Interrogation and Intimidation Environmentally sealed, stealth suit, +20 DB vs lasers, lasers do half damage available in a variety of colors and styles, +35 Fashion Rolls, +15DB available in a variety of colors and styles, one of Gibsons biggest sellers, Civilian Skeinsuit overlay all armor penalties are 5 less, looks like laminated Bamboo Splintmail Super Ceramic Overlay, Riot Shield, Mk 3 personal Computer with DDI Prayerware Super Ceramic Overlay, +20 DB and RR vs Heat and fire (stacks with Super Ceramic)

Airborne Assault +15, Ignores first 20m of falling effects (removes 20m off of falls from higher distances), Super Ceramic Overlay Cameleonic +75 stalk and hide, +20 DB vs energy attacks, shielded from IR and thermal vision, Multicom, autoshade removable faceplate, numerous add on packages available (see below), each suit made to order. Cameleonic +75 stalk and hide, +20 DB vs energy attacks, shielded from IR and thermal vision, Multicom, autoshade removable faceplate Vest and long coat, optional Helmet not included.(+5 DB) Ballistic Weave Overlay, Absorbs the first 30 hits of ballistic and melee damage. Ballistic Weave Overlay, Aquatically Optimized, 32kph underwater movement via hydrojet engines. Pressurized to 350m Counts as a x2 multiplier for the wearer for Mind Points or Mental Fatigue Points Arctic and Underwater Survival or Arctic and Underwater Alien Environments all have +15, Acts as a Gill Suit, +20 DB and RR vs Cold attacks Mimetic camofield (+25 to any action that allow you to hide your identity or appear as someone else), Ballistic Weave Overlay Encumbers at AT 6, T2 Teseum rounds that encounter this armor lose their benefitial properties. Provides Chameleonic Effects, +15 stalking and hiding vs, IR, and +10 DB, Personal EW Generator. Lizard Line, Mimetic Camofield (+25 to any action that allow you to hide your identity or appear as someone else), Monovision as the Cybernetic option. Encumbers as AT 6, Electrically Grounded Military Skeinsuit overlay,+10 Stalk and Hide. Mimetic camofield (+25 to any action that allow you to hide your identity or appear as someone else) This suit can be worn like normal clamshell body armor, but it has the added bonus of a five hour air supply, builtin fins, and special ballast compartments that enable the wearer to achieve neutral buoyancy.For exotics with gills, the helmet can be modified to allow the free passage of water. searchlights w/ cross, Silver Claws, Chipwell W-45 Water Cannon, Sentinal Helmet Environmentally sealed. Grav Chute, Retractable Paraing, Optical Disruptor, +20 Alien Environments Zero-G, Super Ceramic Overlay +15 stalk and hide, microcomputer +10 computer crime, security bypass, +10 climb, Arasaka AT-30 Combat Special Helmet grants Acute Hearing as the talent, Retractable Vibroclaws in each wrist (Mk4 extender claws) Includes Sentinal Helmet encumbers at AT9 -15 to all psychic attacks against the wearer. Designed for Psi-Hounds, +5 Interrogation and Intimidation, +20 DB vs energy attacks, shielded from IR and thermal vision. Multicom, autoshade removable faceplate Takes half damage from kinetic attacks and only 25% from falls and bash attacks. Personal EW Generator, Cameleonic +75 stalk and hide, +10 DB vs energy attacks, Environmental, shielded from IR and thermal vision. Riot Shield Comes with Riot Shield, Encumbers as AT 5 Riot Shield, Grav Chute, Lizard Line, Mimetic Cloaking, Super-Ceramic Overlay, +20 Airborne Assault Sonic Shielded (+20 DB or RR vs sonic attacks), self retracting Parawing all armor penalties are 5 less +5 interrogation and intimidation, +5 DB searchlights w/Cross, Silver Claws, Chipwell W-45 Water Cannon, Sentinal Helmet

+10 DB, +20 vs ballistic attacks +10 DB, +20 vs ballistic attacks, looks like traditional samurai armor Environmentally Sealed, Sentinal Helmet Pocket communicator, All vitals monitored, sends distress call if wounded. Armor plates can be removed to make it AT5 and 5 less kg. No Missle Penalties, Electrically Grounded Super Ceramic Overlay, +10 Fashion, +5 reputation.Suffers no penalties to initiative or Quickdraw manuevers from this armor. Encumbers at AT10, T2 Teseum rounds that encounter this armor lose their benefitial properties. uses only 20% exhaustion, 12 hour battery, +4 strength, +15 DB Encumbers as AT 6 Encumbers at AT 10 No penalties underwater, chameleonic effects, -50 to detect with sonar. 40 min air supply +10DB, +20 DB vs. energy, -2 crit levels vs sound based attacks 20 for sonic attacks, nightvision, thermoimaging, HUD with laser sight and telescopic 12x Medical rolls at +20, Shock Gloves, tab injector that can hold 5 does of 10 drugs. Wrist mounted Thrasher pistol w/tranq rounds. Additional air mask w 30m of air. Microcomputer w medical programs, medical scanner, dermal closer and spray skin applicator. +10 DB versus energy attacks Silent Jet pack 96.5kph, 365m max altitude,Minbari Holdout laser in left armor, First aid kit standard, Environmentally sealed. Cameleonic +75 stalk and hide, +20 DB vs energy attacks, Environmental, shielded from IR and thermal vision. Multicom, autoshade removable faceplate +10 DB, +20 DB vs energy attacks, +50 DB and RR vs sonic attacks, Environmental, shielded from IR and thermal vision. Multicom, autoshade removable faceplate Emp shielded. WASP Pack, Reflective Armor Overlay, Gravchute, Retractable Paraglider, Grapplegun Ballistic Weave Overlay, Slaved Auxbot +10 DB, +30 additional DB and RR vs sonic attacks, Emp shielded. no penalties underwater, max depth 366m -40 visual,IR awareness and Sonar, 90% invisible to Radar, +15 to stalking Encumbers at AT10, T2 Teseum rounds that encounter this armor lose their benefitial properties. +10 interrogation and intimidation, +10 DB +15 interrogation and intimidation, +10 DB, +20 vs ballistic, Vibroblades on each wrist, Garrotte in left wrist Silent Jet pack 96.5kph, 365m max altitude Mk5 Repeater, Emp Shielded Provides Chameleonic Effects Voice activated Computer acts as calc unit and +30 equipment and troop recognition. Normal fire does no damage. Flash protection. Encumbers as AT 11. Electically Grounded. Environmentally sealed, always stays clean. Looks like highly decoratived clothes, +15 Fashion, Ultra lenses included. Environmentally sealed, stealth suit, +20 DB vs lasers, lasers do half damage available in a variety of colors and styles, +25 Fashion Rolls (Only +5 with helmet), +15DB Provides Chameleonic Effects, +15 stalking and hiding vs, IR, and +10 DB, Personal EW Generator. Ballistic Weave Overlay, Does not cause exhaustion, all manuever penalties are 5 less. +10 Religion. no penalties underwater, max depth 610m -25 to all psychic attacks against the wearer.

Designed for Psi-Hounds, +5 Interrogation and Intimidation, +20 DB vs energy attacks, shielded from IR and thermal vision. Multicom, autoshade removable faceplate Reflective Armor Overlay, Optical Disruptor Fashion +10. Optical Disruptor, +10 to all survivals, Reflective Armor Overlay Airborne Assault +15, Retractable Parawing, Grav Chute, Grapplegun. +25 DB vs Sprayer weapons, Acids, Elemental attacks or Chemical, Biological attacks. Environmentally sealed ,Multiscanner, Toxy-rad gauge, Poison Detector, magnetic boots and gloves, Inner armor Layer (environmentally sealed) is AT7 (or +10 DB), spotlight (205m) turreted Memory Recorder with spotlight and nightvision on head. Multi-com, Aux life support for 8 hours. 10x magnification and Thermal Imaging within 2 meters, +15 to all medical skills, Nightvision, Laser Rangefinder, Laser Targeting Nightvision, Laser Rangefinder, Laser Targeting, Encumbers as AT5 Jetpack Ultra lense viewplate, Environmentally Sealed, Shoulder mount for any rifle sized weapon (+5 OB with this weapon) Retractable Forearm Vibroknife, Hidden forearm compartment 2"deep by 4" long by 2" deep Vibro blades MK 3 on each arm, Plasma Pistol on right arm Silent Jet pack 96.5kph, 365m max altitude, Provides Chameleonic Effects, Reflective Armor Overlay, -20 to be detected by scanners or sensors, Militech Silver Shadow in right arm. no penalties underwater, custom fit Mimetic Camofield (+25 to any action that allow you to hide your identity or appear as someone else), Reflective Armor Overlay Riot Shield, Sentinel Helm, Ballistic Weave Overlay, +10 Camoflodge, Mimetic camofield (+25 to any action that allow you to hide your identify or appear as someone else) mirrored visor Superior Construction gives +25 DB, Reflective coating gives +10 additional DB vs Energy attacks. But -15 To stalk and Hide. Flight 120km/h up to 1524m high, 1 hour flight time for 25 MP, +15 stalk and hide, silent movement for 5 min/20 MP, Chameleonic for 20 minutes/7 MP. Silver Spikes on armor for brawling. Encumbers at AT 13. Encumbers at AT14, T2 Teseum rounds that encounter this armor lose their benefitial properties. Helmet gives 100% protection from Sonic Screamer grenades, Thermal sights, laser rangefinder, targeting sight +10 interrogation and intimidation Provides Chameleonic Effects, +15 stalking and hiding vs, IR, and +10 DB, Personal EW Generator. Aquatically optimized. encumbers as AT14 -15 to all psychic attacks against the wearer Cameleonic +75 stalk and hide, +20 DB vs energy attacks, Environmental, shielded from IR and thermal vision. Multicom, autoshade removable faceplate Servo Assist makes active weight 5kg, laser cutting torch (MK1)Night vision, 10x mag thermo imager, light filter normal fire does no damage others do 10% less,+3 str, +10 ft base rate, double height and distance of jumps. Psions targeting the wearer that are under 5th level fail. Those higher than 5th level give the wearer +20 RR. Environmentally sealed ,Multiscanner, Toxy-rad gauge, Poison Detector, magnetic boots and gloves, Inner armor Layer (environmentally sealed) is AT6 (or +8 DB), spotlight (305m) turreted Memory Recorder with spotlight and nightvision on head. Multi-com, Aux life support for 8 hours. DB +5,Manuever penalties are 5 higher than normal, Electrically Grounded Camoflodge +10, Sentinal Helmet, +10 to all survivals, Reflective Armor Overlay Arm mounted Laser Mk2 (designed to act as a soldering or cutting torch as well, +15 Tech Skills, Nightvision, Laser Rangefinder, Laser Targeting, small robotic arm on arm.

Superior Construction gives +25 DB, Reflective coating gives +10 additional DB vs Energy attacks. But -15 To stalk and Hide. Includes Sentinal Helmet. Encumbers at AT14, T2 Teseum rounds that encounter this armor lose their benefitial properties. Servo assist makes active weight 13.5, +20 DB vs. Energy attacks, increases base rate by 3x. +5 Strength, Environmental, shielded from IR and thermal vision. Multicom, autoshade removable faceplate Encumbers as AT 11. Electically Grounded. Encumbers as AT 14. Electically Grounded, Ballistic Mesh Overlay Ballistic Weave overlay, Camoflodge +10 to hiding, camoflodge. no penalties underwater, max depth 610m Optical Disruptor, Super Ceramic overlay Designed for Psi-hounds +20 DB vs energy attacks, Environmental, +5 Interrogation and Intimidation, shielded from IR and thermal vision. Multicom, autoshade removable faceplate Can lift up to 450kg, Hover system allows Fly/hover 512kph max alt 1828m, Militech Urban Missile, Kizh Ion Rifle, Ejection system, 20kph underwater speed. +25 DB vs explosive damage. Can lift up to 450kg, Ballisic Weave Overlay, +15 to all medical rolls.Hybrid Smartmedic computer +20 DB, Ballisic Weave Overlay, WASP Pack Rating 1 N Space Thrusters.+20 DB, Super Ceramic Overlay. Heavy Cutter in right arm +25 DB, Ballistic Weave Overlay, WASP Pack Ballistic Weave Overlay, WASP Pack Ballistic Weave Overlay, Inertia Screen, WASP Pack All abilities of AT-A14 armor plus no penalties underwater Can lift up to 540kg, safely operate in up to -100 Centigrade (-212 Fahrenheit) -3 crit lvls, half damage and +/-40 on all cold based RRs. +15 interrogation and intimidation, +10 DB, +20 vs ballistic, Reduces Exhaustion by 50%, +6 Strength Environmentally sealed, stealth suit, +20 DB vs lasers, lasers do half damage half normal AT20 armor penalties, -10 DB -25 to all psychic attacks against the wearer (+10 DB) personal EW Generator, +25 stalk, +50 hide, may give up cameleon for +20 vs lasers and flamers (+20 DB), +10 add vs energy, Plasma Repeater Rifle, Power Sword, Tactical Scanner 400m/rnd flight speed Nightvision, Laser Rangefinder, Laser Targeting Encumbers as AT 17, +10 to Climbing,+10 to Base Movement, Reduces Exhaustion by 50%, Nightvision, Laser Rangefinder, Laser Targeting Reflective coating gives +10 additional DB vs Energy attacks. But -15 To stalk and Hide. Includes Sentinal Helmet. Super Ceramic Overlay, Camoflodge +15, Stalk and Hide +25 Super Ceramic Overlay, Camoflodge +15, Stalk and Hide +25, Personal EW Generator, -50 to detect by IR, Cameleonic Super Ceramic Overlay

No penalties underwater, Max Depth 3.2 KM, 64 kph underwater speed, built in Northern Gun NG-57HD w/Vibrobayonet no penalties underwater, max depth 1.6km, 80kph underwater speed, Twin Triax TXD-03 Deep Sea Assault Multicom, EMP Shielded, -75 to detect via infrared, Antilaser aerosol and smoke cannisters (8), Tsunami Arms Helix 10ga w/1000rnds, Grenade Rifle w/50 rnds, monosword in each arm. Smartchipped, +3 Initiative

run 96kph (10 % exhaustion) Leap 30.5m high/61m across, Fly/hover 512kph max alt 1828m, armed with ATP1000 Particle Beam. flying speed 512kph, GAW Mark 994 Colossus EW Generator, Camoflodge, Forearm mounted Vibroswords,Wristmounted Northern Gun NG-57HD StormSpire TW Blood Rifle, Vibroaxe, 9x Mk3 missiles, MK3 melee Claws (after a critical is scored these drain d10+30 hits of blood, and deposits them into the Blood Rifle's Cannister. Every 30 points of blood deposited adds one shot of ammo, (Though the cannister can still only hold the normal amount of ammo.) Underwater Depth max 914m, Flight speed 480kph, hover 61m max height, Coalition C-40R, 2 x PML Running 160kph (No Exhaustion) R arm Hplasma Rep, L arm H CPG, Twin Triax TX-50 Railgun, Triple Triax X10-453A Pulse Cannon turret (AAA) 24km/hr underwater, 4.6m jump, 1600m max depth, Twin Coalition C-29 Hellfire Shoulder mounted, Twin CJAL05 Dead Shot forearm mounted. Forearm vibrosabres Flight Speed 240kph, hover 305m, 1829m max height, Coalition C-40R, NEMA ML-557 Destroyer Flight Speed 528kph, hover 305m, 1829m max height, Coalition C-40R, CTT-M20 Missile Rifle Flight Speed 805kph, hover unlimited. NEMA GLR-540 Thunderer, CJA-L05 Dead Shot, NEMA PR-476 Run 96kph CTT-M20, Twin forearm lasers MK4 Autoloading Recoiless Rifle (12 shot drum), RAR-C15 Auto Rocket (400 burst backpack hopper) shoulder mounted & slaved to sighting system. +6 to strength, 1 level lower on impact criticals. flightspeed 320kph,may hover at up to 61m, Arasaka AT-1200 SuperRail, forearm mounted retractable vibrokatanas, flightspeed 560kph, may hover at up to max height, 3048m. +20 Fly/glide flightspeed 416kph, may hover at up to max height, 1828m. 2x wrist mounted Heavy ER Laser No penalties underwater, max depth 1.8km, 80kph underwater speed, Arasaka ATU-80 Blue Green, wristmounted vibroknife(left) and Plasma Torch (Right) Run 192kph (using only 10% normal exhaustion) Disruptor N-Rifle (R arm), Pursuit Security DetWebGun (L arm) 160kph, leap 30.5 length and 15.2m high,triple barrel Kittani K-500 Railgun x2, 10x MK6 missile, kittani Plasma Flamer 230kph, twin Kittani K-500 Railgun, twin Kittani K-30 Ion Pulse Rifle,Quad PML 240kph, leap 61m long, 30.5m high,2x Kittani Pulse Laser Cannon, 10x mk5 missiles, twin Kittani K-4 Pulse Laser in head no penalties underwater, max depth 8km, 160kph underwater speed, Quad Kizh Ion Rifle, Twin Naut'Yll Particle Wave Rifle no penalties underwater, max depth 7.6km, 96.5 kph underwater speed, Twin Naut'Yll Particle Wave Rifle 4 hardpoints containing Morita IW-203-a "Ape Special", MW-206 Derringer Light Rotary Cannon, IW-422 Hell Seed Y-Rack (in this case hidden in pop out launcher) and a MW-209 Trip Hammer Mortar. User may fire any two of these systems using only one weapons Percentage action. Lizard Line Equipped. 4 hardpoints containing SW-404 Javelin, MW-265 Sixgun Rotary Cannon, SW-490 Blizzard Missile Pack, Morita SW-219-F Inferno. User may fire any two of these systems using only one weapons Percentage action. Lizard Line Equipped. 100kph flight speed, 1 hour flight time (usually several short jumps) Increases users movement rate by 25% 4 hardpoints containing SW-404 Javelin, MW-265 Sixgun Rotary Cannon, MW-5050 Twin .50 Autocannon, Utility Claws (mk5 melee or +20 equipment use for moving heavy equipment) User may fire any two of these systems using only one weapons Percentage action. Lizard Line Equipped. 100kph flight speed, 1 hour flight time (usually several short jumps) Increases users movement rate by 25% +3 Strength, includes deflector shield and gauntlet mounted Manoan Flame Pistols, Shoulder mounted Tangle Running speed 96km/h exhaustion 10% normal. +20 DB vs, Energy, NE-534 Minimissile Launcher, NE-50 Particle Beam, NE-RV04 Ripper VibroSword, Sword and fists are laced with silver, for those pesky vampires. Flight speed 1680kph (triple that in space) Full VTOL and hover, underwater speed 540kph, NE-534 Minimissile Launcher, Silent Jets

Flight speed 800kph, hover at 305m. NE-200 Plasma Cart. Machinegun (1000rnd drum) NE-50 Particle Beam, NE-534 Minimissile Launcher x2 Running speed 80km/hr exhaustion is only 20% normal, +20 DB vs energy. EW generator, Chameleonic Running speed 112km/h (30% exhaustion) Driving speed 640km/h, NE-03 Plasma Cart Security x2, NE-534 Minimissile Launcher, NE TypeL Thermalance, NE-RV04 Ripper VibroSword x 2, Swords and fists are laced with silver, for those pesky vampires. Crystal Assault Rifle, NE-534 Minimissile Launcher, Coalition C-40R Crystal Assault Rifle, NE-534 Minimissile Launcher, Coalition C-40R, Flight speed 1680kph Fly/Hover at 122m, 240 km/hr. Northern Gun NG-202, 6 x missile, Northern Gun NG-33 each wrist, vibroblades each forearm. Uses powered armor skill. No penalties in water, 56kph in water, may be submerged up to 8 hours. Northern Gun NG-P67 Made for Kydian Allows Jump pack assisted Leaps (up to 15m high, and up to 92m in length Quad Missile Launcher (x2) Shoulder mounted Max Speed 40km running. Allows Jump pack assisted Leaps (up to 15m high, and up to 92m in length, Wrist mounted Mk2 lasers Arm Mounted Triax X-10-453A Pulse Cannon, May hover at max height of 152m, max flight speed 464km, may fly for 24hrs straight needing only a 15min cool down. Theoretical max of 36hrs continuous flight. 80km/hr run speed (20% normal fatigue) flight 380kph, max height 3050m. Forearm Vibro blades, Arasaka AT-88 Combat Laser, 20 missiles, TW AWS Thunderbolt no penalties underwater, max depth 6.4KM, 96.5 kph underwater speed, Twin Triax TXD-03 Deep Sea Assault, Triax TXD-02 Laser/Harpoon Multi-HMG, Heavy Flamethrower, Multi-HMG, GAW Mark 342 Pugsly, All Armors can be grounded so that they gain +20DB vs electrical based attacks, and suffer electrical criticals 2 lvls lower DB +10 vs missiles and projectiles (available on Ats 1-2, 9-16, 19-20) DB +10 vs laser, Blaster, Flamer and Plasma Repeater Fire (available on Ats 13-20) DB +10 vs laser and light based attacks.

Absorbs 1/2 of all laser inflicted damage (includes laser subtypes)

Once activated, roll a D6/2, that is the number of holographic 'clones' the user has. This is the number of sucessful attacks which are negated in this combat. Once that number is exceeded, this device provides no protection for 24 hours. If all the clones and the user are attacked via a burst attack, Apply a -20 OB per clone, but once this applied, the clones are all dispersed as above.

(utility or weapon cell) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Disruptor crits inflicted on wearer by 1 level, and concussion hits by 20% (weapon cell) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Disruptor crits inflicted on wearer by 2 levels, and concussion hits by 40% (weapon cart) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Disruptor crits inflicted on wearer by 3 levels, and concussion hits by 60% (weapon cart) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Disruptor crits inflicted on wearer by 4 levels, and concussion hits by 80%

(weapon pack) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Disruptor crits inflicted on wearer by 5 levels, and concussion hits by 100% Absorbs 1/2 of all electrical, CPG, Gauss and Stunner damage, +20 RR vs electrical attacks Absorbs 1/2 of all Ballistic and melee damage Utility Pack gives 12 hrs of protection. +10 DB vs all attacks, no warm up times like terran shields. Utility Pack gives 10 hrs of protection. +20 DB vs all attacks, no warm up times like terran shields. Utility Pack gives 8 hrs of protection. +30 DB vs all attacks, no warm up times like terran shields. Utility Pack gives 6 hrs of protection. +40 DB vs all attacks, no warm up times like terran shields. (Utility or weapon cell) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Neural Disruptor crits inflicted on wearer by 1 levels, and concussion hits by 20% (weapon cell) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Neural Disruptor crits inflicted on wearer by 2 levels, and concussion hits by 40% (weapon cart) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Neural Disruptor crits inflicted on wearer by 3 levels, and concussion hits by 60% (weapon cart) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Neural Disruptor crits inflicted on wearer by 4 levels, and concussion hits by 80% (weapon pack) Can not wear under or over armor, does not encumber. May be used with shields and Personal EW devices. Reduces Neural Disruptor crits inflicted on wearer by 5 levels, and concussion hits by 100% -30 to hit with ranged combat if you are not adjacent OR no aiming bonus, whichever is greater +10 DB to forward and shield side (even against vehicles), DB bonus is doubled if you are being charged, Field makes wearer appear slightly refracted. +10 DB Also makes it impossible for ambush manuevers to be made against the target. 3 rounds for the field to fully activate. A front arc absorbtion shield. Useable to parry one attack per round, it could also be used against shield side attacks, but that negates any forward protection. Activates fully after one round. +50 DB vs all attacks, however, once it is penetrated and hit indicating concussion hits is achieved, the field shorts out until a new Utility Pack is put in and the device is rebooted (300% action). +10 DB to forward and shield side, No RR based psions to 5th level (benign or malevolent) can effect the holder, and malevolent psions over 5th level are resisted at +25. Absorbs 1/2 of all sonic and stunner damage, +40 RR vs sonic attacks, +20 stalking Small buckler style shield with a energy field overlay. +25 DB vs melee only, and is restricted as a Riot shield is. +15 DB or RR vs any sort of electrical type attack, ranged or not. Activates after 2 rounds

This sophisticarted shield grants +30 DB vs all attacks including vehicular attacks, in addition, if there is an enemy within 80m of you, the first attack in a round that misses you is redirected to that foe with half its normal OB. If none exist, there is no other effect, if there is multiple possible foes within range, roll randomly.

96km/hr underwater, maximum range is 2240km, 10hr of air supply onboard, Work with all Naruni Armor. 640km/hr, Smart chipped with interface plug, Works with all Naruni Armor, can exchange speed for lift capacity, with a max weight of 1800kg at 3.2km/hr. unlimited Range, 10yr Reactor. 576km/hr, 25600km Range or 96hr flight time. Works with all Naruni Armor Allows user to carry a gun up to 2x his own weight without penalty, and has 2 Reactors worth of power for weapons to run off. (can power a large house for 96 hours). Works with all Naruni Armor. A frontal absorbtion shield that is useful against one attack a round. A velocity version of the Riot Shield 100kph flight speed, 1 hour flight time (usually several short jumps) +10 Flying/gliding. Works with M-1A4 Power Suit Armor

All tau powered armors are EMP shielded and grant +30 additional DB vs Sonic attacks or sonic related RRs. flightspeed 320kph,may hover at up to 61m, +3 Strength, Personal EW Generator, Sneak Suit (No DB Bonus), Sentinal Helmet, Weapon Hardpoint, Support Hardpoint, computer map NOTE: (Drones linked to a stealth armor have Personal EW generators and Sneak suit {No DB Bonus} included) Allows firing of weapon hardpoints while in the air without flying/gliding skill and without movement penalties (no ground movement penalties either) enhanced communication gear (Mk1 laser Rig) +15 Tactics, +1 Initiative to all allied teammates on network. Allows direct control over 2 Tau Drones (other drones could be slaved to this system) laser rangefinder, also allows suit user to act as a Forward Observer without the skill. OB bonus of +25 (not compatable with Smartguns) Bonus of +20 to Flying/Gliding and Acrobatics, Do not suffer attacks of opportunity from leaving melee. DB bonus +35 (effective even vs vehicular weaponry) See Weapon Sheet See Weapon Sheet (+15 DB), flightspeed 560kph, may hover at 125m, +6 Strength, Sentinal Helmet, 3 Hard points, at least 1 must be a weapon, computer map Allows firing of weapon hardpoints while in the air without flying/gliding skill and without movement penalties (no ground movement penalties either) enhanced communication gear (Mk1 laser Rig) +15 Tactics, +1 Initiative to all allied teammates on network. Allows direct control over 2 Tau Drones (other drones could be slaved to this system) laser rangefinder, also allows suit user to act as a Forward Observer without the skill. OB bonus of +25 (not compatable with Smartguns) Bonus of +20 to Flying/Gliding and Acrobatics, Do not suffer attacks of opportunity from leaving melee. DB bonus +35 (effective even vs vehicular weaponry) Allows you to fire a second weapon system at a different target (this weapon fires as an Einstein weapon) Allows you to fire a second weapon system at the same target as the primary weapon (this weapon fires as an Einstein weapon) One other unit in the formation may reroll its attack (on a first come, first choice basis. Also, members of the team may freely exchange fate points, but only for the purposes of rerolling attacks. (Choosing the same weapon system twice counts as one weapon doing double damage and +1 Crit lvl) See Weapon Sheet See Weapon Sheet See Weapon Sheet GAW Mark 1150 Omega-Osirus, See Weapon Sheet Heavy Flamer, see Weapon sheet See Weapon Sheet See Weapon Sheet See Weapon Sheet (+35 DB) +6 Strength, Sentinal Helmet, Twin Tau Light Railgun, 1 Weapon point (see below) 1 support point, computer map, no manipulative hands. See Weapon Sheet GAW Mark 1150 Omega-Osirus (Except Triple damage and +3 Crit lvls) See Weapon Sheet Allows firing of weapon hardpoints while in the air without flying/gliding skill and without movement penalties (no ground movement penalties either) enhanced communication gear (Mk1 laser Rig) +15 Tactics, +1 Initiative to all allied teammates on network.

Allows direct control over 2 Tau Drones (other drones could be slaved to this system) laser rangefinder, also allows suit user to act as a Forward Observer without the skill. OB bonus of +25 (not compatable with Smartguns) Bonus of +20 to Flying/Gliding and Acrobatics, Do not suffer attacks of opportunity from leaving melee. DB bonus +35 (effective even vs vehicular weaponry) Allows you to fire a second weapon system at a different target (this weapon fires as an Einstein weapon) Allows you to fire a second weapon system at the same target as the primary weapon (this weapon fires as an Einstein weapon) (+15 DB), flightspeed 560kph, may hover at 125m, +6 Strength, Sentinal Helmet, computer map, 2 weapon Hardpoints, SMS Shoulder Mounted, Fixed system on this configuration.

(+15 DB), flightspeed 560kph, may hover at 125m, +6 Strength, Sentinal Helmet, computer map, 3 Hardpoints, Allows you to fire a second weapon system at a different target (this weapon fires as an Einstein weapon) Marker lights have several uses, only one each round. (Only those who are wearing Tau armor or carrying Tau weapons may benefit from markerlights with the exception of C) A) Add +20% Chance to hit for Einstein Weapons. (Stackable once for a bonus of up to 35%) B) Initiate a Seeker Missile Attack, attacking as an Einstein weapon with an 85% hit chance. C) Others with attuned optics systems may attack same target at +15, Including yourself. (Stackable to a total of +45 with two other markerlights) D) May remove up to 20 points of cover DB from a target.(Stackable with other market lights until penalty is removed) E) Allows a firing unit to ignore all penalties for fighting at night or complete darkness F) With a sucessful Operate Equipment roll, allows suit user to act as a Forward Observer without the skill. (Markerlight still needs line of sight.) G) +15 when used to assist suppression fire. H) -15 to morale rolls or Intimidation Resistance rolls on enemy targets when lit (stackable to -60) I) Laser Rangefinder The abilities of a markerlight can only be used on targets within 1200 meters.

(+15 DB), flightspeed 350kph, may hover at 90m, +6 Strength, Sentinal Helmet, computer map, 3 Hardpoints, DB bonus is now 35, -20 to Flying/Gliding and Acrobatics

(+15 DB), flightspeed 350kph, may hover at 90m, +6 Strength, Sentinal Helmet, computer map, DB bonus +35 (effective even vs vehicular weaponry), +50 vs, Ranged attacks. Mark 2 (Mark 1 shaped charge) that does not effect suit, detonates whenever someone enters melee with suit. Allows user to immediately disembark from powered armor, but the armor is destroyed. GAW Mark 1150 Omega-Osirus (Except Triple damage and +3 Crit lvls and Rate of fire increased by 1) See Weapon Sheet flightspeed 320kph,may hover at up to 61m, +3 Strength, Personal EW Generator, Sneak Suit (No DB Bonus), Sentinal Helmet, computer map

Allows you to fire a second weapon system at a different target (this weapon fires as an Einstein weapon +5%) Allows you to fire a second weapon system at the same target as the primary weapon (this weapon fires as an Einstein weapon) Allows direct control over 3 Tau Drones: 2 Shield Drones & 1 Command Drone (Drones have EW Generator and See Weapon Sheet See Weapon Sheet (+15 DB), flightspeed 560kph, may hover at 125m, +6 Strength, Sentinal Helmet, 1 Hard point (support system), 2 Weapon points (in arms) computer map Bonus of +20 to Flying/Gliding and Acrobatics, Do not suffer attacks of opportunity from leaving melee. Allows you to fire a second weapon system at the same target as the primary weapon (this weapon fires as an Einstein weapon) Anyone attacking this target with a melee attack or from within 3 meters of the target does so at -25 unless their sight and hearing is shielded.

Allows firing of weapon hardpoints while in the air without flying/gliding skill and without movement penalties (no ground movement penalties either) enhanced communication gear (Mk1 laser Rig) +15 Tactics, +1 Initiative to all allied teammates on network. Allows direct control over 2 Tau Drones (other drones could be slaved to this system) laser rangefinder, also allows suit user to act as a Forward Observer without the skill. OB bonus of +25 (not compatable with Smartguns) DB bonus +35 (effective even vs vehicular weaponry) Allows you to fire a second weapon system at a different target (this weapon fires as an Einstein weapon)

Allows user to immediately disembark from powered armor, but the armor is destroyed. MK5 Grenade mount linked to a Deadman Switch. DB bonus is now 35, -20 to Flying/Gliding and Acrobatics See medical gear See Markerlight rules for Tau XV 84 Crisis Command above Mark 2 (Mark 1 shaped charge) that does not effect suit, detonates whenever someone enters melee with suit. Fear Resistance rolls and Morale rolls at +10 for the whole team DB bonus +25 (effective even vs vehicular weaponry) Once the wearer takes a critical, it is ignored but drone is destroyed, gives no bonus vs melee attacks (without reach) or attacks made from adjacent hexes Twin Pulse Carbine, Einstein weapon system AT12 (20) 50 hits (Photon Grenades Only) Acts as a Markerlight Targeting System, Uses Einstein system instead of Operate Equipment roll, AT12 (15) 35 hits Tau Rail Rifle, Einstein weapon system, Personal EW Generator, Sneak Suit (No DB Bonus) AT12 (20) 50 hits Acts as a Command and Control Node, AT12 (15) 25 hits AT16 (25) 80 hits, walks on four legs, Flamer AT16 (25) 80 hits, walks on four legs, Plasma Rifle AT16 (25) 80 hits, walks on four legs, Burst Cannon AT16 (30) 70 hits, Twin-linked Burst Cannons AT16 (30) 70 hits, Burst cannon and Networked Markerlight

add +10% to these costs if not fitted on NE-BA-26 Special Body Armor, add +75% cost to add to non-Naruni armors Functions as the Readout Cybereye option. Retractable Force Knife in right forearm, Garrote strangle cord in left wrist, NE Type L Thermalance Plasma Flamer right arm, NEMA PLP-20 Police Special in left index finger. Retractable Force Knives in both forearms, Plasma-encased Garrote in left wrist, NE-50 Particle Beam in right arm, NE-28R Wrist Launcher on left arm. EMP and Molecutronic shielding +20 DB and RR vs electical and Sonic attacks criticals of these types are reduced by 2 levels. Servo assist makes suits active weight 5kg, +3 str, +10 ft base rate, double height and distance of jumps. Utility Pack gives 10 hrs of protection. +20 DB vs all attacks, no warm up times like terran shields. Range 610m, reports exact distance to target and acts as a laser sight to all suit and held weapons. Functions as the following Cybereye options: Autoshades, Lowlight, Thermographic, Image Mag.Class X, Image Enhacement Class X Requires HUD Visor package, displays information on HUD, can track up to 12 targets with a range of 3.2 km Requires HUD Visor package, displays information on HUD, +3 Initiative, rear attacks lose their surprise component (OB bonus from rear attacks is lowered to +25) 30km range microfrequency communicator with MilSpec secure cryptological encoding, jackrabbit freq hopping and burst transmission capabilities. MK 1 Laser Rig, if HUD Visor is connected, text messages can also be sent/received. May keep track of up to 6000 contacts, identifying as friend or foe with 92% accuracy as long as friends have an IFF signature. Also has a microcomputer with Construct Analysis program useful to 610m. -10 to all psychic attacks against the wearer NE-09SP Survival Pack plus Everflame, 4 colored Smoke Grenades, pocket mirror, compass, 2 canteens, distance lenses and a handaxe. This gear is encased in a protected fanny pack type duffle, Microcomputer with Construct Analysis program useful to 610m, electronic warbook adds +15 to Healdry, Vehicle Lore, and Weapon Lore. Laser Distancer and Targeting Package and Lowlight as the Cybereye option included. Master Tool kit with Mannix Technic and Robcom add on kits, Interface Monitor, lightrod, roll of duct tape and a lockpick kit. Field Surgery Kit, Biomonitor, skeletal field knitter, medtab applicator, 10 Coagulant Pads, Additional air mask w 30m of air. Microcomputer w medical programs, medical scanner, dermal closer and spray skin applicator. NE-RV09 Ripper Vibro Claws, Grapple Gun w/Stealth line at waist and Catalyst stick.

re expended before the user loses his own, and they regenerate at a rate of 1/minute. ad, with a percentage chance equsl to the hits remaining on the armor. Criticals taken eding, broken bones, etc. They also have built in skills, weapons, and musculature. earing the armor, the user uses the armors skills if he has the same skill as the armor, r may not use weapons other than those integral to the armor, or make any delicate mor. All OBs and skill bonuses are equal to 20 + 3/lvl.

Special Breath Underwater, +4 Strength, Swimming and Alien Environments (underwater) and Survival (underwater) Skills. Cost: 11400 + 200/LVL User Perception bonus +20, Strength and Agility Bonus of +8, Hunting and Tracking Skills Cost:13200 +250/LVL May fly up to 1000m in a day, +4 Strength, Stinger has a nerve poison of 1/2 armors level. Cost: 10500 +200/LVL

User Climbing Bonus +75, +10 Strength, Swimming Skill. Cost: 13800 +275/LVL

Item
Microcomputer Microcomputer-S Zetatech E-Book Zetatech Smart-Book Matsuyama Bodycomp Toshiba Lightning Upgrade Mk 2Mk bandwidth multiline modem Back Up Drive Smart Strip Microtech PCZ Super EBM PCX EBM Smart PCX Matsuyama IIKL-4 Matsuyama ISKL-4 Matsuyama BlackBook Data Cache 100 Data Cache 200 Data Cache 300 Transcriptor Hardened Circuitry Deck Security Thumbprint Deck Security Retinal Dead Man's Handle Tight Beam Radio-link Protected Cables Familiar Personal Network Datawall & Code Gates Auto Punchout Netrunner Flip Switch Life Support Language Processors Voice Stress Analyzer Lie Detector Package Bug Detector Package Bug Jammer Package Scan Detector

Location
Main Main Chrome 2 Chrome 2 N/A Brainware Brainware Brainware Brainware Brainware Chrome 3 Chrome 2 Chrome 2 Chrome 2 Chrome 2 Chrome 2 Chrome3/4 Chrome3/4 Chrome3/4 Chrome3/4 Brainware Brainware Brainware Chrome3/4 Chrome3/4 Shockwave Fluid Mechanics Fluid Mechanics

Cost
85 119 100 140 2500 10000 75/Mk 500 15000 5000 1500 900 1260 1200 1680 3000 8000 10500 13000 150 20% add 400 1000 1000 1500 250 1000 100

Weight
0.7 0.8 2 2.1 0.6 75 1 1 60 3 3 1 1.1 20 20 2 4 4.5 5 1 0.2 0.1 0.2 0.1 0.1 0.5 0.01 0.01

Type
Micro Micro Micro Micro Micro MiniMainframe upgrade upgrade upgrade upgrade Mini-Comp Mini-Comp Mini-Comp Workstation Workstation Micro Storage Storage Storage Option Option Option Option Option Option Option Option Option Option Option Option Assistance Option Program Program Program Program Program

Processor
1 1 1 1 1 24 N/A N/A N/A N/A 3 2 2 3 3 1 40 80 120 N/A N/A N/A N/A N/A N/A 0 N/A N/A 0 0 0 0 0 0 0 0 0 0

MK #
4 4 5 5 5 60 1 each 0 120 0 30 10 10 16 16 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Init
-5 -4 -5 -4 -4 -1 0 0 0 0 -4 -5 -4 -5 -4 -5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Chrome3/4 1500/Bonus .1/Bonus Chrome 1 Chrome 1 Chrome 1 Chrome 2 Chrome 2 Chrome 2 Chrome 2 Chrome 2 Chrome 2 330 135 500 40% add 200 400 200 200 150 0.2 0.1 1.3 0 0.1 0.1 0.1 0.1 0.1

Signal Tracker Medscanner Package

Chrome 2 Chrome 2

300 1100

0.1 1

Program Program

0 0

0 0

0 0

Techscanner Package

Chrome 2

950

Program

Drug Analyzer Package Credit Transactor Hybrid Wearable Hybrid Smartwear

Chrome 2 Chrome 2 Chrome 2 Chrome 2

875 375 1000 1400

1.3 0.5 2.1 2.2

Program Program Micro Micro

0 0 2 2

0 0 10 10

0 0 -5 -4

Hybrid Medicwear

Chrome 2

3350

2.7

Micro

10

-5

Hybrid Smartmedic

Chrome 2

4690

2.8

Micro

10

-4

Datawall Descriptions
3 3 3 3 10 10 0 0 0 0 10 10 10 10 10 3 0 0 0 0 0 0 0 0 0 0 0 0 Chip reader, Pocket Communicator Chip reader, smart chipped, Pocket Communicator Chip reader, Pocket Communicator Chip reader, smart chipped, Pocket Communicator Chip reader, smart chipped, GPS, Multicom, CPU 6 x 4 Max of 100Mk Commcore access Back up storage for files and programs Uninteruptable power, immune to Stun, Hellbolt, Sword and Firestarter, -15 to all netrunning rolls Smartchipped, 5 datachip reader, scanner, Dual Datachip Dual Datachip, smart chipped Dual Datachip, Can write audio, video and braindance chips (up to 20 at once!) Dual Datachip, Smart chipped, Can write audio, video and braindance chips (up to 20 at once!) Chip reader, Pocket Communicator, Security Scanner Mk 3, Smart chipped, EMP shielded, AT 5 May load your choice of ICE, cannot be accessed by cybermodems, for mass data moving. May load your choice of ICE, cannot be accessed by cybermodems, for mass data moving. May load your choice of ICE, cannot be accessed by cybermodems, for mass data moving. Makes a hard copy of all locations, ICONs, programs and downloads you encounter while online. Shields from EMP, Microwave, Radiation, Electric shocks and magnetic fields. Thumbprint lock, sheer folly to bypass, checks for bloodflow, too, so you cant use the severed/dead thumb either. Retinal Lock, Absurd to bypass Allows user to jack out even from programs that normally cant. If attacked by Black ICE, make an IN roll, if you succeed, you eject before the ICE can kill you. 2 units, one attached to deck, other set up at home base, 100km from base max. If the deck user is attacked by a program that does electrical damage, it is prevented 40% of the time. After 1 month of adapting to a user, the Familiar Interface grants +5 to all rolls while using the computer. Synchs all your computers and peripherals, allowing them to work together and share tasks efficiently. When used in conjunction with a Familiar, adds an additional +5.

1/upgrade May be added to increase your Decks Datawall to a max of +10. Each bonus=1/4 an option slot. If the device detects a potential harmful program, It will punch you out of the net. -5 Init, but allows a lvl 30 RR vs any attack program. 0 Allows user to flip between the net and reality without jacking out. 0 0 Will keep a netrunner alive while connected for up to 72 hours. 0 Full Voice Recognition, run your computer without hands or interface plugs 0 Interrogation and Interpersonal Awareness +20, microphone add on included. Program size 3 0 65% success rate, if used with the VSA above, increase to 75% Program size 3 0 Detects line taps and bugs within 6m if they are transmitting, 80% chance Program size 2 0 Jams bugs within 10m, 80% chance, Program size 1 0 Detects Neutrino, Sonar, and Radar Scans and locates their source, 60% chance Program Size 2

0 0

0 0 10 10

Searches out signals from line taps and bugs and follows them to their source 80% Program Size 2 Medscanner with Diagnostic software, +10 Diagnostics Program size 5 Repair Scanner with Database and a large assortment of connections for virtually any device. 60% chance of discovering whats wrong with a device. If sucessful, reduce difficulty to repair by 2 levels. Program size 5 Intelligent multi-analysis scanner identifys drugs by their moleculular structure, displays their potential effects of unknown drugs and detailed database of known drugs. Often added to the Matsuyama Blackbook. 75% reliable. Program size 4 Special Chip reader allows elmonit transactions. Usually a ligitimate business is necessary for this, but there are some not so legal ones around. Program Size 1 Dual Datachip, worn over the shoulder and around the waist, barcode/optical scanner Dual Datachip, smart chipped, worn over the shoulder and around the waist, barcode/optical scanner Dual Datachip, Language Processors, Heads up display googles, vocal pickup mike, headphones, memory recorder, medscanner package, Worldsat communications linear beam commlink Dual Datachip, smart chipped, Language Processors, Heads up display googles, vocal pickup mike, headphones, memory recorder, medscanner package, Worldsat communications linear beam commlink

10

10

New Cyberware
Bioware Device Accelerated Neurons Adamantex Musculature Aquaform (Diver) Aquaform (Squid) Bioelectric Muscles Bioluminescent Implant Cost 6,000 6000/lvl 32,000 36,000 20,000 200 CIRS 2 3,6,9 2d10 2d10+5 d10/2 1 Talents 5 8,12,18 15 20 10 0 Type Bioware Bioware Biological Rebuild Biological Rebuild Bioware Bioware

Biomechanical Cybers Biomonitor Biomonitor Advanced

2x 600 1200

Minimum 3 6

5 Each 5 10

Biomechanical Bioware Bioware

Blastomere Implants, Partial

20000

10

Bioware

Blastomere Implants, Total Boosted Reflexes CamoSkinn Circulatory Sphincters Color Gland Control Decentralized Heart Dermal Weave Double Slit Pupils Echolocation Elderview (by Unspoken) Endoskeleton Enhanced Metabolism Extra Sensory Perception Enhance Fangs Flexiskeleton Freeze-ban Bioconstruct Gill Implants Hematological Replacement Ileological Siphon Immunological Symbiote Inner Ear Gyroscopic Construct Liver Plugs Longevity Therapy Mandibles (by Unspoken)

40000 2500/Lvl 850 1,000 300 10,000 30,000 200 3500 5,500 30000 10000 30000 300 60000 700 50000 6,000 500 10000 17500 1000 10000 350

6 1, 2, 3 d10/4 2 1 0.25 d10 0.25 5 7 1 0.5 1.5 0.25 d10/5 1 d10/5 4 1 4 8 0.25 0 5

15 5, 7, 10 3 3 0 3 15 0 9 4 5 5 22 0 10 2 15 8 1 11 5 3 1 1

Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Biomod Biomod

Metabolic Deceleration Multi-glands Muscle and Bone Lace NanoAuditory Rebuild NanoGroomers NanoOptical Rebuild Neo Appendix Neo Muscle (Advanced) Neo Muscle (Basic) Neo Muscle (elite) Biotechnica Neo-Memory Buds Neo-Myelin Sheathing Neuro Bridge

230000 17000 6k,12k,18k 800 400 Each 1,000 500 50,000 20,000 100,000 30,000 19,600 300

10 2 2, 4, 6 2 0.25 Each 3 3 2d10 d10 3d10 4 d10 1

8 5 8, 16, 24 4 0 (3 for 2) 8 2 30 15 45 8 14 4

Biomod Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware Bioware

Neurocinetics NeuroSynaptic Enhancement New Glands Nictitating Membranes

11500 40,000 1k-5k 1,000

5 8 0.5 2

8 16 varies 2

Bioware Bioware Bioware Biomod

Nu-You Biosculpting Organ Composite Oxygen Filters Perfect Pitch Physiological Tailoring Poison Glands Power Jaw Psyocculm (by Unspoken) Quick Clot Nodes Regeneration

2000/Each 58000 3000 3000 3,000 500/1,100 500/1,000 2,500 3,000 27,000

1 Each d10+5 1 1 4 5 1, 2 1 2 3

1 Each 10 10 7 2 5 3, 5 2 3 25

Biomod Biomod Bioware Bioware Bioware Fang Upgrade Fang Upgrade Option Bioware Bioware

RNA Jamming Salt Tolerence

9,000 5,000

0 0.25

2 2

Bioware Bioware

Second Skin

6,500

10

Bioware

Spitting Cobra

2,000

d10/2

Fang Upgrade

Striga-Morpho Striga-Protheion

40000 20000

15 10

10 7

Protheion Upgrade Fang Upgrade

Tailored Pheromones Taste Boost Therma Skin (by Unspoken) Toxin Trap Trilon-Kreeler Tendons Ultra Metabolism Webbed Digits Xenostriker Biomod Zeiss-Nikkon Vat Grown Eyes CyberAudio Cyber Audio Package Cell Phone Option Cybernetic Echolocation Enhanced Hearing Option Level Dampener Lock Down Military Cryptography

2,000 250 375 5000 +1000/10pts 56000 20000 2500 850 1,100 3000 1000 2000 1000 500 1,000 10,000

3 1 4 0.5 4 1 2 1 1 d10/2 0.25 7 1 1 2 0.25

5 0 2 10 15 10 3 6 11 0 5 10 10 1 5 10

Bioware Bioware Bioware Bioware Bioware Bioware Bioware Fang Upgrade Bioware System Option Option Option Option Option Option

Perfect Pitch Hearing Radio Option

2000 500

1.25 0.25

8 5

Option Option

Sound Filter Standard Cryptography

500 1,500

0.25 0.25

4 5

Option Option

Think-Boom chip Ultrasonic Hearing Option Voice Stress Analyzer Cyberhands/Feet

500 800 500

0 1 0.5

1 8 10

Option Option Option

Adv. Composite Armor AFV Tool Attachment App. Bio. Option (greater) App. Bio. Option (lessor) Bio-hydraulic Joints Carbon Steel Armor Cyberfoot Cyberhand CyberMaw (by Unspoken) Cytech Custom Hands Hardened Knuckles Opt Iron Grip Option Laser Torch Attachment Light Rod Attachment Magnetic

600 1,500 1,000 100 10,000 300 1500 3000 1200 500 150 400 150 100 600/pair

0 0 -1 0 0 0 1 2 9 0 0 0.25 0 0 1

1 0 1 1 5 1 0 0 2 1 15 4 0 0 2

Armor Option Option Option Option Option System System Option Hand Option Option Option Option Option

Net Caster Quick Change Mount Seismic Detector Smartgun 2 Starfighter Tool Attachment Surgical Attachment Tenticle Fingers (by Unspoken) Tool Hand Option Tool Kit Attachment Cyberlimbs Adv. Composite Armor App. Bio. Opt (Greater) App. Bio. Opt (lesser) Augmented Suspension Bio-hydraulic Joints

2500 300 300 1,000 50,000 1,000 500 2,500 400 6000 10000 1000 2500 50000

0.5 3 d10/4 0 0 0 3 (or 2 for 5) 1 0 0 -2 0 0 0

25 3 1 0 0 0 1 5 0 6 1 1 2.5 5

Option Option Option Option Option Cyber fingers Option Option Armor Option Option Option Option

Blitzkrieg Arm Carbon Steel Armor Corvette Cyberlegs Cyberarm Cyberleg Cytech Joints Extending Tentacle Arms (by Unspoken)

3,000 3,000 41,000 Varies Varies 500/ pair 2,000

d10 0 9 Varies Varies 3/ pair 1

10 3 33 varies varies 2/ pair 5

Arm Option Armor Cyberleg option System System Arms/Legs Option Tentacle Arm Upgrade

Hidden Holster High Performance Musculature Resillient Polymer Armor Romanova Cyberlegs Soft Step Speed Package Speeding Bullet

1,000 7,500 1,500 1,000 5,000 10,000 15,000

5 2 0 1 0 2 3

3 8 2 1 5 10 15

Option Option Armor Option Option Option Option

Tentacle Arm (by Unspoken) Tentacle Arm Sheath (by Unspoken) Weighted Swing Cyberoptics Aizu-Shoto Eyes AquaGoggs Auto-shades Option BelleView 20-20 Bug Eyes (by Unspoken) CSI EM Eyes CSI EyeKill Mk. IV Cybereye Cyberoptic Interferometry Digital Camera Opt Digital Video Opt Dodgeball

4,000 800 3,500 10% higher than normal 250 150 1,000 18,000 1,400 17000 5,000 500 500 1000 5,000

3d10 -1d10 0.25

10 2 4

System Option Option

2 1 0.25 1 1d10 +4 2 3 d10/2 1 1 1 1

0 2 1 2 8 5 14 0 1 2 3 5

Option Option Option Option Cyberoptic Option System System Option Option Option Option

Dr. Spott Ultra HD Eagle Eye Elderview (by Unspoken) Eye Crafters Smartcam

7,500 400 5,500 6,000

2 0.1 5 1

3 1 5 2

Upgrade Option Option Upgrade

FFO Rove-eye Image Enh. Opt Image Mag. Opt IR Option

7500 5kxclass 2,000 250

1 .25xclass .25xclass 1

7 1xclass 1xclass 3

Option Option Option Option

Lazer Designator Opt Lo-light Option Monovision Nuk'em

5,000 250 20,000 100

1 0.5 d10+1 1

5 3 10 1

Option Option Cyberoptic Option

OptiShields Peripheral Vision Pac. Psyocculm (by Unspoken) Range Finder Opt Readout Option Retinaprint Targeting System

3,000 5,000 2,500 1,000 250 5,000 10,000

d10/4 0.25 1 1 0.5 1 2

3 5 2 3 3 5 10

Cyberoptic Altern. Option Option Option Option Option System

Tharkhold DangerScan

30,000

12

11

Option

Tharkhold EMVue Tharkhold Heathhunter

12,000 1,500

6 6

9 1

Option Option

Tharkhold Hidehunter

1,200

Upgrade

Tharkhold Killseeker Thermographic Opt. Tricloptics Verbal Eyes Cybernetic Implants

10,000 500 5,000 750

5 2 d10/2 1

8 3 0 0

Option Option Cyberoptic Option

Advanced Cortical Implant Artifical Organ

100,000 5k-50k

2d10 0.25

23 0

System System

Combat Crystal Complete Vocal Package Contraceptive Implant

1,500 100,000 800

d10+2 0.25 0.1

15 5 0

System System System

Corymbic Implant & Plug Cybernetic Shielding Cyberspine and Ribcage Deep Diver Lungs/Pressure Equalizers Dose Master GPS System Gyrostabilizer Homing Device Implant Communicator Internal Air Reservoir Mister Studd/Midnight Lady NanoBots

60,000 1,000 15,000

d10 0 2d10 +1

45 2 10

System Upgrade System

7,500 2,500 500 2,000 100+10/mk# 10,000 1,000 1,000 12,000

d10 0.25 1 d10/2 0.1 0.25 0.5 d10/4 2

5 3 3 1 1 3 5 2 10

System System System System System System System System System

Nephritic Screen Olfactory Enhancement

8,000 50kxclass

2 .25xclass

4 .25xclass

System System

Scent Edit Out PLP Hypertouch Respiratory Filters Scramble Sixth Sense Tactile Edit Out Tactile Enchancement Taste Enhancement Tharkhold Backlash Buffer Thermal Sense Tiering Implant Toxin Monitor TSE Bloodhound

5kxclass 500 1,000 100 Varies 50,000 100,000 50kxclass 20,000 1,000 2,750 2,500 1,000

.1xclass 1 d10/4 2 Varies 1 1 .25xclass 10 0.25 d10/2+1 0.25 2

.1xclass 1 3 1 varies 0.5 1 .25xclass 5 0 3 3 1

Option System System Vocal Option System Option System System System System System System Option

TSE LeDos Skinware TSE Taster Variable Chambered Heart Vocal Plus Wetwired Cybernetics Neuralware

18,750 500 500 10,000 300%

8 1 3 0.25 0

10 1 1 5 1

System System System Option Upgrade

Adrenal Boost Boost Master Crank case Cyberdeck Data Translator

1000 650 (950) 5kxbonus 10,000 1,000

bonus/4 d10/2 1xbonus 0 0.5

0 3 8,18,28 0 5

System Option System System Option

Datalock DataPROM jack Hand-eye coordinator Interface Jack Live Wires

5,000 3,000 10000xbonus 500 7,000

0.1 d10/4 1xbonus d10/4 0.5

2 10 8,18,28 0 1

System System System System Option

Move By Wire Neural Interface (required)

25,000 5,000

d10+1 d10/4

9 0

Option System

Onboard Memory Pacemaker Coprocessor Pain Damper

7,500 150 5,000

1 2 d10

8 1 40

System System System

Psycho-Mu Newtype Interface Sensory Archive Sensory Input Plug Sensory Transmission Interface SkillPROM Processor Smartgun Link

5,000 10,000 2,000 1,000 30,000 1,000

3 1 0 0.5 d10/2 1

10 10 0 3 20 10

Psycho-Mu system System Option Option Option Option

Tharkhold Exwires

4000 per level

1, 4, 9

1, 2, 3

Option

Tharkhold Lifecyber implant Vehicle Interface

20,000 1,000

10 1

6 10

System Option

Style Over Substance Dermal Display Fiber Optic Hair Kill Display Laser Tattoo Skin Watch Subdermal Pouch Cybernetic Armor Advanced Composite Armor Plating Carbon Steel Armor Plating Dermal Weave Subdermal Shock Padding Cybernetics Conversion Packages Special Forces Package SWAT Package Tau Hard-wired Systems Blacksun Filter Drone Controller Multi-tracker Target Lock Cyberweapons Acid Sprayer Adhesive Gun Chainsaw Cryo Gun Dagger Dikote Energy Whip Force Blade Fully-Auto Energy Weapon Fully-Auto Firearm Fully-Auto Plasma weapon High Five

100 500 120 100 100 50/cm3 60000 30000 30000 20000

0.25 0.25 0.25 0.25 0.25 0.25 4d10 4d10 d10/2 d10/4

3 0 0 0 1 3 60 30 15 10

System System Tattoo Tattoo Tattoo Non-System Armor Armor Armor Armor

800000 300000 500 7000 800 1200

12d10 8d10 1 0.25 1 1

98 78 2 2 3 4

Full Conversion Full Conversion Tau Empire Tau Empire Tau Empire Tau Empire

1500 1500 1500 1500 500 1500 3000 1200 2500+100xm k 1.5k+50xmk 3k+100xmk 350

d10/2 d10/4 d10 d10/2 d10/2 0.25 d10/2 d10/2 d10+mk d10+mk/2 d10+mk 7

25 10 15 25 5 2 10 10 25+mk 15+mk/2 30+mk 3

Weapon Weapon Weapon Weapon Weapon Option Weapon Weapon Weapon Weapon Weapon Weapon

Improved Hand Razors

1700

0.25

Option

Monowhip Needle Power Sword

1000 300 2000

d10/2 d10/4 d10/2

10 3 10

Weapon Weapon Weapon

Psycho-Mu Blaster Pulse Baton Razor Nails Semi-Auto Energy Weapon Semi-Auto Firearm Semi-Auto Plasma Weapon Sonic Stunner Sword Vibro Axe Exoskeleton Adv Exoskeleton Basic Exoskeleton Enhanced Exoskeleton Juicer Augmentation

8000 4000

4 d10/3

5 7

Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Exoskeleton Exoskeleton Exoskeleton

500 0.25 3 2000+100xm k d10/2+mk 20+mk 1000+50xmk d10/2+mk/2 10+mk/2 2500+100xm k d10/2+mk 25+mk 1000+500xm k d10/4 10+5xmk 3000 d10/2+mk/2 10+mk/2 3600 d10 15 100000 20000 50000 3d10 d10 2d10 60 20 40

Prime Juicer CS Special Operative Juicer Delphi Juicer

75000 123500 220000

35 d10+40 1d10+50

68 91 128

Juicer Augment Juicer Augment Juicer Augment

Dragon Juicer Euro (AKA JAEP, Lite) Juicer Hyperion Juicer Maxi-Killer (Splugorthian Juicer) Mega Juicer Ninja Juicer Phaeton Juicer Psycho Stalker Juicer Titan Juicer

385000 46500 95000 124500 200000 76000 85500 90000 185000

35 26 45 33 1d10+48 38 38 40 1d10+45

73 28 88 93 98 68 85 88 103

Juicer Augment Juicer Augment Juicer Augment Juicer Augment Juicer Augment Juicer Augment Juicer Augment Juicer Augment Juicer Augment

Mind Over Matter (M.O.M) Implants

Most Mind over matter conversion packages are the users choice of Three of the systems below. Plus, all packages include the baseline implant. M.O.M Baseline Implant Athletic Stimulator Brain Programming Combat Motivator Danger Sense Ectoplasmic Disguise Enhanced Endurance Enhanced Healing Enhanced Senses Enhanced Speed Eternal Brain Hyper Sense Kinesis Machine Nano-Amplifiers Psionic Defense System Psionic Inducer Psychometric Booster Telemechanics Implant Telepathic Sender TK Force Field Exotics and Packages Ares Hardboy Ares Nike Ares Securetech Headphone Ares Skillman Ares Skillmaster Ares Stealth Radio Suite Artificiance Biolink

10000 5000 3375 10000 15000 5000 4500 3500 20000 25000 10000 12000 5200 6600 9500 8500 10000 8000 6500 18000

5 3 3 7 7 4 5 2 9 5 7 8 4 5 4 5 5 7 3 7

18 5 22 9 14 4 8 5 35 18 14 12 4 16 10 15 15 8 12 28

M.O.M Implant M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option M.O.M option

54000 21000 15000 70000 78000 15500 45000

D10/2+5 11.5 9 10 18 10 5

25 45 14 35 38 15 30

Paramilitary Conversion Military Conversion Military Conversion Civilian Package Civilian Package Military Conversion ASP Military Package

Biotech Borg Construct Aj^6 BrainChild, Emotion Regulated BrainChild, Emotion Unregulated Child of Ephemerol Colt Scout Colt Sniper

175000 67000 62000 17000 (and nine months) 13600 14000

1d10+7 14 13 18 8 10

53 8 6 58 12 15

Cyborg Package Exotic Biomod Exotic Biomod Psionic Biomod Civilian Package Military Conversion

Crozo IP AT-CYB Husher Package

4500

CyberComm Package

D/Tek Cyber Targeting Network Dagger Commando Conversion

40,000 60000

20 20

35 98

Cyberpackage Exotic Conversion

Fuchi FullTrid Fuchi VI300 Gillman Package Haqqislam Djanbazan Modification Haqqislam Khawarij Modification Haqqislam Odalisques Conversion Hybrid Composite "Mongrel" Killer Doll Look like the animal you want

38600 27000 54000 95000 83000 43000 125000 217000 3000

19.5 18.25 5 16 21 d10/4+11 23 1d10+53 2

34 26 19 44 35 43 43 58 4

Civilian Package Civilian Package Civilian Package Military Conversion Military Conversion Military Package Complete GeneticMod Exotic Conversion Exotic Conversion

Mariner Package

83000

22

32

Civilian Package

Merman Package

75000

15

26

Civilian Package

Necromonger Lenser Package New Hawaii Poseidon Mod Nikkon ProSystem Nikkon Tourister

20,000 47000 21300 20000 1/2 normal cost

d10+26 1d10+14 10 9

75 32 20 15 3/4 normal cost

Military Package Complete GeneticMod Civilian Package Civilian Package Cheap Ass conversion

Nomad Chimera Package

1.5x normal

Nomad Clockmaker Package Nomad Der Morlock Groupe Package Nomad Prowler Package

60000 55000 55000

1d10+20 15 d10+12.5

70 13 40

Military Package Civilian Package Military Package

Nomad Sin-Eater Modification

80000

30

66

Military Conversion

Nomad UberfallKammando (Sex & Violance)

85650

d10+106

76

Nomad Chimera Package Nomad Chimera Package Nomad Chimera Package Civilian Package

Nomad UberfallKammando (Sex) Nomad UberfallKammando (Violance) PanOceanic Package

36150 49500 39000

d10+34 d10/2+66 15

26 50 32

Playbeing

60300

d10+18

25

Exotic Conversion

Pretty Killer

117000 4/5 Ths normal cost +5000 24000 18000 24000

1d10+25

38

Exotic Conversion

Psi-bernetics RCA Tridpack RCA Vidpack Shiawase Filter Suite

3/4 normal 8.5 7 3.5

5 13 10 15

Pycho-Mu System Civilian Package Civilian Package Civilian Package

Shiftex Modification Sierra Nueva Poseidon Mod Sony XB5000

3x normal cost 60000 23500

50% of normal 1d10+15 13.5

1.25x normal 44 17

ASP Conversion Complete GeneticMod Civilian Package

Tharkhold-Colt "Masada" Gaurdian

150000

1d10+40

95

Paramilitary Conversion Paramilitary Conversion Civilian Package Exotic Package Cyborg Tutor Package Civilian Package

Tharkhold-Colt VIP Bodyguarder Triton Package Unspoken Masterpiece Yale Tutor Package Zeiss Full Spectrum

100000 52000 85000 40000 11000

1d10+27 3 43 1d10+5.5 9

78 16 55 48 10

Bioroid Conversion

Alpha Artemis

45000 94500

1d10 25

28 61

Bioroid Conversion Bioroid Conversion

Chronos

105000

1d10+20

68

Bioroid Conversion

Diana

67500

18

43

Bioroid Conversion

Drylander

67500

25

43

Bioroid Conversion

Eros

67500

1d10+7

42

Bioroid Conversion

Februus

145000

1d10+23

88

Bioroid Conversion

Felicia

97500

1d10+22

63

Bioroid Conversion

Gaurdian Guardian Warrior

93000 111000

28 35

60 72

Bioroid Conversion Bioroid Conversion

Helat

55500

35

Bioroid Conversion

Ishtar Omega

75000 49500

1d10+15 1d10+2

43 31

Bioroid Conversion Bioroid Conversion

Orion

103500

1d10+20

67

Bioroid Conversion

Pandora Promethius

4500 19500

d10 d10+8

1 14

Bioroid Conversion Bioroid Conversion

Selkie

54000

d10+5

34

Bioroid Conversion

Sheen Siduri

115000 85500

1d10+22 1d10+13

63 48

Bioroid Conversion Bioroid Conversion

Void Dancer Praetorian Honeytrap

67500

1d10+15

43

Bioroid Conversion Bioroid Conversion Bioroid Conversion

MetaChemistry (D20) 1-3 Natural AT 3 4-5 Dogged (as the talent) 6 Shock Immunity (as the talent) 7-8 Loping Stride (as the talent) 9-10 Monovision (as the Cyberoptic option) 11 Thewed (as the talent)

20000

Chemical Mod

12-13 Ignore Wounds and Resilient (as the talents) 14-15 Danger Sense and Sixth sense (as the talents) 16-17 Regeneration, Greater (as the talents) 18 Way of the Hare and High Jumper (as the talents) 19 Adherent (as the talent) 20 Total Immunity (as the talent)

Specialty Chipware Adrenaline/Endorphin Surge Ambidexterity Chip Autoload Bakumatsu Chipmaster Tourist chip Business Trip Chip Alpha Business Trip Chip Beta Corporate Audio Recognition Chip Corporate Officer Visual Recognition 3600 1200 500 1800 1500 1500 2500 300 Chrome 1 Chrome 1 Blue Planet Pacific Rim Chrome 1 Chrome 1 Chrome 3 Chrome 1 Skill PROM Skill PROM Skill PROM DataPROM DataPROM DataPROM Skill PROM DataPROM

Courier Chip Maximum Lover Chip Military Audio Recognition Chip

600 2200 2500

Chrome 1 Chrome 1 Chrome 3

DataPROM Skill PROM Skill PROM

Military Visual Recognition

300

Chrome 1

DataPROM

Modus Operandi Chip

1200

Chrome 1

DataPROM

Police Visual Recognition Poser Impersonation Chip Rocker Audio Recognition Chip

2100 1100 2500

Chrome 1 Chrome 1 Chrome 3

DataPROM Skill PROM Skill PROM

Rocker Visual Recognition

300

Chrome 1

DataPROM

Secretarial Visual Recognition Space Chip Special Operative Chip Stress Chip Techie Audio Recognition Chip Techie Visual Recognition

300 2500 1700 6900 2500 300

Chrome 1 Chrome 1 Chrome 1 Chrome 1 Chrome 3 Chrome 1

DataPROM Skill PROM Skill PROM Skill PROM Skill PROM DataPROM

Think-Boom Chip Tourism Chip

100/ per signal 1500

Chrome 1

Aux Chip DataPROM

John Woo Chip

8000

Web

Skill PROM

2 John Woo 4U Chip

7000

Web

Skill PROM

Datafilter

7500

Web

DataPROM

Encephalon Modification

Encephalon

11500 Cost

1.5 CIRS 2 3 5 6 9 10 12

5 Talents 3 5 7 9 11 13 15

System # of Connections

200 750 1500 2250 3000 3750 4500

1 2 3 4 5 6 7

Math Sub Processor Unit

Math SPU Rating 1 Math SPU Rating 2 Math SPU Rating 3

200 500 1100

0.5 1 2

1 2 3

Moddy Creation Effect Raise Empathy or Presence Lower Empathy or Presence Raise Reason or Memory Lower Reason or Memory Raise Constitution or Agility Lower Constitution or Agility

Cost 200/pt Neg 100/pt 500/pt Neg 250/pt 400 Neg 200

Limit 3 3 3 3 1 1

Notes

Skill Resistance Fear Resistance Base cost for any skill or Data PROMs + Some important things to remember about Moddies: Each point of stat increase is counted as a program for maximum chip load. Attempting to load more than 1

100/ 5pts 100/ 5pts 500

20 20 N/A

Interrogat ion, Intimidati on, Seductio n, Duping

By installing a moddy, it is possible to increase your EMP and thus, you could handle more cybers. HOWEVER, if your moddy because of excessive cybers, your character immediately enters Cyberpsychosis and the character is turned over.

Effects Quickness and Agility +1. Compatible with boosted reflexes but not Crankcase, Increases Str and Quickness by 1 per level. Compatable with accelerated neurons, but not Crankcase or Boosted Reflex or Neomuscle Sonar Sense, Double Slit Pupils, Ultrasonic Hearing, Nictitating Membranes, Webbed Digits, May hold your breath for 1 hour. Life Support (major), Sonar Sense, Double Slit Pupils, Ultrasonic Hearing, Nictitating Membranes, Webbed Digits Power Equipment, A Electrical Crit in HTH, -10 Sci/Anal-Tech Small patch of skin gives off bioluminescent light equal to a glow stick. When exposed, can be seen by others up to 100 meters away. Usually put in a coverable location. Any cyber that replaces a human body part (cyber eyes, Cyberaudio, Cyberlimbs, etc.) can be made biomechanical. The cost is twice normal for the item, but the CIRS is the MINIMUM for such an item. This mod increases the Talent cost by 5 for each item. Also items that have variable effects based on tech level or number of options have half effect or number of options. Resist Interrogation at +5, +5 RR vs. poison, +1 SD Resist Interrogation at +10, +10 RR vs. poison, +2 SD Ignores the first round of stun inflicted in every combat round, Suffers only 1/2 of normal penalties from concussion hits or pain modifiers. 5% chest critical negation. You are at +15 to be detected by thermal or IR scans, and are at -5 to be diagnosed properly, even with medical scanners. Ignores the first round of stun inflicted in every combat round. Suffers only 1/4 of normal penalties from concussion hits or pain modifiers. Heal at twice normal rate. 10% chest critical negation. You are at +30 to be detected by thermal or IR scans, and are at -10 to be diagnosed properly, even with medical scanners. Quickness +1/ level. Non Combatable with Crankcase or Boostmaster 1 Hour To Change. 8 Patterns. +20 Stalk/Hide or +10 Fashion Ignores first 2 points from any bleeding wound, and reduces bleeding by 1/rd. Changes Eye Color to any in the Spectrum. Takes 1 Minute. 50% Critical Negation that effect the heart. AT 8. AT reduces by 1 every critical. Critical Hits must be repaired. 100 EL/Hit See clearly through air/water boundary. No water to surface attack penalty. Can 'see' underwater up to 200m, even pitch black conditions are not a problem, above or below water. -10 to normal sight, but allows you to spot (at +35) Disguised, Hidden, or invisible Elderbrood Creatures and their relative power (level). Cures Osteoporosis, 50% chance to negate any crit resulting in bone breakage. Doubles efficiency of person's metabolism. Needs only to eat 1/2 has much or half as often than normal Intuition +2 and Danger Sense as the talent. Enlongates the canines of patient, can be used to attack. Skeleton is more flexible and resistant to breakage. Nullifies any broken bone crit, -10 to all melee attacks. Immune to Frostbite, Cryofreezer. +20 RR, 1/2 damage and cold crits 2 lvls/lower, +20 arctic survival. Implants allow character to draw O2 from water. He must keep moving and have his mouth open to use them Qu and Con increase by +1.Compatable with M & B lace and Boosted Reflexes Operates normally up to 48 hours without water. Heals at twice Rate, increase lifespan by 25%, Reduces radiation criticals by 1 level, immune to cancer Con +1 Superb balance and co-ordination. No rolls are required for walking along narrow ropes, ledges, etc. Running does, however. Reduce distance from a fall by 3m. +20 on Zero G manuevers and all balance related rolls. Impede the body's ability to absorb alcohol. You must drink 10x as much to achieve normal effects Arrests aging process for 10 months Bite attack of 1 higher theshold, if a critical is inflicted, then 1 point of bleeding is inflicted. Must be extended to eat, but otherwise you look normal. If you have a fear attack, increase its level by 1.

Can reduce a character's metabolism to the minimum required for life. The character appears dead, and he will have a very distorted vision of what is going on (-100 on all awareness rolls), all in high speed. Will take twice as long to die from Wounds, will breath half as much air, etc. Requires a 3x SD roll to leave this state, and Minimum amount of time you can spend in Metabolic Deceleration is 1 minute. You may make a second 3x SD roll to act while your still in this state, but the awareness penalty remains until you come out of it, and you act at -40 in all other ways. Self Discipline +1. All influence rolls are at +10 Increases Str and Con by +1/lvl. Not compatible with Neomuscle. Provides Enhanced Hearing and Level Dampener Cyberaudio options. 3 Types. First one Gives +2 App, +5 Fashion. Each Additional Gives +1, +2.5 Grants UV, IR and Lolite Vision as the Cyberoptic Options Survival skills receive +20. grants +5 to Str, and reduces the pentalies caused by muscle wounds by 50%. Grants +3 to Str, and reduces the penatlies caused by muscle wounds by 25% Grants +8 to Str, and reduces the penatlies caused by muscle wounds by 75% Memory Bonus of +2 Quickness and Agility +1 Reduces Stun criticals by 2 levels and neuro criticals by 1 level. Acts as Greater ambidexterity talent. Allows the user to use +25% of their OB in attacks of opportunity, or for other out of turn attacks (granted from talents, items, or what have you, talents that allow out of turn attacks that have normal OBS, this either ignores any OB penalty or grants them up to 25% activity) and gives you 5% more action in your normal activity turn. Reason and Intuition Bonus of +2 Can dispense insulin to diabetics or mood drugs to depressed, if nulifies a flaw it must cost what the flaw cost. See special ability #1 p.49 See through dust, irritants, etc. Changes appearance characteristics.Can change all the characters attributes: Sex, apparent age, body type, hair and eye color, height, weightMay give up to +30 Appearance in five point increments.( its one change to go to 101 from 100 and another to go from 101 to 102 Grants Con bonus +2, 50% torso critical negation. -10 for medical rolls made on this person. Increases the body's ability to process O2. double exh points, and character can hold his breath twice as long as normal. Singing bonus of +15, +5 to Awareness Hearing, Allows ability to make interpersonal awareness roles on Cetaceans, Echolocation biomod costs one less humanity and 2 less talent points. Stat bonus of +1 or +5 (101) App. Fang or Ripper upgrade. Poison type chosen at implantation. Fangs now do Medium or Large threshold attacks. Detects a being with Psionic powers of any type, Counts as Darkvision when targeting Psionic beings only, Will even detect Psionic Spirits. 1 corruption point. Reduces bleeding by 1 per round. Regeneration (major) as the talent: regenerate 3 hits/rnd and regenerate other damage at half normal time. Implanting Data directly into the characters RNA allows character to gain up to his Empathy stat bonus is development points that may only be spent on languages, Biology, Math, Physics and Cultural lores. However, everytime you have this procedure done, there is a 5% chance (cumulative, so the second time it's 10%) that a problem occurs, and the character suffers a permanent -3 to his memory stat. Someone with this biomod can drink salt water, safely disposing of excess salt. The PC is immune to fire and napalm attacks by virtue of a second isothermic outer skin. Within minutes this skin sheds, leaving the PC stunned and Unable to parry for 1 round, but undamaged by the attack. A new second skin will regrow after a night's sleep. (once the skin sheds, you are vulnerable to heat attacks until the skin regrows.

Cyberweapon upgrade to Bioware Fangs. Fangs now has small front holes and mini hydraulic to allow user to spit acid. Skill developed as a special attack. Using Miniflamer stats with acid criticals. If used after a successful bite with critical, Treat victims AT as 1 and DB as 0, inflicting double damage. This can be used in conjunction with poison glands. Bladder is located at back of neck and must be refilled after 20 uses. For every 40 points of damage your bite inflicted, you gain a +1 to a physical stat as their liquified biomass is used to improve your own. This effect lasts for 25 hours. People knowing you have this biomod will react negatively (30 all interaction rolls). For every 20 points of damage your bite inflicted, you heal 1 hit as their liquified biomass is used to heal your own. People knowing you have this biomod will react negatively (-20 all interaction rolls). Love, Gullibility or Confusion, chosen at implantation.+10 Seduction (love) or +10 Duping (Gullibility) or all within 5m suffer -10 all skills based on Reason and -1 Init. (Confusion). Nasal filters or gasmask/environmental suit negates. Taste based awareness rolls and Detect Poison at +20 +20 DB and RR vs Cold based attacks. +40 to arctic Survival. You will sweat profusely in hot weather though. If you have 2 other Unspeak cybers, then this gives your fear attack a +1 level bonus. Grants +10 bonus to RR vs poison, bonus doubles every two tech levels after the first +6 Strength, -1 Quickness.. Compatable with all other Bioware. Person can milk nutrients out of almost any food. They may have to eat large amounts, but if the nutrients are there, the character will get them Swimming +5, Base rate in water increased by 10% Injects anticoagulants with each bite. Double bleeding on an A,B,or C criticals. Triple Bleeding on D and E criticals. Your choice of color, all of them very vivid, +10 to all sight based Awareness rolls. +5 to fashion. Completely replaces character's internal ears w/ cybernetic equivalents. Can be enhanced with options Can make calls, even to a satellite where coverage is available. Can send as well as receive If installed with the Vocal Plus Package, Can 'see' underwater up to 200m, even pitch black conditions are not a problem, above or below water. Can allow character to hear sounds up to 1km away under Optimal conditions. Grants a +20 Awareness roll involving sound Lowers harmfully loud noises. +20 RR vs. Sonic Attacks Allows Awareness Roll to detect hidden shooter, +10/shot fired. Can be used to break unknown encryption, this option will allow character to transmit and decipher any military messages that he is cleared for. Singing bonus of +15, +5 to Awareness Hearing, Allows ability to make interpersonal awareness roles on Cetaceans, Echolocation biomod costs one less humanity and 2 less talent points. If wired to the vocal plus option, bonuses increase by 5 points (to the stacked amount) Allows character to monitor and transmit radio waves up to 2km. Allows character to selectively filter what sounds they are hearing and which ones they don't. This effectively increases the bonus by other systems by 50% Effected Options are: Level Dampener, Lock Down, Voice Stress Analyzer, Enhanced Hearing Option Allows character to encrypt and decrypt any transmissions that his cyberaudio can receive. Encryption information must be set up ahead of time a small chip that can be attached to any cyberaudio with cell phone or radio option allowing the user to literally think a command which sends a signal to either set off a detonator or activate any remote control device. Up to 3 separate signals can be installed in one chip. Range is 100m normally, but up to 200m if there is no obstructions between signal and device. Allows character to hear well beyond his normal range of hearing, much like a dog, he can hear high-pitched whistles, bat sonar etc. Can process the level of stress in a person's voice, this gives +50 to all lie perception maneuvers.

Grants AT20 Contains all tools necessary to diagnose and repair an armored fighting vehicle. Makes it look completely biological, because externally it is. It takes a medical scan to realize that it is not real Covers with skin like covering that feels very real. Grants +20 to maneuvers involving throwing, and fine manipulation manuevers such as Molecultronic repair and surgery. Acts as AT18 A cyberfoot can have one option at tech level 16. The number of options doubles every tech level after 16 A cyberhand can have one option at tech level 16. The number of options doubles every tech level after 16 Cyberhand option. Small bite attack. +1 level to fear attacks. May be upgraded with any of the Fang or bite options. Double Jointed, +10 Contortions Grant an additional Impact Crit one level less with character strikes with fists Can lock its grip with vise-like strenght. This can be used to secure it to a cable or grip a weapon. Character receives +50 bonus to resist a disarm attempt This cutting and welding torch uses coherent light. It is small and attaches to a tool hand. It can produce either a beacon of light or a narrow beam, or anything in between. It attaches to a tool hand. Treat as adhesive talent, but only usable on metal structures. Comes in form of a tethered net. Developed as a Weapon-Missile/Thrown an attacks on large Grapple attack table. Whether or not successful the net can be reeled back in via tether. Option cannot be fully concealed. Replaces entire hand, and looks like a sphere when closed. Allows changing of Cyberhands as a 1 round activity. Detect a stalking opponent at +20, removes 20 pts blindness penalty. No plugs or cables required, magnetic Induction does the trick. This attachment contains everything needed to diagnose and repair a Starfighter. Gives +10 bonus to repair maneuver. This is a large and bulky attachment Gives a +10 bonus to help offset any field penalties. 10cm long, extremely flexible. The only option available for tentacle fingers is razor nails (must have 4 tentacle fingers for the razor nails to work. Fear attacks gain +1 level. +20 Contortions This allows th character to replace his hand with a variety of tools. Grants a +10 bonus any repair maneuvers made with these tools. Tool kits are based on the skill they wished to be used for, there is a -10 is applied to any skill other than one it is designed for. Acts as AT20 Makes the appendage to appear to be completely biological and will take a medical scan to determine that it is not real. Covers limb with skin-like covering, which feels and looks very real. A person with this option on both legs can jump with greater ease, add +30 to their jumping skill. Grants +20 bonus to maneuvers involving throwing and martial arts sweeps and throws. Fires a lightning Bolt using Blaster Rifle attack charts but doing electrical crits. Unless targets armor is grounded vs. electrical pulse, Foes armor if greater than 4 is treated as 4. If grounded, damage is halved and Crits are 2 levels lower. Cybernetics in hit location are knocked out for d6/2 rounds if not shielded. No other cyberarm options available. Acts as AT18 Quickness +8, MM at +20, MA attacks Damage +25%, Crankcase Included. Ask GM Ask GM Works just like Cytech custom cyber hands, but may be combined with them (these pivot 360 degree). Also gives +20 to Sweeps and Locking Holds per limb pair. If user has the Cytech hands, bonus is +30 for the arm pair Tentacles can telescope out to 1.5 meters. Upgrade grapple attack to large. Fear attack increases by 1 level.

Cyberleg option places a holster in the leg which ejects a concealed weapon at a mental command from the user. It can hold a pistol or small submachine gun or carbine. When installed in two legs, it grants a base running leap of three times normal and vertical leap of five times normal This acts as AT4 Fashion bonus of +20, +2 Appearance in conjunction with Apparent Biological. Adds shock absorbent padding to the cyberlegs and ankles. Character gains a +25 to stalking and +10 to ambush. Must be installed in both legs, it doubles the characters base pace. Triples Base Move. Does not stack with Speed Package. 8 Tentacles that are 70cm long, May work independently, but must use all of them together to have full strength and Agility, independently, they each have 10% of the stat. +40 contortions. Only options available are extending, sheath and razor nails (razor nails only cost 1 talent point with this arm) Medium Grapple attack, Fear attacks increase by 2 levels. Conceals your Tentacle arm so it looks normal, but can separate at a thought. Up to 2 tentacles can still work independently while the rest still look like an arm. Reduces CIRS by 1d10. Increases the mass of a cyberarm or cyberleg to increase the power of its melee attacks. Any damage done causes an additional unbalancing crit of two levels lower. Exremely well crafted and beautiful eyes. +3 Appearance (101 max), +5 Fashion, 5% chance that Emp and Moletuctronic attacks do not effect these systems. As Nictitating Membranes Allows user to tone down input to his visual sensors. It will also change automatically to sudden, painful light changes. Gains +10 to all visual Awareness rolls or other tests where visual data is crucial. 180 Degree normal, 225 degree peripheral, Sight Awareness +10, +1 Init. No flank bonus and only +10 from rear (all other Cybereye options are Half CIRS cost) If you have a fear attack, increase its level by 1. +15 to detect hidden or shielded cyberware. Unshielded is automatically detected. counts as a targeting system and Lazer Designator Opt Ask GM Image Enhancement and Image Magnification have no loss of Field of Vision. Both may be used at once. Allows owner to take digital pictures, they are later downloaded to computer or other system for processing, storage or printing. Eye can store 100 images and this doubles every tech level after 17 Allows owner to record digital video, which can be later downloaded to a computer or other system for processing, storage, or printing. The eye can store 10 minutes, this doubles every tech level after 17. DB +20 Melee, +10 vs. ranged attacks from an opponent whom you have observed for at least 3 rounds. Must be able to see the incoming attack AND the opponent as he fires. An upgrade to the Digital video option, this gives amazing detail images, +5 to all vidual awareness rolls, and in conjunction with the eyecrafters smartcam, can make true hologram images (holograms cut video capacity of eyes by 1/10th. Gives a +5 to all awareness manuevers, and an additional +5 when the object is in motion. -10 to normal sight, but allows you to spot (at +30) Disguised, Hidden, or invisible Elderbrood Creatures and their relative power (level).Option costs no CIRS and only 1 Talent point when bought for Bug Eyes. A 3-D camera upgrade to the Digital Video option, 3-D images halve the storage that the eye can carry. when turned on, it constantly moves in a pseudo-random path, covering a wide arc of vision. The rove-eye has chips which recognize hundreds of weapons and use patterns, programmed to alert the wearer and tag the suspicious images with a yellow overlay. Using a rove-eye gives a +15 find bonus when detecting ambushes, hidden weapons, or the like. This option is used to augment any visual data with computer enhancement. This allows for clearer, sharper images. Can be added to targeting system or used to enhance vision. This allows the eye to see in the Infrared spectrum.

Allows user to 'paint' a target with a laser so that other weapon systems can fire at the same target without direct line of sight. Note that most modern war machinery can detect such laser targeting and the forward observer becomes a very real threat. Halves any nighttime penalties, and this option is not burned out by lasers directed right into the eye. 180 Degree normal, 225 degree peripheral, Sight Awareness +10, +1 Init. No flank bonus and only +10 from rear (all other Cybereye options are Half CIRS cost) UV flash illuminates radioactive tracking devices and fluorescent Tracking powders. Not quite a cyberoptic: covers both eyes, autoshades comes standard, Eyes count as an armored location for critical purposes and are unaffected by tear gas, skin absorbed effects as usual. Extra cyberoptic options can be added at half CIRS cost but a maximum of 3 options can be added. -1d10 APP When attacked from flank there is no bonus. Attacks from rear grant only +10. Detects a being with Psionic powers of any type, Counts as Darkvision when targeting Psionic beings only, Will even detect Psionic Spirits. 1 corruption point. When used with the Readout Option, gives exact distance to target using a laser rangefinder. Allows data from all implanted systems to appear as a HUD in users vision, but out of the way of the users normal sight. Stores up to 20 different retina patterns, and takes but a 10% action to shift between them. When combined with a smartgun link, allows the smartgun link bonus. Feeds visual data to a high-speed nanoprocessor array that analyzes the environment for possible threats. The user gets a +15 bonus modifier to Sense Ambush, Locate Hidden, Detect Trap, Poison Perception, Scouting Awareness, Lookout awareness, concealed weapons and other hidden dangers. Taking this option gives you 1 corruption point immediately. Increases the bonuses of a Dodgeball option by 50% Grants +15 to notice electronic items, +10 to the Sci/Analytic Technical category and any use of the Mind into energy, Repairs or Interface psion lists (or psi-fire abilities that are of a similar nature) costs 1 less talent point if you already have CSI EM Eyes Converts infra-red light into the visible range. It gives a +15 bonus to awareness skills in a poorly lit environment, and to tracking in all circumstances Enhances discriminalion of patterns and color gradations, allowing the user to Locate Hidden or Camoflodged items and enemies. In welllit conditions, the user gets a +10 to awareness skills. This is an upgrade to the Heathhunter option. The Killseeker interfaces with any "smart" weapon or cybercontroled vehicle weapon system to give a +10 bonus modifier to ranged attacks. .A Killseeker gives a +5 bonus modifier to ranged attacks that do not use smart weapons. Works instead of (or in conjunction with) targeting system. add on to the IR option, helps negate the inherent weaknesses of IR. You can for example, see items that don't give off heat. Sight based awareness +10, counts as sense upgrade, -5 App (correctable with Nu-You Bodysculpting) Intimidation Bonus +5, 20 preprogrammed Images.

In addition to a +3 to Memory, this implant gives the user the Photographic Memory Talent and helps learning, 5 skills get a one class improvement, IE restricted to normal, normal to everyman, Everyman to Occupational, and occupational is then allowed to buy an additional rank at the same cost as the first rank, with the third rank costing as the normal second rank (2/7 becomes 2/2/7). Replaces a damaged organ of any type but brain. A very advanced crystal matrix computer that when linked to a team of 5 or more, all with Crank Case, turns the team into highly efficient killers. +5 Init, +10 OBs, +20 DBs, +20 to all awareness rolls. It makes sure the group has 360 degree vision, makes maximum use of cover, and suppresses enemies while team members are moving. This does not promote voluntary action, but it maximizes efficiency. Kill Teams Unite! This gives a bonus of +15 to all rolls where the sound of your voice is important, With practice, strange vocal effects can be made. Also can be used to amplify the sound of your voice Good for 5 years, 99% Effective

Combines many systems into one. Smartgun Link, Vehicle Link, Data Translator, Skill and Data Prom Jack and an interface plug. Only One of these systems can be used by a person at a time, so you would only be able to operate one smartlink at a time. The Corymbic plug can only be implanted in the head. The Data and Skill Prom can only handle 6 proms total, even if the user could handle more. Note this system wont let a person run more proms than they would normally be able to handle. 3 shields, Emp, molecutronic and detection: Bought for each system Gives a Bonus of +20 to all skills in the Athletic Group, And gives the user AT 5 with one level of critical reduction for torso hits. A hinge on the back of the ribcage makes for easy access (+10 for chest surgerys on this patient). Adds gills and a fluorine breather system, and reinforces the entire body for high pressure. Allows safe diving to 1000m. underwater, also gives a +20 in High G environments. This option comes wetwired. If this person already has Aquaform, Cost is only 4000 and then the CIRS is 4 and the Talent cost is 3 Can give up to one dose per day of any drug supplied. Navigation, Direction Sense +50, if GPS satellites are available. Zero-G and Balance Maneuvers at +10 Range of transmitter is 100m/mk# Range 25.6 km (at tech lvl 26) May hold your breath Twice as long All night, every night, they'll never know. +10 Seduction Doubles users Healing Rate The kidneys are rebuilt with the installation of a nephritic screen to improve filtraion and reclamation. Fine discrimination in the removal of waste products and the reclamation of useful materials allow you to better resist and recover from toxins and pathogenic agents. +1 Con, and Blood-borne pathogens attack the character at 5 levels lower. (minimum of 1). Gives a +5 per class to smell awareness rolls max bonus is class 8.(+40) Allows character to edit out scents so they can concentrate on specific sense,+5 to awareness rolls involving smells. This bonus stacks with those granted by Olfactory Enhancement Max bonus is equal to the Class of the Olfactory Enhancement, can work in conjunction with a TSE Bloodhound increases tactile Awareness and enhances agility based skills by 10 points when manipulating small or delicate objects. It can also be used purely for enjoying pleasant sensations Functionally invulnerable to inhaled poisons of all kinds Voice rendered unidentifiable, Cryptographic devices may counter basically, an implanted Scanner. Of one of the basic types. See Robotics Manual for details. Allows character to edit out tactile senses so they can concentrate on a specific one,+10 to awareness rolls involving touch. This bonus stacks with those granted by Tactile Enhancement. +10 to sense awareness, touch.@ tech level 26 +5 to taste awareness per class. Max class is 7 (+35) Adds 2 to the dice roll for any psionic roll (note this changes the actual rolled dice, not just act as a bonus. So, if you roll a 4 (Fumble) you actually roll a 6 (a non-fumble). tracks external and internal temperture. Displays to cybereye with readout option or some other display device. Acts as a Tiering Module, if used in conjunction with a Tiering Module, User gets +20 Placed near the Heart and monitors bloodstream for Nerve Toxin, if it is detected, it administers a dose of Amboathorphin. It will only release one dose per 12 hours. homes in on selected scents and suppresses background ones. It adds +15 to the tracking skill in any environment where tracking by scent is possible

A skinscan, NeuraSkin which is embedded with an intricate array of sensors and signal analyzers, which detects motions anywhere to the rear of the user within a range of 100 meters. LeDos grants a +15 bonus to awareness totals generated to detect motion to the rear of the character. LeDos sophisticated analyzers can tell whether a target is armed with cyberware or energy weapons, or when the target is going to initiate almost any kind of physical attack. Warning signals are the strong sensation of skin crawling. If the target has cyberware or energy weapons, the sensation of an itch is also produced. LeDos sensors work automatically. The gamemaster should record a characters LeDos find value and make a roll in an ambush situation, should the player fail to request one. identifies tastes by their components and routes them to the brain. It provides a +5 bonus to Awareness for tasting purposes only. Hold breath twice as long, +10% Exhaustion points. Allows you to record, and then use, another persons vocal pattern. It can store up to 2560 different voice patterns. Allows Cybernetics to survive to depths of 1000m. Also is treated to resist highly corrosive environments (+20 DB vs acid attacks to treated areas. Bought for each system. Gain a bonus to Quickness, Constitution and Strength and an equal penalty to Reason, Self Discipline and Empathy. The bonus is either +3, +5 or +8, and the bonus lasts for d10 minutes. If you enter combat in this condition, you immediately take hits equal to the bonus. Increases Crankcase and/or Hand/Eye by +1, higher cost for both. Bonus to Quickness of either +3, +5 or +8. This is the implant and connection costs, Choose your deck and pay for it and this surgery. A datajack encryption system that only permits input or output through a datajack with an encryption key. Popular among information couriers, this option denys the courier (or anyone else) access to his or her own headware memory space.

Bonus to Agility of either +3, +5 or +8 Allows interface cable to extend/contract from body, autonomously plugging into desired device. Besides being really cool, this reduces interfacing to 5% Activity. Move by Wires places the individual's body in a constant state of seizure which is then directed along a path determined by an embedded computer as commanded by the user. This allows for remarkably fast, fluid movements. +1 Quickness and Agility, incompatible with Crankcase, but will work with a Boost Master and accelerated Neurons. One round per day you can increase your initiative by 5, but you take 2d10 damage for doing so. Allows you to store information directly from other sources into an Internal Hard Drive. This allows for storage of 5 times the amount of storage that is allowed in the Cybereye or cyberaudio package that is listed at that TL. It can also hold additional raw sensory data, if it is linked to a sensory archive, but it will only Double that amount. If user would have been killed by a Hellhound program (or any of the hell programs), they may make an immediate second save. If sucessful you are concious and have taken only 1 hit per attack. Increases the intiative of a New Type by 1, Either Adds +10 to a New Types Tech Trade Vehicle category or the vehicle is considered to have an ASP Biolink. If the new type has 5 ranks in interface, he does not need to physically jack into the vehicle to gain the bonuses of a Vehicle Link, Biolink or ASP Targeting Array.

Exwires allow the user to load and use Data and Skill Proms Instantly upon installation and add their relative bonus (+1 - +3) to the number of skill and data proms a caracter can have at one time. (even if limited by a Corymbic Implant) Transfer of data over exwires is 5x faster than other interfaces (+2 initiative when netrunning). This Cyber halves the amount of psionic energy a Psi-Stalker needs to eat to survive. Some seem to think that this implant was originally designed to prolong the lifespans of Cainites and extend the amount of time Elderbrood can stay in this dimension. But who or why would anyone invent such a thing?

4 Digit number counter in Laser Tattoo form.

Protects as AT20 Protects as AT18 Acts like AT12 but feels like real skin, resistant to tears and punctures any damage taken is halved, but crits are unaffected

See Description See Description Allows user to attack targets without darkness penalties to 120 meters, and 1/2 normal penalties after that. Allows direct control over 2 Tau Drones (other drones could be slaved to this system) Allows you to fire a second weapon system at the same target as the primary weapon (this weapon fires as an Einstein weapon) Allows you to fire a second weapon system at a different target (this weapon fires as an Einstein weapon)

Added to bladed weapons, it adds 1 to the weapons damage threshold. If that would take the weapon over mk 5, then add a +2 critical mod instead.

Cyberarm Option. A concealed one shot .577 pistol in the wrist. (smprj mk 5) Super Ceramic, Diamond and Crysteel multilayer mesh adds a mk level to razor nails, and allow them to be used to parry a force blade for 1 attack without damage, a second parry will work, but will render the razor nails useless. (adding Dikote will allow the user to parry 2 times, with the third time rendering them useless,)

By sending 5 Mind Points, you can make a Mk1 Blaster attack, doing Neuto Criticals. For Every 3 additional PP you may increase the Mk by 1 up to mk 5. for every Mk over 5, you must spend 25 more MPs This option cost 1 less talent point if you have a rank in Mind into Energy Psion list or the Electrokinesis Psifire ability. Can be developed as a natural attack (IE everyman) or as a Brawl attack or as a developed one handed melee weapon. Threshold for melee attacks should be Mk 2.

Use of this is highly restricted. It grants a STR of 108 This is used in industrial work. It increases the character's STR to 102 Is used for intense work. They gain a STR of 105

Biomonitor,M/Blace +3, BstRefx+3, Hemoreplac, unnatural stamina talent, Combat Reflexes talent, Herb Injester talent, Drug Tolerence is everyman, Autotab applicator (10 doses of 10 tabs), Quickclot nodes and circulatory sphincters. Life Span is 5+d10 years As Hyperion Juicer, Except remove M/Blace, Hemeoreplac and BstReflex, add Crankcase+8 and Neomuscle Basic As Mega Juicer, but replace combat reflexes, dermal weave, and New Type 1 with New Type 7 As Prime Juicer, except replace autotab applicator,Drug tolerence everyman, quick clot nodes and circulatory sphincters with Eye of the Hawk, Acute hearing, acute smell, Danger sense talents and addiction/Fatal flaw. Lifespan is 6+D10 years As Juicer, but remove M/Bonelace, Hemoreplac, and BstReflex, Replace with Physiological Tailoring (Choice). Life Span is 32+d10 years. As above, but replace Combat Reflexes with Reflexive talent Unnatural stamina, Boosted Reflexes 3, M/Bonelace 3, Regeneration Greater, +15 Softtech Horn w/Flesh Harrowers and Softtech Chitin body 12 As Juicer, but replace M/Blace with Elite Neomuscle, Add Dermal Weave and NewType 1 talents Lifespan is now 2+d10 years, at timeout, detonate like a Mk2 Flamingo. If killed prior to timeout, Mk3 Flamingo. As Juicer, but replace combat reflexes with underground upraising and Physiological tailoring, AG. As Juicer, But replace Combat reflexes with Evasive Manuevering talent and Natural Pilot (SD) talents As Juicer, but replace combat reflexes with Psi-Stalker (or Psi-fire major and wild talent if psi-stalker is already possessed.) As Juicer, but replace Combat Reflexes with Giantism, lesser and +8 Strength talent. The MOM and its subsystems are considered one system for the purposes of Shielding, Wetwiring, Concealment, etc.

Adrenal Manuevering (Full) talent Athletic Group +15 Any five skills get +25 Combat Reflexes talent Danger Sense, as the talent Disguise +25 Unnatural Stamina talent (+100 Exhaustion points) Accelerated Mending talent, +10 RR bonus vs poison and disease Acute Smell Talent, Acute Hearing talent, Enhanced Vision talent Quickness bonus +5 Initiative +2, +10 RR bonus vs poison and disease, slow aging talent Initiative +2, +10 DB, +5 RR vs. Fear One of the Psi-fire kinetic abilities gains a +25 Archetype talent RR vs. Psionics at +35, but receipiant may never use psionics or psifire abilities. New Type level 2 talent Doubles either your psionic ranges, durations or targets (choose 1 per use) choice of 5 ranks in one of the following lists: Repairs, Interface or Mind Into Energy You may send and receive words and pictures within 6 meters, with another who has telepathy, up to 305 meters. Force Shield (Greater) talent

Dermal Weave, Con +2, Subdermal Shock Padding Cyber Audio Package, Cell Phone, Radio and Enhanced Hearing, Neural Interface, Military Cryptography, Lock Down, Level dampener, Voice Stress Analyzer, Think-Boom Chip Cyber Audio Package, Neural Interface, Military Cryptography, Lock Down, DataPROM jack, SkillPROM Processor, Reason +2 DataPROM jack, SkillPROM Processor, Reason +2, Tharkhold Exwires level 3 Cyber Audio Package, Neural Interface, Military Cryptography, Lock Down, Level Dampener Neural Interface, Interface Plug, Vehicle Link, Smartgun link, Data translator, Cybereye with Targeting. if you are from the ASP, you pay 2 less talent points or 2000 less elmonits. Acts as a Neural Interface, has 4 interface plug ports, DataProm and SkillProm ports, Data Translator, Cybermodem equal to Graves-Masada "Nazgul", +3 Reason, +2 Memory (when within 25km of "Home Computer system" these bonus' increase to +4 and +3 respectively, and user has access to whatever knowledge the computer has,) Pacemaker Coprocessor. Hardware and software add-ons for "Home Computer System" Costs 25,000. Intuition +2, Empathy +1, Reason +2, Presence -1, Self Discipline -1, Quickness -1, New Glands Intuition +3, Empathy +2, Reason +3, Presence -3, Self Discipline -3, Quickness -2 Archon (major), Psionic (true) or Psifire (Major) talent, Scope Skills (targets), Aura (greater) Only avaiable at character creation. Cybereyes x2, with low-light, Auto-shades Option, Class 4 Image Mag. Opt, Range Finder, Readout Option Cybereyes x2, with low-light, Auto-shades Option, Class 6 Image Mag. Opt, Range Finder, Readout Option, Thernographic

15 km transmitter range, Encrypted at will, allows perfectly silent communications to be sent and received. Does not require a Neural interface. Includes Neural Interface, Interface Plugs, Cyberoptic w/Targeting, Cyberarm and Cyberhand, Smartgun Link. Ignores penalty for firing at moving target or while moving, Allows the user to target and fire at a secondary target with a second weapon without the -20 penalty, and/or negates up to 20 points of OB penalties for not using the full amount of required firing action. Muscle/BoneLace 3, Boosted Reflexes 3, Biomonitor, Toxin Trap (+40), Nanooptical Rebuild, Decentralized Heart, Oxygen Filters, Knife Fighter, Twist the Knife and Dancing Blade Talents Cybereye x2, Image magnification 3, Low-light, Auto-Shades, IR, Thermographic, Cyber Audio Package, Sound Filter, Level Dampener, and Enhanced Hearing, Onboard Memory, Eye Crafters Smartcam, Digital Video, Dr. Spott Ultra HD Cybereye x2 with Digital Video Opt, Onboard Memory, Image magnification 3, Low-light, Auto-Shades, Thermographic, Cyber Audio Package, Sound Filter, Level Dampener, and Enhanced Hearing Webbed Digits, Gill Implants, Look like the animal you want Organ Composite, Physiological Tailoring (Con), Immunological Symbiote, Regeneration Accelerated Neurons, Adamantex Musculature 3, Organ Composite, Physiological Tailoring (Con) Subdermal Shock Padding, Zeiss-Nikkon Vat Grown Eyes, NanoOptical Rebuild, Nu Yu (4 upgrades),Boosted Reflexes Lvl 3, Accelerated Neurons Constitution +2, Quickness +3, Strength +1, Self Discipline +1, Presence -3, Reason +1, Empathy +1, Agility -2, Acute Hearting and smell, Infravision, Nightvision, Unique Looks (Minor) Natural Weapon (claws) As Pretty Killer, but add Advanced Cortical Implant Equivalent to an Exotic Full Body Conversion, this radical modification completely retrofits the human body to an aquatic environment, granting full underwater breathing capability and mobility. The Mariner is similar to the Triton package (with +40 Swimming), but incorporates the ability to withstand extremes of temperature and pressure that would kill a normal human (good down to nearly 1000 feet and near-zero temperatures). Gives the subject Gills and Hand Webbing and fuses the legs into a single muscular tail. +40% to base which is now your underwater movement only; on land, your Base Rate is reduced to a pitiful 20% of normal, and you must either crawl or move about in a wheelchair. +35 to your Swimming skill. Monovision with thermographic, low-light, Auto-shades Option, IR Option, Nuke'em, BelleView 20-20, CSI EM Eyes, Cyberoptic Interferometry, Digital Camera Opt, Digital Video Opt, Dr. Spott Ultra HD, Eagle Eye, ElderView, FFO Rove-eye, Eye Crafters Smartcam, Image Enh. Opt Class 10, Image Mag Class 10. Opt, Range Finder Opt, Readout and view plate for external viewer, Onboard Memory Life Support (major), Sonar Sense, Double Slit Pupils, Ultrasonic Hearing, Nictitating Membranes, Webbed Digits, +10 Weather watching, Immunological Symbiote Cybereye x2 with Digital camera, Image magnification 3, low-light, Auto-Shades, Digital Video Opt, Onboard Memory Cybereye x2 with Digital camera, Image magnification 2, Digital Video Opt,Onboard Memory Pick any modifications you want. Apply the modifiers. Cheap parts, even cheaper docs. Whats a tad more CIRS? Cybereye w/Readout option and targeting, Cyberaudio w/enhanced hearing option, Interface Jackx3, Dataprom Jack, Skill Prom Processor, Vehicle Interface, Smartgun link, data translator, Neural Interface, onboard Memory, Pacemaker Coprocessor, Techie Audio Recognition Chip, Techie Visual Recognition Chip,Military Audio Recognition Chip, Military Visual Recognition Chip Take 3 rolls on the Metachemistry table, stacking effects where possible. Neural Interface, Interface Plug, Data Prom Jack, Skill Prom Processor, Sensory Archive, Tharkhold Exwires Lvl 3

Neurocinetics, Unforgiving Steel Talent, Strike at the Heart Talent. Web of Death Talent,Mobility Talent, Whirlwind Attack Talent Attractive Talent, Dermal Weave, Con +2, Subdermal Shock Padding, Attractiveness boost to 100 if under 90, to 101 if under 95, and to 102 if 96+. Mr.Studd/Midnight Lady, Tactile Enhancement, DataPROM socket, SkillPROM Processor, Contraceptive implant, maximum lover chip, Moddy (particular sexual bent), Neural Interface, Interface plugs, Tough as Nails Talent, Streetfighter Talent, Ain't Got Time to Bleed Talent, Circulatory Sphincters, Quick Clot Nodes, Physilogical Tailoring,Take The Tap Attractive Talent, Attractiveness boost to 100 if under 90, to 101 if under 95, and to 102 if 96+. Mr.Studd/Midnight Lady, Tactile Enhancement, DataPROM socket, SkillPROM Processor, Contraceptive implant, maximum lover chip, Moddy (particular sexual bent), Neural Interface, Interface plugs Dermal Weave, Con +2, Subdermal Shock Padding, Tough as Nails Talent, Streetfighter Talent, Ain't Got Time to Bleed Talent, Circulatory Sphincters, Quick Clot Nodes, Physilogical Tailoring, Take The Tap Cyber Audio Package, Cell Phone, Radio and Enhanced Hearing, Sensory Archive, Sensory Plug, Neural Interface, Interface Jack, Cyberdeck and Data Translator, Cybereye with Readout. Attractiveness boost to 100 if under 90, to 101 if under 95, and to 102 if 96+. Mr.Studd/Midnight Lady, Tactile Enhancement, DataPROM socket, SkillPROM Processor, Contraceptive implant, maximum lover chip, Moddy (particular sexual bent), Neural Interface, Interface plugs Attractiveness boost to 100 if under 90, to 101 if under 96, and to 102 if 96+. Mr.Studd/Midnight Lady, Tactile Enhancement, DataPROM socket, SkillPROM Processor, Contraceptive implant, maximum lover chip, Moddy (particular sexual bent), Corymbic Implant & Plug, Cybereye with Targeting Use the power of you mind to save you some meat! All your devices are under your direct mental control, For every 5 CIRS this option saves your PP Dev progression is reduced by 1 (if this lowers your PP progression lower than 1, all systems fail) or you use one psifire slot. You must have at least 3 ranks in PP Development and 3 ranks in each of Interface and Mind Into Energy or at least 15 ranks in psifire abilities to use this.option. Cybereye x2, Onboard Memory, Eye Crafters Smartcam, Digital Video Cybereye x2 with Digital Video Opt, Onboard Memory, Low-light, Auto-Shades, Respiratory Filters, Toxin Monitor, Toxin Trap. Functional invulnerbility to airborne or injection based Biologocal or chemical poosons. In addition, exposure to nerve gas being instantly being given amboathorpin, This is a high technology brought to you by the people who made the cyber implant technology. Pick up to 50 points of cyber or bioware.and this is converted to high end genetic modifications. This can be bought multiple times, but each time you buy it, you MUST take 50 points of modifications. This is can be further modified by talents, etc. If you are from the ASP, this option costs 2 less Talent points or 10,000 less elmonits. Life Support (Sustance), Sonar Sense, Double Slit Pupils, Ultrasonic Hearing, Nictitating Membranes, Webbed Digits, CamoSkinn, Immunological Symbiote Cybereye x2 with Digital Video Opt, Onboard Memory, Image magnification 3, Cyber Audio Package, Sound Filter A Fusion of the D/Tek Cyber Targeting Network and the Tharkhold-Colt VIP Bodyguarder, This "Instant Expert" system was originally thought up in the Natanya Bodyguard School; Colt Sniper package (with Monovision instead of two cybereyes.) Tharkhold Heathhunter, HideHunter, Killseeker, EmVue, CSI EM Eyes, FFO Rove eye, Dodgeball, Targeting, Dangerscan,Neural interface, interface Jack x2, smartgun link, Move By Wire, Boost Master, Accelerated Neurons, John Woo Chip, 2 John Woo 4 U Chip. Colt Sniper package (with Monovision instead of two cybereyes.) Tharkhold Heathhunter, HideHunter, Killseeker, EmVue, CSI EM Eyes, FFO Rove eye, Dodgeball, Targeting, Dangerscan,Neural interface, interface Jack, smartgun link, Move By Wire, Boost Master, Accelerated Neurons Webbed Digits, Gill Implants Bug Eyesx2, Elderview, Tentacle Armx2 ,Tentacle Arm Sheathx2, Extending Tentacle Armsx2, Tenticle Fingersx4, Cybermaw x2, Therma Skin, Mandibles Biomechanical Cybers, PsyOcculm Reason +2, Memory +4, DataProm port, Cybermodem, Data Translator, Neural Interface and Interface Plugs. Sensory Archive, Holographic Projector In cyberarm, Pacemaker Coprocessor, +25 Education. Cybereye x2 with thermographic, low-light, Auto-shades Option, IR Option

Somewhere between a cyborg and a transhuman, these are biological Constructs, brought to you by the scientists and Computer Engineers of Aztech. Only a detailed Medical Scan will reveal their non human nature. If the Player also has the Mechalus talent, Reduce the talent cost by 2, to a minimum of 0. Careful eugenic improvements ensure an attractive, athletic, healthy individual. Medscanning may reveal minor mutations compared to the human norm, such as being born without an appendix. This is a simple Homo superior bioroid that parents or societies might select for their children. Slow Aging Talent, Aspect of Tree Talent, Attractive Talent, Survivor Spirit Talent A combat as soldiersthe Diana, as above but add Str +2, and counterinsurgency Combat Reflexes, parahumans Designed version of for unsupported, long-range patrol Agility +1, Intuition +1, operations, these are lean and muscular, with canine muzzles and sharp teeth, but with large mouse-like ears and eyes. Their bodies are covered with short grey fur. They are transgenic hybrids with human, canine, rodent, and shark genes. They possess modified stomachs so they can live off the land, and bone marrow and adrenal gland upgrades to improve emergency response and health. They are optimized for tracking and spotting the enemy. They can rapidly respond to For the most part the Diana bioroid is a typical superior type, similar to the Alpha. However, Dianic 'roids cannot become pregnant unless they wish to and they cannot bear male children. Male fetuses are spontaneously aborted by an autoimmune reaction by the time they reach the hundred-cell stage. Meanwhile, the brain and hormonal mechanisms responsible for gender identity have been subtly modified, giving them a strong predisposition toward homosexuality. Not all Diana upgrades are lesbians, but most of them are at least bisexual, and fully heterosexual examples are rare. Con +1, +1 Reason, Slow Aging Talent, Aspect of Tree Talent, Attractive Talent, Survivor Spirit Talent,comfortably in arid regions, tending wilderness preserves or assisting in Drylander bioroids are designed to live Athletic Talent. desert reclamation projects, or colonizing desert planets. They appear nearly human from a distance, but have a number of transgenic features that become apparent up close. The types metabolism has been altered to conserve water and deal with wind-blown dust. The large, catlike eyes have been radically modified, giving them keen night vision and protecting them with a nictitating membrane. As a result, Drylanders can function quite well in the cool desert night, and many of them prefer a nocturnal existence. They also find good positions as scouts and recon personnel, or even as soldiers in these specialized climates. Night Vision Talent, Ileological Siphon, Freeze-ban Bioconstruct, A high-end pleasure bioroid with an inhumanly perfect body, plus brain, glandular, joint, physical, and bacteriological modifications to ensure it is always eager, playful, healthy, and disease-free. Grown as a professional courtesan or a rich persons living toy, the Eros can also be the basis for a devastating Mata Hari spy. Con +1, Str -1, Attractive Talent, Dangerious Beauty Talent, Survivor Spirit Talent, Goldenby hazardous materials. They might The Februus is designed to function in environments heavily contaminated Throat Talent, Love Tailored be designed as hazmat workers, colonists for polluted regions, or to inherit the earth after a global holocaust. They possess modified lungs that filter out toxins, and are almost immune to poisons, although corrosives and certain bioactive chemicals can still damage them. Their cells are designed to be resistant to mutation, and to rapidly repair themselves. They can enter hazardous areas with minimal protective equipment, sensing directly what toxins are present in the area. The Februus are not conventionally attractive; they have hairless, bright orange or lemonyellow leathery skin, with thick muscles around the mouth and nose. Con +2, Acute Smell and Taste, Survivor Spirit, Survivor Talent, JuroJin's Blessing Talent, Pain Resistant (greater), Regeneration, Greater, Nictitating

This expensive design resembles a lithe, anthropomorphic cat. It is built for superhuman grace, speed and reflexes, and also possesses upgraded sensory abilities. Felicias are usually employed at jobs that might demand a quick burst of activity rather than strength and staying power. They are also physically attractive, making them in vogue as athletics or aerobics instructors, dancers, personal pilots, chauffeurs, bodyguards, or even bodyguard/ courtesans. Military and police forces may also employ the Felicia as aerospace pilots or hostage rescue troopers. Theres an unintended glitch in the Felicia: after triggering an emergency-overdrive response (150% activity for d4 rounds, useable up to 10 times per day), glandular imbalances sometimes result in mood swings and heightened appetites. This Aftermath effect occurs after the emergency ends, and lasts five times longer than the overdrive was in use (but at least 10 minutes).Agility +3, Con +1, Strength -1. Quickness +3, Acute Hearing, Acute Taste and Smell, Attractive from Platos Republic) are engineered forRazor Nails, Survivor Spirit, Lithe, MidThe Guardians (the name comes talent, Night Vision Talent, Sharp Tooth, two major improvements. The first is natural durability. Guardians are slightly faster and more robust than unmodified humans, with cardiovascular modifications to make them fit and tough. The second is mastery of other human beings. Their mental balance is designed for personal pride and a willingness to command others. Physically attractive, with pleasant voices, they are engaging from a distance or over a telecom channel. In person, they are magnetic, the result of glands releasing dominance and sexual pheromones. These glands do not become functional until after puberty, but they are under the Guardians conscious control. Con +2, Agl +2, Reason +2, Slow Aging Talent, Aspect of Tree Talent, Attractive Talent, Survivor Spirit Talent, Athletic Talent. Combat Reflexes Talent, Love and Gullibility Tailored Combat Upgrade to the Gaurdian, Add Strength +1,Boosted Reflexes Level 3 This non-aggressive genotype is the result of deliberate gengineering to produce a tractable variant race. Helot parahumans have been eugeneered to weed out genetic defects and vulnerability to disease, and are fully as intelligent as ordinary humans. However, subtle neurological and glandular modifications have bred rebellious, impulsive and aggressive genes out of the genome and they are very good at following orders. An unintended defect was some reduction in natural curiosity. Sometimes called Social Man, the Helot genetic templates supporters claim that the upgrade makes human beings more suitable for a crowded urban civilization, reducing aggressive and selfish impulses without curtailing overall intelligence. Detractors point out that these traits are exactly what a would-be ruling elite would desire, making the human population more docile and tractable. Totalitarian governments have used the Helot genotype in an attempt to prevent popular uprisings. Elsewhere Helots are few, since the genotype is unpopular among parents who have a choice of genetic template for their children.Con+2. Survivor Spirit Talent, Survivor to the desires of parents and creche-groups who want a child The Ishtar genetic upgrade is intended to cater Talent optimized for professions such as vid star, dancer, pop singer, model and so on. Designers selected a light, elfin build and a facial bone structure that computer-simulations indicated would produce distinctive but highly attractive looks. An extra feature was an augmented liver. They also deliberately modified the neurochemistry with sequences believed to enhance ego and competitiveness. Some believe they went a bit too far . . .Strength +1, Agility +1, Con +1, Attractive Talent, Survivor Spirit Talent, Artistic Talent, Carouser Talent, Overconfident Flaw An enhanced version of the Alpha, designed to be both beautiful and intelligent +1 Reason, Slow Aging Talent, Aspect of Tree Talent, Attractive Talent, Survivor Spirit Talent These bioroid upgrades were eugeneered with slight metabolic and glandular modifications designed to burn away excess fat, enhance physical performance, and optimize their crisis response. They are good supersoldier candidates, but might be created by anyone who wants a highly athletic variant race. Strength +1, Agility +1, Con +1, Attractive Talent, Morale talent, Athletic Talent, Pain Resistant (major), Attention to detail, Combat Reflexes

Instead of just gengineering a smarter human, the goal of the Pandoras designers was to create a faster-thinking one. The resulting Pandora genetic upgrades look identical to normal humans, but their brains have been neurologically modified to improve information flow between neurons, permitting faster thought. Unfortunately, the interface with the speech centers of the brain was not as smooth as intended: they dont actually stutter, but they do find it hard to slow their words down when talking to normal people, so the effect is about the same. The Pandoras were also not as robust as hoped. Despite their flaws, the Pandoras are popular general purpose Homo superior bioroid upgrades, likely to find jobs in many different fields, especially where complex snap decisions are required, such as surgery, piloting or even battle management. Reason +2, Intuition +3, Con -1, Time Sense. Stutter Flaw Pandora Upgrade, as above, but remove -1 con and Stutter flaw. A sea-adapted bioroid. Although modified for a semi-aquatic lifestyle, they must still breathe air. They store oxygen in the myoglobin of their muscles, much like cetacean animals. They have smooth gray, mottled, or black skin and webbed fingers and toes. Aquaform (Diver), Survivor Spirit Talent, Freeze-ban Bioconstruct, Combat Reflexes And they say there are no mad scientists amoung the computer enginners. Upon finding termporary access to Old Earth Databanks, the Cengineers found anchient earths desire to fuse man and Tiger "I have the Blood of Adonis, and Tiger DNA", "Sorry Roger, you tiger now!" "Holy Shit, hes not kidding, there's a tiger in the bathroom!" They decided that since Aztech gave them self awareness, it was there duty to give the humans of Aztech their greatest desire. The end result? An attractive human with superb agility and quickness and the self serving attitude of a tiger. Acute Hearing, Acute Taste and Smell, Attractive talent, Night Vision Talent, Sharp Tooth, Razor Nails, Survivor Spirit, Lithe, Mid-Air Maneuvers, Agility +3, Con +1, Strength -1. Presence +2, Quickness +3, Empathy -2 An upgrade on the Ishtar, add Slow Aging Talent and Aspect of Tree Talent, Designed as zero-G construction workers, space crew and belt miners, the slender Void Dancers have been extensively adapted to the space environment. Radical dermal and internal modifications adapt them to survive pressure changes and hard vacuum, and they can function without air by storing an hours worth of oxygen in a modified liver. Brain and inner ear modifications modify the Void Dancers for life without verticals, while cardiovascular and glandular tinkering optimize the metabolism for low or no gravity (and incidentally extend lifespan). Dexterous prehensile toes give them a useful pair of additional arms in zero-G. Unfortunately, the gengineers goals outstripped their capabilities, leading to genetic defects that left this particular model with less resistance to bacteria. In sterile space habitats, among other Void Dancers this isnt a problem but it restricts their ability to interact with normal humans. Slow Aging Talent, Aspect of Tree Talent, ignores 2 levels of radiation or Vacuum criticals, Can survive in Vacuum of space for up to hour without an environmental suit before taking any damage. Freeze-ban Bioconstruct, feet modifications and prehensile toes give the user 2 additional hands. Regeneration, Greater talent. -30 RR vs Disease.

A little known (and not particularly well understood) treatment of mutagenic chemical regimen that has unpredictable effects. This is often thought of as a precursor to Juicer conversion, but nothing could be further from the truth. When you choose this option, you pay the talent or elmonit cost and roll a dice to see what effect it has on you.

Allows user to ignore pain and exhaustion penalties for up to 24 hours. After that point (or if the chip is removed) user must rest for 2 hours for every hour these penalties were held off. Allows user to have ambidexterity, minor talent Ammo Awareness +15, Reduces Reloading requirements by 5% Language 8 ranks, +5 appropriate culture lore. Available for Thaan and Tokagawan Local Culture +10, Trading Lore +10, 5 Language Ranks Local Culture +10, Fashion +10, 5 Language Ranks Requires cyberaudio w/audio enhancements.or acute hearing talent. Allows recognition and identification of corporate jingles and voice print of key personnel at +20. Only available to corporate employees. User must have a cybereye with readout to use, Allows for +30 for Identifying corporate officers, documents, operations and limited biographies on top personnel. Installs memory directly into the chipped persons subconcience along with a 10 digit alphanumeric code. When that code is told to the courier, he immediately recites the information verbally. He will be in a trance-like state when he does this and will be unable to remember any of the data. Seduction +20 and Kama Sutra Database Requires cyberaudio w/audio enhancements.or acute hearing talent. Allows recognition and identification of caliber and type of weapon and military vehicles in motion at +20. User must have a cybereye with readout to use, Allows for +30 for Identifying Uniform and Unit recognition, weapon/vehicle specs from Silhouettes, chips should be replaced annually. Chips older than 2 years can be bought for half cost. Personality fragment of wanted personality on a chip. Every day user is tracking personality, he may ask the GM a number of Yes/No type questions equal to his IN modifier. The first time the chip is used, user must make a RE/SD/EM roll over 100 or become overpowered of the personality. Player must roleplay it OR become an NPC until the Chip is removed or the player receives therapy (gets a reroll at +20). User must have a cybereye with readout to use, Allows for +30 for Identifying criminals, licences, Auto Tag Hot Sheets, APB's Etc. Daily crime sitreps, felony records (misdemeoners would require a different chip). Lifetime Daily updates included in price, updates available by interface plugs or by 30min chip reformat at a local Vegapol precinct. Acting +20, Mimicy +10 for acting like a specific celebrity Requires cyberaudio w/audio enhancements.or acute hearing talent. Allows recognition and identification of Instruments, songs, or ID of singers by their voice at +20. User must have a cybereye with readout to use, Allows for +30 for Identifying Instruments, recognize songs if interfaced with cyberaudio, May display sheet music on Cyberoptic, Music Company execs and talent scouts if their images are in the database. Updates available every year (50 EL) via interface plugs or Rockerboy magazine offices.

User must have a cybereye with readout to use, Allows for +30 for Identifying full reference files for employer's clients, contacts and associates. Files faces, cross references names, birthdays, personal data, previous appointments and letters on file if Digital Camara opt is also possessed. 100,000 contact number file. Alien Environment Zero-G +20, Spacer culture Lore +10 Local Region Lore +10, 5 Language Ranks, and then your choice of Survival +10, Culture Lore +10, Law +10 or Military Organization +10 Biofeedback keeps you calm and serene. +10 RR vs Fear, +5 on skills that use Presence (also helps with headaches and Migraines) Requires cyberaudio w/audio enhancements.or acute hearing talent. +20 to identify devices by their sound and diagnose their malfunctions based on the sounds they make. User must have a cybereye with readout to use, Allows for +30 for Identifying Circuits, parts, tools, manufacturers, serial #s, Etc. a small chip that can be attached to any interface plug allowing the user to literally think a command which sends a signal to either set off a detonator or activate any remote control device. Up to 3 separate signals can be installed in one chip. Range is 100m normally, but up to 200m if there is no obstructions between signal and device Local Culture +10, Local History +10, 5 Language Ranks Allows you to use (assuming you have at least two separate interface plugs, a targeting eye and a smartgun link) to use 2 smartlinked weapons simultaneously, giving each hand a +10 bonus (instead of the normal +25) if you use both hands to shoot at the same target, the bonus increases to +15 each. If you have a tied in hand eye coordinator, the bonus is likewise divided. This chip can be added directly to a D/Tek Cyber Targeting Network without a DataPROM and SkillProm system. You do not suffer penalties for moving when firing a weapon with a weapon in your primary hand. If you have both of the John Woo Chips running, you suffer only half move penalties on the off hand. Like the John Woo Chip, it may be added to D/Tek Cyber Targeting Network without a DataPROM and SkillProm system. In which case its only effect is to give you the full smartgun bonus to both smartguns. When activated, the datafilter blocks the flow of information from short to long-term memory. The user cannot later recall or rmember anything athat happened while the data filter was active. A common implant among confidential secretaries and aides, such employees are fitted with a data filter that can be remotely activated. While active, the user is distracted and cannot remember anything for more than a few minutes. This chip remains dormant until the included remote control is activated.

An encephalon can handle a number of simultaneous tasks equal to its rating +1. Therefore, a Level 1 Encephalon allows the user to accomplish two tasks simultaneously, while the much more powerful Level 2 Encephalon allows the user to split his attention between three tasks. A seperate input is needed for each task. The encephalon's built in connection to the brain givs it one input that allows control of the body, each interface jack routed to the encephalon provides another connection allowing simultaneous control of a device. There is no limit to the number of datajacks or devices that can be connected via router to the encephalon but the encephalon can still only use a number of links equal to it's rating +1. I.E. if you have four datajacks connected to a Rating 1 Encephalon you can at most use two of them at a time. One complex task induces no penalty to a skill, but a -1 to your initiative, two complex tasks puts both activities at 40 with an initiative penalty of -3 and three complex activities puts all activities at -80 and -5 to initative.

Reduces the encephalon initiative penalty by 1. Reduces the encephalon penalty for two complex tasks puts both activities at -30 with an initiative penalty of -2 Reduces the encephalon penalty for two complex tasks puts both activities at -30 with an initiative penalty of -2, the penalty of three complex tasks puts all three activities at -60 with an initiative penalty of -4

e more cybers. HOWEVER, if your moddy fails for any reason, and your EMP mod becomes negative d the character is turned over.

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Name Audio Discs Holocamera Hologlass Holoviewer Memory disk viewer Memory disks Memory recorder recorder (audio) viewer with enchance Data Spike

Cost Weight Book Description 2 0.08 Main 50 0.5 Main 15 0.1 Main 30 1 Main 70 1 Main 20 0.05 Main 120 1.5 Main 40 0.2 Main 150 1.5 Main 4 0.01 Blue Planet 1 terabyte storage on a DNA strand

storage on a DNA strand

Name

Cost
50 20 1750 150 900 650

Weight
1 0.1 0.12 1 2 5

Book
Serenity blueplanet blueplanet Serenity Chrome 1 star frontiers

Conversion Bonus per point upgrade


N/A 10 20 2 40 N/A N/A 5 2 5 1 N/A

"Sticky Scrapper's Gel


Binex Breeching Gel ChemPlast Detcord

Explosives Field Kit

Blast Foam
Fusion Blocks M-999A2 Ajax Bomb NE K-Hex Plastique

300 2000 1300 40

15 0.1 6 0.5

Ultratech Rifts Triax Starship Troopers Naruni

N/A 1 N/A 1

N/A 10 N/A 10

QDF Commando Watch Solvaway


Tornadium D19

130 10 50 5

0.1 0.1 1 0.1

Merc Ops star frontiers star frontiers star frontiers

N/A N/A 2 N/A

N/A N/A 10 N/A

Variable timer/radio detonator

Minesweeper

250/Mk

.5/mk

Infinity

N/A

N/A

Preformed Concealed Explosives

Last Read Book Beer Bottle

1000 100

0.75 0.33

Runners Guide Runners Guide

N/A N/A

N/A N/A

Compact Disk Credstick

500 50

0.02 0.01

Runners Guide Runners Guide Runners Guide Runners Guide Runners Guide Runners Guide

N/A N/A

N/A N/A

Dataplug Jack Dice Doormat Flowers

50 25 1000 45

0.04 0.01 2.5 0.03

N/A N/A N/A N/A

N/A N/A N/A N/A

Grizwald Pocket Communicator Soda Bottle Wine Bottle

0.01 250 200 150 0.25 1.5 0.75

Serenity Runners Guide Runners Guide Runners Guide

N/A N/A N/A N/A

N/A N/A N/A N/A

Grenades
Anti-laser Aerosol 16/mk .1k/mk Main N/A N/A

Bacta Bobcat TW Casket of Flensing TW Orb of Dispair

85/mk 50

.2k/mk 0.2

Star Wars Companion1

N/A N/A

N/A N/A

750 1000

1 0.6

Dark Eldar Dark Eldar

N/A N/A

N/A N/A

TW Archangel of Pain TW Crucible of Malediction

1250

0.7

Dark Eldar

N/A

N/A

900

0.7

Dark Eldar

N/A

N/A

TW Dark Gate TW Shattershard

Chemical

1350 1400 See cost of chemical per mk #

0.7 0.5

Dark Eldar Dark Eldar

N/A N/A

N/A N/A

.1/mark

N/A

N/A

N/A

Comet Concussion Cryonic

CS Fumigator

47/mk 10/mk 15/mk 10x See cost of chemical per mk #

.1k/mk .1k/mk .1k/mk

Zocolo Main N/A

N/A N/A N/A

N/A N/A N/A

.3/mk

Rifter 18

N/A

N/A

Deployable Repeater Dissolver Flamingo Flare

50/mk 32/mk 350 15/mk

.2/Mk .1k/mk 0.5 .1k/mk

Infinity N/A Companion1 alien art

N/A N/A N/A N/A

N/A N/A N/A N/A

Flash

8/mk

.1k/mk

compan 2

N/A

N/A

Flash Bang Flicker Fuel Air General Purpose Grizzly Bear Grizzly Cub

16/mk 55/mk 15/mk 10/mk 60 60

.2k/mk .1k/mk .1k/mk .1k/mk 0.5 0.5

compan 2 Minbari Fed cyberspace Main Companion1 Companion1

N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A

Haywire

350

0.75

Dark Eldar

N/A

N/A

Hell Twister Implosion Incendiary Jenflash Kittani Gill Clog Krak Grenade KrazyKoala M-290 Flechette

50/mk 65/mk 20/mk 35/mk 40/mk 55 16/mk 25

.1k/mk .2/mk 1/mk .1k/mk .1k/mk 0.5 .4/mk 1

Alien art Dark Eldar compan 2 Minbari Fed rifts-undersea 40K Infinity Starship Troopers

N/A N/A N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A N/A N/A

M-295 Bugshot M-902F Special Frag M-908PG Magnetic Pulse

45 12/mk 350 15/mk

1 .15/mk 1 .1k/mk

Starship Troopers Starship Troopers Starship Troopers compan 2

N/A N/A N/A N/A

N/A N/A N/A N/A

Melt Down Monoscythe Nano-devourer Necrotoxin NE K-Hex

8/mk 30/mk 50/mk 75/mk 20/mk

.2k/mk .2/mk .1k/mk .2/mk .1k/mk

compan 2 Dark Eldar N/A Dark Eldar Naruni Wave 2

N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A

Ninja Smoke pellets

10

0.05

Solo

N/A

N/A

Paralysis Aersol (Usually Mk 6-10) Phantasm Photon Plasma TW Psyk-out

16/mk 30/mk 48/mk 30/mk 70

.1k/mk .1/mk .2k/mk .1k/mk .1k/mk

compan 2 Dark Eldar Tau Main Grey Knights

N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A

Scramble Shard Shatter Shatterfield Shrapnel Sledgehammer

25/mk 45/mk 400 75/mk 10/mk 40

.1k/mk .1k/mk 1 .2/mk .1k/mk 0.2

alien art Minbari Fed farscape Dark Eldar Main Companion1

N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A

Sleep Aerosol (Usually mark 6-10)

16/mk

.1k/mk

compan 2

N/A

N/A

Smoke

4/mk

.1k/mk

Main

N/A

N/A

Sonic Screamer

32/mk

.1k/mk

compan 2

N/A

N/A

Sonic Stun

32/mk

.1k/mk

compan 2

N/A

N/A

Stun Aerosol (Usually mark 6-10)

16/mk

.1k/mk

compan 2

N/A

N/A

Tangle

8/mk

.1k/mk

compan 2

N/A

N/A

Tear Aerosol (Usually mark 6-10)

TW Blight Grenade TW Magefire Acid TW Magefire Beehive TW Magefire Darkness TW Magefire Doorbuster TW Magefire Explosive TW Magefire Flare TW Magefire Flashfire TW Magefire Flying Explosive Disk

16/mk Double cost of chemical per mk# 500 600 500 100

.1k/mk

compan 2

N/A

N/A

.2k/mk 0.23 0.23 0.23 0.23

Chaos Merc Ops Merc Ops Merc Ops Merc Ops

N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A

300 100 70 200

0.23 0.23 0.23 0.23

Merc Ops Merc Ops Merc Ops Merc Ops

N/A N/A N/A N/A

N/A N/A N/A N/A

TW Magefire Nexus

2000

0.23

Merc Ops

N/A

N/A

TW Magefire SeekerBat TW Magefire Sleep

350 350

0.23 0.23

Merc Ops Merc Ops

N/A N/A

N/A N/A

TW Magefire Void Venom Vomit & Tear (Usually mark 6-10)

1000 50/mk 32/mk

0.23 .1k/mk .1k/mk

Merc Ops Minbari Fed compan 2

N/A N/A N/A

N/A N/A N/A

Vomit Aerosol (Usually mark 6-10) Zero-V

16/mk 8/mk

.1k/mk 0.11

compan 2 Infinity

N/A N/A

N/A N/A

TW Stormspire Elemental Fury

100/mk

Dyfel

N/A

N/A

TW Stormspire Hell's Fury Missile Standard Unguided Standard Guided Tau Seeker Warhead AMV Anti-laser Aerosol Anti-Mine Bobcat Burner Guided Burner Unguided

200/mk

Dyfel

N/A

N/A

10/mk 20/mk 200

.2k/mk .2k/mk 8

Main Main Tau

N/A N/A N/A

N/A N/A N/A

40/mk 16/mk 450 100 100 70

3 3 2.2 3 3 3

alien art Main Merc Ops Companion1 Companion1 Companion1

N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A

Chemical Comet Concussion Warhead Cryonic Dissolver Flamingo Flare

See cost of chemical x Mk 47/mk 10/mk 15/mk 32/mk 700 15/mk

3 3 3 3 3 3 3

N/A Zocolo cyberspace N/A N/A Companion1 alien art

N/A N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A N/A

Flash

8/mk

compan 2

N/A

N/A

Flash Bang Flicker Fuel air Warhead General Purpose Grizzly Bear Grizzly Cub

16/mk 55/mk 15/mk 10/mk 120 120

3 3 3 3 2 2

compan 2 Minbari Fed cyberspace Main Companion1 Companion1

N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A

Hell Twister Incendiary Jenflash Kittani Gill Clog KrazyKoala M-714A2 Firecracker HE M-766A1 Holepunch HEAP M-780A5 Birdbolt M-908PW M918 Scatter Bomb M-997 Firestorm M998A1 Atomic Pee Wee

50/mk 20/mk 35/mk 40/mk 32/mk 390 400 125 650 475 750 950

3 3 3 3 .4/mk 6 6 2 2 4 4 5

Alien art compan 2 Minbari Fed rifts-undersea Infinity Starship Troopers Starship Troopers Starship Troopers Starship Troopers Starship Troopers Starship Troopers Starship Troopers

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Magnetic Pulse Nano-devourer

15/mk 50/mk

3 3

compan 2 N/A

N/A N/A

N/A N/A

Paralysis Payload Guided Payload Unguided Photon Plasma

16/mk 95 65 48/mk 30/mk

3 3 3 .2k/mk 3

compan 2 Companion1 Companion1 Tau Main

N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A

Scramble Shard Shatter Shrapnel Sledgehammer

25/mk 45/mk 400 10/mk 80

3 3 1 3 2

alien art Minbari Fed farscape Main Companion1

N/A N/A N/A N/A N/A

N/A N/A N/A N/A N/A

Sleep Aerosol

16/mk

compan 2

N/A

N/A

Smoke

4/mk

Main

N/A

N/A

Sonic Screamer

32/mk

compan 2

N/A

N/A

Sonic Stun

32/mk

compan 2

N/A

N/A

Stun Aerosol

16/mk

compan 2

N/A

N/A

Tangle

8/mk

compan 2

N/A

N/A

Tear Aerosol Venom Vomit & Tear Aerosol

16/mk 50/mk 32/mk

3 3 3

compan 2 Minbari Fed compan 2

N/A N/A N/A

N/A N/A N/A

Vomit Aerosol

16/mk

compan 2

N/A

N/A

TW Stormspire Elemental Fury

100/mk

Dyfel

N/A

N/A

TW Stormspire Hell's Fury Grenade and Warhead Options "Bot-Killer" Aerodynamic Burst Round Delayed Effect Extended Duration Extended Effect Limpet Low-tech Mercury (Frag only) Microgrenades Minigrenades Scatter Skin Absorbed Smart Grenades Contact Smart Grenades Delayed Proximity

200/mk

Dyfel

N/A

N/A

x1.5 N/A x.5 x2 Mark +1 x5 x5 x.5 1.6x mark 2 Mark +1 x3.5 x3 mark +2 mark +2

N/A N/A N/A N/A N/A N/A N/A N/A 1.1x N/A N/A N/A N/A N/A N/A

MercTown compan 2 compan 2 compan 2 compan 2 compan 2 compan 2 compan 2 Future Weapons compan 2 compan 2 Runners Book compan 2 compan 2 compan 2

Smart Grenades Delayed Remote Smart Grenades Proximity

mark +2 mark +2

N/A N/A N/A N/A N/A N/A N/A N/A

compan 2 compan 2 compan 2 Main Main Main Main Main

Smart Grenades timed mark +2 Missile Options Delayed Fuse N/A Extended Range N/A Fire and Forget N/A Proximity Fuse N/A Remote Fuse N/A Landmines AT-D50 Antipersonnel AT-D52 Antipersonnel AT-D54 Anti-armor NG-NM3 Firefly NG-NM4 Claymore NG-NM9 Plasmore Squad Killer TW Magefire Explosive landmine 100 225 250 120

5.4 0.45 20.25 2.7 1.4 1.8 8

Rifts Japan Rifts Japan Rifts Japan Merc Ops Merc Ops Merc Ops Serenity

300

0.23

Merc Ops

N/A

N/A

TW Magefire Nexus Explosive Drones NE-010 Destructo Drone

2000

0.23

Merc Ops

N/A

N/A

5900

225

Mercenaries

Description

Sold in 1 use tubes, when an electrical charge is applied, it becomes an acid that will melt through Cat 23 in 4 rounds.
Binary explosive that is perfectly stable until both parts mix. A zero shrapnel explosive with enhanced concussion effects (replace schrapnel crits with impact.) Sold in 10m lengths of thin cord, this is used to cut through up to Cat 22 Walls in 3 seconds.

Everything you will ever need to set or disarm explosive charges. Included is a large supply of wire, tools, caps, electrical a non-conductive etc. +10 to Demolition skill rolls. to be sprayed over a bomb, it Ballistic foam forms meters, tripwire, polymer-ceramic blanket. Designed hardens in 3 seconds and forms a thick layer that can absorb explosions, contain fragments, and sterilize chemical, biological, and radiological agents. Each second of spray can coat a square yard, providing ablative (every 2 points of damage taken reduces its DB by 2 and its AT by 1) AT of 20 and DB of 40 against crushing and burning damage, and ablative AT of 15 and DB of 20 against other types of damage. If the foam contains the blast, it is also treated as sealed with radiation critical reduction of 1.Anyone completely coated with the foam may suffocate; he can inflict his normal thrusting damage on the foam to try to
Not designed for throwing (1/10th effect for non placed detonation, 30 second minimum timer. MK10 vs. all targets, 93m radius, Heat, Impact and radiation criticals of equal Severity, no residual radiation Extremely stable (in its refined form at least) this is a crystaline based explosive.

Has all standard chronometer abilities plus: Altimeter, waterproof to 915m, acts as a plunger detonator for detcord, can also be used as a Variable timer/radio detonator in a pinch (this of course destroys the watch) also this alarms will all be setthe vibrate instead tangler grenade. It will not dissolve anything One vial of the liquid can dissolve to threads of one of audio alert. else.
"Kaboomite" Plastique type explosive.

Can be set for 1-60 seconds, 1-60 minutes or 1-60 hours before detonating an explosive charge, may also be set to detonate upon receiving a radio signal. Can locate mines in a 5m radius/mk. Within half that range it can automatically deactivate mines of equal or lower level, and against higher mark number mines, it deactivates them on a failed RR of 5x the sweeper mk vs the level of the mine.

Unless otherwise Specified, in almost all cases these explosives will get the Ground Zero and Touching bonus as well as doing damage equal to an explosive twice its MK # A book made of carefully designed explosives, each page is a paper-thin sheet of C12 explosive. Comes in three common varients "The Hobbit", "Count Zero", and "Where the Trees are Neon". They are completely readable, of course. A tiny ceramic microdetonator is located in the spine. A Mark 2 explosive that will explode when a designated person picks it up or when a signal is sent. A bottle of liquid C-12, with a tiny ceramic microdetonator under the label. Literally any label can be used. MK 1 explosive that will explode when a designated person picks it up or when a signal is sent.

A Mk 1 explosive disk with both sides being a laser detonator. A Mk 1 explosive in the shape of a cred stick. Detonates by transmission or by inserting it into a credit reader.1 Explosive input jack that is a shaped charge. It detonates as mk 2, with an additional +15 A Mk added to the touching modifier. Inflicts an additional Internal Disruption critical in addition to any normal critical. If you know where the target has interface plugs on his body, you may add your ambush bonus to the critical. A Mk 1 explosive set of dice, the whole set is synched to detonate by transmisssion. A mk 3 explosive doormat, will detonate when any weight of 50 kilos or more are put on it. Has "Welcome" printed on it. A Mk 1 explosive in the shape of a plastic flower. Detonates by transmission Pressure sensitive micro mine, Shielded from Scans (-80 to detect visually or with Scans) and a mere filiment thick that is hidden inside fruit. When bitten down on, it explodes as a Mk 1 explosive with a special +50 OB in addition to the effects of a normal concealed explosive. A Mk 1 explosive inside a fragmentation core with a pocket communicator shell. Detonates by remote like a fragmentation grenade. A bottle of liquid C-12, with a tiny ceramic microdetonator under the label. Literally any label can be used. MK 3 explosive that will explode when a designated person picks it up or when a signal is sent. A bottle of liquid C-12, with a tiny ceramic microdetonator under the label. Literally any label can be used. MK 2 explosive that will explode when a designated person picks it up or when a signal is sent.

Lasts 20 minutes, All laser weapons travelling through the area of effect suffers OB penalties= highest of the appropriate penalties (-100 ground zero, -80 second radius, -60 third radius, -40 forth radius, -20 fifth radius) Bacta treatment in an aerosol delivery format, Heals d10 hits per mk# to all in radius (2m blast radii) Ground Zero Heals double normal amount, and those touching get double normal healing and Critical negation of any 1 critical. Addiction factor of this grenade is 40. Mark 10 vs personnel, mark 5 vs constructs, 10 meter blast radius MK 6 vs personnel only, Effects all except thrower within 18 meters. Any who are killed by this grenade literally have the heads torn off by the "souls" captured inside. The heads will be returned to the thrower. If the thrower is a Psi-Stalker, he gains their MP as if he had killed them himself. This counts as a dimensional aperature. Mark 10 vs Personnel, Depression Criticals MK 10 vs Personel, Shadowy winged creature appears and screams triumphantly, All within the area of effect make RR vs Psionics lvl 15 or they suffer a -10 to all OB's, Leadership rolls, Morale checks and Initiatives for 1 round/10% failure. This counts as a dimensional aperature. MK 8 vs, Psionic personnel only. The souls of tortured psionics are released and the resulting psychic backlash causes psionics to save vs psionic attack lvl 15. If they fail, they are stunned for 3 rounds. If they fail by more than 20, They are driven insane. This counts as a dimensional aperature. Mk 4 vs vehicles, MK 8 vs personnel. Shortly after thrown, a dimensional aperature is ripped, and grasping tentacles or flickering pseudopods reach out and grab all within the area of effect, dragging them back through the aperature. RR vs 15th lvl (using quickness or strength) saves. MK6 to all that fall under the template.RR vs psionics lvl 15 or be captured in mirror image and shattered.

Resist vs level of the chemical/biological weapon, with RR penalty= -25 ground zero, -20 in second radii, -15 in 3rd radii, -10 in 4th radii, -5 in 5th radii

Blaster Criticals rolled twice vs targets in first two blast radii Blast radius is 2m/mark and criticals are Impact Cold Criticals rolled twice vs targets in first two blast radii

Mk 7 Chemical/Biowarfare Limpet bomb/grenade with smart Timed options, the area will remain active in the area as a colorless, scentless aerosol for 7 hours, Half that in high wind, and half again in direct sunlight. Designed to be placed or fired like a grenade, This device acts as a repeating station for communications and Wireless modems. This allows a user to extend the range of his communications and in some cases hack a system without coming into direct contact with it. Designed to take a beating, these units are EMP shielded and are AT20 (10) with 30 hits. These devices will add 100m to signal transmissions per mark number and will allow hacking and netrunning attempts from 20m/mk away from the actual device. While these ranges don't seem to be that far, remember that this device is meant for battlefield conditions where setting up a better system is Acid Criticals rolled twice vs targets in first two blast radii Mark 8 vs all targets, does exactly the same amount of damage for 10 rounds. 10 meter blast radius, targets caught in the blast cannot leave the area while the field is up. Inflict Heat, Impact and radiation criticals of equal RR vs warhead MK x5 (-3 lvls per blast radius beyond the first) or be stunned and blinded for 1rnd/5% failure All targets in the area of effect must save or be blinded for 1 round per 10% failure. Light filter lenses, Ultra lenses and other vision enhancement equipment is very vulnerable to this (-25 RR) but Autoshades cyberoption ignores the attack completely. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) All targets in the area of effect must save or be blinded for 1 round per 10% failure, stunned for 1 rnd per 20% failure and deafened for deafened for 1 rnd per 5% failure. Light filter lenses, Ultra lenses and other vision enhancement equipment is very vulnerable to this (-25 RR) but Autoshades cyberoption ignores the blind attack completely. Ear protection gives a +20 RR vs the deafen attack. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Combines the effects of Smoke and anti-laser aerosol Grenades Blast radius is 4m/mk and inflict heat criticals, however, anything in the first 2 blast radius also suffer an impact critical of equal severity. Inflict schrapnel and impact criticals of equal severity Mark 8 vs constructs, Mk 5 vs personnel, 4 meter blast radius Mark 8 vs personnel, Mk 5 vs constructs, 8 meter blast radius Blast radius is 3 meters only. Vehicles make a RR vs the grenade Mk10, using its Electronic Warfare Rank as its level. Androids and characters with unshielded Cybernetics Make a RR vs poison (mk of grenade x10 for level) or take Cybernetic malfunction criticals at a rate of 1 lvl per 10pts failure. If the Cybers are shielded, the mk of grenade X5) Other equipment makes saves or are scrapped. When detonated in a gravity well, all things smaller than the event horizon not nailed down are instantly ejected into hyperspace somewhere. RR (using quickness or strength) saves. In zero or micro (.1g or less) gravity, no effect. If in an atmosphere, all within the blast radius take vacuum criticals in addition to the RR. Molecular dissonence emitter causes things in the blast area to implode. Causes Crushing and Vibration criticals of equal severity. Inflict schrapnel and heat criticals of equal severity, take descending heat criticals every round unless fire retardant foam is used or target is COMPLETELY immersed in water. The stop, drop and roll routine won't work! Combines the effects of Flash and Anti-laser Aerosol Grenades 3m radius per mk, fills and solidifies in gills and screws up most scuba gear or gill pack devices. Asphexiaton Damage only to target, Mk 5 vs infantry, Mk 8 vs construction ATs. After thrown it goes inactive and waits for something to move. It goes after nearest moving target at 160km/hr. 100m range. Mk4 attack, only effects the target, always attacks when touching the target. MK 5 against a single target, Inflicts double damage and Schrapnel and impact criticals of equal severity.

MK 5 against a single target, Inflicts double damage and Puncture and impact criticals of equal severity. Natural AT are reduced by 2 vs this attack, Chitinous AT reduced by 3. Combines the effects of General Purpose and Ninja Smoke Pellets MK 6 vs. all targets. Inflict Heat, Impact and radiation criticals of equal severity, 27M radius, does exactly the same amount of damage for 2 rounds. Androids and characters with unshielded Cybernetics Make a RR vs poison (mk of grenade x5 for level) or take Cybernetic malfunction criticals at a rate of 1 lvl per 10pts failure. Other equipment makes saves or are These are used to destroy equipment. They have only 1 blast radius: Ground Zero, and burn continuously for 1+ the mark # in rounds. Come with a strong adhesive so they will stick to the Equipment. Equipment in the area of effect is destroyed, anyone caught in the ground zero area suffers the effects of an inceniary grenade. Blast radius if filled with high velocity mono wire, delivering Raking attacks against all in the area of effect, Disintigration Criticals rolled twice vs targets in first two blast radii Acts as a monoscythe grenade, except all those who suffer a critical must also make a RR or be effected by Crystaline shards cause shrapnel criticals, rolled twice against all within the first 3 blast radii User throws these to the ground and they explode with a flash and thick puff of smoke that disappears after 1 rd. This allows a user to make a stalk or hide roll where one was not normally possible, and gives anyone behind the smoke a +10 DB vs. laser attacks for that round only. Comes in packages of 5 and opponents who have IR and antidazzle capability are unaffected. All targets in area of effect without an oxygen mask must save or be paralyzed for 10mins per 5% failure. There is no minimum effect on this grenade type, Targets that fail this RR by an amount that make them paralyed for over an hour will die at the end of the effect unless antidote is given before the hour is up. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) RR Vs Poison at Lvl 20 or be stunned for 1 rnd/10% failure. Foe suffers Horrible nightmares for 1 day/per round of stun. As long as this goes on, Foe is at -50 to resist any spells/psions that are based on fear or nightmares. Combines effects of Flash bang and Sonic Screamer grenades. Inflict Heat, Impact and radiation criticals of equal severity. Mk2 Grenade, any psionic being in that range makes a RR fvs poison. Target suffers 1 hit per 5% failure; Sonic attack inflicts Internal Disruption Criticals, 10% per critical level that target is deafened, half this chance if ear protection is in place. Useless in thin atmosphere and space, double radius in water or thick atmosphere. Lasts for 7 rounds, those effected are hit once, anyone entering the area take the effect. Crystal Shrapnel inflicts 1.2 x normal damage, all blast radi are doubled. RR vs warhead MK x 5 can turns bones into powder, destroys calcium. (Delvians, Dralasites, Orks and Vrusk are immune) Inflicts Cold criticals, then at the beginning of the next round, it causes an additional Impact of equal severity. shrapnel criticals, rolled twice against all within the first 2 blast radii Mark 10 vs constructs, mark 5 vs personnel, 2 meter blast radius All targets in area of effect without an oxygen mask must save or fall asleep for 10mins per 5% failure. There is no minimum effect on this grenade type, Targets that fail this RR can not be wakened by any means for the duration. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Lasts 20 minutes, All awareness rolls and attacks passing through the area suffer penalties = highest of the appropriate penalties (-50 ground zero, -40 second radius, -30 third radius, -20 forth radius, -10 fifth radius) Thermal vision negates, IR does not.

All within area of effect must save (Fear) or flee the area and not return for 1d10 rounds after the effect stops, all within the area of effect are at -10 to OB and manuevers. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Ear plugs +10 RR, envirosuit +25 RR, Deflector or Barrier Shield +20 RR, Absorbtion Shield +10 RR, Sonic Screen +40 RR and effects are halved. Anyone who actually touches the grenade takes an A vibration critical (Sound protection won't help this!) All within area of effect must save (Fear) or take an A stun critical all within the area of effect are at -10 to OB and manuevers. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Ear plugs +10 RR, envirosuit +25 RR, Deflector or Barrier Shield +20 RR, Absorbtion Shield +10 RR, Sonic Screen +40 RR and effects are halved. Anyone who actually touches the grenade takes an A vibration critical (Sound protection won't help this!) All targets in area of effect without an oxygen mask must save vs the effect every round or suffer an A stun critical. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) 1 meter per mark # area of effect, attack is resolved on the entangle attack chart using grenade chart modifiers. Remains sticky for 1 round per mark, so anyone moving into the area or struggling to get out suffers the same attack. Fibers turn to dust 1 hour after they stop being sticky. Solvaway will free entangled people in two rounds, 1 if they are small and 3 if they are large. All targets in area of effect without an oxygen mask are at -10 to all actions, if save is failed, the penalty is -25 and the targets will try to leave the area by the quickest method possible. If escape from the area is impossible or the target fails by more that 50 points, Target is at -100 and takes 1d10 hits per round, taking 1d10 stun rounds after the cloud disperses or the target leaves the area. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Lasts for 5 minutes. 20 meters per mark # effect and a RR 1.25 x level of the level of the attack times 10 (yes the penalty drops in everyzero, -40 in second radii, Resist vs penalty based on chemical/biological weapon, with RR penalty= -50 ground blast radii.) 30 in 3rd radii, -20 in 4th radii, -10 in 5th radii Blight Grenades are illegal on most civilized worlds. A second RR with normal modifiers negates the target gaining a corruption point per 10pts of damage. Defying all logic, these devices will work in space, in a room with a Helltwister effect, in any dimension or environment. Nurgle don't play that, Mk 5 all non-organic, non-TW materials Make a RR vs 10th lvl attack or be destroyed. Mk4 vs a single target or Mk2. Blast radius is 6m attacks the nearest living creatures that have MPs and can use them. Little psionic bees fly out and swarm up to 4 targets. 7.6m radius cloud of darkness. Only dark vision or other spectum sight will counter. Otherwise all within suffer full penalties. Lasts 4 rounds. MK1 blast range, all doors/walls up to Cat 21 make an RR vs.6th lvl attack or are destroyed, Nothing else is damaged. 5m radius blast, Huge Bash attack table. Unbalance criticals and all non-secured objects and beings under 113 kg. are pushed outwards 9m from the direction of the blast Mk3 attack. All who take a critical suffer a -2 to initiative next round and are at 80% activity next round. Provides bright light (too bright to read!) in 183m radius. Inflicts no damage. But all in radius are at -10. (Antiglare negates) Mk5 attack in 2m radius. Plasma Criticals After thrown it goes after nearest flying target at 160km/hr. 1.6km range. Mk6 attack, Psychic or TW Invisible objects become visible, stop flying and RR vs 10th lvl psionic attack against every active psion or power and any that are cast during the next 2 rounds. Shuts dimensional pockets, cancels Helltwister grenades, etc. 152m radius.

Once thrown, determine landing point, at that point the grenade chases the nearest target at 64k/hr to a max of 92m. Weapon has +10 OB plus all appropriate grenade bonuses (note in almost any case this grenade will get the "in contact" bonus.) Mark 3 attack inflicting Cold Criticals. 6m radius cloud. All within makes RR vs. 10th lvl attack or fall asleep and be unwakeable for 5 min. 5m radius. All within the blast make a psychic RR vs 10th lvl attack or be moved to a pocket dimension for d4 rounds, after returning all effected are at 80% action, -2 init and -20 to all actions for d4 rounds. All targets appear in a random adjacent hex, displacing somewhere different if that space is occupied. RR vs Poison LVL 15 or lose 1d3 points of Potential con every 10 minutes until cured or Con=0 and death occurs. Combines all the effects of both Vomit and Tear aerosols, and targets in the area of effect must save vs every effect, though the attacks are considered 2 levels lower. All targets in area of effect without an oxygen mask are at -10 to all actions, if save is failed, the penalty is -25 and an additional save must be made or be stunned/unable for 1d10 rounds, taking 1d10 hits per round. After the target is out of the area of effect or the cloud disperses, take 1d10 rounds of regular stun. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the Lasts 20 minutes, All awareness rolls and attacks passing through the area suffer penalties = highest of the appropriate penalties (-60 ground zero, -50 second radius, -40 third radius, -30 forth radius, -20 fifth radius) No Elemental Fury missiles come in Air, Cold, Earth, Fire, Light and Water. A Mk 1 summons a Weak Elemental, a MK 2 summons 2 Weak Elementals, a MK3 Summons a Strong Elemental, a MK 4 summons a weak and Strong Elemental and a Mk 5 Summons 2 Strong Elementals. Note that this missile does not confer any control or influence over the elementals, they are enraged and simply attack nearby creatures until they disperse after 1 hour per MK # or until they are destroyed. These are often bought with the Scatter Modification, for truly Hell's Fury missiles upon detonation summon demons A Mk 1 summons a demon from the first pale, a Mk 2 summons one from the 2nd Pale, and so on, with a Mk 6 summoning a Demon from the 6th Pale. A Mk 10 summons a demon from Beyond the Pale. Note that this missile does not confer any control or influence over the Demon, they are enraged and simply attack nearby creatures until they are destroyed. These missiles when detonated rip a hole in reality directly to the home plane, and creatures here could pass through it to the other plane. Though the rip will seal itself after a number of rounds equal to the mark #. If the area has a particularly weak barrier between planes, or has been subjected to many of these (or Helltwister or Nexus detonations) these tears could last longer or even become permanent! (10%) These are often bought with the Scatter Modification, for truly frightening results. However, it should be noted that people who become known for dragging 3 Demons from beyond the pale into an area, will quickly find themselves the targets of Law Enforcement, The Military, Angry Mobs, Vigilantes, Bounty Hunters, etc.

This is just the cost of the missile, you must still buy the warhead. This is just the cost of the missile, you must still buy the warhead. Guided missiles give +30 OB This is just the cost of the missile, you must still buy the warhead. Must be called in by a markerlight. Counts as an Einstein weapon that hits 83% of the time. (with 2 markerlight hits you could increase this to 95%) Always Inserts virus into molecutronic systems, allowing a new code to be implanted, Instructions vary, but usually amount to "shut down" RR is vs level of android or mark of computer. Lasts 20 minutes, All laser weapons travelling through the area of effect suffers OB penalties= highest of the appropriate penalties (-100 ground zero, -80 second radius, -60 third radius, -40 forth radius, -20 fifth radius) Detonates in mid air and seismic blast causes A impact to any in the blast and has a 70% chance of detonating any mines or traps in the blast area. Mk4 blast radius. Mark 10 vs personnel, mark 5 vs constructs, 20 meter blast radius Mark 7 vs constructs, Mark 5 vs personnel, 7 meter blast radius. Mark 7 vs constructs, Mark 5 vs personnel, 7 meter blast radius.

Resist vs level of the chemical/biological weapon, with RR penalty= -25 ground zero, -20 in second radii, -15 in 3rd radii, -10 in 4th radii, -5 in 5th radii Blaster Criticals rolled twice vs targets in first two blast radii Blast radius is 2m/mark and criticals are Impact Cold Criticals rolled twice vs targets in first two blast radii Acid Criticals rolled twice vs targets in first two blast radii Mark 8 vs all targets, does exactly the same amount of damage for 10 rounds. 20 meter blast radius, targets caught in the blast cannot leave the area while the field is up. Inflict Heat, Impact and radiation criticals of equal RR vs warhead MK x5 (-3 lvls per blast radius beyond the first) or be stunned and blinded for 1rnd/5% failure All targets in the area of effect must save or be blinded for 1 round per 10% failure. Light filter lenses, Ultra lenses and other vision enhancement equipment is very vulnerable to this (-25 RR) but Autoshades cyberoption ignores the attack completely. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) All targets in the area of effect must save or be blinded for 1 round per 10% failure, stunned for 1 rnd per 20% failure and deafened for deafened for 1 rnd per 5% failure. Light filter lenses, Ultra lenses and other vision enhancement equipment is very vulnerable to this (-25 RR) but Autoshades cyberoption ignores the blind attack completely. Ear protection gives a +20 RR vs the deafen attack. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Combines the effects of Smoke and anti-laser aerosol Grenades Blast radius is 4m/mk and inflict heat criticals, however, anything in the first 2 blast radius also suffer an impact critical of equal severity. Inflict schrapnel and impact criticals of equal severity Mark 8 vs constructs, Mk 5 vs personnel, 8 meter blast radius Mark 8 vs personnel, Mk 5 vs constructs, 16 meter blast radius When detonated in a gravity well, all things smaller than the event horizon not nailed down are instantly ejected into hyperspace somewhere. RR (using quickness or strength) saves. In zero or micro (.1g or less) gravity, no effect. If in an atmosphere, all within the blast radius take vacuum criticals in addition to the RR. Inflict schrapnel and heat criticals of equal severity, take descending heat criticals every round unless fire retardant foam is used or target is COMPLETELY immersed in water. The stop, drop and roll routine won't work! Combines the effects of Flash and Anti-laser Aerosol Grenades 3m radius per mk, fills and solidifies in gills and screws up most scuba gear or gill pack devices. Asphexiaton After thrown it goes inactive and waits for something to move. It goes after nearest moving target at 160km/hr. 100m range. Mk5 attack, only effects the target, always attacks when touching the target. Mark 8 vs constructs, Mk 5 vs personnel, 26 meter blast radius Mark 10 vs constructs, mark 5 vs personnel, 13 meter blast radius (those in radius but not initial target take half normal damage) MK 5 vs.all targets, Does Reduces CAT by 1. Full damage to constructs MK 7 vs. all targets. Inflict Heat, Impact and radiation criticals of equal severity, 54m radius. does exactly the same amount of damage for 3 rounds. Mk5 vs. all targets, 40m radius, shrapnel criticals, rolled twice against all within the first 20m MK 8 vs. all targets. Inflict Plasma, Impact and radiation criticals of equal severity, 54m radius. MK9 vs. all targets, 67m radius, Heat, Impact and radiation criticals of equal Severity, no residual radiation

Androids and characters with unshielded Cybernetics Make a RR vs poison (mk of grenade x5 for level) or take Cybernetic malfunction criticals at a rate of 1 lvl per 10pts failure. Other equipment makes saves or are Disintigration Criticals rolled twice vs targets in first two blast radii All targets in area of effect without an oxygen mask must save or be paralyzed for 10mins per 5% failure. There is no minimum effect on this grenade type, Targets that fail this RR by an amount that make them paralyed for over an hour will die at the end of the effect unless antidote is given before the hour is up. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Mark 7 vs personnel, Mark 5 vs constructs. Mark 7 vs personnel, Mark 5 vs constructs, Combines effects of Flash bang and Sonic Screamer grenades. Inflict Heat, Impact and radiation criticals of equal severity. Sonic attack inflicts Internal Disruption Criticals, 10% per critical level that target is deafened, half this chance if ear protection is in place. Useless in thin atmosphere and space, double radius in water or thick atmosphere. Lasts for 7 rounds, those effected are hit once, anyone entering the area take the effect. Crystal Shrapnel inflicts 1.2 x normal damage, all blast radi are doubled. RR vs warhead MK x 5 can turns bones into powder, destroys calcium. (Delvians, Dralasites, Orks and Vrusk are immune) shrapnel criticals, rolled twice against all within the first 2 blast radii Mark 10 vs constructs, mark 5 vs personnel, 4 meter blast radius All targets in area of effect without an oxygen mask must save or fall asleep for 10mins per 5% failure. There is no minimum effect on this grenade type, Targets that fail this RR can not be wakened by any means for the duration. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Lasts 20 minutes, All awareness rolls and attacks passing through the area suffer penalties = highest of the appropriate penalties (-50 ground zero, -40 second radius, -30 third radius, -20 forth radius, -10 fifth radius) Thermal vision negates, IR does not. All within area of effect must save (Fear) or flee the area and not return for 1d10 rounds after the effect stops, all within the area of effect are at -10 to OB and manuevers. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Ear plugs +10 RR, envirosuit +25 RR, Deflector or Barrier Shield +20 RR, Absorbtion Shield +10 RR, Sonic Screen +40 RR and effects are halved. Anyone who actually touches the grenade takes an A vibration All within area of effect must save (Fear) or take an A stun critical all within the area of effect are at -10 to OB and manuevers. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) Ear plugs +10 RR, envirosuit +25 RR, Deflector or Barrier Shield +20 RR, Absorbtion Shield +10 RR, Sonic Screen +40 RR and effects are halved. Anyone who actually touches the grenade takes an A vibration critical (Sound protection won't help this!) All targets in area of effect without an oxygen mask must save vs the effect every round or suffer an A stun critical. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Area of effect lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) 1 meter per mark # area of effect, attack is resolved on the entangle attack chart using grenade chart modifiers. Remains sticky for 1 round per mark, so anyone moving into the area or struggling to get out suffers the same attack. Fibers turn to dust 1 hour after they stop being sticky. Solvaway will free entangled people in two rounds, 1 if they are small and 3 if they are large.

All targets in area of effect without an oxygen mask are at -10 to all actions, if save is failed, the penalty is -25 and the targets will try to leave the area by the quickest method possible. If escape from the area is impossible or the target fails by more that 50 points, Target is at -100 and takes 1d10 hits per round, taking 1d10 stun rounds after the cloud disperses or the target leaves the area. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the penalty drops in every blast radii.) RR vs Poison LVL 15 or lose 1d3 points of Potential con every 10 minutes until cured or Con=0 and death occurs. Combines all the effects of both Vomit and Tear aerosols, and targets in the area of effect must save vs every effect, though the attacks are considered 2 levels lower. All targets in area of effect without an oxygen mask are at -10 to all actions, if save is failed, the penalty is -25 and an additional save must be made or be stunned/unable for 1d10 rounds, taking 1d10 hits per round. After the target is out of the area of effect or the cloud disperses, take 1d10 rounds of regular stun. Lvl of the attack is equal to mk of grenade +5, with the attack lvl dropping by 1 level for each blast radii outside of ground zero. Lasts for 5 minutes. 20 meters per mark # effect and a RR penalty based on level of the attack times 10 (yes the Elemental Fury missiles come in Air, Cold, Earth, Fire, Light and Water. A Mk 1 summons a Weak Elemental, a MK 2 summons 2 Weak Elementals, a MK3 Summons a Strong Elemental, a MK 4 summons a weak and Strong Elemental and a Mk 5 Summons 2 Strong Elementals. Note that this missile does not confer any control or influence over the elementals, they are enraged and simply attack nearby creatures until they disperse after 1 hour per MK # or until they are destroyed. These are often bought with the demon from the first pale, a Mk 2 Hell's Fury missiles upon detonation summon demons A Mk 1 summons a Scatter Modification, for truly summons one from the 2nd Pale, and so on, with a Mk 6 summoning a Demon from the 6th Pale. A Mk 10 summons a demon from Beyond the Pale. Note that this missile does not confer any control or influence over the Demon, they are enraged and simply attack nearby creatures until they are destroyed. These missiles when detonated rip a hole in reality directly to the home plane, and creatures here could pass through it to the other plane. Though the rip will seal itself after a number of rounds equal to the mark #. If the area has a particularly weak barrier between planes, or has been subjected to many of these (or Helltwister or Nexus detonations) these tears could last longer or even become permanent! (10%) These are often bought with the Scatter Modification, for truly frightening results. However, it should be noted that people who become known for dragging 3 Demons from beyond the pale into an area, will quickly find themselves the targets of Law Enforcement, The Military,

+25% damage, however half normal range. x1.5 range, disked shape throwing grenades x.5 mass, Single round of effect and no trace effects Delayed effect after released x2 range, doubles duration effects last after aerosol dissipates adhesive surface x1.5 mass, possible x2 failure range Double normal launcher range and 30% greater blast radius. x.5 range, .02k, very small PD mark 0 grenade, quarter duration Small PD grenade, half duration After detonation point is determined, grenade breaks into 3 warheads, each lands d6 meters in a random direction. Detonation then resolves as normal. requires sealed environment protection only useful for aerosol and chemical grenades Detonates when it hits something Detonates when it passes within a blast radius of something (must be a specific type of target)

Detonates when sent a signal from a remote or a radio signal. Detonates when it passes within 1 meter of the floor..quarter any deviation results) Bummer to fumble this grenade! May be set to detonate at any time from 1 round to 1 week Detonates after an assigned amount of time passes. (up to 10 minutes) Doubles range Acts as a guided weapon, except it does not need to be actually directed, has its own sensor package When the warhead comes within a single blast radius of an assigned target (humanoid, tank, etc) it detonates. Detonates on a command signel sent by launcher.

MK 2 blast size, Mark 3 max out, Shrapnel Crits Mk 1 blast size, mark 2 max out, shrapnel crits. -15 to detect. Mk 2 blast size, Mark 10 max out, Burn- thru crits. MK4 explosive (Plasma Criticals) with 12m blast radius, bounces up 1m before detonation.Detonation by tripwire or weight over 22kg. 120 degree cone (2 hex sides) to 31m. Schrapnel Criticals Mk6 attack,detonated by hand remote or sensor when something mansized or larger comes within 4m in its attack cone. 120 degree cone (2 hex sides) to 31m. Plasma Criticals Mk6 attack,detonated by hand remote or sensor when something mansized or larger comes within 4m in its attack cone. Onboard sensors detect when 12 warm bodies are within 15m, then it detonates Mk4 blast. 5m radius blast, Huge Bash attack table. Unbalance criticals and all non-secured objects and beings under 113 kg. are pushed outwards 9m from the direction of the blast Mk3 attack. All who take a critical suffer a -2 to initiative next round and are at 80% activity next round. Psychic or TW Invisible objects become visible, stop flying and RR vs 10th lvl psionic attack against every active psion or power and any that are cast during the next 2 rounds. Shuts dimensional pockets, cancels Helltwister grenades, etc. 152m radius.

Mk3 K-Hex explosive warhead, moves at 646km/hr, max flight time 24 hours. Drone is also armed with an assault laser and may fire at other targets until the main target is encountered.

Grafts Weapon Grafts Blade Claw Fangs Hammer Hand Horn Pincer Tail Tail with Stinger Tentacle Weapon Options Death Dealers Flesh Harrowers Laced w/ durplast steel Replacement Grafts Other Grafts Additional Limb Breather Beauty Chitin Body 3 Chitin Body 4 Chitin Body 12 Extra Eye Gills Lantern Serpent Shield Translator Wings Webbing Hive Eye Hive Slayer

Sensory Cytoskeleton Cloaking Cytoskeleton Comm-lobes Amninatral Gutadatl

Herat Vexator Mask

Poison Sac Scything Talons Rending Claws Lash Whip

Flesh Hooks Implant Attack

Synapse Node Catalyst

The Horror Buds Acid Bud Sm Brain Bud Gas Emitting Bud Nutrient Bud Organ Bud Projector Bud Dream Bud Abducer Bud Language Bud Skill Bud Psion Bud

Effect These replace all regular attacks unless you get brain bud (any graft can receive a skill microrg) Replaces the hand with a dagger like blade, can make a dagger attack (Mark 2) Claw is surgically grafted onto the person's fingers and allows user to make medium claw attacks Fang is surgically grafted into the person's mouth, can make small bite attacks Replaces the hand with a hammer like appendage, can make medium bash attacks Horn is surgically grafted anywhere on person's body, can make Large Horn attack Replaces the hand with a pincer like graft, can make a large pincer attack Attaches surgically to the base of the spine, can be used for a medium bash attack but if you give it a microrg with a skill it can learn the skill Attaches surgically to the base of the spine, can be used for a large stinger attack but if you give it a microrg with a skill it can learn the skill Tentacle can be surgically attached anywhere and make a large grapple attack They inject a 6th level reduction poison when they attacks They do an additional acid crit Giving either +5, +10, +15 **There are replacement grafts for any organ, bone, muscle etc Adds an additional limb to the body, can not act independently without a brain bud Fits over your mouth and nose and filters harmful toxins, this one is removeable This is variable graft of skin, improves facial bonuses, increases specific body parts, can gain +3 to appearance Gives AT3 and +10 hits, these hits regen at 1/min; Apperance loss 1d10 Gives AT4 and +20 hits, these hits regen at 1/min; Apperance loss 2d10 Gives AT12 and +30 hits, these hits regen at 1/min; Appearance loss 4d10 Adds an additional Eye, Sight based awareness +10, counts as sense upgrade Allows you to breathe under water Can be on any part of the body, it is a 3in diameter sphere, works like lantern Can be attached anywhere, it is a semi-intelligent poison snake, attached to the body where the snakes tail would be. It has a +15 medium bite, with a level 2 nerve poison (Natural attack skill) Attaches to forearm, +10 DB shield, can be reinforced with durplast steel giving +5, +10, +15 Goes in ear and is knowledgeable in two languages This is a large beatle like graft on the back, gives you a wing span 18ft, and they gives you a flight rate of 200ft This is between fingers and toes, gives +30 to swimming and you can move 50% faster 10 Bee like creatures can move up to 6 km from you and survey the surroundings and return. See SMC2 pg 84 10 insectoids come out and attack foe. +60 OB Small Sting attack, if critical is inflicted 2d10 lvl nerve poison SMC2 pg 84 for details (Independent attack) All moving objects and all organisms within 20m are continually tracked. Operates in total darkness with only -5 penalty, -10 penalty vs cloaked or chameleonic foes. +25 to all Awareness-Perception rolls. Can be removed, takes 2d10 rounds to start working after being put on. When not worn, must be suspended in nutrient solution. Cloaking to Visual, IR, Radar, bioelectric and way more. After use, an equal amount of time in nutrients is required. May work for up to 6 hours, but if a full 6 hours is used, must remain in nutrients for 24 hours. comes in pairs. Planetary telepathic sound transmissions between two users. This organism, which resembles a jellyfish, acts to combat infection and illness in the body. Anyone attempting to use first aid or a medical roll upon a person with an amninatral in his body receives an automatic +20 bonus. This organism produces and stores a substance whose chemical properties are similar to those of adrenaline. It releases that substance once per day, increasing Agility and Strength-based skill totals by +20 for six rounds. The largest of the physical enhancers, the herat is a millimeter-long centipede which makes its home in the inner ear of larger creatures. The herat improves balance and spatial awareness, providing a +30 bonus to uses of the acrobatics, Gymnastics and other skills that rely on balance, maneuver and running skills. When within 10 meters of an opponent, it will take on the appearance of a loved one or beloved ruler, causing the enemy to hesitate. -1 initiative to that foe. If more than one foe is in range, the graft will chose one of the targets

This organism will increase your strength by 1 and raise the mark # of all soft tech weapons by 1 as well These weapons come in pairs and count as Mk3 melee weapons, Attacking with both of them is a 70% action Diamond hard and extremely sharp, these claws are intended to make short work of even the strongest armor. Does full damage vs CATs and reduces the Armor value of non-CATs by 3 each time you strike, cumulative) Lash whips are long tentacle like structure that are resistant to damage. They flail and strike out at nearby combatents, giving a -15 to any enemy troops who are within 2 meters. Monomolecular edged Chitin attached to exceptionally tough muscle fiber that is attached to the ribs. These shoot out in close combat, allowing you to strike in close combat at the same time as your opponent, even if they have a higher initiative. +20 to climbing and Scaling. This biomorph effects any melee attack biomorphs you may have, and causes them to inflict double the normal This biomorph increases your presence by 1 and gives a +15 to leadership. It also acts unfortunately like a hive mind effect, causing Nightbrood creatures within 120 meters of you to gain the effects of the Hive mind, so that they will not fail RRs vs fear or morale. This strange biomorph actually provides a strange psychic field around you. You and any allies with 6 meters of you may ignore the effects of any critical that results in death or down and out results for 1 round. Another odd psychic biomorph that causes any opponent that declares a charge against you must make a RR vs fear with an attack level equal to your level + your presence modifier+ the number of corruption points you have. Alternatively, if you already have a fear attack, this biomorph doubles its attack level.

Effect Can attach anywhere on the body, shoots a stream of acid up to 25 feet once per day, must resist vs 5th poison attack, failure r It allows an additional graft to work independently or it can give a +5 to ME and RE Can be attached anywhere on the body, once per day can emit a cloud of gas, unless something is done you are not immune to it, 10ft radius cloud, attack is an 8th level nerve poison It houses all nutrients that you need, food and water for 1 week and feed them right into the blood stream. Replacement Organ it is a tube coming out of a bud and the bud opens to expose the tube and then closes, the tube can fire projectiles with a +40 OB and it is whatever type of projectile you wish to use, including small spore bombs or Provokes very strong and vivid dreams. Causes shared dreams with all other dream bud users within a single Mind control Bud. Specific commands can be resisted vs. 30th lvl attack. Removing the Abducer results in E shock, E stress and E Depression criticals. User has level 10 fluency (verbal and written) in three languages. 10 minutes after attachment, Skill bonus in 1 skill between +20 and +60. Bud knows one Psion list. Bud casts psion at the users direction. Bud has 2 pp/lvl of the psion list.

Cost 900 700 370 720 1060 1170 800 1100 1000 x6 x5 x2,3,5 vary 3000 950 200 20000 32000 40000 1200 1000 500 1600 500 1500 15000 7500 1000 2300

Talent Pt 5 9 5 9 15 15 9 15 15 9 7 2,3,5 vary 10 N/A 2 20 32 40 3 15 1 15 8 5 35 10 6 12

MN= Muscle and nerve NS= Nerve Sensory C= Circulatory SH=Substance Hormone B= Bone D= Dermal Br= Brain O= organ M= Muscle N= Nerve

PE= Phyisical Enhancement PR= Phyiscal Reorganization PA= physical addition PM= Physical Mutation ME= Mental Enhancement MA= Mental Alteration MR= Mental Reorganization

12400 12400 950 875 6000

N/A N/A N/A 8 12

5000 7500

14 5

8000 11500 20000 3500

7 15 18 5

12000 8700

17 12

7550 7500

7 14

10000 Cost 925 100000 1000 3500 6000 2100 3000

15 Talent Pt 3 40 4 10 N/A 5 N/A

30000 N/A 20000 5 4000/+5 bonusN/A 8000/lvl 3/lvl

Item Cybercam Ex-1 Digital Recording Studio

Cost 1200 12000

Weight Location 2.2 30 Chrome 1 Chrome 1

Office Communications Suite Nikkon America Campod Kiroshi Optics Remote Minicam 14

2100 1000 350

10 2 1

Chrome 1 Chrome 2 Chrome 2 Media Front Media Front Media Front Media Front Media Front Media Front Media Front Media Front

750 0.5 A/V processing computer desktop 2750 4 CDS Expansion Slot Card 2250 0.1 Computerized Control System 550 0.6 Expansion Module 500 0.3 Pirate Commcore Channel Tranceiver 1000/2km .5kg/2km FlatCam Glasses 250 0.1 Remote Control Unit 750 2

Multi-format Newscam Signal Tracker Signal Jammer Remote Link

1300 1000 200 500

1.5 1 1 1

Media Front Media Front Media Front Media Front

Holographic Portable studio & Camera

38000

6.4

Macross 2

Description Headgear multiformat Memory Recorder rig, smartchipped for easy interface. Records to a memory disk or output through plugs Top of the line music mixer, +15 A/V processing, Has slots to record to, or rip from, Audio disks, hologlass, memory disks and in one device, it routes and records calls coming from microfreq, fax, All your office Comm needs data spikes Commcore and phone, and can be connected to laser rig and even TBD if these are available. It also can record the address of number the message came from and their connection time. It can also be hooked to the office door camera to record walk ins. 15m range, records to a memory disk, moves with your eyesight. 2km range, sends directly to users Video Imager cyberware. Extremely small transmitter based video with about 10mins of internal storage or continuously send images to a base station or multi-format newscam. Can be Velcro attached to weapons, armor, etc. (20cmx40cmx35 Cm) Allows audio/video processing and manipulation. Audio and Video Processing +20 6 audio and 6 visual inputs, and 1 audio and 1 visual outputs, direct modification from all sources. 6 more inputs (these ones are universal, either audio or visual.) Create your own audio or video channel. Big fun for hoursuntil you get caught. 50km max range Allows complete control and manipulation Video 8 independent Remote Holovideo units. Has 8 Up to 4.5 hours of Hi Definition Audio andof up toRecording Terabytes of on board memory, expandable with a 20 Memory Disk/5 Dataspike slot for additional memory. Can transmit to a base station up to 20km away, copy to an 8hr dataspike or to a memorydisk. In addition, it can also send and receive real time communication information like maps, interview database info, and graphics. User has access to main office facilities in the field. With a successful skill roll, gives a 75% chance of locating any one signal or signal jammer within 5KM. With a successful skill roll, allows jamming of any one signal originating within a KM of the unit. Allows directIR, UV, of up to 4 remotes or 4 cameras and 4 microphones and allow them to send data back to the bas Camera with control Lowlight, thermographic, autoshades, aquagoggs and image enhancement options. Portable Studio gives +15 A/V processing, Has slots to record to, or rip from, Audio disks, hologlass, memory disks and data spikes. 6 audio and 6 visual inputs, and 1 audio and 1 visual outputs, direct modification from all sources. 805km transmission range, Scrambler and descrambler, networks with computers easily, EMP, molecutronic and Radiation shielded.

nd data back to the base station.

Name Field Medical Equipment Medical Scanner Diagnostic Computer (2) Field Surgery Kit Standard Medical Kit Biomonitor Coagulant Pads Wound Glue Dermal Closer Tissue Knitter Regenergun (3) Arterial Sealer Laserknife preservation unit instasplint Instacast skeletal field knitter medtab applicator auto tab applicator Med Kit Suture Tape Suture Gun Triage Remote Med.Exam. Kit

Cost 850 1200 880 160 52 1 35 200 350 400 400 250 500 20 30 800 80 200 75 2 10 14400 700

Weight 2 2 16.3 3.6 0.34 0.002 0.06 0.5 0.5 0.8 0.5 0.4 3 0.1 0.2 1 0.2 0.3 2 1 1 24 5

AF N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

book Main Main Blueplanet Blueplanet Blueplanet Blueplanet Blueplanet Main Main Main Main Main Main Main Main Main Main Main Starfront Rifts Triax Rifts Triax Blueplanet Cyberpunk

HellKitchen

50000

12

N/A

Biotech

TW Chirurgeon Medicinal Tabs

12000

10

-5

Chaos

'Dorph ACE (AngiotensinConverting Enzyme Inhibitor)

1200

20

Cyberpunk Biocarbon Amalgamite

200

20

Acetylated Neocorticine Adrenalight

300 800

30 75

Web Dark Eldar

Alerlene

150

10

Main

Alice Amboathorphin Anacept Andeline Andrex Angel

900 230 300 100 550 4390

20 15 1 10 50 45

Petrochem Main Main Main Main Web

Antipode Retrovirus Antirad 1-5

350/Dose 1k/mk

Nil 35

Infinity Main

ARC Arelenex

75 15

Nil 10

Infinity Main Biocarbon Amalgamite

Aspedine

300

10

Asperquaint Bacta, Ingested Bacta, Injection Bacta, patch Bacta, Tank Immersion

1400 200 500 300 30000

25 5 20 10 N/A

Paranoia Star Wars Star Wars Star Wars Star Wars

Bass

450

45

Petrochem

Beauties (Butaqualide) Benetridin

300 140

15 35

When Gravity Fails Petrochem Biocarbon Amalgamite Biocarbon Amalgamite Starfront Cyberpunk

Benzoditropolene Betaseratonin Biocort Biotechnica Nutrisup.

2000 400 10 45/month Nil

15 15 0 Nil

Black Lace Block Out

840 120

30 15

Cyberpunk Merc Ops

Blue Glass

300

25

Cyberpunk

Blue Lightning Nectar Boing-go

2000 375

55 60

Rifts SA1 Rifts Triax

Boost

675

20

Cyberpunk

Char

600

40

Wildside

Cockroach

475

45

Petrochem

Communion

120

60

Petrochem

CPS-23 " Magic Candy"

675

80

Petrochem

Crash

1500

45

Rifts Triax

Crediline

165

10

Petrochem

Darach Tree Bark Oil Darlon Dazzleomine Decilage Diamond Four Doet3 Doseline Dream

45 65 1200 600 890 50 50 75

30 10 30 15 20 12 80 75

DinoSwamp cyberspace cyberpapacy Main Interface cyberspace Main Rifts SA1

Drum

1120

35

Petrochem

Dryad Empagine

475 350/Dose

15 0

Petrochem Biocarbon Amalgamite

Energizer

1000

50

Rifts SA1

Enhancer Enkephalog

500 75

40 12

Rifts SA1 cyberspace

Ephemerol Euphie

600 600

25 60

Biocarbon Amalgamite Rifts Triax

Face Fir-Queline

180 100

30 5

Petrochem Main

Flatline

75

35

ASP

Flip Fool Killer Gefnul

660 500 300

40 25 10

Petrochem Interface Glen

Gelgernine

300

30

Petrochem

Glitterstim Glitteryll Gorteline Grave Lotus Hemoflux Hemomax Hemosclerex-3

675 515 200 570 120 120 75

45 35 20 20 60 15

Star Wars Star Wars Main Dark Eldar Main Blueplanet cyberspace

Honesty Hydravol

325 20

35 25

Petrochem Main

Hype

2000

Interface 1.1

Hypercoagulin Hypex Hypnos

100 300 100

15 25 5

Petrochem Dark Eldar cyberspace

Interferon 4 Jazz

100 2450

10 30

Main Interface 1.3

Jha'dur anti-agathic Jirolene

200/Dose 2

45 70

Babylon 5 Main

Juice

500

40

Juicer Uprising

Kick Start Kolto Kolto Tank Immersion

350 300 15000

10 25 N/A

Petrochem Star Wars Star Wars

Kortelatice Korteline

500 250

15 20

Biocarbon Amalgamite Main

Krycel (Moss) L-Dopa-4

150 (cost is shown per cannister of 200 doses) 100

25 25

Farscape (This is the drug administered by a Tavlek Gauntlet) cyberspace

LP9, Love Potion #9

675

25

Petrochem

Lucidrine Luryadrenaline

650 100

35 5

Brainware Main

MDA-Cubed

75

20

Petrochem

Medical Stabilization Agent

380

40

Petrochem

Mega Megaceph Mertinel Mnenosyne

600 100 1 75

15 10 0 15

Juicer Uprising cyberspace Main cyberspace

Morphazine

52

10

Petrochem

Mr. Ex Myrine

450 50

20 10

Wildside Main

Neurovine

1000

10

Petrochem

Pain Away Pain Bringer Paracaine Paxium

1120 900 1000 50

30 35 45 5

Petrochem Dark Eldar Petrochem When Gravity Fails

Personal Interest

180

30

Petrochem Biocarbon Amalgamite

Pheromone-X

100

25

Polypheronol-Z Preserverine Compound Prianpan Spray Protein Healing Salve Psike-B Psike-E

1000 120 500 12 75 750

0.17

25 70 0 Nil 40 45

Biocarbon Amalgamite Main Petrochem Macross 2 Rifts Triax Rifts Triax

Pump (Diemedoxyrol) Purge

120 35

60 10

ASP cyberspace

Purple Haze

450

25

Rockerboy

Purple Lightning Nectar Quedella Phi

2000 90

55 0

Rifts SA1 Main

Quik-Clot Spray Powder

240

0.5

Nil

Merc Ops

Quik-Heal "Q"

1200

80

Merc Ops

Rabbit

225

20

Petrochem

Rage Rebellis

330 650

10 20

When Gravity Fails Main

Red Lightning Nectar Regenex 3

2000 250

55 0

Rifts SA1 Main

Retro

3500

Web

Revive Rolactin Rush Sandallathon

70 480 1000 785

10 25 40 30

Petrochem Petrochem Rifts Triax Petrochem

Sandman Sensorine Serpentin

600 100 600

15 15 30

Petrochem cyberspace Dark Eldar

Sin

90 per dose

65

Petrochem

Siradrel

200

20

Main

Sixgun Skate

3500 875

35 60

Interface Interface

SKIN 6

1450

15

Interface 1.1

SKIN 8

125000

Total

Interface 1.1

Slammer Sleepers

480 165/7 doses

60 20

Petrochem Babylon 5

Slo-Mo

160

10

Petrochem

Speakeasy Speedheal

1200 1650

25 20

Interface 1.1 Cyberpunk

sperquaint Splintermind Stardust Staydose

130 120 925 10

20 65 25 40

Petrochem Dark Eldar cyberpapacy Starfront

Stigmata

140

25

Petrochem

Stim Stimdose

800 10

25 25

Cyberpunk Starfront

Stirene

25

10

Main

Streak

180

30

Petrochem When Gravity Fails

Sunnies, Sonniene

1650

20

Syncomp 15

650

25

Cyberpunk

Taz

Tea Ceremony (properly Performed) Teledrine Telol

480 10 to perform, 500 for a professional 1000 10 20 to perform, 1000 for a professional

35

Petrochem

Nil

Nil 20 12

Oriental Comp Main Starfront

Teruvian Tea Ceremony (properly performed)

Nil

Nil

Glen

The Blood Of Christ Thearax

450 400

45 500

Petrochem Races & Cultures

Thiagorex 3 Torethene

10 150

15 10

Main Main

Totalamine

875

15

cyberpapacy

Trace

325

75

ASP

Transformer Triadrenaline

2000 200

35 80

Rifts SA1 Main When Gravity Fails Main Main

Tri-Phet, Triphetamine Tyreline Urlene

765 500 300 182 for 1 cone and paste for 1 wound.

15 100 80

Uzain Plant (ingest and paste)

Special

DinoSwamp

Uzain Plant (ingested) Uzain Plant (paste)

60/cone 132/wound

Special N/A

DinoSwamp DinoSwamp

Venus-F

600

25

Petrochem

Venus-M Verex Compound Virlene

600 100 50

25 25 30

Petrochem Main Main

Visomorpain Vitasalt pills

350 10

35 0

Petrochem Starfront

Warp Juice White Lace

375 600

40 20

ASP Interface 1.1

White Lightning Nectar

2000

55

Rifts SA1

Xanitrick

595

40

Petrochem

Yellow Lightning Nectar Yuthix

2000 2000/Dose

55 100

Rifts SA1 Main

Zoroaster

180 70 (for 8 hours worth)

40

Petrochem

Sevlar Nitro-Mix

20

Chem-Dogs

Infirmary Equipment Scanner Bed Surgical Dermal Closer Surgical Tissue Knitter Surgical Regenergun Surgical Arterial Sealer Laser Scalpel Medical Function Bed Medstasis bed Prosthetics Special Deathsibyl Dreamreader Biolaser Medical Drone Toxic Spraything Translator Microbes Medical IROU Medical IRVT Medical RAU (2) Medical RSU

20000 1200 1800 2200 2000 1600 200000 25000 Varies

400 0.8 0.9 1.1 0.8 0.7 700 450 Varies

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Main Main Main Main Main Main Main Main Main alien art alien art alien art alien art alien art farscape Rifts Triax Rifts Triax Rifts Triax Rifts Triax

12000 4000 2000 5000 5000 8000 5000 10000

100 6 12 N/A 1 1 1 1

Archaesthetic Blood Substitute. Rapidetox Portable Intern Unit Cybercast TW Limb Cast (Small)~ TW Limb Cast (Large)~ TW Bandages (light)~ TW Bandages (Standard)~ TW Bandages (Greater)~ TW Bandages (Super)~

1000 150/pint 1500 1200 1200 4000 8000 20 40 120 220

1 0.2 0.6 1.6 0.9 0.75 0.95 0.02 0.04 0.06 0.08

N/A N/A N/A N/A N/A N/A N/A 1 2 3 4

Chrome 3 Chrome 3 Chrome 3 Chrome 3 Chrome 3 Rifts Dino Swamp Rifts Dino Swamp Rifts Dino Swamp Rifts Dino Swamp Rifts Dino Swamp Rifts Dino Swamp

TW Exsanguinator~

2100

N/A

Blood Angels

Medicus Ministorum

2275

N/A

Sisters of Battle

First aid and surgery rolls at +15 First aid and surgery rolls at +10 Diagnostics and First Aid +5 First aid +5 or Reduce bleeding by 4 hits/round Stops 1hit/rd bleeding and doubles healing rate.

First aid and diagnostic rolls at +10

First aid and surgery +50, if patient can answer questions, skill increases to +70, locator beacons to tag each patient before moving on to next causulity Bonus Of +5 to Evidence Dispersal or +15 to Autopsy A large briefcase that holds everything you need to turn a normal kitchen into a genetic engineering and weapons lab. It is this small because it lacks even the most rudimentary safety precautions. +15 to the Sci Analytic medical category and to all Chemistry skills, but any fumble rolled while using this kit cannot be stopped by using a fate point, and always result in exposure/contamination. This is a backpack with several "medical" servo arms, While using this device, Strength is 1 point higher, you suffer no penalties from lost hits or criticals, and you have an additonal 30% activity, however, as soon as you have it on for more than 10 minutes you gain 5 corruption points, and all drugs that you take OR administer have their addiction factors increase by 5. Also, the Device itself has an addiction factor of 5, with its addiction factor doubling every hour of use.

Designed as a combat drug and painkiller, 'Dorph reduces pain and stress effects. It also has a nasty side effect of damaging nervous systems, eventually reducing addicts into Parkinson's patients. Reduces pain penalties by half, Reduces Stress Criticals by 2 levels. Lasts for d6 x10 minutes. After the drug lapses, Quickness penalty of -2 for the same duration. -15 appearance while the drug is active. This vasodilator drug is can be taken as a tablet and opens up the blood vessels giving a sudden rush of physical energy and a rapid high. The effect lasts for half an hour, giving the PC +10 on any physical action or social task. This nasty hallucinogen was developed as an interrogation tool, but it has somehow ended up as a street drug. It causes terrifying hallucinations which follow a basic theme which seems to repeat endlessly, culminating in terrible nausea once it has worn off. lasts d10 minutes User may make 2 melee attacks per round for d4+6 rounds

allows for 25 hours of full efficiency without rest. For each 25 hour period, 4 hr of rest are required when finished taking drug Powerful hallucinogenic which places the subject in a surreal fantasy world of their own imagination. The recorded effects of the drug vary from user to user. Any users exhibiting psychoses or phobias will have the effects of these mental illnesses enhanced, and will be trapped for hours in their own personal nightmare. More stable users experience an entertaining and idyllic flight of fantasy. Most users suffer from delusions related to whatever hallucinations they are experiencing. Alice is taken in tab form. Alice takes effect in 1D10 minutes, and hallucinations last 1D10 hours. 50% of users experience bad trips, but only one roll is made per user, period -- if you are vulnerable, Alice will ALWAYS send you into screaming fits. If you are the other 50%, you get a great trip and +5 to all actions for D10 hours. If you are actually performing one of you hobby skills, the bonus doubles. Universal nerve gas antidote. Will protect in chemical warfare nerve gas environment for 25 hours 100% effective contraceptive. One dose will render sterile females for 27 days, and males 100 hours heals 30 concussion hits over 6 rounds Will increase hits by 50% and double exh points, duration is 2r/5% failure against 20th lvl attack highly addictive, very expensive, and each dose renders the user effectively "out of it" for several hours. The elicit drug of choice for the rich and famous. Lasts D10 hours This virus has two effects: One can turn a human into a Dog Soldier (Take Physical Alteration Criticals until 100% Change is reached or character dies. Pregnent women do not suffer this effect, but their children will be Dog Soldiers no rolling necessary. In this case the effects are PERMANENT) or can induce Dog Soldiers and Wulvers to transform Instantly. Character increases size by 1 catagory. +5 Strength & Con, grows fangs and claws that attack at a max out equal to their size category +1, regenerates d6 hits per round is at +25 to hit and +3 init, but while in this state, cannot use complex tactics, lasts 2d4+10 minutes. When effects lapse, character reverts to normal and is considered exhausted (-30) for 2 hours. Character suffers -2 ME and RE while in effect antidote for radiation, remains active for 50 hours and lowers crits by the mark level This is a countering agent to the Antipode Retrovirus, It will prevent or reverse people who are bitten from becoming a Dog Soldier if administered within 2 hours of the Bite. completely relieves all symptoms of the common cold for 25 hours Prevents intoxication via alcohol, useful on missions where social drinking must take place. After such a night, most people will be at -30 on all actions. Aspedine ensures an agent stays fully alert. Keeps the subject awake, even after many hours without sleep. Users have a gung ho, can-do attitude, and are super enthusiastic. May cause tremors, weakness, and memory loss once it wears off. Con +5. Exhaustion points +20 and recover at 3x normal rate. Lasts d6 x10 minutes Heals 20 hits after 10 minutes. Heals 45 hits over 5 rounds Heals 30 hits over 10 rounds Cuts healing time for all wounds to 1/5 normal time,

A highly advanced stimulant that enhances the user's strength, producing effects similar to those reported by people under the effects of panic-induced adrenaline (mothers lifing cars off of kids, etc). It is injected. Bass takes effect in 1D5 turns. It increases the user's Str by 3 and adds +30 Exhaustion points for 1D6 x 10 minutes, after Bass wears off, Con is temporarily reduced by 3 for 1D6 x 10 minutes. If you fail an addiction resistance roll, roll a d10, if you get a 1 you permanently lose 1 point of Con. Butaqualide comes in a bicolored Tabs of powder blue and peacock blue, and is illegal without a prescription. It acts as a sleep agent and euphoric, but it scrambles the user's coordination. RR vs poison or fall asleep, -5 Agility regardless for d6 x10 minutes Users will think that no matter how outrageous the risk that they cannot be hurt. Causes mild visual and audio fantasies. +4 strength, -5 Quickness. This is a universal anti-toxin, that is effective against most poisons and nerve agents. On a 2d10 roll of 4 or less, it may even work against a more obscure poison. Works within one minute, arresting the poison's effects. Recovery then begins as normal. This gives the user +10 on his technical or highly mental skills for 1-3 hours. Heals 10 hits instantly, unless under 0, then it heals Con Modifier in hits, can use only once in 24 hours If taken while on an all kibble diet, it reduces the penalty by 15. If taking it on a different diet, it adds +5 to your poison and disease saves. A high-powered, military version of 'Dorph which imparts euphoria, adrenal rush, and invulnerability to pain. Cool is raised, and users are more resistant to stun and shock effects. However, 'Lace is deadly, and slowly turns its users into cold-blooded killing machines as their empathies are chipped away. Users on Black Lace suffer half stun rounds, no penalties from hit losses, half other pain penalties, and an increase of +3 to SD. Lasts for D10 hours. Immediate RR vs poison or lose a point of empathy, permanently User receives +15 on all Psychic RR for 30 minutes. Blue Glass was originally developed as a biological weapon. Users risk severe brain damage and reduced intelligence. Lasts 1d6 x 10 mins, RR vs poison or lose a point of reason, permanently. Grants 2d6x10 pp and access to Fire Nerves True for d4+2 hours or PPs are spent, afterwards save vs poison (lvl20)if the RR is made all activities at -20 for d6 hours, if failed, penalties last for d6 days. User is wide awake and cannot sleep for24+2d6 hours, +1 Initiative Boost increases the user's Intelligence. Addicts develop a tolerance to the drug, however, and must feed their habit or fall into terrible bouts of withdrawal. Reason +2 Duration D10 hours Char is an iceman drug. It induces and inhuman calm, confidence, and self-control in users. People on Char are imposing, authoritative, and rarely lose their tempers. While it has no strong physical side-effect, it is highly psychologically addictive. lasts d10 minutes, +8 SD, +3 Presence Cockroach is another version of synthetic endorphins ("'dorph"). It differs from standard 'dorph in that it is more potent, and increases the user's sensitivity to pain once it wears off (leading most users to apply another derm, which leads to a quicker addiction potential). Cockroach is packaged as a red derm about the size of a movie ticket stub, with a small, crude cockroach stenciled on the back. Reduces Pain penalties by 50 points and renders the user immune to the first 6 rounds of stun inflicted on them in any given round. Lasts 1d6x10 rounds.

A bitter powder usually dissolved in heavily-sugared tea and drink, Communion causes users to experience a completely satisfying spiritual experience, perceived as a blissful union with their deity. A vision encompassing all five senses sweeps users away, and usually result in an affirmation of faith and a belief that they have been given a specific task or message from God. Communion is not physically addictive, but many users become compulsively lost in a life devoted to acquisition of the scarce stuff. the experience lasts 1D6 x 10 minutes, though the delusion of a task from God will generally persist for days. It is Highly Psychologically Addictive, CPS-23 (CyberPsychotic Suppressant 23), known on the street as "Magic Candy," is a drug used in the clinical treatment of cyberpsychosis. It raises the user's emotional perception and empathy, keeping him from slipping into psychotic episodes, while lowering his Self Discipline (thereby making him susceptible to psychiatric treatment). Some subjects experience extreme depression when the drug wears off, and most of them attribute this to "weeping for their lost humanity." The drug is designed to be highly physiologically addictive, in order to keep the psychos coming back for more. CPS-23 comes in a blue and red gel cap. Empathy +8 and Self Discipline -5 for 1d10 hours. If used in Conjunction with Empagine, The CIRS cure is 1.5x normal! Grants +2 to Strength, Constitution and Quickness, makes user fearless and aggressive. Lasts 1d4 hours, then the raised stats drop by 6 below their normal level for twice that amount of time. This drug makes the user more likely to believe anything he is told. While Crediline is in effect, the user feels very happy; everything around him makes sense, and everyone is a trusted friend. After it wears off, the user becomes extremely paranoid. The drug is usually unavailable to anyone except psychiatric doctors, who can utilize it in therapy. It can be found on the black market, and police and intelligence agencies sometimes use it. Causes -4 to SD stat and -80 to resist Interrogation for D6x10 minutes. Properally prepared, reduces pain based penalties by half for 4 hours, also reduces fever (either +5 RR vs disease or +10 to first aid, whichever is appropriate.) Failed addiction roll is Fatal. SD +3 for 1d4 hours Presence bonus of +5 for 1 hour, reduces SD by 1 for the same period. Players who take this drug also immediately gain a Fate card. A micro-organism in tab form, it attacks and destroys ingested toxins and other M/O which work on the digestive or circulatory system +25 to all medical rolls and instantly heals 2d10 hits. Qu is reduced by 8 for d10+1 hours (concussion hit recovery is double for the duration.) Adds +30 maneuvers involving artistic conceptualization (sedative variant) causes immediate unconsciousness, but certain sleep patterns are inhibited. User awakens after only 1/4 of normal sleep time, fully rested. Causes Drowseyness in 1d6 rounds and sleep 2d6 rounds after. Has fantasy-like dreams, causes -2 initiative while under the influence.

Amazing breakthrough in combat medicine, Induces complete calm in the user. It also gradually slips them into a catatonic state. When consciousness returns (in two to four hours), the subject will feel as though they had a full night's restful sleep. The name comes from reports that during the increasing catatonia, the only sound users can hear is that of their own heart. It is taken as a tablet and is available by prescription only. While Drum is taking effect (2D6 x 10 minutes), users are calm, composed, and at -3 Quickness. Once it has taken effect, it puts you to sleep for 1D6/2 + 1 hours, then wakes you up with a bang : roll 1D10, subtract the amount of sleep time, and receive a +3 to Con for whatever time is remaining. Heals 6d10 hits immediately. Dryad is the street name for Di-radiochloride, a bizarre form of irradiated swimming-pool chlorine. It is available in both powder and tablet form. Each dose of Dryad makes the effects last 30 + 3d10 minutes. During this time, the user has the Overconfidence disadvantage. It also raises Quickness by 1, but decreases agility by 1. Its primaty purpose however is increasing Presence and Empathy by +4 each Reduces CIRS by 1d10, Usable Only Once replentishes all characters PP, and increases his pool by d6x10. All these PP are lost in an hour, and the character loses d6x10 PP in addition from his own pool, if this causes them to go under 0, he suffers the penalties of PP exhaustion, and there is 3% (+2% per use of the drug) that there will be a d6 permanent loss. Increases PP by 2d4x10 for 2 hours or until the bonus points are spent, whichever comes first. Character suffers from the shakes if he fails RR vs poison at level 20 (-20 all physical actions). If character becomes addicted, they will lose confidence when not enhanced and suffer -10 on all psionic ability rolls and RR. Feels no Pain or shock modifiers are applied, lasts 1d2 hours A Psionic Suppressant, Ephemerol applies a -80 penalty on all Psion and Psifire abilities while under it's influence. Also, all effects of Sucessful Psion use are halved. Interestingly, a relatively unknown aspect of this drug is that if given to a pregnant woman for the entire course of her pregnancy, the offspring become powerful psionicists themselves. (See the Child of Ephemerol biomod on the cybers tab) User is relaxed, cheerful and fearless. +3 to intuition and memory for 1d4 hours, reduces base rate by 20% and - 4 initiative during this time. Face (short for "interface") is the drug du jour among fast-lane netrunners. Face is taken with an inhaler directly into the throat or nostrils. Adds +2 to Commcore initiative for 1d10 hours while you have a DNI or Psychic interface. Heals 10 hits instantly A very popular sedative, this will aid in restful sleep and also will help calm nerves. For 2d6 hours you are at -20 for physical tasks, but your resistance rolls receive a bonus of +10, and passive tasks and research are at +5. An extremely powerful anti-depressant, Flip provides an unrivaled feeling of calm and composure. Flip is taken through a derm and is available by prescription only. Flip takes effect in 10 + 2D10 seconds and lasts for 1D6 x 10 minutes. During this time, it increases Presence and Empathy by 3 and provides a euphoric rush. Increases SD, Str and Int by +3. Reduves RE and QU by 1 each, and user suffers a -20 RR vs poison and disease. Efffects last for 1d10 +1 minutes. Heals 100 Hits instantly. Makes the user happy. Since he's so damn happy, he cares very little for his own physical well being. Causes paranoia, memory loss, and tremors in long-time users. Str +2, negates all pain penalties For d10x10 minutes.

Allows the user to cast Psions as if they were 3 levels higher (effects AND psions) or allows Psifire skills to be used as if they were 5 ranks higher. Duration is 15 minutes, every time you fail an addiction roll, immediately make another addiction roll. A failed secondary roll results in death. Induces short term memory loss in users, a failed RR results in a loss of 1 hour of memorys, with and additional 10 minutes per 10% failure. User gains +3 to Strength for d10+6 rounds Acts on spleen and liver, causing accelerated blood production, enough to completely replace blood supply within 2 hours. Taken once/day for 10 days, perm increase exh by 20% Take number of bleeding sites and reduce the bleeding from each one, one per round This is a very potent truth serum which leaves the subject completely open to suggestion. It is nearly impossible for someone to lie while under the influence of this drug. It is administered in a derm. It is highly illegal to possess this drug on the street, as its use is restricted to government, medical, or military personnel only. Honesty takes effect in 10 + 2D10 seconds. While under the influence of Honesty, a subject's Self Discipline and Quickness are reduced by 2. Users lose all inhibition, suffer from delusions that their interrogators mean them no harm, and are happy to answer any questions put to them -40 to resist interrogation. counters side effects which often accompany Hyper Space travel. Bonus +1 Con, +1 Pre, +1 Agil, user treats wounds as if they were 1 level lower for healing purposes and ignore all wound related penalties. The effects last 1 hour. The user can keep taking the drug to stave of the effects, but every dose after the first lowers the users RE by 2. Any failed addiction rolls result in lost RE permanently. Stops all bleeding at 1 site 1 round after injection, all grants +15 to first aid and medical rolls, If used more than once every 10 minutes, it causes severe internal clotting and death. User gains 20% more activity, and their base rate increases by 30%, drug lasts for 1d10+6 rounds. Gives +50 to interogation and +25 for hypnosis (AntiViral), immediately after administered the patient is allowed a new RR at +100. If successful, complete recovery is achieved within one hour. If not pt can make RR +100 every hour until successful or six tries are made.If all should fail, one can receive the drug and try again after one full day. Agility +2, Pre +2, failed addiction rolls result is permanent loss of 1 agility point. Extremely illegal, this drug, if taken weekly, retards aging indefinitely and gives the user a +30 RR vs any disease. However, its creator, Jha'dur, was responsible for crimes against sentients, hense its illegal status, As it is, it requires the sacrifice of a living being to make the serum... (stimulant). Adds wakefullness, adds 20 to perception and related alertness rolls. Strength +2, Con +2, Quickness +4, no penalties from exhaustion or wounds, may fight until user is at negative hits equal to half their con. If user takes the drug 4 times in a week, addiction is automatic.

Kick Start aids the natural healing processes of the body by stopping internal bleeding with powerful coagulants. It can also radically increase tissue regrowth and knits bones together with amazing speed. It is not noted for its addictive qualities, but addiction can nonetheless occur among combat operatives who have had to take it frequently. It is a contact drug and is applied in an aerosol spray to open wounds. Kick Start takes effect in 1D5 turns and speeds up healing by 50%. It adds +20 to First Aid or Medical rolls made to stabilize the patient when first applied. It has a "duration" of 1D10 minutes, which is only applied for the purposes of calculating overdose chances. For each use after addiction, roll 1D10. A result of 1 indicates that the user has lost a permanent point of Con. Heals 25 hits over 25 minutes Cuts healing time for all wounds to 1/3 normal time, High energy drug allowing an 8-hour sleep period to be missed without the usual -30 penalty. A potential side effect is a deep depression (-10 all actions and no chance of risky action) for 1D3 hours following that time. There is an 80% this can act as a counter to the slowing down effect of D-Gas. Relieves 1-10 accumulated stun rounds While on this drug, the user has the following effects: +20 RR vs poisons (other than Krycel, of course), Suffers only 75% of mormal wound penalties, +20% Exhaustion points, +1 Strength, +1 Con. With a routine Horticulture roll and a very hard Chemical Engineering: Medical roll, a character can prepare this drug themselves once they have a big enough sample of the moss. 1 Cubic meter of moss will produce one cannister of the refined drug, and the moss will regrow to useable levels every third week (so 3 cubic meters is enough to sustain the user indefinitely, assuming no botched rolls!) For every shift upwards on the chart in difficulty they can increase the potency of the drug to get additional effects equal to a 5% increase to either how many doses are in a cannister, the maximum range of the gauntlet attack, exhaustion point increase the percentage of wound penaltys taken. Each increase can be applied to the same or different factors. It also increases the AF by 5 each. Once a stronger version of the drug is taken, weaker versions can never be effective again. RR failure vs. this drug by over 30 points results in death. Every 5% increase is drug strength adds 10% to cost. Increases QU by +3 1d10 hours. Love Potion #9, also known as LP9, is used as a tool by assassins, prostitutes, and anyone who wants someone completely helpless and unable to resist. The drug, when introduced into the victim's food or drink, gives them a "hot", "turned-on" feeling. Their resistance to seduction checks is lowered, and this, in addition to being incredibly horny, makes them an easy mark. Once the drug has worn off, however, it induces a warm, sleepy feeling. The victim will usually fall into a deep slumber, allowing the assassin or prostitute free reign to do what they please. LP9 comes in a clear, odorless liquid that has a slightly bitter taste. The taste isn't distinguishable when mixed with alcoholic drinks.Self Discipline -3 for a d6x10 minutes. Quickness +2, +5 netrunning Init for 5 minutes. Afterwards, roll a Reason check at -6 or lose a point of reason permanently. Each failed Addiction roll also causes an immediate loss of 1 Reason. Used to revive patient from stasis in a portable perservation unit

This bitter pink-white pill embossed with a pink or red heart gives with it the guarantee of the ultimate orgasm. As the effects of the drug begin, the user begins to feel a oneness for all things, an overwhelming love for the universe, a rejection of conventional sexual mores, and an incredibly potent desire to blissfully copulate with the nearest object. Users are known to have had sex with people outside their sexual orientation, with people they hate, with family membors, minors, house pets, reptiles, and electrical appliances. The downside of this drug in terms of social control is obvious, but there is a personal downside as well: subsequent use is never as good as the first time. Each time, the sex becomes more squalid, pathetic, and pitiful. For most people, the ingestion of MDA-Cubed is the beginning of a downward spiral into obsession, depression, and suicide. It is extraordinarily cheap to manufacture, but its rarity generally ensures that the cost is mutiplied by 50 to 100 times. The Medical Stabilization Agent, or "Meestag" (as it's known in militarese) is a military drug used to treat victims of heavy trauma. While the cost is prohibitive for people on the street, it is one of the best drugs to use in the treatment and first aid of large wounds involving massive tissue and blood loss. Meestag stops blood loss, protects against infection, and stops all pain, which the user perceives as an irritating itching near the areas of his wounds. The subject will be unable to sleep both before and after the drug wears off, and the eyes tend to become sensitive to bright lights. Some subjects have been known to become delusional, imagining large insects and maggots wriggling through their wounds, causing the itchy sensation. Meestag comes in a bright green derm the size of a credit card. User suffers 45 points less penalty for pain, stops 2d10 points of blood loss and gives +50 to any poison or disease rolls while its active. It also Heals 2d10 hits instantly. Lasts for 2d6x10 minutes. Must take 1/day for a week before any benefit is gained. +4 Str, +2 Con. Requires only 5 hours a sleep a day, and can go up to 72 hours without sleep. Addiction rolls are made once a week (after initial treatments, only 1 pill a week is necessary.) addiction causes loss of 1 Emp, and requires a RR vs poison (15th lvl) or die. Increases Rea and Int by +3 for 1d4 hours Prevents hair growth for 100 days. Adds +3 memory 1d4 hours This drug puts the patient into dreamless sleep for several hours. It is taken in tablet form. Morphazine is commonly available as a reliable, powerful sleeping pill, though only through prescription. Trying to resist is a Poison Save at -20, and even if you do succeed, you act at -10 to all activities for the duration of the normal sleep, 2d6 hours. This drug takes effect after 2d6x10 minutes. Mr. Ex is a stimulant which is used primarily by busy corporates and netrunners. Will keep the user awake (and at +40 RR vs sleep agents) for d10 hours, but the user has bloodshot eyes and a bad case of the munchies. Allows user to see in Infrared and Ultraviolent Spectrums for 2 hours This is an antidote for nerve poison. If taken within 15 seconds of poisoning (assuming you're not dead), a Neurovine injection helps stabilize the poison until further treatment can be sought. Note that Neurovine is in itself frequently deadly. 5 rounds after the Dose RR vs poison or die,

The most powerful painkiller ever created, Pain Away first works by blocking the nervous system to stem the flow of pain impulses to the brain, and then raises the user's pain threshold to the point that even major injuries can be ignored. Addicted users, pain centers permanently deadened, frequently resort to masochism and self-mutilation. It is applied in a derm. Pain Away takes effect in 2D10 rounds and lasts 1D10 hours. It allows the user to ignore 120 points of wound penalties and gives a +30 bonus to all resistance rolls. While under the influence of this drug, you can choose to ignore the effects of ANY one critical, but if you do so, you suffer d10 hits and permanently lose a point of Con. User may reroll one melee attack roll at a +5, drug only lasts d6+6 rounds Removes all pain, wound and exhaustion penalties. Immunity to fear. 10% chance of death per dose over 1 in a day. Lasts 5d12 rounds. A very mild tranquilizer. Lasts 1d6 x 10 mins. Personal Interest is a very powerful hallucinogenic used to induce the sensations associated with sexual intercourse, and is used to enhance actual sex or as a solitary masturbatory fix. It is taken as a derm. 10 + 2D10 seconds after applying a Personal Interest derm, users lose all inhibitions and become seriously aroused. Mild hallucinations, usually tactile, often accompany use of this drug. The high lasts for 1D6 x 10 minutes. Once it wears off, users have trouble concentrating and suffer -30 to all actions involving prolonged attention. This is a mood relaxant that gives +10 to all social Skills (for 1-3 hours) involving personal interaction. The side effect is dulled senses and tiredness (-30 on all awareness rolls). Polypheronol-Z is a hallucinogenic drug that drowns the patient in pretty colours, emotional warmth and psychedelic trips. Used by psychosurgeons to unravel a patient's deep-rooted problems. The drug has recently been used by zaibatsu snatch squads as a truth serum. A single dose will result in one hour of "truth" (often garbled with an awful lot of crap) as the patient talks in his post-hypnotic, auto-suggestive state of mind. This is followed by 1-6 hours of unconsciousness. Lowers pain penalites and exhaustion penalties by 1 step each. Heals 20 Hits instantly and will remove 1 round of stun Doubles healing rate of all wounds it is applied on. 10 doses User is impervious to telepathy and empathic powers, and gains an additional +40 versus all other Psionic effects. Effects last d6x10 minutes. User's psionic powers have their range and duration increased by 50%. Influence category is at -25 for duration. Effects last for 2d4x10 minutes. Pump was originally a military drug, its primary function was to help soldiers prepare for battle. After taking this drug, the user will begiin to get pumped up for a fight. While on this drug, the user ignores the effects of flaws like Passive, Pacifist, Indecisive, etc. Also for 1d4+2 hours, the user gains 10 temporary hits and +5 OB. However, for the same amount of time, you gain the Bloodlust flaw and suffer 10d10 points of exhaustion loss..This drug is now illegal in ASP space. Gives free RR +50 to relieve drug or alcohol hangovers Illegal Drug makes user very susceptible to Subliminal suggestion. RR vs. psionics at 15th lvl or follow instructions, any instructions that are self harmful get an additional RR. Grants 2d6x10 pp and access to Haste V for d4+2 hours or PPs are spent, afterwards save vs poison (lvl20)if the RR is made all activities at -20 for d6 hours, if failed, penalties last for d6 days. allows a human to digest rough cellulose for a week.

Stops all bleeding at 1 site for 10mins, just long enough to get real medical help. 20 dose spray can. (20 Total wounds) Lasts for 4d4x10 minutes. While in effect, no blood loss is taken, regenerate 1 hit every 3 rounds, pain and exhaustion penalties are halved. After the drug wears off, user is reduced to 50% activity and at -20 to all actions for 4 hours. This drug got its name because of its side effects - its users are cowardly, horny, and they don't eat. In other words, as the saying goes, "They run like rabbits, screw like rabbits, and eat like rabbits." The benefits the drug grants include increased running speed and enhanced perception. It is usually supplied as an amber liquid in glass vials, and must be injected in order to be effective. Users base rate is increased by 20 ft per round, and gains +15 to all awareness checks for a d6x10 minutes. Rage causes immediate, extremely violent and psychotic behavior in all subjects 1D5 turns after it is injected. After it wears off, users are shaky and nervous. Rage is sometimes used by licensed physicians for psychotherapy; otherwise it is only found on the black market. +5 to stunned manuevers and all Resistance Rolls for the duration of d6 x10 minutes Allows character to "see into his future" (5 minutes only). Grants 2d6x10 pp and access to Energy Bolt III for d4+2 hours or PPs are spent, afterwards save vs poison (lvl20)if the RR is made all activities at -20 for d6 hours, if failed, penalties last for d6 days. (regenerate limb), allows regen of lost body parts. For full regrowth of finger takes upto 20 days, arm or leg 100-150 days. Retro is a memory-enhancement drug often used in psychotherapy and interrogation. One Tab gives the user recall akin to eidetic memory of the past 1D6/2 days. Retro is physically and psychologically non-addictive. It is very expensive on the street, but a licensed psychotherapist, doctor, or hypnotherapist can obtain it for half that price. These are small breakable capsules which have an effect similar to smelling salts; if snapped open under the nose of a stunned or unconscious person, they will cause the person to wake up. Revive is legal. Make a new stunned Manever test at +10, if you succeed, all stun rounds are removed. Once awake, users are frequently confused for a 1D10 minutes; -15 to all Awareness rolls and tasks requiring concentration. Increases human interaction abilities, but causes a slight blue tint to the skin. +3 Empathy, +3 Presence User is at 200% action, +3 Initiative. All static manuevers and skill rolls are at -50. Effects last 1d6x10 minutes. Puts you to sleep in seconds, sleep soundly and heal well. Lasts 2d10 hours, user heals as if he had rested for # of hours asleep in weeks. Sandman is the latest in mickey finns -- a high-tech, chemically engineered knockout drug. It is available in liquid and aerosol form, and is clear, odorless and nearly tasteless. Though illegal for civilians, it is commonly used by police forces as a Mace or pepper spray substitute, or simply as a convenient way to subdue a target. RR vs Poison at -30 or fall asleep for d10 hours For the Aerosol version, see the listing under Chemical Weapons. Gives +20 to all awareness rolls for 1d3 hours User adds +15 to all Melee OB s for d10+6 rounds Sin acts as an anti-depressnt, aphrodesiac and uninhibitor without causing a hangover, which makes it popular. It also occasionally sends people into a psychotic killing frenzy, which makes it illegal. It is manufactured in 25mg capsules.Though cheap to manufacture, it is extremely illegal (cops HATE this drug) +2 to Con, For the duration of d10 hours, and there is a 20% chance of Psychotic Rage.

Mind stimulant Increase RE and IN gain +3 for 1d10+1 hours. All netrunning manuevers are at +15. Once the effects wear off, user suffers a -3 QU and RE for the same amount of a time. Increases Con by +8 for d10+1 hours and is nearly undetectable by drug tests, some paranoia effects have occurred. (-20 RR vs fear) Cleans and seals wound. Heals 5 hits instantly, Will stop up to 2 points of bleeding. Cuts recovery time by half. If patient is moved within 10 min of treatment, all benefits lost. Price is for 1 dose. The user is submerged in a vat of this for 14 days. All of users injurys (including dismemberment and brain injury) are healed. All Toxins and addictions are cured and adds 10+1d2 years to their lifespan. (this is particularly useful to juicers) this treatment can only ever be used on a person once. Future attempts fail utterly. Slammer is a violent psychoactive used by combat troops and some totalitarian police forces. It is illegal, but widely available and popular among street samurai, gang members and anyone else who enjoys senseless violence. It is taken in derm form. +2 Agility and Quickness, -2 Self Discipline, and you ignore the first 2 levels of Pain penalties (-20). The effects last 1D10 hours, and inspires aggresive behavior and paranoia. While on this drug, user makes all psionic casting rolls and Resistance Rolls at -75, all other actions are at -20. Re and SD are at -3. Lasts for 8-11 days. A shiny black powder generally sold in capsules, Slo-Mo causes the neural pathways of the brain to fire more rapidly, increasing reflexes and making the outside world appear to slow down. Slo-Mo is primarily used for the two functions of the human race: sex and death. It is prized as a way of extending the ecstasy of orgasm, but is more commonly used by urban warriors who use the edge it gives them to lethal effect in combat. +1 Quickness and +5 to all OBs and DBs for d6x10 minutes a truth serum, user makes an RR vs poison lvl 30 or can only tell the truth, it works especially well when the subject is involved in sexual activity, where the drug interacts well with the hormones released, raising the lvl of the attack to 60. Addiction to speakeasy makes you even more sucesptible. Every lvl of addiction is another 5 lvls to the attack. Healing times for wounds are reduced by 1/5th, This drug must be taken once a day for a week. This cost is for a 1 week course. Keeps the subject awake, even after many hours without sleep. Users have a gung ho, can-do attitude, and are super enthusiastic. May cause tremors, weakness, and memory loss once it wears off. Con +3 and SD +1 for d6x10 minutes. User is fearless and suffers no penalties from wounds for d4+6 rounds. Awareness rolls +10. Agility -1 for 10 minutes. Players who take this drug also immediately gain a Fate card. puts into coma for 24 hours and stops all bleeding Stigmata is a combat drug. Its effects are simple: The drug increases the user's Quickness and Agility by 2 and acts as a Euphoric. The effect is a feeling of invincibility. However, when the drug wears off, it causes paranoia. This drug is physiologically addictive. Form : A silvery, metallic powder resembling ground graphite. Lasts for d6x10 minutes. Stim increases endurance and keeps the user awake for longer periods. Side effects include mental delusions. Lasts d10 hours, Gives the user 5 exhaution points every 10 minutes for the duration. gives +10 to con stat for 3 hours, then must rest for 24 hours after

Allows one Resistance Roll vs Bacterial Infections at +100, though it takes 2 hours to know if the drug worked, and 24 hours before full recovery. Streak was developed as an attempt to cure various types of psychoses. As with most experiments, the result had little to do with the intent. Streak was instead found to be a powerful mental stimulant, heightening the user's senses and perception. The risk of brain damage and mental breakdown from misuse is significant. It is injected Streak takes effect in 1D5 turns and lasts 1D10 hours. It increases Reason and Intuition by +3. However, Addicts are at risk for permanent Reason loss -- each use, roll 1D10. On a roll of 1, the user has lost 1 point of Reason. This powerful opiate was developed to negate pain and act as a euphoric.gives the user a feeling of invulnerability, which can put the user at risk in combat situations. D10 hours Syncomp is a broad spectrum poison antidote, used to treat nerve- and bio-toxins. Side effects include reduction of Agility. Gives a new RR vs the poison at +40. Agility loss of -5 for 1d10 minutes Taz, named after the "Tasmanian Devil" of Bugs Bunny fame, is a blue, crystalline powder which is snorted, or freebased and injected. It makes its users fast, strong, and unafraid. When the drug wears off, however, the user's nervous system is left in a shambles, and even the smallest of discomforts becomes agony. Taz users have been known to tear entire buildings apart, and survive multiple gunshot wounds. +2 Quickness, +2 Strenth and +3 Con for d6x10 minutes. It also reduces all stuns taken in a round by 1. When the drug wears off, the user suffers double pain penalties and takes 6d10 hits of damage.

All Exhaustion points replentished, all wound penalties reduced by half, and heals 1 hit. May only be performed once between periods of perfect health. When Drug is taken, Roll 3x Intuition +30, if you break 101, you gain +30 on all Psionic Attack rolls and RRs for the next hour. Truth Serum, RR to resist each dose over 1, inflicts additional -20 to RR All Exhaustion points replentished, Removes 1d10 points of taint, all wound penalties reduced by half, and heals 1 hit. May only be performed once between periods of perfect health. This drug, called the "Blood Of Christ by Petrochem (its designers), fills the user with a feeling of divine euphoria, as if God had touched them. Anyone under the influence feels whole and complete, as if they could do anything. They have no worldly fears, since God will protect them, and will do anything to accomplish any goal set to them without question. Constant users are eventually hooked by the drug, and addicts who don't get their fix are inclined to believe that God has left them, since they can't feel Him. The drug is manufactured in liquid form only - a thin red concoction that smells like sweet flowers and goes down like a liqueur. Self Discipline and Intuition gain +5 for 2d6x10 minutes. Ignores stun, reduces crit penalties by half, operate until 10 hits before death, lasts 15 mins. Dragoons are addicted to this to insure loyalty. Completely relieves headaches and minor Muscle Tension. Critically failed RRs vs addiction mean either Total tolerance (drug will never work again) or allergic reactions. Heals 100 hits over 12 rounds.

Increase Quickness by 1 for 15 Minutes. Players who take this drug also immediately gain a Fate card. A highly addictive hullucinogenic that causes extremely powerful hullucinations with paranormal overtones, If the character has any mystical talents or flaws, their effects are 100% greater for 2d10 days. Any additional useage during that time period doubles the effect again, but also causes an addiction roll. People who use Trace show up as very bright beings to those who have the Elderview cybernetic upgrade. +50 to track these individuals, with an additional +1 for every 2 Mind points the target has. Character increases size by 1 catagory. +8 Strength & Con, grows fangs and claws that attack at a max out equal to their size category +1, regenerates d6 hits per round is at +25 to hit and +3 init, but while in this state, cannot use weapons or complex tactics, lasts 2d4+10 minutes. When effects lapse, character reverts to normal and is considered exhausted (-30) for 2 hours If user becomes addicted, bonuses above become permanent and character suffers -5 ME and RE. The user is Hasted for 4 rounds. Increases Self Discipline and gives the user a burst of energy. However, when it wears off it induces severe nausea and vomiting. +3 SD, +20 Exhaustion points. Lasts d10 hours. Freezes a persons body before they die, but this condition is only safe for 1 hour, and this drug must be countered by shot of luryadrenaline, Hallucinogen If you eat a cone and apply the paste to the wounds, you get a +30 to rerolled disease and poison rolls and are instantly healed 2d10+5 hits. Taking more than 1 dose internally in an 8 hour period reverses the 2d10+5 healing, but also inflicts a d10 damage and heavy cramping results in -20 to all actions for 8 hours. eating the cone gives +10 to disease and poison rolls for 8 hours, heals 2d10 hits instantly. Taking more than 1 dose internally in an 8 hour period reverses the 2d10 healing, but also inflicts a d10 damage and heavy cramping results in -20 to all actions for 8 hours. Applying the paste to wounds gives +20 to a reroll vs. disease and poison rolls made when the wounds were inflicted. Venus, originally marketed as a "super birth control pill", made a brief show-up on the pharmaceutical scene. Only the rich could afford its pleasures. Two versions were manufactured, "M" and "F" ("M" meaning "Male" and "F" meaning "Female," obviously). The drug had a triple effect. In addition to euphoria, it also caused an aphrodesiac effect as well as its contraceptive abilities. It is 100% effective as a contraceptive, grants a +15 to all seduction or influence rolls with the opposite (Or same if your so incluned) sex and in genral makes you feel really good about yourself for 1d10 hours. Big Party Fun. Addiction also means permanent Sterility. Venus, originally marketed as a "super birth control pill", made a brief show-up on the pharmaceutical scene. Only the rich could afford its pleasures. Two versions were manufactured, "M" and "F" ("M" meaning "Male" and "F" meaning "Female," obviously). The drug had a triple effect. In addition to euphoria, it also caused an aphrodesiac effect as well as its contraceptive abilities. It is 100% effective as a contraceptive, grants a +15 to all seduction or influence rolls with the opposite (Or same if your so inclined) sex and in genral makes you feel really good about yourself for 1d10 hours. Big Party Fun. Addiction also means permanent Sterility. Universal poison antidote it allows an additional RR at +100. Causes immediate unconscious for 2-4 hours.

Makes you happy and quiet. Users have a perpetually stupid expression on their faces and ask very few questions. Empathy +2, no penalties from pain. D10x10 hours. reduces your need for water in dry places and vitamin supplement. 30 Pills This unique drug has 2 separate effects: firstly after taking this drug the users mind is open to more dimensional thinking, gaining a bonus of +20 to all astrogation, navigation and Spatial Location Awareness rolls. It also makes the user very excitable, and the user must make Self Discipline checks to not get distracted by anything that is "exciting" ; strange phenomon, new information, sexual partners, etc. Con +1 and Pre +1, User treats wound penalties as if they are 75% lower. Grants 2d6x10 pp and access to Energy Channel for d4+2 hours or PPs are spent, afterwards save vs poison (lvl20)if the RR is made all activities at -20 for d6 hours, if failed, penalties last for d6 days. Induces a hyper, speedy feeling with accompanying tremors, anxiety, and uncontrollable sneezing, which is followed by total exhaustion when the drug wears off. User has 150% action for the duration. Reduces SD by -5 Lasts d10+10 hours. Grants 2d6x10 pp and access to Hurling I for d4+2 hours or PPs are spent, afterwards save vs poison (lvl20)if the RR is made all activities at -20 for d6 hours, if failed, penalties last for d6 days. Arrests the aging process for 1 year. If taken more than once a year, death results. A handy black-and-white capsule is the carrying mechanism for this perception-altering drug. A person under the influence of Zoroaster sees every moral question in black or white terms. When you're hopped up on "Zorro," you are right and everyone not actively supporting you is wrong. Zorro takes effect in 9 + 1D6 minutes and increases SD by 3 for d10 hours Breathing this mix instead of a filter masks normal mix makes the user relatively fearless and mindless of his units losses. The user is +30 to resist fear, and at +25 for morale checks.

takes several minutes to set up, but once it is, gives +5 to sci/analy/medical rolls. May replace (not stop) 2 points of blood loss per pint. If you use 3 pints, you also gain +5 on all medical rolls. May make a pharmaceuticals roll to clean a substance out of a patient in 3 rounds. Allows a second RR at -30, and also brings a person to sobriety. Diagnostics +10, medical rolls +5, can output to a comp or to a person with interface plugs. All moving manuvers are at -20, but the wearer counts as being at complete rest for healing purposes. Will restore a severed finger, toe, hand or foot in D6+4 days Will restore a severed arm or leg in D8+8 days Clears out minor infection, minor food poisoning or upset stomach, slight headache, small cuts, bumps and bruises. Will also heal D10 hits instantly. Heals most bruises, cuts, gashes and bullet wounds (the bullet needs to be removed first or serious complications can result.) Will also heal 2D10 hits instantly. Heals even more serious internal and exterior wounds (serious burns). Will also heal 3D10 hits instantly. Heals very deadly wounds. Will also heal 4D10 hits instantly. this device is attached to two individuals. The giver and the receiver, the giver takes 2d10 hits of damage, and the receiver gains 4d10 hits. In addition, if the giver has any natural, bioware or chemically induced healing effects in his blood, these effects are shared with the receiver for the same duration (if it has a duration) or for 6 hours which ever is less. Blood based talents effect this device. A medical kit with basic first aid supplies and blessed oils to help protect the wounded from the foul diseases, poisons and the evil taint of extraplanar beings. When used within 2 rounds of a hit, this kit will allow a reroll on poison and disease saves vs poison at +10. In addition, this kit will also reduce any corruption points gained from contact with, or control by a psion.

Microrgs ** Auditory Enchancer Balancers Blood Clotters Body Watchers Bone Hardners Brain Stimulators Contraceptives Dermal Armorers Disease Guards Eye Focusers Eye Rangers Flexibility Enhancers Flexibone Enhancers

Type PE PR PA PA PM ME PR PE PA PE PE PE/PR PM

Where NS MN C All B Br O D SH/C NS NS M/B B

Dur Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant

Internal Controllers Life Givers Memory Enhancers

Varies PA/PR ME

Varies SH Br

Concetration Constant Constant

Mental Recorders Muscle Hardners Nerve Stimulator 1 Nerve Stimulator 2 Organ Armorers Pain Blockers Poison Absorber Proceptives Quick Muscle Tissue Enhancer Slow Muscle Tissue Enhancer Regenerators Revivors Strength Inducers Time Sensors Vocal Amplifier Vocal Enhancers **** Acid Producers (Blood) Acid Producers (Salivia) Electric Absorbers Elemental Protectors (Fire) Elemental Protectors (Cold)

Special PM PE PE PM PR PA PE PR PR PM PR PE ME PR PE

Br M N N O N Varies O M M All SH/M M/B Br O O

Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant Constant At Will At Will Constant

PM PM PA PM PM

C SH Environ All All

Constant At Will At Will Constant Constant

Growth Stimulator Poison Producers Power Booster Power Generators Psionic Stimulators Sensors Skill Carriers Bio Enhancer Cleaners

PE PM MA MR ME MA MA External External

All SH Varies Br Br Br Br External External

Constant At Will Constant Constant Constant At Will At Will 3 days 1 use

Organic Simulators Sentries

External External

External External

Permanent 3 days

Dalen

1 Day

Hastur

Permanent

Kilith

Permanent

Linkage

1 month

Lornos

Permanent

Psionic Enhancer

1 Day

**Microrgs have a base 5% chance of burnout (if fails you take two E stress crits) ****Rare Microrgs have a base 25% chance of burnout (if fails you take two E stress crits) (if successful you must take a nutrien If you fail to take even one solution every three days the microrgs will day 1-3 days latter, and

Effect Gives +20 to any awareness manuevers involving hearing, +25 lie perception Gives +15 to all balance maneuvers Completely stops 1h/r of bleeding, up to a max of 5pts per wound Monitors bodily systems of the host, and sense telepathic to diagnosis of any damage taken, including poisons and diesases. +30 diagnosis Host ignores 40% of bone criticals and gives +20 hits Gives a +3 reason bonus 100% effective contraceptive Increases your Armor type to AT8, and gives you 40 hits, lose 8pt appearance. Gives +40 RR vs disease, virus, hostile microrgs Gives +5 to all awareness rolls involving sight At will effect, increase the range of vision by a factor of 3. Class 3 sight if aiming without another optical sight. Gives +15 to contortions, acrobatics or tumbling maneuvers Ignores 40% of bone crits, and gives +40 to contortion maneuvers Allows host to completely control internal bodily functions from the following systems- Kidney/Urinary; Digestive; Endocrine; Circulatory; Lymphatic; and Respiratory. Can only control one system at a time, takes a 100% action to do so, and takes 2 rounds to switch systems Microrg continually produce O2 and nutrients through the recycling of waste and continually feed them into the host system, hosts can go for periods up to a week without food or needing to breathe Gives +9 to Memory Copies all mental thought patterns, memories, knowledge etc. From the host in effect the memories and personality of the host are stored and copied. These microrgs can then be removed, stored often outside of realtime and eventually retrieved allowing the host mind to be incorporated into a new body. These microrgs can be used to make duplicates of the host and give the host virutal immortality. Adds +1 to strength, and ignores 5% of muscle crits Gives +4 Quickness Gives +9 Agility Ignores 50% of non-brain organ criticals You take no penalty from pains and you can take 80% more concussion hits before going unconscious, but still dies at the same hit total. Posion makes RR vs 9th level microrgs, and this is against one type of poison Enhances egg receptivity and sperm count so that it is 90% likely that a pregnancy will occur and 99% likely if both partners have them, multiple births are likely Gives +10 to QU but -10 to Con; Gives +10 to Con but -10 Qu Host regenerates 1h/min Negates 1 round of stun per attack Adds +6 to Strength Allows host to know the correct time at will, and will alert the host at preset times like an alarm Doubles your vocal volume Gives +35 to all voice related skills Makes your blood acidic, anyone adjacent to you that inflicts a bleeding crit will take an A acid crit themselves Makes your saliva acidic and you can spit acid up to five feet inflicting an A acid crit Absorbs static electricity allowing you to release two lightening every 24 hours and you take 1 level lower electrical crits You get a +30 RR or DB bonus vs Fire, you take double damage from cold You get a +30 RR or DB bonus vs Cold, you take double damage from fire

Will increase you to 1.6 times your original size, if this puts you over the size mod you will take the next level up. This microrg will shorten the lifespace of the user by 25% Secretes a 7th level nerve poison 5 times a day at will Produces 5pp of its own per day that you can tap into Produces PP at a rate of 1/minute to a max of 27, that you can use but your maximum PP remain the same. Acts as a times 2 multipler Allows the host to have a sort of Radar sense within 25 feet Can gain up to 8 ranks in 1 skill, can take multiple times When a item is coated with this solution, it becomes semi impathic and gets a +45 bonus to using that item for the duration of 3 days These temporary will clean the surface of any object or being to the point of complete sterilization, 1 dose of these microrgs will clean up to 10 cubic feet of an object These are large malliable microrg, they can be up to 1/2 cubic foot in size, they are able to fly through the air (2m) under their own power and asside from that they have one function, on mental command they can form a simple weapon They are specifically tuned to a particular person, they are aware of their surroundings up to 7 meters and can telepathically communicate what they know to that user up to 92 meters. A mutated version of a microorganism found in the bloodstream of the Gudasko, the dalen improves the sense of smell. A Dalen cannot survive in the high temperatures of the human body for more than 24 hours, but while there, provides a +30 bonus to tracking skill rolls. A microorganism which thrives within the eyes of its host, the hastur improves vision by allowing users to see in the infrared spectrum. Presence of a hastur provides a +15 bonus to all Perception-based skills which require sight. Appearing under the microscope as a gray mass of organic material, the kilith is renowned for its ability to sharpen the sense of touch. Having a kilith in one's system provides a +30 bonus to all lock picking, trickery and other attempts which require acute tactile awareness. This is the brand name of a microorganism which is used to set up a direct mental connection between two individuals. The organism splits in two, with one half introduced into one person and the other half in the second. The linkage has a range of five kilometers, and allows for instant communication provided one of the bearers generates a successful Mind Point total of 7 to activate the organisms Linkage microbes cannot survive for longer than one month in the human body. They are also killed instantly by the presence of the Comaghaz virus in its second stage. Another pre-existing organism mutated by the Akashans, lornos is a pheromone synthesized by the female Lorbaat to attract a mate. The Akashans altered its properties to match their own physiologies and added various scents to it prior to sale. lomos adds +30 to influence attempts when performing them against members of the opposite sex. A valued microorganism which acts as a +1. Psionic adder, which must be introduced into the bloodstream. It takes 12 rounds for the psionic enhancer to take effect, and it can survive in the body for no more than 24 hours.

ake two E stress crits) ails you take two E stress crits) (if successful you must take a nutrient solution every three days) ne solution every three days the microrgs will day 1-3 days latter, and the character will take an E stress crit and will lose 1-4 pts from each s

Effect Time Cost d5 d10 x 2 d10 d10 x 2 d10 x 2 d5 d5 d10 x 2 d10 d5 d5 d10 x 2 d10 x 2 1000 1000 8000 3200 4400 45000 400 7200 2400 1100 2400 2000 4800

TalentPt 14 7 18 20 13 10 1 20 20 2 9 11 35 MN= Muscle and nerve NS= Nerve Sensory C= Circulatory SH=Substance Hormone B= Bone D= Dermal Br= Brain O= organ M= Muscle N= Nerve

d10 x 2 d10 d5

3120 4920 120000

N/A 10 33

d5 d10 x 2 d10 d10 d10 d10 d5 d5 d10 x 2 d10 x 2 d10 x 2 d10 x 2 d10 x 2 d5 d5 d5

10000 3150 11000 45000 52200 4400 2200 175 9200 9200 1200 3400 60000 20 1360 2700

20 4 13 33 12 18 1 1 18 18 6 10 23 4 3 21

PE= Phyisical Enhancement PR= Phyiscal Reorganization PA= physical addition PM= Physical Mutation ME= Mental Enhancement MA= Mental Alteration MR= Mental Reorganization

d10 d5 d10 d10 x 2 d10 x 2

1350 1500 1200 8000 8000

3 3 12 15 15

d10 x 3 d10 d5 d5 d10 d5 d5 NA NA

1400 2000 800 6500 2500 2000 2100 3550 650

10 10 2 10 30 10 30 6 1

NA NA

1850 1350

2 1

NA

1000

NA

2300

12

d10

4000

13

d10

500

t and will lose 1-4 pts from each stat for 1 week

Name Yamaha RX4000 Hurricane Ultrasynth

Cost 2345

Book Weight chrome 3

Digital Recording Studio Electric Guitar Yamaha SmartMIDI Guitar Classic Telecaster or Rickenbacker DPI Cybertechnic Guitar Electric Bass EMP Bass Drum Kit Electronic Drum Kit Bass Synthesizer Drum Synth-box "Single Stack" Amp (500 watts) MiniAmp (10 Amp) Hand Crafted Taiko Drums Congos DPI CyberAxe Guitar CyberMidi Effects Controller Parman Tactile Interface Drum Sticks

12000 400 1600 10000+ 1200 400 800 1500 750 200 150 500 220 12750 50 1200 2000 85 7500 2000 4000 100 1000 20-80 10-20

Chrome 1 Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy Rockerboy

15 2.5 2.7 2.6 2.8 2.5 2.7 46 23 0.4 1.5 0.5 0.05 60 0.5 2.7 0.2 0.1 0.7 0.5 1 0.3 1.6 0.01 0.01

WCI Subliminal Imagery System Braindance Recording Unit (SQuID) Braindance Editing Unit (SQuID) Lyridon2 Cordless Microphone Braindance Entertainment Center Braindance Chips (Prerecorded) Music Video Chips

DPI Body Rhythm Dance Bracelets Washburn Soundmachine Guitar

400 1000

Chrome 2 Chrome 2

0.3 3.5

Annaheim Psycho Sonic Upgrade

12000

Ultratech

0.5

Description Smart chipped, can integrate up to 16 different tracks, 100% studio quality music mixing, can burn up to 10 Audio Disks simultaneously.+15 to Sound Engineering and similar rolls. Smart chipped, +10 to musical Instrament rolls. musical instrement rolls +15 musical instrement rolls +5

If user has neural interface, or Braindance +10 to musical Instrement

Musical Instrement rolls +10, smartchipped After 8 hours practice, Interfaced users get +10 to musical Instrement and Audio mixing, if the user is using a skill prom, the bonus is only +5. Interfaced players have +10 to musical instrament rolls (Highly Illegal in most places), If used in conjunction with Purple Haze, suggestion may occur, Refer to Purple Haze in Medical section Records or playsback actual memories. Your there, you see it, you hear it, you smell it you FEEL it!

Allows editor to compile, edit and enhance raw data


305 meter range Allows for usage of Braindance Chips

These neural interface devices translate muscle activity into sounds via a synth to sound like almost any instrument. These sounds are then wirelessly sent to an amp within 15 meters. (Allows user to use either play instrument or dance, whichever is higher.)
Internal rythem box will play drums, cymbals and bass. +10 musical instrement when you are not part of a band.

An aftermarket upgrade that takes a bite out of your pocketbook, the Psycho Sonic add on turns your music into Psychic emanations that alter the listeners moods and emotions. It adds +10 to all perform instrament rolls, and gives a similar bonus to any influence type Psions. It can also be set to receive the player's emotions and emulate them on the instrament, in which case you ignore your normal skill check and use Triple your empathy bonus as your skill check. Finally, a little work allows someone with Musical Technology skill to set up a feedback loop, allowsing your mind to influence your own playing, giving you a bonus of +30 on the above skills, but you must succeed in a SD check to stop this, as it is very addictive. Someone 'lost in the music' like this can be given a bonus of +10 by jostling them, but if 3 consecutive awakening rolls are failed, the artist is lost forever.

Item
Life Support Advanced Comm Briefcase Allegience Alpha

Location
Chrome 1 Chrome 1 Shadowrun

Cost
500 8800 288

Weight
1.3 4 1

Type
Assistance Cyberdeck Cyberdeck

MK #
0 8 6

Init
0 2 0

Datawall
0 4 3

Angelbait

Cyberpapacy

125

0.5

Cyberdeck

-1

AngelBlaster Aztec 600 Assault Programmer Battle Deck (Bishop's Prayer) BodySoft HT-3L Hacking Device Commandment 7: Cyberglide Cybershack PCD-500 Dantech Cacciaguida

Cyberpapacy Chrome3/4

12500 8200

1 3

Cyberdeck Cyberdeck

12 10

4 2

7 5

Cyberpapacy Infinity Cyberpapacy Cyberpapacy Shadowrun Chrome3/4

23100 58750 13500 1000 368 7000

0.9 3.2 1.1 0.6 1.3 3

Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck

17 8 13 9 8 4

5 4 4 1 0 0

10 10 4 4 4 5

Delicious

Cyberpapacy

150

0.3

Cyberdeck

DK Hermes EBM PNI 210 EBM PNI 412 EBM PNI 724 Faberge' Jewel Deck Fairlight Excalibur Fuchi Cyber-5 Fuchi Cyber-7 Graves-Masada "Barrow Wight" Graves-Masada "Lich King" Graves-Masada "Nazgul" Graves-Masada "Necromancer" Graves-Masada "Soverign Skeleton"

Cyberpapacy Chrome3/4 Chrome3/4 Chrome3/4 Chrome3/4 Shadowrun Shadowrun Shadowrun Cyber/Glen Cyber/Glen Cyber/Glen Cyber/Glen Cyber/Glen

8750 1000 4200 10200 2.7 million 15750 450 6700 15700 15750 21000 13500 13000

0.7 0.4 2 3 0.5 3.3 2.5 3 1.75 1.9 1.8 2.1 2

Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck

6 4 4 8 6 16 12 18 15 16 17 14 13

6 0 2 4 2 3 1 2 3 2 4 5 4

10 2 4 7 5 10 6 10 8 8 8 9 10

Graves-Masada Sealed Combat Assault Deck Headgear Cybermodem Helmet

RB Guide Chrome 1

23500 4100

1.9 4

Cyberdeck Cyberdeck

15 4

5 2

7 2

Hellhound

Cyberpapacy

11250

0.7

Cyberdeck

12

IRCOM Custom Vee Kirama LPD12 Lang Conpro-2 Masterdeck Lang Green Knight Langley Autosystems Datastick VII Liz Cyber Spandeck Wearable Matsuyama CRD-5 Super Soldier Microtech CAD4 Commando Microtech VR BBS Netrunner Cybermodem Battle Suit

Cyberpapacy Brainware Chrome3/4 Chrome3/4 Brainware Brainware Shockwave Brainware Chrome 2

9175 8025 5000 10000 9500 19000 55000 37400 10000

0.6 1 3 3 1 3 1 2 8

Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck

8 8 6 4 10 2 12 12 16

3 3 -1 0 3 2 4 4 1

7 2 10 8 4 2 6 6 3

Chrome 1

7800

Cyberdeck

Orb of Faith PCT Danzig Penitence IV:

Vatacina Chrome3/4 Cyberpapacy

24750 500 31000

0.6 1 2.5

Cyberdeck Cyberdeck Cyberdeck

9 4 22

4 0 3

12 3 10

PriestBurner Raven Microcyb Eagle Raven Microcyb Kestral Raven Microcyb Owl Raven Microcyb Rook SEGA CTY-360 SGI Technologies "Elysia" Zetatech Armdeck Zetatech Parraline 5700 Zetatech Parraline 5720

Cyberpapacy Chrome3/4 Chrome3/4 Chrome3/4 Chrome3/4 Shadowrun Brainware Chrome 2 Chrome3/4 Brainware

9855 11000 9000 25000 4000 1750 4260 3275 2100 3600

0.4 2 3 1 2 2.75 2 1 0.7 2

Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck Cyberdeck

9 8 4 4 4 16 8 6 4 4

3 3 4 1 1 1 3 2 1 2

10 5 4 4 3 8 5 4 3 4

Zetatech Parraline 5800 Zetatech PC40-41 Wearcomp Zetatech Virocana Ultra-Moog 910 VHM Sythesizer Multiman Pocket Residence

Chrome3/4 Shockwave Chrome3/4 Lancer's Rockers Shockwave

6500 8500 10000 38000 10000

4 6 6 9 1

Cyberdeck Cyberdeck Cyberdeck Cyberdeck/Instru ment Cyberdeck?

6 12 8 15 4

3 2 1 1 0

6 4 8 10 1

Shadow Deck

Chrome3/4

4500

Cyberdeck?

Tombwerx Casket Creche Zetatech PS40-40 Toshiba Lightning

Web Brainware Brainware

50000 1300 10000

2000 kg 6 75

Cyberdeck? Cyberfortress Mini-Mainframe

30 12 60

3 0 0

5 0 0

Nansuko DataCycle Auto Punchout Datawall & Code Gates Dead Man's Handle Deck Security Retinal Deck Security Thumbprint EBM XR-10 Chip Rack Extension Familiar Hardened Circuitry Low Impedance Cables Netrunner Flip Switch Neural Recognition Security Circuits Personal Network Protected Cables

Brainware Chrome 1 Chrome3/4 Chrome3/4 Brainware Brainware

9500

40

Motorcycle Option Option Option Option Option

5 0 0 N/A 0 0

0 0 0 0 0 0

10 0 1/upgrade 0 0 0

330 0.2 1500/Bon us .1/Bonus 1000 1000 400 0.1 0.2 0.1

RB Guide Fluid Mechanics Brainware 2020 Chrome 1 RB Guide Fluid Mechanics Shockwave

5000 1000 20% add 60 135 2000 100 250

0.1 0.01 0.2 0.2 0.1 0.1 0.01 0.5

Option Option Option Option Option Option Option Option

10 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0

Tight Beam Radio-link Transcriptor Zetatech Deckmate

Chrome3/4 Chrome3/4 Chrome 2

1500 150 180

0.1 1 1

Option Option Option

N/A 0 0

0 0 0

0 0 0

Drifter Mobile Environment Aztech 3000 Xtreme Graves-Masada "Warg" Horizon 74

Chrome3/4 Brainware Rezolution Rezolution Rezolution

80000 10350 27000 4175

3200 2.3 2.6 2.1

R/V RiggerDeck RiggerDeck RiggerDeck

10 9 12 6

0 3 2 1

10 9 10 10

Deployable Repeater

Infinity

50/mk

.2/Mk

Signal Enhancer

EVO Repeater Data Cache 100 Data Cache 200 Data Cache 300 2Mk bandwidth multiline modem Back Up Drive Lighting Upgrade Mk Smart Strip

Human Sphere Chrome3/4 Chrome3/4 Chrome3/4 Brainware Brainware Brainware Brainware

200/mk 8000 10500 13000 500 15000 75/MU 5000

1/Mk 4 4.5 5 1 60 1 3

Signal Enhancer Storage Storage Storage upgrade upgrade upgrade upgrade

0 100 200 300 0 120 1 each 0

0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0

Program

Location

Cost

Type
Detection/ alarm Transport

Icon
A continually turning Question mark 18 wheel trailer Slot machine. Data flows in though coin slot, machine spins a jackpot, scrambled data pours into MU yellow matrix of lines Arabian Genie

A Str

Size

??????????? 18-Wheeler

Web RB Guide

620 500

3 1

4 4

A Picture's Worth Aardvark Afreet II

Web Brainware Web

120 1000 1160

MultiPurpose AntiProgram Demon

2 4 3

6 3 4

Al Boon Alias

Web Web

Anti-Personnel Wall

Web

360 1600 30000 +1000 /Str 4800+160 /STR

MultiPurpose Utility Data Wall Upgrade Data Wall Upgrade

Anti-Program Wall

Web

Stream of fractal code that rapidly coalesces into a fractal solid. None Looks like a standard Data Wall. Looks like a standard Data Wall. only visible trace left behind is a faint, ghostly outline and a cold breeze glowing golden armor A Snake Photo-realistic stereo system, which will tremble and vibrate from the noise it makes None A green line extending across a Net map None

d6 6

7 2

1--5

1--5

1--5

1--5

Apparition

Web

540

Stealth

Armor Asp

Brainware Web

170 800

Protection Anti-System

4 4

2 2

Audio Virus Backup

Web Web

800 140

AntiPersonnel Utility

5 4

5 1

Baedeker's Net Map Bakdoor

Web Web

130 600

Utility Utility

2 3

1 2

Ball and Chain Balrog II Banpei Bats

Brainware Web Web Web

5000 1240 1280 440

Black Cat

Web

1150

Antipersonnel ball and chain Demon Balrog AntiProgram Robotic samurai. Alarm/ swarm of small Detection black bats AntiCat appears as a Personnel/ cartoon feline, Alarm sleek and black

3 5 1 6

3 5 5 3

Black Cauldron

Web

330

Utility

A large, black, cast-iron cauldron filled with a murky, boiling liquid. Programs to be packed are "dumped" into the cauldron, screaming (if applicable), and then stirred about. Incredibly seductive woman in a black evening dress.

Black Dahlia

Web

2000

AntiPersonnel

Black Mask Black Sky

Brainware Web

200/str lvl 4400

Evasion Protection

Blink Bloodhound

Web Brainware

150 700

MultiPurpose Detection/ alarm

Boardwalk

Web

1080

Daemon

Bolter Cluster Bone

Web Web

800 810

AntiPersonnel Rache Special

none A Black Cloud Swirling cloud of fractal code that coalesces into a random fractal solid (when it works). Or blows up Large metal hound Stylized porcupine-like shape that invades the database Wicked looking turret springs forth to blast the target. Rubber dog bone.

1-5 5

3 8

5 3

7 5

4 4

4 4

BOO!

Web

6000

Brain Burster

Web

9000

AntiJust a loud Boo! Personnel Noise Runner Enhanceme nt None

Brainwipe

Brainware

6500

Antipersonnel

Breadcrumbs

Web

290

Utility Detection/ alarm Detection/ alarm Assassin, Vampyrespecific

Bulldog

Brainware

860

Bullgoyle

Brainware

1060

acid-green electrical arc Line of glowing sparks forming a trail Burly humanoid dog in metal armor Burly humanoid Gargoyle in metal armor

Bunnies

Brainware

440

Butcher Boy

Web

550

Utility

gunmetal colored bubbles Takes the appearance of a system accounting program. A star constellation that resembles a dog. flowing, black cape with a red satin lining and a high collar

Canis Major

Web

610

Detection/ alarm

Cape Cartographer

Web Web

300 200

Protection Utility

3 6

1 3

Cascade

Brainware

900

A Piece of Bread colored pods sprayed and absorbed on Anti-System target Icon

Cascade II

Web

800

Anti-System Anti Personnel

Dish washer deterrgent Metallic 3 headed dog

Cerebus

RB Guide

9500

Chameleon

Brainware

1650

AntiProgram

resembles killer, changes to software Fully animated chimera which breaths fire and choking gas at the target demon

Chimera

Web

100000

Ambush

Cinderella Clairvoyance

Web Brainware

900 720

AntiPersonnel Detection/ alarm

Lovely woman with green glowing eyes, in 18th century ball gown, Anything she touches ignites Glowing Blue eyes

6 4

4 4

Cloak

Web

2000

Evasion/ Stealth

Makes the user's Icon invisible.

Cloak 2 Clown

RB Guide Web

4000/ CPU 1130

System ware Anti-System

None John Wayne Gacy

6 3

5/CPU 5

Cockroach

Web

Code Corpse

Web

Code Gates 1-10 CodeCracker

Web Brainware

Codeslinger

Web

Small cockroachlike image that multiplies across the face of the 1600 Daemon database. 5 Skeleton in a cloak with a Antiscythe attacks 750 Personnel the target. 5 Normal Code Gate, but variations are 1000/level Code Gate commonplace 1--10 Blazing beam of 380 Decryption light 3 Cowboy with sixAntishooter 2500 Program codeguns. 4

0 2

Corruption

Net

540

AntiSystem Code Gate Upgrade AntiPersonnel Daemon

A rotten tomato, which splatters the runner Keyhole that scans your Icon. Green globe that send out electrical arcs. A cream pie.

Cortical Scanner

Web

20000

Cortical Scrub Cream Pie

Web Web

650 1715

3 7

4 7

Cry Baby Crystal Ball Crystal Wall Cyfermaster D'Arc Knight

Brainware Web Web Web Web

430 140 4500 700 1360

Detection/ alarm Utility Data Wall Decryption AntiProgram

Special Crystal Ball Crystalline wall. Starchild from 2010 Svelte knight in armor. Swarm of red globes that strike at the target.

4 4 3 6 3

4 1 3 3 5

Data Darts

Web

550

AntiPersonnel

Data Naga Data Wall Data Wall 2.0

Web Web Web

1480 1000/level 1000

AntiProgram Data Wall Data Wall

Exotic woman with a serpentine lower torso and six arms. 6 Standard Data Wall 1--10 Picket fence. 1

5 0 1

Databaser

Web

180

Utility

Large leather Bound Ledger

DataRaven Dazzler DecKrash

Web Web Brainware

1000 14800 600

DeckShield One Dee-2

Brainware Web

320 1300

A Raven A very hot super System ware Heroine stick of dynamite Anti-System w/fuse Decks sheathed in fractal armorProtection plating A Restraining Utility Bolt Dark depression/hole that slowly works it's way into the database

Detection/ alarm

5 5 4

6 14 2

6 3

2 1

Deep Thought

Web

1080

Dogcatcher Dolphin Programs

Brainware Web

1176 310

Daemon AntiProgram (Dog Specific) Utility

humanoid carrying a net Sleek, chrome dolphin.

10 3

7 5

Domino

Brainware

1500

Stealth

None

Doppleganger Dragon

Net Brainware

400 960

Dropp Dummy

Web Web

800 4500

Whatever the runner's ICON is. Evasion golden dragon Assassin robot A ripple across the immediate Antiarea like a drop Program in a pond. Protection/Ut Ventriloquist ility Dummy

5 4

2 3

4 1

4 2

Dupre' Dwarf Eavesdropper Electrolock

Brainware Web Web Web

900 880 1365 170

Emergency SelfConstruct

Web

200000

Encryp Breakthrough

Web

250000

Endless Corridor

Web

8000

Middle aged man in victorian dress Decryption talks to the lock Varies Intrusion A Dwarf Miner 3 Daemon none 4 Utility Padlock 7 Swirling vortex of blue lightning that sucks the 'runner's Icon into it; if successful the Icon later Special emerges. 4 +1 per Upgraded Code Str of Gates have a the Code Gate tight matrix Code Upgrade woven into them. Gate The Gate looks like a corridor that just keeps Code Gate going on and on Upgrade and on. 4 Glowing amoeba with huge jaws. A more sinister Protection/A copy of nti-ICE Netrunner AntiProgram

4 3 6 2

30

Eradicator

Web

1600

Evil Twin

Web

2700

Exorcist

Brainware

600

Anti-program

fractal priest

Exorcist

Web

600

AntiProgram

Eye Spy

Net

1020

Detection/ alarm

Fractal priest in full regalia, carrying a large religious symbol. A pair of Groucho Marx glasses (with nose and mustache)

Eyewitness

Net

800

Detection/ alarm

A flaming eyeball Cloaked and hooded man, with a glimmer of a sinister smirk under the hood. Shimmering "hologram" mirror image of the 'runner. A Bassett Hound, begging to be taken out

Fait Accompli

Web

570

Daemon

False Echo

Web

380

Daemon Detection/ alarm Detection/ alarm Utility

Fang

Web

1000

Fang 2.0 Fast Packer

Web Web

1300 200

Fatal Attractor Feedback Fetch 4.01.1 File Packer Filelocker Fire Wall

Brainware Web Web Web Web Web

10750 960 700 140 140 4800

A Bassett Hound w/ Vampire teeth None Attractive young woman in a Antiskintight personnel bodysuit. A bio-rythem Anti-System monitor Detection/ A Golden alarm Retriever Utility None Utility A Big Padlock Data Wall Wall of flame.

5 3

6 2

7 4 3 4 4 4

7 3 5 1 1 4

Firestarter

Brainware

6250

Antipersonnel

blazing pillar of fire, speaking cloud multicolored lights A bright flare

Flak Flare Gun

Brainware Web

180 300

Protection Utility

4,2 2

2 2

Flatline Flip Switch Flip Switch 2.0

Brainware Web Web

570 250 225

Anti-System Utility Utility

beam yellow shoots from fingertips A large Window None A tube of flypaper, unrolled with a flourish. Dense Fog silver enery barrier Thunderstorm Clouds lrg black metal Gargoyle, spiked collar

3 10 10

2 0 0

Flypaper Fog Force Shield Fragmentation Storm

Net Web Brainware Web

1000 600 160 1000

Anti-IC Stealth Protection Anti-System

4 4 4 4

3 4 2 3

Gargoyle

Brainware

810

Detection/ alarm AntiPersonnel

Garrote

Web

6250

Gatemaster Genie

Web Web

150 150

Utility Utility

George Gestalt

Brainware Web

300 5600

Evasion Netrunner Enhance

None Rick Moranis and Sigourney Weaver A magic lamp signpost with signs pointing all directions Papa Panda stooped, humanoid creature with a muzzled face None

5 5

1 1

4 9

1 7

Ghoul Glue Grand Gargoyle

Web Web Brainware

1720 650 920

Gremlins

Web

600

Grid Wave Grub Guard Dog

Brainware Web Brainware

20000 210 720

Invisible Dozens of small, green, sickeningly cute daemons with scales, forked tongues, and Daemon short tails. black sphere w/twisting light Anti-System waves Intrusion A Grub Detection/ alarm Invisible

AntiPersonnel AntiPersonnel Detection/ alarm

4 5 6

7 4 6

7 1 4

8 3 5

Guest Book Hammer

Web Brainware

200 400

Utility Intrusion

An old-style hotel guest book and quill. Glowing Red Hammer Runner is surrounded in a green leafy maze structure with no apparent exit.

4 4

2 1

Hampton Court

Web

625

AntiPersonnel

Haunting Inquisition Hellbolt

Web Web

80000 675

Normal Gate until it activates. Then it's whatever your Code Gate worst nightmare Upgrade is. AntiPersonnel A Firery bolt giant fist which burns blue A Gargoyle burning with hellfire, A dog burning with hellfire, Glowing Green Ring None Runner is surrounded in a green leafy maze structure with no apparent exit

8 4

8 4

HellBurner

Brainware

1000

Anti-System AntiPersonnel AntiPersonnel Detection/ alarm Utility

Hellgoyle Hellhound Hidden Virtue Hitch

Web Web Brainware Web

12000 10000 280 3000

8 6 3 1

8 6 1 0

Homewrecker

Web

800

AntiPersonnel

Hot Potato Hotwire

Net Web

1120 150

Mr. Potatohead grabs the pursuing IC, and is Antiabsorbed into IC/Antiit after a short Personnel tussle. Controller A Slim Jim Superealistic man dressed in early 20th century clothing, who picks the lock of Jack Attack's cuffs.

6 3

4 1

Houdini

Web

1080

AntiProgram

Hunter Hydra

Web Brainware

900 920

Detection/ alarm Assassin

Humanoid wearing Blaze Orange glittering blue fog Hollow mask with piercing lightbeam eyes. Classic '30s gangster hitman. The Romper Room Magic Mirror Classic "madscientist's" assistant; complete with lab coat and hunchback A Stormtrooper Translucent pyramid with the nucleus of another program always growing inside it. a remote control a lock pick iridescent sheet, draping netrunner As the runner's ICON. A Rabbit covered in combat gear Glowing Red Jack Hammer A continuous Drip Woman's face that grimaces in pain. large robot samurai Glowing Yellow Snail a white cloaked motorcycle rider Jessica Rabbit

5 3

5 3

I Spy

Web

400

Daemon AntiProgram Detection/ alarm

Ice Pick Willie

Web

1320

ID

Net

300

Igor Imp II

Web Web

480 500

MultiPurpose Demon

4 3

7 3

Incubator Instant Replay Intrusion

Web Web Web

760 180 750

Daemon Utility Intrusion Evasion/ Stealth Evasion AntiPersonnel Intrusion Intrusion

2 8 2

6 2 6

Invisibilty Ione

Brainware Net

300 460

3 5

1 3

Jack Attack Jack Hammer Jap Water Torture

Web Brainware Web

600 350 260

3 2 3

3 2 4

Joan of Arc

Web

Killer 2,4, and 6

Brainware

190 1320/ 1400/ 1480

Protection

Anti-program Anti Personnel Controller AntiPersonnel

1/lvl

King Trail Kneivil Knockout

RB Guide Web Web

3500 220 625

3 4 4

2 3 3

Krash

Brainware

570

Anti-System

bomb w/sizzling fuse Mesh of laser light that reaches out to engulf the 'runner.

Laser Wire

Web

34000

Data Wall Upgrade

Leash

Web

1300

Anti-ICE AntiPersonnel

Lich

Web

1725

A leash, what else? a skeleton wearing a wizards cap Metallic skeleton dressed in black robes. Grabs the 'runner in its grasp and drags him under the floor Metallic skeleton dressed in black robes. Grabs the 'runner in its grasp and drags him under the floor 6 dots of light that surround the runner. An oversized padlock that clearly reads "Acme" A series of Mirrors Cartoon character of the 'runner's choice. Super-realistic little girl that plays innocent, then gets an evil look in it's eyes and attacks the 'runner

Lich 2

Web

1250

AntiPersonnel

Lich 2.1

Web

1550

AntiPersonnel Anti Program

Lightning Bug

RB Guide

1540

Lock Looking Glass

Web Brainware

450 Decryption 250+20/lv Detection/ l alarm AntiProgram

4 1-6

3 3

Loony Goon

Web

900

Lunch Money

Web

145000

Special

Mad Slasher Manticore

Web Brainware

13750 880

AntiPersonnel Assassin

See Description lion like shape Glowing blue mastiff with a huge spiked collar Looks like a maze. A non-Euclidean corkscrew Floating hollow mask.

8 2

9 3

Mastiff Mazer Memorial ICEbreaker Mictotech AI Interface

Web Web Web Web

1200 7000 4500 330

AntiPersonnel Code Gate Rache Special Utility

5 7 6 2

6 0 2 4

Mirror

Brainware

1200

Anti-program lrg,square mirror

Monitor Mouse Multinetter

RB Guide Web Web

950 350 200

System ware Detection/ alarm Utility

None A white mouse None

4 5 10

7 5 20

Multi-Tasker Murphy

RB Guide Web

1140 570

Utility Anti-system

N/A A multicolored lawbook

5 3

6 2

Muzzle

Web

1300

Anti-ICE

Steel and leather muzzle Cartoon box with strange gears and widgets on each surface.

Mystery Box

Web

300

Utility

Necromancer

Web

300

Utility

a gaunt man in a heavy black robe

Nerve Labyrinth NetMap Netspace Inverter

Web Web Web

50000 140 540

Code Gate Upgrade Utility Detection/ alarm AntiPersonnel

Green labyrinth that seems to draw in the 'runner and squeeze his brain. A loaf of Bread Kitty Pride Glowing, runeetched broadsword

6 4 5

0 1 4

Neural Blade

Web

675

Nevermore (Raven MkII) News at 8 Newsgroup Filter Nezumi Ninja Omnivore Open Sesame'

Web Web Web Web Brainware Web Web

650 120 200 915 1520 1800 150

Open-Ended Mileage Orion

Web Web

330 625

A shiny black bird that lands on the target icon and plucks out its Anti-system eyes A Pixilated Huey Controller Lewis Utility None Detection/ alarm A white Nezumi Ninja, glowing Anti-IC sword Slayer Billy Goat Controller The Hamburgler Blue sphere surrounded by Evasion/ two stylized Stealth lightning bolts. A Pesticide Anti-ICE sprayer

5 4 4 8 5 3 3

3 1 4 6 5 8 1

4 7

5 7

OutJack Packer Padlock

Brainware Web Web

150 165 160

Protection Utility Utility

None A Bay of Green An Ornate Lock

2 4 6

4 1 2

Panzer

Web

20000

Big computer generated tank. Often customized by in Corp data System ware forts

Party Foul

Web

810

A large serving tray containing several full, glass champagne glasses appears in the 'runner's hand. The 'runner then stumbles, dropping the tray and shattering all Anti-System the glass. Swirl of hundreds of crystalline fragments Cartoon skunk the wraps around the Netrunner's Icon. Glowing blue or gold orb surrounded by storm clouds, out of this steps your ideal partner

Pattel's Virus

Web

2200

Daemon

Pepe Le Pue

Web

775

AntiPersonnel

Perfect Lover

Web

900

Special

Phone Home

Web

145

Pi in the Face Pile Driver Pirate Uplink

Brainware Brainware Web

800 800 3000

a plastic cup with a string attached Pie for throwing with 3.14159 Anti-System written on it. Steam Powered Intrusion Pile Driver Rache Special None Utility

5 8 5

4 4 7

Pit Bull

Brainware

780

Detection/ alarm

steel dog robot, glowing red eyes

Pitgoyle

Brainware

980

Pocket VR

Web

13000

steel Gargoyle robot, glowing red eyes Usually disguised as a piece of system architecture or simple defence System ware program. Detection/ alarm

13

Poison Flatline

Brainware

540

Anti-System

beam green launches fingertips

Poltergeist Portal

Web RB Guide

660 750

Little girl touching staticy TV saying Anti-System "They're here" Intrusion Metallic Door

5 2

3 6

Possessor

Brainware

1000

Pox

Web

800

hooded robe Floating ball of energy that explodes into a wash of sickly Anti-System colored globules Superealistic cell with stone walls, ceiling and floor. From the outside looks like a glowing blue cube. Maxx Headrom None Fractal rabbit going like the blazes. Also Bugs Bunny variants around. Shimmering silver screen, shows nothing (program), sine wave (human), sawtooth wave (AI/Pseudo Int). Young man in 1900 evening wear talks to the lock 3 Guesses, idiot Realistic falcon which swoops down upon it's prey.

AntiProgram

Prison PsychoDrome R&D Protocol Files

Web Web Web

925 1600 250

AntiPersonnel AntiPersonnel Utility

7 5 4

6 11 3

Rabbit

Web

360

Evasion/ Stealth

Rache's SeeYa

Web

6000

Rache Special

Raffles Ramming Piston

Brainware Web

560 900

Decryption Intrusion

5 10

3 3

Raptor

Web

190

AntiProgram

Raptor 2

Web

198

AntiProgram

Raptor 3

Web

206

AntiProgram

Raptor 4

Web

214

AntiProgram

Raptor 5

Web

222

AntiProgram

Realistic falcon which swoops down upon it's prey. Realistic falcon which swoops down upon it's prey. Realistic falcon which swoops down upon it's prey. Realistic falcon which swoops down upon it's prey.

Raven

Brainware

1000

Anti-program

Razor Wire

Web

36000

Data Wall Upgrade

Real People v1.0 through v1.12

Web

350

Utility

Reaper

Web

12500

Demon

Raven Data Walls that can sprout buzzsaw blades to attack the 'runner. You pick. There are twelve total icons, all of which are different in one way or another. Classic Grim Reaper, complete with flaming sickle and cloak made of outer space Shifting contextural haze of red pixels that descend on the Netrunner; changing the color of his Icon. mirrored bowl blue-green light Very sturdy looking concrete wall. chrome sphere w/holographic images

Red-Out Reflector

Web Brainware

675 160

AntiPersonnel Protection

5 5

4 2

Reinforced Wall

Web

4000

Data Wall

Replicator

Brainware

320

Evasion/ Stealth

3,4

Rerezz Rex Rice Burner Rock is Strong Rockerbit

Web Web RB Guide Web Web

130 1000 175000 5000 200

Utility Detection/ alarm Rache Special Data Wall Controller

The Caduceus The Toy Story Dinosaur Japanese Motorcycle Huge stone wall. a string of notes

3 3 2 5 4

1 6 2+ 5 2

Satchel Charge

Shockwave

18500

Denial

Small Satchel Shotgun shooting fractal shot skull with coals for eyes and a flaming contrail. It shoots forth, howling and screaming like a banshee, and chews into the target's icon with savage ferocity like a piranha. Cowled chrome monk with feather pen. Shimmering Silver screen Golden humanoid with a big gun. icon gains long humanoid shadow Zulu warrior with spear and shield. shifting circular energy field Golden bolt from the Netrunner's palm An aimpoint appears on the 'runner's Icon, at which the Wall will fire a burst of neural feedback

Scatter Shot

Web

660

Anti-System

Screaming Skull

Web

1800

AntiPersonnel MultiPurpose Detection/ alarm AntiProgram

Scribe SeeYa

Web Brainware

7500 280

6 3

8 1

Sentinels Prime

Web

144

Shadow

Brainware

540

Detection/ alarm AntiProgram Protection AntiPersonnel

Shaka Shield

Web Brainware

140 150

4 3

5 1

Shocker

Web

630

Shotgun Wire

Web

40000

Data Wall Upgrade

Shrapnel

Web

1025

AntiPersonnel

Shredder Uplink

Web

250

Utility

Photorealistic, hissing, crackling column of flame that streams forth from a rupture in the Net. Janitor program who rifles through the pieces inside a trash can and pulls out complete files.

Shrouded Gate

RB Guide

3000+100 0/gate str System ware 3000+ 1000/str Code Gate Upgrade

Shrouded Gate

Web

Shuttle Bus SideWalker

Web Web

700 2000

Transport Rache Special Evasion/ Stealth Evasion/ Stealth

None Invisible or disguised as a Data Wall Superealistic mini-hoverbus and chauffeur None Signpost with signs pointing in all directions. None stylized skeleton that walks with a very loud clattering of bones Bulbous chrome robot with four arms that act as a finder subroutine while corrupting data Glowing White Sledge hammer A string of Z's

Varies

1--10

6 3

6 3

Signpost Silhouette

Web Web

300 600

4 6

1 4

Skeleton

Web

750

AntiPersonnel

Skivviss Sledge Hammer Sleeper

Web Brainware Web

1320 600 1725

Daemon Intrusion AntiPersonnel

4 6 6

7 2 4

Smarteye

Brainware

620

Detection/ alarm

Spinning crystal ball

Snowball

Web

300

AntiProgram

Soulkiller 1.0

Web

500000

Demon

Soulkiller 3.0 Sound Machine Spazz

Web Web Web

600000 140 625

Demon Controller AntiPersonnel Detection/ alarm AntiPersonnel

SpeedTrap Spirit Transfer

Brainware Web

600 1075

Snowball that grows in size for each program it destroys. Swirling vortex that speaks in a high crystalline voice, which then sucks the 'runner into it Swirling vortex that speaks in a high crystalline voice, which then sucks the 'runner into it. Gloria Estefan The Star Wars Kid flat glowing plate/images appear in None

7 4 4

45 1 3

4 6

4 7

Spore

Brainware

2320

Evasion/ Stealth

Start-up Immolator

Web

128

AntiProgram AntiPersonnel Evasion/ Stealth

spore, small mote of light Bolt of flame that shoots from the 'runner's mouth and burns the target program to ash A hungry looking Hallmark Card black energy draped over ICON A straitjacket (what else) which encloses the target IC. An oversized Stun Pistol A busty blonde in black leather a busty red head in tight black clothes

Stationery

Web

1000

Stealth

Brainware

480

Straitjacket Stun Succubus II

Net Web Web

1200 600 1200

Anti-IC AntiPersonnel Demon Antipersonnel

8 3 4

4 3 4

Succubus III

Shockwave

3500

Superballs

Brainware

500

Evasion

Superior Net Barrier

Web

300000

Data Wall Upgrade

3 +1 per Upgraded Data Str of Walls have a the tight matrix Data woven into them Wall

rubber balls bouncing

10

Swarm

Brainware

3000

Anti-System

Swarm Sword Terminator Termite Threat Thug

Web Web Web Brainware Web Web

1500 685 260 160 700 1000

Demon AntiPersonnel Controller Intrusion AntiPersonnel Demon

bee flies with stinger Contextual quality hive that releases up to four swarms of bees Excaliber Arnold dressed the part Brown termite with blue eyes

4 3 4 1 5 3

5 4 2 2 6 6

Tinweasel

Web

300

TKO 2.0

Web

625

Too Many Doors Trailer Trailer Hitch Translator 2000

Web Web RB Guide Web

1000 300 300 240

Trap! Triggerman

Web Web

200000 148

The Goodfellas Joe Pesci a weasel that constanly is looking over its Decryption shoulder Chrome boxer who smacks the Antitarget with a Personnel nasty left hook Junction of 3 or more access routes. These "doors" can be unlabeled, labelled identically, or System ware wrongly Transport a box trailer Open topped 1 Transport exit trailer Utility None Three Asps flowing out of the Ambush file/node. AntiFilm noire-style Program detective.

3 1 1 4

3 3 3 2

4 4

4x3 5

Tutor

Web

50000

Code Gate

Regular Code Gate that gives your Icon a tail which other ICE can yank.

Typhoid Mary

Brainware

2400

Anti-System

female robot

Vacuum

Web

1200

Vampire Bats Vampyre II

Web Web

1110 2300

Vewy Vemy Quiet Viddy Master

Web Web

400 140

Viral 15 Virizz WAD Controller

Web Brainware Web

590 600 150

Series of hexagonal frames that suck the 'runner's Icon out of the data Anti-System fort. swarm of small black bats with Alarm/ Antismall, sharp system teeth Demon Bela Lugosi The 'runner makes no sound Evasion/ and turns Stealth translucent. Controller The Buggles Swirling metallic blue fog with a white neon DNA helix embedded Anti-System in the centre Anti-System Controller glittering DNA None Huge, brain-like image emerges from the Data Wall to bombard the 'runner with spheres of programming Shifting wall of static surrounding the data fort.

6 6

6 7

4 4

2 1

4 4 2

2 2 1

Wall of Ice

Web

44000

Data Wall Upgrade

Wall of Static

Web

2000

Data Wall

Watchdog Weed

Brainware Brainware

610 630

Detection/ alarm Anti-System

lrg black metal dog, spiked collar tangled weeds

4 2

5 3

Werewolf

Web

1300

AntiPersonnel

Wicked Witch

Web

16500

AntiPersonnel

Wildcard

Web

140

AntiProgram

None normally, but a stylish wolf in a suit when rezzed. tall, thin woman with green skin who wears a black outfit complete with a pointy hat Representation of the old Capone ganger "Wild Card". Blazing stream of arcane symbols

12

Wizards Book

Brainware

400

Decryption

Wolf

Brainware

1500

Disguised AntiProgram

Wolfpack Worm

Web Brainware

1500 660

Anti-ICE Intrusion

watchdog, flashes red Pack of electricallycharged wolflike forms which pounce upon their target, ripping it apart. Golden Robotic Worm Tronnic humanoid upper body mounted in a round metallic base, who feeds programs into base. A Zombie

6 2

8 5

Zetatech Installer Zombie

Web Web

300 7500

Utility AntiPersonnel

1 5

1 4

Program/System Upgrades System Construction System Construction ICE upgrade Older-style and more primitive Net imagery

Antiquated Routines

Web

50000

Bizzare Encryption Black ICE QA

Web Web

10000 250000

None None

0 2

0 0

Blood Cat Security Optimization

Web Web

300000 250000

Tesseract Construction

Web

100000

Dead-black panther with System glowing red eyes Construction and mouth. ICE upgrade None Fort's interior defies orientation, up, down and sideways constantly changing, walls System at impossible Construction angles.

10 1

0 0

Descriptions
Will keep a netrunner alive while connected for up to 72 hours. Can handle microfreq, Fax and phone transmissions. Chip reader, flip switch Early models of this deck led to deckers who never returned from the Net, thus the name. For deckers with limited funds, this model provides almost everything the Delicious does, sacrificing some storage for more stealth. Its brand name equivalent is the deck used by acolyte cyberpriests. Constant str 1 invisibility program that does not effect stats. Initative, processor power, and storage are all very high in this model, and it comes with a small monitor so that others can watch a decker's run on a color screen. All stealth and evasion programs run as if their strength was 1 higher. Hardend Circuitry, Flip switch, Multicom, Chip reader, Chip reader, flip switch, Emp and microwave shielded, Thumbprint lock, sheer folly to bypass. This rare deck is designed to be carried into the field, as it is armored to take abuse and constructed of rugged components. It has the great ratings across the board, Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 300 m, AT 20, Chip Reader Flip Switch, EMP shielded, water tight, Chip reader, Pocket Communicator, Razor edges count as Mk 1 melee weapon. Good Initiative and stealth make this an above average deck, but the high price tag comes from its high storage capacity. Hardend Circuitry, Flip switch, Multicom, Chip reader, High processor power is the key feature of this unit, for deckers who want to be able to have a lot of small programs active, or need the room for a powerful program. Flip switch, Multicom, Chip reader Flip Switch, EMP shielded, water tight, Chip reader, Pocket Communicator, Chip reader, Voice Control, +10 Fashion (in the net and out!) This model is a standard cyberdeck, and almost every Cyber-tech can assemble one. Components used in this model may vary, but the reliability of the Delicious is very high. It provides a decker with the basics he or she needs to make a run into the Net This model was actually first introduced in Hibernia from a shop run out of the back of the Pot of Gold Cafe. It is a difficult model to find and dealers are reluctant to discount the price under any circumstances. Its best feature is its high initiative rating. Hardend Circuitry, Flip switch, Multicom, Chip reader, Thumbprint lock, sheer folly to bypass, checks for bloodflow, too, so you cant use the severed/dead thumb either. Radio datalink, Neural Recognition Security Circuits Thumbprint lock, extremely hard to bypass. Chip reader, Thumbprint lock, sheer folly to bypass, Changes color to match, +10 Fashion Pocket Communicator, +20 Fashion (looks like jewelry) May reroll a fumble result up to twice a day. Hardend Circuitry, water tight, Chip reader, flip switch, Can handle microfreq, Fax and phone transmissions. Multicom, radio datalink. Chip reader, flip switch, Emp and microwave shielded, Hardend Circuitry, Chip reader, flip switch, Can handle microfreq, Fax and phone transmissions. Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 2000 m, AT 10, Chip Reader Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 2000 m, AT 10, Chip Reader Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 2000 m, AT 10, Chip Reader Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 2000 m, AT 10, Chip Reader Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 2000 m, AT 10, Chip Reader

Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 4000 m, AT 20, Chip Reader, Useable Even underwater. Black Market cost would Triple. Pan-Oceanic Special Forces Deck. Pocket Communicator Across the board power make this a fearsome deck in the hands of a skilled operator, and it is the field unit of choice for many Inquisitors. Its higher initiative rating makes it an equal for the higher stealth of the Custom Vee. Constant str 3 Invibility program that does not effect stats. All other stealth and evasion programs run as if their strength was 1 higher. Hardend Circuitry, Flip switch, Multicom, Chip reader, Thumbprint lock, sheer folly to bypass, checks for bloodflow, too, so you cant use the severed/dead thumb either. Radio datalink, Neural Recognition Security Circuits Once equal to any deck in the Inquisition, it is now known that more powerful units exist. But its high stealth and processor power, combined with decent initiative and storage, make this deck an excellent buy. Pocket Communicator, +50 Hide Item, Constant str 3 Invibility program that does not effect stats. All other stealth and evasion programs run as if their strength was 1 higher. Pocket Communicator For piloting remotes +10 to remote operation. Pocket Communicator Immune to stun,hellbolt,sword and firestarter. Deck attack programs dont work, but do Dump the user. Pocket Communicator, +5 Fashion Hard to detect -10 to notice. Yes, you WEAR it. It's clothes. Flip Switch, EMP shielded, water tight, Chip reader Hardend Circuitry, Flip switch, Pocket Communicator, radio datalink (government only, 30-40% more if black market) This deck is really a specialized virtual reality machine, giving +25 for creating VR constructs, however, the user can only use 10MK#s for actually netrunning.

AT6 Pocket communicator, IR and Light absorbing. Biomonitor as the Cyber Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 4000 m, AT 15, Chip Reader, If the user is psionic in anyway and is attacked in melee while this is in hand, any attacker of small or medium size is thrown back d3+2 meters and makes an agaility check or is knocked prone. Target takes d6 damage. If the attacker is large or bigger, it is moved back d3 meters and no other effect. Fumble Range +1, if fumble occurs, Deck crashes in addition to fumble Flip switch, Multicom, radio datalink, 10 slot Chip Reader Stealth and storage are the key features of this model, as well as the small size, which makes it a perfect model for those deckers who want to hard-wire their deck directly into a cyberlimb. Flip switch, Multicom, Chip reader. Constant str 3 Invibility program that does not effect stats. All other stealth and evasion programs run as if their strength was 1 higher. Pocket Communicator, Razor edges count as Mk 1 melee weapon. Pocket Communicator, Thumbprint lock, sheer folly to bypass. Pocket Communicator, +50 Hide Item, Constant str 3 Invibility program that does not effect stats. Pocket Communicator Hardend Circuitry, Chip reader, flip switch, Chip reader, up to 8 people can interface with it at once (though only one can control the deck) flip switch standard Chip reader Chip reader

Chip reader, Scanner, Printer, Voice control AT5 Flip Switch, 10 chip reader (3 programs may run) Chip reader, Scanner, Printer, Voice Control, Thumbprint lock, sheer folly to bypass. Hardend Circuitry, Flip switch, Pocket Communicator, Chip reader, Thumbprint lock, sheer folly to bypass, checks for bloodflow, too, so you cant use the severed/dead thumb either. +10 Play instument Can carry 2 programs, and acts as a second netrunner (albeit a dumb one) Follows basic commands Your deck attaches to this deck, Watchdog program is standard on this deck, any program attempts to find your location find the Shadow Deck instead. AIs or runners make a computer crime roll if they succeed they can pass the shadow deck and move on (The decks watchdog will detect this, and can be set to immediately disconnect or alert you. Hardened Circuitry, Neural Recognition Security, Chip Reader. This funky little number will give you the ultimate in Cyberspace comfort as well as the style of a born-again child of the night. The Tombwerx Casket Creche is a genuine luxury coffin, made from the finest imported teak, lacquered and polished to a mirrorshine, and lined inside with luxurious quilted satin (in any color you can imagine). Created to order by the fine artisans of the Old Country. Hardened to resist all but the most intense electromagnetic pulses, equipped with an inner-sealing magnetic lock, environmental controls, and armored to an AT of 20, you can be certain that a century or more may pass before your rest is disturbed by outside influences. This quality tomb piece is not for everyone, but it does make quite an impression on those not familiar with genuine techno-gothic flair. Stylish? Sure. Functional? Yes. Pretentious? Of course. This is a specialty deck, obviously, with wealthy wanna-be gothic netrunners in mind. The thing weighs nearly a ton, so it's doubtful it'll be stolen. Just in case, there is some serious security if the would-be thief drives a fork lift. 10 chip reader, cannot run with this, but can run THRU it. CPU 3 (can run three programs on the system) CPU 6, Processing 12 (up to 24 1MU programs or some combination there of) Top Speed 71kph, +10 Manuverability, Range 435km, smartchipped, Pocket Communicator, Coprocessor allows rider to surf the commcore while driving, assuming an interface. However, the driver is at -30 on all driving rolls and awareness rolls while doing so. If the driver has a vehicle link, then the driving rolls are only -5 (this INCLUDES the vehicle link bonus). Regardless your net initiative is -5. If the device detects a potential harmful program, It will punch you out of the net. -5 Init, but allows a lvl 30 RR vs any attack program. May be added to increase your Decks Datawall to a max of +10. Each bonus=1/4 an option slot. Allows user to jack out even from programs that normally cant. If attacked by Black ICE, make an IN roll, if you succeed, you eject before the ICE can kill you. Retinal Lock, Absurd to bypass Thumbprint lock, sheer folly to bypass, checks for bloodflow, too, so you cant use the severed/dead thumb either. Allows you to add 10 mks to the computer, but not in a conventional sense. It allows the user to swich between programs in the extension and programs in the deck, while protecting the programs in the extension from programs like Poison Flatline and Firestarter. After 1 month of adapting to a user, the Familiar Interface grants +5 to all rolls while using the computer. Shields from EMP, Microwave, Radiation, Electric shocks and magnetic fields. Netrunning speed +1. If used for other cybernetic connections, it adds +5 to all skills used. Allows user to flip between the net and reality without jacking out. Scans mental pattern of user who jacks into deck. If it is not a perfect match, deck won't operate. Absurd to bypass. Synchs all your computers and peripherals, allowing them to work together and share tasks efficiently. When used in conjunction with a Familiar, adds an additional +5. If the deck user is attacked by a program that does electrical damage, it is prevented 40% of the time.

2 units, one attached to deck, other set up at home base, 100km from base max. Makes a hard copy of all locations, ICONs, programs and downloads you encounter while online. Hooks into your cyberdeck and lets you run 1 program that does not impact your Decks abilities, can not run a program that is greater than 1/4 your decks capabilities. Top Speed 129 kph, -10 Manuverability, Range 1126km, smartchipped, Pocket Communicator, Coprocessor allows Driver or a person in back to surf the commcore while driving, assuming an interface. However, the driver is at -30 on all driving rolls and awareness rolls while doing so. Crash Control for 3, 2 beds, mini-galley, toilet, Tight beam laser rig (5 light second) autopilot, navigation system, Entertainment system, Chip reader, flip switch, Emp and microwave shielded, Thumbprint lock, sheer folly to bypass.Remote Operation Suite Hardend Circuitry, Flip switch, Multicom, radio datalink, Water Tight to 2000 m, AT 10, Chip Reader, Remote Operation Suite, AI Beacon Chip reader, flip switch, Remote Operation Suite Designed to be placed or fired like a grenade, This device acts as a repeating station for communications and Wireless modems. This allows a user to extend the range of his communications and in some cases hack a system without coming into direct contact with it. Designed to take a beating, these units are EMP shielded and are AT20 (10) with 30 hits. These devices will add 100m to signal transmissions per mark number and will allow hacking and netrunning attempts from 20m/mk away from the actual device. While these ranges don't seem to be that far, remember that this device is meant for battlefield conditions where setting up a better system is impossible. A Larger, more powerful version of the Deployable Repeater, this device operates in the exact same way as a Deployable Repeater, except that its range is 1000 meters/MK (or to orbit with a Mk 5) and hacking attempts can be made at 200m/mk. It also is a much more powerful transmitter, giving a strength upgrade of all programs by 1 (or an initiative bonus of 1 for remotes and TAGs). The EVO repeater is AT 20 (20) and has 120 hits. May load your choice of ICE, cannot be accessed by cybermodems, for mass data moving. May load your choice of ICE, cannot be accessed by cybermodems, for mass data moving. May load your choice of ICE, cannot be accessed by cybermodems, for mass data moving. Commcore access Back up storage for files and programs Max of 100Mk Uninteruptable power, immune to Stun, Hellbolt, Sword and Firestarter, -15 to all netrunning rolls

Detects and identifies hidden programming within 10 spaces After subtracting the 4 MU this program takes to run, double the remaining memory., but decrease the speed to 1.

Hides data within VRs Aardvark is designed to locate and destroy intruding Worm programs. It will immediately seek out and destroy any Worm program carried, even if it is loaded as a Demon subroutine Demon that carries 3 Programs

Goes through Gates, does 1D6 damage to Walls & programs Replaces File name with a false one

Attacks 'runners, (Roll D6) 1 Shocker, 2-3 Stun, 4 Spazz, 5 Hellbolt, 6 Prison

Attacks Intrusion programs as Killer

Apparition is designed to make a netrunner undetectable by normal means, giving him the look of a ghost. This program is designed to slow and retard all anti-personnel attacks. On a successful use of Armor, the attack is stopped. On an unsuccessful use, Armor will reduce all Stun, Hellbolt, Brainwipe, Zombie and Hellhound attack damages by 3 points. Kills cyberdeck interface

Reduces Reason and Agility until 'runner destroys program Creates copies of most programs onto a chip. Note that most starship programs and PROMS are copy protected and will destroy themselves if a copy attempt is made.

Routes calls: public (2) or 3 dataterm numbers. +15 to System Knowledge Routes link through at least one private system Will slow the target's deck to a movement of 1square/Net turn for 1d6+3 turns. It is actually a specialized resource editor that encrypts the target's Net space access routines so all of the computing power of the deck goes to encrypting the net space navigation signals. The program can be defeated by running any standard decryption as a Code Gate of Strength 4. Any failed attempt at decrypting Ball and Chain will add one extra turn to the duration of the program. Demon that carries 4 Programs inflicts d6 strength damage to targeted program. Bats is a one-use alarm program, designed to detect intruders and warn its parent system of the security breach. Black Cat is similar to Hellhound, only feline and less tenacious. Black Cat will warn the system AI or SysOp of any intruders, then pursue targets through the 'net and dish out 1D6 damage per attack.

Black Cauldron is simply a more powerful version of File Packer, reduces programs by 1/4 takes 4 rounds to unpack.

Interactive, super-realistic Killer. 4D6 damage Make yourself look like other people or things. Comes in 5 levels and last until de-rezzed. Disadvantage is that you have to choose whatever image your dealer has on his shelf at the time. This program overlays the runners ICON with another, he can look like another runner, a program, even a data file. It will remain active until de-rezzed, and so does not count against a runners actions. It can be penetrated by the Looking Glass series of counter intrusion/detection ICE, or by a modified SeeYa or Hidden Virtue. This program can be modified to changing other people's icons by turning it into a Anti-System type. Protects the Runner and attacks ICE

1D6 damage to Walls and programs, goes through Gates. 50% Not only does it search for intrusion, but it follows the intruder back to his home address. It also alerts its master to the intusion and the intruders icon.

Records messages and conversation in admin/budget database

Powerful Hellbolt that does 4D6 damage Attracts "Dog" programs from all over BOO! is a frightfully effective program that stays hidden so that it may ambush victims. If the program's attack is successful, it does no damage but has managed to send a neural signal to the target's brain, specifically to the portions that control fear and the "fight or flight" reflex. The target must roll under his own SD bonus, minus the strength of the BOO! program. Failure indicates that he must flee in terror in a random direction for 1D6 turns, and may not use any programs or menu options in that time.

While on the Net, Runner gains +20 on all cyberspace skill checks, and gives them a +2 Deck Speed Bonus.

Brainwipe is the simplest of a series of black programs, all of which are designed to attack the Netrunner instead of his programs. All black programs can be carried by an intruding Netrunner and used to attack other runners encounted in the Net. Brainwipe tracks the victim down, fries his forebrain with a jolt of current, and reduces him to a drooling vegetable.The screaming netrunner feels his mind melt away, until his INT is reduced to zero and he dies. Lost INT cannot be regained.

Finds new LDL link routes (legally), 1 round per uplink or LDL NET Not only does it search for intrusion, but it follows the intruder back to his home address. It also alerts its master to the intusion and the intruders icon. Not only does it search for intrusion, but it follows the intruder back to his home address. It also alerts its master to the intusion and the intruders icon. When activated, Bunnies simply replicates itself, offering the Vampyre dozens of tasty subroutines to absorb. Since a Vampyre can only absorb 6 programs before automatically crashing, this program is very effective, if very specialized. The strength of the program represents the potential for initiating it before the Vampyre absorbs some other program.

Creates a paper trail, whilst funneling funds elsewhere

Detects entry, alerts owner (which may or may not be the administrator of the system. Could be good or bad!

A generic, all-purpose protection program, like Armor Supplies a complete map of all the areas a netrunner has gone thru, so that they can easily replicate a journey.

This program attacks the memory of cyberdecks and computers by causing the system to erase 2d6 MU of random memory every turn its active, overwriting the existing memory with random fragments of useless data. As cascade, but it only effects 1 program at a time. Every round there is a 20% chance of changing targets whether it is done attacking a program or not. Partial damaged file work at a percentage chance of what was not destroyed. (IE if it attacks a strength 8 program, it does 3 points the first round, if it moves on to something else then that program will work 62% of the time.) Cerebus detects approaching Netrunners and can use Hellbolts to attack them. It is also programmed to pursue a netrunner if they attempt to flee. If the runner drops out of the net, Cerebus will wait at that node for their return. Yes, it will lurk outside data fortresses for runners to leave. Chameleon is a powerful program designed to fool Monitor programs and kill software. When carried, it works just like a simple Killer-IV. When it kills a program, it reconfigures its code and appearance until it resembles the program it has just killed. When a Chameleon is encountered by a Monitor, the Monitor must make a Strength 1d10 roll vs the Chameleon's roll to notice that anything is wrong. It must make this roll everytime it is encountered.

Invisible anti-demon. If undetected it gets a free turn to act

High-powered Firestarter Combines the effects of Seeya and Speedtrap, see invisible icons within 2 subgrids and can differentiate between antipersonnel, antisystem, Anti-IC, Dog type programs and Demons.

Powerful Variant of Invisibility Also negates 1 point of Init per point of CPU. Hides your entire system from people looking for your system. They need your net address and a password to get access. Of course aside from seriously neutering your system, Cloak doesn't hide you when you exit the fortress, so anyone who is around can see you enter, and those looking for you, have a good idea where you came from. Disrupts data transmission, progs are -1 STR, 'runners -1 Initiative

Eats files, turns them into more cockroaches

Reduces Reason by 1D6/turn, making 'runner mindless

Basic Code Gates. Many variations exist A change in code gate defeat program, this attacks the program instead of attacking the gate itself

Killer written to fit less MU. 1D6 damage This program attacks the resident memory of a cyberdeck, damaging the code of the programs within. With a successful hit, roll randomly to see which programs are affected. Programs of a STR lower than the Corruption become completely useless. Programs of a STR higher than Corruption are partially damaged and crash part of the time. Divide the Corruption STR by Program STR and multiply the result by 100 to determine the percentage of Corruption; this number is the base chance an affected program will crash each round.

Uses a brainwave ID scanner. 1 Interface and 3 Intrusion rolls needs to pass

Reduces Reason by 1D6/turn, killing 'runner Carries 3 programs (Poison Flatline, Killer IV, & Murphy)

Appears to be a normal file with juicy information. Once it is taken or copied however, it looks like a crying baby hanging around the netrunners neck. Increase the strength of any tracking programs by 3 Video/camera controller Flashy Data Wall. STR = CPUs+3, Strength doubles vs Demon programs, Elder Brood, Cainites, Undead (Nope, not joking! must have a Basic Datawall of lvl 10 to add on to) Stronger version of Raffles 1D6 to program STR

Hellbolt variant that does 3D6 damage

1D6 to program STR Basic Data Wall. STR = CPUs+0 to +9 (max 10) Flashy Data Wall. STR = CPUs+1 (must have a Basic Datawall of lvl 10 to add on to)

Stores. Catalogs and organizes up to 8 MU of data.

Detects entry, traces, alerts master whenever target appears Creates mini-VR to fool a netrunner A modified version of Krash, which operates only on cyberdecks, causing the Netrunner to be dropped out of the Net for 1d6 turns. This program is designed to retard anti-cybermodem attacks with a fair degree of efficiency. As it must be kept running for effect, its only usable with decks that have a memory-swapping function or the capability to use two programs simultaneously. Adds +3 to a decks Datawall strength. Robot Controller

Records messages and conversation in research database If any Dog program trace gets by a Netrunner, use this program to hunt them down before they interfere with the runners line. It must catch up with them first before taking effect. This is a one-use program, it derezzes after capturing the Dog. Clean local net area of junk data Variant of Black Mask, Domino is a resident program that lies dormant until triggered. Using the disguise function, this program scans the datafort for a common icon form and ID, then changes the runners icon and identification to match. It works best with theme dataforts.

Creates 1D6 copies of the runner's trace and ICON. Similar to Lightning Bug and Replicator , Doppleganger's copies remain in a shifting group around the real runner until they are attacked and destroyed. Attackers must make a V. Difficult Reason roll to determine which image is the real runner; programs usually randomly attack (1 in 1D6 chance the real runner is hit). Damage is subtracted from the total Doppleganger's STR until de-rezzed (so, if 3 copies are hit for 2 points each, a total of 6 points is done to the core program, and it de-rezzes). The most powerful variant of Manticore

1D6 damage, and jacks the 'runner out of the system Duplicates the appearance of other programs. Its icon ill look like whatever it is emulating, unless it is running in the background, not actively working.

Starts at strength 1, but each time it succeeds against a particular foe or organization, its strength increases to a max of 8. Each time it encounters a different group or netrunner its strength reverts to 1 Stronger version of Worm Carries Databaser. Records messages and conversation in system Locks a file like a strength 3 Code Gate

Converts 'runner to electronic entity, roll 3D10+70 for max Reason

Tighter coding makes them stronger, difference easily noted

Requires two passwords. -30 to crack second password

Acts as Killer V, destroys AI Spores

Defends User from attacks and counter-attacks at +2 Deck Speed Exorcist is a very specialized Anti-IC program, but it needs to be. Written soon after the appearance of Possessor, it is launched against a possessed program, and negates the possession if it wins the anti-program roll. The use of this program is the only way to deal with a possessed program, short of destroying it.

Removes effects of Possession A more sophisticated version of Eyewitness, this program is difficult to trace back to its owner, can remember and track specific runners without instructions, and returns to its master regardless of his location. If detected, it activates its Evasion subroutine and runs for home. It can also be set to trace the first netrunner who passes by a given locale, or who jacks in from a predetermined location. Traces another runner, recording everything he does, and returns to its owner when the tagged subject jacks out. The owner must locate the target and sic this program on him, and remain in a predetermined location within the Net when the program returns, or it will de-rezz when it gets back and finds its master missing (or when its master jacks out). A CPU will automatically fulfill this requirement as long as it is on-line. If the program is detected, it can be traced back to its owner.

Subtly messes up project files

Triggers false system alerts

Detects entry, traces, disconnects target until destroyed

Detects entry, traces, disconnects target until destroyed Like File Packer, but it takes only 1 turn to unpack your programs. A particullary nasty version of Hellhound. The Fatal Attractor operates much like a Hellhound, it lurks around Data Fortresses waiting to pounce on intruders. However instead of immediately attacking, it appears as a very attractive female netrunner who offers to help the intruder break into the system. The Fatal Attractor will cheerfully accompany the runner for 1d6+1 turns, then attack as a Hellhound. Flatline that also effects a cybermodem link Detects entry, traces, alerts master 1/2 MU size, 2 turns to unpack Locks files with a password lock Flashy Data Wall. STR = CPUs+4 Inflicts 1 point of damage to anything passing through it that is not authorized.(must have a Basic Datawall of lvl 10 to add on to) Firestarter is indirectly anti-personnel in nature. Using its Bloodhound subroutines, it tracks the intruder to its source. Silently entering the electrical system, it blasts the wiring with a megawatt power surge. The jolt causes wiring fires, explosions, and fries the Netrunner as if he were in an electric chair. Firestarter programs are excelent covert killers, as they leave little or no evidence in the charred wreckage. This cannot affect a runner using a battery-powered cybermodem or system. Flak creates a tremendous wall of static, blinding the attacking program and allowing the Netrunner to easily evade. Flak is very good against most programs, but it is relatively ineffectively against the Dog series. Broadcasts a Brief Message to everyone on the net within 100 squares.

Flatline is designed to trace and kill the operating Interface of your cybermodem- one zap, and your deck must have its interface chip replaced. A Flatline can be carried by an intruding Netrunner and used to attack the decks of other runners encountered in the Net. Useless against 'frames and PCs. Provides Netrunner with a window to the netallows you to keep your eye on the net while interacting with the real world. Also a Good way to keep yourself from total boredom on a blind date. Flip Switch controller, -5 Net Initiative when active

A less-powerful version of Straitjacket, freezing IC for 1D6 turns. Otherwise as above A good stealth/evasion program designed for those with a certain gothic panache. Half Strength vs. the Dog series of Programs, though. A more powerful version of shield. Kills system RAM Designed to alert its owners to illegal entries into the system. It can do this by activating an external alarm or by sending a message to an occupied workstation. Netrunners can use Gargoyle to patrol another part of the Net then key the Gargoyle to run to their cybermodem or workstation if security is breached. Causes the netrunner to stop breathing. Choking damage will be inflicted for 1D6+STR number of rounds . During this period, the netrunner is still conscious and aware, allowing him to continue in his travels if he chooses. However, the damage will cease if the runner jacks out and runs another day.

Detects and destroys virus programs More powerful door and elevator Controller George defeats sysop/Al trace attempts by presenting them with multiple signal routes, confusing the simple logic structures of the tracer function. Add the program strength to the Trace Value Difficulty. Allows multiole runners with this program to work together as one super-runner. Abilities are equal to the strongest member plus 1/10 of each other runners abilities.

Ghoul is a variant of Killer, written to lie in wait for intruding netrunners and/or programs. Locks Netrunner in place for 1d10 hours, all while being invisible In a nutshell this is an invisible Gargoyle

Gremlins is virus-like in its application. When run on a data fortress or mainframe, the "gremlins" control random machines and items in realspace, always to a destructive and/or mischievous end. Forklifts run workers down, doors close and lock at random, monitors display random images or static, and speakers crackle with the evil, maddening laughter of the gremlins. Program attacks the subroutines that make up the IG Algorithms themselves. By sending out continual waves of netspace distortion that alter the navigation and positional signals of cyberdecks and datafortresses alike, it attempts to burn out all objects in a cyberspace area. Weaker version of Worm In a nutshell this is an invisible Bloodhound

Detects 'runners within 2 squares, treat as STR 3 Code Gate Batters down Datawalls, automatically sets off any and all alarms. 2d6 strength damage

Locks 'runner in a maze for 1D10 turns

If you fail to get past it launches Psychodrome (STR 6) Causes 1d10 damage to a target netrunner Sends signals to the attacked system which toggles the on/off function hundreds of times per second, causing the target's CPU to overheat and destory itself. A successful attack requires that the targeted CPU unit be entirely replaced.

Tracks netrunner, waits, then causes 3d10 hits per round Tracks netrunner, waits, then causes 3d10 hits per round Allows you to recognize a real file from VR fake files. Increase MU by 20%, but reduces init by 1.

High-powered Firestarter

Passes an anti-personnel program with a tracing function onto another netrunner. Hot Potato is used on the pursuing program. If Hot Potato is used successfully and the pursuer passes within five spaces of another runner, it mistakes the bystander's trace for the original, and attacks the bystander instead of you. Vehicle Controller

Attacks Jack Attack, freeing the immobilized netrunner

Detects entry, traces, alerts master A more powerful varient of Manticore

Commercial version of Eavesdropper

1D6 to program STR

Detects the type and strength of a foreign program.

On-line flunky Holds 2 programs

Reproduces other programs Records Coordinates of currant netrun for replay later Silently opens a whole in a datawall after 3 rounds Invisibility overlays a false signal on your cybermodem trace, making it appear to be harmless static. When activated, invisibility will allow the netrunner to pass unnoticed through the net. A modified Doppleganger. It creates only 1D4 copies of the runner's ICON and trace, but the program will rerez when the last copy has been destroyed.

Prevents a netrunner from logging off. Like Hammer, but does not automatically set off alarms. D6 strength damage Minimum of 2 rounds to work, each additional round is +1 Strength (max of 7)

Remains "active" and takes damage meant for current program Killer is a general purpose virus program designed to kill other programs. It enters the logic structure of its victim and inserts errors with blinding speed, causing the target to crash. Killer is a very simple program; smooth, elegant and tough. There are many versions of killer Counts as a Strength 4 Data wall if attacked. Marks a netrunner, allowing his movements to be tracked by ANYONE looking for them for 3d10 rounds. A successful attack on the program cuts the length of the trail by d10 rounds. 2 successful attacks drops the program. Vehicle Controller with limited AI functions Causes coma for 1d6 hours

Causes the CPU of an attacked deck or system to become inoperative for 1d6+1 turns. A Krashed deck automatically drops its runner out of the Net, while a Krashed system may not act until the time period has elapsed and it has re-booted itself.

1D6 damage to 'runner (STR 2), goes inert after 3 rounds Leash is an anti-ICE program designed to remove the Movement function of the Dog series of programs, specifically Bloodhound, Pit Bull, Hellhound, Werewolf, and Cerberus. It neither freezes nor destroys the program, but simply tethers it to a specific grid square and restricts its movement to that square. It can affect other programs, but at -2 to its STR. Erases runner's memory, replacing with a pseudo personality. If running this program on a Graves-Masada "Lich King" cyberdeck, increase its strength by 2.

Altered Liche, requires 2 mins of contact, If running this program on a Graves-Masada "Lich King" cyberdeck, increase its strength by 2.

As Liche 2, but with improved strength. If running this program on a Graves-Masada "Lich King" cyberdeck, increase its strength by 2. Ingenious program, the 6 dots attack programs one at a time, doing 2 points of strength damage each round. When all 6 dots are gone, the program drops and cannot be reloaded until you leave the net and reboot your system.

Opens Code Gates & File Locks, but can re-lock at Str 5 Can be used in combat or set to watch a local, it detects if programs have been altered in any way.

1D6 damage. Strength 0 to defend against other Killers

Compiler (assassin to kill it), 1D6 physical damage to the 'runner

The Mad Slasher is the spitting image of a Hollywood horror villain that lurks the 'net in search of victims. Written by an unknown sociopathic programmer, the Mad Slasher is nearly indestructible and never gives up looking for its intended victim. It seems to take great joy in killing those that happen to cross its path, dealing 2D10 damage per successful attack. Versions have been known to wear the faces of Nightmare on Elm Street's Freddy Krueger, Friday the 13th's Jason, and Halloween's Shape (ie, Michael Meyers). Some have even been programmed to resemble real-life serial killers. The program doesn't talk (though some have been modified to taunt their victims), maintaining an eerie silence as it slashes out with whatever weapons it has. Manticore is the simplest of a series of Assassin programs; a type of killer designed to locate and destroy Demon programs. If no Demon is present in your cybermodem file, Manticore will ignore you.

Tracks & tags target, does 1D6 damage and reduces Reason 1D6 Code Gate variant Hold 4 programs like a Demon, but each program has +1 strength Pseudo-AI that scans files looking for keywords Mirror is a defensive program that returns Hellbolts to their origin, be it Demon, netrunner or AI. The source is then attacked by the Hellbolt. A more advanced version of Reflector, the program must defeat the Hellbolt in a Strength vs. Strength roll in order to return it to its sender. Checks all programs to make sure they are working properly, if it detects a problem or virus (strength test) it drops the bad program and reloads a fresh copy from memory. It then starts looking at everyone inside the fortress (using Seeya) for people who may have done the damage. If a program can not be reloaded, an alarm is set off. Creeps into forts and makes a record of what's inside Allows more than one netrunner to access the commcore through a single CPU, each runner over 1 decreases the decks speed by 1 Allows you to run as many programs as your computer has CPU (max 3), However for every program over 1 you are running, your initiative drops by 1. If a hacker penetrates your Datawall, they can kill the Multi-Tasker Causes system ro randomly launch applications Muzzle removes the Alarm function from the Dog series of programs, specifically Watchdog, Bloodhound, Pit Bull, Hellhound, Werewolf (RB 107), and Cerberus (RB 148). A silenced Dog cannot call for help or alert the system to intrusions. It does not cripple affected programs in any other way, so a silenced Pitbull could still trace you and cut your line, though it couldn't alert its home system to your presence

Searches for and copies programs from files Necromancer is a high-cost, high-performance version of the Re-Rezz utility. Necromancer can re-rezz destroyed programs nearly 60% of the time. Necromancer leaves obvious signs of its use: the icon of the rerezzed program is somehow thinner, marked by fractal scars and stitches. IF run on a Graves-Masada "Necromancer" Deck, increase re-rezz to 75%.

If you fail to get past it does 4D6 damage to the 'runner (STR 4) Provides accurate maps of most well known net locations Travels through a fort at 2 subgrids/turn IDing programs and files, realize that you see only the main grid, so subgrid programs could get the jump on you.

1D6 physical damage to target Similar in theory to the "Raven" anti-personnel program, Nevermore is a bit more selective. It strikes at the 'runner's cyberdeck, targeting the circuitry that transmits visual information to the user. A successful attack indicates that these video circuits are destroyed and must be replaced, and the netrunner should be considered "blind" as long as he's in cyberspace. New circuits cost anywhere from 200 EL (for low-cost decks) to several thousand (for top-of-the-line consoles). With a successful attack the bird barks out, "Nevermore!" Screambox and news terminal controller Goes out and skims news and interest groups for specified info More powerful version of Mouse. Nezumi when reporting its findings repeats every 5th item it recorded. If detected, it will attack the tracing program. The Ninja is an invisible killer routine that functions just as a Killer 5 does, except it strikes invisibly. The netrunner must have SeeYa in order to locate a Ninja. Attacks all software and Hardware it is directed against Electronic Door Controller

make traces harder when activated tracks Spores, 'runners, & programs. Destroys Spores The program monitors the netrunner's body while inside the Net. When the netrunner has taken enough physical damage to reach Critical level, the program jacks him out of the system. Will not work if the runner is trapped by Glue or similar programs, or if taking statistic damage. The program must be running while the netrunner enters the Net or it will not function. Reduces program size by 1/2, takes 2 rounds for a program to unpack and be useable. Refuses to allow access to the Deck and its programs unless a code is given.

Monitor that does 1D6 damage to 'runners and programs

On a successful hit, Party Foul disables 1D6 of your programs for 2D6 rounds. For each program hit, roll a 1D10 in addition. On a roll of 1 or 2, that disabled program has been wiped from your system, never to return. +10 on attack rolls.

Weakens 1 type of ICE (strength reduction of d4)

Reduces 'runners Reason and Agility for 1D6+1 turns

Your ideal partner from Nirvana Entertainment Technologies

Send and Receive Cellular Calls, Intercepts calls at Strength 2 Improved Krash, if the program makes a successful attack, the CPU will be trapped calculating Pi. This paralyzes the CPU for 1d10+1 net turns. Like Hammer, but alerts all alarms and Netsec personnel within 30 spaces. 4d6 strength damage Alerts LDLs to presence of illegal calls Most advanced form of Watchdog series, not only tracks the intruder to its source but also cuts the line after acquring the location. It will continue to cut the line every time the intruder logs on from that point of entry, requiring him to move to another phone line or cybermodem. Pitbull can be set up to watch a part of a net and report back to you at another workstation or modem. Most advanced form of the detection series, not only tracks the intruder to its source but also cuts the line after acquring the location. It will continue to cut the line every time the intruder logs on from that point of entry, requiring him to move to another phone line or cybermodem. Pitgoyle can be set up to watch a part of a net and report back to you at another workstation or modem.

Disguised VR "cell" with trace, -150 Interface roll to detect

Designed to destroy not only the interface software, but all the memory of the deck as well. This wrecks the cybermodem, requiring total replacement. It won't effect anything by the systems RAM, and has no effect on anything bigger than a personal computer. Can be carried by an intruding Netrunner and used to attack other runners encountered in the Net.

Randomly erases one file each turn opens a hole in a datawall (no alarm) after 3 rounds, so the netrunner can get through, unlike other programs, this does no visible damage to the wall. An unusual anti-IC program. Possessor attacks the target program in the normal anti-IC manner; if it wins, the program is turned against its operating system or netrunner. The control is rather crude; killers will attack the nearest program not belonging to the possessing Netrunner. If a controller is possessed, the thing will simply be operated at random. Demons cannot be possessed if they contain an Anti-program program as one of their subroutines. A possessed program can be destroyed, or temporarily nullified by turning it off and banishing it to memory. The possessed program will still have to be purged of the possession coding or it won't obey anyone but the possessing runner.

Causes a glitch in ambush type ICE, 30% chance that it derezzes

Imprisons 'runner till someone can free him from the outside Immediate Unconsciousness of 1d6 hours for the Target, Plus RR vs the attack level or the target is terrified to return to the net. Skims R&D files at 1MU per turn. Shelf life of two weeks

Draws off "Dog" programs, +2 Initiative when released

Utility roll of 150+ IDs Icon as either prog, 'runner, or AI

Ferrets out pass words for code gates by getting the code gate to give up clues. 5D6 to Data Wall STR, "audible" to anything within 50 spaces

Killer that strikes at range, 1D6 damage

Killer that strikes at range, 1D6 damage

Killer that strikes at range, 1D6 damage

Killer that strikes at range, 1D6 damage

Killer that strikes at range, 1D6 damage Raven attacks the ability of a program to differentiate between runner signals. Such an affected program will no longer notice intruders if defending a system. It also cannot recognize locations or specific runners, so it cannot be sent to find a place or person. The program is otherwise functional. This is usable on such program as the Dog series along with those that rely on Recognition or Pseudo-Intellect.

2D6 damage to 'runner (STR 3), goes inert after 3 rounds Real People is a program for use with virtual realities. Instead of creating your own virtual inhabitants, Real People supplies them for you. The program comes in 12 variants, including six males and six females. The program(s) can recognize different people, and can remember past events that have occured in the virtual. They can speak, and each has a Reason of 75. Each version must be bought seperately, with the exception of "The People Pack", which contains all twelve personalities for only 4000el.

Seeks out & destroys users in a set area. 1D6 to 'runners/progs

Paralyses 'runner for 1D6 turns Reflector is designed to repel all Stun, Hellbolt and Knockout attacks. It is unable to stop any other types of antipersonnel attacks.

Flashy Data Wall. STR = CPUs+4 (must have a Basic Datawall of lvl 10 to add on to) Replicator creates millions of copies of your cybermodem trace, sending them off in all directions to confuse a pursuing program. If successfully, the pursuer will track the wrong signal to a dead end. Replicator is especially good against the Dog series of programs, as it overloads their limited AI programming structure with too many decisions.

Recompiles and restores Destroyed Programs Detects entry, traces, disconnects target until destroyed this program's size is 2+ half your remaining memory. It allows you to increase your movement speed in the net by 40%, functionally making you impossible to catch by anyone without this program. Flashy Data Wall. STR = CPUs+5 (must have a Basic Datawall of lvl 10 to add on to) Sound Machine with Limited AI Functions Must be set up for 1 round, then set for how many rounds before detonation. When it blows, it inflicts 5d6 to all programs and netrunners within one subgrid (20 spaces) and 3d6 to data walls and code gates. If someone finds and tries to copy this program, roll copy program str +d10 vs Satchel Charge str8+d10. If the copy program fails, the satchel charge detonates immediately.

Kills system RAM

: A Hellbolt variant with a personality all its own. Screaming Skull launches with blinding speed and deafening noise. If successful, it does 3D6 damage to the target netrunner. It attacks at Deck Speed +2

Stops and disassembles programs for copying Designed to detect invisible ICONS within the range of one Subgrid. This includes programs, hidden Netrunners and things hidden by Invisibility in a virtual reality.

1D6 to program STR Defensive alarm program that works in concert with other detection programs. It attaches itself to the Netrunner on a successful attack and then has to be removed with a Killer. While attached, any evasion program used from that point on has its strength reduced by the current Str of the shadow. If this strength is reduced to zero or less, the program is useless.

1D6 to program STR Shield stops direct attack to the Netrunner. On a successful use of Shield, the attack is thwarted and no damage is taken.

Freezes 'runner for 1D6 turns

3D6 damage to 'runner (STR 4), goes inert after 3 rounds

Attacks one target after another, 1D10 damage/turn until destroyed

Reconstructs files in the Trash buffer The Code gate in this program is invisible, making it impossible to attack without first finding it using a program like Seeya (or other programs specifically designed to locate invisible programs.

Makes a Code Gate invisible

Carries up to 4 passengers, 5 spaces/turn, code needed to use Allows you to walk on the sides of the Olympia (Sigurd) sidewalks

Adds 4 to Trace Difficulty Sends a disconnect signal without actually logging off.

A small, cheap, and persistent anti-personnel program that deals out 1D6 damage per successful attack. It auto rerezzes when 'destroyed' and continues to attack the same target,

Inflates project costs, so that they get cancelled Like Hammer, but alerts all alarms and Netsec Personnel within 15 spaces 3d6 strength damage Modified Brainwipe that instead implants a post hypnotic suggestion Smarteye is a more precise form of Speedtrap. Unlike its predecessor, which only warns of programs within a certain radius, Smarteye will allow you to take a closer look. This program function exactly like Speedtrap, but when an offensive program is detected, the runner may choose to identify exactly what the program is. If he does so, and the program is self-mobile or is monitored by another netrunner it gets a detection roll to recognize that it is being probed.

1D6 damage, +2 STR for each program it destroys while active

Drains target's intellect, etc (3D6 Reason/turn) into a data matrix

1D6 Reason loss/ Strength to Data Walls & programs, -40 to detect (4 higher strength for anti detection purposes), 3 actions per turn Microphone/Voxbox/Controller Reduces Agility and Quickness of -5 for 1d6 rounds Speedtrap is an early warning program that detects the presence of an offensive program within 10 squares of the Netrunners position. It cannot tell you where the program is, only that it exists. Tracks 'runner and transfers 1D6 Psion Points to user (Even Rache Bartmoss doesn't know where this one came from or how it works!) Spore creates multiple copies of the core program of an AI, surrounds them in a defensive software and launches them into the Net. The multiple copies then seek out other computers and attempt to supplant them with this new code. The number of spores released is equal to twice the INT of the core AI releasing them. (see book pg 50)

Destroys target if used in the round when program was rezzed up

Netrunner becomes stuck under a stack of papers for 10 rounds Stealth mutes the netrunners cybersight, making him harder to detect. He is still visible, but offensive programs will not react to his presence. However, other netrunners can still see him. Freezes IC in place for 1D10 turns. The IC resumes normal operation when the effects wear off. Since the program is not de-rezzed, most sysops and systems will not notice that the IC has been frozen without running a program like Monitor. Freezes netrunner for 2d6 rounds Carries 4 Programs

Combines the effects of Succubus II and Black Dahlia

Superballs is a distraction program designed to overload a deck's netobject tracking routines. The program generates thousands of objects in the tracking space of a netrunner's icon. This forces the runner or target system to attempt to realign its tracking routine. Roll 1d10 and add the system's INT, on a 15+, the program's effects are ignored for that turn. Test every turn until the program is canceled or destroyed. If the program has an effect, the subject receives a -3 to initiative for that turn.

Tighter coding makes them stronger, difference easily noted Once it successfully penetrates the CPU of a target system, it starts reproducing. Its subroutines will cause the target decks RAM to make a duplicate of Swarm each round, under your control. The original will continue to duplicate until destroyed, eventually engulfing the CPU with sheer force of numbers. If the original program is destroyed, you can re-launch one of the duplicates to continue the process

Carrys 4 programs, +2 Speed, movement, independent Hellbolt variant, does d10 Damage to target netrunner and -1 to their Deck Speed. Terminal, videoboard and holo-display controller Only works on datawalls, not very strong, but very quiet. D6 strength damage. Netrunner becomes terrified of the net, will not return for d6 days Deals 1d6 damage to all netrunners and programs it comes into contact.

Sneaky decryptor, Passive alarms (those that aren't actively being managed by a runner) do not detect this program. Takes 3d8 rounds to decrypt.

Causes coma for 1D6 hours

Gives 'runner a choice of doors, disconnected if wrong one chosen Increases Deck memory by 2 MU through compression. Takes 1 round to decompress that file After subtracting the 3 MU this program takes to run, increase the remaining memory by 20% but decreases the speed by 1. Takes pictures to make virtual objects

3 Asp programs hidden in a file or node that attack if undetected 1D6 to program STR

Easy to crack, but tags 'runner so that ICE can break link (STR 5) It appears to attack as a Killer 2, and can function as such. This is a cover to attack the Netrunners deck, and when the Killer is attacked by the runner, it always crashes. If the program disappears into the cyberdecks CPU where it operates for three Net Rounds, deleting a file each round as Viral 15. At the end of three rounds, it derezzes, leaving the runner with missing files and or utilities. Action can only be taken against the program if the Netrunner is aware of its presence. Gatemaster will stop its actions, but it has to be activated by the runner.

forces runner to return to the point that they entered the net

Similar to Bats, but much more sinister. The program detects intruders and alerts the system much as Bats does, but it also deletes 1D6 random programs from the intruder's cyberdeck. Every Program it destroys, it adds that program to its inventory. Starts with 1 program

Concentrates on avoiding detection Video board controller

Randomly erases one file each turn This virus attack automatically ties up one action of the system or deck until the deck is turned off Difficulty 100+ to patch into a signal that has basic 365 bit encryption.

4D6 damage to 'runner (STR 6), goes inert after 3 rounds

Flashy Data Wall. STR = CPUs+2 (must have a Basic Datawall of lvl 10 to add on to) Designed to alert its owners to illegal entries into the system. It can do this by activating an external alarm or by sending a message to an occupied workstation. Netrunners can use Watchdogs to patrol another part of the Net then key the Watchdog to run to their cybermodem or workstation if security is breached. When a weed program successfully attacks the target system, it will reduce that system's speed by -1 until the program is destroyed

Invisible Hellhound

Originally written by an elusive netrunner calling himself "Scarecrow," the Wicked Old Witch attempts to seek out and destroy intruders in its data fort, dealing 3D6 damage per successful attack. Through its complex AI subroutines, it can easily be mistaken for another netrunner or, in the case of a virtual reality, a genuine wicked witch.

1D6 to program STR

Especially good against code gates, against code gates increase strength by 2 Killer 4 disguised as a Watchdog program. If triggered, the netrunner gets a Difficult ID roll to detect its hidden ability. If the runner fails the roll, he is fooled by the program, and the Wolf gets a +1 to its initiative and attack rolls. Speedtrap will not detect Wolf, but Smarteye will. If you have SeeYa or Hidden Virtue running at the time of the encounter, they will ID the program as disguised, but not tell you its true nature.

attacks all software and demons Takes 2 turns, but silently enters datawalls and opens it from the inside

Compresses programs to half size but reduces Speed by 1 Reduces Targets Reason by d6 per round until target mindless

Circa 2513 interface. All 'runner Initiative rolls at -2

All system data is encrypted (STR 10 Gate), 1-2 hrs to decode Money poured into programmers for optimizing its Black ICE (+2 Strength)

Reason 60 pseudo-AI, STR 5 attacks vs 'runners and programs All ICE upgraded to the latest version (+1 STR)

Escher style data fort, -3 to 'runner Initiative until use to it

Name Calculator Unit

Cost 10

Weight 0.1

Book Main

Amplifier Throne Applied Scientific Products Pembroke Techscanner ARC Furnace

40000

454.55

Ultratech

1500 500

1.6 8

Chrome 3

Atomic Epoxy Autotanner

200 450

0.2 0.2

Alpha Omega Chrome 2

Backpack Psi-amplifier Bar in a Briefcase Bioconcrete Chronometer Construction Coral DDI Prayerware Distance Lenses Echolocation Goggles Elmonit card Frostech Portable Cryonic Case Harlequin Flip Belt Ident Disk (replacement) IEC refills Classic Flavors IEC refills Exotic Flavors IEC refills Francophile Flavors IEC Solodrinker- the classic IEC Solodrinker- the luxury IEC Solodrinker- the mate IEC Solodrinker- the waiter I-Kohl "Head Turner" I-Kohl "Knockout" I-Kohl "Looker" Infra-red Goggles Infra-red lenses Light filter lenses Makeover Kit (2) Masetto 'Guercio' Helmet Microcomputer MK4 Mind Amplifier

8000 100 3600 1-50 10000 120 20 1500 5 250 17500 200 50 60 50 110 715 250 175 750 1000 500 20 150 60 45 800 85 10000

9.1 2 0.02 100 0.5 0.4 0.1 0.02 2 1 0.02 0.5 0.1 0.13 1 6 1 2 0.6 0.6 0.6 0.15 Neg Neg 1 1 1 0.1

Ultratech Chrome 1 alien art Main alien art Chrome 2 Main Chrome 4 Main Chrome 2 40K Eldar Main chrome 3 chrome 3 chrome 3 chrome 3 chrome 3 chrome 3 chrome 3 Infinity Infinity Infinity Main Main Main Main Chrome 3 Main alien art

Molecutronic Scrambler (1/Mk) Multiscanner Nymph Perfume poison detector Psi-amplifier Belt Psi-amplifier Helmet psion damping gear Repair scanner Replacement Pajamas for Travel kit Shower in a Can Tactical Scanner Teleporter Link Translator Module Travel Kit Truthscanner ultra googles ultra lenses Dark Eldar Soul Trap (TW)

200/mk 800 200 500 1200 5000 700 10 3 300 25 600 150 500 80 350 2750

.5/mk 2 0.5 1 0.45 1.8 0.1 2 N/A 0.05 1.5 0.2 1 5 0.5 0.2 0.01 2

Main Main chrome 1 Main Ultratech Ultratech Main Main Chrome1 Chrome1 Main SM Comp 1 alien art Chrome1 alien art Main Main Dark Eldar Grey Knights Grey Knights

Grimore of True Names Emperor's Tarot Clothing

25000 1000

4 1

Bauhouse Suit Bodyline Tattoo Boots

4000 50-120 100

Mutant chronicles Cyberpunk Cyberpunk

Capitol Suit Cleopatra Evening Gown Contact Lenses

400 20000+ 100

varies

Mutant chronicles Cyberspace Cyberpunk

Cybertronic Suit Designer Skinmask Di'Medici Men's Eveningwear Dress clothing Dress footware Dress Uniform Duster Coat Eji Jeans Eji Wool Sweater Eros Flynn Leisure clothing Fashion Cloak

1400 50 15000+ 100 20 120 200 50 60 400-1000 200

varies Varies Varies Varies

varies 1

Mutant chronicles Cyberpunk Cyberspace Main Main Main Cyberpunk Cyberpunk Cyberpunk Cyberspace alien art

Footwear Gianfranco Leather Jacket Glasses Gloves Icon Bomber jacket Icon Boots Icon Gun Belt Icon Gunfighter Hat Icon Halfboots Icon Long Duster Icon Long Skirt Icon Miniskirt Icon Pants Icon Tunic

25 10000 50 50 300 150 60 100 100 500 200 100 250 220

varies

Cyberpunk Cyberspace Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk

Imperial Suit Jacket Jewelry Karolinian Seal Thigh-boots Kashmere Dress Toga Klein II T-shirt Leisure Activeware Leisure Clothing Light Jacket Luna Moonsilk gown Margo Tangi Evening Dress Margo Tangi lounge tunic Mirrorshades Mishima Suit Motorcycle Pants Pants Rainbow Suit Royo Bodyfree masks Shimmersheer Gown Spydersilk Clothing Static Cloak Takanaka Briefcase Takanaka cape Takanaka Cologne Takanaka Cravat Takanaka Jacket Takanaka Monogram Shirt Takanaka Pants Takanaka Scarf Takanaka Sword Case Takanaka Tie Takanaka Top Coat Takanaka Vest Thermal Jacket

3000 35 10 - 100 15000 800 80 10 50 10 3000 5000 800 5 10000 150 20 1000 600 4000 1K-3K 500 600 900 150 100 800 200 700 75 300 100 1000 500 30

4 1 varies Varies Varies Varies varies varies varies

2 2 1-2 5

Varies

Mutant chronicles Cyberpunk Cyberpunk Main Main Cyberspace Main Main Main Cyberspace Cyberspace Cyberspace Cyberpunk Mutant chronicles Cyberpunk Cyberpunk alien art Cyberpunk Main alien art Main Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Main

Thermal Suit Top Transp. Skinmask Trueleather Pants Uniform Uniware Blouse/Shirt Uniware Boots Uniware Dress Uniware Jumpsuit Uniware Pants Uniware Skirt Uniware Utility Beltq Uniware Vest Urkusk Mink Coat Velaise Bodysuit Wearman Jacket Wearman Skirt

50 15 20 1500 80 20 30 50 75 35 35 15 25 20000 60 300 200

Varies

1.5 Varies

6 2

Main Cyberpunk Cyberpunk Main Main Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Main Main Cyberpunk Cyberpunk

Style & Quality Modifiers


Style
*Multiply base by style: Generic Leisurewear Businesswear High Fasion Urban Flash Generic Chic Shadowrunner x1 x2 x3 x4 x2 x1 x2 Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk

Quality Sub-average Average Good Very Good Designer Superchic/(Personal Design) Misc Options Option Illumi Strips

x0.5 x1 x2 x3 x4 x7 Cost 100/meter

Cyberpunk

Wearman Cloth Polylog Polychromic Reactimesh Fibers

250/ sq meter x3 x5 x5

Cyberpunk Cyberpunk Cyberpunk Cyberpunk

Tools B&E Tools Carlisle Custom Tool Kits Carlisle High Style Custom Tool Kits Francesca Techscanner Gun Cleaning Kit Gun Cleaning Kit Heavy Cutter/Welder Infra-plate Interface Monitor Kinetic Mutation Accelerator Laser Cutter/Welder Lifts Mannix Robcom add on kit Mannix Technic Add on kit Master Tool Kit Memory Switch Panel Micromanipulator Rig Molec Board Etcher Molec Boards (10) Organic Phase Inducer Scrapware Small Tool Kit Standard Tools

120 4500 5000 1200 60 50 250 200 800 8400 150 100-500 250 250 3000 400 3000 500 300 11500 120 800 100

0.1

Cyberpunk

1 1 1 0.1 1 0.2 0.5

Chrome 3 Serenity Cyberpunk Main Main Chrome 3 SMC2 Main Cyberpunk StarFrontier StarFrontier Main Main Chrome 3 Main Main SMC2 Serenity Main Main

1.5 2 7 3 2 1 0.5 12 50 3 1

Communications Backpack Orbital Uplink pocket communicator Earphone Commincator Worldsat communications linear beam commlink Multicom Long Range communication Network

800 30 25 200 75 500

7 0.25 0.02 5 1 0.5

firestorm Main Main Chrome 2 alien art Macross 2

Entertainment Rush Virtual Entertainment System Multi-player adapter upgrade Total Environment upgrade Video Wall upgrade SegAtari Virtual Villians upgrade Scholar Home Learning upgrade Smartgoggle mirrorshades

500 100 1000 3500 150 750 450+

1 0.4 0.1 10 0.02 0.2 0.01

Chrome 2 Chrome 2 Chrome 2 Chrome 2 Chrome 2 Chrome 2 Chrome 3

Description This is a throne-like chair, with a helmet, biofeedback monitors, and a computer. The user sits in the chair, and power floods through him to be channeled into psionic energy. Unless the user is very powerful, machines amplifying teleportation will move the user, but not the machine! The device adds up to 7 ranks in a psion list. Monthly software updates and a newly released hardware unit yearly, Pembroke Techscanners are the best. +20 for devices designed before the latest update and + 10 for those after. Pembroke Scanners are something of a status symbol (gives a +1 rep), +100 EL/month Reduces things put into it down to their base atoms which are then vented as gas. Needs a utility reactor to Atomic Epoxy is an elaborate compound of checmicals that are used to quickly bond two items together. Similar to traditional epoxy, these chemicals are stored in two seperate tubes. Once the chemicals are mixed they react and cause an instantaneous atomic breakdown causing disruption between the involved material's molecular structure. Within a few seconds this disruption is halted, essentially fusing the material(s) together. Atomic Epoxy is also unique in the fact that this chemical process is only triggered for inorganic material, and occurs under any condition (even underwater). Although this bond is permanent, it cuases an overall weakening to the structural Injected chemical gives your skin that tanned look. +1 appearance for d10 days 10 doses These devices work in the same fashion as standard psionic amplifiers, but use a backpack-sized power pack connected to a helmet, and run off a Weapon Reactor. Portable amplifiers can increase the users skill in a list by up to 5 ranks in a particular psion list. These units are keyed to a specific list, and never work for any other list. Good for up to 10 people on 3 occassions, or some combination there of. AT16, 100 hits, 1 cubic meter per use; 8 uses per can Preprogrammed to form a house or other structure, takes about 120 hours to complete. Allows you to immediately connect to the nearest minister of the users faith +15 to religion. Can 'see' underwater up to 100m, even pitch black conditions are not a problem, -5 to all alertness rolls. A 61 x 61 x 30.5 cm case that is designed to carry organs and other human tissue from one place to another. It has a 12 hr battery and a plug to recharge/power the case. The case is AT 5 So its damage resistant. Allows Athletic Gymnastic Manuevers to be done at 3 levels lower difficulty 200 refills 45 refills 50 refills Can handle up to 2 glasses at a time, 10 total drinks Can handle 12 glasses at a time 100 drinks total. Can handle only 1 glass at a time, 50 total drinks Can handle up to 4 glasses at a time, 25 total drinks All influence rolls at +10, a dose lasts for 6 hours, 12 doses per bottle. All living creatures in 2m RR vs 12th lvl attack or attacks against wearer are at -30. All influence rolls at +10, a dose lasts for 6 hours, 12 doses per bottle. All living creatures in 2m RR vs 12th lvl attack or attacks against wearer are at -45. All influence rolls at +10, a dose lasts for 6 hours, 12 doses per bottle. All living creatures in 2m RR vs 12th lvl attack or attacks against wearer are at -15.

Fully armored helmet. +5 to Fashion, Filter mask, visor acts as smart googles, Autoshades option standard, may choose up to 2 additional cyberoptic options at 10% of their cyberoptic cost. functions as a x2 multiplier

All influence rolls at +10, a dose lasts for 6 hours, 12 doses per bottle. This adds a maximum of 2 ranks of Skill to a psionic list. It uses a Weapon Cartridge. This is low-powered psionic amplifier. It adds a maximum of 3 ranks to a particular list. Uses a Weapons Pack.

10 sets Easy to wipe off disinfectant/deodorant foam. 1 use per can.

Lightweight Duffle contains what you need for that overnight: Sleeping bag, inflatible pad, first aid kit, lightrod, toiletries, and 6 pairs of disposable pajamas.

If the user of this device kills an opponent in close combat, he may choose to make a contested leadership test, if he succeeds, he doubles his strength modifier for 2d6 rounds. if the user of this device is encountered by an extra dimensional being of Demonic origin there is a 75% chance that it's name is in the Grimoire. If it is, then the user gets a DB bonus of 20 against it. Also the demon resists at an additioal -20 vs user's Psions (in addition to the bonus for using their true name for a total of -70) This psychically charged item grants the user access to the Tarot spell lists to develop as psionic lists, and increases their effect by 20%

The Bauhaus suit is definitely the most daring outfit you can have in the corporate world. Fabrics, colors, and designs all send the message of self-confidence, wealth, and social standing. The high price tag makes these suits common among media and movie stars, and are therefore considered very chic among corporate officials

Capitol suits are straight and always worn with a vest of the same fabric. Colors vary, but usually blues and grays are common, some with pinstripes. Many people cut the tag out of a Capitol suit and try to pass it off as a more expensive brand -- no upstart executive would be caught dead in a cheap Capitol suit. Shirts are exclusively button-down collars in white or light colors, some with stripes. Ties are usually abstract patterns that go subtly The Cybertronic suit is a fusion between a uniform, work outfit, and ordinary suit. The lapels are only a straight strip of contrasting fabric, with buttons to one side, giving it a very stern, militaristic look. Colors are limited to dark gray and black. The Cybertronic shirt is white with a thin line for a collar. Ties are not recommended. Fashion +10, Disguise +15 The Current Height of Fashion in the Tokugawan culture and its satelittes

Imperial suits are double breasted, three buttoned, and range in color from dark green to black. The fabric is treated to ensure a flat, matte look, and wears exceptionally well. The Imperial shirt is plain, straight, and white. The ties are often a solid color with small decorative patterns. These patterns are made to order and are frequently the symbol or logo of a regiment, university, academy, or corporation.

The Mishima jacket has the lapels of a dinner jacket, always in dark gray shades, with a buttonless (concealed) vest in either black or gray. Mishima shirts are similar to white tuxedo shirts, with a wide tie, either solid or striped

Fashion +15, Disguise +20 The Current Height of Fashion in the Tokugawan culture and its satelittes

Fashion +5. Disguise +5

Video screen clothing, holds 1000 Music Videos or 250 3D video shows Video screen clothing, holds 1000 Music Videos or 250 3D video shows

Base cost x Style Modifer x Quality Modifier x Misc Options (if necessary) = Total Cost

After spending 4 hours working with tools in their office, Carlisle Tools can produce custom tools built just for you. +20 Tool kit, -10 for anyone else. After spending 4 hours working with tools in their office, Carlisle Tools can produce custom tools built just for you. +20 Tool kit, -10 for anyone else. (+10 fashion) Gives +5 to tech skills, +5 to fashion Allows cleaning of guns and if they are cleaned after every use adds 5 to a weapon's reliability. Must be replaced

Allows troubleshooting of cybers while still installed without opening up the patient. +10 to Cybernetic technics. Softtech creation device. SMC2 pg. 91

Another quality set of tools from Mannix, this time specialized for Robotics and communications equipment. Will add +5 (or +2 if used with a Technic add on kit) for a small took kit or +10 (+15) for a master tool kit. An expanded set of tools and pieces that will add +5 to any small tool kit and +10 to any Master tool kit. These bonuses double when applied to non-TSE technology.

negates penalties based on small size for repairs, +5 to all repair rolls.

Softtech creation device. SMC2 pg. 91 Salvagers often sell these misc. good condition parts, useful for CIP or to gain a +10 to any one vehicle repair roll.

Laser rig set up, 2 light second Range

Laser rig set up, 1 light second Range Pocket communicator functions: Also functions as a holoviewer, up to 10 language translation Extends range of other communication systems by 805km and allows monitoring of up to 3 channels at once.

Interface plugs required allows 4 more players, but you can link these together to an unlimited # of players. Allows full mobility in game 200cm x 200cm, 3D Holographic screen Fight the worst bad guys EVER! Need the Total Environment upgrade, Can learn Lores, Languages, Math and Science skills that you do not already have. These skills are Everyman for you on this level only. Can add any two cybereye options, each costs 10% of the normal cost.

Name

Cost

Attack Level

Book The Plutonian Drug

Akpaloli Algira-Hemoglobulin Amaranthine Gas Amsythin Antidiuretic Hormone

2100 700 3400 480 225

10 6 7 8 3

Min effect odorless, tasteless, and colorless. It is almost immediately lethal, producing symptoms resembling those of heart disease Gain +1 to quickness, take 1d10 hits

cyberspace actions at -30 for 1d10 hours, purple gaseous mist. Take 1d5 damage/rd cyberspace 1d20 hits and 1d10 stun rounds, cyberspace The Ladies of Mandrigyn Crank The War of the Worlds Severe embarassement,

Anzid Beijing Cocktail Black Smoke Black Widow's Embrace

7500 1350 3600 425

20 10 13 11

Take 10d10 damage slows vital organ function Stress A crit Take 1d10 damage and Internal Disrupt A Crit

Merc Town Stunned for 1 round

Bloat Brainpox "Cobra" Brainwash Gas Brucellosis Bubonic Plague

4750 3450 2500 4500 3985

15 9 11 4 10

Pyramids The Cobra Event Dune 2

Internal Distruption A Crit Suffer -20 to actions for 1d5 days. Suffer -25 to harm poisoner pain and nervous ticks leads to -15 on all actions.

Chaos Spray CHS-IV CL Gas Crimean Hemoragic Fever Cyanol Dark Eldar Electrosteroid Dark Eldar Glass Plague Delta Nine

2750 1300 360 600 320 7500 7000 1400

13 12 8 8 17 20 15 8

Rifter Rifter Red Alert 2: Yuri's Revenge Make a Frenzy roll with +25 cyberspace - 5d10 hits, vomiting

cyberspace -30 to all actions for 10d6 minutes, Min-Compulsive laughter and pain -30 for 3d10 Rifter hours, Serenity 4d10 damage, Dark Eldar Dark Eldar Goldfinger Target receives C mangling critical target is at -30 on all actions for 2d10 days. Lose 1d5 to quickness and Int, lasts 15 mins Chemical warfare toxin causing 1d10 damage to Strength. Time it takes varies with delivery method, but an aerosol delivery typically works in 1-3 rounds. Depression A Crit Lose 1d5 Reason, Memory, and Con for 24 hours

Delta-14 Despair Squid Venom Drafa Plague

4000 3460 11000

15 12 16

Zaibatsu Red Dwarf Babylon 5

Dragon Sand

7840

17

The Eyes of the Dragon Heat A Crit

Dryditch Fever Etherylide-23 Fear Gas

4700 1500 1275

12 13 8

Salamanda stron Lose 1d10 con for 5 days. cyberspace Lose 1-5 points temp Me/Re Stress A Crit Target gains 1 additional point of bleeding on crits for 10 rounds. After giving this to a prisoner, he bleeds better and longer, good for sacrifices, He is considered to have 10 more hits for the purposes of sacrifice. This stacks with Conan talents like Bleed Dry. target at -30 to all actions for duration of exposure + 4d10 hours. 5% chance that Big Damn effected person will Suffer from Bad Temper and Heroes Blood Thirsty Flaws for same duration. Rifter Quickness penalty of -10, revolution from others.

Fountain of Blood

100

G-23 Paxilon Hydrochlorate ("Pax) Glanders

8750 2100

24 8

Harrower anti-flesh bioweapon Hebenon Hemoethygene

4500 5900 750

20 12 10

Orbital Decay Hamlet

2d10 damage. Internal Distruption A Crit

cyberspace Weakness, -30 for 1d20 hours, Hunter: The Reckoning Suffer a -10 to all actions for 2d10 hours The Princess Bride Take 1d10 damage

Hum

4890

Iocane Powder

8500

13

Junin Stinger Kortine Krayt Dragon Poison Lankton's Knot Acid Lernaean Hydra Venom Mace Gas Malkite Themfar Megapheromone F Megapheromone M

4775 270 18900 500 6500 90 7120 400 400

15 12 18 14 15 6 14 6 7

Rifter Serenity Star Wars

Immediate loss of 85% of power points and no power points are recovered during the course of the infection. 5 rounds of stun, Take 5d10 damage

Dinoswamp "A" acid critical Glen Stunned/Unable to parry for d10 rounds cyberspace -20 to all actions for 3d10 minutes. Star Wars Loss 1d5 quickness for 1 hour cyberspace Blushing, flirting, cyberspace Blushing, flirting.

Methylactyline-90 Mirror's Wrath

750 6300

10 11

Mosfungus

3675

10

cyberspace Ansem Retort Final Fantasy Tactics

headache, -20 for 1d6 hours. Internal Distruption A Crit Plaged by coughing fit, -15 to actions for 1d10 rounds Fast acting chemical weapon causes flesh and organs to quickly turn necrotic. 5d10 damage and -30 on all actions. Neuro A Crit Suffer nightmares, -10 to actions for next day

NecroToxin Nerve Attenuation Syndrome (NAS) Nightbane

975 8500 2400

20 13 7

Dark Eldar Johnny Mnemonic 8-Bit Theatre

Nova 6

6850

16

Call of Duty: Black Ops 1d10+5 hits, Int Disrupt A Crit

Olterak Mace Spray Othalene-Z Pathogen 001

100 600 100000

25 8 30

Merc Ops

D4 points of damage, -25 to all actions

Petrifold Regression

13000

14

Plague

5500

Plague of Insomnia Polypheronol-80

25000 525

8 7

cyberspace Choking, -25 to all actions for 10 minutes, (Max effect vs non-Brood) Lose 3d10 Con for d4 ASP days Doctor Who: New Earth Gain AT 4 and lose 2d5 quickness for 1d5 days skin lesions and headache; -15 OB and Quickness DB, 1d6 damage (doubled if supernatural) that are healed by half normal with Rifter any means. One Hundred Years of Solitude Target has insomnia for 1 week cyberspace Muscle spasm for 1d6 hours. Orbital Decay

Propaganda Neurovirus Qink Toxin

1000 400

16 14

RPM, Ribopropylmethionine Sandbat Venom

600 1700

25 9

Reason -8 for d10 hours foe loses feeling in hit area, -1 initiative and -5 to Dinoswamp all actions Few people willingly take this drug, however, as it causes horrifying hallucinations which get steadily worse for the duration. In addition, it When slowly burns out the user's nervous system. Gravity Duration d10 minutes -3 Quickness, -20 Fails Appearance Suffer 1d5 hits, increase bleeding from following Star Wars crit by 1

Sandman Scorpion's Blood Scorpion's Sting Seep Fern Oil Sennari

600 325 185 25 5500

12 12 7 16 14

Aerosol form, and is clear, odorless and nearly tasteless. Though illegal for civilians, it is commonly used by police forces as a Mace or pepper spray substitute, or simply as a convenient way to subdue a target. RR vs Poison at -30 or fall asleep. The Aerosol is Petrochem effective on contact and last for d10 rounds. Merc Town 2d6 points of damage Merc Town 4d6 damage Dinoswamp unconscious for 1d4 hours Star Wars Take 5d10 hits, Con check or unconcious +4 strength, no pain penalties of stun rounds. Sensitivity to light, nightvision, skin becomes Orbital pale, Killing rage. Once someone is infected, Decay their body fluids become infectious. xXx Neuro Crit A Stiff and Sore muscles put victim at -20 on all actions, 15% chance of Delirium (gain an insanity, pg 150 of Dark Space) Every hour of infection victim takes 2d8+2 damage, (doubled if supernatural) All unnatural or accelerated healing is suspended until the infection runs its course. Psionic healing is only 25% as effective as normal. Make a second RR or develop Pneumonia, 2d8 loss of appearance that has a 50% chance of permanency) Infection lasts 4d4 hours. Anyone within 2m of victim without breathing protection must also save or catch it. If skin to skin contact occurs, increase attack level to 75. Highly Contagious!

Shocktrooper neurovirus Silent Night

4400 7125

12 17

Small Pox (Alien Weaponized) Snow Crash Solanum Soltoxin Soporathol Spider's Bite Poison Spider's Blood Poison Spider's Dream Poison Spider's Kiss Venom Spider's Serpent Venom Spider's Tongue

10000 1300 500k 4675 375 1000 750 375 500 2000 400

55 7 50 12 5 14 15 12 18 20 15

Rifter 18 Snow Crash Neuro A Crit World War Z Target becomes a zombie in 1d10 hours Vorkosigan Saga 1d10 Con loss for 10 mins cyberspace Actions at -20 for 1d6 hours, Merc Town Inflicts 8d6+8 points of damage

Merc Town Inflicts 5d6 points of damage Renders target unwakeable without a counter Merc Town medicine for 1d4+3 minutes. Merc Town Limb weakness; -25 to all actions. Merc Town inflicts 2d4 x10 damage. Hot, Sweaty, uncomfortable, -10 to all actions for Merc Town 2d10 minutes..

Stygian Wind Venom Suicide-Inducing Neurotoxin Synox

225 4750 975

10 11 12

Glen -5 on all actions The Happening Depression A Crit Star Wars 3d10 damage Horrificly painful spasms causes 7d10 damage, 60 on all actions and d4 rounds of stun.

Talos Ichor

2165

30

Dark Eldar

Tarantula 's Bite Tear Gas

395 225

14 5

Merc Town 1d6 damage cyberspace Actions at -10 for 10d6 minutes Song of Take 2d10 damage and Fire and Ice days -20 to actions for 2

Tears of Lys

7200

12

The Strangler Trixie

8500 5000

15 15

V.E.E.

6800

24

Virus Toxin

5830

13

Wasp Fever White Blindness World War Z

600 20000 8800

10 15 20

Song of Fire and Ice Take 1d4 Con dam perm Become agitated and angry at everything, last The Crazies 1d10 hours All psionic powers or abilities (including soul knives) are unusable for the duration of the Rifter fever, Red Alert 2: Yuri's Revenge Inter Disrupt A Crit Initiative -2, -5 all combat actions, -15 to lores and skills that require concentration. Lasts Merc Town 2d6x10 minutes. Target must wear sunglasses when out in direct Blindness sunlight, Perm combines the effects of Shocktrooper and Petrochem Harrower, minus the airborne factor.

Max effect

Causes cardiac arrest, kills target in 1d10 minutes. Death by Paralysis and asphxiation, thickens blood causing asphyxiation and muscle Atrophy in 30 minutes Take 2d10 damage/round 10d10 hits and 1d100 stun rounds, Toxin which causes nerve endings to flare up and disrupt Death by dehydration in 20 minutes. Causes excess urine production

Death within 1d4 rounds Stress Crit +1 lvl/ -10RR fail Take 2d10 damage and Intern Disrupt E Crit conscious and aware, but unable to move or even speak for d4+4 minutes. causes every cell to expand by 2,000 times - a process often fatal and loud Internal Distruption Crit +1lvl/-10RR fail Neuro Crit +1 lvl/ -10 fail, autocannibalism Suffer -100 to harm poisoner, believe he is a true friend penalities increase to -30, pregnant targets are 99% likely to abort,

Make a Frenzy roll with +50, will target nearest friendly person Death by drowning in 10 rounds. Causes blood bubbles to erupt into lungs and esophagus -50 to all actions for 10d6 minutes. As Tear gas plus causes violent stomach contractions and vomiting. Insanity Death by heart attack. Target receives D mangling and Internal disruption criticals Target turns complete into a glass sculpture with an expression of complete agony. Knocked unconscious for 24 hours Chemical warfare toxin causing 2d damage to Strength, and causing death if failed by over 60. Time it takes varies with delivery method, but an aerosol delivery typically works in 1-3 rounds. Depression Crit +1/lvl/ -10RR fail Victim's brain fail to properly send impulses to their own organs, total organ failure within 1d10 hours.

Heat Crit +1/lvl/-10RR fail and target bursts into flames

Ravaged by chills, hot flashes, weakness, and dizziness. Death occurs in several days. Death by Stroke. Enters Synapses and feeds on neural impulses, grows until stroke occurs. Stress Crit +1 lvl/ -10RR fail and runs in terror Target gains double bleeding from crits for 10 rounds. After giving this to a prisoner, he bleeds better and longer, good for sacrifices, He is considered to have 10 more hits for the purposes of sacrifice. This stacks with talents like Bleed Dry. target at -60 to all actions for duration of exposure + 8d10 hours. If effect lasts for more than 96 hours, target lies down and dies. 15% chance that target becomes a Reaver instead. Fun stuff! d4 loss of reason, permanent. Decaying flesh causes 3d10 damage an hour that will not heal until the virus is killed off. Each hour RR vs poison or loose a point of SD, if they dip below 0 SD, they become berzerk. Airborne and Contagious, all within 5 meters make RR vs 10th level. Touching (or being touched) by the infected causes RR vs 20th level. side effects include rotting flesh oder. Inter Distrupt Crit +1lvl/-10RR fail, and bleeds from every orfice Death in 1d20 hours. Micro-ogranism eats red blood cells

Death occurs in 1d10 hours

Death occurs in 1d4 rounds 1d4 hits per hour (doubled if the target is supernatural in any way) this is in addition to min effects. Infection lasts for a number of hours equal to 1d10+1 /5% failure. Regeneration and supernatural healing is suspended during the period of infection. When the infection is gone, targets power point pool is halved for 1 additional day. 5 rounds of stun +1 rnd/10% failure. Take 10d10 damage and fall into a coma, death in 1d10 minutes "C" Acid critical. Regardless, flesh contact inflicts 2d10 damage. Useless against inorganic matter. Immediate paralysis, death in 3 rounds -50 for 3d10 minutes. Causes temp blindness, rash, burning sensation all over body Lose 1d10 Con perm, death in 2 minutes Intense Desire, RR or attempt rape. Causes intense feelings of sexual interest in females Intense Desire, RR or attempt rape. Causes intense feelings of sexual interest in males.

Spasms 1d100 hours. Causes severe neural damage and insanity Inter Distrupt Crit +1lvl/-10RR fail, victim stops breathing

Victim's lungs fill with fluid, suffer Drowning Crit each round

Death in 1d4 rounds. Neuro Crit +1 lvl/-10 RR fail, gain Seizure Flaw. Perm Suffer debilitating nightmares, -20 to actions stacks for each night till cured

Victims dies as flesh rots and falls off, death in 30-45 secs. Minimum effects plus -5 initiative and base rate reduced to 1/3 normal. Lasts for 2d6 rounds, plus target is at +20 to be tracked by enhanced smell abilities and at -20 to all influence rolls for 2d6 hours Death by drowning in 15 minutes. Inhaled, ruptures lung cells, causing bronchitis. Lose 5d10 Con +2d10 Con per day for d8 days Gain AT 20 and lose 2d10 quickness, victim will completely turn to stone in 1d10 days

Con and Appearance loss of -1 that is permanent, in addition to min effects.

Target no longer requires sleep, Perm loss 1 pt of Memory per week Voluntary Paralysis for 1d10 hours. Delays or arrests neuromotor responses. Berzerk behavior interspersed with fits of depression. Escalating Depression criticals, after a E critical is reached, the criticals will start descending. -5 Init and -25 to all actions

Same as minor effects last 3x as long. Suffer 1d10 hits, double bleeding from crit

Same as minor effects last 3x as long. minimum effects plus -2 Initiative, -15 to all skill checks, moving faster than 30kph results in vomiting. 8d6 damage and 1 round of stun for every 6 points of damage inflicted. Uncouncious for 2d4 days Take 10d10 hits, con check or death +4 strength, no pain penalties of stun rounds. Sensitivity to light, nightvision, skin becomes pale, Killing rage. Once someone is infected, their body fluids become infectious. Neuro Crit +1lvl/-10RR fail

Stiff and Sore muscles put victim at -40 on all actions, 30% chance of Delirium (gain an insanity, pg 150 of Dark Space) Every hour of infection victim takes 4d8+4 damage, (doubled if supernatural) All unnatural or accelerated healing is suspended until the infection runs its course. Psionic healing is only 10% as effective as normal. Make a second RR or develop Pneumonia, 4d8 loss of appearance that has a 50% chance of permanency) Infection lasts 4d4 hours. Anyone within 2m of victim without breathing protection must also save or catch it. If skin to skin contact occurs, increase attack level to 75. Anyone not afraid of this stuff is nuts! Neuro Crit +1 lvl/ -10 fail, target talks in tongues for 1d5 hours Target becomes a zombie in 1d10 minutes 1d10 Con loss perm, death to lung failure in 1 hour Voluntary paralysis for 1d6 hours. Inhibits synaptic activity. Instantaneous death. Minimum effects, plus -5 to initiative, -25 to all skill checks, Reduce speed by 10%.for 6d4+4 minutes. Renders target unwakeable without a counter medicine for 5d4+15 minutes. Speed reduced to 10%, -80 to all actions for 1d4+1 minute. 6d4 x5 damage Groggy, -50 to all actions, base rate drops to 10% of normal, Compelled to tell the truth for 2d4+18 minutes.

When lit, everyone within 20must make a RR vs. poison or be blinded for 1 rnd/10% failure. This smoke is completely incidental to the poisons true purpose: All within the area take a second RR vs Poison. Those who fail make all RR vs. Psionics at -10 for 24 hours. They also make RR vs. Fear at -5 for the same period. Depression Crit +1/lvl/ -10RR fail, victim immediately attempt to kill itself Synox is a colorless, odorless, tasteless poison that is extremely deadly. Max effect is instant Death Down and unable to perform actions as victim thrashes around and screams in agony for 2d6 rounds before dying. minor effects, plus victim is extremely itchy, -3 initiative,-5 to all skill checks, Base rate and appearance both are reduced by 30. for the duration of 3d4x10 minutes. Actions at -30 for 10d6 minutes. Causes painful eye, nose and throat sensations Take 5d10 damage, E Inter Disrupt Crit each day for 3 days and then die.

Lungs are paralized, death imminent Frenzy roll +50, violently attack nearest living thing, Victim dies of exhaustion in 1d5 hours Effects are permanent and neurological damage (-30 on all actions) also permanent. Intern Disrupt +1 lvl/-10RR on fail, if fail by over 80, victim explodes into a cloud and infects those within 10m Initiative -6, -10 to all combat actions, -30 to all lores or skills that require concentration. Target becomes permentantly blind and sees only a white glare combines the effects of Shocktrooper and Harrower, minus the airborne factor.

Name Cost Weight Location Recharge Time Cells Utility Cell 5 0.01 Main 15min Weapon Cell 8 0.02 Main 20min Flamer Cell 5 0.05 Main N/A Cartridges Utility Cartridge 30 0.2 Main 30min Weapon Cartridge 50 0.3 Main 40min Flamer Cartridge 15 0.5 Main N/A Packs Utility Pack 100 1 Main 60min Weapon Pack 200 1 Main 80min Flamer Pack 60 2 Main N/A Microfusion Reactors Utility Reactor 2000 5 Main N/A Weapon Reactor 1200 2 Main 240min Power Battery Packs Cell Cart Pack Reactor Power Belt Pack 1320 2.2 Star Front 2x 1.5x 1.25x 1.1x 264min NE Hip Pack 1410 2.6 Naruni 2 2.25x 1.75x 1.38x 1.18x 282min Power Back Pack 1500 3 Star Front 2.5x 2x 1.5x 1.25x 300min Power Cords 50 0.2 Star Front Allows other power cells and battery backs to be recharged by being attached to

Portable Powerpack Quick charge PPE Batteries

This device allows for quick recharging of powerpacks, allowing them to be re The Quick Charge can recharge up to 2 weapon reactors, or 4 Packs or 8 cartri recharged from a utility reactor but takes 4 hours to do so.
3000 2 Chrome 2

These are living batteries, as long as they are not fully drained, they will regenerate 10% of their capacity every day. If This is usually accompanied by some some sort of horrific scream. This is very disconcerting, leaving the user at where softtech devices are looked down on, the same reaction can be expected from using these Batteries. If a device state device may use them instead of a normal cell. Yes, the little creature is visible in the clip! Some people Tape their clip
Cells Utility Cell 8 Weapon Cell 13 Cartridges Utility Cartridge 45 Weapon Cartridge 75 Packs Utility Pack 150 Weapon Pack 300 Reactors Utility Reactor 900 Weapon Reactor 1800 Mind Point Magazines MP Cell 100 MP Cart 200 MP Pack 800 MP Reactor 4800

0.02 Rifts 0.03 Rifts 0.3 Rifts 0.4 Rifts 0.5 Rifts 0.5 Rifts 0.8 Rifts 1 Rifts

N/A N/A N/A N/A N/A N/A N/A N/A

0.02 0.5 1.3 3

Rifts Rifts Rifts Rifts

1 shot/rnd 1 shot/rnd 1 shot/rnd 1 shot/rnd

These magazines are really little more than psychic batteries. When the battery is empty, the user can keep shooting by using his own MP to power the weapon. The Magazines do not need to be charged fully. It takes 6 mind points to recharge 1 shot on a MP cell and 8 mind points to recharge 1 shot on a MP cart and so on. Note They are heavier than normal cells so will effect weapon weights. These are popular with Psi-Stalkers. Powering the weapon or adding power to the magazine is a 5% action.
Phased Plasma Caps Cap 10 Heavy Cap 200 Generators Hand Crank Generator Small Generator Large Generator

0.03 1.5

50 250 1200

Cyberpunk Cyberpunk Cyberpunk

charge Time

o be recharged by being attached to a utility reactor.

powerpacks, allowing them to be recharged in half the listed time. However it cannot be used to power devices directly. apon reactors, or 4 Packs or 8 cartridges or 16 cells or some combination there of. The Quick charge itself can be 4 hours to do so.

of their capacity every day. If they are drained, the creature inside that provides the power is dead and the cell is useless. rting, leaving the user at -5 for 1d10 rounds afterwards. There is also a stigma against using these devices. Anywhere ing these Batteries. If a device states PPE cell, then it requires either that device or a Mind Point Magazine, but any other ! Some people Tape their clip with electrical tape so they don't have to look at it.

6 mind points 8 mind points 12 mind points 18 mind points

Program

Location

Cost

Type

Reserve Processing Memory storage


Greater of CP - Crew CP x 20 or CP Crew x20 X2 Square Square Root of Root of Square Square meterage/ meterage/ 10 10 # of weapon mounts and 0 Launchers # of weapon mounts and 0 Launchers 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 Rating Rating Rating Rating Rating 5 10 1 2 10 per 1000 LY 10/sensor rating 8/sensor rating 6/sensor rating 4/sensor rating 20

SIM (For Vehicles)

SStrike

100k x CP

Maintaince

CP x 2

SIM (For Structures)

N/A

Square Root of Square meterage x 100 Maintaince 10k x weapon mounts and Launchers

Square Root of Square meterage/10

Targeting (for vehicles)

SStrike

Defense

# of weapon mounts and Launchers

Targeting (for structures) Tactics (for structures) Tactics (for vehicles) Predict (for structures) Predict (for vehicles) Evade (vehicles only) N-Space Course Hyperspace Course Preset N-Space Course Preset Hyperspace Course Star Chart Star System Analysis Planetary Analysis Bio Analysis Construct Analysis Technical Reference programs

N/A N/A SStrike N/A SStrike SStrike SStrike SStrike SStrike SStrike SStrike SStrike SStrike SStrike SStrike SStrike

1k x weapon mounts and Launchers Rating x 1k+1k Rating x 10k+10k Rating x 500 +1k Rating x 5k+10k Rating x2k + 10k 10k 100k 500/LS 1k/LY 1k/1000 cubic LY 1k/sensor rating 800/sensor rating 600/sensor rating 400/sensor rating 2000

Defense Defense Defense Defense Defense Defense Astrogation Astrogation Astrogation Astrogation Astrogation Analysis Analysis Analysis Analysis Reference

# of weapon mounts and Launchers Rating Rating Rating Rating Rating 5 10 1 2 1 10 8 6 4 2

Scientific Reference programs

SStrike

20000

Reference

10

20

100

General Reference

SStrike

2000/Race or planetary System 10000/Race or Planetary System 500 300 800 1000 + 100/Being

Reference

20

Archive Reference Recreation Galley Xeno Galley Security

SStrike Tech Law Tech Law Tech Law Tech Law

Reference Recreation Maintaince Maintaince Maintaince

10 1 1 1 1 .5/ robot or system

20 1 1 1 .1/Being

100 1 1 1 1+ .1/Being

Cybernetic Monitor

5000 + Tech Law 2000/System Maintaince

.5/ robot .5/ robot or or system system

Description

Systems Integration and Maintainance Handles all the important background stuff like power routing, atmosphere control, Reactor containment, etc. NECESSARY for all vehicles.

Systems Integration and Maintainance Handles all the important background stuff like power routing, atmosphere control, Reactor containment, etc.

Combination of Target Lock-on, Gunner interface and central gun control

Combination of Target Lock-on, Gunner interface and central gun control Rating of program equals Initiative, can not exceed 3 for structures Rating of program equals Initiative, can not exceed vessels sublight rating in starcraft. Rating of program equals Offensive Bonus for gun emplacements, can not exceed 3 for structures Rating of program equals Offensive Bonus for guns, can not exceed vessels sublight rating in starcraft. Rating of program equals Defensive Bonus for guns, can not exceed vessels sublight rating in starcraft. Runs whenever you are plotting and during any extended trips in Normal Space, plotting without this program is an Absurd Manuever Runs whenever you are plotting and during any trips in HyperSpace, plotting without this program is an Insane Manuever This is basically a preplotted course tape going from one location to another in Normal Space This is basically a preplotted course tape going from one location to another in Hyperspace Without a charted area of the stars, Hyperspace jumps are limited to Maximum sensor range. Detailed Star System analysis at maximum sensor range. Detailed Planetary Analysis at Medium Range Detailed Bio Analysis at Short Range Detailed Construct Analysis at Short Range There is a program for every Sci/Analytic-Technical skill. Using this program shifts technical skill rolls one collumn to the left while access to the program is possible. There is a program for every Sci/Analytic-Engineering, Basic, Medical and Specialized skill. Using this program shifts technical skill rolls one collumn to the left while access to the program is possible.

An encyclopedic database, referenced by subject with multiple cross references, includes specific information on the race or planetary system that the program was designed to reference. This is useful for general reference data on subjects. An exhaustive encyclopedic database, referenced by research area, subject, and entry with volumious cross references. Includes very detailed and obscure information on rhe race or planetary system that the program was designed to reference. This is treated as a scientific reference program for research rolls. Games, Movies, Audio.a general media control and manipulation utility. Recipies for general food, and allows synthesizers to produce simple human faire Recipies for exotic or special food, and allows synthesizers to produce exotic human and alien faire Monitors and can restrict the movement of certain beings in an installation.

Controls assignments of robots and computerized systems.

Creature
Mood Bug Mental Clarity Confusion Ferocity Calmness Depression Portapede Halo Moths Arachnassasin Scribganism Orgmoids 10cm 1m 2m 3m 4m Morph Pods Guard Morph Baffle Frog Waterwog Suicide Bug Mark 1 Winged Mark 1 Mark 2 Winged Mark 2 Mark 3 Winged Mark 3 Mark 4 Winged Mark 4 Companion Symbiot Moss Stasis Nutrition Chameleon Regeneration Acid Neutralizer Memory Moss Thermo-Regulation Vacuum Adaptation Quor

Hits
30

AT
3

DB
0

OB
Nil

30 30 10 30

3 3 1 3

0 0 30 0 as host as host as host as host as host 0 100 0 0 0

Nil Nil 40 Small Sting Nil As host -95 if melee As host -30 if melee As host As host +30 if melee As host +95 if melee Nil 100LSting Nil Nil Nil

4 40 100 200 500 30 26 30 30 30

1 3 4 4 20 3 3 3 3 3

30 30

3 3

0 0

Nil Nil

Notes
Lasts for d10 minutes, 6m radius. 5% chance to resist if unaware of source, otherwise RR vs 10th lvl attack. 3 sprays/day. Individuals can only be under the influence of 2 scents at once. Memory, Reasoning and Intuition are at +3 for duration of the effect. Memory, Reasoning and Intuition are at -3 for duration of the effect, all actions performed are at -10 in addition. 1' radius. Affected party frenzies (+30 OB, inflict double damage in melee, absorb double number of hits, DB reduced to zero, may not parry. May attempt to leave frenzy every round (3x SD modifier) -10 >100 Those with hostile intent are 50% more likely to seek non-violent resolution ( unless attacked) if already fighting, 25% more likely to break it off. Once attacked, they will resume normal temperment. In conversation those effected will tend to agree with the host 50% more than usual. Affected are also at -10 on all Can carry 2 seated people at 80kph for up to 12hrs nonstop (after which a 2 hour recuperation period is required. 10 moths to a nest, will follow around someone covered with the proper pheremone provides light in a 5m radius strong enough to read by. 10 to a clutch. If critical is inflicted poison of10+1d10 vs intended victim, d10 vs anyone else. See SMC2 pg87 Living Genomic Library. See SMC2 Pg. 87 See SMC2 pg.88 No stun results No stun results No stun results 1 Critical Level lower, No stun results Large Creature Criticals, No stun results See SMC2 pg.88 2d10 lvl paralytic poison once a critical is inflicted. Once a critical is inflicted the DB drops to zero. Allows a host almost completely silent movement. See SMC2 p.89 Can produce up to a liter per hour of cool water (Except in very dry regions) 100m/rnd, 2m blast radius, B Acid Criticals 130m/rnd, 2m blast radius, B Acid Criticals 100m/rnd, 4m blast radius, C Acid Criticals 130m/rnd, 4m blast radius, C Acid Criticals 100m/rnd, 8m blast radius, D Acid Criticals 130m/rnd, 8m blast radius, D Acid Criticals 100m/rnd, 16m blast radius, E Acid Criticals 130m/rnd, 16m blast radius, E Acid Criticals See SMC2 Pg. 89-90 See SMC2 Pg. 90 Induces Hibernation for up to 10 years, at which time host will only age 1d 10 months. Host has no control over how long stasis lasts. Staying in the sun for 1 hour/day and drink 1 liter of water/week, will feed host for 1 month. After that a regular meal Is necessary. Stalk and Hide +100. See SMC2 pg. 90 for pace vs. background considerations. Heals 1 hit/rnd and 1 point of bleeding/Minute. Max healing in a 12 hr period is 100 hits then must rest 12 hours. Virtual immunity to acids. Prolonged Immersion in acid will finally kill the moss after 20 mins. 1 observation colony/day Will record all that happens within 15m over a 24hr period. Lasts up to 72 hours Insulates against extreme cold and heat for up to 7 days. Applied Flame will destroy moss after 10rnds, Host can reduce heat criticals by 2 lvls, but after 3 such uses, the moss dies. Can survive in space for up to 7 days without food, water or oxygen as well as thermoregulation. SMC2 pg. 90-91 Organic Propulsion Unit See SMC2 pg. 91

Cost
1000

3400 1800 10000 2900

2000 8000 20000 50000 150000 10000 80000 3400 1000 2500 2750 7500 8250 12000 13200 50000 55000 2000

2800 3000 3600 15000 2000 7500 6000 10000 12000

Name NEMA Combat Drone Soldier NEMA Combat Hound Pup Scout Spider Probe Flying Probe

Type

Cost

Book

Description

Remotes Aleph Dakini Tacbot Alpha

Cost

Book

AT

Hits

Speed

Range

Initiative 3+ Deck Speed

90000

Infinity

11 (35)

115

Aleph Dakini Tacbot Bravo

92000

Infinity

11 (35)

115

3+ Deck Speed

Aleph Dakini Tacbot Charlie Aleph Dakini Tacbot Delta

91750

Infinity

11 (35)

115

3+ Deck Speed 3+ Deck Speed

90500

Infinity

11 (35)

115

Aleph Dakini Tacbot Echo Aleph Devabot

93000 97000

Infinity Infinity

11 (35) 14 (20)

115 100

3+ Deck Speed 3+ Deck Speed

Aleph Garuda Tacbot Alpha

93000

Infinity

12 (30)

125

3+ Deck Speed

Aleph Garuda Tacbot Bravo

95000

Infinity

12 (30)

125

3+ Deck Speed

Aleph Garuda Tacbot Charlie

92750

Infinity

12 (30)

125

3+ Deck Speed 4+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 120 km/Hr 500 km 2+ Deck Speed 2+ Deck Speed

Aleph Marut (TAG) Ariadna Traktor Mul Remote Alpha Ariadna Traktor Mul Remote Bravo Ariadna Traktor Mul Remote Charlie

250000 60000 65000 66000 10000

Infinity Infinity Infinity Infinity Cyberpunk

20 (40) 8 (20) 8 (20) 8 (20) 20 (25)

325 90 90 90 50

Bell Bumblebee Rotorcraft Remote Bell Mini B Rotocraft Remote

2000

Firestorm blueplane t

6 (20)

30

100 km/ Hr 20 km

Combat Remote

65750

17 (35)

85

3+ Deck Speed

Haqqislam Fanous Remote Haqqislam Rafiq Remote Haqqislam Shaytaniyah Remote Haqqislam Kameel Remote Alpha Haqqislam Kameel Remote Bravo Haqqislam Kameel Remote Charlie Haqqislam Maghariba Guard Alpha (TAG) Haqqislam Maghariba Guard Beta (TAG)

95000

Infinity

11 (20)

85

2+ Deck Speed 2+ Deck Speed 2+ Deck Speed 2+ Deck Speed 2+ Deck Speed 3+ Deck Speed 4+ Deck Speed 4+ Deck Speed

95000 140000

Infinity Infinity

11 (20) 11 (20)

85 85

40000 42000

Infinity Infinity

8 (20) 8 (20)

60 60

45000

Infinity

8 (20)

60

155000

Infinity

20 (20)

255

165000

Infinity

20 (20)

255

Haqqislam Nasmat Remote Haqqislam Shihab Remote Alpha Haqqislam Shihab Remote Beta

93000

Infinity

8 (20)

55

2+ Deck Speed 3+ Deck Speed 3+ Deck Speed

150000

Infinity

12 (20)

85

147000

Infinity

12 (20)

85

Microtech Remote attack Drone

2800

Firestorm

6 (20)

60

40km/Hr

20 km

1+ Deck Speed

Microtech Remote Bug Militech 010 Minelayer Militech RPV-400 Light Combat Tiltrotor Remote

7200

Firestorm

3 (5)

5m/ round

100m

Deck Speed Deck Speed -1

8000

Firestorm

12 (30)

100

15km/Hr

20 km

50000

Cyberpunk

20 (40)

150

210 km/Hr

450 km

5+ Deck Speed

Militech Scorpion Remote Mitsubishi Rover Wheeled Remote

12000
20000

Firestorm
Cyberpunk

4 (15)
21 (20)

20
275

10m/rnd
45 km/Hr

300 m
225 km

1+ Deck Speed
3+ Deck Speed

NE-020 Combat Drone

400000

Naruni Wave 2 Naruni Wave 2

20 (30)

185

96 km/hr

1000 km

4+ Deck Speed 4+ Deck Speed

NE-030 Spy Drone

100000

20 (15)

80

240 km/hr 2000 km

NE-040 Point Defense Drone NE-A420 Ground Attack Drone

25000

Naruni Wave 2 Naruni Wave 2

20 (30)

80

80 km/hr

800 km

2+ Deck Speed 6+ Deck Speed

1.2mil

20 (35)

300

960 km/hr 1000 km

Nomad Iguana (TAG) Nomad Lizard Alpha (TAG) Nomad Lizard Beta (TAG) Nomad Lunokhod Sputnik Remote Alpha Nomad Lunokhod Sputnik Remote Bravo

155000 177000 175000

Infinity Infinity Infinity

20 (30) 20 (25) 20 (25)

280 275 275

5+ Deck Speed 5+ Deck Speed 5+ Deck Speed

83500

Infinity

15 (35)

80

3+ Deck Speed

85500

Infinity

15 (35)

80

3+ Deck Speed

Nomad Meteor Zond

105000

Infinity

15 (20)

90

3+ Deck Speed

Nomad Moriarty Zondcat Remote Nomad Pi-Well Remote Nomad Reaktion Zond Alpha Nomad Reaktion Zond Bravo Nomad Salyut Remote Alpha Nomad Salyut Remote Bravo Nomad Salyut Remote Charlie Nomad Stempler Zond Nomad Szalamandra (TAG)

120000

Infinity

14 (30)

85

5+ Deck Speed 5+ Deck Speed 4+ Deck Speed 4+ Deck Speed 3+ Deck Speed 3+ Deck Speed 4+ Deck Speed 3+ Deck Speed 5+ Deck Speed

145000

Infinity

14 (30)

90

90000

Infinity

15 (20)

85

92000

Infinity

15 (20)

85

65000 67000

Infinity Infinity

14 (30) 14 (30)

80 80

71000

Infinity

14 (30)

80

85000 179000

Infinity Infinity

14(30) 20 (25)

80 275

Nomad Transductor Zond

87000

Infinity

14 (30)

75

3+ Deck Speed

Nomad Tsyklon Sputnik Remote Alpha Nomad Tsyklon Sputnik Remote Bravo Nomad Vertigo Zond Nomad Zondbot Remote

80000

Infinity

14 (30)

75

3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed

81000 97000

Infinity Infinity

14 (30) 14 (30)

75 75

65000

Infinity

14 (30)

75

Nomad Zondcat Remote

95000

Infinity

12 (30)

85

4+ Deck Speed 4+ Deck Speed 4+ Deck Speed

Pan-Oceanic Armored Cavalry Alpha (TAG) Pan-Oceanic Armored Cavalry Beta (TAG)

161000

Infinity

20 (10)

250

159000

Infinity

20 (10)

250

Pan-Oceanic Auxbot Type 1 Pan-Oceanic Auxbot Type 2 Pan-Oceanic Auxbot Type 3 Pan-Oceanic Bulleteer Armbot Alpha Pan-Oceanic Bulleteer Armbot Beta Pan-Oceanic Clauswitz Uhlans (TAG) Pan-Oceanic Clipper Dronbot Pan-Oceanic Cutter (TAG)

45000

Infinity

10 (10)

90

2+ Deck Speed 2+ Deck Speed 2+ Deck Speed 2+ Deck Speed 2+ Deck Speed 4+ Deck Speed 2+ Deck Speed 4+ Deck Speed 4+ Deck Speed

47500

Infinity

10 (10)

90

42000

Infinity

10 (10)

90

85000

Infinity

12 (30)

90

84000

Infinity

12 (30)

90

155000 90000

Infinity Infinity

20 (10) 10 (10)

250 75

167000 160000

Infinity Infinity

20 (10) 20 (10)

250 250

Pan-Oceanic Dragoes (TAG)


Pan-Oceanic Fugazi Dronbot Pan-Oceanic Jotum (TAG) Pan-Oceanic Mulebot Alpha Pan-Oceanic Mulebot Bravo Pan-Oceanic Mulebot Charlie

60000 160000

Infinity Infinity

10 (0) 20 (10)

70 250

2+ Deck Speed 4+ Deck Speed 2+ Deck Speed 2+ Deck Speed 3+ Deck Speed

35000 37000

Infinity Infinity

10 (15) 10 (15)

100 100

45000

Infinity

10 (15)

100

Pan-Oceanic Palbot

92000

Infinity

10 (10)

90

2+ Deck Speed

Pan-Oceanic Pathfinder Dronbot Pan-Oceanic Peacemaker Armbot Alpha

275000

Infinity

10 (25)

70

2+ Deck Speed

80000 + Auxbot

Infinity

12 (30)

90

2+ Deck Speed

Pan-Oceanic Peacemaker Armbot Beta Pan-Oceanic Seraph (TAG) Pan-Oceanic Sierra Dronbot

79000 + Auxbot 150000+ Auxbot cost 125000

Infinity

12 (30)

90

2+ Deck Speed 4+ Deck Speed 2+ Deck Speed

Infinity Infinity

20 (10) 12 (20)

250 80

Pan-Oceanic Tikbalangs (TAG)

180000

Infinity

20 (10)

250

4+ Deck Speed

Pan-Oceanic Toni Tikbalangs (TAG)

192000

Infinity

20 (10) 5 (20)

250 20 (each)

4+ Deck Speed

Remote Constellation

11750

blueplane t

3+ Deck Speed

Remote Simulacrum
Tau Command Drone Tau Crayfish DroneBurst Cannon Tau Crayfish DroneFlamer Tau Crayfish DronePlasma Tau Gun Drones Tau Heavy Gun Drone (Guns) Tau Heavy Gun Drone (Markerlight) Tau Marker Light Drones

8500
75000 115000 115000 115000 78000 125000 125000

blueplane t
Tau Empire Glen Glen Glen Tau Empire IA3 IA3 Tau Empire

2 (50)
12 (15) 16 (25) 16 (25) 16 (25) 12 (20) 16 (30) 16 (30)

15
25 80 80 80 50 70 70

4+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed

70000

12 (15)

35

Tau Shield Drones Tau Sniper Drones

75000 79850

Tau Empire Tau Empire

12(20) 12 (20)

50 50

3+ Deck Speed 3+ Deck Speed

Worker Bee Fork Lift Remote


Yu-Jing Guijia Alpha (TAG)

25000
160000

chrome1 21 (10)
Infinity 20 (15)

400
255

25 km/hr 5 km

1+ Deck Speed
4+ Deck Speed

Yu-Jing Guijia Bravo (TAG)

165000

Infinity

20 (15)

255

4+ Deck Speed

Yu-Jing Karakuri Special Projects Trooper Alpha

120000

Infinity

15 (40)

115

4+ Deck Speed

Yu-Jing Karakuri Special Projects Trooper Bravo

120000

Infinity

15 (40)

115

4+ Deck Speed

Yu-Jing Karakuri Special Projects Trooper Charlie Yu-Jing O-Yoroi Kidobutei (TAG)

120000

Infinity

15 (40)

115

4+ Deck Speed 5+ Deck Speed

200000

Infinity

20 (25)

275

Yu-Jing Su-Jian Immediate action unit

160000

Infinity

16 (35)

125

5+ Deck Speed

Yu-Jing Yaokong Chaiyi Yu-Jing Yaokong Husong Alpha Yu-Jing Yaokong Husong Beta Yu-Jing Yaokong SonBae Yu-Jing Yaokong Weibing Yu-Jing Yop Pangguling Alpha Remote Yu-Jing Yop Pangguling Bravo Remote Yu-Jing Yop Pangguling Charlie Remote

65000

Infinity

10 (15)

75

3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 3+ Deck Speed 4+ Deck Speed

120000

Infinity

12 (25)

80

117000 87000

Infinity Infinity

12 (25) 10 (15)

80 75

75000

Infinity

10 (15)

75

55000

Infinity

8 (20)

65

57000

Infinity

8 (20)

65

59000

Infinity

8 (20)

65

Yu-Jing Yaoxie Lu Duan Remote Yu-Jing Yaoxie Rui Shi Remotes

95000

Infinity

11 (15)

80

3+ Deck Speed 3+ Deck Speed

90000

Infinity

11 (15)

80

Yu-Jing Yozo Remote Aleph Zayin Rebot Alpha Remote Aleph Zayin Rebot Bravo Remote Aleph Zayin Rebot Charlie Remote Aleph Daleth Rebot Remote Aleph Samekh Rebot Remote

87000

Infinity

8 (20)

65

3+ Deck Speed 4+ Deck Speed 4+ Deck Speed 4+ Deck Speed 3+ Deck Speed 3+ Deck Speed

81000

Infinity

AT10 (25)

95

83500

Infinity

AT10 (25)

95

83750

Infinity

AT10 (25)

95

98000 100000

Infinity Infinity

AT12 (30) AT12 (30)

95 95

Aleph Lamedh Rebot Remote

95000

Infinity

AT10 (50)

95

3+ Deck Speed 3+ Deck Speed

Aleph Yudbot Remote

75000

Infinity

AT12 (30)

95

Aleph Netrod Aleph Probot Alpha Remote Aleph Probot Bravo Remote Aleph Probot Charlie Remote

21000

Infinity

AT15 (10)

65

4+ Deck Speed 3+ Deck Speed 3+ Deck Speed 4+ Deck Speed 4+ Deck Speed 3+ Deck Speed

28500 31550

Infinity Infinity

AT13 (30) AT13 (30)

65 65

35675

Infinity

AT13 (30)

65

Vatacina Sentinal

55000

Rezolution AT13 (15)

100

Vatacina Purifier

65000

Rezolution AT16 (25)

125

Recon Remote

2100

blueplane t blueplane t
Blueplanet

5 (20)

20

4+ Deck Speed 4+ Deck Speed 4+ Deck Speed

Surveillance Remote

1600

3 (50)

Triage Remote

14400

6 (30)

25

Name

Cost

Weight

Book

Remote Operation Suite

1350

2.4

Blue Planet

Holographic Remote Interface

12000

Lost in Space

AI Beacon

5700

Infinity

BattleTAC FDDM Master Unit

25000+ 500 per unit adapted

Shadowrun

BattleTac IVIS Master Unit

10000+ 100 Unit adapted

Shadowrun

Description Militech Combi Rifle, Techtronica Supernova Pulsar,Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) 12mm Heavy Machine Gun, Techtronica Supernova Pulsar, Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Militech Combi Rifle, Arasaka AT-102, Techtronica Supernova Pulsar,Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Multi Sniper Rifle,Techtronica Supernova Pulsar,Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Militech Combi Rifle W/Electrothermal and Propellent Chip mods, Techtronica Supernova Pulsar,Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) NE Type L Thermalance Plasma Flamer, Techtronica Supernova Pulsar, Super Ceramic Overlay, Militech Combi Rifle, Techtronica Supernova Pulsar,Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else), Airborne Assault 100 12mm Heavy Machine Gun, Techtronica Supernova Pulsar, Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Airborne Assault 100 Yu-Jing Boarding Shotgun, Techtronica Supernova Pulsar, Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Airborne Assault 100 Multi HMG, NE Type L Thermalance Plasma Flamer, Techtronica Supernova Pulsar, Super Ceramic Overlay, Wevertech Cleaver Minesweeper MK 15, ATA A-50 "Leer" Pulsar, armored cargo space for .75 cumits of supplies. Katyusha MRL, ATA A-50 "Leer" Pulsar, armored cargo space for .75 cumits of supplies. Uragan MRL, ATA A-50 "Leer" Pulsar, armored cargo space for .75 cumits of supplies.

Up to 20 kilos of systems may be added (cost of systems is doubled) IR/UV/Thermal/Radar/Nightvision/motion detection,10x image magnification. Silent rotor operation, can carry up to a kg of cargo, but the speed of the remote is halved.
Modular design allows it to carry up to 80 kgs of weapons, or one man back to a med center. IR/UV/Thermal/Radar/Nightvision/motion detection, laser targeting. Hover fan provides movement.

Techtronica Supernova Pulsar, Acts as a Mk 5 Deployable Repeater, Super Ceramic Overlay, Skill of 75 in all terrains, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Steyr ACS Sasquatch Battle, Techtronica Supernova Pulsar, Acts as a Mk 4 Deployable Repeater, Forward Observer skill of 75, Tactical Scanner, Super-Ceramic Overlay CTT-M20 Missile Rifle, Super Ceramic Overlay, Techtronica Supernova Pulsar Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Minesweeper MK 10, armored cargo space for .5 cumits of supplies. Acts as a Mk 5 EVO Repeater. Techtronica Supernova Pulsar, armored cargo space for .5 cumits of supplies. Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, USM M-590S, armored cargo space for .5 cumits of supplies. Multi HMG, Heavy Flamer, ECM, Super Ceramic Overlay, Has 2 Braces that can carry either wounded personnel or soldiers who can fire from these platforms Multi HMG,TX-16 Pump Rifle, ECM, Super Ceramic Overlay, Has 2 Braces that can carry either wounded personnel or soldiers who can fire from these platforms Techtronica Supernova Pulsar, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) nimble manipulators and fine control allow a person to use medical or repair skills through the remote via telepresence, Super Ceramic Overlay, Desert Environment skill 75, +10 to Remote operations. Techtronica Supernova Pulsar, 12mm Heavy Machine Gun, Mine Layer, Acts as a Mk 5 Deployable Repeater, Super Ceramic Overlay Techtronica Supernova Pulsar, 12mm Heavy Machine Gun, NE74GL Rifle, Acts as a Mk 5 Deployable Repeater, Super Ceramic Overlay

IR/UV/Thermal/Radar/Nightvision/motion detection, laser targeting 2x Arasaka AT-102 A/V, IR, and microscopic vision, cannot focus on anything further than 10m away. All 4 legs count as induction interface plugs, It can climb up walls, and its radio is design to piggyback with that of the scorpion. About the size of a tarantula. Minelayer, Provides Chameleonic Effects, (-100 to IR or scanner detection.) A light retractable arm for placing explosives, .01Cumit cargo bay 4 wing mounted hardpoints, 1 centerline Hardpoint, Integral Vindicator Minigun. Flare/Chaff Launcher with 5 shots of each. Remote or preprogrammed. (Flare chaff are only 60% likely to be used when preprogrammed.)

A/V, IR, lowlight, Auto-shades and microscopic viewing sensors. Has cyberaudio with the following options: Enhanced Hearing. Level dampener, Ultrasonic Hearing, Lock Down. Tail has a powered screwdriver and Laser Cutter/Welder. Each claw acts as a non conductive wire cutter, and has a standard interface plug. Cargo bay that fits 2 remote bugs or a small tool kit. Can climb up walls. A/V, IR and lowlight viewing sensors are mounted on a turret with 2 spaces for extra sensors or rifle sized weapons. 96kph, Operational Range: 1000 km, NE-600 Pulse Laser 200 shots without effecting the battery. NE-534 Minimissile Launcher 8 shot magazine. IR/UV/Thermal/Radar/Nightvision/motion detection, laser targeting. 2x Coalition C-10 Light Assault, 200 shots each (in 360 turret). IR/UV/Thermal/Radar/Nightvision/motion detection, laser targeting. Manipulator arms. EW, IR shielded. NE-600 Pulse Laser 200 shots without effecting the battery. 96hrs of continuous use. IR/UV/Thermal/Radar/Nightvision/motion detection, laser targeting.Unlike many remotes, its telemetry and data is sent and received scrambled. Max speed 960 kph, Operational Range: 1000km, NE-600 Pulse Laser 200 shots without effecting the battery. NE-534 Minimissile Launcher 96 missile mag, Quad PML x2
Multi HMG, Morita SW-219-F Inferno, ECM, Reflective Armor Overlay, Acts as a Mk 5 Deployable Repeater, Ejection System. (This is a unique TAG in that the pilot is carried inside it. But it is NOT a powered armor. It requires an interface to be operated.) Multi HMG, Morita SW-219-F Inferno, ECM, Reflective Armor Overlay Multi HMG, ECM, Reflective Armor Overlay,NEMA GLR-540 Thunderer Pan-Oceanic Boarding Shotgun-12, Morita SW-219-F Inferno, Reflective Armor Overlay, ATA A-50 "Leer" Pulsar, 2 x Mark 4 KrazyKoala, Minesweeper MK 10, Lizard Line, Acts as a Mk 10 Deployable Repeater, Pan-Oceanic Boarding Shotgun-12, Akrylat-Kanone , Reflective Armor Overlay, ATA A-50 "Leer" Pulsar, 2 x Mark 4 KrazyKoala, Minesweeper MK 10, Lizard Line, Acts as a Mk 10 Deployable Repeater, Carrys up to 5 kilos of Demolitions Militech Combi Rifle, ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Forward Observer skill of 75, Reflective Armor Overlay, Tactical Scanner, Airborne Assault Skill of 100.

ATA A-50 "Leer" Pulsar, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else), Airborne Assault 100, Zero G Environment 80, Reflective Armor Overlay, -45 to be hacked, Militech Combi Rifle, ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Forward Observer skill of 75, Tactical Scanner, Reflective Armor Overlay, Optical Disruptor 12mm Heavy Machine Gun, Mine Layer, ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Reflective Armor Overlay, Lizard Line 12mm Heavy Machine Gun, Mine Layer, NEMA GLR-540 Thunderer, ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Reflective Armor Overlay, Lizard Line Acts as a Mk 10 Deployable Repeater. ATA A-50 "Leer" Pulsar, Minesweeper MK 10, armored cargo space for .5 cumits of supplies. Acts as a Mk 7 EVO Repeater. ATA A-50 "Leer" Pulsa, armored cargo space for .5 cumits of supplies. Acts as a Mk 10 Deployable Repeater. ATA A-50 "Leer" Pulsa, Militech Combi Rifle, armored cargo space for .5 cumits of supplies. Militech Combi Rifle, ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Forward Observer skill of 75, Tactical Scanner, Reflective Armor Overlay, Lizard Line Hyper-Rapid Magnetic Cannon, Morita SW-219-F Inferno, ECM, Reflective Armor Overlay ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Skill of 75 in all terrains, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Pan-Oceanic Spitfire, Networked Marker Light (as the Tau device, but working with Nomad Equipment), ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Forward Observer skill of 75, Reflective Armor Overlay, Tactical Scanner, Lizard Line Feuerbach "River of Fire", ATA A-50 "Leer" Pulsar, Acts as a Mk 10 Deployable Repeater, Forward Observer skill of 75, Reflective Armor Overlay, Tactical Scanner, Lizard Line SW-414 Rapier AA Missile, SW-490 Blizzard Missile Pack x 12, ATA A-50 "Leer" Pulsar, Reflective Armor Overlay ATA A-50 "Leer" Pulsar, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else), Reflective Armor Overlay ATA A-50 "Leer" Pulsar, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else), Airborne Assault 100, Zero G Environment 80, Reflective Armor Overlay

Multi HMG, Morita SW-219-F Inferno, ECM, Ballistic Weave Overlay


Multi HMG, NEMA GLR-540 Thunderer, ECM, Ballistic Weave Overlay

Heavy Flamer, Tactical Scanner, Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Heavy Flamer, Tactical Scanner, Acts as a Mk 5 Deployable Repeater, Forward Observer Skill 75, Techtronica Supernova Pulsar, Militech Silver Shadow, Techtronica Supernova Pulsar, Arasaka AT25 Pump Grenade Rifle (fires only Zero-V grenades) Pano-Oceanic Spitfire, Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Optical Disruptor, Ballistic Weave Overlay Constitution Arms Hurricane, Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Optical Disruptor, Ballistic Weave Overlay 12mm Heavy Machine Gun, Feuerbach "River of Fire",(3 reloads) ECM, Camoflodge Skill 75. Ballistic Weave Overlay SW-414 Rapier AA Missile, Feuerbach "River of Fire", Militech Urban Missile, Ballistic Weave Overlay,

Multi HMG, NE Type L Thermalance Plasma Flamer , ECM, Can operate indefinitely underwater without penalties, Camoflodge Skill bonus of 40. Ballistic Weave Overlay
Hyper-Rapid Magnetic Cannon, Morita SW-219-F Inferno, ECM, Ballistic Weave Overlay Tactical Scanner, Acts as a Mk 8 Deployable Repeater, Skill of 75 in all terrains, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else), ATA A-50 "Leer" Pulsar Multi HMG, NEMA GLR-540 Thunderer, ECM, Mountainous Terrain optimized (survival skill 100) Ballistic Weave Overlay Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Minesweeper MK 10, armored cargo space for .5 cumits of supplies. Acts as a Mk 5 EVO Repeater. Techtronica Supernova Pulsar, armored cargo space for .5 cumits of supplies. Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Militech Combi Rifle, armored cargo space for .5 cumits of supplies. Techtronica Supernova Pulsar, Ballistic Weave Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) nimble manipulators and fine control allow a person to use medical or repair skills through the remote via telepresence. Tactical Scanner, Acts as a Mk 8 Deployable Repeater, Skill of 75 in all terrains, Multi Scanner, Repair Scanner, Med Scanner, MK20 Microfreq, MK 1 Laser Rig, MK 2 Electronic Warfare, Ballistic Weave Overlay Pan-Oceanic Spitfire, Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Slaved Auxbot, Ballistic Weave Overlay, Collapses to a size that easily fits into the trunk of a car.

Constitution Arms Hurricane, Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Slaved Auxbot, Ballistic Weave Overlay, Collapses to a size that easily fits into the trunk of a car. Pano-Oceanic Spitfire, Wevertech Cleaver, Ballistic Weave Overlay, ECM, Slaved Auxbot Multi HMG, Mine Layer, ATA A-50 "Leer" Pulsar, Ballistic Weave Overlay 12mm Heavy Machine Gun, Morita SW-219-F Inferno, Wevertech Cleaver, Ballistic Weave Overlay, ECM, Jungle Survival Skill of 75, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) 12mm Heavy Machine Gun, Morita SW-219-F Inferno, Minelayer, Wevertech Cleaver, Ballistic Weave Overlay, ECM, Jungle Survival Skill of 75, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else)

4 independent recon remotes, allows +20 to awareness skills when working with Other remotes, semi autonomous. Recon remote designed to mimic animals, well enough to pass at 6m or more, appears to be anything from small insects to small flying dragons. -100 to be detected as something other then what they appear to be.
Acts as a Command and Control Node, Shot on the Run Talent walks on four legs, Burst Cannon walks on four legs, Flamer walks on four legs, Plasma Rifle Twin Pulse Carbine, Einstein weapon system (Photon Grenades Only), Shot on the Run Talent Twin-linked Burst Cannons, Shot on the Run Talent Burst cannon and Networked Markerlight, Shot on the Run Talent Acts as a Markerlight Targeting System, Uses Einstein system instead of Operate Equipment roll, Shot on the Run Talent DB bonus +25 (effective even vs vehicular weaponry) all within 3 meters; Once the wearer takes a critical, it is ignored but drone is destroyed, gives no bonus vs melee attacks (without reach) or attacks made from adjacent hexes, Shot on the Run Talent Tau Rail Rifle, Einstein weapon system, Personal EW Generator, Sneak Suit (No DB Bonus), Shot on the Run Talent

Can lift up to 10 Metric Tons, Used for loading and unloading cargo vessels
Militech Combi Rifle, Kendachi Flaming Lance, Acts as a Mk 5 Deployable Repeater, Forward Observer skill of 75, Tactical Scanner, Super-Ceramic Overlay, Handheld Mono Katana

Militech Combi Rifle, Tsunami Arms Micrometeor , Acts as a Mk 5 Deployable Repeater, Forward Observer skill of 75, Tactical Scanner, Super-Ceramic Overlay, Handheld Mono Katana Militech Combi Rifle, Yungang Type 5 Chain Rifle, Askuri PanzerFaust, Tiger Shark .75, Diamond Knife, Forward Observer Skill 80, do not suffer any special effects from ammunition,erver Skill 80, do not suffer any special effects from ammunition, When reduced to zero or less hits without the powerplant being destroyed, Explode equal to Mark 3 Frag Grenade Yungang Type 5 Chain Rifle, Militech Mk 12, Askuri PanzerFaust, Tiger Shark .75, Diamond Knife, Forward Observer Skill 80, do not suffer any special effects from ammunition, When reduced to zero or less hits without the powerplant being destroyed, Explode equal to Mark 3 Frag Grenade Yungang Type 5 Chain Rifle, Yu-Jing Boarding Shotgun, Askuri PanzerFaust, Tiger Shark .75, Diamond Knife, Forward Observer Skill 80, do not suffer any special effects from ammunition, When reduced to zero or less hits without the powerplant being destroyed, Explode equal to Mark 3 Frag Grenade MW-265 Sixgun Rotary Cannon, Kendachi Flaming Lance, 2x Crazy Koala, Super-Ceramic Overlay, ECM, Handheld Mono Katana Askuri PanzerFaust, Kendachi Flaming Lance, Yu Jing Spitfire, Tiger Shark .75, Diamond Knife, Lizard Line, transforms from Yaokong design to TAG design. Takes an 80% action to change forms. Super-Ceramic Overlay ATA A-50 "Leer" Pulsar, Super-Ceramic Overlay, Acts as a Mk 8 Deployable Repeater, Skill of 75 in all terrains, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) ATA A-50 "Leer" Pulsar, MW-265 Sixgun Rotary Cannon, Mine Layer, Acts as a Mk 5 Deployable Repeater, Super-Ceramic Overlay ATA A-50 "Leer" Pulsar, MW-265 Sixgun Rotary Cannon, Acts as a Mk 5 Deployable Repeater, NEMA GLR-540 Thunderer, SuperCeramic Overlay ATA A-50 "Leer" Pulsar, Feuerbach "River of Fire" x3, SuperCeramic Overlay Militech Combi Rifle, ATA A-50 "Leer" Pulsar, Acts as a Mk 5 Deployable Repeater, Forward Observer skill of 75, Tactical Scanner, Super-Ceramic Overlay ATA A-50 "Leer" Pulsar, Minesweeper MK 10, Acts as a Mk 5 Deployable Repeater. armored cargo space for .5 cumits of supplies. Super-Ceramic Overlay. ATA A-50 "Leer" Pulsar, EVO Repeater, armored cargo space for .5 cumits of supplies. Super-Ceramic Overlay. ATA A-50 "Leer" Pulsar, Militech Combi Rifle, Acts as a Mk 5 Deployable Repeater. armored cargo space for .5 cumits of supplies. Super-Ceramic Overlay.

Militech Mk 12, Kendachi Flaming Lance, ATA A-50 "Leer" Pulsar, Acts as a Mk 5 Deployable Repeater, Super-Ceramic Overlay, Tactical Scanner Yu Jing Spitfire, ATA A-50 "Leer" Pulsar, Acts as a Mk 5 Deployable Repeater, Super-Ceramic Overlay, Tactical Scanner ATA A-50 "Leer" Pulsar, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) nimble manipulators and fine control allow a person to use medical or repair skills through the remote via telepresence. 12mm Heavy Machine Gun, Techtronica Supernova Pulsar, Super Ceramic Overlay, Lizard Line, Tactical Scanner, Acts as a Mk 5 Deployable Repeater 12mm Heavy Machine Gun, Arasaka AT-102, Techtronica Supernova Pulsar, Super Ceramic Overlay, Lizard Line, Tactical Scanner, Acts as a Mk 5 Deployable Repeater 12mm Heavy Machine Gun, Minelayer (monofilament mines), Techtronica Supernova Pulsar, Super Ceramic Overlay, Lizard Line, Tactical Scanner, Acts as a Mk 5 Deployable Repeater Militech Combi Rifle, Techtronica Supernova Pulsar, Super Ceramic Overlay, Tactical Scanner, Acts as a Mk 5 Deployable Repeater, Forward Observer 85 Feuerbach "River of Fire", Techtronica Supernova Pulsar, Super Ceramic Overlay, Techtronica Supernova Pulsar, Super Ceramic Overlay, Tactical Scanner, Acts as a Mk 5 Deployable Repeater, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else), All environmental skills at 75 Techtronica Supernova Pulsar, Super Ceramic Overlay, Mimetic Camofield (75 skill to any action that allow you to hide its identity or appear as something else) Not a true remote at all, These devices do not move, they are deployed via aerial vehicle and then sit in place to support other units. Techtronica Supernova Pulsar, Super Ceramic Overlay, AI Beacon, Aerial Assault 100 Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Minesweeper MK 10, armored cargo space for .5 cumits of supplies. Acts as a Mk 5 EVO Repeater. Techtronica Supernova Pulsar, armored cargo space for .5 cumits of supplies. Acts as a Mk 5 Deployable Repeater. Techtronica Supernova Pulsar, Militech Combi Rifle, armored cargo space for .5 cumits of supplies. NEMA R-660 Striker x2, Impaling Legs (Mk 4 melee), Security Scanner Type 4, Multi-Scanner, Toxy-Rad Gauge, Ballistic Overlay Morita SW-219-F Inferno, Velocity Shield, Claw of Compassion (MK 3 Melee), Impaling Legs (Mk 4 melee) Tactical Scanner, super Ceramic Overlay

Nearly silent lift fans, 360 degree optical and audio pickups with all spectrum and enhancement options. About 12 centimeters in diameter. 2.5-5 cm long remotes used for keeping track of someone. +75 hide skill. Optical and audio pickups. First aid and surgery +50, if patient can answer questions, skill increases to +70, locator beacons to tag each patient before moving on to next causulity

Description Allows direct control of a remote up to 50km away. Longer distance is possible by hooking this unit up through a commcore access or cybermodem. If a Commcore piggy back is done, however, the devices initiative is 1 lower. All Remote control roles are at +20. Allows for more direct, intuitive, natural control of remotes. Adds +2 to a remotes initiative. Often used in conjunction with a "daisy chained" Remote Suite which results in a +1 Initiative and a +20 control. Allows multiple AI or remotes to coordinate better and allow for a Gastalt Intelligence. All such beings within 100 meters gain either an initiative bonus of +1, and MU increase of +1 or (for androids) a +1 to a single mental stat. There must be more than 1 such AI for any benefit to be gained. The Fire Direction Data Manager system for the BattleTac system for remote control networks enables one drone to act as a spotter, relaying targeting data to other drones via the remote control network. This allows drones that do not have Line-Of-Sight to the target to fire on it. The remote control deck must carry the master unit as an accessory. Both the spotting drone and the firing drone must be adapted for the BattleTac FDDM The Inter-Vehicle Information System (IVIS) BattleTac system accessory enhances the data-sharing capabilities between the remote control deck and drones. This enables drones to perform more complex and sophisticated tactics to accomplish their assigned tasks. IVIS enables a rigger to assign a complex mission to a group of drones. Only drones whose pilots have IVIS installed receive the benefits of this system.

Name Matsuyama "Lookeyloo" Bug Detector Matsuyama "Raid" Bug Jammer Matsuyama BR-3014 Window Trembler

Cost 100 100 60

Weight 1 1 0.1

Book N/A N/A N/A

SecSystems Detention Collar TriTech Line Tap Detector TriTech Line Zap Security scanner Type 1 Security scanner Type 2 Security scanner Type 3 Security scanner Type 4 Security scanner Type 5 Personal EW generator Advanced Alarm Removal Kit Danshi ID Badgemaker Danshi ID Badgemaker w/Cookie Cutter Handcuffs

250 60 350 500 1000 2750 3875 5000 2500 250 500 700 20

1 0.1 0.5 0.88 1.25 1.63 2 1.5 3 1 1.05

Chrome 1 Chrome 1 Main Main Main Main Main Main Chrome 1 Chrome 1 Chrome 1 rifts

Tracking Buttons Tracking Device Sneak Suit Personal Body Alarm Smartlock Door Security System Eye Blink Magnatronic Key

150 500 150 400 250/LVL 50 100

0.02 0.5 1 0.1 N/A 0.01 0.1

N/A N/A Equipment Chrome 1 Chrome 1 alien art alien art

Sec Systems Maglock Teletronics Voice Stress Analyzer Teletronics Smart Stress Analyzer Arasaka Komaku laser mikes

300 200 250 250

1 0.6 0.7 1.7

Chrome 2 Chrome 2 Chrome 2 Chrome 2

Omega tap Arasaka Omnitec Radar Detector Teletronics Scout Signal Tracker

1400 250 300

0.8 1 0.6

Chrome 2 Chrome 2 Chrome 2

Arasaka Jetsetter executive briefcase Worldsat communications linear beam commlink

2200 200

2 5

Chrome 2 Chrome 2

Arasaka ECM comm-scrambler Tritech Mumbler white noise generator Teletronics scanman full identity scanner Arasaka scanway scanner gates Arasaka R-101 Lie Detector Stickum antipursuit liquid Badfumes antipursuit liquid Firefun antipursuit liquid Nano-paper Crime Scene Remote Chromatrace Remote Recovery Remote

100 3500 2100 5900 5000 400/liter 500/liter 700/liter 3/sheet +10 5000 10000 300

0.2 0.1 1.5 40 2 0.5 0.5 0.5 N/A 0.5 1.65 0.5

Chrome 2 chrome 1 Chrome 2 Chrome 2 chrome 3 Chrome 4 Chrome 4 Chrome 4 Chrome 4 Frontier Justice Frontier Justice Frontier Justice

Firefight Cannister Black Ball Spray Paint Ballistics Kit Mine Detector Evidence Bags Investigation Kit CodeDecryptor VocDecryptor PlasKuffs MonoKuffs

350 120 600 100 6 450 500 1000 5 25

0.9 0.5

Alpha Omega Merc Ops Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk

Cyberleg Restraint Neurocuffs/Laserkey Stripwire Binders

200 100 1

Cyberpunk Cyberpunk Cyberpunk

Description Will detect any bug actively transmitting within 12 meters 85% of the time. A high-end white noise generator, this device will scramble and transmissions a bug might be putting off, but it also will garble radio transmissions in a 20m radius 85% of the time. Attaches to any surface with an adhesive tape and sets up mini vibrations to foil a laser mike. When this is put around someones neck, the carrier of the remote (included) can deliver an A Stun critical and/or a dose of a drug from a hypo on the inside of the collar. If the wearer moves beyond the range of the collar (10m) then the collar automatically inflicts a B stun critical and/or administers the drug. The collar can hold 5 doses of the Detects if a Hardwired communication line is tapped. Will destroy any hardwired communication Tap that is on the line.

security bypass and pick locks +5 Makes professional looking company IDs Makes professional looking company IDs that interface with the Cookie Cutter weapon upgrade IDs. AT20 and can take 80hits Roughly the size of a pin head, these allow someone with a tracking device to locate and follow anyone/thing that this is attached to. It comes with its own adhesive that hardens instantly and bonds so strongly that you would need a laser cutter to cut it off. Works by emitting a military grade encrypted phase pulse generator. -80 to detect with sensors, -80 (-1 additional for every 2 pts over 101 on a hide item roll) to detect visually. Again, Matsuyama Hand held device for detecting and following tracer buttons. Range is 1000km. Made by many different manufacturers, but its generally believed that Matsuyama Electronics makes the best. DB, Stalk and Hide +15, Allows use of Stalk and Hide against IR, double exhaustion points while using the IR a plasticard that you break if your in trouble, this will summon the nearest contracted security team to come and extract you. Additional fees = medical bills and ammo costs upon extraction +300/month. Opener must interface and send proper code. For 220 additional, guards must interface at time intervals or alarm Cameleon-like softtech item that covers your eye like a lens and can take up to 10 pictures (Visual and IR versions Useful on electronic locks, +20 to lockpicking or security bypass. Can also be used to short out computers and Allows you to install your very own portable maglock so you know your door is locked. Takes a standard utility cell, which has enough juice to keep the door locked for 12 hours. For 80 EL more, you can have a camera that shows you who is on the other side of the door. Interrogation and Interpersonal Awareness +20, microphone add on included. Interrogation and Interpersonal Awareness +20, microphone add on included, smart chipped (Can display to Readout option of cybereyes) 150m range, 8 hour onboard recording, and output to another audio recorder or Cyberaudio, So accurate that you can pick up inflection and vocal shadings, so good in fact that the listener can make interpersonal awareness rolls Can record from up to 10 lines, 24hrs on a datachip, 8 hours if videophone or data transmissions. Electronic searches for the Omega fail 60% of the time, The Omega can shunt the information to a different line (like yours!) and if the datachip is full, it can send hi speed burst transmissions to another receiver so nothing is lost. 100m range, determines direction and range. 60% successful. Searches out signals from line taps and bugs and follows them to their source 80% Leather looking briefcase with Insane difficulty locks. Under the leather is AT15 exterior. If there is an attempt to pick the lock and it fails, Acid Packs explode all over the inside, destroying the contents, a 10th lvl knock out gass is emitted from the outside and a silent alarm is sent to a pocket communicator or commcore address of your Laser rig set up, 1 light second Range

Cheap but very effective add on system to any communication system. An Absurd difficulty to crack encryption along with a Jack Rabbit Frequency jumper (Extremely hard to break algorythm) makes for a real pain to listen in. Arasaka guarentees that it will elude eavesdroppers for at least 300 seconds. Obviously the Jack Rabbit function wont work with laser rig systems, but then hopefully your enemy isn't intercepting your tight beam transmissions, Jams all non-hardwired listening devices within 3m. Allows a detailed scan of a person. This data in and of itself is useless, but once he is in the system, the scan will recognize him in the future, even if he has had body sculpting done 33%. Works alone or as an add on to another Weapon detector, Cyberware detector, Chemical and explosive detector 95%. Displays to a screen, but can also set off audible or silent alarms. In addition, it can call the police or it could initiate a remote weapon. 90% chance of success. Covers 3 square meters. Anyone entering the area must make a STR/Qu/Agl test or become stuck. Covers 3 square meters. Anyone entering the area must make a poison RR vs 12th lvl attack or suffer the effects of a vomit and tear grenade. Covers 3 square meters. Anyone entering the area causes a 100 OB Mark 4 flamer attack. The flame continues to attack anyone in or entering the area for 30 seconds. Special paper that disintigrates if hit by a special light (10 EL). Unreadable by any method. Evidence dispersal +10 If used in conjunction with Crime Scene Remote, increase bonus to +20 If used in conjunction with Crime Scene Remote and Chromatrace Remote increase bonus to +25 Firefight Canisters are a small cylinder about six inches in length, relatively the same size as a pisol silencer. Essentially they are noise and flash generators that are specifically designed to mimic gunfire. They can be an incredibly useful tool to simulating covering fire as their shape looks similar to a rifle barrel, and if positioned appropriately can be a very convincing fake. They are equipped with an putty-like adhesive that allows them to be securely mounted to surfaces such as windows or tree limbs. They are powered by a rechargeable battery that last for roughly two hours. A small dial exists on the side offering several different setting modes. Firefight canisters can be keyed to a timer, remote, or a motion sensor that operates within a 60 degree arc out to 30 meters. Additionally, Scanner absorbing matte black paint. Anything coated with this is -50 to detect with scanners (Tactical scanners will still detect movement, however). Enough in 1 can to cover 2 man sized suits of armor.

Criminal Investigations and Evidence Dispersal rolls at +15 Cryptology +10 With a successful Very Difficult Use Equipment Roll, you may decrypt a distorted voice AT12 and can take 40 hits AT 1 and can take 5 hits, but anything used to cut the chain is destroyed and if the prisoner tries to break with sheer strength he will sever both hands and bleed out in 5 rounds. Powerful magnets keep the legs secured together while continuous generation of EMP and Molectutronic Scrambling keep resistance down, Even if limbs are EMP and Molecutronically Shielded, the magnets prevent users with strength less than 20 from parting their legs and the Chains themselves are AT20 with 145 hits. AT20 and can take 70 hits buy whenever someone tries to Break, Cut, or Contortion out of these smart items, they Suffer C Neuro criticals until they attempts stop, the cuffs are destroyed or 10 rounds have occurred. AT8 and can take 25 Hits. Cheap, and they work fine for student protesters. Do not use these on professionals!!!!

Company All Food Shopping Service Allied Postal Service AutoJocks Baskin Undercover

Cost 25/month + 10 per delivery 30 Varies 200/hr

Location Chrome 1 Serenity Chrome 2 Chrome 1

Bodycure

450

Chrome 1

Clean Sweep Continental Catering C-Team ExecUclean

7000/ year 200/person Varies 100/suit 150/hr for Armored Limo, 850/hr for an AV 10,000 75/hr, 750/day, 4000/week, 10,000/month Varies Varies 500/Evening

Chrome 1 Chrome 1 Chrome 2 Chrome 1

Executive Transportation Services Habit, The Personal Service

Chrome 1 Chrome 1

International Companion Network Lifetime Escort Services Orion Party Time

Chrome 1 Chrome 2 Chrome 2 Chrome 1

Pet Minders Registered Companion, Evening Registered Companion, Full Day

50-5000/month 875 1125

Chrome 1 Serenity Serenity

RSVP Sphere Trauma Team (Corp Exec) Trauma Team (Corporate) Trauma Team (full) Trauma Team (High Priority) United Express

150000 Varies 2000/month 1500/month 500/month 34000/year Varies

Interface 1.1 Chrome 2 Interface 1.1 Interface 1.1 Interface 1.1 Interface 1.1 Chrome 1

Taxi AV-Taxi Commcore Access/Cable TV Satellite Dish Pers.Body Alarm Serv. Armored Limo AV-4 V-22 Osprey Cyberware Tattooing Cyberware Colorization Blackman Intelligence Resources

3.00/mile 10.00/mile 40.00/mt 1500 300.00/mt 150.00/hr 500.00/hr 850.00/hr +4 hour deposit 20-5000.00 25.00/in +2000 10,000-15000 + Expenses 200 + 20% of the debt amount

Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk MercTown

Debt Bunny Services

Glen

GROCERIES Kibble Generic PrePack Good Prepack Fresh Food Endurodrink Armorsaver Drink

50.00/wk 150.00/wk 200.00/wk 300.00/wk 8.00/can 50.00/can

Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk

HOUSING *Coffin *Hotel Room *Apt/Condo *House

20.00/night 100.00/night 200.00/room per mt 150.00/room per mt

Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk Cyberpunk

*NOTE: Multiply base by location: Combat Zone x1 Moderate Zone x2 Corporate Zone x4 Executive Zone x6 Utilities 100.00/mt Arasaka Coffin 40.00/night Studio 600.00/mt Proffessional Apt. 2500.00/mt Luxury Penthouse 800000.00/mt ENTERTAINMENT Movie Memory/Chip Rental Braindance/Squid Chip Live Concert/Event Fast Food Meal Virtual Venture

10 4 20 50 5 varies

*Bar Drink *Resturant Meal *Note: Multiply by level of resturant or bar: Fair Good Excellent Amazing Subscription to Warhawk Magazine Subscription to Solo of Fortune Magazine.

3 20

x1 x2 x3 x6

20/Week 25/Week

MercTown Cyberpunk

Description Delivers all your groceries to you. Service guarentees fine quality foods. Membership also grants a 5% discount on all of the rest of the conglomerates services, which includes Pet Minders, Bodycure, Compushop and Mark 24 Up to 4.5 kg, to anywhere. May take awhile to get there, but they don't really ask to many questions, either. Netrunners for hire, some think these guys are myths. Their not, For basic investigative services. Additional 150/hr per operative over 1 and additional 150/hour if operatives will be in danger. However, they charge a flat 5000 for investigation of someone that is being extracted from a company. For a 3 hour session, though ten session packages are available for 4000 EL. More than a makeover and haircut, it includes a massage, hair restoration and shaping, manicure, acupuncture and environment guarenteed to relax. You gain +2 to your attractiveness for d10 days. (Only 1 bonus can apply at a time.) Appointments must be made monthly visits to sweep your office for bugs and electronic surveillence. Also includes a EMP shielded self supporting computer that monitors frequencies of radio, microwave, laser, x-ray and ultraviolet radiation for unusual broadcasts (of course you can have it not record your own transmissions). If more than 15 people are being fed, price drops to 150/person. This fee covers food prep, set up, service and They like to call themselves cyberbodyguards, but Cybermercs is closer the mark. Fully insured cleaning business that will take care of all your laundry needs. For an additional 15 EL, they will pick up and drop off as well. For 20% of its original value, they will repair damage on armored clothes as well.

These fees include the vehicle and the chauffeuer/pilot. A Deposit of at least 4 hours rental is required. All the pilots and chauffeurs are trained in combat driving. A six month course on manners and ettiquette, includes twice a week lessons and several catered parties to hone your skills. Choose any skill in the Influence or Urban category, after completing the course you may develop that All of their employees are trained in social, security and protective skills. Their services include Rent-A-Solo, RentA-Mistress and Rent-A-Hunk. All looks available and if a specialty look is necessary, body sculpting is available (of course you pay for the body sculpt) Top Notch Security services in a variety of packages. From a single bodyguard to a whole kitted out team. The true value is that buy 6 days, get the seventh free. Buy a month, get the last week at half price. Bonded too! Very high end Extraction and corporate kidnapping experts. Their rates are VERY high, but they are worth it. At the end of day, they won't even leave a footprint in the dirt. No Joke. Professional arrangement of evening entertainment. They also have a 3000/month block fee for monthly entertainment day or night (this has a 50 EL per evening fee). Service includes at least 2 extended visits a week by their trained staff of Zoologists (many used to work for the Po Yang Reserves). Fee depends on rarity and difficulty of the pet you have. Pet Minders also finds pets (especially rare and exotic pets) for clients, this runs between 1000 and 1 million, depending on the animal. Pet minders also has a booming underground business in endangered animal products and meats. Not as cute as you thought, Much higher class than ICN, but not trained as bodyguards. They are, however, able to defend themselves. Up to 8 hours. +15 to social rolls when with a companion at an event. Much higher class than ICN, but not trained as bodyguards. They are, however, able to defend themselves. A full 24 hours. +15 to social rolls when with a companion at an event. Full service security and medical service. Body guards, security teams, Armored vehicles, personal status gear (constant monitoring of your medical status, if your vitals become erratic or too high or low, a medical team is immediately dispatched). The best emergency medical personnel in the industry (even their security team personnel are registered paramedics). Only personal insurance company to cover Skin 8 precedures (25% of cost). If they fail to resusitate you, you get a 1.5 million life insurance payout to your next of kin. Due to legal concerns, they will not pay out to friends, but you can have your depts repaid by them. Included: 2 weeks of 24hr/7day full coverage. 30 days of single bodyguard coverage, 24 hour notice door to door armored vehicle Cargo Transport business. Low threat cargos cost about 50EL/kg, with threat increases of 2-50x 22000 a year Response time is 7 min. Ammo, fuel, are covered but equipmment and vehicle repair are not. 16500 a year, Response time is 7 min. You pay Half ammo expenditure costs, and full cost of equipment and 5500 a year, Response time is 10 min. You pay all ammo expenditure costs, and full cost of equipment and (Includes 6% discount) Response time is 3-5 min. All expenses are covered. Patients taken to the best in corporate hospitals. Offices on most planets of decent population, Excellent quality planetary delivery and courier service Most fees

Highly professional intelligence gathering company with extensive Contacts, and resources. Very expensive, but worth it. They can put together a very detailed intelligence package in a week to a month. Have a hard time getting someone to pay their bills? Debt Bunny can help. For a modest fee, you get a Transhuman 7 combat veteran, dressed in our exclusive AT20 Bunny Armor and a Barrier Shield, They will follow your debter around all day and heckle them for their non payment, In the case of your debter attacking our Debt Bunny, they are all trained in hand to hand combat and armed with state of the art Stunner weapons, because a

Bland tasting, not terribly nutritious, but you can live on it, Eating this exclusively for over a week will cause a -30 It has flavor! It has some of the things you need to live a 'healthy life' see? It says so on the box! It has even MORE flavor! It has more nutrients! 10% more! It says so on the box!

Energy Drink, Instantly recover 20 Exhaustion Points Drink this amazing stuff, and wait 2d4 rounds (GM rolls secretly) and you skin become AT 12 for 2 rounds,

Weekly periodical that covers Military Affairs, Political Overviews, Hot spots and jobs available to adventurer types throughout known space. As long as you pay the fees and faithfully read the material, you gain +5 to Hearldry, Very much like Warhawk magazine, but more tuned to the street samurai. Gives bonuses as above, but replace Political Science with Streetwise, these bonuses stack if both magazines are bought, read and a sucessful

Name Shelter Collapsible shelter Life Support System

Cost Weight 150 50 15 1

Book Main Main

NG Command and Control Shelter Portable bed Pressure Tent Tent Sustenance Air Pack Atmospheric Compressor Chew Goo (Nutritional Catalyst) Coolpack Filter Mask Filtered Compressor Foodpack Instameals Micro-oven Organic Nutrient Processor Ration Tube SBR MRE rations

600 6 90 20 5 10 65 5 5 15 0.5 1 30 4800 0.2 1.5

8.1 2 8 3 0.2 0.2 0.2 0.2 0.35 0.08 0.5 0.5 20 0.05 0.6

Rifts: Dino Swamp Main Main Main Main Main blueplanet Main Main Main Main Main Main alien art Main Cyberpunk

Water Accumulator Miscellaneous Gear Antipode Control Device

0.5

Main

Canteen
Computer Map Everest VentureWare Climbing Spikes Everest VentureWare Grapple Line Extra Antipode Control Implant

Field Pack Fire Jelly Fire Paste

3000 1 60 75 60 500 5 10 7

1 0.3 0.6 0.5 3 0.01 1 1 0.56

Infinity Cyberpunk Main Chrome 3 Chrome 3 Infinity Cyberpunk Serenity blueplanet

Grapple Gun Grapple Line Spool


Grav Belt Grav Belt Modulator (1/10kg) Gravchute Grav-pack Heat Dissipation Gear

225 75 3500 50 25 20 75 15 1 150 1000 200 1300 170 60 3 2.5 125

1.8 0.7 2 0.1 0.1 1 2 0.1 0.1 0.5 4.5 1.8 2 N/A 0.3 1 0.7

Street Samurai Street Samurai Main Main Main Main Main Starship Troopers Main Mercenaries Naruni Wave 2 Star frontiers Fluid Mechanics Main Street Samurai N/A Cyberpunk Street Samurai

Lizard Line (Gun or Belt)


Magnetic compass NE Camoflodge sheets NE-09SP Survival Pack Parawing

Pest Spike
Reflective Coveralls

Replacement Catalyst stick Rope Sleeping Bag Stealth Line Spool

Survival Plastic
Toxy-rad gauge Petrochem Pond Scum Illumination Gear Holoflare

25 20 5

1.1 0.1 ,5

blueplanet starfrontier Petrochem

Star Frontiers

Firefly Swarm

100/ .01/ meter meter^ ^3 3

Ultratech

Flashpaint

Cyberpunk

Flashtape glowglobe

2 1

0.25

Cyberpunk Main

Glowstick lightrod Signal beacon Extra Antipode Control Implant Underwater gear Bacterial Life Support Dive suit Blue Champagne Enterprises "Bubbler" Emergency Air Supply

0.13 .3 10 500

0.01 0.2 0.1 0.01

Ultratech Main Main Infinity

2700

11

blueplanet

10

Web

Blue Champagne Enterprises "Dolphin" Cino "Big Blue" Rebreather Cino "Islander" NuScuba Rebreather Cino/Hydrosubsidium "Seagod" Hardshell Come-along

170 2600 150 35000 2000 10 4.9 15 100

Web Stormfront Stormfront Stormfront Fluid Mechanics

Diving Unlimited International Oxygen Scuba Echolocation Goggles Gibson Full Enviro Wetsuit Gillpack Gillsuit

150 1500 1495 50 320

0.1 4.3 0.5 4.5

Web Chrome 4 Cyberpunk Main blueplanet

Hanover Industries Hard Suit Hydrosubsidium "Aquamax" Hydrosubsidium "DeepStar" Hydrosubsidium "Gorgon" EVPA Hardshell AI Hydrosubsidium "Trenchdiver" MHD Harness OTEC "Depth Charge" MRDS OTEC "RAHAB 2" Hardshell Dive suit

60000 500 2000 78912 6000 1100 4250 13500

65 5.1 5.7 621 45 5 8.9 40

blueplanet Stormfront Stormfront Stormfront Chrome 1 blueplanet Stormfront Stormfront

Power Fins SmartFins Spandex Wet Suit

37 200 5

0.1 0.3

Web Fluid Mechanics Web

Thermoplastic Wet Suit Water socks

10 25

0.2

Web Fluid Mechanics

Wet Suit Heat Pack

Web

Description

2.4m tall x 2.7m wide x 6.7m long. A completely modular system, there us no limit to how many of these you can link together. They include environmental controls and HVACsystems, and are protected against nuclear, biological and chemical warfare. For the same price, you can even get a surgical package with air purifiers and independent air supply. It is flame resistant, waterproof and is insulated to -60 degrees Fahrenheit. It also comes with a water collection system to extend water supplies by 20%. Structurally it is very solid, designed to function as not only a short term solution but as a semi-permanent one. It can withstand wind gusts to 128kph for protracted periods of time and can handle 6.8kg per square foot of snow on its roof for up to 25 hours. Able to withstand years of abuse before suffering any lasting damage. Several standard set ups are available including sleeping quarters, mess tents, communications room, medical tent and the command and control room from which it gets its name. Note that the communications, medical and command rooms do not come with any actual equipment, but is set up with the proper outlets and connections in place, so that the equipment can be easily set up. A small internal battery system provides power for the small overhead lights built into the structure with

1 tube lasts 50 days, when poured onto other bio matter, it breaks it down to something eddible

Can turn any organic matter into something edible. More nutritious than Kibble, and not so bland, but the developers have some strange ideas about what flavors go

Comes with 3 Control Inplants, Though up to 5 can be controlled with this device. +25 To all Antipode related

50 Spikes Additional control implants.

Once lit, puts out heat like a campfire. Burns at 550 degrees lasts for 16 hours, but placing the lid back on immediately puts out the fire, so it is completely reusable. The can never gets hot! The fire is low burning and also smokeless. Simple Fire starting putty. Just pull the tab and 5 seconds later it bursts into flame. Will set other flammables on fire easily, and will burn by itself for 30 minutes.

Fires a grapple up to 300 meters. May be attached to a gun or a separate unit. (counts as a crossbow) Allows climbing and rappelling at +25. (300m) 1000Kilo test line

Fires a grapple up to 20 meters. Allows climbing and rappelling at +25.


Chameleonic 1 meter square, -70 to detect AT3 and takes 10 hits.

Keeps 95% of insects from coming within 20 meters For Stealth Line (only needed if lost, the catalyst stick itself is usable forever) Made of a variety of synthetics, these come in many lengths (multiples of 10 meters) and are capable of holding up to 1000kg. (300m) This is identical in function to the regular grapple line spool, except that it also comes with a Catalyst Stick that when touched to the special formula line causes it to nearly instantly become unstable and turn to dust! 2 large sheets, one side heat and light reflective, the other side is camoflodge in 2 large sheets plus 100m of 300kg test plasticord, plus a .3liter tube of molecular adhesive. +15 to survival rolls (read the blue planet book for tons of ideas on how to use this cool shit!
Protects a person from low grade radiation. Effectively lowering all radiation criticals by 1 level. This thick, translucent substance causes a -10 appearance while worn. One Bottle like this will give 1 person enough

Rockets about 200 meters in the air and hovers there for 10 minutes. Illuminates an area about 1km across with dim light.
This is a swarm of glow-in-the-dark microbots. They can be ordered into small spaces for illumination, serve as mobile lamps, or provide a diffuse candle-like glow for romantic occasions. They can turn on or off, change colors or dim their lights on command, and glow in the infrared, ultraviolet, or visible spectrums. They cant provide the Comes in a full daylight (unless multiple swarms coat a 5 square space bright enough hours. These all equivalent of 1 pint container (enough to thinly are stacked) but they areof wall, lasts 4to read by.

give off a soft glow which is nominally enough for a normal person to read a document assuming it is held right next to it. For general purposes, the glow illuminates a 5 radius. Comes in literally millions of colors, but blue, green and red are the most common. Red is especially popular as most printed topography variety ofable to be clearly read under a red light. Comes in a maps are widths, but is enough to cover a 10 square section of wall, lasts for 6 hours. These all give off a soft glow which is nominally enough for a normal person to read a document assuming it is held right next to it. For general purposes, the glow illuminates a 5 radius. Comes in literally millions of colors, but blue, green and red are the most common. Red is especially popular as most printed topography maps are able to be clearly read under a red light.

6 plastic tube that is snapped and shaken, lasts 6 hours. These all give off a soft glow which is nominally enough for a normal person to read a document assuming it is held right next to it. For general purposes, the glow illuminates a 5 radius. Comes in literally millions of colors, but blue, green and red are the most common. Red is especially popular as most printed topography maps are able to be clearly read under a red light.
Additional control implants.

200 hours of air, (though without water and food, limit is really 40 hours. Safe Diving to 1000m. Flood lights, Flash protection, light amplification, thermal imaging and a multicom. -5 on all manuvers Essential for the skindiver and handy for the gilled, this compact breathing unit consists of a mouthpiece connected to two semi-circular tanks which close around the neck, each containing fifteen minutes of oxygen. An infrared sensor clips to the ear, and the air can be supplied on demand or when blood color changes enough to New from BCE, and touted as "the next best thing to cybergills," the Dolphin is similar in design to the BCE Bubbler, but the collar-tanks are replaced by a semi-circular gas extraction unit which removes a breathable mixture of oxygen and nitrogen from the water. Suction on the Dolphin's mouthpiece simultaneously delivers a refreshing breath of air and pulls water in through the collar, where the breathing mix is extracted and prepared for the diver's next breath. Like standard TAV's, recommended diving depth is 50 feet, but the Dolphin's filter only needs to be replaced about once a year, making it capable of indefinite underwater function, just as cybergills are. Safe Diving to 150m, up to 10 hours of air, +10 to all rolls for aquatics, swimming, Hostile Environment underwater or other underwater manuevers, bubbles only once every 20min (stealth) AT10 Safe Diving to 80m, up to 20min submerged before another breath is needed. Safe Diving to 3050m, up to 5 hours of air (Liguid Breathing Medium), AT20, smartchipped, 24km radio, Targeting, read out and thermograph, +10 underwater skills underwater sled, carries 100kg at 20km/hr. Max depth 500m DUI's closed-circuit pure-oxygen scuba is meant for professional use only! A diver using this scuba breathes one hundred percent pure oxygen and becomes totally immune to the effects of both nitrogen narcosis and decompression sickness. Because of the dangers of oxygen toxicity, the pure-oxygen scuba should only be used at a depth of 10m for periods less than 75 minutes. Each 10m increase in depth decreases dive time by 20 min, Can 'see' underwater up to 100m, even pitch black conditions are not a problem, -5 to all alertness rolls. Safe Diving to 90m, up to 2 hours air, +10 to all rolls for aquatics, swimming, Hostile Environment underwater or other underwater manuevers AT8 Civilian Inertia skeinsuit Safe Diving to 15m, Up to 100 hours of total air per battery. 40 hours of air, Safe Diving to 500m 200 hours of air, (though without water and food, limit is really 40 hours. Safe Diving to 10000m. Flood lights, Flash protection, light amplification, thermal imaging and a multicom. -5 on all manuvers. Servos make active weight 15kg. Agility is at -2. Strength is at +2. Suit is AT20 Safe Diving to 100m, up to an hour of air, +5 to all rolls for aquatics, swimming, Hostile Environment underwater or other underwater manuevers Safe Diving to 150m, up to 3 hours of air, +10 to all rolls for aquatics, swimming, Hostile Environment underwater or other underwater manuevers Safe Diving to 3550m, up to 24 hours life support, up to 20km/hr hydrojets, laser welder, 2 shot magnetic grapple with winch. IR and image enhancement, mk10 computer with AI Safe Diving to 3100m, up to 2 hours of air (Liquid Breathing Medium, AT20 8km/hr propulsion underwater Safe Diving to 250m, up to 12 hours air, +15 to all rolls for aquatics, swimming, Hostile Environment underwater or other underwater manuevers, AT11, smart chipped Safe Diving to 2550m, up to 4 1/4 hours air (Liquid Breathing Medium), AT20, Smartchipped, 10km radio, targeting, read out and thermograph. +15 to underwater skills

These are longer, heavier, narrower, and more rigid than swimming fins, and are designed to deliver greater power on the downstroke kick. The preferred fin for working divers, they sacrifice comfort for strength. +10 Swimming, +10 Exhaustion points while swimming. Doubles base rate in water. A simple, light, compact one-piece suit, ideal for work in tropical waters (80 degrees F) or as a thin undergarment worn beneath heavier suits. Provides no protection. These versatile warm-water suits have a layer of heat-retaining thermoplastic sandwiched between two layers of spandex. They are thin and are designed for use between 75 degrees F to 85 degrees F. You canwear a thermoplastic suit beneath a neoprene suit for extra warmth. Windproof, neutrally buoyant. Also available in plush1.5x base rate in water, +5 swimming. Swimming uses 10% less exhaustion. Do not impede walking and fold up These contoured plastic containers fit into integral wet suit pockets or exterior strap-on pouches and contain a nontoxic, reusable chemical that heats to about 130 degrees F, providing that extra bit of warmth when you most need it. Heat lasts for 30 mins, and must be dormant for 1 hour before re-use.

4800

20 alien art

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Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20

alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20

alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Organic Nutrient Processor

4800

20 alien art

Name Aircraft ADP Transporter Dornier F128 Thundercloud Ground att jumpjet Lockhead Nimbus EW Stealth AV Bike 800 MI Annihilator Ashigaru Bensen Violator Hovercycle Bermuda Coalition Sky Cycle Dark Warrior Assault Motocycle Darkwing HD Thundergod Jacknife Katana KM700 Unicycle Dirayai Armale Unicycle Kundalini Torpedo Interceptor Cycle NE-HC-109 Combat Bike 9 NE-HC-120 Shadow Combat Hovercycle NEMA HX-288 Street Tornado Hovercycle NEMA MX-144 Combat Bike NE-RB-660 Spitfire Grav bike Pegasus Revenant Road Boss Combat Chopper Shiva Tarantula Combat Jump Bike Earth-Minbari Ninja ZX-11 Dark Eldar Reaver Jet bike Dark Eldar Skyboard Car

CAT 21

Cost

Book

Max Speed 240

180000 bubblegum 20.4m 8.08m Firestorm Firestorm

20 20 20 20 20 20 20 20 20 20 20 21 20 21 21 21 21 21 21 20 20 21 20 21 20 20 18

1150

Cyberspace

275 280 112 240 248 160 160 275 230 240 353 105 230 480 480 400 368 800 220 240 296 300 320 500 650 120

1000 Cyberspace 175 chrome2 12000 Chrome3 300 chrome2 Rifts 10680 Firestorm 450 chrome2 5040 chrome 1 700 Cyberspace

620 Cyberspace 10000 rifts atlantis 125 Infinity 16000 Chrome3 365000 180000 60000 50000 430,000 500 Naruni 2 Naruni 2 Chaos Earth Chaos Earth Naruni 2 Cyberspace

900 Cyberspace 200000 Juicer 8000 chrome 1 80000 Juicer 65000 Babylon 5 35750 Dark Eldar 6000 Dark Eldar

Astra Nightflier

21 20

6000

Cyberspace

100 180

13500 Cyberspace

Interceptor Phantom III ADP Interceptor AV-3 Aerocop Mach Ambunaught Arasaka Riot 8 Bensen Cascade BMW 9018s Rolling Thunder Cybermonster Griffon Linear Hover patrol car Linear Hover pursuit car NEMA MX-366 Combat ATV Explorer Kgtv Hover Skimmer Cibolan Flying Platform NEMA HX-355 Hover Platform TW Trailblazer Assault ATV NE-ATRV3 Pathfinder helicopter ADP Combat Chopper ADP Fire Bee ADP Heavy Chopper ADP Hornet Chopper N-Police Patrol Chopper Zancudo Transport/Attack NE-NS74 Quad Wing Tanks/Robot Vehicles Battlemover DD GD-42 Genki Battlemover IR-2015 Kani Crab Walker IR-2060 Banshee Kitttani War Pod Arasaka Daisasori Urban Cyber Walker Militech Comscan Mobile Command Vehicle G-9A Jaguar Lancero APC Lancero APC MK5 Kittani Tyrannosaurus

20 20 20 20 20 21 21 20 20 20 21 20 21 21 21 21 21 21 21 21 21 22 21 21 22 20

4500 5000 6100 50000 65000 76000 250000 58000 100000 275000 32000 60000 75000

Cyberspace Cyberspace bubblegum Crome2 Crome2 chrome 1 chrome 1 chrome 1 chrome 1 Juicer bubblegum bubblegum bubblegum Chaos Earth

210 230 288 560 800 115 192 416 336 265 540 603 500 208 90 480 320 240 160 320 235 162 180 375 180 320 1072

100000 StarFrontier 1.1m rifts atlantis Rifts SA1 Chaos 100000 Earth Federation 910000 of Magic 12mil Naruni 2 20000 15000 18575 30000 40000 625000 bubblegum bubblegum bubblegum bubblegum bubblegum Rifts SA1 Naruni 2

22 22 21 22 21 21 21 21 22 22 22

1.2m 1m 4m 28m 85000 544000 2.16m 2.5m 2.1m 2.1m 10m

bubblegum bubblegum Rifts Japan Rifts Japan rifts splynn Firestorm Firestorm Rifts SA1 Rifts SA1 Rifts SA1 Rifts SA1

144 125 64 96 480 145 112 144 128 128 129

G-18B Aguirre Dragon Death Power Armor

21 22

3m 9mil

Rifts SA1 Rifts SA1 Chaos Earth Chaos Earth Chaos Earth Naruni 2 Chaos Earth Tau Empire Tau Empire Tau Empire

160

NEMA MX-422 Armored Personnel Carrier NEMA Bull Dog NEMA Mastiff NE-R2000 Reaper NEMA Super Mastiff Tau Baracuda Tau TX-42 Barracuda Tau Tetra

22 22

900000

128 112

22

115m

206

Ships Splugorth Slaver Raider Corsair Hydrobike Piranha Submersible Attack boat Black Galleon Gunboat 22 20 21 22 50mil 30mil 400000 Rifts SA1 Rifts SA1 Rifts SA1 Rifts SA1 160 96 128

Personal Conveyance

Unkltech Boardtech Surfboard Unkltech Smartboard Unkltech Thunderstrike Aeroboard Vector Hydroboard

100 150 600 250

Cybergen Cybergen Cybergen Cybergen

Pedicab

1200

chrome 1

Description Carries up to 10 troops or 4 powered armors.

smartchipped smartchipped

twin FN Browning MG-6 5.56mm smartchipped

Heavy ER Laser +25 to drive rolls, +5 Combat Pilot HK G-6 ASW 6mm x2 may hover at any height, NE-600 Pulse Laser x2 FF, NE-200 Plasma Cart. Machinegun (900rnd mag 45 degree nose turret) may be driven by remote may hover at any height,NE-50 Particle Beam (nose turret,300 degree by 40 degree target range) 10mm FN-Mag 5 x2 FF 1200 rnd mag, EW generator, IR shielded, Chameleonic, may be driven by remote Up to 560kph with rockets engaged. MK6 missile launcher x5 missiles, Triax X-10-453A Pulse Cannon, "whisper mode allows silent movement if moving 64kph or less. Whisper moade allows silent movement if moving 48kph or less, up to 512 kph with thrusters. Stops on a dime without a skill roll. NEMA LSR-250 laser mounted foreward, may make jumps of up to 30.5m + 3m per -15 to skill may hover at any height over 1 meter. (sounds expensive, but it also works in space if you have environmental armor!) may be driven by remote

Silent Operation H-600 Railgun, NE-534 Minimissile Launcher, Vengeance VLC x3 smartchipped,+20 to drive rolls, AT 8 protection to the rider Northern Gun L-20 Pulse x2, Can jump 2.7m per 1.6kph being traveled. Quiet operation, Minbari Reactor provides power for 100 years, No Exhaust. Splinter Rifle, Bloodvanes for flyby slashing attacks, Splinter pods

luxury interior Gullwing doors, luxury interior

better acceleration than the Phantom III Smartchipped, Ares MP LMG environmentally sealed, smartchipped, watercannon, Arasaka AT-25 Pump Grenade Rifle smartchipped smartchipped, Triax TX-500 Borg Railgun (300rnds) Triax TX-45 Particle Beam x2, Minelayer (12, all the same or 3 different smartchipped, smartchipped, Triax X-10-453A Pulse Cannon x2 Front, x2 Rear Seats 4 in armor comfortably, 5 max. May climb obstacles at up to 45 degree angles and travel through water up to 1.5 meters deep. Capable of driving over barriers and parked cars and pick ups. NEMA R-670 Lightning roof independent wheel motors, airtight full environment, aquatic operation 1 pilot, up to 1 more comfortably or 3 more in cramped quarters, Heavy Plasma Repeater, 10x Mk6 missiles 4x twin NEMA LGR-360 laser turrets, hover at up to 152m, Crane (lifts up to 10 tons at half speed. Pilot, Copilot, 4 gunners and up to 6 passangers 1 pilot, 3 gunners. TW StormSpire Starfire Pulse, TW Magefire Nova Rifle, 8 missiles. Water travel 56 kph, flight 1 hour/day 48kph. All speeds 50% faster on a ley line. may hover at any height, see Naruni Wave 2 for the details on this awesome vehicle. NEMA R-670 Lightning x2 (500rnd drums) Teleoptics, nightvision and Targeting arrays (no penalties for night or NEMA R-670 Lightning (500rnd drums) Teleoptics, nightvision and Targeting arrays (no penalties for night or Militech RRCR "Archer" Teleoptics, nightvision and Targeting arrays (no penalties for night or range) Carries up to 10 troopers or 4 powered armor suits NEMA R-670 Lightning x2 (500rnd drums) Teleoptics, nightvision and Targeting arrays (no penalties for night or range) Quad PML Militech RRCR "Archer" Teleoptics, nightvision and Targeting arrays (no penalties for night or range) MK6 Autocannon, 20x MK6 missiles, 5 tons of cargo may hover at any height, max height 12192m may be piloted by remote, NE-534 Minimissile Launcher x4, NE600 Pulse Laser x4 NEMA R-670 Lightning (1000 rnds), Recoilless Rifle (500 rnd Mag) AI takes over when pilot is incapacitated, if power goes down from damage or overtaxing, it detonates a MK 10 nuclear bomb. 4 Claws, 2 Tentacles, Triax X-10-453A Pulse Cannon x2, CDEM Catapult, Militech Vindicator Minigun, 200m Jumpjets, Radar Invisible, -25 to be detected by any other sensors, 2 man crew, Can self destruct with a MK10 56kph underwater, twin MK8 blue-green laser, 4 MK10 Torpedoes 416kph flight speed, MK12 Sonic (Blaster)Cannon, 2 MK10 Torpedoes twin Kittani K-30 Ion Pulse Rifle, Twin Kittani K-4 Pulse Laser, 1828m max altitude 12mm Heavy Machine Gun, MK6 Autocannon, 4 MK 10 Torpedoes smartchipped, 20x MK6 missiles, 12mm Heavy Machine Gun 30x MK6 Missiles, MK6 Autocannon, twin Mk4 lasers Amphibious, 24kph water speed,5tons cargo space MK20 Autocannon, RA-C15 Rocket Autocannon, MK5 Amphibious, 24kph water speed,1 ton cargo space, Watercannon, RA-C15 Rocket Autocannon, MK5 20x MK10 missiles, 20x 6 missiles, 2x twin Kittani Pulse Laser Cannon, triple barrel Kittani K-500 Railgun

MK7 Autocannon, 10xMK6 missiles, Giant Vibrosword 2xmk6 missile launchers with 5 shots each, Heavy Plasma Repeater, Jump 30m, flying 480km 6 crew, 40 infantry, a special squad of up to 12 and 4-12 combat drones ( soldiers or hounds) or 20 less troops and 10 powered armors. 48kph in water. Twin Triax X-10-453A Pulse Cannon turret, 10xmk6 missile launcher turret, 2xmk4 missile launchers (20 each), 2 smoke dispensers. May leap up to 7.6m high, is airtight and can walk along bottom at 25% of max speed. 2x NEMA LSR-250 Sharpshooter turrets (shoulders), 2x forearm mounted NEMA PR-470 Hot Seat.6x 5shot mk4 missile launchers

Jump 30m or 100m running jump, NE-SAPM micromissle x3 (665 Missile common magazine), NE-50 Particle Beam x2, Arch-25 PPC (also counts as vehicle class melee weapon)

Twin Tau Pulse Rifles, Networked Marker light

Hovercraft (calm waters only) 640km, Land 64km, twin Triple barrel Pulse cannons, Two missile/torp launchers 64 x Mk6 missiles each Holds 64 armored troopsand 800 slaves. 2x 5 Shot MK6 missile launcher, MK4 laser rifle, RR-C40 Rocket Rifle 1 pilot and 1 passenger 64km submersed, Triax TX-500 Borg Railgun turret, two MK6 missile launchers with 15 missiles each. Crew 6, 20 passengers, 80km, 2x turreted RA-C15 Rocket Autocannon, 1x turreted MK6 30shot missile launcher, Forward mounted Triax X-10-453A Pulse Cannon, 2x Depth Charge Launcher with 8 Charges each.

Surfing +10 Smartchipped, +30 if user has a vehicle link, otherwise, +5

Speeds equal to that of a fast gravitic vehicle for up to 20 minutes. +20 Skating. Speeds of up to fast skimmer for 40 minutes. +20 skating

48kph (won't last long though!)

Master Weapons Chart Weapon Name 5.5mm HK Body 5mm Pistols 7mm Pistols 7mm Tiffani Self-Defender Ares Lightfire 70 Benelli Da Vinci 6mm CDEM 66 Dual Barrel CDEM Alamo 5mm Federated Suns X-22 6mm GRU 05k Mirage 5x Neemis 5.5mm 5SE Neemis 7 Extra Neemis Super 5 Towa Type -12 Towa Type-13 Towa Type-14 Walther PPK Retro .338 Citygun 9mm Pistols Beretta 97P Federated Suns X-9 HK Tactical HK VP70z IMI Gideon

Type 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

Rate 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd$ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts^* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

Fumble 3 2 3 1 1 2 5 2 2 3 2 5 2 1 2 3 3 1 2 4 2 3 4 2 1

Reli 90 70 70 90 90 90 90 75 80 65 70 85 85 85 85 55 55 75 95 70 75 80 85 90 85

Break 1 3 3 2 2 2 2 2 2 3 3 1 1 1 2 5 5 4 1 3 2 2 3 2 2

Range PB 1 1 1 1 1 2 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2

SR 10 10 15 10 10 13 14 10 15 10 10 10 15 12 13 13 13 10 10 20 18 20 20 9 10

Projectil

Malorian Arms "Barrage" Malorian Arms GZ65N Mateba Model 207 Militech Avenger Militech Halo M60B Neemis 9 Special Norse Tech Fenrir Twin6 Seburo Vermillion

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd or ALL 2/rnd 2/rnd 2/rnd 2/rnd^ 2/rnd 2/rnd 2/rnd

6 2 3 2 3 3 3 2

85 90 90 95 85 85 90 95

3 1 1 1 2 1 2 1

2 4 2 2 2 2 4 2

20 40 30 25 13 25 40 10

TK Enforcer USCM M4A3 USM M-70 Zastaba CZ-M100 .45 ACP .50AE Jericho 942FS 10mm Arasaka WSA 10mm Pistol 11mm AutoMag 11mm Magnum

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

Special 2/rnd 2/rnd&^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

4 2 3 4 4 4 2 2 4 3

65 90 85 70 70 80 85 70 85 90

5 2 2 4 3 3 2 3 2 1

7 5 2 2 3 3 2 2 2 2

25 15 18 25 25 30 13 15 15 15

11mm Pistol 11mm USAriadna All American 12mm Arasaka Manhunter 12mm Hvy Pistol 12mm Militech Predator GZ 12mm Militech Predator II Ameritech Riverman Arasaka Charon 12mm Arasaka GCP-H 10mm Arasaka Surprise Party Ariadna AK Navy Hunter 11mm Magnum

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd 2/rnd&^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

3 3 3 2 2 2 3 4 2 7 3

70 90 85 70 95 95 85 80 90 90 85

3 3 3 3 1 1 3 4 2 4 3

2 5 2 2 3 2 3 2 3 5 3

15 38 25 20 30 25 25 25 30 36 32

Armalite Knuckgun 10mm Barretta M-93v Lynx Berretta 95S Castech Gavel Ultimate CDEM 32 USW Colt Mauser & Grey Alpha-Omega Colt Mauser & Grey American L36 Colt Mauser & Grey AMT M-2000 Colt Mauser & Grey AMT-2018 Colt Mauser & Grey Asp Draconis Combine Nambu FN Browning 3-Spot FN Browning Max-Power FN Browning Tri-Power FN Browning Ultra-Power FN GP-80 Glock 17D Gover 10mm GRU 10G GRU Max HK 200K HK MP-9 IMI Gamad Jade Arms JC-31 Catspaw Kendachi Monogun MacLeod P-43T Target MacLeod Protector 43 MacLeod Protector 43 Conv. Manex TR88

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd 2/rnd^ 2/rnd 2/rnd^ 3/rnd^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd ^ 3/rnd^ 2/rnd 4/rnd 2/rnd^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd&^ 1/rnd 2/rnd 2/rnd 2 Bursts& 2/rnd

4 3 2 3 5 1 3 1 1 2 4 2 3 2 3 3 2 4 2 3 1 2 2 3 6 2 2 3 5

90 90 75 70 90 95 65 95 95 90 80 95 90 95 90 85 85 65 65 65 90 90 85 90 50 80 90 85 80

2 1 2 1 2 1 3 1 1 1 2 2 2 2 2 3 2 4 3 3 2 2 2 2 4 1 1 2 2

3 2 2 5 2 2 3 2 2 3 5 3 3 3 3 5 2 3 2 2 2 2 2 2 1 12 12 10 3

30 16 15 20 12 17 25 20 20 25 20 16 16 16 16 15 15 15 15 20 15 20 15 20 10 23 23 20 32

Mantis Eagle Mk25 11mm Mantis Punisher 12mm Militech 11mm Combat Magnum Militech RNA-12 12mm Militech Surprising Stranger Mirage 10x Mustang Arms MK2 11mm Neemis Ultra 10 Nomad Marson Raust M 2620

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 3/rnd^ 2/rnd 2/rnd 2/rnd

5 3 4 3 1 2 3 1 4 3

95 80 95 90 99 70 65 85 85 90

2 3 1 2 1 3 4 1 4 2

2 2 2 2 3 2 2 2 5 2

11 18 15 25 15 15 9 17 15 12

Ronin Arms White Crane 2 Seburo Bobsons .45 Seburo CBB-32 Seburo G3 Seburo Thoroughbred .44 Sternmeyer Type 35 11mm Sternmeyer Type 41 10mm Steyr GB-98 Stolbovoy ST-2 10mm USM M-75 Wayland-Yutani WAC-23 .454 Casull .525 Sooch 2008A2 Tactical Arasaka MAD-8 Arasaka P-237 12mm Beretta-Luigi Franchi M-93V Lynx Cossak AK12 Oktober Imperial Exitus Pistol

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd&^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

4 4 3 5 2 4 4 2 3 3 2 3 7 4 4 1 2 4

85 60 80 80 95 65 65 70 80 85 80 90 90 75 85 90 95 85

3 3 4 4 2 2 2 3 3 2 3 1 1 4 2 1 1 3

3 3 3 3 3 5 5 2 2 2 2 3 4 2 3 5 3 3

30 25 15 30 30 15 15 15 15 15 13 30 39 24 30 45 30 30

Imperial Service 11mm Caseless Magnum Opus .666 mag

1H Proj 1H Proj

2/rnd&^ 2/rnd

2 5

95 90

1 1

4 3

38 40

Malorian Arms "Katana" Militech Slammer .50AE Norse Tech Fandrall .50AE Norse Tech Hela .44 Magnum Norse Tech HOD .44 Magnum Norse Tech Viking .454 Casull Pan-Oceanic Urban Salavette Sigma 3

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd&^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 3/rnd

3 6 4 5 5 3 2 1

90 95 90 80 80 95 95 80

2 1 2 2 2 1 2 1

2 4 2 2 2 3 3 5

15 39 15 15 15 30 30 45

Sul-Huvascar Arm. CX-35 Patriot Teruvian Special Forces SX-45 Yu-Jing CCPP-48 .50AE

1H Proj 1H Proj 1H Proj

2/rnd^& 2/rnd 2/rnd

2 3 3

95 85 90

1 3 3

3 3 3

18 30 30

12mm Enforcer

1H Proj

1/rnd

65

25

Aleph Naja .50AE Bolt Pistol GEO Marshal Peacemaker Heckler & Koch VP-101 Jade Arms JC-12 Agony Jade Enfield Spitfire SAS Malorian Arms 3516 14mm Mantis Hand Cannon 15mm Militech Boomer Buster .477 Militech LGP-204 .477 Neemis .52 OrkSlayer Nippon Ind. State 13mm Chunyokai Norse Tech Asgard .525 Norse Tech S. Viking .577 Norse Tech Tyr .50 Magnum Ronin Arms Axe 14mm Salavette Gaurdian Sul-Huvascar Arm. Gaurdian Tiger Shark .75 TW Inferno Bolt Pistol

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd 2/rnd 4/rnd& 2/rnd 2/rnd 2/rnd& 3/rnd 2/rnd 1/rnd 2/rnd 2/rnd 3/rnd 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd^ 2/rnd^& 2/rnd 2/rnd

4 5 3 2 7 3 4 6 5 5 3 4 3 5 4 3 1 1 8 5

90 75 90 95 90 95 75 85 90 75 95 85 95 95 95 95 80 80 65 75

4 4 1 2 1 2 3 3 4 2 2 1 2 3 1 1 1 1 3 4

4 5 4 3 2 3 3 2 3 4 5 4 4 4 2 3 5 5 5 5

43 34 35 30 15 30 35 18 30 40 45 13 35 44 15 35 39

39 15 34 Projectile Machine Pisto 20 5 10 5 10 10 10 10 15 10 10 10 10

GHT-85 Hound's Tooth AutoMag 5mm Machine Pistol Militech Mini-Gat 5mm Seburo Firesplash 5.7mm Seburo C-25a 5.7mm Zastaba CZN-M22 7mm Arasaka PMS 7mm Crusader Machine Pistol 7mm TLI Rapid 7mm TLI Rapid-Burst 9mm Beretta 200ST 9mm Beretta 200ST-Burst 9mm Stear TMP

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd^ 2 Bursts^* 4 Bursts* 3 Bursts* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2/rnd 2 Bursts^* 2/rnd 2 Bursts^* 2 Bursts^*

4 3 6 2 3 3 3 3 3 3 3 4 5

70 65 70 75 75 75 70 85 45 45 70 70 60

2 4 3 2 3 3 3 2 4 4 3 3 3

2 2 4 2 3 3 3 3 4 3 3 3 3

Beretta 95R CDEM Catalyst DRC 765 Hammerhead Assault Pistol Hammerhead Over-Clocked Assault Pistol HK MP-2013 HK VP90z IMI Mini Uzi IV Nomad FGR Pk-8 Krupp Assault Pistol Raust PD-3 Mini Suranam .177 Hyper-Velocity Vatacina Barrage Pistol Beretta PM-15 Berretta Model 70 HK G21 HK MP-7 TX Militech M-24 Militech Viper Neemis UIII Neemis UIV Remington M-8LCAW Seburo G5 Seburo J6 Seburo J9 9mm Para 9mm Seburo GC-1 Cyclical Uzi GRU Popper IMI Uzi III Ingram MAC-10B Smartgun Ingram Morning Star Manex Caldaron Special Mantis Equilibrium Mantis MP5A3X Misca Growler

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@

3/rnd^ 2 Bursts^* 2 Bursts* 2^ 4^ 2 Bursts^* 4/rnd& 2 Bursts^* 2 Bursts^* 2 Bursts* 3 Bursts 4/rnd& 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^$* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 3 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^*

3 2 6 6 8 3 3 3 3 6 8 3 4 3 3 4 3 2 3 4 3 4 4 4 4 4 4 5 4 5 3 3 5 3 4

70 75 75 65 55 80 80 75 75 60 40 80 70 70 80 80 70 70 75 75 75 75 75 75 60 75 75 65 75 80 80 80 80 85 80

3 3 2 5 9 1 1 2 3 5 6 2 3 3 1 1 3 3 3 3 3 3 3 3 3 3 4 4 2 2 2 2 4 3 3

2 4 2 4 3 3 2 2 2 4 2 3 2 3 2 3 2 1 2 2 3 3 2 3 3 3 4 2 2 2 3 4 4 4 4

10 43 22 37 29 10 10 10 10 25 8 12 10 12 10 11 10 5 10 10 12 10 10 10 10 11 37 10 10 10 13 40 37 43 38

RJC ZK-22 Seburo MW-0206 Stolbovoy STS 10mm Machine Pistol 10mm Machine Pistol-Burst

2H Proj@ 2H Proj@ 2H Proj@ 1H Proj 1H Proj

2/rnd^ 2 Bursts^* 2 Bursts^* 2/rnd 2 Bursts^*

3 4 4 3 3

95 90 85 65 65

2 3 1 4 4

4 3 6 1 2

38 11 65 10 10

Mydron "Auto" pistol NEMA Automag 10mm Mag Sul-Huvascar Arm. P-18A Wayland-Yutani WAC-23/3 10mm Submachine Gun Arasaka Minami-10 Callahan full-bore auto-lock 10mm Cyberdyn P1000 SMG HK MP503A3D5 Mirage S10 Rapier Raust X-GF Seburo TK-513 10mm Ameritech Dryfire-2 Arasaka DE-MAG 11mm Beretta 1010 10mm Beretta MP105 Colt Mauser & Grey Cobra TZ-120 Colt Mauser & Grey M24A3 Cyberdyn Assault SMG Cyberdyn M238 FN Drummer Boy FN P180 HK 2057 HK MP6 IMI Scarab Ingram "Big Mac" Manex SD88 Manex STR88 Manex XMG-50 Manex XR77 EPS Mantis MP10XSD Mustang Arms ARS-5C

1H Proj 1H Proj 1H Proj 1H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@

1 Burst* 2 Bursts& 2 Bursts&* 2/rnd^& 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 3 Bursts* 2 Bursts^* 3 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* &^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^*

6 5 4 2 4 3 3 4 3 4 7 4 3 4 4 3 3 4 4 3 3 3 3 4 3 4 3 5 3 3 3 3

85 75 85 80 65 70 80 85 70 90 80 75 80 70 70 95 75 70 80 85 80 95 80 80 75 80 85 80 85 80 80 90

2 2 3 3 4 3 4 2 3 2 5 3 3 3 3 3 1 3 3 3 1 3 1 1 4 4 2 2 2 1 4 3

6 2 2 2 2 2 4 4 3 2 5 2 2 3 2 2 3 2 5 2 3 2 3 3 2 3 3 3 4 5 5 3

22 8 20 13 10 10 70 19 34 10 45 11 10 32 17 12 32 17 25 17 35 12 32 32 11 35 32 32 44 15 46 32

NE-2054 Medusa SMGcam NIS 11mm SC Kyogo 144 Sternmeyer SMG-21 11mm Stetta Machine Pistol Steyr Mpi-25

2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@

2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^*

4 3 5 4 4

90 85 85 80 85

2 1 3 3 3

2 3 3 3 3

22 15 32 10 15

Tsunami Arms SHOU-01 Walther Series 6 Pan-Oceanic Paltik 12mm Bubo "Mincer" SMG CAT P1000 Cyberdyn CGW-06 HK MP3000 HK MPK-2020 12mm Jade Arms JCC-601 Jade Arms K-42 Disappointment Magpul PDR-C Militech Skorpio 12 Pan-Oceanic ACR-556 Pan-Oceanic ASG-2 Wayland-Yutani WAC-A20 Jade Arms JCC-602 Lyran Alliance Gunther MP-20 Malorian Arms 3600 14mm 5mm Light Rifle 10mm Medium Rifle CDEM 24 8mm Lan'yanay Wood Bolt Ultima Ratio 7.62mm Walther SPR-96 10mm Militech 2100 Sniper FN Pinpoint FN-R99 Watchmaker HK MPXS1 Malorian Arms SRI-17 12m Heavy Rifle AK Navy Ojotnik Sniper Arasaka Cheyenne Arasaka JDF-AR Arasaka Kajiya Arasaka Spirit LR-4 Colt Mauser & Grey G-150 Cyclical 15SR Light 50 Federated Suns Long Rifle HK MSG55 HK PSG54E HK98UK Jade Enfield LO-20

2H Proj@ 2H Proj@ 1H Proj 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

2 Bursts^* 2 Bursts^* 2 Bursts^&* 3 Bursts 2 Bursts^* 2 Bursts^&* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^&* 2 Bursts^* 2 Bursts^&* 2 Bursts^&* 2 Bursts^&* 2 Bursts^* 2 Bursts* ^* 2/rnd 2/rnd 2/rnd2/rnd 2/rnd2/rnd 2/rnd< 2/rnd 2 Bursts^* 2 Bursts^* 2/rnd 2/rnd 2/rnd& 2/rnd 2/rnd^& 2/rnd2/rnd 2/rnd^ 2/rnd 2/rnd2 Bursts* 2/rnd 2 Bursts* 1-

4 4 6 5 3 5 3 6 6 3 3 3 3 5 5 6 7 7 2 2 4 3 3 3 2 2 3 4 4 2 3 6 4 5 6 3 7 3 4 3 3 2

60 65 65 60 95 95 80 80 70 75 85 70 95 90 70 70 80 85 65 65 90 99 75 75 70 90 85 85 60 65 85 85 90 75 90 85 70 90 80 80 80 95

3 4 4 9 4 2 1 1 5 2 3 3 4 3 4 5 4 3 3 3 2 1 2 4 4 2 3 2 5 3 3 4 2 4 4 2 4 2 2 1 1 1

2 2 1 4 2 6 3 3 4 3 6 3 6 4 4 4 4 3 3 3 5 6 4 5 4 11 7 4 8 5 23 16 24 7 17 45 30 35 13 7 7 18

11 19 4 36 24 64 32 32 39 32 58 32 64 40 40 39 12 30 30 50 80 122 75 88 70 252 155 70 157 100 188 234 467 140 246 95 583 85 275 140 140 350

Projectil

Mantis Falcon 14mm Mephisto Sniper Promethion Artemis 12mm Raust Decapitator Remington Gyro Sniper Yungang Type 7.6 Sniper Multi Sniper Rifle Arasaka Dahiyari Arasaka WSSX Sniper 20mm Arasaka Yari 30mm Barrett-Arasaka Hiyari Barrett-Arasaka Light 20mm CAT SR3500 Colt Mauser & Grey M2X 20mm

2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj XX 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

2/rnd 2/rnd 3/rnd 2/rnd 2/rnd2/rnd& 2/rnd 2/rnd2/rnd 2/rnd 2/rnd 2/rnd 2/rnd^ 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 3/rnd 2/rnd1/rnd 2/rnd! 2 Bursts^* 2 Bursts^*< 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2/rnd 2 Bursts 2 Bursts^* 2 Bursts^* 2/rnd

4 3 3 3 2 3 4 6 6 8 8 5 7 5 9 6 7 5 4 5 3 5 4 4 6 2 2 2 2 2 2 2 2 4 2 2 3 3 3 2

65 95 80 70 80 75 80 75 75 65 70 70 70 75 65 75 65 95 85 70 50 70 50 75 80 95 95 95 70 75 70 80 75 65 65 60 60 70 55 70

5 2 2 5 2 3 2 4 4 5 5 5 4 3 6 3 4 3 2 6 5 5 6 3 2 1 1 1 3 4 3 3 2 3 3 3 3 3 1 3

33 10 25 29 5 18 13 18 7 22 13 3 21 8 20 35 17 50 6 6 6 7 18 6 18 11 18 5 2 3 2 2 3 3 3 2 2 2 3 2

641 196 495 554 75 183 275 350 155 432 275 10 209 150 450 80 321 160 120 120 120 155 350 126 350 109 183 52 25 25 25 25 25 25 25 25 20 25 25 25

Cyberdyn Electrothermal Anti-Material Rifle2H Proj Federated Suns Zeus Heavy Rifle 2H Proj HK DRS-4 15mm 2H Proj House Liao M-9000 Advanced Sniper Imperial Exitus Rifle Imperial Psycannon Militech .477 Boomer Buster Seburo M7 Towa Type 00-Kai TR-116 Projectile Rifle Tsunami Arms Raijin 20mm Viggo Legacy Viggo Provider .78 Viggo Savage HK 33A5 Militech Ronin 5.56mm Mirage R5 Spear Neemis M-19 SA-80 5.56mm Sig 541 5.56mm Steyr Aug C-22 (SAC-22) 5mm Assault Rifle 5mm Assault Rifle-Burst Arasaka VZ88v Darra Polytechnic M-9 GAW Mark 55 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@

Projectile As

GAW Mark 55-Burst GRU S5 (Soldier-5)) Militech M-31A1 Militech Ninja .22 Arasaka M-2012 6.5mm Browning BG-13 6mm

2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj 2H Proj

2 Bursts 2 Bursts^* 4 Bursts^*< 2 Bursts< 2 Bursts^* 2 Bursts^*

3 3 3 1 3 2

70 75 75 75 70 80

3 4 5 4 3 1

2 2 4 3 3 3

20 25 48 30 85 90

CDEM Copperhead 8mm GAW Mark 70 GAW Mark 70-Burst Militech G12A3Z Militech High Power 15 Militech Mk 4 6mm Mirage R10 Lance NEMA 5.56mm Assault Sternmeyer CG-13B Arasaka WAA CDEM Grunt 9mm Colt Mauser & Grey M-18

2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj@ 2H Proj@

2 Bursts^* 2/rnd 2 Bursts^* 2 Bursts^*< 2 Bursts^*< 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^*

4 2 3 5 3 2 3 5 2 3 3 3

80 70 70 75 75 75 70 85 55 70 80 70

2 3 3 4 4 4 3 3 3 3 2 4

9 2 2 3 3 3 3 4 5 2 4 4

185 25 20 32 65 30 30 43 90 40 111 40

Federated Suns Light-15 HK 77UK 9mmcls Militech Dragon Stolbovoy ST-5 10mm Assault Rifle 10mm Assault Rifle-Burst Assault Vulcan GAW Mark 90 GAW Mark 90-Burst GHF-K47 Hound's Fang GRU T10 (Trooper 10) HK 77AC 10mm Kendachi Aurora 7mm Kroot Rifle Malorian Arms EAW-09 Militech MAR-20 Militech MK 5 Misca Pirahna 11mm Raust AK Unlimited 10mm

2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2/rnd 2 Bursts^* 2 Bursts 2/rnd 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^*

4 3 2 4 2 3 6 2 3 6 3 3 3 7 4 4 5 4 4

95 70 75 95 60 60 30 70 70 60 75 70 90 85 85 80 75 85 80

4 3 4 1 3 3 5 3 3 5 4 3 2 2 4 3 4 3 3

3 3 3 4 2 3 3 2 2 15 3 3 22 3 20 5 6 5 9

25 34 30 40 40 30 45 25 20 146 30 25 223 30 196 50 60 52 183

Arasaka Poseiden Norinco Gong Cyberdyn M22

2H Proj@ 2H Proj@

2 Bursts^* 2 Bursts^&*

7 4

60 85

8 3

3 4

25 40

Jade Arms K-23 Killjoy Jade Enfield LPA1 Morita TW-201-s Wayland-Yutani Reflex Battle Rifle Cyberdyn Assault Rifle Cyberdyn CAW4000 Free Worlds League Imperator AX-22

2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj 2H Proj 2H Proj

2 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^&* 2 Bursts^* 2 Bursts^&* 3 Bursts^*

3 5 5 3 4 5 4

95 90 95 65 85 85 75

3 4 4 4 3 3 4

7 5 4 7 5 5 30

68 50 15 68 47 40 80

Heckler & Koch G12A3Z

2H Proj

2 Bursts^&*

90

40

Jade Arms K-25 Sorrow Malorian Arms EAW-09 Nomad GR-56

2H Proj 2H Proj 2H Proj

2 Bursts^* 2 Bursts^&* 2 Bursts^&*

3 5 4

95 90 90

3 4 4

9 5 5

91 47 47

Pan-Oceanic Spitfire Promethion Shepherd 12mm Seburo M9

2H Proj 2H Proj 2H Proj

2 Bursts^&* 2 Bursts^* 2 Bursts^*

6 4 4

90 80 80

5 2 5

5 4 6

48 42 60

TK Assault Rifle

2H Proj

2 Bursts^*

85

25

70

Vatacina MT-4 Assault Rifle Yu Jing Spitfire Multi Rifle Ariadna AK Navy Chain Rifle Ariadna AK Navy Ontego Ojotnik FGA SG-9 Alraun Militech Combi Rifle

2H Proj 2H Proj 2H Proj XX 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@

2 Bursts^& 2 Bursts^&* 2 Bursts^&* 3 Bursts^* 2 Bursts^* 2 Bursts^* 2 Bursts^&*

5 6 6 5 4 5 4

85 90 90 85 90 60 85

4 6 6 3 4 5 5

5 5 5 5 9 15 6

54 48 40 40 91 146 63

NIS Komatsu G-11 6.5mm

2H Proj@

95

75

Nomad CZN-M22 Nomad MN-41 Chain Rifle

2H Proj@ 2H Proj@

2 Bursts^&* 3 Bursts^*

5 6

95 85

4 4

5 3

40 28

Pan-Oceanic ARS-5C Pan-Oceanic BR-404 Chain Rifle Pan-Oceanic Sowet Blackhand Yungang Type 5 Chain Rifle Imperial Bolter Morita IW-203-a "Ape Special" Malorian Arms Aspen 15mm Militech MMP-80 14mm S & M Thunderblast 13mm

2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Projectile 2H Projectile 2H Proj 2H Proj 2H Proj

2 Bursts^&* 3 Bursts^* 2 Bursts^&* 3 Bursts^* 2 Bursts 2 Bursts^* 2 Bursts^* 2 Bursts^&* 2 Bursts^*

5 6 5 6 5 9 9 8 5

80 85 80 85 75 90 90 90 85

5 4 5 4 4 6 3 3 2

8 5 5 4 4 3 9 5 8

60 47 34 39 36 30 183 34 150

NIS SC Kyogo Tll S & M Cyborg Assault F 13mm NA-LB1 Laser Bow EagleTech Handbow Hammer M-11 Bolt Pistol Huntress Wrist Crossbow Panther Pistol Crossbow

2H Proj@ 2H Proj@ 2H Energy 1H Proj 1H Proj 1H Proj 1H Proj

2 Bursts^&* 2/rnd 1(2)/rnd 1/rnd 2/rnd 1/rnd 1/rnd

4 4 3 5 6 5 4

85 40 60 65 80 65 70

2 4 4 3 2 3 4

3 4 3 2 3 2 3

40 38 31 15 15 15 15

Bows/Crossbo

Raven Pistol Crossbow EagleTech Cougar EagleTech Sabertooth SB EagleTech Stryker Militech UAW MysticTech Arrowgun Arasaka Stingray 2 EagleTech Nighthawk EagleTech Scorpion EagleTech Tigercat SB EagleTech TomKatt Cyberbow Ranger X-Bow

1H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj@ 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj@

1/rnd 1/rnd 1/rnd 1/rnd 2/rnd^ 2/rnd 2/rnd 1/rnd 1/rnd 1/rnd 1/rnd 1/rnd

3 5 5 5 4 4 5 2 5 5 5 5

90 65 65 65 70 85 70 90 65 65 65 80

2 3 3 3 2 2 4 2 3 3 3 1

2 3 3 3 5 5 10 10 6 3 3 4

15 30 30 30 50 20 100 109 50 30 40 50

Neemis Omega NG-MC1 Mega Crossbow Ranger Quad X-Bow 200 Reid Vampire Killer TW Swarm Crossbow GAW Mark 217 Pine Needler HK Pulser 10 Hornet NP Malorian Arms MX Pocket Malorian Arms Silver Gun Mirage Zipper Needle Pistol Palm Needle Thrower Steyr NY-5 Colt Mauser & Grey X42 Super Shredder

2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

1/rnd 1 1/rnd 2/rnd 1/rnd Special Special Special Special Special Special Special 1 Special Special

7 6 6 5 5 6 5 5 4 5 6 5 4 5 5

65 75 80 80 75 40 45 55 85 85 55 30 15 60 60

3 4 1 1 4 4 4 3 2 2 3 4 6 3 4

18 16 11 4 16 3 3 3 2 3 3 3 1 3 2

184 163 117 45 163 10 10 10 8 12 10 10 3 10 15

Flechette/N

Dark Eldar Splinter Pistol

1H Proj

Special

75

40

Eldar Chain Saber Eldar Shuriken Pistol

1H Proj 1H Proj

Special Special

5 5

75 75

3 3

3 3

10 10

NIS Komatsu Viper PDP Thrasher Pistol Colt Mauser & Grey AM-280 GAW Mark 282 Lancer Needle Carbine Dark Eldar Stinger Imperial Ripper gun Malkovitch Death Disk Malorian Arms H. Flechette Malorian Arms MXP Malorian Arms Quicksilver Malorian Arms Trinity Minbari Crystal Sliver Gun

1H Proj 1H Proj 2H Proj 2H Proj 2H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

Special 2/rnd Special Special Special 2/rnd Special 1/rnd Special Special Special Special Special

2 4 8 7 5 7 5 9 6 5 7 6 4

85 70 50 40 30 75 45 80 85 85 85 85 65

3 1 5 4 4 3 3 2 2 2 2 2 4

3 3 5 3 3 4 4 3 4 3 3 3 7

10 10 45 10 20 40 40 31 15 15 15 10 15

NIS Komatsu MPF-11 Slicer GR-Flechette gun

1H Proj 1H Proj

Special 2/rnd

2 6

85 70

2 1

3 8

10 82

TW Xyclos Needler Yuatja Dart Launcher GAW Mark 276 Vacillator HK MPF2020 Hornet NP Super Stopper Malorian Arms Golden Gun Mirage Super Zipper Needle Rifle Steyr NY-12

1H Proj 1H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

Special Special Special Special Special Special Special Special Special

9 6 6 5 6 6 6 6 5

80 70 40 45 55 85 55 30 60

3 3 4 4 3 2 3 4 3

5 3 3 2 3 3 3 3 3

45 15 10 20 25 25 25 25 25

Dark Eldar Shardcarbine FN Violet Shade HK Pulser 100 Misca Specter Raust Intruder Colt Mauser & Grey Flechette

2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj@ 2H Proj

Special Special Special Special Special Special

6 5 5 4 6 4

75 70 45 75 70 80

3 2 4 3 3 4

5 3 3 3 3 5

20 30 25 11 24 12

Dark Eldar HellGlaive

2H Proj

Special

75

81

Dark Eldar Hexrifle

2H Proj

2/rnd

80

12

120

Dark Eldar Splinter Rifle

2H Proj

Special

75

81

Eldar Scorpion Claw Eldar Shuriken Catapult Malorian Arms Claymore Thrasher Rifle Ares Mamba Manex Shredder Heavy Needler

2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj

Special Special Special 2/rnd Special Special

7 6 7 6 7 5

75 75 85 70 65 85

3 3 2 1 4 3

8 8 5 3 3 5

81 81 35 15 27 12

Dark Eldar Splinter Cannon

Support

Special

75

81

Eldar Shrieker Cannon Eldar Shuriken Cannon

Support Support

Special Special

8 7

75 75

4 4

8 8

81

81 Projectile Shotguns/F 9 15

3mm Flechette Manex Mikado Short

1H Proj 1H Proj

2 Bursts* 2 Bursts*

2 6

90 75

2 3

2 3

Manex Overlord Short Militech Black Widow Militech Crusher SSG Militech Silver Shadow Seburo PAS-16 USAriadna MAS-12 Exploder Yuatja Scattergun

1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj

2/rnd 2 Bursts* 2/rnd 2 Bursts* 2/rnd 2 Bursts* 2 Bursts*

5 5 6 5 6 9 3

80 80 80 80 90 80 70

3 2 2 2 5 3 3

3 3 2 3 3 3 3

15 30 15 25 25 19 15

TW Thunderbolt Shotgun 15mm Auto Shotgun 15mm Auto Shotgun-Burst 15mm Flechette 15mm Shotgun 15mm Shotgun Sawed-Off 18mm Cyclical SPAS-12 20mm Auto Shotgun 20mm Auto Shotgun-Burst 20mm CDEM 870IC 20mm Shotgun 20mm Shotgun Sawed-Off Arasaka Kai Arasaka WCAA

2H Energy~ 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

2/rnd! 2/rnd> 2 Bursts*> 2/rnd! 2/rnd 2/rnd 2 Bursts*> 2/rnd> 2 Bursts*> 2/rnd! 2/rnd 2/rnd 2/rnd^ 2 Bursts*>

4 2 3 5 2 2 3 2 3 3 2 2 7 4

75 60 60 60 60 60 65 60 60 75 60 60 70 65

4 3 3 3 3 3 4 3 3 4 3 3 5 4

4 3 3 3 3 2 3 3 3 2 3 2 5 2

38 20 15 25 20 10 20 25 20 13 25 15 20 13

Ares E2-SS Gunpod CDEM Dominator Constitution Arms Hurricane GAW Mark 72 Buckeye GAW Mark 72a Buckeye GAW Mark 72a Buckeye-Burst Gilgamesh Shot-Rifle HK S-10 Assault Shotgun HK/Militech PF44 Flechette Jade Enfield AS-7 JCC-604 Minotaur Malorian Arms SubFlechette Malorian Arms SubFlechette-Burst Manex Mikado Manex Overlord Militech Bulldog Militech M-17

2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

2 Bursts* 2/rnd> 2 Bursts* 2/rnd 2/rnd> 2 Bursts*> 3/rnd 2 Bursts* 2 Bursts 2 Bursts^* 2/rnd^ 2/rnd> 2 Bursts*> 2 Bursts* 2/rnd 2 Bursts* 2/rnd

3 3 4 2 2 3 8 2 10 3 6 4 5 5 4 3 3

85 85 85 70 70 70 55 70 80 80 65 80 80 75 80 80 65

2 2 5 3 3 3 6 1 2 2 5 1 1 3 3 2 4

3 3 3 3 3 3 5 3 2 3 2 3 2 5 5 2 2

30 20 20 20 20 25 47 25 15 25 13 25 10 20 20 15 13

Militech M46 Combat Militech Sasquatch Misca Thunderer Mustang Arms Raider Riot Promethion Slider Raust Interloper Seburo H22 Seburo H23 Tsunami Arms Helix 10ga Tsunami Ragnarok CAW USAriadna AA-12 Trenchsweeper USAriadna Ardvark Yu-Jing Boarding Shotgun 14mm Raust Pacifier

2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@

2 Bursts* 2/rnd> 2/rnd! 2 Bursts*> 2/rnd! 2/rnd> 2 Bursts* 2 Bursts* 3 Bursts* 2 Bursts* 2 Bursts* 2 Bursts* 2 Bursts* 2/rnd^

3 4 4 3 6 4 5 5 7 5 4 5 3 3

80 85 85 75 80 70 60 60 55 55 85 80 90 85

2 5 2 4 3 3 3 4 4 4 2 2 4 2

5 6 4 2 5 3 3 3 3 3 5 3 3 2

20 25 12 13 20 18 25 25 20 20 54 25 25 14

FGR FS-5 Klapper Boarding Gun

2H Proj@

2 Bursts*>

80

15

Pan-Oceanic Boarding Shotgun-12

2H Proj@

2/rnd

85

25

Raust Pig-Sticker Remington Sodom CDEM Minimi LMG FN Browning MG-6 5.56mm HK G-6 ASW 6mm Militech Renegade 10mm FN-Mag 5 10mm Lt Machine Gun 10mm Med Machine Gun Ares MP LMG Constitution Arms Cyclone

2H Proj@ 2H Proj@ Support Support Support Support Support Support Support Support Support

2/rnd 2/rnd^ 2 Bursts* 2 Bursts^* 2 Bursts^* 3 Bursts^* 2 Bursts* 2 Bursts* 2 Bursts* 2 Bursts* 3 Bursts^*

5 3 3 2 3 3 3 3 3 3 4

95 90 75 75 75 65 75 60 60 70 60

2 3 3 3 3 2 3 4 4 2 4

1 3 8 4 5 2 5 3 5 3 4

10 25 75 100 113 20 60 50 50 60 35

Projectile Ma

Cyclical Iblis FN Browning BAR-AL15 GAW Mark 25 Screamer GAW Mark 34 Duster HK G-80E

Support Support Support Support Support

3 Bursts* 3 Bursts^* 3 Bursts* 2 Bursts* 3 Bursts^*

6 5 3 3 3

80 75 70 70 75

6 3 2 2 3

10 14 3 5 6

98 135 50 50 120

Militech RRCR "Archer" Misca Annihilator Towa Type-8 12mm Heavy Machine Gun Askan AS Bourkon HMG Militech M-232 SAW Militech Vindicator Minigun MW-206 Derringer Light Rotary Cannon MW-5050 Twin .50 Autocannon Raust Room Cleaner Arasaka H-23 Howler Jade Arms K-49 Hellcat Kroot Gun M56A2 Smart Gun Mantis Executioner 13mm

Support Support Support Support Support Support Support Support Support Support Support Support Support Support Support

5 Bursts* 4 Bursts* 2 Bursts* 2 Bursts* 2 Bursts* 3 Bursts^* 4 Bursts* 3 Bursts 4 Bursts 2 Bursts 4 Bursts* 3 Bursts^* 2 Bursts* 2 Bursts* 2 Bursts

2 5 4 5 6 4 7 10 11 8 8 4 8 6 6

45 75 35 60 65 65 65 75 70 65 60 85 85 80 60

5 2 7 4 5 2 3 5 5 4 6 4 3 3 4

4 6 3 10 11 20 15 2 3 3 35 13 4 10 11

40 67 50 100 105 50 50 27 40 13 70 130 64 160 110

Militech Mk 12 MW-265 Sixgun Rotary Cannon Multi HMG GAW Mark 312 Hot Shot Mirage Punch Taser Pistol ATA "20K" Hornet SP2 Taser Carbine GAW Mark 512 Overload Taser Rifle Mirage Slammer HK P-11 NE-28R Wrist Launcher Rocket Pistol RP-C20 Rocket Pistol Tsunami Express Tsunami Thunderclap GAW Mark 236 Firefight GAW Mark 236 Firefight-Burst Rocket Rifle Rocket Rifle-Burst RR-C40 Rocket Rifle Rocket Carbine Rocket Carbine-Burst Illapa-1 Rocket Pistol Tsunami Ramjet Sniper Eldar Reaper Launcher Eldar Reaper Launcher-Burst

Support Support Support XX 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 2H Proj@ 2H Proj 2H Proj 2H Proj@ 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ 2H Proj@ 1H Proj 2H Proj 2H Proj 2H Proj

2 Bursts^* 4 Bursts 2 Bursts* 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd& 2/rnd 2/rnd 2/rnd 2/rnd 4/rnd 3 Bursts 2/rnd 2 Bursts* 2 Bursts* 2/rnd 2 Bursts* 2/rnd 2/rnd 2/rnd 2 Bursts*

8 12 7 5 4 5 5 4 5 5 5 5 3 2 4 3 4 4 4 4 4 4 4 4 4 6 4 4 4

75 65 90 45 40 35 40 50 35 45 35 40 70 75 45 45 65 65 60 60 45 45 55 45 45 65 65 80 80

6 6 5 3 4 4 3 2 4 3 4 4 3 2 4 1 2 2 3 3 4 4 2 4 4 5 2 3 3

6 3 6 2 2 2 2 2 2 2 2 2 5 26 5 4 5 5 5 5 5 5 4 5 5 2 5 4 4

60 40 55 3 3 3 3 4 5 10 10 10 110 264 100 37 95 125 100 75 100 75 37 100 75 20 100 80 80

Taser

Rocke

Eldar Tempest Launcher Illpa-5 Rocket Rifle Jade Enfield 25mm Cockerill Malorian Arms .75 Assault

2H Proj 2H Proj 2H Proj 2H Proj

2/rnd 2 Bursts* 2/rnd 2/rnd

5 7 9 6

80 65 75 60

3 5 6 3

3 8 150 4

60 81 375 75

Militech AM-3 30mm NE-800 Rocket Assault RAR-C15 Auto Rocket RA-C15 Rocket Autocannon Confed C-244 Confed C-244-Burst Capellan Confed Mandrake Misca Tornado-6 TW Magefire Wood Rail gun TW StormSpire Shard Pistol Ammodyne AR-110 Razor Disk Gun Ammodyne AR-210 Grapeshot

2H Proj 2H Proj 2H Proj Support 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj~ 1H Proj~ 2H Proj 2H Proj

2/rnd 2/rnd^& 3 Bursts* 4 Bursts* 2/rnd 2 Bursts^* 1/rnd 2/rnd^& 2 Bursts^* 2 Bursts^* 2/rnd 2 Bursts

12 9 6 8 6 8 3 3 5 4 5 7

70 75 55 55 55 55 95 85 75 75 70 70

2 2 2 3 3 3 1 4 4 4 4 4

160 26 7 10 5 5 3 18 9 2 6 2

400 264

77 99 Magnetic Linear Acce 80 65 10 180 92 21 61 21

NE -16 Not Nailed Down Spindel 120 Arasaka 30-M Draygon Little Storm GAW Mark 281 Rocketteer GR-10P Gravity Pistol GR-45HP Heavy Gravity HK MA41 Mirage XL-3 MLA Pistol Ammodyne AR-36 "Clenched Fist"

2H Proj 2H Proj@ 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 2H Proj

1/rnd 2/rnd 2/rnd 1/rnd 2/rnd 2/rnd 2/rnd^ 2/rnd 2/rnd 2/rnd 2 Bursts

4 5 4 4 5 6 7 4 5 5 7

80 70 75 85 65 75 75 70 65 45 70

3 5 4 3 4 3 3 2 4 5 4

16 3 5 2 5 5 5 5 5 5 9

160 10 100 18 100 46 46 100 100 100 92

Imperial Hellrifle M42A Scope Rifle Misca Screamer MASR Naut'Yll Harpoon Rifle Naut'Yll Harpoon Rifle-w/ Cable Neratech "Fletcher 12" Splugorthian UW Railgun Horune Harpoon Rifle Northern Gun NG-101

2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@ Support

2/rnd 2/rnd 2/rnd 1/rnd 1/rnd 2/rnd 2 Bursts* 2/rnd 2 Bursts*

4 5 4 7 8 6 6 7 6

75 75 80 80 80 55 80 75 65

5 3 3 4 4 2 3 4 3

5 10 6 6 1 6 3 2 12

48 300 180 61 15 60 30 15 120

Triax TX-50 Railgun Ammodyne AR-41 "Howler" Arasaka 90-M CJA-R10 Railgun Draygon Lightning Storm Federated Suns Thunderstroke GAW Mark 287 Pillum GR-15AR Gravity Assault GR-15SR Gravity Sniper HK AMRa MK2 SSRG12 HK MA53 Jade Arms KM-01 Excaliber Jade Arms KM-L2 Sniper Militech XR-1 Mirage XL-5 Misca Tornado-12 MLA Rifle NE-871 Raildriven Fragmenter NE-Tau PlasRail Rifle Tau Rail Rifle VibroHarpoon Launcher Jade Arms JCC-606 Banshee

Support 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj@

2 Bursts* 2 Bursts 2/rnd 2 Bursts* 2/rnd 2/rnd 2/rnd 2 Bursts^* 2 Bursts^* 2/rnd 2/rnd 2 Bursts^* 2/rnd^ 2/rnd 2/rnd 2 Bursts^* 2/rnd 2/rnd 2/rnd^& 2/rnd 1/rnd 2/rnd 8 Bursts 4 Bursts* 4 Bursts* 2 Bursts* 4 Bursts* 2/rnd 2 Bursts* 3 Bursts* 1/rnd 2 Bursts* 2 Bursts*

8 8 5 6 7 7 5 9 8 7 5 5 4 6 5 4 5 6 4 4 4 6 7 12 12 7 8 9 11 9 13 5 6

75 70 75 80 85 80 70 75 75 70 70 80 80 75 65 85 45 80 80 75 65 65 75 75 75 75 75 85 45 65 60 55 75

3 4 4 4 3 4 4 3 3 2 2 2 2 2 4 5 5 3 2 2 4 5 5 5 5 3 3 4 6 7 6 6 4

16 12 5 2 5 30 5 6 12 6 5 12 31 2 5 36 5 5 13 12 3 6 16 12 9 11 11 7 12 15 12 6 9

160 117 200 122 46 80 200 58 116 221 200 118 310 80 200 360 200 100 132 120 10 58 162 122 92 121 121 67 121 151 24 61 93

Arasaka ARC-2 Nighthawk Defense System Support Arasaka AT-1200 SuperRail Support Arasaka AT-600 Rail Gun Support Coalition C-200 Dead Man Support Coalition C-40R Support Draygon Stormstrike H-600 Railgun Hyper-Rapid Magnetic Cannon IW-422 Hell Seed Y-Rack Kittani K-500 Railgun NEMA R-660 Striker Support Support Support Support Support Support

NEMA R-670 Lightning

Support

2 Bursts*

75

10

95

NE-Tau Medium Rail Gun Northern Gun NG-202

Support Support

1/rnd 2 Bursts*

7 6

80 65

3 3

22 12

660 120

RheinMetal EMG-85 KER SWTech Gurges Hyper-V Magcannon

Support Support

1/rnd 2 Bursts^*

10 9

50 65

6 6

37 5

375 50

Tau Light Rail Gun Triax TX-500 Borg Railgun Wayland-Yutani UA 57-D Ground Sentry Kelverak MM9 Wrist Rocket Yuatja Seeker Missile C-5 Pump Pistol Dark Eldar Terrorfex TX-5 Pump Pistol NE-74GL Rifle NEMA2 Underslung Grenade Arasaka AT-102 Arasaka AT-25 Pump Grenade Rifle HK XM-25 CDTE Arasaka WCCA Grenade NEMA GLR-540 Thunderer NG-GL10 Launcher UNW Hammerhead STA Minbari Gralneir GAW Mark 342 Pugsly NEMA ML-557 Destroyer CR-1 Rocket Launcher Eldar Missile Launcher Akrylat-Kanone Tau Missile Pod

Support Support Support 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 2H Proj Support Support Support Support Support Support Support Support Support Support Support Support Support Support Support

1/rnd 2 Bursts* 4 Bursts 1/rnd 1/rnd 2/rnd! 1/rnd 2/rnd! 2/rnd 2/rnd 1/rnd 2/rnd! 2/rnd 2/rnd or all 2^* 2/rnd 2/rnd 2/rnd 2/rnd 2^* 1 1 1 2/rnd

8 8 7 3 3 4 5 4 7 3 4 2 4 9 12 8 7 6 2 12 7 6 6 3

75 75 75 35 70 65 75 65 85 75 70 70 85 70 75 65 80 70 65 75 55 70 80 65

3 4 4 6 4 3 3 3 3 3 3 3 3 3 3 4 3 4 5 3 3 4 6 4

20 12 22 5 5 5 5 5 12 4 10 4 10 5 5 4 750 12 10 160 166 81 166 10

600 120 650 15 20 22 17 23 122 36 25 36 100 50 49 30 1500 120 100 400 415 162 415 150

Laun

Tau Smart Missile System

Support

2 Bursts

65

100

Airbursting Fragmentation Projector Grenade Mortar MW-558 Spitball Rocket Launcher SW-402 Triple Thud Grenade SW-402 Triple Thud Rocket SW-404 Javelin MW-209 Trip Hammer Mortar MW-209 Trip Hammer Rocket AK Navy Prashcha Grenade Launcher Askuri PanzerFaust SW-490 Blizzard Missile Pack SW-414 Rapier AA Missile Towa Type-9 TX-16 Pump Rifle CDEM Catapult Misca Apocalypse Strandherd Apollo TAFF

Support Support Support Support XX Support XX Support Support XX Support XX Support Support Support Support Support Support Support Support Support

2/rnd 1/rnd 2/rnd 3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 1 1 2/rnd 2/rnd 2/rnd! 2/rnd 2/rnd 1/rnd

2 6 5 6 6 8 7 7 7 6 9 8 6 5 5 5 7

65 55 80 70 70 70 75 75 70 80 65 70 30 65 40 45 60

4 5 4 5 5 6 5 5 3 6 4 5 2 3 5 4 2

Min17 200 72 4 6 16 8 6 4 166 16 200 5 5 11 8 83

40 500 96 40 60 160 80 60 30 415 160 400 50 49 113 75 834

Misca Zeus Raust Stormrage Mortar Misca Brimstone Mortar Mine Layer Tsunami Arms Micrometeor TW Magefire ML-20 Grenade

Support Support Support Support Support Support~

1/rnd 1/rnd 1/rnd 1/rnd 3/rnd 2/rnd

6 8 8 3 5 6

45 50 45 85 70 75

4 3 4 3 6 4

13 292 500

134 584 1000 1 Meter 50 36

5 4

Katyusha MRL

Support

1/rnd

45

13

134

Kobayashi "Cuttlefish" PGM

Support

1/rnd

70

2000

Uragan MRL Grenade Rifle NE-534 Minimissile Launcher Portable Missile Launcher Militech Urban Missile

Support Support Support Support Support

1/rnd 2/rnd 1 Burst 1/rnd 1/rnd

6 2 9 2 4

45 60 85 60 50

4 5 3 5 2

13 10 180

134 30 400 See Missile Type See Missile Type

NE-SAPM micromissle Quad PML CTT-M20 Missile Rifle Recoilless Rifle Feuerbach "River of Fire" RPG Launcher Incarceration Rifle Golan Arms RL-40 Stunnet Tangle Pistol Dark Eldar Shredder Eldar Death Spinner Eldar Spinneret Rifle Coalition CN-1 Net Gun Praxitech Pangeiston ADHL

Support Support Support Support Support Support 2H Proj 1H Proj 1H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

2 Bursts 2/rnd 2/rnd 1/rnd ^ 1/rnd 1/rnd 1/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 2/rnd 2/rnd

8 2 4 3 7 2 5 4 2 4 4 5 5 6

85 60 65 60 60 60 65 75 70 75 80 80 75 70

3 5 5 5 5 5 4 3 3 3 3 3 2 5

400

150 75 10 2 3 2 3 3 4 1 5

800 See Missile Type See Missile Type 1000 500 100 10 10 4 27 27 41 2 300

Tangle

Pursuit Security DetWebGun

2H Proj@

1/rnd

70

Pursuit Security Webgun Tangle Carbine Yuatja Monofilament Net Launcher "Skinny" Constrictor Rifle GAW Mark 318 Web'er Golan Arms RL-80a Northern Gun NGS-5 Spider King Tangle Rifle

2H Proj@ 2H Proj@ 1H Proj 2H Proj 2H Proj 2H Proj 2H Proj 2H Proj

1/rnd 2/rnd 1/rnd 2/rnd 2/rnd 1/rnd 2 Bursts* 2/rnd

3 2 2 5 3 5 6 2

70 70 85 80 75 75 70 70

4 3 4 4 3 3 4 3

2 2 2 10 2 5 10 2

5 5 10 48 10 300 50 10

Eldar Shadow Weaver Arasaka AT-6 ASP 10010 Hold Out Diplomat's Brooch Dragster VLP Lithkind Infinity Sword Mini ER Laser Mini Laser RC-10 Laser Pistol ThaanComp Derringer Vyn'Ral Needle Laser Wevertech Mini Bore Wevertech Piercer Arasaka AT-20 Sharpshot Arasaka AT-30 Combat Special Arasaka AT-8 Super ASP 10101 Laser Pistol ASP 10110 Laser Pistol Coalition C-18 Coalition C-20 (Triax TX-20) Colt Mauser & Grey Mark I Cyclical Eclipse Eldar Lasblaster ER Laser Pistol Inquisition Hot Shot Laser GHT-88 Brilliant Light H Brand H-10 Combat HI-30 Laser Pistol Inti-10 Variable Laser Pistol Lancer Laser Pistol Laser Pistol LP Night Stalker

Support 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy

1/rnd 2/rnd 1/rnd 1/rnd 2/rnd Continuous 1/rnd 1/rnd 2/rnd 1/rnd 2/rnd 1/rnd 1/rnd 2/rnd 3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 3/rnd 2/rnd 2 Bursts 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

8 6 5 6 6 9 5 7 4 5 5 8 7 7 7 8 3 3 6 6 7 5 4 5 5 8 9 5 7 6 7 5

80 75 75 40 95 70 75 80 60 60 65 70 70 75 75 75 75 75 80 80 70 75 90 75 75 70 60 60 55 70 80 70

4 4 5 5 1 6 4 4 3 4 2 3 3 3 3 3 3 3 3 3 1 2 2 3 3 4 4 4 5 3 3 3

26 3 5 2 4 3 1 1 3 5 2 1 1.5 3 4 2 15 15 2 3 3 3 8 3 3 3 2 3 3 3 3 4

130 10 15 20 35 10 5 5 30 15 18 4 7 31 32 20 25 25 24 25 20 16 163 20 24 31 18 31 30 30 20 37

Laser W

Marduk Laser Pistol Militech RB12 Minbari Hold Out Laser Mirage XR12 NEMA PLP-20 Police Special Northern Gun NG-33 Northern Gun NG-45LP P-20 Pulse Laser ThaanComp Competitor ThaanComp Quickdraw Triax TX-22 Precision Wevertech Bore Wevertech Slicer Wevertech Streaker Wilk's 320 Laser Pistol

1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy

2/rnd 2/rnd 1/rnd 2/rnd 3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 1/rnd 2/rnd 2/rnd 2/rnd

3 6 5 7 6 7 8 6 3 3 6 8 7 6 4

75 75 80 65 90 75 75 70 55 55 70 65 65 65 80

3 2 2 3 3 3 3 4 3 3 2 3 3 3 1

2 3 5 3 3 2 4 4 15 15 3 5 3 4 3

13 20 15 20 31 24 37 37 25 25 30 20 20 25 30

WI-LP3 Pepperbox Yin-Taal Needle Laser TW Magefire MP-1 TW StormSpire Starfire Imperial Hell Gun Eldar Sun Rifle ASP 10111 Laser Pistol Coalition CP-30 Eldar Hawk's Talon HI-10 Laser Pistol McKenzie A5 Pulse MET-1201 Heavy PPL-12 Panther Pulse Pulse Laser Pistol SKY-22 Laser Pistol ThaanComp Fat Boy ASP 100101 Laser Carbine Colt Mauser & Grey Mark II G-294R "Toughman" Rifle GAW Mark 227 Narwell GAW Mark 235 Mongrel Militech RB22 Narn T' Dao ThaanComp Scout UN Spacy Assault Rifle Assault ER Laser Assault Laser Dinyii Enhanced Carbine Mirage XR22 Triax WR-15 Wilderness

1H Energy 1H Energy 1H Energy~ 1H Energy~ 2H Energy 2H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@ 2H Energy@ 2H Energy@ 2H Energy@

2/rnd or all 2/rnd 2/rnd 2/rnd 2 Bursts^* 4 Bursts* 2/rnd 2/rnd 3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 4/rnd 2/rnd 2/rnd 2/rnd 2 Bursts^* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

3 4 4 4 4 8 3 5 5 6 4 6 5 7 3 3 2 7 2 7 7 6 4 2 4 5 7 5 7 4

95 85 70 70 75 80 75 80 80 60 65 90 65 70 75 55 75 70 95 75 75 75 65 55 90 75 80 95 65 70

2 3 4 4 4 2 3 3 2 4 4 3 4 4 3 3 3 1 1 2 2 2 4 3 3 3 3 2 3 2

1 2 3 3 3 8 15 2 8 3 2 5 4 1 2 15 5 3 5 3 3 3 1 5 12 3 3 4 3 5

3 24 31 31 33 163 25 18 163 31 24 49 37 50 20 25 75 25 49 25 20 25 8 75 120 25 25 37 25 49

RJC Custom Longlas "Larkin" Arasaka AT-84 Sharpshot ASP 100110 Hunting Laser

2H Energy 2H Energy 2H Energy

2/rnd 2/rnd 2/rnd

3 6 2

85 75 75

3 3 3

7 9 5

73 92 75

ASP 100111 Assault Laser ASP 110111000 ATA P-20/50 VF Sniper Coalition C-10 Light Assault Coalition C-10 Sniper Coalition C-12 Heavy Assault Coalition CP-40

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy

2 Bursts* 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd

2 2 11 7 4 8 7

75 75 70 80 80 80 80

3 3 2 3 3 3 3

5 10 9 6 8 6 6

75 300 92 61 76 61 61

Coalition CV-212 Variable Frequency Rifle Energy 2H

2 Bursts*

80

61

Colonial HI-Laser Rifle

2H Energy

2 Bursts*

95

31

Colos C-101 Political Enforcer (Maxim) Colt Mauser & Grey Mark III

2H Energy 2H Energy

2/rnd 2/rnd

2 7

75 70

2 1

5 3

150 30

Cyclical Sabre Eldar Laser Lance Eldar Long Rifle ER Laser Rifle HI-50 Laser Rifle Inti-20 Variable Laser Rifle

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy

3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

6 8 5 5 6 8

95 80 80 75 60 70

3 2 2 3 4 3

3 1 12 3 6 6

34 6 245 30 61 62

JA-9 Juicer Assassin Var. Kittani K-4 Pulse Laser Laser Rifle Marduk Laser Rifle

2H Energy 2H Energy 2H Energy 2H Energy

2/rnd 3/rnd 2/rnd 2/rnd

12 6 7 4

65 85 80 75

5 3 3 4

12 9 3 6

120 91 30 62

MET-14 Laser Rifle Militech RB32 Mirage XR32 NEMA LSR-250 Sharpshooter Northern Gun L-20 Pulse

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy

2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

7 6 7 6 8

85 75 65 90 75

4 2 3 3 3

9 3 3 9 5

92 30 30 92 49

Northern Gun NG-SR3 marksman Pulse Laser Rifle RC-15 Laser Rifle ThaanComp Assassin ThaanComp Predator ThaanComp Ranger Triax TX-11 Sniper

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy

2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 2/rnd

7 8 3 2 2 2 4

75 70 80 55 55 55 70

4 4 2 3 3 3 2

7 2 3 10 5 5 5

73 100 30 300 75 75 49

Triax TX-12SL Triax TX-42 Pulse Laser Triax TX-43 Assault Triax TXD-03 Deep Sea Assault Tri-pulse Laser Carbine Wilk's 447 Laser Rifle Wilks 457 Pulse Laser Rifle Yoka-Shan Peacemaker Dragon's Eye VLR Jade Arms JCC-607 Valkyrie

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@

1/rnd 2/rnd 2 Bursts* 2 Bursts* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd^ 2 Bursts^* 2/rnd^ Continuous 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 1/rnd 2/rnd^& 2 Bursts^* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts*

4 6 8 10 7 6 7 2 7 5 7 6 6 12 5 8 7 8 7 5 5 6 6 6 6 8 8 4 4 9 8 5 7 10

70 70 70 70 60 80 75 75 95 75 80 90 75 60 95 80 75 75 75 60 65 90 75 75 75 85 95 75 75 75 75 75 80 85

2 2 2 2 7 1 4 3 2 5 4 2 3 8 2 2 2 2 2 4 1 4 3 3 4 3 2 4 4 4 4 5 5 5

5 6 6 9 6 6 6 5 8 6 6 3 3 3 14 1 3 5 5 6 6 7 5 6 10 15 12 7 3 2 2 5 5 30

53 62 62 92 61 61 61 150 75 62 61 31 31 27 274 6 30 90 100 61 55 201 49 61 30 153 122 67 34 24 24 100 100 300

MI-L-25 Pulse Laser Submachine Gun 2H Energy@ NE-600 Pulse Laser 2H Energy@ Northern Gun L-25 Pulse SMG 2H Energy@ SW-X28 Bugbroom Support Laser Support CJA-L05 Dead Shot 2H Energy Eldar Star Lance 2H Energy GAW Mark 456 Dissector 2H Energy GAW Mark 735 Photon 2H Energy GAW Mark 743 Apocalypse 2H Energy Hi-80 Combat Laser Rifle 2H Energy Lynx Laser Rifle 2H Energy MET-28 God's Hand Sniper Northern Gun NG-L5 Northern Gun NG-SSL20 RR-X20 Dominator S-Mart LPL-7A Pulse Vengeance VLC TW Magefire "Bolter" Sniper Rifle TW StormSpire Sure Shot Dark Eldar Dark Lance Eldar Bright Lance Heavy ER Laser Heavy Laser Kittani Pulse Laser Cannon 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy~ 2H Energy~ Support Support Support Support Support

MW-X29 Scythe Laser Cannon NE-99 Rapid Fire Assault Triax X-10-453A Pulse Cannon

Support Support Support

Continuous 5 Bursts* 2/rnd

13 15 8

55 90 70

9 4 5

2 31 30

24 305 300

Blaster W ASP 010 Hold Out Mini Blaster ThaanComp Ace Wevertech Black Eye Wevertech Spitball 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1/rnd 1/rnd 1/rnd 1/rnd 1/rnd 5 5 5 5 5 70 65 65 60 60 4 4 5 3 3 1 1 1 2 1.5 3 5 3 5 6

TW D-Pocket Derringer Arasaka AT-130 Particle Beam ASP 1101 Blaster Blastech DH-17 Blaster Pistol Colonial Arms CA-15 Federation Phase Pistol GHT-95 Vaporizer Naut'Yll Particle Wave Pistol PB-60 Blaster Pistol Sirian K-10 Light Sidearm ThaanComp Slimline Triax TX-26 Particle Beam Wevertech Pugilist Wevertech Pulser ASP 1111 Blaster Blastech DL-44 Heavy Colos C-23 Fury Siang Lance Sirian K-11 Sidearm ThaanComp Negotiator Wevertech Pitbull Yoka-Shan WW-6 ASP 1001011 Blaster Carbine Colos C-45 Spec. Ops GAW Mark 349 Violence Mawn'Dyi Type 14 ThaanComp Room Broom Yoka-Shan Insurgency Assault Blaster Auto Blaster Auto Blaster-Burst

1H Energy~ 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@ 2H Energy@

2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts* 2 Bursts* 4/rnd 2/rnd 2 Bursts* 2 Bursts* 2/rnd 2/rnd 2 Bursts*

4 4 3 5 5 5 4 4 8 5 4 3 7 5 4 3 12 3 9 5 3 5 3 3 4 5 6 4 3 5 6 7

65 70 70 70 65 60 55 70 55 50 60 65 70 60 60 70 70 70 75 60 65 60 80 70 70 70 95 65 80 65 65 65

4 2 3 3 3 4 4 3 2 3 4 4 3 3 3 3 4 2 3 4 4 3 3 3 3 3 3 4 3 3 3 3

2 2 5 7 3 3 2 3 3 3 4 5 3 5 6 5 3 3 3 5 5 5 5 3 4 3 3 5 5 3 3 3

6 18 13 35 20 20 10 25 30 32 10 13 21 25 30 13 28 8 20 21 13 20 30 10 105 25 26 50 50 25 100 100

Jade Arms JSO-3 Kashmerean KIN-27 Kashmerean KIN-27-Burst Arasaka AT-230 Particle Beam ASP 1100111 Blaster Rifle Blastech T-21 L. Repeater Blaster Rifle CJA-P20 Particle Beam Colonial Arms CA-30 Colos C-53 Bushwacker GAW Mark 387 Vector Klingon Scorcher Naut'Yll Particle Wave Rifle Northern Gun NG-P67 Northern Gun NG-P7 Promethion X-W1F3 Raust Judgement ThaanComp Widowmaker Triax TX-45 Particle Beam Viking Arms J94 Yoka-Shan WW-25 Blastech E-11 Chirotech Type 3 Zhnum Type 3 Shrike Arch-25 PPC ASP 11101101 Support Coalition CTT-P40 Particle Colos C-67 Heavy Heavy Blaster Jade Arms JCC-619 Titan PB-85 Sniper Sirian K-22 Rifle ThaanComp Annihilator TW MagefireMR-15 Particle Beam AT-P1000 Particle Beam Dark Eldar Blaster GAW Mark 990 Rampage GAW Mark 994 Colossus Yoka-Shan WW-99 Escort Mini Flamer

2H Energy@ 2H Energy@ 2H Energy@ 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@ 2H Energy@ 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy~ Support Support Support Support Support 1H Energy

2 Bursts^* 2/rnd 2 Bursts* 2/rnd 2 Bursts* 4/rnd 2/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 3/rnd 4/rnd 2 Bursts* 2/rnd 2/rnd^ 2 Bursts* 2/rnd 2 Bursts^* 2 Bursts^&* 2/rnd 2 Bursts* 2/rnd 2 Bursts* 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 2/rnd& 2/rnd 2/rnd 2/rnd 4/rnd 1/rnd

5 6 7 6 4 8 5 6 5 4 5 4 10 5 6 5 6 6 7 4 4 5 3 4 13 4 6 4 5 5 5 6 7 5 8 8 5 5 7 10

90 65 65 75 70 70 65 70 60 70 70 80 55 65 60 65 65 65 70 65 80 70 55 90 70 70 65 70 65 85 50 65 65 75 75 70 70 70 80 45

4 3 3 3 3 5 3 2 4 3 3 2 2 1 1 8 5 4 3 2 3 4 4 3 2 4 2 3 3 5 4 5 4 4 4 5 4 4 3 5

4 3 3 7 3 3 3 3 3 10 4 15 6 2 4 6 6 5 4 6 10 6 3 5 6 15 6 15 5 6 8 7 15 6 31 9 5 5 5 1

110 100 100 40 10 99 30 21 30 20 37 30 61 21 36 60 63 50 36 55 20 42 34 245 305 25 61 30 80 66 79 30 30 55 61 17 40 40 30 2

Flame W

Aztech Sandman Special Flame Pistol Manoan Flame Pistol TW Necron Gauntlet of Flame Kendachi Dragon Kendachi Dragon V2 TW Magefire MP-3 GAW Mark 362 Rashtar Assault Flamer Inferno Pistol Ariadna AK Navy Lt Flamethrower Arasaka MGF-66 Eldar Dragon's Breath Flame Rifle GAW Mark 468 Roaster M240A1 Flamethrower Rostovic FL-24 GAW Mark 351 Treaty Jade Arms JCC-616 Inferno Kendachi Dragon V3 Manoan Fireball

1H Energy 1H Energy 1H Energy~ 1H Energy~ 1H Energy 1H Energy 1H Energy~ 2H Energy 2H Energy@ 1H Energy 1H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@ 2H Energy@ 2H Energy~

2/rnd 2/rnd 2/rnd 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

5 10 8 3 20 8 4 10 10 5 7 8 8 10 8 8 5 12 7 7 9

80 45 75 70 65 75 75 60 45 75 70 75 80 45 60 55 80 60 80 80 75

4 4 3 2 2 3 4 3 4 4 3 4 3 4 3 4 4 3 5 4 3

3 2 6 2 3 5 3 3 3 4 5 4 4 4 3 5 3 4 4 16

34 5 61 Flame Template 4 6 51 10 10 10 15 10 20 20 20 15 12 15 33 8 163

Inquisitorial Inferno Pistol Inquisitorial Incinerator Exterminator Inquisitorial Heavy Incinerator Dark Eldar Bloodstone Ariadna AK Navy Cinder Flamer Aztech WI-FT1 Plasma Flamer Aztech WI-NFT-1 Plasma Flamer Dark Eldar Heat Lance Jade Arms JCC-617 Immolator Kendachi Flaming Lance kittani Plasma Flamer Morita SW-226-F Hel Flamer NE Type L Thermalance Plasma Flamer TW Magefire Fireburst TW Magefire MR-10 GAW Mark 875 Nishtar Heavy Flamer

1H Energy~ 2H Energy 2H Energy 2H Energy 1H Energy~ 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy~ 2H Energy~ Support Support

2/rnd 2/rnd 1/rnd 2/rnd 1/rnd 3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts^ 2/rnd^ 2/rnd 2/rnd

6 7 3 8 4 8 9 10 8 7 6 11 8 8 11 5 9 10

75 80 70 75 75 90 70 65 80 80 85 60 65 75 65 75 60 45

4 4 4 5 2 3 3 6 3 5 4 2 4 1 7 4 3 5

5 5 5 6 3 5 10 10 6 4 5 3 8 4 12 16 5 5

12 10 10 13 10 20 51 51 60 33 12 31 16 20 122 163 40 40

Morita SW-219-F Inferno TW Magfire MP-6 Mini Stunner Brakiri Whisperer Stun Pistol Contact Stunner Manoan Stun Pistol Assault Stunner Field Effect Stunner GAW Mark 315 Inhibitor GAW Mark 428 Jolts Stun Rifle

Support 1H Energy~ 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy~ 2H Energy@ Support 2H Energy 2H Energy 2H Energy

2/rnd 2/rnd 1/rnd 2/rnd 2/rnd 1/rnd 2/rnd 2/rnd 1/rnd 3/rnd 2/rnd 2/rnd

10 4 5 3 5 2 4 5 5 4 7 5

55 75 65 70 65 65 90 65 60 70 70 65

6 4 4 3 3 3 2 3 4 3 3 3

16 8 1 4 3 1 3 5 3 3 3

32 82 2 20 5 Arms Length 5 10 10 10 15 15

Stun W

Arasaka AT-23 Security Manoan SK Stun Rifle GAW Mark 902 Seizure Heavy Stunner Mini Disruptor Wevertech Rupture Wevertech Spatter Aztech G-44 Disruptor pistol Jem'Hadar Disruptor Pistol Klingon Disruptor Pistol Pistol Disruptor Romulan Type 3 Varon-T Disruptor Vree Disruptor Pistol Wevertech Dis'ter Wevertech Splatter Breen Phase Disruptor Wevertech Vapor Assault Disruptor Aztech G-88 Disruptor Rifle Disruptor Rifle GAW Mark 216 Viscerator GAW Mark 463 Peacekeeper Jem'Hadar Disruptor Rifle Klingon Disruptor Rifle Vree Disruptor Rifle Wraith Cannon GAW Mark 413 Argent Blastech E-Web

2H Energy 2H Energy~ Support Support 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy@ 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy

2/rnd 2/rnd 2/rnd 2/rnd 1/rnd 1/rnd 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 1/rnd 2/rnd 2 Bursts* 2/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 2 Bursts* 2/rnd 2/rnd 2 Bursts*

7 5 5 5 5 5 5 2 3 2 5 4 5 6 4 5 4 5 5 3 5 5 5 4 3 7 8 4 5

75 90 70 65 60 55 55 75 75 60 60 65 75 80 55 55 85 55 60 75 60 60 55 75 60 80 65 70 65

4 2 4 4 4 5 5 3 4 3 3 3 3 3 3 3 4 3 3 4 3 4 5 4 3 3 4 4 3

3 6 5 5 1 1 1 3 5 3 3 3 4 5 4 3 3 5 3 4 3 3 3 23 6 10 3 3 3

15 61 20 20 Disruptor 2 3 2 11 23 15 5 20 8 100 7 5 20 10 10 39 15 10 15 115 30 200 24 15 22

GAW Mark 1000 Vaporizer Heavy Disruptor Romulan R-7 Romulan Sniper Disruptor Thoron Disruptor

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy

2/rnd 2/rnd 2 Bursts* 2/rnd 2/rnd

5 5 5 6 5

50 60 65 65 60

4 5 3 3 4

5 5 3 33 30

20 20 20 220 200

Eldar D-Cannon Vree Disruptor Tripod

Support Support

2/rnd 2 Bursts*

10 9

65 80

5 4

5 15

48 300

Plasma W ASP 11010 Hold Out ThaanComp Flare ASP 11011 Plasma Pistol Aztech EM-33 Plasma Pistol Kazon Plasma Pistol Kizh Plasma Pistol Plasma Pistol ThaanComp Sun Spot Sigurd Draupnir Yoka-Shan Fireflash ASP 101101 Autoplasma NG-E4 Plasma Projector Sigurd Jarn Grieper ThaanComp Harbinger Yoka-Shan Nova Assault Plasma Carbine Inheritor Deathwand ASP 1110111 Plasma Rep. Dragon-1 Plasma Projector Jade Arms JCC-615 Scorcher Kittani K-E4 Plasma Ejector Mitsashi 1100 Plasma Rifle 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 1H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 1/rnd 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 2 Bursts* 2 Bursts* 2 Bursts* 2/rnd 2 Bursts* 2 Bursts* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 6 7 5 7 3 6 9 6 8 5 9 8 11 10 9 9 12 8 6 7 7 6 9 75 55 75 60 70 55 50 55 60 60 75 65 60 55 60 50 40 75 75 80 70 55 50 4 2 3 4 2 2 4 2 3 3 4 5 3 3 4 4 5 4 3 5 5 4 4 1 1 3 2 5 1 2 5 3 5 3 10 5 5 5 3 3 5 3 10 6 4 3 2 3 4 8 60 14 10 8 6 10 15 98 10 25 40 15 15 10 31 206 61 115 20

Q'Raji Jihad ThaanComp Death Walker Valkyrie EAW-106 Plasma Assault Zhnum Plasma Projector Type 1 Jade Arms M-69 Spec Ops Yoka Shan WW-18 Insurgency Yoka Shan WW-32 Peacemaker MET-23 Plasma Assault

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@ 2H Energy 2H Energy@

2 Bursts^&* 2 Bursts* 2/rnd^ 2/rnd 2 Bursts^* ^ 2/rnd 2/rnd

4 9 8 9 7 7 3 5

65 55 75 65 80 75 80 80

6 3 4 4 3 3 2 4

5 5 4 5 3 1 5 10

75 25 240 103 20 10 75 98

Arch-26 Plasma Rifle Big Bear Plasma Gun Coalition C-27 Heavy Plasma Coalition C-29 Hellfire GAW Mark 869 Heathen GAW Mark 885 Anthem NE-1000 Plasma Ejector NEMA PR-470 Hot Seat

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy

2/rnd 2/rnd 2/rnd 2 Bursts* 2 Bursts* 2 Bursts* 2/rnd 2/rnd

12 11 8 8 8 9 7 7

70 60 75 75 65 70 80 80

4 4 3 5 6 6 5 3

6 5 5 4 3 3 9 5

305 49 49 42 20 20 92 50

NEMA PR-476 Incinerator NG-E15 Pulse Plasma Plasma Repeater Rifle Sigurd Tyr's Hand Triax WR-19 Plasma Ejector V-81 Volcano Mk1 Yoka-Shan Cleanser ASP 11111101 H. Plasma Eldar Star Cannon GAW Mark 1150 Omega-Osirus Heavy Plasma Repeater Sigurd Meginjarder

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ Support Support Support Support Support

2 Bursts* 2 Bursts* 2 Bursts* 2 Bursts* 2/rnd 2/rnd 2 Bursts* 2 Bursts* 2/rnd 2 Bursts* 2 Bursts* 2 Bursts*

7 8 9 12 8 10 8 8 7 9 9 12

80 75 50 60 70 75 60 75 70 60 50 60

3 4 6 5 4 3 4 5 6 7 7 6

11 12 3 5 5 20 5 3 12 3 3 3

110 122 20 10 49 200 30 30 117 30 30 25

Tetryon Pulse Launcher ThaanComp Karmic Death Yoka-Shan Super-Nova NE-2L Plasma Auto NE-3 Slim Line Gambler NE-4P Plasma Cartridge Pistol NE-5SL Holdout Special NE-Classic Earth Series NE-H10 Plasma Derringer YS-40 Shield NE-12SL Special Ops NE-4P Plasma Cartridge Pistol NE-6L Slim Line Magnum NE-8SL Slim Line Barrage NE- PCXR77 EPS NE-300 Stutterer NE-202 Slim Line Widow Maker NE-Plastech 5-0

Support Support Support 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 1H Proj 2H Proj@ 2H proj@ 1H Proj 1H Proj

1/rnd 2 Bursts* 2 Bursts* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd^& 2/rnd 2/rnd 4/rnd& 2 Bursts^&* 2 Bursts^* 2/rnd 1/rnd

7 9 8 6 7 6 6 6 5 7 8 6 8 9 4 9 8 7

65 55 60 90 95 90 95 95 90 80 90 90 95 90 80 90 90 95

6 5 6 3 2 3 2 2 1 4 3 2 2 4 3 5 3 2

62 5 5 3 1 3 1 1 1 2 3 3 3 3 5 3 1 2

600 35 50 29 12 26 12 12 12 11 26 26 26 26 44 31 3 12

Plasma Cartrid

NE-Kroot Plas-Rifle YS-667 "Neighbor of the Beast" NE-228 Waterworlder

2H Proj 2H proj 2H proj@

2 Bursts^&* 2/rnd 2 Bursts^*

6 4 6

90 60 75

2 8 7

3 4 2

33 65 16

NE-Plastech Phoenix NE-03 Plasma Cart Security NE-10 Plasma Cart. Rifle

2H proj@ 2H proj 2H proj

2 Bursts^&* 2/rnd& 2/rnd

5 6 7

90 95 90

2 4 4

4 6 6

35 60 61

NE-249 Plasma Battle Rifle NE-350 Thunderer NE-75H Shoulder Cannon NE-78GL "Two-Strike" NE-80 SL Lever Action Rifle

2H proj 2H proj 2H proj 2H proj 2H proj

2 Bursts^&* 2 Bursts^* 2/rnd 1/rnd 2/rnd$

4 9 10 8 7

95 90 85 90 95

2 5 5 5 1

12 3 31 10 10

123 31 305 102 102

NE-9DB Slim Line Shotgun

2H proj

2/rnd

95

31

NE-Plastech XR5 Combat Shotgun NE-11 Slim Line Cart Rifle NE-87 Covert Special NE-89 SpecOps Ultra NE-Plastech Dire Phoenix NE-200 Plasma Cart. Machinegun NE-400 Plasma Cart. Machinegun NE-700 Vulcan Minigun PC NE-Kroot Plas-Gun Palm Pulse Gun Aquatinian M230A1 EP-5 Pulse Pistol McKenzie F5 Pulse Blaster McKenzie F7 Pulse Blaster Pulse Pistol Tau Pulse Pistol NE-Tau PlasPulse Pistol Bethoko Type 41 H Brand H-13 Ion Pulse Krugatch NM-30 Pulse Rifle Aquatinian M160LT Maco Pulse Rifle

2H proj 2H proj@ 2H proj@ 2H proj@ 2H proj@ Support Support Support Support 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy

1 Bursts^&*> 2/rnd 2 Bursts^&* 2 Bursts^&* 2 Bursts^&* 2 Bursts* 2 Bursts^* 4 Bursts* 2 Bursts^&* 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd^& 2/rnd 2/rnd 2/rnd^ 2/rnd^ 2 Bursts* 2/rnd 2/rnd^ 2/rnd

6 7 6 7 6 10 11 8 7 5 4 4 7 6 5 5 5 5 12 4 8 4

80 90 90 95 85 85 85 85 90 35 85 45 65 65 35 70 75 65 25 85 85 35

5 3 5 4 3 6 6 7 3 5 4 4 3 3 4 3 2 2 6 3 4 4

4 6 6 6 10 10 31 6 7 1 6 5 6 6 5 3 3 6 2 4 4 3

28 62 58 62 102 102 305 62 70 5 30 50 30 30 10 10 11 61 24 37 37 31

Pulse W

Maco Sniper Pulse Rifle Marauder Sp. Pulse Rifle Tau Pulse Rifle EPR-8 Energy Pulse Rifle H Brand H-12 Defender Ion Pulse Jade Enfield CLR55 Jade Enfield LR55 Pulse Rifle TW Magefire Nova Rifle Tau Burst Cannon Aquatinian M260 SAW Jade Enfield LMG-60 Kashmerian Kill-21 Twinpulse NE-Tau PlasPulse Rifle Niit-Zhraah Energy Glaive Heavy Pulse Blaster NE-Tau PlasBurst Cannon Tau Pulse Submunitions Rifle TW StormSpire Starfire Pulse Gaim Blast Caster Gaim Hold Out Narn Kalat Avenger Thrakallan V'kk'xo Westlake/Grumman M10 Auricon EF-7 Centauri Tromo Minbari Sha'an Westlake/Grumman M21 Gaim Blast Rifle Auricon EF-PR Auricon EF-APR Minbari Sha'nar M78 Phased Plasma Gun (PIG) Brakiri Comet Bringer Mini Maser Maser Pistol Assault Maser Maser Rifle Heavy Maser Mini CPG

2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@ 2H Energy@ 2H Energy@ 2H Energy@ 2H Energy~ Support 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy Support Support 2H Energy Support~ 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy 2H Energy Support 2H Energy 1H Energy 1H Energy 2H Energy@ 2H Energy Support 1H Energy

2/rnd 2/rnd 2 Bursts* 1 Burst 2 Bursts* 2/rnd^ 2/rnd^ 2/rnd 1/rnd 3 Bursts* 2 Bursts^* 2 Bursts^* 2/rnd 2 Bursts^&* 2 Bursts* 2/rnd 3 Bursts* 1/rnd 1/rnd 2/rnd 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 1/rnd 2/rnd! 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd 1/rnd

4 5 5 6 10 6 7 5 6 5 8 8 4 5 9 5 5 6 10 4 2 5 5 5 5 5 6 5 6 5 9 5 9 7 4 4 4 4 4 4

35 65 70 45 25 85 85 45 75 65 85 85 80 75 55 35 70 65 70 60 60 65 65 85 70 65 80 85 60 70 60 80 65 70 55 55 55 55 55 75

4 3 3 4 6 4 4 4 6 5 4 4 5 2 5 6 4 4 6 5 6 5 6 3 4 4 3 3 5 4 4 3 8 7 4 3 3 3 4 4

4 10 15 5 3 5 5 8 4 3 6 6 8 17 4 15 4 8 6 5 2 1 1 1 3 3 6 3 5 3 3 3 18 5 1 3 3 3 5 1

36 45 100 49 28 50 49 30 37 40 61 61 80 110 37 50 44 80 61 25 12 5 5 5 20 20 30 25 50 30 20 30 175 50 5 20 25 30 100 5

Phased Plasm

Maser W

Charge Pa

Nera-Tech I-20 "Mankiller" CPG Pistol G-27P Ion Pistol GHT-93 Demon Knocker

1H Energy 1H Energy 1H Energy 1H Energy

2/rnd 2/rnd 2/rnd 2/rnd

6 4 5 4

70 75 60 65

2 3 1 3

2 3 2 2

19 20 19 19

Jade Arms BA-54 Terrier NEMA MIP-21 Crime Stopper Triax TX-24 Ion Pulse TW Stormspire Shock Pistol Triax WR-10 Wilderness Ion Arch-27 Ion Pistol Kittani KEP-Special NE-07 Heavy Ion Pistol Northern Gun NG-57HD Q1-02 "Stopper" Ion Pistol Homesteader CPG Aquatinian M-2011 Assault CPG Tau Cyclic Ion Blaster Aquatinian M-160 CPG Rifle Kittani K-30 Ion Pulse Rifle Kizh Ion Rifle Octuril CPG Necron Particle Whip Triax TX-30 Ion Pulse Triax TX-30-SX Spec Ops Dark Eldar Haywire Blaster Jade Arms BA-222 Bulldog Jade Arms JCC-608 Serpent NE-50 Particle Beam Tau Phased Ion Gun Northern Gun NG-IP7 NE-Tau Cyclic Ion Blaster Prawn AMR-B21 Arc Rifle Jade Arms BA-285 Pit Bull Heavy CPG TW AWS Thunderbolt Aquatinian XM-219 Ion Shotgun Mini Cryogun Cryo Pistol Assault Cryo Carbine Cryo Rifle Heavy Cryogun Dai Lung Ice Thrower

1H Energy 1H Energy 1H Energy 1H Energy~ 2H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 2H Energy@ 2H Energy@ Support 2H Energy 2H Energy 2H Energy 2H Energy 2H Energy Support 2H Energy 2H Energy 2H Energy 2H Energy@ 2H Energy@ 2H Energy@ Support 2H Energy@ Support 2H Energy 2H Energy Support Support~ 2H Energy 1H Energy 1H Energy 2H Energy 2H Energy Support 2H Energy@

2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 4 Bursts* 2/rnd^ 2/rnd 3/rnd 2/rnd 1/rnd 1/rnd 2/rnd 2/rnd^ 1/rnd 2/rnd 2/rnd^ 2/rnd 4 Bursts^&* 2 Bursts* 4 Bursts^&* 2/rnd 2/rnd^ 2/rnd 2/rnd 2/rnd 1/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

2 3 5 4 4 7 5 8 7 5 3 4 4 5 5 4 5 6 10 5 5 7 4 3 3 6 6 8 5 5 4 4 6 6 5 5 5 5 5 4

85 80 75 75 95 80 80 70 85 65 90 90 75 85 90 75 80 70 80 75 75 70 65 85 85 95 80 80 90 85 80 75 70 55 45 45 45 45 45 60

2 2 3 4 1 5 4 6 2 5 2 3 3 6 4 3 4 4 4 6 3 4 6 3 5 4 6 4 5 5 3 5 6 5 5 4 4 4 5 5

3 3 3 2 4 4 3 3 5 1 4 3 3 3 8 3 3 6 9 3 4 4 8 3 2 3 5 5 5 5 8 5 23 3 1 2 3 4 5 5

24 24 26 23 41 38 6 34 35 8 43 24 25 40 76 30 30 55 92 32 41 38 80 31 21 30 20 49 68 51 76 100 228 21 2 5 10 20 40 167

Cryo

Exotic W

TW Stormspire Jammer

1H Energy~

2/rnd

75

26

Tavlek Gauntlet TW Magefire MPR-4 E-Mag Qualta Blade

1H Energy 1H Energy~ 2H Energy

2/rnd 2/rnd 2/rnd

3 4 7

85 75 70

2 4 4

10 3 10

20 31 20

Techtronica Supernova Pulsar TW Magefire GunSword TW TK Buster Aztech Blitzen TW Stormspire Disruptor

2H Energy 2H Energy~ 2H Energy~ 1H Proj 2H Energy~

2/rnd 1/rnd 2/rnd 2/rnd 1/rnd

8 5 5 4 6

60 75 75 75 70

6 4 4 5 5

10 10 3 3 2

30 102 26 34 21

ATA A-50 "Leer" Pulsar BowCaster Molecular Cohesion Dsrptor Yuatja Molecular Co. Dsrptor TW Magefire MPR-12 E-Mag

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy~

2/rnd 1/rnd 2/rnd 2/rnd 2/rnd

7 6 9 4 5

55 65 45 75 75

7 6 6 4 4

15 3 3 3 25

35 20 20 20 248

TW Stormspire Bug Zapper Dark Eldar Disintegrator Rippergun Mk 4 Rippergun Mk 5 Bola TW Windscream Cannon Tachyon Particle Rifle TW Magefire MSR-1 Vampire Javelin Spear Eldar Triskele

2H Energy~@ Support 2H Energy 2H Energy Thrown 2H Energy~ 2H Energy 2H Energy~ Thrown Thrown Thrown

2 bursts^ 2/rnd 2/rnd 2/rnd 1/rnd 1/rnd 1/rnd 2/rnd 1/rnd 1/rnd 1/rnd

5 8 5 6 7 7 7 5 4 5 8

70 65 65 60 15 55 35 75 15 15 60

4 6 5 5 6 6 7 4 5 5 4

6 10 3 4 1 10 3 20 0 0 2

61 98 15 20 17 102 25 202 3 3 20

Bo Glass Shuriken (Dart) Bo Shuriken (Dart)

Thrown Thrown

2/rnd 2/rnd

3 2

27 65

9 4

3 3

15 15

Juji Glass Shuriken (Star)

Thrown

2/rnd

24

15

Juji Shuriken (Star) Memory Plastic Bo Shuriken Mono-Bo (Dart) Mono-Juji (Star)

Thrown Thrown Thrown Thrown

2/rnd 2/rnd 2/rnd 2/rnd

2 2 2 2

60 65 49 45

5 4 5 6

3 3 3 3

15 15 15 15

Throwing Cards Nailgun Staplegun Yuatja Fork Launcher Mass Gun Mini N-Disruptor Northern Gun NG-T6 Pistol N-Disruptor Necron Synaptic Disintigrator Vatacina Soft Pistol Assault N-Disruptor Neemis ND-76 Covert Spec Ops Disruptor N-Rifle

Thrown 1H Proj 1H Proj 1H Proj 2H Energy 1H Energy 1H Energy 1H Energy 2H Energy~ 1H Energy 2H Energy@ 2H Energy@ 2H Energy

2/rnd 2/rnd 2/rnd 1/rnd 2/rnd 1/rnd 2/rnd 2/rnd 2 Bursts* 2/rnd 2/rnd 2 Bursts* 2/rnd

2 3 3 2 5 5 4 5 4 5 5 7 5

60 55 55 75 45 65 75 65 70 80 65 55 65

5 6 6 2 6 3 3 2 3 4 4 6 3

3 2 1 3 3 1 4 3 19 3 3 4 3

15 5 4 10 15 2 7 5 32 5 10 12 15

Neural D

Aztech D10 Sacrificer Northern Gun NG-T8 Heavy N-Disruptor Mini Struptor Wevertech Flasher Wevertech Sparker G-91 GEO Blaster Phase Emitter Struptor Pistol Wevertech Lightning Wevertech Striker GAW Mark 273 Atomizer Assault Struptor "Skinny" Nerve Beam GAW Mark 329 Vulture Jade Arms S-34 Catnap Struptor Rifle GAW Mark 907 Annihilator Heavy Struptor

2H Energy 2H Energy Support 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy 2H Energy 2H Energy@ 2H Energy 2H Energy 2H Energy 2H Energy Support Support

2 Bursts 2/rnd 2/rnd 1/rnd 1/rnd 1/rnd 2/rnd 2/rnd 3/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

6 5 5 5 5 5 6 5 6 5 4 5 6 5 6 5 5 5

80 75 65 55 50 50 80 55 50 50 60 55 70 60 75 55 60 55

4 3 5 4 5 5 4 4 5 5 4 4 3 4 3 4 4 4

5 5 5 1 1 0.5 2 3 5 3 4 3 8 3 5 3 5 5

15 21 20 2 2 1 12 5 10 5 7 10 32 15 20 15 20 20

Strupt

Neutron Mini Neutron Blaster 1H Energy 1/rnd 8 45 5 1 5

Eldar Fusion Pistol

1H Energy

2/rnd

85

14

Neutron Blaster Pistol NE-100 Neutron Sidearm NE-2200 Fusion Pistol Assault Neutron Blaster

1H Energy 1H Energy 1H Energy 2H Energy@

2/rnd 2/rnd^ 2/rnd 2/rnd

8 9 8 8

45 85 85 45

5 2 2 5

3 4 4 3

20 40 40 25

NE-M5 Meson Carbine

2H Energy@

2/rnd

85

61

Eldar Fire Pike

2H Energy

2/rnd

85

29

FB-75 Fusion Rifle

2H Energy

2/rnd

65

51

NE-M7 Meson Sniper Neutron Blaster Rifle NE-120 Fusion Assault

2H Energy 2H Energy 2H Energy@

2/rnd 2/rnd 2 Bursts

10 8 10

85 45 85

3 5 3

6 3 6

59 30 59

Eldar Fusion Gun

2H Energy

2/rnd

85

27

NE-2800 Fusion Rifle

2H Energy

2/rnd

10

85

12

110

NE-Tau Meson Blaster

2H Energy

2/rnd&

80

51

NE-Vespid Meson Blaster

2H Energy

2/rnd&

85

12

Tau Fusion Blaster

2H Energy

2/rnd

75

13

Tau Fusion Cascade

Support

3/rnd

70

13

Vespid Neutron Blaster

2H Energy

2/rnd

80

10

FB-90 Heavy Fusion

Support

2/rnd

65

81

Heavy Neutron Blaster Bensatronic LV-500 Vocalizer Jade Arms U-6 Harpy Sonic Disruptor Pistol SASER Pistol X-03 Super Gallant Pistol

Support 1H Energy 1H Energy 1H Energy 1H Energy 1H Energy

2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

8 3 4 7 9 5

45 70 75 65 75 75

5 4 3 4 3 3

5 4 3 2 5 5

80 40 35 10 10 51

Sonic Di

Bensatronic LV-900 Strat Guitar Blaster 2H Energy Noise Marine Sonic Blaster 2H Energy

4/rnd 2 Bursts*

5 4

75 70

5 4

6 6

61 36

Bensatronic LV-1200 Strat Bass Blaster 2H Energy Horune Sonic Rifle Jade Arms U-8 Siren 2H Energy 2H Energy

4/rnd 2/rnd 2 Bursts^*

6 6 6

70 85 75

5 3 4

6 6 3

59 61 28

Noise Marine Doom Siren SASER Carbine Sonic Disruptor Rifle Triax TXD-01 Sonic Rifle X-02 Super Gallant Rifle

2H Energy 2H Energy 2H Energy 2H Energy 2H Energy

2/rnd 2/rnd 2/rnd 2/rnd 2/rnd

5 10 7 4 7

65 75 65 75 65

5 4 5 3 5

6 7 3 3 14

30 17 10 9 142

TW Stormspire Sonic Rifle

2H Energy~

1/rnd 2/rnd

5 7

75 65

5 6

2 2

18 7

Hypersonic 1000 Percussion Blaster (Drums) Energy 2H

Noise Marine Master Blaster Eldar Vibro Cannon Sonic Devastator

2H Energy Support Support

2/rnd 2/rnd 2/rnd

6 8 7

60 70 65

6 3 6

7 24 5

54 120 25

X-01 Super Gallant Sonic Lance Brass Knuckles Chainfist Karatand Knife Plague Knife

Support 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee

6/rnd N/A N/A N/A N/A N/A

11 3 12 3 1 1

55 90 85 85 90 85

7 1 2 2 2 2

30 N/A N/A N/A N/A N/A

301 Melee Weapons/I Melee Only Melee Only Melee Only Melee Only Melee Only

Nekode Combat Dagger/Diamond Knife Reason Blade

1H Melee 1H Melee 1H Melee

N/A N/A N/A

2 1 1

90 95 95

1 1 1

N/A N/A N/A

Melee Only Melee Only Melee Only

HandAxe Hazzok Inyx Neural Sword Neural Dusters Orchid Plague Sword Shock Glove Stun Baton TW Lightning Dagger Akasura Ishio Katana (Daisho) Dark Eldar Flesh Gauntlet Dark Eldar Ichor Gauntlet Dark Eldar Agonizer

1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee~ 1H Melee 1H Melee 1H Melee 1H Melee

N/A N/A N/A N/A N/A N/A N/A N/A 1 N/A N/A N/A N/A

4 5 8 3 4 3 3 4 4 2 2 2 3

85 90 85 75 75 80 75 80 75 95 95 95 75

3 2 4 5 4 3 5 3 4 2 2 2 3

N/A N/A N/A N/A N/A N/A N/A N/A 3 N/A N/A N/A N/A

Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only 9 Melee Only Melee Only Melee Only Melee Only

Dark Eldar Djin Blade Dark Eldar Electrocorrosive Whip

1H Melee 1H Melee

N/A N/A

3 4

75 70

3 4

N/A N/A

Melee Only Melee Only

Dark Eldar Stunclaw Dark Eldar Huskblade Dark Eldar Klaive Dark Eldar Demiklaive

1H Melee 1H Melee 2H Melee 1H or 2H Melee

N/A N/A N/A N/A

3 4 4 5

75 60 65 55

3 4 5 6

N/A N/A N/A N/A

Melee Only Melee Only Melee Only Melee Only

Animus Vitae Ares Laser Axe Blaster Knuckle Spikes Extender Claws Force Knife

2H Melee 1H Melee 1H Melee 1H Melee 1H Melee

N/A N/A N/A N/A N/A

3 10 4 3 6

85 75 45 65 50

2 4 6 5 4

N/A N/A N/A N/A N/A

Melee Only Melee Only Melee Only Melee Only Melee Only

Harlequin's Kiss IMI Chainknife NE-RV02 Ripper Vibro-Bayonet Razorwhip Securetech Forearm Blade Sonic Knife

1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee

N/A N/A N/A N/A N/A N/A

7 3 1 7 4 5

95 40 90 35 85 40

2 4 3 4 3 5

N/A N/A N/A N/A N/A N/A

Melee Only Melee Only Melee Only 1 Increment, No Range Melee Only Melee Only

Power Stake Sword Tavlek Gauntlet Wevertech Fang Yuatja Extender Claws Denn'bok (Minbari Fighting staff) MysticTech Nunchakublade Polearm

1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 2H Melee 2H Melee 2H Melee

N/A N/A N/A N/A N/A N/A N/A N/A

5 3 3 6 3 4 6 7

75 90 75 45 75 85 50 85

4 2 1 6 3 2 6 4

N/A N/A N/A N/A N/A N/A N/A N/A

1 Increment, No Range Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only

Praxitech E-Mauler Qualta Blade Dark Eldar Hellglaive Dark Eldar Mindphase Gauntlet Wyman Arms CC-176ER

1H Melee 2H Melee 2H Melee 1H Melee 2H Melee

N/A N/A N/A N/A N/A

4 3 5 3 7

75 65 65 70 80

5 5 6 5 3

N/A N/A N/A N/A N/A

Melee Only Melee Only Melee Only Melee Only Melee Only

Kendachi Mono-2 Kendachi MonoCane Kendachi Mono-Whip Kittani Plasma Sword Kittani Plasma Whip NE-RV07 Ripper Vibro Axe NE-RV09 Ripper Vibro Claws TW Magefire Skorblade Wevertech Ripper Energy Net Horune Energy Trident Sonic Sword Wevertech Halver Necron Warscythe Yuatja Collapsing Spear Kendachi M-33 Powermono Kittani Plasma Double Axe NE-RV04 Ripper VibroSword TW Vamp-Killer 2000 Kittani Plasma Chainsaw Kittani Plasma Net Power Sword NE-RV08 Ripper Vibro Polearm Wevertech Cleaver

1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 1H Melee~ 1H Melee 2H Melee 2H Melee 2H Melee 2H Melee 2H Melee 2H Melee 1H Melee 1H Melee 1H Melee 2H Melee~ 2H Melee 2H Melee 2H Melee 2H Melee 2H Melee

N/A N/A N/A 1/rnd N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 1/rnd N/A N/A N/A N/A N/A N/A N/A

4 4 8 9 8 5 4 4 7 10 7 8 8 6 4 5 9 4 13 11 12 9 12 10

65 60 60 65 65 90 90 95 45 75 75 40 45 95 75 65 65 90 65 65 65 50 90 45

5 6 7 7 6 3 3 4 7 3 3 6 7 1 4 6 7 3 5 8 5 5 3 7

N/A N/A 3 6 3 N/A N/A N/A N/A 3 N/A N/A N/A N/A 8 N/A 6 N/A

Melee Only Melee Only 1 Increment, No Range

61 1 Increment, No Range Melee Only Melee Only Melee Only Melee Only 1 Increment, No Range Melee Only Melee Only Melee Only Melee Only 1 Increment, No Range Melee Only 61 Melee Only

N/A 3 N/A N/A N/A

See notes for Spotlight Melee Only 1 Increment, No Range Melee Only Melee Only Melee Only

Arc Welder Blow Torch Circular Saw Drill Yuatja Razor Disk Chainsaw

1H Melee 1H Melee 1H Melee 1H Melee 1H Melee 2H Melee

N/A N/A N/A N/A N/A N/A

8 4 7 3 4 10

50 50 35 35 75 35

3 3 4 4 4 4

N/A N/A N/A N/A 10 N/A

Melee Only Melee Only Melee Only Melee Only 1 Increment, No Range Melee Only Genius W

Einstein Pistol

1H Proj

2/rnd

25

100

Genius Pistol

1H Proj

2/rnd

35

100

Super Genius Pistol

1H Proj

2/rnd

30

100

Einstein Carbine

2H Proj

2/rnd

25

100

Genius Carbine

2H Proj

2/rnd

35

100

Super Genius Carbine

2H Proj

2/rnd

30

100

Einstein Rifle

2H Proj

2/rnd

25

100

Genius Rifle

2H Proj

2/rnd

35

100

Super Genius Rifle

2H Proj

2/rnd

30

100

Multi W NE-97 Triple Threat Laser NE-97 Triple Threat Pulse NE-97 Triple Threat Grenade 2H Energy 2H Energy Support 2/rnd 2 Bursts* 2/rnd 9 9 9 90 90 90 3 3 3 5 6 10 75 62 30

NE-101 Starfire Laser NE-101 Starfire Plasma Cart NE-101 Starfire Grenade NE-102 Spitfire Plasma Cart NE-102 Spitfire Plasma bolt NE-102 Spitfire Flamer

2H Energy 2H Proj Support 2H Proj 2H Energy 2H Energy

2/rnd 2 Bursts^* 2/rnd 2 Bursts^* 2/rnd 2/rnd

9 9 9 10 10 8

90 90 90 90 90 90

3 3 3 3 3 3

5 10 10 6 8 4

75 102 30 61 81 20

NE-103 Silverfire Laser

2H Energy

2/rnd

90

75

NE-103 Silverfire Silverslugs NE-103 Silverfire Flamer NE-104 Rocketfire Rockets NE-104 Rocketfire Laser NE-104 Rocketfore Grenade NE-105 Hive Inter. SMG NE-105 Hive Inter. Wiregun NE-105 Hive Inter. Grenade

2H Proj 2H Energy 2H Proj 2H Energy Support 2H Proj 2H Proj Support

2 Bursts^* 2/rnd 2/rnd 2/rnd 2/rnd 2 Bursts^* 1/rnd 2/rnd

3 8 4 9 9 5 8 9

90 90 90 90 90 90 90 90

3 3 3 3 3 3 3 3

3 4 5 5 10 2 15 10

35 20 100 75 30 25 20 30

NE-106 Hivefire Plasma Cart NE-106 Hivefire Wiregun NE-106 Hivefire Flamer

2H Proj 2H Proj 2H Energy

2 Bursts^* 1/rnd 2/rnd

10 8 8

90 90 90

3 3 3

6 15 4

61 20 20

Triax WR-17 Wilderness Double

2H Energy

2/rnd

70

43

Triax WR-17 Wilderness Double Chig multi-gun 12mm Rifle Chig multi-gun CPG Rifle Chig multi-gun Flamethrower

2H Energy 2H Proj 2H Energy 2H Energy

2/rnd 2/rnd 2/rnd 2/rnd

7 2 4 12

70 60 60 60

2 4 4 4

5 5 3 3

49 100 30 15

NG-SL20 Sniper Laser NG-SL20 Sniper CPG Rifle NE-95 Double Threat Plasma Cart NE-95 Double Threat Grenade NE-195 Assault Blast Rifle NE-195 Assalt Rifle Grenade GHT-89 Double Tap GHT-89 Double Tap Arasaka AT-88 Combat Laser Arasaka AT-88 Combat Grenade Northern Gun Super laser Northern Gun Super Grenade Arasaka ATU-80 Blue Green Laser Arasaka ATU-80 Harpoon

2H Energy 2H Energy 2H Proj 2H Proj 2H Energy 2H Proj 1H Energy 1H Projectile 2H Energy Support 1H Energy Support 2H Energy 2H Projectile

1/rnd 2 Bursts* 2 Bursts^* 2/rnd 2/rnd 2/rnd 2/rnd 1/rnd 3/rnd 1/rnd 2/rnd 1/rnd 2/rnd 1/rnd

9 9 8 8 10 8 7 7 6 6 9 9 8 8

85 85 90 90 90 90 50 50 70 70 85 85 85 85

4 4 3 3 3 3 4 4 3 3 4 4 3 3

9 3 6 10 8 10 5 26 10 10 2 2 3 2

92 30 61 30 81 30 45 264 93 25 22 22 25 9

Coalition CP-50 Dragonfire CP-50 Dragonfire Grenade Kittani K-1 Sniper Kittani K-1 Sniper RPG Triax TXD-02 Laser Triax TXD-02 Harpoon

2H Energy Support 2H Energy Support 2H Energy 2H Projectile

2/rnd 1/rnd 2/rnd 1/rnd 2/rnd 1/rnd

7 4 5 5 7 7

70 70 70 70 70 70

4 4 3 3 2 2

6 10 6 10 9 1

61 25 61 100 92 8

Q2-20 LLG Infantry Standard Q2-20 LLG Grenade

2H Energy Support

2 Bursts 1/rnd

7 6

30 30

3 3

3 10

31 25

Coalition C-14 Firebreather Coalition C-14 Grenade

2H Energy Support

2 Bursts* 1/rnd

9 4

70 70

4 4

6 10

61 25

NEMA LGR-360 Terror Stopper NEMA LGR-360 Grenade NE-295 SL Maximum Threat NE-295 SL Grenade Tritonian M-80 Stormbringer Tritonian M-80 Grenade Tau Pulse Carbine Tau Pulse Carbine Grenade NE-Tau PlasPulse Carbine NE-Tau PlasPulse Carbine Grenade HK MPk-11 12mm HK MPk-11 Grenade

2H Energy Support 2H proj Support 2H Energy Support 2H Energy@ Support 2H Energy@ Support 2H Proj Support

2 Bursts* 2/rnd! 2 Bursts^* 2/rnd! 2/rnd 1/rnd 2/rnd 2/rnd 2 Bursts^&* 2/rnd 2 Bursts^* 1/rnd

7 3 9 3 7 4 5 5 5 5 4 6

85 85 90 90 75 75 75 75 80 80 80 80

1 1 3 3 3 3 1 1 2 2 3 3

6 4 10 4 3 10 5 5 6 6 3 10

61 36 102 36 10 25 20 20 22 22 15 25

NE-HAK 108 NE-HAK 108 Grenade

2H Proj Support

2 Bursts^* 1/rnd

5 3

90 90

3 3

2 4

25 36

Colt Mauser & Grey M22A2 Colt Mauser & Grey M22A2 Grenade M41A Pulse Rifle M41A Grenade Militech MK IV 6mm Militech MK IV Grenade

2H Proj@ Support 2H Proj Support 2H Proj Support

2 Bursts^* 1/rnd 2 Bursts^* 2/rnd! 2 Bursts^*< 1/rnd

2 3 5 3 2 3

80 80 85 85 80 80

4 4 2 2 3 3

3 4 3 4 3 4

25 36 20 36 35 36

NE-HAK 109 NE-HAK 109 Grenade 4.5mm Militech M31a1 Militech M31a1 Grenade CBM M102 Survivor Pistol CBM M102 Survivor Rifle Confed C-47 Confed C-47-Burst Confed C-47 Grenade Militech-10 10mm Militech-10 Grenade

2H Proj Support 2H Proj Support 1H Energy 2H Energy@ 2H Proj 2H Proj Support 1H Projectile Support

2 Bursts^* 1/rnd 2 Bursts^* 1/rnd 2/rnd^ 2/rnd^ 2/rnd 2 Bursts^* 1/rnd 2 Bursts^* 1/rnd

5 6 3 6 4 5 6 8 6 5 6

90 90 80 80 95 95 45 45 45 80 80

3 3 3 3 2 2 4 4 4 3 3

2 10 3 10 4 9 5 5 10 2 10

25 25 35 25 43 86 160 128 25 20 25

Jade Arms JSO-37 Blaster Jade Arms JSO-37 Grenade

2H Energy@ Support

2 Bursts^* 1/rnd

5 5

90 90

4 4

4 15

110 72

Jade Arms M-69B Plasma

2H Energy@

2 Bursts^*

80

20

Jade Arms M-69B Grenade Towa Type 20 AIW Towa Type 20 Grenade

Support 2H Proj@ Support

1/rnd 2 Bursts^* 1/rnd

5 7 7

90 75 75

4 4 4

15 6 10

72 65 25

NE-107 Super Rail MLA

2H Projectile

3 Bursts^*

11

85

149

NE-107 Super Rail Arc

2H Energy

2/rnd

11

85

31

NE-88C Covert Special NE-88C Covert Grenade

2H proj@ Support

2 Bursts^&* 2/rnd!

6 8

95 95

2 2

6 10

58 30

NE-89C Covert Special NE-89C Covert Shotshell MET-24 Plasma Assault MET-24 Grenade

2H proj@ 2H proj 2H Energy@ Support

2 Bursts^&* 2/rnd! 2/rnd 2/rnd!

6 7 6 6

95 95 80 80

2 1 4 4

6 3 10 10

58 31 98 30

Misca Pitbull ACS 9mm Misca Pitbull ACS Grenade

2H proj@ Support

2 Bursts^* 2/rnd!

4 4

95 95

3 3

6 50

167 150

CDEM F3000 7mm CDEM F3000 Grenade Zorg ZN-1 SMG Zorg ZN-1 Arrowgun Zorg ZN-1 Rocket Zorg ZN-1 Net Launcher Zorg ZN-1 Flamer Zorg ZN-1 Cryo

2H proj@ Support 2H Projectile 2H Projectile 2H Projectile 2H Projectile 2H Energy 2H Energy

2 Bursts^* 1/rnd 4 Bursts^* 2/rnd 1/rnd 1/rnd 2/rnd 2/rnd

4 4 15 15 15 15 15 15

90 90 15 15 15 15 15 15

2 2 6 6 6 6 6 6

9 50 2 3 20 3 2 2

251 150 10 15 41 10 5 5

Promethion Vampire RDS

2H Projectile

2 Bursts^*

95

133

Promethion Vampire RDS

2H Projectile

2/rnd!

95

20

Type 3B FRC Phaser Type 3B FRC Micromissile USM M-590 USM M-590 Grenade USM M-590S USM M-590S Shotgun

2H Energy Support 2H Proj Support 2H Projectile 2H Projectile

2/rnd 1 2 Bursts^* 2/rnd! 2 Bursts^* 2/rnd!

6 7 3 6 3 2

80 80 85 80 85 95

2 2 3 3 3 1

16 166 3 10 3 3

116 415 97 25 97 20

NE-1069 Terror Slayer NE-1069 Terror Wiregun NE-1069 Terror Grenade

2H Projectile 2H Projectile Support

2 Bursts^&* 1/rnd 2/rnd!

6 8 8

90 90 95

5 3 2

6 15 10

62 20 30

NE-1098 SpecOps Ultimate NE-1098 SpecOps Wiregun NE-1098 SpecOps Grenade

2H proj@ 2H Projectile Support

2 Bursts^&* 1/rnd 1/rnd

7 8 8

95 90 95

4 3 2

6 15 10

62 20 30

NE-RJC SpecOps Ultimate

2H proj@

2 Bursts^&*

95

62

NE-RJC SpecOps Wiregun

2H Projectile

1/rnd

95

15

20

NE-RJC SpecOps Shotgun

2H Proj@

2/rnd!

95

31

NE- PSER775 Plasma Cartridge

2H Proj@

2 Bursts^&*

70

44

NE- PSER775 Shotgun Federation Class 3 Pulse Rifle Federation Class 3 Phase

2H Proj@ 2H Energy 2H Energy

2/rnd! 2/rnd 2 Bursts*

7 4 3

95 35 65

1 4 5

3 3 3

31 31 23

Federation Marine Assault Federation Marine Grenade

2H Energy Support

2 Bursts^* 1/rnd

4 4

85 85

3 3

13 120

125 208

Arasaka Delta OICW Arasaka Delta Missile Ares Alpha Assault Ares Alpha Grenade

2H Projectile Support 2H Projectile Support

2 Bursts^* 1/rnd 2 Bursts^* 1/rnd

5 5 8 8

60 60 80 80

3 3 3 3

2 166 2 10

40 415 40 30

Ares Gamma Assault Ares Gamma Flamethrower CAT CAW2000 Assault CAT CAW2000 Grenade CAT AR3000 Assault CAT AR3000 Grenade

2H Projectile 2H Energy 2H Projectile Support 2H Projectile Support

2 Bursts^* 2/rnd 2 Bursts^* 1/rnd 2 Bursts^* 2/rnd!

8 8 7 7 7 7

75 75 80 80 80 80

3 3 3 3 3 3

2 4 2 10 2 10

40 20 40 30 40 30

HK M-29 OICW Assault HK M-29 OICW Grenade HK XM8 Assault HK XM8 Grenade

2H Projectile Support 2H Projectile Support

2 Bursts^* 2/rnd 2 Bursts^* 2/rnd

4 4 3 3

75 75 80 80

3 3 2 2

3 18 3 18

34 350 34 350

Steyr ACS Sasquatch Battle Steyr ACS Shotgun

2H Projectile 2H Projectile

2 Bursts^* 2/rnd 2/rnd^ 1 2 Bursts^* 2/rnd 2 Bursts^* 1 2 Bursts^* 2/rnd 2 Bursts^* 1/rnd 2 Bursts^* 1/rnd 2 Bursts^* 1

3 3 4 4 6 6 6 6 6 6 5 5 4 4 5 5

75 75 70 70 95 95 95 95 95 95 90 90 80 80 75 75

3 3 4 4 4 4 4 4 4 4 6 6 2 2 2 2

3 5 2 3 3 3 3 10 3 3 4 10 3 10 5 10

25 20 18 15 34 20 34 30 30 20 39 30 34 30 53 30

Colt Mauser & Grey model 501 1H Projectile Colt Mauser & Grey model 501 Shotshell1H Projectile Arasaka Storm Arasaka Storm Shotgun Arasaka AW-65 Arasaka AW-65 Grenade Morita TW-203-b Assault Morita TW-203-b Shotgun HK VGR-13 HK VGR-13 Grenade Tsunami Arms BR404 Tsunami BR404 Grenade Seburo C-30 4.5mm Seburo C-30 Grenade 2H Projectile 2H Projectile 2H Projectile Support 2H Projectile 2H Projectile 2H Projectile Support 2H Projectile Support 2H Projectile Support

NE- PSER772 Plasma Cartridge

2H Proj@

2 Bursts^&*

70

44

NE- PSER772 Neuro Disruptor Morita TW-201-1 Sniper Morita TW-201-1 Grenade Morita TW-203-a Assault Morita TW-203-a Grenade Morita XW-137-A3 Assault XW-137-A3 Trench Sweeper Morita TW-203-c Assault Morita TW-203-c Lizard Line

2H Energy@ 2H Projectile Support 2H Projectile Support 2H Projectile 2H Energy 2H Projectile 2H Projectile

2 Bursts* 2 Bursts^* 2/rnd 2 Bursts^* 2/rnd 2 Bursts^* 2 Bursts 2 Bursts^* 1

8 6 6 6 6 7 7 6 6

70 95 95 95 95 90 90 95 95

4 4 4 4 4 5 5 4 4

4 6 8 3 8 3 4 3 5

12 65 30 30 30 30 10 30 10

MI-L-30 Pulse Laser Submachine Gun 2H Energy@ MI-L-30 Grenade WI-R12 Multipurpose SMG 13mm WI-R12 Multipurpose Grenade Support 2H Projectile Support

2/rnd^ 2/rnd 2 Bursts^* 1

8 8 5 5

75 75 95 95

5 5 3 3

6 13 2 10

61 38 16 25

Coalition CP-40 Alpha 2 Coalition CP-40A2 IR Designator

2H Energy 2H Energy

2 Bursts^* 2/rnd

6 6

85 85

2 2

6 6

61 61

TW Stormspire Storm "Lightning" TW Stormspire Storm "Wind" Necron Heat Ray Direct fire Necron Heat Ray Dispersal

2H Energy@~ 2H Energy@~ Support~ Support~

2/rnd 2/rnd 2/rnd 1/Rnd

7 7 5 5

75 75 60 60

4 4 4 4

6 3 8

61 30 86 Flame Template

Askan AS Sayaret Rifle Askan AS Sayaret Shotgun FN F2000 FN F2000 Grenade Condemnor Bolt Gun

2H Projectile 2 Bursts^&* 2H Projectile> 3/rnd 2H Projectile 2H Projectile 2H Projectile 2 Bursts^&* 1 2 Bursts

6 6 6 6 5

95 95 95 95 75

4 4 3 3 4

4 4 5 9 4

36 30 45 86 36

Condemnor Crossbow StormSpire TW Blood Rifle (Laser) StormSpire TW Blood Rifle (Blood)

2H Projectile 2H Energy~ 2H Energy~

1 2/rnd 2 Bursts^*

6 7 8

75 80 80

3 5 5

4 5 30

36 100 607

Yu-Jing Type 4.2 Combi Rifle Yu-Jing Type 4.2 Flamethrower Imperial Executioner Bolter Imperial Executioner Needler

2H Projectile 2H Energy 1H Projectile 1H Projectile

2 Bursts^& 2/rnd 2/rnd 2 Bursts

4 8 6 6

85 75 65 65

5 1 6 6

6 4 3 3

63 20 30 30

Spra CS Mister Petrochem S-7 Puff of Death 1H Energy 1H Energy 1/rnd 2/rnd 4 8 60 75 3 3 1 2 2 4

Spyder Cleaning Spray

1H Energy

1/rnd

10

90

PetroChem S-11 Acid Rain Spore Pistol T'Zee Piranha Pistol TW Water Pistol

1H Energy 1H Energy 1H Energy 1H Energy~

2/rnd 1/rnd 2/day 2/rnd

7 4 5 3

80 90 90 90

3 2 2 2

4 3 4 2

8 33 40 20

Abbai Wave Projector Promethian Inferno

2H Energy 1H Energy

2/rnd 2/rnd

7 4

90 90

2 2

3 2

10 9

Petrochem S-21 Biohazard Chipwell W-45 Water Cannon

2H Energy@ 2H Energy

2/rnd 2/rnd

5 8

85 90

4 2

5 4

10 8

Petrochem S-41 Cloudkill Sprayer Spray Cannon

2H Energy 2H Energy

2/rnd 2/rnd

6 8

90 90

4 2

8 3

30 16

TW Phantom Cannon Dark Eldar Liquifier TW Water Rifle Misca Hellfire

2H Energy~ 2H Energy 2H Energy~ 2H Energy

1/rnd 2/rnd 2/rnd 2/rnd

4 5 4 8

75 80 85 90

4 6 3 2

10 5 4 5

100 54 40 25

Petrochem S-51 DeathRain Sprayer T'Zee Piranha Rifle

2H Energy 2H Energy

2/rnd 2/rnd

7 7

90 90

5 2

10 10

60 100

CS Injector CS Puffer

2H Energy 2H Projectile

1/rnd 1/rnd

6 8

70 75

5 6

10 2

100 23

Bur Burner Pistol Heavy Burner Necromonger Pistol Nok-Turzig Impact Pistol Necromonger Carbine Necromonger Rifle Nok-Turzig Impact Rifle Prawn Impact Rifle 1H Energy 2H Energy 1H Energy 1H Energy 2H Energy@ 2H Energy 2H Energy 2H Energy@ 2/rnd 1 Burst* 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 2/rnd 9 9 5 5 6 7 7 6 75 75 80 85 80 85 80 85 4 4 2 2 2 2 2 3 2 3 2 4 4 5 8 2 10 20 12 40 25 50 81 16

Repu

TW Magefire Force Cannon

2H Energy~

70

10

101

Graves-Masada Anti-Riot Wrist gun

1H Energy

1/rnd

90

30

DarkLight Dark Eldar Blast Pistol Dark Eldar Blaster Dark Eldar Dark Lance Type 1A Photon Rifle Type 1B Marine Photon Hold Out Phaser Type 2C Phaser Pistol Type 2 "Riot" variant Hirogen DE Rifle Type 3 VGR Compression 1H Energy 2H Energy Support Support Support 1H Energy 1H Energy 2H Energy@ 2H Energy 2H Energy 1/rnd 1/rnd 1/rnd 1/rnd 1/rnd 2/rnd 2/rnd 2/rnd 2 Bursts^* 2/rnd 5 6 8 7 7 3 3 3 5 5 70 70 70 65 70 80 80 65 65 80 4 5 6 5 4 3 2 5 5 2 1 4 8 15 19 1 3 3 5 12 14 40 80 150 188 3 25 23 50 122

Photon W

Phaser W

Bajoran Phaser Rifle Marine Phaser Carbine

2H Energy@ 2H Energy@

2/rnd 2 Bursts^*

4 4

75 80

3 2

11 10

107 100

Type 3 EVA

2H Energy@

2 Bursts^*

80

12

116

Type 3C Phaser Type 3B EV Phaser

2H Energy@ 2H Energy

2 Bursts^* 2/rnd

6 7

80 80

2 2

12 16

116 116

Type 3D Assault Phaser Crystal Bolt Pistol Crystal Paralyzer Crystal Assault Rifle

2H Energy@ 1H Energy~ 1H Energy~ 2H Energy@~

2 Bursts^* 2/rnd 2/rnd 2/rnd^

4 3 2 4

85 90 90 90

3 1 1 1

6 10 5 20

58 100 50 201

Psilyte Crys

Sonic S Aztech MK1 Stunner 1H Energy 2/rnd 2 75 1 1 5

Aztech MK1b Stunner Aztech MK2 Stunner

1H Energy 1H Energy

2/rnd 2/rnd

2 2

75 75

1 1

1 1

5 5

Aztech MK2b Stunner Aztech MK3 Stunner

1H Energy 1H Energy

2/rnd 2/rnd

2 3

75 75

1 1

1 1

5 5

Aztech MK3b Stunner Aztech MK4 Stunner

1H Energy 2H Energy

2/rnd 2/rnd

3 3

75 75

1 1

1 1

5 5

Aztech MK4b Stunner Aztech MK5 Stunner

2H Energy 2H Energy

2/rnd 2/rnd

3 4

75 75

1 1

1 1

5 5

Aztech MK5b Stunner

2H Energy

2/rnd

75

Aztech Deluxe Stunner

2H Energy

2/rnd

75

Aztech Deluxe+ Stunner

2H Energy

2/rnd

75

Conversio Pre-Heresy Conversion Beamer PB Pre-Heresy Conversion Beamer Short 2H Energy 2H Energy 1/Rnd 1/Rnd 9 9 80 80 4 4 24 25-240

Pre-Heresy Conversion Beamer Medium 2H Energy

1/Rnd

80

241-560

Pre-Heresy Conversion Beamer Long

2H Energy

1/Rnd

80

Proton Arc

Q'Raji Maakelet

2H Energy

2/rnd

11

75

11

113

Plexar W

Plexar Rifle

2H Energy

2/rnd

55

73

Protobolt Protobolt Pistol Protobolt Carbine Protobolt Rifle Light Protobolter Gun 1H Proj 2H Proj@ 2H Proj Support 3/rnd 3/rnd 2 Bursts^* 4/rnd 2 3 4 5 75 75 75 75 3 4 5 6 53 80 107 208 107 160 213 426

Entropic Accele

ASP 001001001 Accelerator

2H Energy

2/rnd

55

40 Graviton

ASP 11111001 Grav "Rifle"

Support

2/rnd

65

59

587

Gauss W

Sigurd-Brawn Dinsleif

2H Energy

2/rnd

65

40

Necron Gauss Flayer

2H Energy~

2 Bursts

75

10

101

Necron Gauss Blaster

2H Energy~

2/rnd

75

10

101

Necron Gauss Cannon

Support~

3/rnd

75

15

152

Necron Heavy Gauss Cannon

Support~

1/nd

75

15

152

Necron Gauss Flux Arc

Support~

4/rnd

85

51

Rod of Covenant

2H Energy~

1/nd

80

26

Softtech Biograft Weapons Devourer Deathspitter Barbed Strangler 2H Proj@ 2H Proj 2H Proj Assault 2X 1/nd 1/nd 2 2 2 90 90 90 2 2 2 4 6 8 40 60 80

Fleshborer Spinefist Venom Cannon Bio Plasma

2H Proj@ 1H Proj 2H Proj NaturalAttack

Assault X Assault X Assault X 1/nd

2 2 2 2

90 90 90 95

2 2 2 1

4 4 12 4

40 40 120 8 Anti-Matter Particle 40 80 80 80

TW TW TW TW

Necron Particle Caster Necron Particle Beamer Necron Particle Shredder Necron Particle Whip

1H Energy~ 2H Energy~ 2H Energy~ 2H Energy~

2/rnd 1/nd 1/nd 1/nd

4 4 4 5

75 75 75 75

3 3 3 3

4 8 8 8

Tesla W

Tesla Carbine

2H Energy~

1/nd

70

80

Tesla Cannon

2H Energy~

2/rnd

70

80

Tesla Destructor

Support~

4/rnd

70

80 Soultech

Obsidian Orb

1H Energy~

1/rnd

85

12

24

Animus Speculum

2H Energy~

2+Special

85

20

Warpstone

Warpfire Pistol

1H Energy~

2/rnd

70

30

Warpstone Jezzail

2H Proj~

2/rnd

65

65

Warpstone Gun

2H Proj~

3 Bursts or AUTO

45

45

Warp Lightning Cannon

Support~

1/rnd

70

14

144

Warpfire Thrower

2H Energy~

1/rnd

70

Flame Template

Ammu Ammo Type AET (Adv Energy Transfer) Anti-Vamp Railgun Rds APFSDS ARC Rounds "Silver Bullet" Armor Piercing Armor Piercing Double Action Black Talons Burst Rounds C-Rounds (ASP) Car-Kill (Shotgun) CRCH Explosive Tipped CS Penetrator rounds (Shotgun) CS Shotgun rounds (shotgun) Depleted Uranium Core Double Action Ammo Dragon (Shotgun) Dragonfire Round Duplex Ammo E/Mitter Rounds E/M 2 Rounds Electro-Thermal Rounds Federal Hydra Shock Firepower Flash Rounds Flechette Rounds Frag-12 AP (Shotgun) Frag-12 Frag (Shotgun) Frag-12 HE (Shotgun) FSBT (Shotgun) Glaser Safety Slugs HellFire Rounds HellHound (Frag Grenade Load) High Exp. Armor Piercing High Explosive High Velocity Rounds HollowPoint Incendiary Ammo Irulon Coated Kraken Rounds Effect

Increase Mk by 1, increase breakage # by 1 Iridium 3 based, wood tipped rounds, inflicts double damage on Cainites and Vampire In All non-needler projectiles: +10 OB Vs. AT 5-20, -5 OB Vs. AT 1-4, Adds 5 meters to all All Dogfaces,Dog Soldiers, Wulvers, and those who have been exposed to the Retrovir All non-needler projectiles: +5 OB Vs. AT 5-20, -5 OB Vs. AT 1-4 This ammo is designed to allow light ammo to handle heavily armored enemies. If used Against unarmored opponents, becomes Ballistic Schrapnel crits at 1 higher level (seco Increases any achieved Critical by 1 level. Ignore normal Critical and replace with a Stun Critical and a Neuro Critical of 1 lower lev If fired at the front of a car at short range, the vehicle is disabled. Timed explosive rounds explode after bypassing cover, No cover DB is granted, but targ Acts as a CS round accept that it deals 25 hits on a direct hit, and it can penetrate up to Resolve as a launched grenade; all within 3 meters must make an RR vs 10th level, fail All projectiles: +5 OB and +1 Damage Threshold This ammo is designed to allow light ammo to handle heavily armored enemies. If used 2 meter wide by 7 meter long burst of flame, all targets in the area are attacked on the f Explosive rounds explode after bypassing cover, No cover DB is granted, but target tak Adds +5 OB at short and medium range, -5 OB at Long Range, if burst fire is used, also Inflicts only 25% of normal damage and no criticals, however, all non E/M shielded tech Inflicts only 25% of normal damage and no criticals, however, all non E/M shielded tech Only usable in guns with Electro-Thermal Mod, +50% Damage, +50% Range Acts as a hollowpoint, but gives +5 to OB and modifies criticals by +1 All non-needler projectiles: +1 Damage Threshold All non-needler projectiles: Inflicts 1/10th normal damage and Stun criticals, if target has Shotgun now fires as a Flechette Launcher, counts as Armor Piercing Fin-stabalized Shaped Charge Anti-armor. Inflicts double damage vs. light vehicles and Fin-stabalized Mk3 (with foot based blast radius) Frag grenade. Adds 5 meters to all ra Fin-stabalized High Explosive Inflicts 1.5x damage vs light vehicles and structures, doe Fin Stabalized Blunt trauma round. Adds 5 meters to all ranges, inflicts impact criticals. Against unarmored opponents, delivers Ballistic Schrapnel Crits and increases attack c Replace normal critical with an Acid Critical increases blast radius of grenade by 40%. All non-needler projectiles: Additional Internal Disruption = Severity All non-needler projectiles: -10 OB Vs. AT 5-20, Vs. AT 1-4, Additional Internal Disruptio Doubles fumble range of any gun, +1 each time fired, +40% Damage unarmored foes take hollowpoint criticals, all cover modifications are Doubled. AT 9+ ig Inflicts an additonal B Heat Critical to most targets. For those who have special weakne All projectiles: +5 OB Vs. AT 9-20 (+1 Damage Threshold at Point Blank Range Only) All projectiles: +15 OB Vs. AT 9-20

Mercury Tip Monofilament Ammo Nanotech Ammo Naruni Heavy Plasma Cartridge Naruni Lite Plasma Cartridge Naruni Medium Plasma Cartridge Naruni Plasma Rounds Naruni Smart Rockets Naruni Super Heavy Plasma Cartridge Nullifier Rounds Parasite Rounds (ASP) Pathogen 001 Round (ASP) Plague Rounds Plasma Rounds Plus P (or cold loaded) Poison Rounds Psibolts Quadrangle Buckshot (shotgun) Riot Rounds (Shotgun) Rubber Bullets Seeker Rounds Semi Wadcutter Shock Ammo Shok-Lock (Shotgun) Shotgun Slugs Shredder Rounds Slug Penetrator (Shotgun) Starflash (Shotgun) Stun Ammo Subsonic Super-Cavitating Ammo Super-Teflon Coated T2 Pure Teseum Fragmenter T2 Shot Shells T2 Special Teseum Fragmenter THV Tracer Rounds Tranquilizer Rounds Tungsten Core Vengeance Rounds Venter Rounds Viral Special WadCutter Wood-N-Death LV Timber-tipped XREP (Shotgun) Shuriken Upgrades Payload Shocker Tracker Tracer

Treat as a Glaser, but use Ballistic Puncture Crits. Needlers and Tangleguns only. Armor is treated as if 2 lower and an additional A slash Ignores all non-environmentally sealed armor decreases ammo capacity by 50% but increases theshold by 1 (+3 to criticals if over mk Inflicts only 50% of normal damage, but increases ammo capacity by 75%. Inflicts only 75% of normal damage, but increases ammo capacity by 50%. Turns a standard projectile gun into a Plasma Cartridge gun. Critical type is changed to If the fired shot misses a target, it will circle around and attack three rounds later, player decreases ammo capacity by 75% but increases theshold by 2 (+6 to criticals if over mk Only usable in guns designed for Nullifier rounds, Ignores Energy Shields Range penalties become bonuses of half the absolute value, Can go around corners to Aether Critical. Brood targets must roll over the Reality Check number or Die. Highly Illegal in most civilized worlds Combines effects of "Plague and VEE chemical we Inflicts an additional B Plasma Critical to a target Increase Mk by 1, decrease range by 10% (-2 on criticals if used in weapons with a BAS All projectiles: RR vs. Poison in addition to normal effects. Silver tipped, psychicly charged isotope explosive. Full damage vs demonic, tainted or Devised to shred a computers inner workings. +20 OB vs.computers, for every hit inflic Treat just like the projectile Stun Rifle Reduce Mk chart by 1, all criticals become Ballistic Impact at 2 levels lower. Only usable in rifles designed for Seeker Rounds, Range penalties become bonuses of For weapons of Mk 1 , increase Mk by 1 if unarmored, and decrease it by 1 if armored. Causes a Burst of attacking nanovirus that cause a C Shock Critical. Against unmoving, inanimate targets, +20 OB, against living targets, range is halved an Use Small Projectile Mk3(15mm) or Mk4 (20mm), delivering pierce and impact All non-needler projectiles: +10% Damage (may not be combined with Core ammunition Acts as a Slug round, but also gives it the effects of an armor piercing round. Resolve as a launched grenade; Ranges: 5/15/40/90/160, all within 3 meters take a "C" Frangible round breaks up on impact, delivering a stunner shot, Replace normal critical Decreases threshold by 1, attempts to hear are -40 and Very Hard with an additional -2 In atmosphere -5 to hit, but when fired underwater, It increase range by 10% and if fired All projectiles: +5 OB Vs. AT 5-8 (+1 Damage Threshold at Point Blank Range Only) All Projectiles: -5 OB, Double Damage, +1 Damage threshold at Point Blank range to a Fin-stabalized Shaped Charge Anti-armor. Inflicts 3 times damage vs. light vehicles an All Projectiles: Double damage and +2 Critical mod vs. AT 7 or less, -15 OB and -5 Criti Against unarmored opponents, decrease Mk by 1, against armored opponents, increase All non-needler projectiles: +5 OB in burst fire, -1 to critical roll All projectiles:ignores AT2-4, but inflicts tiny criticals, against AT14-20, works 50% of th All projectiles: +5 OB (may not be combined with DUC (below) All projectiles: +25 OB Vs AT 9-20, +1 attack theshhold at point blank range, additional A standard weapon is now treated as a Shotgun, Flechette weapons do 1.2x damage All projectiles: RR vs. "Plague", V.E.E. and Lankton's Knot Acid (all at -30 from immuno For weapons Mk 2 or less, increase Mk by 1 if unarmored, and decrease it by 1 if armor Wood tipped rounds, inflicts 50% more damage on Cainites and Vampire Intelligences, Extended Range Electro Projectile, Acts as a Taser, but ranges are now: Type RR Critical Locator Locator

Effects Check specific Disease or poison effect (environmental protection nega Ignore initial Critical, Replace with "E" Stun 2km ping range and 1 year battery Each thrown after the first hits a target gets +5 OB for all further attacks

Sprayer Ammo Flamer Cryo Water Acid Blindness Cell Disruption Choking Thermal Jell Flame Retardant Liquid Nitrogen Poison Psion-Jelly Stun-Jelly Nutrient Drainer Tangler Disease Carrier Microorg Bone Brittling Confusing Sleep Slowing Depression Olterak Mace

Type Direct Fire Direct Fire Direct Fire Direct Fire RR RR RR RR Direct Fire RR RR Varies RR Direct Fire Direct Fire RR RR RR RR RR RR RR

Effects Attacks as flamer like normal Attacks as Cryo like normal (also acts as flame retardant ammo.) Attacks as Chipwell W-45 like normal Attacks on the flamer chart, replacing heat with acid criticals. 1 minute/10% failure (eye protection negates) Failure results in "A" Internal Disruption critical. 1 round/5% failure, Effects as the grenade (environmental protection ne Failure to resist results in "B" Heat critical Cuts burning effects by 1d10 points of burning hits/round, as long as a h Failure to resist results in "C" Cold critical (also acts as flame retardant Check Specific Poison effect (environmental protection negates) Could be RR or direct depending on psion, lvl is determined by level of 1 rnd of stun per 5% failure, these rounds are regular stun, and oppone Attacks on the flamer chart, replacing heat with Starvation/Dehydration Attacks as a tangler weapon as normal Check specific Disease effect (environmental protection negates) Bones are brittle for 1 day/5% failure. Any damage during that time has Unable to concentrate or perform noncombat skills, Init bonus reduced 10 minutes/5% failure Slows target to 50% action for 1 rnd/5% failure Failure results in a "C" depression crit See Chemical weapons listing for effect.

Abbai Water Projector Special Rules: Anyone who is hit by this weapon or is within 2 meters of someone who is 3x agility mod or be moved 3 meters in a random direction. If any damage is inflicted, an A unbalance critical is Normal criticals inflicted are Impact. No penalties for firing under water, and while underwater, the weapons am effectively unlimited. Against Vampires, this weapon inflicts 4x damage and Slaying criticals. It will inflict double acid criticals against Tenctonese, assuming it is loaded with salt water.

The CBM 102M Survivor System: Originally designed for military pilots, the CBM 102 comes In a ballistic armore that serves as a Holster, and carries all the parts of the system which includes: A laser sight/rangefinder, a exten (Which turns the pistol into the rifle.), an extending stock, a bipod (which also serves as a wire cutter, Pliers and

that serves as a Holster, and carries all the parts of the system which includes: A laser sight/rangefinder, a exten (Which turns the pistol into the rifle.), an extending stock, a bipod (which also serves as a wire cutter, Pliers and powerpack charger, and a Distance Monocular.

Sprayer Weapons: Sprayer weapons are designed to be versatile weapon systems, allowing the user to have acc variety of ammo types to handle a wide variety of combat situations. They can attack a variety of ways depende If you use standard flamer, cryo or water , the weapon is treated as a direct fire weapon with a cone attack optio is a RR based attack, then simply have the target and all adjacent targets make the RR if fired as a beam or all tar

Misca Brimstone: Equipped with a carousel of ammunition. This allows the Brimstone to launch 1 Shell per roun rate determined by the user. The Brimstone can be programmed with a limited fire plan to remotely change traj munition types, and firing times. It is Capable of slowly changing geographical locations but at a rate of 100 m p maximum of 200 m.

Wire gun special rules: The Wire gun fires a spinning disk that after traveling 10 meters down range, extends ei monofilament wires. It will attack all targets along its path up to its max range with a 3 meter wide swath. The his OB and applies it against each target as it encounters them. Apply the appropriate range penalty to each targ targets get their quickness DB (as they dodge out of the way, duck, etc.)

Burner Weapon Special rules: Burner weapons are always carried turned off, so you need to prime it before you c is a 50% action. Once it is primed, you may fire it normally. If you move more than 10% of your action or make a difficulty of Routine while carrying a primed Burner, there is a flat 10% chance it will explode as a Plasma Grenade When Firing a Heavy burner on burst mode, you may choose up to 5 targets in a 90 degree arc in front of you. Ins burst fire rules, you simply divide your OB equally amoungst your intended targets.

Psilyte Crystal Weapons: These weapons work on mind point magazines that can be recharged by a person chan mind points into them at a rate of 6 Mind points per shot on the pistols and 8 Mind points per shot on the rifle. are really little more than psychic batteries. When the battery is empty, the user can keep shooting by using his power the weapon. The Magazines do not need to be charged fully. Normal power cells won't work in these we PPE batteries will. These weapons are popular with Psychics and Psi-stalkers.

Zorg ZN-1: In addition to the obvious cluster of weapons, the ZN has a number of features. First, the weapon br four parts and is -75 to be detected by weapon scans. There is a "replay" feature on the SMG that when turned following effect. The first shot you fire that hits an opponent, any more shots you fire in the next 3 rounds will a attack the same target, achieving the exact same numerical result. Turning this feature on and off is a 5% action. has a special signature weapon option . If someone other than the assigned user tries to fire the gun, or if the as uses a special code tap on the red button, the weapon detonates with the effect of a Mark 3 Fragmentation Gren

Phasers have been engineered for fine control of power output. They can choose any mk # equal or lower than attack at, and can also choose to attack as stunners the same way. They can even be used to heat rocks for war campfire. (+15 survival when such a use would be helpful.) Mark 1-3 weapons can have Hunting Class 1, Mark 4 have hunting Class 2.

Memory Plastic Bo Shuriken : If this item is removed without first heating it to 90 Degrees then tap the side of t removing the shuriken without following this precedure results in an additional "A" Slash.

IW-422 Hell Seed Y-Rack: This is a preset Automated Gun Drone System, used for tactical area denial. When this character makes a Use Equipment roll to properly callibrate the system. The amount by which the roll exceeds modified only by range. The attack is an AOE attack, striking all targets within range. The weapon can be fired r preprogrammed conditions. When not actively firing, the weapon looks like a 50 gallon drum, and is

TW Magefire GunSword: The sword can be thrown up to 40m, when thrown use the same range modifiers. If th the Telekinetics psion list, they gain a bonus to hit of +5 for each three ranks in the list, to a max of +15. After be

Bensatronic LV-500 Vocalizer: This helmet has a number of functions, firstly it is fully armored and counts as a he purposes. It has all the basic abilities of a sentinal helmet plus a toxyrad gauge, adds +10 to singing rolls and Tier can boost users voice to 20x normal. Its attack can also be changed to use a cone template.

Chain Rifle Special Rules: when using a chain rifle, you may fire 3 bursts of ammo and attack all targets that fall in t attack as if it was an AOE attack. Halve the OB as usual, then apply against all targets with appropriate DBs and Ra

Aztech D10 Sacrificer Special Rules: Though not listed as a Techno-Wizard Weapon, the Aztech D10 Sacrificer rea users do not suffer the normal penalties associated with Mundanes using Techno-Wizard devices, Psionic users a 10% range bonus and a +10 OB. Techno-Wizards and Psi Stalkers increase this bonus to +15. Also if you have any "Sacrifice"or "Blood" in their title, their description, or give you a bonus for sacrificing another creature have their the target has been stunned by this weapon within the last standard day. Insidious.

Softtech Biograft Weapons: These weapons can not be reloaded in a conventional way, they must regenerate the regenerate ammo at the same rate as you recover exhaustion points. However, this can be increased by any tale your healing rate will also speed up the ammo production by an equal amount. Also, any effect that heals yours h ammo at a rate of 1 shot per 10 hits, but only after your hits have already maxed out.

~ TW weapons may be fired by non technowizards, but they fumble and breakage number are increased by 2 and their reliabili XX This weapon is specially designed to work with many different ammo types. No penalties or adverse effects from using any @ Weapon may be fired one handed at -15, but fumble range increases by 2 * If this weapon is fired in the Semi-Automatic mode, reduce its fumble and breakage numbers by 1 and increase it's reliability b ^ This weapon may be fired in the 3 round burst mode, if there is only a symbol, it may ONLY be fired in the 3 round burst mode & This weapon may be fired in the 2 round burst mode, if there is only a symbol, it may ONLY be fired in the 2 round burst mod + All Assault Rifles, Rifles, Machineguns and Shotguns, unless stated otherwise, are considered Hunting Class 1 - Weapons with this marking are bolt action weapons $ Weapons with this marking are lever action ! Weapons with this marking are pump action >Weapons with this marking may switch from pump to semi-automatic, pump has its reliability increased by 5 Other Notes:

2 handed weapons (without the @ symbol in the profile) that are fired 1 handed have their fumble ranges increased by 4 and th

Shotgun Choke: All Shotguns are assumed to have a standard choke. Most Shotguns can have their choke changed by spend Open Choke: +1 shift on shotgun chart, but all ranges are halved. Full Choke: Instead of your normal range penalties, you suffer a -10 per range increment beyond PB but inflict 10% less damag

< Weapons with this marking are upper receivers meant to attach to the Militech lower receiver. Replacing one receiver w action. If you are skilled with one of the weapons with this marking , you may fire any other with a -20 penalty. This does n the round size changes. Also, for multiple upper receivers in a duffle, roll an appropriate sized die and multiply the res percentage action required to find the receiver your looking for. (Example: 2 receivers in a bag, on a roll of 1 its 5%, roll

All shotguns firing shot type ammo at long range may make attacks (based on original die roll with NO modifications for OB, (meaning in almost every case all adjacent hexes). This is considered an AOE attack. Adrenal Defense is useless against Sh

ge

MR

Range Modifiers LR PB SR MR Projectile Pistols 15 50 5 0 -20 20 50 15 0 -30 25 60 0 0 -10 20 20 23 24 20 30 20 20 25 30 20 25 25 25 20 25 30 36 35 30 18 19 50 50 55 58 50 70 30 50 55 60 50 50 50 50 50 60 80 75 75 80 40 50 20 15 30 15 20 20 10 15 5 10 15 30 25 25 20 15 10 20 15 20 15 20 5 0 15 0 5 5 -5 5 0 0 0 15 10 10 10 0 0 5 0 5 0 5 -25 -30 -15 -30 -25 -20 -40 -30 -25 -25 -20 -15 -20 -20 -30 -20 -25 -30 -30 -25 -30 -25

LR -90 -90 -95 -80 -90 -75 -90 -85 -70 -90 -90 -90 -75 -85 -75 -80 -80 -70 -80 -90 -90 -90 -85 -90 -85

Table smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2

Shots 5 10 10 4 16 20 2x9 10 1 10 10 8 10 10 8 20 16 10 7 10 18 12 15 18 20

Ammo Load Mag Mag Mag Mag Mag Mag Mag Mag Single Mag Mag Spd Ldr Mag Mag Spd Ldr Mag Mag Mag Cilmag Mag Mag Mag Mag Mag Mag

30 62 30 40 25 30 62 20

80 118 85 90 50 80 118 50

15 30 10 15 25 15 5 25

0 15 0 0 10 5 -10 10

-30 -15 -25 -20 -20 -30 -45 -20

-90 -75 -70 -65 -80 -85 -100 -80

smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2

4 20 6 10 16 10 12 6

Spd Ldr Mag Spd Ldr Mag Mag Mag Spd Ldr Spd Ldr

55 25 36 30 45 50 25 30 40 40

140 50 75 80 80 85 50 80 90 90

25 20 25 10 10 10 15 15 15 15

10 5 10 0 0 0 0 0 5 5

-20 -25 -20 -25 -25 -25 -30 -30 -10 -10

-80 -80 -80 -90 -100 -100 -90 -90 -80 -80

smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

20 12 17 13 13 13 15 10 10 6

Mag Mag Mag Mag Mag Mag Mag Mag Mag Spd Ldr

30 75 44 40 54 45 45 44 50 60 54

85 213 100 100 125 105 80 100 85 120 87

15 30 20 15 15 15 15 15 25 30 20

0 15 5 0 5 5 0 0 10 15 5

-30 -15 -25 -30 -10 -10 -30 -30 -20 -15 -25

-90 -75 -75 -90 -85 -95 -90 -90 -80 -75 -75

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

10 24 16 10 18 15 10 12 16 2 16

Mag Mag Mag Mag Mag Mag Mag Mag Mag Spd Ldr Mag

50 42 30 40 24 35 45 40 40 45 50 32 32 32 32 25 30 35 30 40 30 40 30 45 15 45 45 40 120

85 95 80 60 64 85 80 100 100 80 110 85 85 85 85 50 80 80 80 80 80 110 80 95 50 90 90 90 200

10 25 15 15 15 15 15 15 20 15 20 10 15 20 20 20 15 10 10 15 15 15 15 20 0 20 15 15 20

-5 10 0 0 0 0 5 0 5 0 5 -5 0 5 5 5 0 0 0 0 0 0 0 5 -15 5 0 0 5

-35 -20 -30 -30 -20 -15 -30 -25 -25 -30 -25 -35 -30 -25 -25 -25 -30 -20 -30 -40 -30 -30 -30 -15 -45 -20 -25 -25 -25

-95 -80 -90 -90 -65 -75 -85 -85 -85 -90 -80 -95 -90 -85 -85 -85 -90 -110 -90 -90 -90 -90 -90 -70 -105 -80 -85 -85 -85

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

12 14 10 30 17 10 11 8 12 6 12 24 15 10 12 18 10 9 10 10 10 10 7 24 1 25 25 25 30

Mag Mag Mag Mag Mag Mag Mag Mag Mag Spd Ldr Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Ind Mag Mag Mag Mag

30 33 40 44 30 30 23 35 25 27

68 77 90 100 80 80 50 85 50 62

15 20 15 25 15 15 20 15 20 15

5 5 5 10 0 0 5 0 5 0

-10 -25 0 -20 -20 -30 -20 -25 -25 -30

-80 -75 -70 -80 -65 -90 -80 -85 -85 -90

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

8 8 12 12 4 10 12 10 14 7

Mag Mag Mag Mag Spd Ldr Mag Mag Mag Mag Spd Ldr

57 45 30 50 50 25 25 30 25 30 26 50 61 47 50 75 50 60

113 80 60 85 85 50 50 80 50 80 75 85 116 125 85 128 85 160

25 10 20 15 25 15 15 15 15 20 20 20 15 30 25 25 15 15

10 0 5 0 10 0 0 0 0 5 5 5 0 15 10 10 0 0

-20 -25 -25 -30 -20 -30 -30 -25 -30 -25 -25 -25 -20 -15 -20 -10 -30 -30

-80 -100 -85 -90 -80 -90 -90 -90 -90 -85 -80 -85 -80 -75 -80 -70 -90 -90

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4

20 7 20 10 6 8 12 10 10 15 10 5 6 10 12 14 7 6

Mag Mag Mag Mag Spd Ldr Mag Mag Mag Mag Mag Mag Spd Ldr Spd Ldr Mag Mag Mag Mag Mag

75 60

200 80

20 15

5 0

-15 -30

-75 -90

smprj mk4 smprj mk4

16 3

Mag Spd Ldr

30 61 30 25 30 50 50 75

80 99 80 75 80 85 85 128

20 15 15 20 20 15 25 25

5 0 0 5 5 0 10 10

-25 -20 -30 -25 -25 -30 -20 -20

-85 -80 -90 -85 -85 -90 -80 -80

smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4

20 12 6 6 6 5 10 12

Mag Mag Mag Spd Ldr Spd Ldr Spd Ldr Mag Mag

35 50 50

94 85 85

30 25 15

15 10 0

-5 -20 -20

-65 -80 -80

smprj mk4 smprj mk4 smprj mk4

16 16 8

Mag Mag Mag

60

120

15

-30

-90

smprj mk5

15

Mag

85 80 80 50 30 50 55 35 50 66 105 50 50 88 30 55 90

170 160 160 85 60 85 75 70 95 112 210 63 92 175 80 75 180

20 15 20 20 15 20 5 15 10 25 20 20 25 15 15 5 20

5 0 5 5 0 5 0 0 -5 10 5 5 10 0 0 -10 5

-25 -30 -25 -25 -25 -25 -30 -25 -35 -20 -25 -25 -20 -30 -30 -40 -25

-85 -90 -60 -85 -90 -85 -110 -80 -95 -80 -60 -85 -80 -90 -90 -110 -60

smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5

12 12 24 12 7 12 6 4 4 10 4 9 5 5 5 12 12 12 8 12

Mag Mag Mag Mag Mag Mag Mag Spd Ldr Mag Mag Spd Ldr Mag Spd Ldr Spd Ldr Spd Ldr Mag Mag Mag Mag Mag

90 180 20 5 -25 -60 30 80 15 0 -25 -90 80 160 15 0 -30 -90 Projectile Machine Pistols and Submachine Guns 60 20 40 25 25 25 30 35 40 35 30 25 30 152 50 80 60 60 60 60 65 65 63 60 50 60 15 15 15 15 10 15 10 10 15 20 15 20 10 0 0 0 0 0 5 0 0 0 5 0 5 0 -30 -30 -30 -30 -30 -20 -25 -20 -30 -40 -30 -40 -25 -90 -90 -90 -90 -90 -80 -95 -80 -90 -110 -90 -110 -110

Smprj mk 2/3 smprj mk1 smprj mk1 smprj mk1 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2

18 x 2 30 120 50 50 50 40 40 10 10 26 25 30

2x Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag

30 150 100 131 119 30 30 45 45 75 25 35 45 35 45 33 30 15 45 45 35 30 45 30 30 33 131 35 45 45 38 80 131 150 113

80 200 200 175 165 60 80 90 90 150 50 105 90 85 90 99 80 30 90 90 105 60 90 60 60 99 175 80 90 80 75 150 175 200 225

15 15 20 15 20 15 15 15 25 10 15 20 15 15 15 25 15 15 15 15 10 15 15 10 10 15 15 10 15 20 15 25 30 20 20

0 5 0 0 5 0 0 0 5 0 5 5 5 0 0 5 0 0 0 5 -5 5 5 0 0 0 0 0 5 0 0 5 15 5 5

-30 -20 -40 -30 -20 -30 -30 -30 -15 -25 -30 -20 -30 -25 -30 -15 -30 -30 -30 -30 -35 -30 -30 -30 -30 -30 -30 -30 -30 -20 -30 -15 -45 -20 -20

-90 -80 -95 -90 -80 -90 -100 -90 -75 -95 -90 -80 -90 -85 -90 -75 -90 -90 -90 -90 -95 -90 -90 -90 -90 -90 -90 -90 -90 -80 -90 -90 -135 -80 -80

smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2

30 40 30 30 42 35 30 100 30 40 50 21 100 35 100 30 40 40 100 100 66 20 30 45 40 30 40 100 100 100 45 21 30 32 25

Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag

132 32 240 30 30

180 75 400 80 60

20 10 10 15 15

0 -5 -5 0 0

-20 -35 -35 -30 -30

-80 -95 -95 -90 -90

smprj mk2 smprj mk2 smprj mk2 smprj mk3 smprj mk3

50 75 32 60 60

Mag Mag Mag Mag Mag

40 24 35 26 45 30 210 66 68 45 135 33 30 120 50 53 120 50 88 50 132 53 120 120 48 132 120 120 165 30 138 120

90 61 50 75 90 60 720 150 750 90 225 66 60 200 100 105 200 100 200 100 220 105 200 200 95 220 200 200 275 50 230 200

15 25 25 20 15 20 15 25 10 15 25 20 15 15 5 15 15 15 25 30 10 15 25 25 10 15 20 20 20 25 25 20

0 5 5 5 0 0 5 10 -5 0 5 5 0 0 -10 0 0 0 10 15 -5 0 10 10 -5 0 5 5 5 5 5 5

-30 -25 -25 -25 -30 -40 -15 -20 -35 -30 -15 -25 -30 -30 -40 -30 -30 -30 -20 -5 -35 -30 -20 -20 -35 -30 -25 -25 -25 -15 -25 -25

-90 -85 -85 -80 -90 -95 -110 -80 -95 -90 -85 -85 -90 -90 -100 -90 -90 -90 -80 -65 -95 -90 -80 -80 -95 -90 -85 -85 -85 -90 -85 -85

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

20 20 14 15 100 40 30 20 30 100 20 200 30 40 30 32 32 30 30 14 100 55 28 32 28 30 30 30 35 32 30 40

Spd Ldr Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag

100 40 120 20 39

200 150 200 50 85

20 20 10 20 15

5 5 -5 0 0

-25 -25 -20 -40 -30

-85 -85 -95 -95 -90

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

40 75 30 100 35

Mag Mag Mag Mag Mag

48 55 25 135 90 240 120 120 146 120 167 120 240 150 150 146 30 90

85 110 50 225 150 400 200 200 244 200 333 200 400

25 15 15 40 20 25 25 25 20 25 30 20 25

10 0 -10 25 5 10 10 10 5 10 15 5 10

-20 -30 -45 -5 -25 -20 -20 -20 -25 -20 -15 -25 -15 -15 -25 -25 -15 -30 -30 -30 -25 -20 -20 -15 -20 -15 -10 -15 -10 -30 -20 -10 -25 -25 -10 -30 -25 -20 -25 -25 -25 -25

-80 -90 -135 -65 -85 -80 -80 -80 -85 -80 -75 -85 -70 -70 -85 -85 -70 -90 -90 -90 -85 -80 -75 -75 -80 -75 -70 -75 -70 -90 -70 -70 -85 -85 -55 -90 -85 -80 -80 -85 -85 -85

smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk5 smprj mk5 smprj mk5 smprj mk1 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4

32 30 10 45 20 40 30 60 100 66 42 28 52 28 35 60 30 20 15 15 5 16 5 30 8 10 80 30 10 15 12 14 20 5 12 9 10 10 5 5 20 1

Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag I Mag I Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag I Mag Mag Mag Mag Ind

250 20 0 250 20 5 244 20 5 50 25 10 180 10 0 Projectile Rifles + 90 150 15 0 150 500 15 0 240 800 20 5 244 488 15 0 180 800 10 5 263 875 30 15 210 720 15 0 488 975 30 15 300 600 35 20 210 720 30 15 313 1095 35 20 200 700 15 0 371 625 800 250 658 215 1000 205 500 250 250 600 1224 1875 1600 500 1975 460 2000 450 1000 500 500 1200 15 35 20 20 35 15 20 25 20 20 20 20 0 20 5 5 20 0 5 10 5 5 5 5

1100 350 900 950 200 366 500 600 300 740 500 25 554 300 875 190 550 360 240 240 240 300 600 335 600 218 366

2200 700 1800 1900 600 1219 1000 1200 600 1480 1000 100 1650 600 2500 420 1100 730 480 480 480 600 1200 1000 1200 762 1219

25 25 20 15 0 15 20 25 15 25 20 20 15 15 35 15 25 20 15 15 15 15 30 15 35 30 30

10 10 5 0 0 0 5 10 0 10 5 5 0 0 20 0 10 5 0 0 0 0 15 0 20 15 15

-15 -20 -25 -30 15 -20 -25 -20 -30 -20 -25 -25 -30 -30 -10 -30 -20 -25 -30 -30 -30 -30 -15 -30 -10 -15 -15 -15 -30 -20 -30 -30 -30 -40 -20 -30 -30 -20 -30 -20

-75 -80 -80 -90 -45 -70 -80 -80 -90 -80 -85 -85 -90 -90 -70 -90 -80 -85 -90 -90 -90 -90 -75 -90 -70 -75 -75 -75 -75 -90 -90 -90 -85 -70 -80 -90 -90 -80 -90 -75

smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1

8 13 10 13 6 12 20 5 13 5 10 5 12 8 18 5 10 10 6 8 4 10 6 10 12 5 1 5 30 35 30 30 40 30 30 30 30 35 40 31

Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Brch Mag Mag Mag Mag Mag Mag I Mag Mag Mag Mag Mag Mag Mag I Mag Brch I Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag

155 518 30 15 Projectile Assault Rifles + 50 700 15 5 50 750 15 0 50 700 15 0 50 700 15 0 55 700 15 0 50 550 10 5 50 800 20 10 50 100 15 0 40 80 15 0 55 50 60 300 75 120 15 15 20 0 0 5

50 40 120 65 170 180

100 500 480 130 650 720

25 15 25 15 15 20

10 0 10 0 0 5

-25 -30 -20 -30 -30 -20

-85 -90 -80 -85 -90 -80

smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk2 smprj mk2

31 30 150 30 30 50

Mag Mag Mag Mag Mag Mag

400 60 50 95 130 60 100 171 225 120 240 120

800 120 100 280 520 327 300 427 900 400 480 400

20 20 25 15 15 20 15 20 20 20 20 20

5 5 10 0 0 5 0 5 5 5 5 5

-25 -20 -25 -25 -30 -25 -30 -25 -25 -25 -25 -25

-85 -75 -85 -90 -90 -85 -90 -85 -85 -85 -85 -85

smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2

100 31 31 35 100 35 60 45 90 30 30 35

Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag

75 68 60 120 120 100 110 50 40 366 100 50 483 60 425 167 200 103 550

375 750 327 400 400 300 250 100 80 732 300 600 965 320 850 500 600 550 1650

20 20 15 10 15 15 10 15 15 15 10 15 25 15 30 15 20 15 20

5 5 0 -5 0 0 0 5 0 0 -5 0 10 0 15 0 5 0 5

-25 -20 -30 -35 -30 -30 -40 -25 -25 -30 -30 -20 -20 -30 -15 -30 -25 -20 -10

-85 -80 -90 -95 -90 -90 -110 -100 -110 -90 -90 -80 -80 -90 -75 -90 -85 -80 -65

smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

30 45 35 30 60 60 100 18 18 50 60 45 75 60 40 30 20 25 30

Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag

50 120

100 400

35 20

15 5

-15 -25

-75 -85

smprj mk3 smprj mk3

60 38

Mag Mag

188 167 30 205 93 135 185

450 500 90 700 500 400 435

20 20 15 30 30 30 20

5 5 0 15 15 15 5

-20 -20 -20 -15 -15 -15 -25

-80 -80 -80 -75 -75 -75 -85

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk4

90 2 x 45 30 30 30 30 15

Mag 2 x Mag Mag Mag Mag Mag Mag

135

400

25

10

-20

-80

smprj mk4

50

Mag

252 93 158

600 500 468

20 30 25

5 15 10

-20 -15 -20

-80 -75 -80

smprj mk4 smprj mk4 smprj mk4

75 40 58

Mag Mag Mag

160 84 200

480 450 600

15 20 15

15 5 0

-15 -25 -30

-65 -85 -90

smprj mk4 smprj mk4 smprj mk4

75 20 2 x 23

Mag Mag 2 x Mag

160

410

20

-25

-85

smprj mk4

20

Mag

180 160 135 135 252 366 138

540 480 400 400 600 732 750

15 15 20 20 25 15 20

15 15 5 5 10 10 10

-15 -15 -25 -20 -20 -5 -10

-65 -65 -85 -80 -80 -95 -70

smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4

45 65 46 45 35 45 45

Mag Mag Mag Mag Mag Mag Mag

450

750

40

25

-55

smprj mk4

60

Mag

135 93

400 280

25 30

10 15

-20 -15

-80 -75

smprj mk4 smprj mk4

30 48

Mag Mag

200 158 67 130 72 60 550 67 300

600 475 200 390 320 120 1650 200 1050

20 20 20 20 15 25 20 20 15

5 5 5 5 0 10 5 5 0

-25 -25 -20 -20 -30 -20 -25 -20 -30

-85 -85 -80 -80 -90 -80 -85 -80 -90

smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk5 smprj mk5 smprj mk5

40 45 30 45 45 30 25 30 25

Mag Mag Mag Mag Mag Mag Mag Mag Mag

150 400 20 5 125 375 15 0 Bows/Crossbows/Spearguns 76 305 15 0 35 50 10 0 30 35 30 60 50 60 25 10 10 5 0 0

-20 -30 -30 -30 -15 -30 -30

-80 -90 -90 -60 -35 -60 -60

smprj mk5 smprj mk5 Laser MK 4 smprj mk1 smprj mk2 smprj mk2 smprj mk2

200 8 0 or 1 1 10 1 1

Mag Rmag Self Charge Self Mag S/C S/C

35 75 70 70 100 35 200 217 100 70 85 95

50 150 140 100 150 70 300 325 150 140 125 180

15 20 30 20 20 10 15 20 30 15 40 20

0 5 15 0 5 0 0 5 0 0 15 5

-30 -20 -15 -30 -25 -30 -30 -25 -25 -30 -10 -25

-40 -50 -45 -50 -55 -60 -40 -55 -40 -40 -30 -55

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4

6 1 1 1 10 8 9 1 1 1 1 1

Mag Self Self S/C Mag Mag Mag S/C S/C Self S/C S/C

367 241 233 90

550 457 350 175

20 20 25 40

5 5 5 15

-25 -25 -15 -10 -20 -45 -25 -20 -35 -30 -30 -30 -30 -20 -30

-55 -55 -35 -30 -40 -110 -90 -85 -95 -90 -90 -90 -90 -90 -90

smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk1 smprj mk2

1 1 1 10 1 90 90 90 90 90 90 90 1 90 30

S/C Self S/C Mag S/C Mag Mag Mag Mag Mag Mag Mag Disposible Mag Mag

241 457 25 10 Flechette/Needle Guns 20 30 10 -5 20 30 20 5 20 35 30 5 16 24 15 0 24 36 15 0 20 30 15 5 20 30 15 0 5 20 30 10 35 45 15 25 15 0 10 5

81

162

15

-25

-85

smprj mk2

90

Mag + Cell

16 16

20 20

15 15

0 0

-25 -25

-85 -85

smprj mk2 smprj mk2

90 90

Mag + Cell Mag + Cell

30 20 68 20 30 81 80 61 25 30 30 20 30

40 40 90 30 40 162 160 152 50 45 45 50 45

35 15 15 15 15 15 15 25 25 20 20 20 20

20 0 0 0 0 0 0 10 10 5 5 5 5

-10 -30 -30 -30 -30 -30 -30 -20 -20 -25 -25 -20 -25

-70 -90 -90 -90 -90 -90 -90 -120 -75 -80 -80 -75 -80

smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

70 10 120 95 95 10 50 1 95 90 95 90 24

Mag Mag Mag Mag Mag Mag Mag Ind+ Cart Mag Mag Mag Mag Mag

30 163

45 244

35 15

20 0

-10 -30

-70 -90

smprj mk3 smprj mk3

125 12

Mag Mag

90 30 20 40 35 35 35 35 35

225 40 30 60 40 40 45 45 50

25 20 20 20 20 15 15 15 20

10 0 5 5 10 5 0 0 10

-20 -30 -20 -20 -30 -25 -30 -30 -30

-75 -90 -80 -80 -90 -80 -90 -90 -80

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

120 5 100 50 100 100 100 100 100

Mag Brch Mag Mag Mag Mag Mag Mag Mag

40 60 35 22 34 25

120 90 40 39 39 40

15 10 15 25 15 25

0 -5 5 10 5 10

-30 -30 -30 -20 -25 -20

-90 -95 -80 -80 -70 -70

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk4

100 50 100 40 30 300

Mag + Cart Mag Mag Mag Mag Mag

162

324

15

-25

-85

smprj mk4

100

Mag + Cart

240

480

15

-25

-85

smprj mk4

16

Mag

162

324

15

-25

-85

smprj mk4

100

Mag + Cart

162 162 55 30 53 23

324 324 70 60 105 45

15 15 25 15 10 20

0 0 10 0 0 10

-25 -25 -20 -25 -40 -30

-85 -85 -70 -85 -100 -80

smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk5

100 100 110 10 40 100

Mag + Cart Mag + Cart Mag Mag Mag Mag

162

324

15

-25

-85

smprj mk5

120

Mag + Cart

162

324

15

-25

-85

smprj mk5 smprj mk5

120 120

Mag + Cart Mag + Cart

162 324 15 0 -25 -85 Projectile Shotguns/Flechette Launchers + 18 35 35 55 10 35 0 10 -20 -40 -90 -100

Shotgun Shotgun

5 15

Mag Mag

35 60 20 50 50 25 30

55 90 40 75 75 50 60

35 40 30 35 30 20 30

10 15 0 10 5 -10 0

-40 -35 -40 -40 -45 -40 -30

-100 -95 -110 -100 -100 -100 -90

Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun

6 50 6 40 5 12 6

IMag Mag Mag Mag Mag Mag Mag

76 40 30 40 40 20 40 50 40 25 50 25 40 25

122 60 50 60 60 30 70 80 70 50 80 50 60 50

40 15 15 30 15 15 35 30 30 30 30 30 25 30

15 0 0 0 0 0 5 0 0 0 0 0 -5 0

-20 -30 -30 -20 -30 -30 -25 -30 -30 -30 -30 -30 -35 -30

-80 -90 -90 -90 -90 -90 -100 -90 -90 -90 -90 -90 -95 -90

Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun

8 15 15 5 2/5 2/5 8 15 15 8 2/5 2/5 25 20

PPECart Mag Mag Mag Brch/Mag Brch/Mag IMag Mag Mag IMag Brch/Mag Brch/Mag Mag Mag

60 40 40 40 40 50 94 50 20 50 25 40 30 40 40 25 25

90 70 70 60 60 75 150 75 35 75 55 60 50 60 60 50 55

40 35 30 35 35 40 30 40 85 40 35 10 60 35 35 30 60

15 5 0 5 5 0 0 0 30 5 5 0 20 5 5 0 20

-20 -20 -30 -25 -25 -30 -30 -30 -60 -20 -20 -30 -45 -20 -20 -30 -45

-80 -80 -90 -100 -100 -120 -90 -120 -150 -95 -80 -90 -120 -80 -80 -90 -120

Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun

16 6 40 2 12 10 30 20 10 28 15 30 30 15 10 21 6

Mag IMag Mag Brch Mag Mag Mag Mag Mag Drum Drum Mag Mag Mag IMag Mag Mag

40 50 23 25 40 23 50 50 40 40 107 50 50 18

60 85 35 50 60 45 80 80 60 70 170 82 75 35

35 30 30 30 35 40 30 30 40 30 40 40 40 30

5 0 0 0 5 15 0 0 0 0 15 10 15 0

-20 -30 -30 -30 -20 -20 -30 -30 -30 -30 -20 -20 -20 -40

-80 -90 -90 -90 -80 -80 -90 -90 -120 -90 -80 -80 -80 -110

Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun Shotgun

2 x 15 50 6 9 8 9 10 10 60 40 32 18 10 6

2 x Mag Mag Mag Mag IMag Mag Mag Mag Mag Mag Drum Mag Mag IMag

30

35

40

15

-20

-130

Shotgun

25

Mag

50

80

40

10

-20

-80

Shotgun

10

Mag

20

35

40

15

-20 -20 -25 -30 -30 -30 -20 -30 -30 -15 -25

-80 -80 -85 -80 -80 -90 -80 -90 -90 -75 -85

Shotgun Shotgun smprj mk2 smprj mk2 smprj mk2 smprj mk2 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

2 15 100 50 100 200 100 40 40 100 100

Brch Mag Belt Mag Mag Belt belt Mag Mag belt Mag

50 80 40 10 Projectile Machine Guns + 150 600 20 5 200 800 15 0 225 900 15 0 40 210 150 200 180 105 218 810 500 800 600 350 15 15 15 15 15 20 0 0 0 0 5 5

293 338 150 200 250

975 1350 500 800 1000

15 20 25 15 15

0 5 0 5 0

-30 -25 -30 -20 -30

-90 -85 -95 -80 -80

smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

300 50 50 45 100

Belt Mag Mag Mag Mag

100 200 150 300 315 125 150 80 120 50 100 360 192 500 330

400 600 500 1000 1050 500 450 267 400 200 333 1200 640 1500 1100

30 15 20 15 20 15 35 15 15 20 40 10 15 30 10

15 0 5 0 5 0 10 0 0 50 5 0 0 15 0

-15 -30 -25 -30 -25 -30 -25 -30 -30 20 -45 -35 -30 -15 -5

-75 -90 -85 -90 -85 -90 -120 -90 -90 -150 -105 -95 -90 -165 -65

smprj mk3 smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5

1000 100 200 50 100 100 100 250 300 2000 2000 250 60 50 100

BP Hopper belt Belt Belt belt belt Belt Belt Belt x 2 BP Hopper BP Hopper Belt Mag Mag Belt

225 120 219 4 4 4 4 6 10 20 20 20 320 528 300 92 290 325 300 150 300 150 92 300 150 61 300 240 240

895 400

20 15

5 0 5 0 5 0 0 5 0 0 0 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -30 0 0

-15 -30 -25 -40 5 0 0 5 -30 -30 -30 -20 -20 -10 -30 -10 -10 -20 -30 -30 -30 -30 -10 -30 -30 -10 0 -25 -35

-75 -90 -85 -100 -10 0 0 -5 -90 -95 -90 -80 -65 -70 -90 -70 -70 -80 -90 -90 -90 -90 -70 -90 -90 -60 15 -85 -95

smprj mk5 smprj mk5 smprj mk5 smprj mk1 smprj mk1 smprj mk1 smprj mk2 smprj mk2 smprj mk2 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk5 smprj mk5

200 500 60 1 1 1 1 2 5 5 5 5 5 2 5 9 24 6 15 15 15 15 100 10 10 80 9 30 30

Belt Belt Mag Brch Brch Brch Brch Brch Mag Mag Mag Mag Mag I Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Drum Mag Mag Mag

875 20 Taser Guns 5 35 5 20 5 15 6 15 8 15 30 15 100 20 30 15 30 20 Rocket Guns 960 0 1600 0 900 0 366 0 880 0 925 0 900 0 600 0 900 0 600 0 366 0 900 0 450 0 183 0 800 -90 640 5 640 5

180 244 750 250

480 732 1500 400

5 0 -85 15

0 0 -25 0

-25 -10 5 -5

-85 -60 20 -55

smprj mk5 smprj mk5 smprj mk5 smprj mk5

10 60 12 12

Mag Drum Mag Mag

800 528

1600 1600

0 0

0 0

-10 -10

-60 -70 -60 -60 -90 -90 -90 -70 -90 -85 -70 -175

smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk1 smprj mk1 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3 smprj mk3

5 16 200 400 100 100 1 6 80 12 30 50

Mag Mag Belt Belt Mag Mag Imag Mag ME Pack PPE Cart Mag Mag

153 610 0 0 -10 198 792 0 0 -10 Magnetic Linear Accelerators/Gauss Guns 400 800 15 0 -30 320 640 15 0 -30 30 85 15 0 -30 900 1800 10 5 -5 275 914 15 0 -30 105 210 20 5 -25 153 610 10 5 -5 42 190 45 5 -40

800 50 500 92 500 183 183 500 500 500 275

1600 125 1000 183 1000 244 244 1000 1000 1000 914

15 15 10 15 25 20 20 10 5 15 20

0 5 15 0 10 0 0 5 0 0 5

-30 -20 -30 -30 -20 -15 -15 -30 -30 -30 -20

-90 -80 -80 -90 -65 -60 -60 -80 -100 -90 -85

smprj mk3 smprj mk3 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4

1 8 4 20 15 15 27 4 4 4 50/500

Muzzle Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag/Belt

120 900 540 152 38 183 76 38 300

480 3000 1800 610 152 610 305 152 1200

15 15 15 15 15 15 15 15 15

0 0 0 0 0 0 0 0 0

-30 -30 -30 -30 -30 -30 -30 -30 -30

-90 -90 -90 -90 -90 -90 -90 -90 -90

smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4 smprj mk4

10 15 30 1 1 20 140 3 300

Mag Mag Mag Muzzle Muzzle Mag Mag Mag belt

400 389 600 366 137 250 600 229 458 735 600 294 930 240 600 1800 600 500 330 300 23 229 406 305 229 364 364 168 364 455 36 153 277

1200 1295 2000 1219 457 700 2000 305 610 2450 2000 1175 3100 800 2000 3600 2000 1000 1320 1200 92 305 1623 1220 914 1200 1200 671 1220 1500 48 610 914

15 20 10 15 15 15 10 20 35 30 10 20 5 25 5 10 15 25 25 20 15 20 15 15 10 20 15 15 10 20 35 15 20

0 5 15 0 0 0 0 5 20 15 5 5 5 10 0 5 0 10 10 5 0 5 0 0 -5 5 0 0 -5 5 20 0 5

-30 -25 -30 -30 -30 -30 -45 -10 5 -15 -30 -25 -25 -20 -30 -5 -30 -20 -20 -25 -30 -25 -30 -30 -35 -25 -30 -30 -35 -25 5 -30 -25

-90 -85 -80 -90 -90 -90 -100 -55 -40 -75 -90 -85 -75 -80 -100 -70 -90 -80 -70 -75 -90 -85 -90 -90 -95 -80 -90 -90 -100 -80 -10 -90 -85

smprj mk4 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5 smprj mk5

100 500 6 200 60 5 20 30 30 6 6 30 20 20 6 25 6 12 10 10 1 20 750 500 50 500 2000 100 100 50 5 65 50/500

Mag Belt Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Mag Muzzle Mag Case Belt Mag Drum Drum Mag Mag Mag Drum belt Mag/Belt

278

915

20

-25

-85

smprj mk5

50/500

Mag/Belt

1980 300

6600 1219

25 15

10 0

-20 -30

-70 -90

smprj mk5 smprj mk5

10 2800

Mag Drum

1500 150

3000 500

15 35

0 5

-30 -15

-90 -45

smprj mk5 smprj mk5

5 50

Mag Mag

1800 300 1950 30 100 112 83 113 610 91 55 91 250 100 122 76 3000 300 250 800 829 325 829 450

6000 1200

40 15

25 0 10 5 -30 0 5 0 0 5 5 30 10 5 0 0 5 0 10 0 10 10 50 0

-5 -30 -20 -35 0 -30 -25 -30 -30 -25 -35 -13 -25 -25 -30 -30 -25 -30 -25 -30 -25 -25 20 -30

-55 -90 -70 -95 15 -90 -85 -90 -90 -85 -95 -63 -75 -85 -90 -90 -85 -90 -75 -90 -75 -75 0 -90

smprj mk5 smprj mk5 smprj mk5 Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher

10 65 2x 600 1 2 5 8 5 48 8 1 12 4 9 60 24 2 12 12 6 1 8 2 9

Mag belt belt self Brch Spd Ldr Mag Spd Ldr Mag Mag Brch Mag Mag N/A Mag Mag Spd Ldr Mag Spd Ldr self self Mag Disposable Auto

6500 25 Launchers 150 10 200 -90 224 15 165 20 225 15 1220 15 365 20 110 45 365 70 1000 35 200 20 488 15 305 15 9000 20 1200 15 1000 35 1600 15 1654 35 640 35 1654 100 1350 15

300

900

Special

Launcher

60

Auto

80 1000 120 80 120 320 160 120 76 829 320 600 100 122 225 150 1667

120 2000 144 200 300 800 400 300 305 1654 800 800 200 488 450 300 5000

-30 20 35 100 100 -30 100 35 100 10 100 20 15 35 35 15

Special 0 15 5 -25 10 -25 50 20 50 20 0 15 50 20 10 -25 50 20 5 -10 50 20 5 -25 0 -30 10 -25 10 -25 0 -30

30 -50 -75 0 0 30 0 -75 0 -20 0 -85 -90 -75 -75 -90

Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher Launcher

3 1 2 8 3 4 2 2 12 2 1 12 8 16 6 8 1

Spd Ldr Brch Brch Mag Brch Spd Ldr Brch Brch Spd Ldr Disposable Ind Ind Spd Ldr 2 x Spd Ldr Spd Ldr Spd Ldr self

267 1167 2000 1 Meter 100 91

800 3500 6000

15 -30 -30

0 -30 0 15 0 15 Not Applicable -5 0 -35 -30

-90 30 30

Launcher Launcher Launcher Launcher Launcher Launcher

1 1 10 50 40 24

self self Carousel Mag Mag Mag

200 366

10 15

-95 -90

267

800

15

-30

-90

Launcher

Mag

Not Applicable

Launcher

Disposable

267 800 60 120 800 1600 See Missile Type See Missile Type

15 100 15 100 100

0 50 0 50 50

-30 0 -30 20 20

-90 -50 -90 0 0

Launcher Launcher Launcher Launcher Launcher

3 5 16 1 12

Spd Ldr Mag Mag Brch Mag

1600 3200 See Missile Type See Missile Type 2000 3000 1000 275 40 20 6 81 81 122 6 400

100 100 15

Special 50 20 50 20 0 -30 10 50 0 0 0 0 0 5 0 5 -25 20 -30 -30 -30 -30 -30 -20 -30 -25

0 0 -90 -75 0 -90 -70 -90 -90 -90 -70 -90 -85

Launcher Launcher Launcher Launcher Launcher Launcher Blast MK 5 Entangle MK2 Entangle MK3 Entangle MK3 Entangle MK3 Entangle MK3 Entangle MK4 Entangle MK4

60 4 20 1 12 1 6 10 2 8 8 8 1 8

Mag Brch Mag Brch Mag Brch Mag Mag Mag Mag Mag Mag self Mag

2000 35 1100 100 Tangle Guns 70 15 30 10 162 162 243 12 500 20 15 15 15 20 15 20

13

25

15

-30

-90

Entangle MK4

self

15 15 20 96 20 400 100 30

30 30 40 240 60 500 250 60

20 15 15 10 20 15 20 15

5 0 0 0 5 0 5 0

-25 -30 -30 -20 -20 -30 -20 -30

-85 -90 -90 -75 -80 -90 -70 -90

Entangle MK4 Entangle MK4 Entangle MK5 Entangle MK5 Entangle MK5 Entangle MK5 Entangle MK5 Entangle MK5

1 4 1 20 6 5 25 6

self Mag Brch Mag Mag Mag Mag Mag

260

648 15 0 Laser Weaponry 23 92 15 0 35 40 86 90 60 381 100 15 15 305 90 183 9 13 305 310 152 175 175 244 245 200 160 325 200 240 305 183 305 305 300 200 366 25 5 20 55 15 15 15 15 25 35 25 15 20 5 25 25 15 15 15 25 15 15 15 15 10 15 15 15 15 15 10 -10 5 40 0 0 0 0 10 -10 10 0 5 0 10 10 0 0 0 10 0 0 0 0 0 0 0 0 0 0

-30 -30 -20 -40 -25 10 -30 -30 -30 -30 -20 -70 -40 -30 -25 -35 -20 -20 -30 -30 -30 -20 -30 -30 -30 -30 -36 -30 -30 -30 -30 -30

-90 -90 -80 -100 -85 -50 -90 -90 -90 -90 -70 -175 -130 -90 -85 -95 -80 -80 -90 -90 -90 -100 -90 -90 -90 -90 -96 -90 -90 -90 -90 -90

Entangle MK5 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 1 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser Mk 2 Laser MK 2 Laser MK 3 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2

8 25 25 1 20

Mag Cell Cell Cell Cell Reactor Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cart Reactor Cell Cell Cell Cell Cell Cell

25 10 10 76 35 46 7 10 77 78 100 40 40 61 61 50 40 244 50 60 77 46 77 76 75 50 92

19 25 25 25 16 1 25 22 20 20 22 22 22 22 22 20 25 17 20 220 22 20 3 22 22 20

31 50 30 50 77 61 91 92 65 40 76 30 45 45 76

122 300 60 200 305 244 365 366 175 65 305 125 175 175 305

15 15 15 20 20 15 15 15 20 15 20 40 20 25 25

0 10 0 5 5 0 0 0 5 0 5 5 0 10 15

-30 -30 -30 -30 -25 -30 -30 -30 -25 -30 -25 -65 -45 -40 5

-90 -90 -90 -90 -85 -90 -90 -90 -85 -90 -85 -200 -130 -120 -80

Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2

12 22 2 22 20 22 8 10 22 22 22 1 22 22 22

Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell

8 60 77 77 81 244 65 46 244 77 60 123 92 100 61 40 750 75 98 70 60 75 25 150 300 75 75 92 75 122

31 240 305 305 320 325 175 183 325 305 240 488 366 200 244 65 1500 300 488 90 80 300 100 750 1200 300 300 366 300 488

30 20 15 20 20 15 25 30 15 15 25 15 25 25 15 15 25 15 15 10 35 20 10 15 20 15 15 20 15 25

0 5 0 5 5 0 10 20 0 5 15 0 15 15 0 0 10 0 0 0 -10 10 0 0 5 0 0 5 5 10

-35 -25 -30 -25 -25 -30 -20 5 -30 -25 0 -30 0 0 -30 -30 -20 -30 -30 -40 -70 -30 -40 -30 -25 -30 -30 -25 -30 -20

-105 -85 -90 -85 -85 -90 -80 -45 -90 -85 -50 -90 -50 -50 -90 -90 -80 -90 -90 -130 -170 -90 -130 -90 -85 -90 -90 -85 -90 -80

Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser MK 2 Laser Mk 2 Laser MK 3 Laser MK 3 Laser Mk 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3 Laser MK 3

4 10 12 12 24 50 14 6 15 15 10 10 7 7 15 14 33 42 30 42 125 42 5 33 60 31 42 20 42 14

4x UtilityCell Cell MP Cell PPE Cell Cart Cart Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cart Cart Cart Cart Cartx3 Cart Cell Cart Pack Cart Cart Cart Cart Cell

220 229 750

660 914 1500

25 20 25

10 5 10

-20 -25 -20

-80 -85 -80

Laser MK 4 Laser MK 4 Laser MK 4

16 22 25

Cart Cart Cart

750 1500 229 153 191 153 153

1500 3000 914 610 762 610 610

25 25 15 15 30 15 30

10 10 0 0 15 0 15

-20 -20 -30 -30 -15 -30 -5

-80 -80 -90 -90 -75 -90 -35

Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4

13 22 28 31 25 31 9

Cart Cart Pack Cart Cart Cart Cart

153

610

15

-30

-90

Laser MK 4

15

Cart

305

610

15

-30

-90

Laser MK 4

17

Battery

750 100

1500 400

45 15

30 0

0 -30

-60 -90

Laser MK 4 Laser MK 4

22 31

Cart Cart

113 20 368 100 153 154

450 80 490 400 610 610

15 45 20 15 15 15

0 15 5 0 0 5

-30 -45 -25 -30 -30 -30

-90 -120 -85 -90 -90 -90

Laser MK 4 Laser MK 4 Laser Mk 4 Laser MK 4 Laser MK 4 Laser MK 4

15 43 25 23 30 4

Cart Cart Cart Cart Cart Cart

300 228 100 154

1200 910 400 610

45 35 15 15

30 20 0 0

15 0 -30 -30

-75 -30 -90 -90

Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4

28 31 31 20

Pack Cart Cart Cart

230 100 100 229 122

915 400 400 914 488

15 20 15 30 40

0 10 5 15 25

-30 -30 -30 -15 5

-90 -90 -90 -75 -25

Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4

10 31 31 21 8

Cart Cart Cart Cart Cart

184 200 76 1500 750 750 122

732 400 305 3000 1500 1500 488

25 35 15 15 15 15 25

10 20 0 0 0 0 10

-20 0 -30 -30 -30 -30 -20

-80 -30 -90 -90 -90 -90 -80

Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4

10 11 22 22 9 25 22

Cart Cart Cart Cart Cart Cart Cart

534 154 154 229 122 153 153 750 224 154 122 61 76 133 686 20 90 450 500 153 110 1007 122 153 60 305 610 168 84 125 120 500 500 600

1067 610 610 914 244 610 610 1500 823 610 244 183 305 533 1371 80 325 850 1000 610 549 2013 488 610 120 610 1219 671 335 480 485 2000 2000 1200

25 25 15 25 40 20 20 25 25 20 15 35 30 55 25 45 45 10 20 15 15 30 15 20 20 15 15 15 15 20 20 15 15 20

10 10 0 10 25 5 5 10 10 5 0 20 5 40 10 15 0 0 5 0 10 15 0 5 5 0 0 15 5 5 5 0 0 5

-10 -10 -30 -20 5 -20 -20 -20 -20 -20 -30 0 -40 10 -20 -45 -30 -35 -20 -30 -30 -15 -30 -25 -20 -30 -30 15 5 -20 -20 -30 -30 -20

-40 -40 -90 -80 -25 -80 -80 -80 -75 -80 -90 -30 -95 -50 -80 -120 -110 -100 -70 -90 -110 -75 -90 -85 -80 -90 -90 15 5 -80 -80 -90 -90 -70

Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 4 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5 Laser MK 5

20 9 31 28 6 31 30 25 30 15 45 20 21 12 8 33 45 125 25 30 15 4 25 12 40 20 30 2 4 70 70 94 125 131

Cart Cart Cart Cart Cart Cart Pack Cart Pack Pack Pack Cart Cart Reactor Cart Pack Cartx3 Pack Pack Cart Cart Cart Cart Cart Pack Pack Reactor PPE Cart PPE Cart Reactor Reactor Pack Pack Reactor

120 610 600

480 55 40 1219 25 5 1200 15 0 Blaster Weaponry 18 15 18 12 12 25 15 15 20 25 10 0 0 -5 5

10 -20 -30

-50 -70 -90

Laser MK 5 Laser MK 5 Laser MK 5

9 275 219

Reactor Reactor Reactor

7 10 7 9 9

-20 -30 -30 -55 -40

-80 -90 -90 -150 -110

Blast MK 1 Blast MK 1 Blast MK 1 Blast MK 1 Blast MK 1

20 20 20 1 20

Cell Cell Cell Cell Cell

12 46 35 62 40 40 20 51 76 80 30 35 41 45 50 35 50 13 45 41 35 40 50 20 210 70 46 100 100 70 200 200

31 183 105 220 120 120 60 152 305 320 100 105 122 160 190 105 165 35 90 122 105 170 100 100 420 150 152 300 350 150 400 400

15 15 25 25 15 15 15 15 30 15 15 15 15 20 20 25 20 40 15 15 15 25 25 25 15 -5 20 15 25 15 10 10

0 0 10 10 0 0 0 0 10 0 0 0 0 0 15 10 5 25 0 0 0 5 10 10 0 10 5 0 10 0 0 0

-30 -30 -20 -20 -30 -30 -30 -30 -50 -30 -30 -30 -30 -40 -20 -20 -35 0 -30 -30 -30 -40 -20 -20 -30 40 -25 -30 -20 -30 -20 -50

-90 -90 -80 -80 -90 -90 -90 -90 -110 -90 -90 -90 -90 -110 -90 -80 -95 -130 -95 -90 -90 -100 -80 -80 -90 -40 -75 -90 -80 -90 -90 -120

Blast MK 1 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3

2 10 9 10 10 10 20 120 8 8 12 9 10 10 10 6 7 9 32 35 9 40 9 30 30 34 10 30 30 33 33 33

PPE Cell Cell Cell Cell Cell Cell Cart Reactor Cell Cell Cell Cell Cell Cell Cell Cell Cell Cell Cart Cart Cell 2 cells Cell Cart Cart Cart Cart Cart Cart Cart Cart Cart

215 200 200 198 25 209 90 107 90 100 130 150 152 53 91 300 317 250 91 110 100 124 48 612 610 130 153 150 400 329 396 59 150 110 305 83 400 400 150

425 400 400 395 100 413 250 213 250 200 310 300 610 213 365 900 950 750 365 366 200 344 70 1200 1220 270 610 300 1000 823 792 176 300 366 610

10 10 10 15 25 15 15 15 15 15 5 15 40 15 15 15 15 15 15 15 25 25 20 25 10 25 15 15 15 20 25 15 15 15 20

0 0 0 0 10 0 0 0 0 0 5 0 20 0 0 0 0 0 0 0 10 10 5 10 10 10 0 0 0 5 10 0 0 0 0

-20 -20 -50 -30 -20 -35 -30 -30 -30 -30 20 -30 -40 -30 -30 -30 -30 -30 -30 -30 -20 -20 -25 -20 -10 -20 -30 -30 -30 -25 -20 -30 -30 -30 -10 -30 -45 10 -20 -30

-85 -90 -120 -90 -80 -75 -90 -90 -90 -90 5 -90 -100 -90 -90 -90 -90 -90 -80 -90 -80 -80 -75 -80 -75 -80 -90 -90 -90 -85 -80 -90 -90 -90 -70 -90 -130 -5 -80 -90

Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast Mk 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Flamer MK1

30 32 32 18 23 25 25 12 24 23 25 12 20 10 18 30 40 23 20 28 23 15 15 18 150 90 69 80 100 30 48 78 90 7 140 150 40 20 25 3

Cart Cart Cart Cart Cart Cart Cart Cart Cart Cart Cart Cart Cart Cart Cart Pack Reactor Cart Cart Pack Cart Cart Cart Cart Reactor Pack Pack Pack Pack Pack Pack Pack Pack MP Pack Reactor Reactor Pack Pack Cart Cell

165 15 0 1000 55 -10 1000 30 5 300 25 10 Flame Weaponry 3 5 15 0

67 100 10 15 122 183 Flame Template 6 10 9 15 102 153 20 30 20 30 25 80 30 45 20 40 40 60 40 60 40 55 35 40 25 66 12 325 50 80 45 91 20 488

15 15 15 15 25 25 15 -10 15 15 20 15 20 15 25 20 -10 20 20 25 15

0 0 0 0 5 5 0 -10 0 0 0 0 5 0 0 5 -10 0 5 5 0

-30 -30 -30 -30 -20 -20 -30 -10 -30 -30 -20 -30 -25 -30 -40 -25 -10 -20 -25 -20 -30

-90 -90 -90 -90 -80 -80 -90 -10 -90 -90 -80 -80 -85 -90 -110 -85 -100 -80 -85 -80 -90

Flamer MK2 Flamer MK2 Flamer MK2 Flamer MK3 Flamer MK3 Flamer MK3 Flamer MK3 Flamer MK3 Flamer MK3 Flamer MK3 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4 Flamer MK4

36 5 12 15 3 8 8 7 7 6 10 10 25 10 10 11 12 9 9 10 24

Pack Cell PPE Cart PPE Cart Cart Cart MP Cart Cart Cart Cart Cart Cart Pack Cart Cart Cannister Pack Cart Cart Cart PPE Pack

40 20 20 25 20 40 101 101 120 66 40 61 40 40 244 325 80 80

80 40 40 50 30 85 152 152 240 91 80 92 72 61 366 488 120 120

15 25 15 25 15 20 15 15 20 20 15 20 15 20 15 15 20 15

0 5 0 5 0 5 0 0 5 5 -5 0 0 5 0 0 0 0

-30 -20 -30 -20 -30 -10 -30 -30 -25 -25 -30 -20 -30 -25 -30 -30 -35 -30

-90 -40 -90 -40 -90 -75 -90 -90 -85 -85 -90 -80 -90 -85 -90 -90 -95 -90

Flamer MK5 Flamer MK4 Flamer MK4 Flamer MK5 Flamer MK2 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5 Flamer MK5

8 16 1 14 8 18 100 20 15 15 12 60 12 20 40 18 9 15

Cart Pack Cart Pack Cell Pack Reactor Reactor Pack Pack Pack Reactor Pack Pack 2x MP Pack MP Pack Pack Pack

80 163 3 40 10 Arms Length 10 20 20 20 30 30

144

20

5 5 0 0 0 0 0 0 0 0 0

-25 -25 -30 -25 -30 -30 -30 -30 -35 -25 -30

-85 -85 -90 -85 -90 -90 -90 -90 -95 -85 -90

Flamer MK5 smprj mk1 Stun MK 1 Stun MK 2 Stun MK 2 Stun MK 3 Stun MK 3 Stun MK 3 Stun MK 3 Stun Mk 4 Stun Mk 4 Stun Mk 4

12 10 28 5 14 10 12 46 46 34 24 27

2 x Pack MP Cart Cell Cell Cell Cell PPECell Cart Pack Cart Cart Cart

244 20 Stun Weaponry 10 15 80 20 50 15 0 15 15 100 15 100 15 100 15 200 20 200 15

30

200

20

-25 -30 -30 -30 -30 -40 -45 -30 -30 -30 -30 -30 -30 -40 -10 -50 -30 -50 -30 -30 -30 -35 -30 -30 -30 -40 -25 -30 -30

-85 -90 -50 -90 -90 -110 -125 -90 -90 -90 -90 -90 -90 -100 -200 -125 -90 -125 -90 -90 -90 -95 -95 -90 -90 -100 -85 -90 -90

Stun MK 5 Stun MK 5 Stun MK 5 Stun MK 5 Dsrptr MK 1 Dsrptr MK 1 Dsrptr MK 1 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 3 Dsrptr MK 3 Dsrptr MK 3 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 5

18 26 110 138 20 21 21 9 12 12 10 12 20 20 12 12 45 7 33 20 25 25 15 20 18 30 15 25 100

Cart PPECart Pack Pack Cell Cell Cell Cell Cart Cell Cell Cell Cart Cart Cell Cell Pack Cell Cart Pack Cart Cart Cart Pack Cart Reactor Pack Cart Reactor

122 183 15 0 60 300 10 0 60 300 15 0 Disruptor Weaponry 3 10 15 0 4 8 20 0 3 5 10 0 21 137 15 0 46 305 15 0 30 200 15 0 10 50 15 0 40 100 15 0 15 75 15 0 200 15 10 40 15 20 78 30 20 30 230 60 400 47 30 44 300 30 50 100 40 100 518 200 100 200 1524 400 600 70 200 110 5 25 20 15 35 15 15 15 35 20 15 15 5 20 15 15 -10 10 0 0 5 0 0 0 5 0 0 0 -10 0 0 0

60 60 40 440 400

300 300 100 1100 1000

65 15 15 15 15

5 0 0 0 0

-50 -30 -30 -30 -30

-125 -90 -90 -90 -90

Dsrptr MK 5 Dsrptr MK 5 Dsrptr MK 5 Dsrptr MK 5 Dsrptr MK 5

10 100 35 25 20

Pack Pack Pack Pack Pack

94

140

20

-25 -40

-85 -100

Dsrptr MK 5 Dsrptr MK 5

45 50

Reactor Reactorx2

600 900 5 -10 Plasma Weaponry 4 5 7 15 100 34 20 16 12 20 30 245 25 50 80 30 20 50 92 458 153 229 40 9 10 18 45 200 137 60 32 24 40 80 488 50 100 160 80 50 100 366 914 610 457 120 25 15 25 15 10 10 15 15 15 15 25 15 15 15 15 15 15 25 15 20 15 15 15 10 0 10 0 -5 -5 0 0 0 0 10 0 0 0 0 0 0 10 0 5 0 0 0

-20 -30 -20 -30 -35 -35 -30 -30 -30 -30 -20 -30 -25 -30 -30 -30 -30 -20 -30 -25 -30 -30 -30

-80 -90 -80 -90 -95 -95 -90 -90 -90 -90 -80 -90 -85 -90 -90 -90 -90 -80 -90 -85 -90 -90 -90

Blast MK 1 Blast MK 1 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4

12 13 5 20 20 6 6 5 4 4 187 10 187 187 187 19 30 125 182 30 260 30 10

Cell Cell Cell Cart Cart Cell Cell Cell Cell Cell Reactor Cell Reactor Reactor Reactor Cart Pack Reactor Reactor Pack Reactor Pack Cart

450 55 480 229 40 35 450 245

1500 110 1600 457 120 100 1500 488

20 15 15 15 20 25 25 15

5 0 0 0 5 10 10 0

-25 -30 -30 -30 -25 -20 -20 -30

-80 -90 -90 -90 -85 -80 -80 -90

Blast MK 5 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 3 Blast MK 5 Blast MK 4

60 125 30 24 120 35 12 10

Reactor Reactor Reactor Pack Reactor Pack Pack Cart

610 122 122 106 40 40 229 125

1220 488 488 423 100 100 914 490

10 15 15 15 25 15 15 20

10 0 0 0 10 0 0 5

-25 -30 -30 -30 -20 -35 -30 -25

-85 -90 -90 -90 -80 -95 -90 -85

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5

180 164 259 124 63 125 30 41

Reactor Reactor Reactor Reactor Reactor Reactor Pack Cart

220 244 40 40 122 400 60 80 315 80 80 60

549 610 100 100 488 1200 120 250 933 250 250 180

20 15 15 15 15 15 15 25 15 20 15 15

5 0 0 0 0 0 0 10 0 5 0 0

-25 -30 -30 -30 -30 -30 -30 -20 -30 -30 -30 -30

-85 -90 -90 -90 -90 -90 -90 -80 -90 -85 -90 -90

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5

52 70 125 100 208 24 100 90 90 45 125 100

Reactor Reactor Reactor Reactor Reactor Reactor Reactor Reactor Reactor Reactor Reactor Reactor

1616 4785 15 0 85 220 15 0 135 420 15 0 Plasma Cartridge Weaponry + 51 152 20 5 21 61 20 5 51 152 20 5 21 61 20 5 21 21 19 51 51 51 51 84 62 6 24 61 61 55 152 152 152 152 251 183 19 71 20 25 35 20 20 20 20 25 20 20 20 5 10 5 5 5 5 5 5 5 5 5

-30 -30 -30 -25 -25 -25 -25 -25 -35 -50 -25 -25 -25 -25 -15 -25 -25 -25

-90 -90 -90 -85 -85 -85 -85 -85 -135 -110 -85 -85 -85 -85 -90 -85 -85 -85

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 4 Blast MK 4

75 100 100 9 3 10 2 6 2 7 18 10 6 24 44 30 4 6

Reactor x 2 Reactor Reactor Mag Spd Ldr Mag Brch Spd Ldr/Mag Brch Mag Mag Mag Spd Ldr Mag Mag Mag Mag Mag

66 130 31

350 260 92

15 20 10

0 5 0

-30 -25 -40

-90 -85 -100

Blast MK 4 Blast MK 4 Blast MK 4

45 8 20

Mag Mag Mag

67 122 122

200 365 366

20 20 20

5 5 5

-25 -25 -25

-85 -85 -85

Blast MK 4 Blast MK 5 Blast MK 5

35 120 20

Mag Drum Mag

245 62 610 203 203

735 183 1830 610 610

20 20 15 20 20

5 5 0 5 5

-25 -25 -15 -25 -25

-85 -85 -75 -85 -85

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5

45 30 8 12 8

Mag Mag Mag Mag Int. Mag

62

183

20

-25

-85

Blast MK 5

Brch

50 124 116 124 203 203 610 124 212 10 61 101 61 61 20 18 20 153 61 92 92 78

150 366 350 375

40 20 20 20

15 5 5 5 5 5 5 5 0 0 15 -10 0 5 0 0 5 15 -10 0 0 0

-20 -25 -25 -25 -25 -25 -25 -25 -30 -30 -15 -40 -30 -25 -30 -25 -20 -15 -40 -30 -30 -30

-160 -85 -85 -85 -85 -85 -85 -85 -90 -90 -75 -100 -90 -85 -90 -85 -80 -75 -100 -90 -90 -90

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 1 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 4

10 20 30 75 120 200 200 900 45 20 8 8 12 12 7 9 6 20 33 30 30 20

Mag Mag Mag Mag Drum Belt Belt Drum Mag Cell Cell Cell Cell Cell Cell Cell Cell Cart Cart Cart Cart Cart

610 20 610 20 1830 20 366 20 700 15 Pulse Weaponry 20 15 183 30 305 5 183 15 183 20 60 15 54 15 60 20 610 30 244 5 366 366 310 15 15 15

90 90 200 122 70 101 122 60 92 80 153 153

360 270 400 488 280 305 488 180 366 120 610 610

20 15 15 5 5 15 15 15 15 15 15 15

5 0 0 -10 -10 0 0 0 0 0 0 0

-25 -30 -30 -40 -40 -30 -30 -30 -30 -30 -30 -30 -20 -25 -20 -30 -25 -30 -25 -35 -45 -30 -30 -30 -30 -30 -30 -30 -30 -30 -30 -30 -30 -40 -30 -30 -30 -30 -30 -30

-85 -90 -90 -100 -100 -90 -90 -90 -90 -90 -90 -90 -80 -85 -80 -90 -85 -90 -85 -95 -115 -90 -90 -90 -90 -90 -90 -90 -90 -90 -90 -90 -90 -110 -90 -90 -90 -90 -90 -90

Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast Mk 4 Blast Mk 4 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 4 Blast MK 5 Blast MK 1 Blast MK 1 Blast MK 1 Blast MK 1 Blast MK 1 Blast MK 2 Blast MK 2 Blast MK 3 Blast MK 3 Blast MK 4 Blast MK 4 Blast MK 5 Blast MK 5 Blast MK 5 Launcher Laser MK 1 Laser MK 2 Laser MK 3 Laser MK 4 Laser MK 5 Blast MK 1

20 112 88 35 25 40 40 25 8 88 60 50 25 45 100 100 45 20 16 15 1 10 32 5 15 20 10 2 25 25 50 15 30 8 23 11 37 28 113 20

Cart Pack Pack Cart Cart Cart Cart Cart MP Pack Pack 2 x Pack Pack Pack Pack Pack Pack Pack Pack PPE Reactor Cap Cap Cap Cap Cap Cap Cap Cap Cap Pack Cap HCap Cart Reactor Pack Cell Cell Cart Cart Pack Cell

213 267 25 10 220 440 20 5 92 366 15 0 100 300 15 0 88 132 20 5 160 320 15 0 153 610 20 5 Phased Plasma Weaponry 50 100 10 0 25 50 5 -10 10 15 15 0 10 15 15 0 10 15 15 0 40 120 15 0 40 120 15 0 60 120 15 0 70 150 15 0 100 200 15 0 90 250 15 0 40 100 15 0 90 250 15 0 350 1000 15 0 100 200 10 -5 Maser Weaponry 10 15 15 0 50 200 15 0 75 300 15 0 100 400 15 0 500 2000 15 0 Charge Packet Guns 10 15 15 0

38 50 38 38

152 200 152 152

5 15 15 15

-5 0 0 0

-40 -30 -30 -30

-115 -90 -90 -90

Blast MK 1 Blast MK 2 Blast MK 2 Blast MK 2

5 10 20 21

Cart Cell Cell Cell

61 61 51 34 61 76 15 67 55 15 130 61 75 80 152 100 76 137 229 79 122 113 160 92 61 91 40 122 136 151 152 500 456 41

244 244 152 101 183 305 61 267 160 61 518 244 300 120 610 400 305 549 914 315 488 450 320 366 244 365 120 488 206 600 610 2000 1829

15 20 15 15 15 10 15 20 20 15 15 15 15 20 15 15 15 15 15 15 15 15 15 15 20 15 15 15 25 20 15 15 15

0 5 0 0 0 5 0 5 5 0 5 0 0 5 0 0 0 0 0 0 0 0 0 0 5 0 0 0 10 5 0 0 0 15 0 0 0 0 0 5

-30 -25 -30 -30 -30 -25 -30 -25 -40 -30 -20 -30 -30 -25 -30 -30 -30 -30 -30 -30 -30 -35 -30 -30 -25 -30 -30 -30 -20 -25 -30 -30 -30 -20 -30 -30 -30 -30 -30 -25

-90 -85 -90 -90 -90 -85 -90 -85 -75 -90 -110 -90 -90 -85 -90 -90 -90 -90 -90 -90 -90 -95 -90 -90 -85 -90 -90 -90 -80 -85 -90 -90 -90 -80 -90 -90 -90 -90 -90 -85

Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 2 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 3 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 5 Blast MK 4 Blast MK 4 Blast MK 5 Blast MK 4 Blast MK 4 Blast MK 4 Blast MK 5 Blast MK 4 Blast MK 4 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Shotgun Flamer MK1 Flamer MK2 Flamer MK3 Flamer MK4 Flamer MK5 smprj mk4

20 10 10 10 50 7 7 8 7 7 15 30 15 80 55 25 25 22 25 15 25 50 40 30 50 24 45 30 48 50 55 100 75 10 2 4 6 8 12 10

Cart Cell Cell PPE Cart Cart Cell Cell Cell Cell Cell Cart Cart Cart Pack Pack Cart Cart Cart Cart Reactor Cart Pack Pack Pack Pack Cart Reactor Pack Pack Cannister Reactor Reactor PPE Reactor Pack Cell Cell Cart Cart Pack Cart

61 40 Cryoguns 3 5 15 10 15 15 20 30 15 40 60 15 80 120 15 333 500 20 Exotic Weaponry

68

183

15

-30

-90

Blast MK 2

10

PPE Cell

30 46 30

40 61 40

15 15 15

0 0 0

-30 -30 -30

-90 -90 -90

Blast MK 4 Blast MK 4 Blast MK 4

200 5 50

Can MP Cell Pack

40 203 68 90 56

50 305 183 215 152

15 30 15 15 15

0 15 0 0 0

-30 -15 -30 -30 -30

-90 -75 -90 -90 -90

Blast MK 4 Blast MK 4 Blast MK 4 smprj mk 5 Blast MK 4

78 12 8 2 5

Reactor MP Pack MP Pack Disposable PPE Pack

45 40 40 40 368

55 100 100 100 488

15 30 15 15 15

0 0 0 0 0

-30 -40 -30 -30 -30

-95 -100 -90 -90 -90

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5

77 100 10 100 25

Reactor Pack Reactor Pack MP Pack

122 196 30 40 30 203 65 403 17 8 40

183 490 200 220 50 305 175 610 30 17 162

15 15 40 40 0 25 15 25 0 0 0

0 0 25 25 0 10 0 10 0 -10 0

-30 -30 -5 -5 -20 -20 -30 -20 -20 -20 -20

-90 -90 -65 -65 -40 -80 -90 -80 -40 -30 -40

Blast MK 5 Blast MK 5 Dsrpter Mk 4 Dsrpter Mk 5 Entangle MK1 Huge Bash Laser MK 4 Laser MK 5 Melee MK 2 Melee MK 2 Melee Mk3

10 25 100 80

PPE Pack Reactor Pack Pack Self PPE Pack Cart MP Pack Self Self Self

4 28 10

30 30

Special Special

0 0

-10 -10

-30 -30

Special Special

Shuriken Shuriken

1 1

Self Self

30

Special

-10

-30

Special

Shuriken

Self

30 30 30 30

Special Special Special Special

0 0 0 0

-10 -10 -10 -10

-30 -30 -30 -30

Special Special Special Special

Shuriken Shuriken Shuriken Shuriken

1 1 1 1

Self Self Self Self

30 8 7 20 30 3 10 10 64 10 20 25 30

Special 0 -10 12 10 0 10 5 0 30 15 0 200 15 0 Neural Disruptors 10 15 0 31 15 0 50 15 0 320 15 0 50 20 5 100 15 0 125 200 20 15 5 0

-30 -30 -40 -30 -30 -30 -30 -30 -30 -25 -30 -25 -30

Special -100 -100 -90 -90 -90 -90 -90 -90 -85 -90 -85 -90

Shuriken smprj mk1 smprj mk1 smprj mk3 Stun Mk 4 Dsrptr MK 1 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 5 Dsrptr MK 2 Dsrptr MK 3 Dsrptr MK 3 Dsrptr MK 4

1 50 50 1 25 20 8 10 24 12 33 30 25

5 cards Mag Mag Brch pack Cell Cell Cell Pack Cell Cart Cart Cart

29 30 60 3 3 * 24 10 20 10 15 20 96 30 39 30 60 60

143 20 92 15 300 15 Struptorguns 10 15 7 20 * 15 122 20 50 15 50 35 35 15 30 25 100 15 480 10 200 10 75 15 200 15 300 10 300 15 Neutron Blasters 15 15

5 0 0 0 0 0 5 0 10 0 10 0 0 -5 0 0 -5 0

-25 -30 -30 -30 -25 * -25 -30 -25 -35 -10 -30 -20 -40 -30 -30 -45 -30

-95 -90 -90 -90 -90 * -85 -90 -90 -100 -200 -90 -75 -100 -90 -90 -105 -90

Dsrptr MK 5 Dsrptr MK 4 Dsrptr MK 5 Stn/Dsrp MK1 Stn/Dsrp MK1 Stn/Dsrp MK1 Stn/Dsrp MK2 Stn/Dsrp MK2 Stn/Dsrp MK2 Stn/Dsrp MK2 Stn/Dsrp MK2 Stn/Dsrp MK3 Stn/Dsrp MK4 Stn/Dsrp MK4 Stn/Dsrp MK4 Stn/Dsrp MK4 Stn/Dsrp MK5 Stn/Dsrp MK5

20 12 100 20 25 30 15 10 15 10 50 33 20 25 18 25 100 100

Pack Cart Pack Cell 2 Cell Cell Cell Cell 2 Cell Cell Cart Cart Pack Cart Cart Cart Pack Pack

10

-30

-90

Blast MK 1

12

Cell

27

80

20

-20

-80

Blast MK 2

Cart

40 81 81 70

120 244 244 150

15 15 15 15

0 0 0 0

-30 -30 -30 -30

-90 -90 -90 -90

Blast MK 2 Blast MK 3 Blast MK 3 Blast MK 3

7 20 8 21

Cell Cart Cell Cart

122

366

15

-30

-90

Blast MK 3

20

Cart

86

240

20

-20

-80

Blast MK 4

25

Reactor

154

427

20

-25

-85

Blast MK 4

15

Reactor

176 90 176

488 250 488

20 15 15

5 0 0

-25 -30 -30

-85 -90 -90

Blast MK 4 Blast MK 4 Blast MK 4

25 16 15

Pack Cart Pack

54

160

20

-20

-80

Blast MK 5

20

Reactor

220

610

15

-30

-90

Blast MK 5

20

Reactor

99

198

20

-25

-85

Blast MK 5

30

Reactor

123

185

30

10

-35

-105

Blast MK 5

35

Reactor

25

50

15

-30

-90

Blast MK 5

50

Pack

25

50

15

-30

-90

Blast MK 5

40

Reactor

20

30

25

-40

-110

Blast MK 5

65

Pack

242

671

15

-30

-90

Blast MK 5

50

Reactor

400

1000 15 Sonic Disruptors 81 244 25 70 105 20 20 30 15 25 90 15 101 152 15

0 10 5 0 0 0

-30 -20 -25 -30 -30 -30

-90 -80 -85 -90 -90 -90

Blast MK 5 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 2 Dsrptr MK 3 Dsrptr MK 3

62 40 10 13 8 30

Pack Cart Cell Cell Cell Cart

122 89

366 320

15 20

0 5

-30 -25

-90 -85

Dsrptr MK 3 Dsrptr MK 3

30 24

Pack Cart

176 153 69

488 610 275

15 15 20

0 0 5

-30 -30 -25

-90 -90 -85

Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4

20 25 22

Pack

Cart

74 40 20 23 284

267 140 40 92 427

10 15 15 20 15

-5 0 0 5 0

-40 -30 -30 -25 -30

-100 -90 -90 -80 -90

Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4 Dsrptr MK 4

15 31 31 28 32

Cart Cart Cart Cart Pack

46 22

183 61

15 30

0 15

-30 -15

-90 -75

Dsrptr MK 4 Dsrptr MK 5

5 60

PPE Cart Reactor

133 240 50

480 479 100

15 20 15

0 5 0

-30 -25 -30

-90 -80 -90

Dsrptr MK 5 Dsrptr MK 5 Dsrptr MK 5

40 45 125

Pack Reactor Pack

601 1200 15 0 -30 Melee Weapons/Improvised Melee Melee Only Melee Only Melee Only Melee Only Melee Only

-90

Dsrptr MK 5 Melee MK 1 Power Tools Melee MK 1 Melee MK 1 Melee MK 2

50 Unlimited 40 Unlimited Unlimited Unlimited

Reactor NIL Cart NIL NIL NIL

Melee Only Melee Only Melee Only

Melee MK 1 Unlimited Melee MK 2 Unlimited Melee MK 2 60

NIL NIL Cart

Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only 23 Melee Only Melee Only Melee Only Melee Only 92 15 0 -30 -90

Melee MK 2 Unlimited Melee MK 2 Unlimited Melee MK 2 100 rnds Melee MK 2 8 Melee MK 2 Unlimited Melee MK 4 Unlimited Melee MK 2 16 Melee MK 2 60 Melee MK 2 1

NIL Nil Cart Cell NIL NIL Cell Cart MP Cell NIL Resevoir Resevoir Cell

Melee MK 3 Unlimited Melee MK 2 Melee MK 3 Melee MK 4 10 10 20

Melee Only Melee Only

Melee MK 5 Unlimited Melee MK 3 100

NIL Cart

Melee Only Melee Only Melee Only Melee Only

Melee MK 2 Unlimited Melee MK 4 Unlimited Melee MK 4 Unlimited Melee MK 3 or 4 Unlimited

NIL NIL NIL NIL

Melee Only Melee Only Melee Only Melee Only Melee Only

Melee MK 5 Unlimited Melee MK 3 46

NIL Cart Cell NIL Cart

Melee MK 3 8 Melee MK 3 Unlimited Melee MK 3 46

Melee Only Melee Only Melee Only 1 Increment, No Range Modifiers Melee Only Melee Only

Melee MK 3 100 Melee MK 3 15 Melee MK 3 100 rnds Melee MK 3 50 Melee MK 3 Unlimited Melee MK 3 46

Cart Cell Cart cell NIL Cart

1 Increment, No Range Modifiers Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only Melee Only

Melee Mk 2 Unlimited Melee MK 3 Unlimited Melee MK 3 Unlimited Melee MK 3 46 Melee MK 3 Melee MK 3 Melee MK 3 Melee MK 3 Unlimited Unlimited Unlimited Unlimited

NIL NIL NIL Cart NIL NIL NIL NIL

Melee Only Melee Only Melee Only Melee Only Melee Only

Melee MK 3 21 Melee MK 3 Unlimited Melee MK 4 Unlimited Melee MK 2 Unlimited Melee MK 3

Cart NIL NIL Cart Cart

Melee Only Melee Only 1 Increment, No Range Modifiers 153 610 15 0 1 Increment, No Range Modifiers Melee Only Melee Only Melee Only Melee Only 1 Increment, No Range Modifiers Melee Only Melee Only Melee Only Melee Only 1 Increment, No Range Modifiers Melee Only 153 Melee Only 610 15 0 -30 -90

Melee MK 4 Unlimited Melee MK 4 Unlimited Melee MK 4 Unlimited Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 4 Melee MK 5 Melee MK 4 Melee MK 5 31 31 100 rnds 100 rnds Unlimited 31 31 25 31 31 Unlimited 50 Unlimited

NIL NIL NIL Cart Cart Cart Cart NIL Cart Cart Cart Cart Cart NIL Cell NIL Cart Cart PPE Cart Cell Cart Cart Cart Cart

-30

-90

Melee MK 5 25 Melee MK 5 100 rnds Power Tools 150 rnds Melee MK 5 25 Melee MK 5 25 Melee MK 5 25 Melee MK 6 100 rnds Melee MK 6 21

See notes for Spotlight and Grenade Ranges Melee Only 1 Increment, No Range Modifiers Melee Only Melee Only Melee Only

Melee Only Melee Only Melee Only Melee Only 1 Increment, No Range Modifiers Melee Only Genius Weaponry

Power Tools Power Tools Power Tools Power Tools Power Tools Power Tools

50 50 50 50 25 35

Cell Cell Cell Cell Cart Cell

300

600

Special

smprj mk2

Mag

300

600

Special

smprj mk2

Mag

300

600

Special

smprj mk2

Mag

300

800

Special

smprj mk3

15

Mag

300

800

Special

smprj mk3

15

Mag

300

800

Special

smprj mk3

15

Mag

300

900

Special

smprj mk4

30

Mag

300

900

Special

smprj mk4

30

Mag

300

900 Special Multi Weapons 1500 610 120 15 25 10 0 10 0 -30 -10 -20 -90 -40 -50

smprj mk4

30

Mag

750 154 60

Laser MK 4 Laser MK 4 Launcher

21

Cart Cart Drum

10

750 203 60 122 163 40

1500 610 120 366 488 60

15 20 10 20 15 20

0 5 0 5 0 5

-30 -25 -20 -25 -30 -25

-90 -85 -50 -85 -90 -85

Laser MK 4 Blast MK 4 Launcher Blast MK 4 Blast MK 5 Flamer MK5

21 30 20 30 48 20

Cart Mag Mag Mag Pack Pack

750

1500

15

-30

-90

Laser MK 4

21

Cart

75 40 300 750 60 60 35 60

150 60 900 1500 120 120 50 120

15 20 0 15 10 20 25 10

0 5 0 0 0 5 10 0

-30 -25 -10 -30 -20 -20 -20 -20

-70 -85 -70 -90 -50 -75 -70 -50

smprj mk3 Flamer MK5 smprj mk3 Laser MK 4 Launcher smprj mk3 smprj mk4 Launcher

100 20 15 21 20 30 6 20

Mag Pack Mag Cart Mag Mag Mag Mag

122 35 40

366 50 60

20 25 20

5 10 5

-25 -20 -25

-85 -70 -85

Blast MK 4 smprj mk4 Flamer MK5

30 6 20

Mag Mag Pack

107

427

15

-30

-90

Blast MK4

125

Pack

122 200 100 25

488 700 400 45

25 15 15 20

10 0 0 0

-20 -30 -30 -20

-80

Laser MK2

125 15 22 9

Pack Mag Cart Cart

-90 smprj mk3 -90 Blast MK 4 -80 Flamer MK4

229 76 122 60 163 60 91 528 230 55 56 56 75 28

914 305 366 120 488 120

25 15 20 10 15 10

10 0 5 0 0 0 0 0 5 5 0 0 0 0

-10 -30 -25 -20 -30 -20 -30 -10 -25 -35 -35 -35 -30 -30

-40 Laser MK 4 -90 Blast MK 4 -85 -50 -90 -50 -90 -70 Blast MK 4 Launcher Blast MK 5 Launcher Laser Mk 2 smprj mk3

18 25 20 12 48 12 20 1 22 1 22 1 21 1

Cart Cart Mag Mag Pack Mag Cell Ind Cart Brch Cell Brch Cart Ind

183 15 1600 0 915 110 224 224 275 92 20 45 5 5 15 15

-85 Laser MK 4 -95 Launcher -95 Laser MK 2 -95 Launcher -150 Laser MK 4 -90 Smprj Mk 3

153 55 153 275 229 25

610 110

25 45

10 5 0 50 0 0

-10 -35 -30 20 -30 -30

-40 Laser MK 4 -95 Launcher -90 Laser MK 4 0 Launcher -90 Laser MK 4 -90 Smprj Mk 3

9 1 22 1 20 1

Cart Brch Cart Brch Cart Ind

610 15 1100 100 915 82 15 15

305 55

610 110

20 50

5 10

-25 -30

-85 Laser MK 4 -90 Launcher

13 1

Cart Brch

153 55

610 110

15 45

0 5

-30 -35

-90 Laser MK 5 -95 Launcher

18 1

Cart Brch

153 91 203 91 50 55 40 40 44 44 50 55

610 365 610 365 60 110 120 120 132 132 110 110

25 20 20 20 10 45 15 15 20 20 15 50

10 5 5 5 5 5 0 0 5 5 0 10

-20 -25 -25 -25 -30 -35 -30 -30 -25 -25 -30 -30

-80 Laser MK 5 -85 Launcher -85 -85 -95 -95 -90 -90 -85 -85 -90 -90 Blast MK 3 Launcher Blast MK 3 Launcher Blast MK 3 Launcher Blast MK 4 Launcher smprj mk3 Launcher

15 8 60 8 30 1 26 8 20 8 50 1

Cart Mag Mag Mag Cart Brch Cart Mag Cart Mag Mag Brch

60 91

120 365

20 20

5 5

-20 -25

-75 -85

smprj mk1 Launcher

30 1

Mag Brch

50 91 80 91 60 91

600 365 240 365 600 365

15 20 15 20 15 20

0 5 5 5 0 5

-20 -25 -25 -25 -25 -25

-80 -85 -110 -85 -85 -85

smprj mk1 Launcher smprj mk2 Launcher smprj mk2 Launcher

40 1 100 6 30 1

Mag Brch Mag Mag Mag Brch

60 55 75 55 92 183 480 385 55 40 55

120 110 150 110 183 366

20 50 15 50 15 15

5 10 0 10 0 0 0 0 10 5 10

-20 -30 -30 -30 -30 -30 -30 -30 -30 -25 -30

-75 -90 -70 -90

smprj mk2 Launcher smprj mk3 Launcher

30 1 100 1 20 20 175 175 1 30 1

Mag Brch Mag Brch Cart Cart Mag Mag Brch Mag Brch

-90 Laser MK 3 -90 Laser MK 4 -90 -90 -90 smprj mk3 smprj mk3 Launcher

1600 15 1280 15 110 50 60 110 20 50

-85 Smprj mk 3 -90 Launcher

215 138

425 275

10 50

0 10

-20 -30

-85 -90

Blast MK 3 Launcher

63 1

Pack Brch

40

120

20

-25

-85

Blast MK 4

120

Reactor

138 240 55

275 400 110

50 25 50

10 10 10

-30 -20 -30

-90 -80 -90

Launcher smprj mk3 Launcher

1 100 4

Brch Mag Imag

427

1219 15

-30

-90

smprj mk5

3000

Drum

46

61

15

-30

-90

Blast MK 4

90

Reactor

116 60

350 120

20 10

5 0

-25 -20

-85 -50

Blast MK 5 Launcher

30 12

Mag Mag

116 62 245 60

350 183 488 120

20 20 15 10

5 5 0 0

-25 -25 -30 -20

-85 -85 -90 -50

Blast MK 5 Blast MK 5 Blast MK 5 Launcher

30 2 8 12

Mag Brch Cart Mag

500 300

1000 20 600 15

5 5

15 -15

45 -45

smprj mk2 Launcher

30 5

Cart Mag

750 300 46 30 81 20 10 10

1500 25 600 15 92 60 160 30 15 15 15 15 15 15 15 15

10 5 0 0 0 0 0 0

-30 -15 -30 -30 -30 -30 -30 -30

-90 -45 -90

smprj mk2 Launcher smprj mk3

30 1 3000 5+5 1 1 5 5

Mag Brch Mag Ind Ind Ind Mag Mag

-90 smprj mk2 -90 Launcher -90 Entangle MK 2 -90 Flamer MK2 -90 Flamer MK2

400

800

15

-30

-90

smprj mk2

30

Mag

40

60

35

-20

-80

Shotgun

Imag

350 829 194 55 194 40

700 20 1654 35 775 110 775 60 20 50 20 35

5 10 5 10 5 5

-20 -25 -20 -30 -20 -20

-60 Laser MK 4 -75 Launcher -80 -90 -80 -80 smprj mk3 Launcher smprj mk3 Shotgun

35 1 50 4 50 8

Pack self Mag Imag Mag Imag

124 35 60

375 50 120

20 25 10

5 10 0

-25 -20 -20

-85 -70 -50

Blast MK 5 smprj mk4 Launcher

30 6 12

Mag Mag Mag

124 35 60

375 50 120

20 25 10

5 10 0

-25 -20 -20

-85 -70 -50

Blast MK 5 smprj mk4 Launcher

75 6 1

Mag Mag Breech

124

375

20

-25

-80

Blast MK 5

75

Mag

35

50

25

10

-20

-65

smprj mk4

Mag

62

183

20

-25

-80

Shotgun

Imag

84

251

25

-15

-90

Blast MK 3

44

Mag

62 78 68

183 310 135

20 15 15

5 0 0

-25 -30 -30

-85

Shotgun

5 20 20

Imag Cart Cart

-90 Blast MK 4 -90 Laser MK 3

376 415

750 827

20 10

5 0

-20 -20

-60 Laser MK 4 -50 Launcher

75 5

Reactor Imag

120 829 120 60

400 15 1654 35 400 120 15 10

0 10 0 0

-30 -25 -30 -20

-85 -75 -85 -50

smprj mk3 Launcher smprj mk3 Launcher

50 1 50 1

Mag self Mag Imag

120 40 120 60 120 60

400 60 400 120 400 120

15 20 15 10 15 10

0 5 0 0 0 0

-30 -25 -30 -20 -30 -20

-85 smprj mk3 -85 Flamer MK5 -85 -50 -85 -50 smprj mk3 Launcher smprj mk3 Launcher

50 8 50 1 50 6

Mag Cannister Mag Imag Mag Imag

68 600 68 600

750 20 1200 25 750 20 1200 25

5 10 5 10

-20 -20 -20 -20

-80 -80 -80 -80

smprj mk4 Launcher smprj mk4 Launcher

35 8 35 8

Mag Mag Mag Mag

50 40 33 35 68 40 68 60 60 40 77 60 68 60 113 60

800 60 77 55 750 60 750 120 267 60 850 120 750 120 225 120

20 35 10 35 20 35 25 10 25 35 20 10 25 10 30 10

10 5 -5 10 5 5 10 0 10 5 5 0 10 0 15 0

-20 -20 -35 -40 -25 -20 -20 -20 -20 -20 -25 -20 -20 -20 -15 -20

-80 -80 -85 -100 -85 -80 -80 -50 -80 -80 -85 -50 -80 -50 -65 -50

smprj mk3 Shotgun smprj mk3 Shotgun smprj mk3 Shotgun smprj mk3 Launcher smprj mk3 Shotgun smprj mk4 Launcher smprj mk3 Launcher smprj mk3 Launcher

38 3x8 15 1 40 8 30 1 30 8 30 4 30 3 40 1

Mag 3x8 Mag brch Mag Mag Mag Brch Mag Imag Mag Imag Mag Imag Mag Brch

84

251

25

-15

-90

Blast MK 3

44

Mag

25 136 60 60 60 60 20 60 15

125 400 180 267 180 267 72 267 20

20 15 10 25 10 25 35 25 25

5 0 0 10 0 10 5 10 10

-25 -30 -25 -20 -25 -20 -20 -20 -20

-85 Dsrptr MK 3 -90 -75 -80 -75 -80 smprj mk4 Launcher smprj mk3 Launcher smprj mk3

30 25 4 30 4 30 15 30 1

Cart Mag Imag Mag Imag Mag Pack Mag Ind

-120 Laser MK 4 -80 -80 smprj mk3 smprj mk1

122 76 31 55

244 152 92 110

15 10 15 10

0 0 0 0

-30 -20 15 -20

-90 Laser MK 4 -50 45 -50 Launcher smprj mk4 Launcher

45 2 50 1

Pack Ind Mag Ind

153 153

914 914

30 30

15 15

-15 -15

-75 Laser MK 4 -75 Laser MK 1

45 N/A

Pack Pack

154 76

620 305

20 20 15 15

5 5 0 0

-25 -25 -30 -30

-85 Laser MK 4 -85 Blast MK 4

6 6 14 7

PPE Cart PPE Cart Reactor Reactor

192 320 Flame Template

-85 Flamer Mk5 -85 Flamer Mk4

72 50 90 143 72

790 70 400 200 320

25 35 25 25 15

10 5 10 10 0

-20 -20 -20 -20 -30

-80 -80 -80 -80 -90

smprj mk4 Shotgun smprj mk3 Launcher smprj mk4

50 9 30 1 45

Mag Imag Mag Imag Mag

72 500 1214

320

15

0 0 0

-30 -30 -30

-90

smprj mk2

1 125 50

Ind Pack Cannister

2000 15 1829 15

-90 Laser MK 5 -90 Flamer MK 4

138 40 60 60

750 61

20 20

10 5 0 0

-10 -25 -30 -30

-70 smprj mk3 -85 Flamer MK3 -90 -90 smprj mk3 smprj mk3

45 20 8 40

Mag Pack Mag Mag

160 15 160 15 Sprayers 4 10 15 20

3 6

0 5

-40 -25

-110 -85

Flamer MK 1 Flamer MK 1

1 5

Cannister Cannister

15

-30

-90

Flamer MK 1

Can

12 66 81 40

20 100 122 60

25 25 15 15

10 10 0 0

-20 -20 -30 -30

-80 -80 -90 -90

Flamer MK 2 Flamer MK 2 Flamer MK 2 Flamer MK 2

8 20 6 40

Cannister Mag Mag PPE Cart

20 15

30 27

25 15

10 0

-20 -25

-80 -75

Flamer MK 2 Flamer MK 3

3 5

Cannister Cannister

15 16

25 31

25 20

10 0

-20 -20

-80 -80

Flamer MK 3 Flamer MK 4

12 52

Cannister Cannister

45 28

75 50

20 15

5 0

-20 -25

-75 -75

Flamer MK 4 Flamer MK 4

18 30

Cannister Cannister

201 107 80 45

305 160 120 79

15 15 15 15

0 0 0 0

-30 -30 -30 -25

-90 -90 -90 -75

Flamer MK 4 Flamer MK 3 Flamer MK 4 Flamer MK 5

20 14 40 25

MP Pack Cannister PPE Pack Cannister

90 201

150 305

20 15

5 0

-20 -30

-65 -90

Flamer MK 5 Flamer MK 5

27 12

Cannister Mag

201 46

305 5 92 25 Burners 60 15

-10 5

-40 -10

-120 -70

Laser MK 1 Launcher

1 1

Cannister C. Bulb

20 40 25 81 50 100 162 32

0 0 5 0 5 5 0 5

-30 -30 -35 -30 -35 -35 -30 -10

-90 -90 -95 -90 -95 -95 -90 -120

Blast MK 3 Blast MK 5 Blast MK 3 Blast MK 3 Blast MK 4 Blast MK 5 Blast MK 5 Blast MK 5

30 87 46 10 35 90 30 50

Cart Reactor Cart Cell Cart Pack Cart Cannister

100 15 Repulsers 75 20 244 15 150 20 300 20 488 15 95 20

202

610

15

-30

-90

Blast MK 5

18

MP Pack

50

70

20

10

-20

-60

St/Blast MK 2

Internal Battery

DarkLight Weapons 27 80 15 0 80 239 15 0 160 479 15 0 Photon Weapons 400 550 15 0 500 750 15 0 Phaser Weapons 10 20 20 5 75 150 20 5 68 150 368 135 300 735 20 15 20 5 0 5

-30 -30 -30 -30 -30 -20 -20 -20 -30 -20

-90 -90 -90 -90 -90 -60 -60 -60 -90 -60

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 4 Blast MK 5 Laser MK 1 Laser MK 2 Laser MK 3 Laser MK 4 Laser MK 4

6 12 18 20 35 30 40 20 35 45

Cart Pack Reactor Pack Reactor Cell Cart Cart Pack Pack

323 300

645 600

20 20

5 5

-20 -20

-60 -60

Laser MK 4 Laser MK 4

40 80

Pack Reactor

350

700

20

-20

-60

Laser MK 4

40

Pack

350 350

700 700

20 20

5 5

-20 -20

-60 -60

Laser MK 4 Laser MK 5

35 25

Pack Pack

175 350 30 5 Psilyte Crystal Weapons 201 305 15 0 100 152 15 0 402 610 15 0

-15 -30 -30 -30

-65 -90 -90 -90

Laser MK 5 Blast MK 3 Stun MK 3 Blast MK 5

50 20 20 40

Reactor MP Mag MP Mag MP Mag

Sonic Stunners 15 50 15 0 -30 -90 Stun MK 1 40 Cell

15 15

50 50

15 15

0 0

-30 -30

-90 -90

Stun MK 1 Stun MK 2

40 30

Cell Cell

15 15

50 50

15 15

0 0

-30 -30

-90 -90

Stun MK 2 Stun MK 3

30 35

Cell Cart

15 15

50 50

15 15

0 0

-30 -30

-90 -90

Stun MK 3 Stun MK 4

35 25

Cart Cart

15 15

50 50

15 15

0 0

-30 -30

-90 -90

Stun MK 4 Stun MK 5

25 30

Cart Pack

15

50

15

-30

-90

Stun MK 5

30

Pack

15

50

15

-30

-90

Stun MK 5

20

Pack

15

50

15

-30

-90

Stun MK 5

20

Pack

Conversion Beamer -45 -15 Blast MK 4 Blast MK 5 10 10 Pack Pack

241-560

Blast MK 5

10

Pack

561-947 Proton Arc Weapons

15

Blast MK 5

10

Pack

225

450

15

-30

-90

Blast MK 5

10

Pack

Plexar Weapons

184

732

15

-30

-90

Blast MK 5

12

Pack

Protobolt Weapons 160 213 -15 20 240 320 -15 20 320 427 -15 20 640 855 -15 20

0 0 0 0

-30 -30 -30 -30

Blast MK 2 Blast MK 3 Blast MK 4 Blast MK 5

15 30 40 80

Mag Mag Mag Drum

Entropic Acceleration Weapons

80

160

15

-30

-90

Dsrptr MK 4

12

Pack

Graviton Weapons

907

1067

15

-30

-90

Blast MK 5

20

Reactor

Gauss Weapons

93

133

35

-20

-80

Shotgun

16

Pack

234

320

15

-30

-90

Blast MK 4

25

PPE Pack

234

320

15

-30

-90

Blast MK 5

16

PPE Pack

351

480

15

-30

-90

Blast MK 5

21

PPE Reactor

351

480

15

-30

-90

Blast MK 5

15

PPE Reactor

117

160

15

-30

-90

Blast MK 5

10

PPE Reactor

59

80

15

-30

-90

Blast MK 4

13

PPE Pack

Softtech Biograft Weapons (See Special Rules Below) 80 120 160 160 240 320 35 -30 10 5 10 0 -20 0 -25 -80 -60 -80 Dsrptr MK 2 Dsrptr MK 4 Entangle MK1 72 18 18 Imag Imag Imag

80 80 240 15

160 160 480 30

10 15 20 20

0 0 5 5

-25 -30 -20 -20

-80 -90 -75 -75

Large Bite smprj mk3 smprj mk5 Flamer MK 4

36 36 36 6

Imag Imag Imag Imag

Anti-Matter Particle Projector Weaponry 80 160 15 0 -30 160 320 15 0 -30 160 320 15 0 -30 160 320 15 0 -30 Tesla Weaponry

-90 -90 -90 -90

Blast MK 5 Blast MK 5 Blast MK 5 Blast MK 5

24 30 20 10

PPE Cart PPE Pack PPE Pack PPE Reactor

160

320

15

-30

-90

Blast MK 4

50

PPE Pack

160

320

15

-30

-90

Blast MK 5

24

PPE Pack

160

320

15

-30

-90

Blast MK 5

30

PPE Reactor

Soultech Weapons 36 48 15 0 -30 -90 Launcher 2 PPE Cell

40

160

15

-30

-90

Dsrptr MK 4

18

PPE Cart

Warpstone Weapons

60

133

15

-30

-90

Dsrptr MK 4

PPE Cell

216

480

20

-20

-75

smprj mk5

20

Mag

90

200

20

-20

-95

smprj mk3

200

Drum

288

640

15

-30

-90

Dsrptr MK 5

16

PPE Reactor

me Template

20 Ammunition

-20

-95

Flamer MK 5

18

PPE Pack

Cost multiplier Special 1.2 e on Cainites and Vampire Intelligences 7 AT 1-4, Adds 5 meters to all ranges 1.3 Armor Piercing Fin Stabalized Discarding Sabot een exposed to the Retrovirus in the last 2 hours Must make a Poison RR (15th lvl) or become paralyzed for 1 round per 10% failure. 3 1.2 ily armored enemies. If used by a weapon of Smprj mark 3 or less, they reduce the armor type of the target is reduced by 3. if the remaining 4.2 el crits at 1 higher level (secondary crits become ballistic puncture), against armored opponents, treat as a hollowpoint. 1.2 2 a Neuro Critical of 1 lower level. 15 1.1 cover DB is granted, but target takes half damage and 2 crits lower. Rangefinder required. 4 hit, and it can penetrate up to hard cover and then dispense its gas load. 1.4 ake an RR vs 10th level, failure results in target being at -50 for 1 rnd/10 failure. A direct hit to a living target inflicts 5 hits. 1.2 4 ily armored enemies. If used by a weapon of Smprj mark 3 or less, they reduce the armor type of the target is reduced by 2. if the remaining 1.9 he area are attacked on the flamethrower chart, with all special effects, shotguns breakage # is increased by 1 for every Dragon round fired, 1.3 DB is granted, but target takes half damage and a heat crit 1 level lower 4.2 nge, if burst fire is used, also increase bonuses by 25% and reduce penalties by 50% Combines with all ammo types (including Naruni!) 6 er, all non E/M shielded technology within 2m RR vs 20th lvl or short out. 8 er, all non E/M shielded technology within 2m RR vs 35th lvl or short out. 16 age, +50% Range 2 1.1 3 nd Stun criticals, if target has Sound and light protection, stun rounds are halved. 4 2 Allows use of Flechette ammo types damage vs. light vehicles and against structures, Slug Penetrator vs. Infantry. Adds 5 meters to all ranges 1.3 ade. Adds 5 meters to all ranges 1.3 vehicles and structures, does 1.25 x damage normal shot damage vs unarmored, 1.1 x damage vs armored. Adds 5 meters to all ranges 1.3 nges, inflicts impact criticals. 1.1 Crits and increases attack chart by 1. Against armored foes. Decrease the chart by 1. In weapons of Mk 2 or greater, the chart modification 1.2 1.1 1.5 2 , Additional Internal Disruption = Severity 1.4 2 Every clip fired increase fumble range by 1 permanently ations are Doubled. AT 9+ ignore criticals 1.1 se who have special weakness against fire, The Critical is a D and the target takes full damage from the entire attack. 1.6 at Point Blank Range Only) 4 4.1

Effect

1.15 2.1 1.6 by 1 (+3 to criticals if over mk 5) and does 25% more damage 1.75 apacity by 75%. 0.9 apacity by 50%. 1.5 n. Critical type is changed to Plasma and weapon is treated as a blaster one mark lower. 1.4 ack three rounds later, player makes new attack roll at next range penalty and an additional -20 4 by 2 (+6 to criticals if over mk 5) and does 50% more damage 2 Energy Shields 10 e, Can go around corners to hit a target. 20 eck number or Die. 50 VERY RARE Plague and VEE chemical weapons, those who try to give medical aid within 3 rounds Resist at Half attack level 13.5 2.3 used in weapons with a BASE Mk of 2 or greater) 1.1 4 mage vs demonic, tainted or undead foes. No damage reduction allowed. 7 RARE computers, for every hit inflicted, 1% of data in unrecoverable. For Every Critical level 2% of data is unrecoverable. 1.2 1.1 at 2 levels lower. 0.8 enalties become bonuses of half the absolute value 7 decrease it by 1 if armored. For Mk 2 or greater, these become critical modifiers (+1 or -1), in addition, increase reliability by 2 1.1 1.75 g targets, range is halved and SG chart is adjusted by -1 threshold. 1.2 g pierce and impact 4 Allows use of other ammo types above. mbined with Core ammunition) 1.05 or piercing round. 1.25 all within 3 meters take a "C" ballistic impact critical, anyone beyond 3 meters and out to 5 meters makes an RR vs 10th lvl, failure means tar 1.4 shot, Replace normal critical with a stun critical 1.85 ry Hard with an additional -2 per meter up to 20m. No checks after that. 1.1 ase range by 10% and if fired from a gun designed for underwater use, the range is increased by 15%. 1.5 Point Blank Range Only) 1.5 old at Point Blank range to all targets, +2 Critical mod vs. AT 7 or less, -5 Crit 10 damage vs. light vehicles and against structures, Slug Penetrator double damage vs. Infantry. Adds 5 meters to all ranges 5 7 or less, -15 OB and -5 Critical Mod (2x dmg) vs AT 8+ 5 armored opponents, increase it by 1, on weapons with Mk 3 or greater, these become critical modifiers. 1.2 1.05 st AT14-20, works 50% of the time. 3 1.3 point blank range, additional A vaccuum crit. If a fumble is rolled, Shooter takes an E Vaccuum Crit. 4.7 weapons do 1.2x damage 2.5 Acid (all at -30 from immuno- inhibitors) in addition to normal effects. 15 and decrease it by 1 if armored. For Mk 3 or greater, these become critical modifiers (+1 or -1) 1.1 s and Vampire Intelligences, Increase Mk by 1, decrease range by 10% (-2 on criticals if used in weapons with a BASE Mk of 2 or greater) 3 nges are now: 18 32 54 70 1.2 Cost 15 EL + 5/lvl x3 x5 x1.2

wer and an additional A slash critical.

nvironmental protection negates)

s +5 OB for all further attacks in low light or no light

Cost/Shot 3.2 ame retardant ammo.) 3.2 0.02 with acid criticals. 3.3 5 5 (environmental protection negates) 2.7 3.7 ing hits/round, as long as a hit is indicated on the attack table. If a Crit is scored, double this amount. 1.7 also acts as flame retardant ammo.) 10 al protection negates) 2.7 + .3/lvl lvl is determined by level of casting, 5 + 2.5/lvl are regular stun, and opponent may make stun manuever rolls 10 with Starvation/Dehydration Criticals. 14.4 12.5 tal protection negates) 15 + 5/lvl damage during that time has a 10% of breaking a bone 2.5/lvl bat skills, Init bonus reduced to 0 for 1 rnd/10% failure 2/lvl 2/lvl 2/lvl 6/lvl 10.2

2 meters of someone who is hit, roll d100+ d, an A unbalance critical is inflicted. underwater, the weapons ammo supply is criticals. It will inflict double damage and

2 comes In a ballistic armored Vest (+10 DB) er sight/rangefinder, a extension barrel s as a wire cutter, Pliers and a saw), A solar

er sight/rangefinder, a extension barrel s as a wire cutter, Pliers and a saw), A solar

llowing the user to have access to a wide k a variety of ways dependent on ammo use. pon with a cone attack option. If the ammo R if fired as a beam or all targets in the cone .

ne to launch 1 Shell per round or at a slower plan to remotely change trajectories, ranges, ons but at a rate of 100 m per hour and to a

ers down range, extends eight a 3 meter wide swath. The attacker halves te range penalty to each target, and all

eed to prime it before you can fire. Priming the burner 10% of your action or make any manuever over a explode as a Plasma Grenade of Equal Mark number. egree arc in front of you. Instead of following standard

recharged by a person channeling his own points per shot on the rifle. The magazines n keep shooting by using his own MP to cells won't work in these weapons, though

atures. First, the weapon breaks down into the SMG that when turned on has the e in the next 3 rounds will automatically re on and off is a 5% action. Also, the ZN-1 es to fire the gun, or if the assigned user Mark 3 Fragmentation Grenade.

y mk # equal or lower than their base to e used to heat rocks for warmth equal to a ave Hunting Class 1, Mark 4-5 Weapons can

egrees then tap the side of the handle,

tical area denial. When this weapon is deployed, the nt by which the roll exceeds 100 is the attacking OB, The weapon can be fired remotely, or by several llon drum, and is -50 to spot or detect by scanner

e same range modifiers. If the thrower has st, to a max of +15. After being thrown, the

armored and counts as a helmet for armor +10 to singing rolls and Tiering OBs. It also

attack all targets that fall in the flamer template and with appropriate DBs and Range penalties.

he Aztech D10 Sacrificer really is one. While normal ard devices, Psionic users actually gain an additional to +15. Also if you have any talents that have another creature have their effects increased by 20% if

ay, they must regenerate their own ammo. They can be increased by any talent or effect that increases any effect that heals yours hits can will also replentish

eased by 2 and their reliability score is reduced by 20. Psi-Stalkers do not suffer this penalty. verse effects from using any kind of ammo.

1 and increase it's reliability by 10 ed in the 3 round burst mode, red in the 2 round burst mode, unting Class 1

anges increased by 4 and the attacks are made at -45

heir choke changed by spending a minute and making a Routine Weapon Technics roll.

B but inflict 10% less damage.

r. Replacing one receiver with another is an 85% 20 penalty. This does not count changing clips if die and multiply the result by 5% to determine on a roll of 1 its 5%, roll a 2, it's 10%, etc.)

h NO modifications for OB, range, etc.) on any targets within 1 meter of the targets efense is useless against Shotguns firing shot at long ranges.

Cost Notes Glastic Polymer -80 to detect 55 50 65 142 250 58 188 65 65 35 55 55 70 73 810 820 800 75 110 70 105 80 180 80 300

Ammo Cost

Availability

0.25 0.5 0.6 0.24 0.96 1 .45 each 0.5 0.05 0.5 0.5 0.4 0.6 0.5 0.6 2 1.6 0.5 0.28 0.7 1.26 0.84 1.05 1.26 1.6

Uncommon Common Common Uncommon Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Common Uncommon Common Common Common Uncommon

Custom Finish, Stylish Design +25 Fashion, antidetection polymer Integral Silencer May fire both barrels at once, attacking as smprj Mk2 Glastic Polymer -80 to detect, +30 hide item Available in custom colors, anti-detection polymer

smartlink smartlink smartlink Barrel Compensator (IIP) Laser sight Silencer

May fire all 4 barrels at once, inflicting a MK5 smprj attack at l crit lvl higher, Diamond blade knife(mk2) with pepperbox format around blade Recoil Compensator

Hide item +10 laser sight, Recoil Compensator, +10 Quickdraw Fires 4 round bursts (counts as a three rnd burst with additional +5) shares magazines with TK Assault Rifle Class V optical sight, laser sight, flash suppressor

960 205 85 95 125 85 385 185

0.28 1.4 0.42 0.7 1.3 0.7 0.84 0.25

Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon

110 90 885 85 85 85 205 90 98 95

3 0.84 1.2 0.91 1.3 1.69 1.2 0.8 1 0.6

Uncommon Common Uncommon Uncommon Common Uncommon Common Common Common Common

90 May also fire 9mm ammo. Laser sight, -10% required activity, Electro Thermal caseless ammo. laser sight smartlink smartlink No penalties underwater, gun will float May switch between regular and Electrothermal operation (profile unmodified), integral silencer laser sight, smartlink Glastic Polymer -80 to detect, electrothermal, propellent chip, +75 to hide item Recoil Compensator Brass Knuckles +15 to brawling, can lock trigger to fire when impacted, causing a point blank attack at +25 when a hit is inflicted using it to brawl, only armor DB applies. Custom Finish, Stylish Design +25 Fashion, recoil compensator Integral Laser Sight, smartlink underbarrel punching spike(mk1) no penalties underwater smartlink/ Barrel Compensator (IIP)/COT Fashion Bonus +15 laser sight, flash suppressor 350 215 100 740 680 110 575 395 1750 625

0.9 3.18 1.6 1 1.8 1.5 1 .9 or 1.8 1.28 0.4 1.6

Common Uncommon Common Common Common Common Uncommon Common Common Common Uncommon

1650 2175 90 330 400 692 145 105 325 55 75 425 575 465 625 320 90 83 85 85 90 110 600 475 55 225 225 275 250

0.9 1.4 0.8 2.4 1.4 0.8 1.1 0.8 1.2 0.6 2 1.92 1.2 0.8 0.96 1.35 0.8 0.72 0.8 1 0.8 1 0.56 2.4 0.08 2.5 2.5 2.5 2.4

Uncommon Uncommon Uncommon Uncommon Common Uncommon Common Uncommon Uncommon Common Uncommon Common Common Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Org. Restricted Uncommon Uncommon Uncommon Uncommon Uncommon

Smartlink, Nemis Recoil Compensator laser sight, improved cycling reduces required firing activity by half. laser sight, improved cycling reduces required firing activity by half. Laser sight switches between visible and UV

laser sight, -20 to detect. smartlink Barrel compensator (IIP), laser sight Monofilament Knife with single shot in hilt (MK2 melee) No penalties underwater, modular, diamond plated No penalties underwater, modular, diamond plated No penalties underwater, modular, diamond plated

underbarrel (fore of the triggerguard) iridium blade knife(mk2) Barrel Compensator, Laser Sight Laser Sight Pepperbox format, Electrothermal, Glastic Polymer -80 to detect. 20 rnd mag available, Smart Porting Laser sight, Tactical flashlight rig, smart Chiped Underhandle curved serrated blade (mk1 melee) Extended Barrel, Axe blade under barrel (Melee Mk 2) Kanji on blade states "Death and Honor" +25 Fashion. Smart link, laser sight, Tactical flashlight (flash light and laser may switch between visible, IR and UV) Laser sight, Barrel Compensator

1275 500 177 675 550 90 185 95 400 90

0.8 0.8 1.2 0.9 0.64 0.8 1.2 0.8 1.4 0.56

Common Uncommon Common Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon

425 83 1985 75 500 200 212 93 850 900 250 375 460 985 800 1985 675 875

1.6 0.7 3 0.8 0.6 0.6 0.84 0.8 1 1.2 0.8 0.5 1.56 .8 or 1.6 2.4 1.4 0.7 0.6

Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon Common Rare Uncommon Rare Uncommon Rare Uncommon Rare

smartlink Class V optical sight, laser sight, flash suppressor Tactical Flashlight Rig, also rr vs fear or blinded by light. shares parts with WAC-23/3 Hunting Class 1 Barrel Compensator, Electrothermal Enhancement, Custom Grips, Class 4 Optical sights May switch between regular and Electrothermal operation (profile unmodified), Laser Sight, Recoil Compensator Solid Gold Accenting, Barrel Compensator Corrosion Resistent +15 on Acid RRs. Hunting Class 1 Recoil Compensator, Phase IV laser sight, tactical IR/UV flashlight rig, Militech Gas Vent 3, barrel Compensator Str>+8 to use or x4 Fumble Range underbarrel (fore of the triggerguard) Diamond blade knife(mk2), Recoil Compensator, Fashion +20, +40 in Tokugawa Barrel Compensator, Electrothermal Enhancement

1000 330

1.6 0.51

Rare Uncommon

Laser Sight, Custom grips and balancing Electrothermal, Laser sight, recoil compensator, Custom Barrel (+5 OB when using flechettes)

1200 370 875 850 885 775 945 895

1.6 3.12 0.6 0.6 0.6 0.5 1 2.4

Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon

Laser sight, tactical flashlight, barrel compensator, recoil compensator, suffers half penalty from any cover less than Hardened. Laser sight, Tactical flashlight Rig, Silencer CAT 21 is treated as AT20. Ignores force shields up to and including small vehicle shields, powered armor counts as AT20 with a +10DB for each AT over 20 Hunting Class 2, Laser Sight that can act as a tactical flashlight rig for up to 10 continuous hours on a utility cell Hunting Class 2 smartlink, Solonoid trigger, Barrel Compensator, Custom Grips, Integrated Mk4 microcomputer Str>+8 to use or x4 Fumble Range(AT12+ negates 4 pts of required strength) smartlink, smartlink {Cyberarm required}, smart porting Str>+8 to use or x4 Fumble Range, Hunting Class 1 ALL AT and CATs treated as 2 lvls lower, folding stock Electrothermal, Propellent Chip, Hunting Class 1 Cooling Shroud, Printless Finish, Smart Porting, Barrel Extension Full damage vs. CAT 21 Hunting Class 1 Axe blade under barrel (Melee Mk 2) Kanji on blade states "Die well" +25 Fashion. Printless Finish, Laser Sight, Custom Quality Manufacture, smartlink, recoil Compensator Printless Finish, Laser Sight, Custom Quality Manufacture, smartlink, recoil Compensator Str>+8 to use or x4 Fumble Range Hunting Class 3, Additional Heat critical 1 lvl lower Carries 2 different magazines one Mk2, other Mk3, Both may be fired together for a Mk 4 attack. electrothermal Brass Catcher smartlink, integral silencer Recoil Compensator, Extending Stock Glastic Polymer -80 to detect, +40 to hide. Glastic Polymer -80 to detect, +40 to hide. Extending Stock Extending Stock

1270 985 1255

1.6 1.6 0.8

Uncommon Uncommon Uncommon

1300

1.5

Uncommon

2100 7800 745 950 1100 400 640 1785 905 1685 1475 975 1480 900 2000 925 985 2650 2650 8100

1.2 2.4 1.2 0.75 1.5 0.72 0.48 8 1 0.8 0.96 1.75 2.25 0.6 1 0.5 1.44 1.5 1.5 0.8

Uncommon Rare Common Org. Restricted Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Common Uncommon Rare Uncommon Uncommon Uncommon Uncommon Uncommon Rare Rare

2350 350 1475 195 345 425 1345 645 710 710 375 375 315

2.9 1.5 12 2.5 2.5 2.5 2 2 2.5 2.5 1.3 1.3 1.5

Org. Restricted Common Common Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon

laser sight May also fire 15mm Shotgun rounds Militech Gas-Vent 3, Recoil Compensator, Silencer, Flash Suppressor Militech Gas-Vent 3, Recoil Compensator, Silencer, Flash Suppressor Built in Silencer

350 900 1175 2100 2600 400 450 600 975 850 215 575 715 875 705 1025 580 750 950 1350 725 775 875 600 365 475 650 680 500 675 1360 1750 1500 750 750

2.4 2 4.8 1.5 2.1 1.75 2.4 8 2.4 2 2.5 1.68 8 2.8 8 4.8 3.2 3.2 8 8 3.3 1 1.5 2.25 2 1.5 1.88 8 8 8 3.6 1.68 1.5 1.6 1.25

Uncommon Uncommon Uncommon Uncommon Rare Common Uncommon Common Uncommon Uncommon Uncommon Rare Uncommon Uncommon Uncommon Uncommon Common Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon

underbarrel (fore of the triggerguard) Diamond blade knife(mk2) laser sight folding stock, Class 2 optical sight Recoil compensator Laser Sight, Silencer laser sight, recoil compensator, Electro-thermal Silencer/Flash suppressor Extending Stock, Smart Porting, laser sight Extending Stock, Smart Porting, laser cyberlink system Smartlink, Gas-Vent Smartlink, Gas-Vent, integral silencer Smartlink, Extending stock, smartlink Folding stock, bayonet

Silencer/Flash suppressor, smartlink, folding stock, Recoil compensator Silencer/Flash suppressor, smartlink, folding stock, barrel extension Smartlink, Ares Ultrasound Sight, Extending stock, Militech Gas-Vent 3 System Underbarrel blade (Mk1 melee) Folding stock, vibrobayonet Silencer Militech Gas-Vent 3 System, DUD smartlink w/ Control, Recoil Compensator, Tactical IR flashlight, Phase IV IR/UV Laser Sight, removeable Silver Bayonet, Double damage vs undead, Red Jacket Cats Military Reliability Package, Flash suppressor, silencer. smartlink

8750 610 1200 600 600

2.35 3.75 2.6 4.8 4.8

Rare Uncommon Uncommon Common Common

Fumble results always check for breakage. 30rnd mag available, Ignores first 30 points of recoil, Ignores 40 pts of Organic cover Tactical Flashlight Rig, also rr vs fear or blinded by light, shares parts with WAC-23

100 1750 1775 300 700 540 2750 675 2895 705 3475 2010 855 675 1675 320 1750 675 900 1660 1750 1305 975 1685 1475 1000 985 350 1675 1450 2200 1500

4 1.6 1.12 / 2.4 0.8 8 3.2 2.4 1 2.4 8 1.6 16 2.4 3.52 2.4 2.82 2.56 2.4 1.5 1.4 8 8.9 2.24 2.56 2.24 2.4 2.4 2.4 2.8 2.56 2.4 3.2

Uncommon Org. Restricted Rare Common Common Common Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Common Common Uncommon Common Common Uncommon Uncommon Uncommon Common Common Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Common

Hunting Class 1 Recoil compensator smartlink, COT, laser sight, -15 to hide at night because of enormous muzzle flash. Collapsing stock No penalties underwater, this weapon will float. Laser sight, smartlink, Glastic Polymer -80 to detect, Slimline design +15 hide Item memory recorder Laser sight, smartlink, Militech Gas-Vent 2 System Has a port to attach an air pack, if so, no penalties underwater Glastic Polymer -80 to detect, +25 Hide Item Laser sight, Tactical flashlight rig, silencer, barrel Compensator Electrothermal, +15 hide item Smartlink, Heat Resistant Polymer, Integral Silencer (with double effectiveness) Militech Gas-Vent 3 System, smartlink, Recoil Compensator, Hide Item +20 Anti-Detection Polymer, Heat Resistant Polymer, silencer, Recoil Compensator Silencer/Flash suppressor, Cooling shroud smartlink, recoil compensator smartlink, laser sight, Cookie Cutter, +50 Hide Item Folding stock, silencer Class 8 Optical Scope, Laser sight, Silencer, smartlink, Custom Finish Camo smartlink, Integral silencer (subsonic ammo is always used) memory recorder with the following cyberoptic options autoshades, image enhancement, class x Image mag, IR and thermograph. Flip up HUD DUD Smart chipped w/Contoller, Militech Gas-Vent 3 System, Cooling Shroud, Printless Finish

3600 2300 500 150 975

3.52 6.6 5 10 2.8

Common Common Uncommon Uncommon Uncommon

Smart Porting, laser sight

Hollow stock holds 2 spare 32rnd Mags smartlink, recoil compensator Str>+6 to use or x4 Fumble Range Inflicts 1.25x damage Militech Gas-Vent 3 System, smartlink, Recoil Compensator Folding Stock, smartlink, Militech Gas-Vent 3 System, fully silent operation laser sight, smartlink laser sight, folding stock laser sight, folding stock laser sight, smartlink, Silencer laser sight, smartlink, tactical flashlight Class 8 Optical Scope, Laser sight, Silencer, smartlink, Custom Finish Camo Recoil compensator laser sight, folding stock Suffers half normal recoil penalties, tactical flashlight Str>+8 to use or x4 Fumble Range

825 725 1400 475 925 2175 1480 1250 1800 580 2890 1475 1575 1375 425 1900 120 3000 250 400 188 840 2350 540 1100 2570 2980 2125 4895 500 2150 4175 3975 2975 4285 270 785 120 3650 2775 2800 3175

2.6 2.4 2.4 3.45 3.2 3.3 4.8 9.6 16 10.56 3.36 4.48 4.16 4.48 2.8 14.4 5 4.8 0.75 1.2 0.4 1 0.3 2.4 0.64 0.8 6.4 2.4 1.6 1.5 1.82 1.2 8.8 2.2 1.2 5 2.75 3 2.2 2.2 8.8 0.1

Uncommon Uncommon Uncommon Uncommon Uncommon Rare Common Uncommon Org. Restricted Org. Restricted Rare Common Uncommon Uncommon Common Org. Restricted Uncommon Common Common Common Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Common Common Common Uncommon

Class XV optical sight Wooden Ball Ammo Double damage vs Vampires Zeus System is Standard smartlink Integral Chronometer Silencer, Class X Optical Scope bipod, Class XII scope, Electrothermal Class VII Optical Scope, Special APFSDS ammo Standard smartlink, Class XII optical scope with lowlight, Ares Laser Rangefinder Hardened Barrel and stock give +15 to parry, Vibrobayonet smartlink, electrothermal Advanced Intergral scope provides the range bonuses listed. Class 8 Optical sight, modular construction saves 30% on modification time and cost. Hunting Class 3

bipod, smartlink, Ares Laser Rangefinder, solonoid trigger 20 rnd mag available Silencer, Class III Optical Sight, 20 rnd mag available silencer, Class III Optical Sight, Folding Stock

Class XII Optical sight Laser sight, Class XV optical sight w/nightvision Class XIV Optical sight, Silencer Class XII Optical sight, Uses CRCH ammo exclusively smartlink/Zeus System Class X Optical Sight Laser sight, Class XV optical sight w/nightvision smartlink, electrothermal smartlink, flash suppressor, Silencer, Zeus system Hunting Class 3, full damage vs. CAT 21-23 smartlink, electrothermal Vs. AT8-20, +50 OB, Secondary Shrapnel Crit 1 lvl lower Electrothermal, propellent chip, smartlink, COT Class 4 Optical sight, Inflicts double damage vs infantry, full damage vs. constructs. smartlink, bipod, Electrothermal, recoil compensator, Full damage vs. Vehicles bipod, Hunting Class 3, full damage vs. constructs. Hunting Class 3, full damage vs. CAT 21-22 Recoil compensator, Class X optical sight, nightvision, Full damage vs CATs Class X Optical sight, Hunting Class 2 Hunting Class 3, Fires only Psibolts, Shoulder fired. Folding Stock Smartlink, COT smartlink, electrothermal, Televisual Sight Cyberlink system, Can ignore one Cover bonus of any value smartlink, bipod, Televisual sight, recoil compensator, Full damage vs. Vehicles Custom Balancing/Grips, Custom Quality Manufacture Custom Balancing/Grips, Custom Quality Manufacture Custom Balancing/Grips, Custom Quality Manufacture

3265 4000 1650 3150 2975 2000 1700 3750 3850 8750 3495 1500 4700 4100 6000 200 8150 1000 4500 8750 850 3275 3750 3875 7890 3315 3750 2925 480 500 480 480 650 435 500 350 350 900 675 325

0.8 5.72 10 5.2 0.6 1.2 8.8 2.2 1.3 5 4.4 1.1 2.4 0.8 4.5 3 5 5 1.32 56 0.4 1 1.32 1 1.35 1.1 0.3 1.1 1.8 2.1 1.8 1.8 2.4 1.8 1.8 1.5 1.5 1.75 2.4 1.55

Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Common Common Uncommon Common Uncommon Rare Uncommon Rare Uncommon Uncommon Uncommon Rare Rare Common Uncommon Uncommon Uncommon Uncommon Rare Rare Rare Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon Common Common Common Common Uncommon

Class 12 Optical sight

Laser sight, recoil compensator, Class 10 optical sight, folding stock folding stock, Class 12 optical sight

325 430 560 Completely Silent Operation Finished in Grey, Black or Camo Laser sight, Integral silencer, folding stock, anti heat and anti detection polymers Phase IV Laser Sight(Visual light too), Integral silencer, Visual/IR/UV Tactical Flashlight Rig, Smart Porting, 200 rnd mag available 250 675 822

1.8 1.8 9 0.9 2.1 3.3

Uncommon Uncommon Common Common Common Uncommon

laser sight, recoil compensator, folding stock Shares parts with the Militech Dragon and Militech Renegade, comes with parts to switch to 5.56mm

1200 525 525 775 600 800 550 650 625 800 750 1600

7 2.48 2.48 2.8 5.2 2.45 4.8 2.7 5.4 2.4 2.46 2.1

Uncommon Uncommon Uncommon Common Common Common Uncommon Org. Restricted Common Common Uncommon Uncommon

anti heat and anti detection polymers, Recoil Compensator, Class 5 optical Sight, Laser sight Class XII Optical sight Laser sight, Class 4 Optical sight, camoflodged, smartlink 3 rnd burst option is a +20 Single shot action and -5% activity for burst actions. Smart chipped, Class 5 optical sight smartlink/Permanent Silencer/Recoil Compensator/folding stock, Caseless Ammo Shares parts with the Militech MK 4 and Militech Renegade smartlink

2795 2735 700 1800 500 500 1500 1200 1200 2800 502 3975 2165 1000 1870 2985 1575 850 4800

3.2 2.25 2.45 3.2 4.8 4.8 8 1.44 1.44 8 4.8 3.6 6 9.6 3.2 2.4 3.2 2 4.8

Common Common Common Uncommon Common Common Rare Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Racial Weapon Uncommon Uncommon Common Uncommon Uncommon

Electrotherrmal, 150 Rnd Drum Available smartlink/Zeus/Permanent Silencer/recoil compensator/custom balanced. Silencer Electrotherrmal, Emp Shielded, blades on barrel and stock allow for mk 3 melee attacks Heat Resistant Polymer, smartlink laser sight, tactical scanner built in. Electrothermal Class X Optical sight Barrel Compensator (IIP) Ares Rangefinder, CRCH rounds standard

Laser sight, Smartlink, caseless ammo, custom balancing/grips, may not attach a silencer, No penalties underwater Laser Sight, Silencer, Tactical Flashlight Rig laser sight, Class 8 Optical Scope, Guncam, electrothermal, propellent chip Custom quality manufacture, shares parts with the K-25 Electrothermal, propellent chip, smartlink, COT, recoil compensator Includes steel case for the broke down weapon Silencer, tactical scanner, range finder Recoil compensator, Hunting Class 2, Tactical Flashlight Rig Bayonet, Recoil compensator, Hunting Class 2, Tactical Flashlight Rig Modular design allows for easy modification (-30% on time and cost) Hunting Class 2 Laser sight, extending stock, militech gas venting 3, Does not suffer recoil penalties from 2 and 3 round bursts, Recoil Compensator, silencer, Class VII Optical scope, smartlink, your choice of custom finish laser sight, Class 8 Optical Scope, Guncam, electrothermal, propellent chip Custom quality manufacture, shares parts with the k-23 smartlink Recoil compensator, Hunting Class 2, Tactical Flashlight Rig (See Special Rules below) Militech Gas-Vent System 3, Barrel Compensator, Recoil Compensator, Hunting class 2, Flash Suppressor Reinforced Barrel and Shroud Give +5 DB if used to parry smartlink, COT, thermographic and lowlight, Recoil Compensator Shares magazines with TK Enforcer, also may fire 4 round bursts (counts as a three rnd burst with additional +5) Militech Gas-Vent System 3, Barrel Compensator, Recoil Compensator, Hunting Class 2, above and below barrel Mk4 vibroblades, no over or under barrel equipment allowed. Militech Gas-Vent System 3, Barrel Compensator, Recoil Compensator, Hunting Class 2 Recoil compensator, Hunting Class 2, Suffers no penalites from Ammo, only benefits. Recoil compensator, Hunting Class 2, Tactical Flashlight Rig (See Special Rules below) Recoil compensator, laser sight, AP rounds standard Recoil Compensator Militech Gas-Vent System 3, Barrel Compensator, Recoil

750 975

4.9 2.66

Uncommon Uncommon

4000 2185 1795 1000 1275 1500 200

14.4 7.2 (each) 2.4 2.4 3.38 3.38 3

Org. Restricted Uncommon Common Common Uncommon Uncommon Uncommon

2500

Uncommon

4500 2520 1645

15.8 3.2 4.64

Org. Restricted Uncommon Uncommon

3800 1250 1975

6 2.25 3.6 (each)

Uncommon Uncommon Uncommon

150

Uncommon

4100 3750 1700 3175 1900 2475 1100

3.6 5.2 3.92 3.6 3.36 3.6 2.7

Rare Uncommon Rare Uncommon Uncommon Uncommon Uncommon

Militech Gas-Vent System 3 (IIP), Recoil Compensator, Barrel Compensator(IIP), Electro-Thermal (IIP) Enchancement, Propellent Chip, Digital Weapon Link W/Controller, Tactical UV Flashlight Rig Takes no adverse effects from HV ammo, laser sight, Bayonet, Recoil compensator, Hunting Class 2, Tactical Flashlight Rig Recoil compensator, Hunting Class 2, Tactical Flashlight Rig (See Special Rules below) Laser sight, extending stock, militech gas venting 3, Does not suffer recoil penalties from 2 and 3 round bursts, silencer, Class VII Optical scope, smartlink, your choice of custom finish Recoil compensator, Hunting Class 2, Tactical Flashlight Rig (See Special Rules below) Hunting Class 2 Recoil compensator, Hunting Class 2, Tactical Flashlight Rig (See Special Rules below) Hunting Class 3, Reduces armor by 1 level. Double damage and +1 Crit lvl, Total Strength Mod of +12 to fire without a tripod Hunting Class 3, full damage vs CAT 21-22 Hunting Class 3, full damage vs CAT 21-22 Hunting Class 3, Treats armor as if it was 1 lower, Electrothermal, Propellent Chip DUD Smart chipped w/Contoller, Militech Gas-Vent 3 System, Cooling Shroud, Printless Finish, Barrel Compensator, Recoil Compensator

4600

11.5

Uncommon

1875 3200

3.38 3.84

Uncommon Uncommon

2750 2025 2100 3175 3500 3590 3475 4000 2580

4 3.6 3.38 3.6 4 6.75 25 30 25

Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Common Uncommon

3750 1375 600 20 350 570 55

16 4 0 1 15 1 1

Common Rare Very Rare Rare Rare Uncommon Uncommon

Pulling the String charges the laser. Can store 1 shot Saboted Bolt gives +15 vs. AT 9-20, no penalties underwater Folds down (+70 hide item), Glastic Polymer -80 to detect Completely silent operation, Folds down (+60 hide item) Special Explosive bolts increase attack theshold by 2, Glastic Polymer -80 to detect Gyro stabilized (IIP), Laser-cyberlink No Penalties underwater No Penalties Underwater No Penalties underwater Class X Optical Sight with lowlight

Gyrostablized (IIP), smartlink Uses only Ranger Precision Bolts

675 65 370 35 750 90 785 800 55 80 625 180

6 or 24 1 1 1 15 8 14 1 1 1 1 2

Uncommon Rare Rare Rare Common Rare Common Uncommon Rare Rare Rare Rare

Bipod, Class III Optical sight Reloading takes 400% action, Class IV optical sight Gyro stabilized (IIP), Laser-cyberlink Hunting Class 3, each shot becomes 6 bolts (counts as an burst capable weapoj) Hide item +10

1125 900 865 850 3500 425 430 450 615 453 430 400 175 475 415

1.5 1 1 70 1 7.5 7.5 7.5 7.5 7.5 7.5 7.5 N/A 7.5 2.5

Rare Common Uncommon Very Rare Rare Uncommon Uncommon Uncommon Uncommon Common Uncommon Common Uncommon Uncommon Common

Anti detection Polymer, +25 to Hide Item Fashion Bonus +15

antidetection polymer, +40 hide item. For 75 elmonits more, the needle is made of ice.

Molecular Processor makes ammo on the fly, 200g of DE Crystal = 1 clip. Takes 5 minutes to process. Contains some form of toxin. Molecular Processor makes ammo on the fly, 200g of metal = 1 clip. Takes 10 minutes to process, 1.5x damage, Mk3 Melee weapon that guns are attached to. Molecular Processor makes ammo on the fly, 200g of metal = 1 clip. Takes 5 minutes to process. Militech Gas-Vent 3 System (IIP), Recoil compensator, UV laser sight, Silencer,Heat Resistant, Anti Detection Polymer, +40 Hide Item, Hidden Arm Sling Slash criticals, double bleeding results UV laser sight, Electrothermal, Propellent Chip

3400

8 + Special

Racial Weapon

4100 3400

8 + Special 8 + Special

Racial Weapon Racial Weapon

4600 250 1575 1050 1000 1355 1600 1010 850 1675 910 2250

5.83 2 19.2 7.6 7.6 220 500+50 7.6 7.5 23.2 7.5 4

Uncommon Uncommon Uncommon Uncommon Common Racial Weapon Rare Uncommon Uncommon Uncommon Uncommon Uncommon

If critical is inflicted, save vs 6th lvl poison or explode (A schrapnel to all within 3 meters. Laser sight, special rules smartlink/Signature smartlink, electrothermal, propellent chip, Fashion Bonus +15 Laser sight, Flashlight AT<5 =AT2, all other AT is considered 2 lower Reduces target AT by 2, Hunting class 1, +15 intimidation, Militech Gas-Vent 3 System (IIP), Recoil compensator, UV laser sight, Silencer,Heat Resistant, Anti Detection Polymer Slash criticals, double bleeding results

5100 750

10.4 113

Uncommon Rare

Fires only Plague Ammo (Cost included in ammo cost), Militech Gas-Vent System 3, electrothermal, propellent chip, if a foe is killed by this weapon, he explodes like a MK3 frag grenade. Reloads in 1/2 normal time Anti detection Polymer, +25 to Hide Item

4500 340 1750 1075 1630 1615 1600 1600 1650

260 2 7.65 3.83 7.65 7.65 7.65 7.65 7.65

Rare Racial Weapon Uncommon Common Uncommon Uncommon Uncommon Common Uncommon

Molecular Processor makes ammo on the fly, 200g of DE Crystal = 1 clip. Takes 5 minutes to process. Contains some form of toxin. Anti detection Polymer, +25 to Hide Item Silencer Special ammo inflicts 10% more damage, underbarrel MK 1 melee blade. Recoil Compensator Molecular Processor makes ammo on the fly, 200g of DE Crystal = 1 clip. Takes 5 minutes to process. MK5 Melee weapon Class X Optical sight, in addition to any damage and criticals, victim must resist vs Dark Eldar Glass Plague Molecular Processor makes ammo on the fly, 200g of DE Crystal = 1 clip. Takes 5 minutes to process. Contains some form of toxin. Molecular Processor makes ammo on the fly, 200g of metal = 1 clip. Takes 5 minutes to process. Mk 3 melee Claw on barrel. Molecular Processor makes ammo on the fly, 200g of metal = 1 clip. Takes 5 minutes to process. smartlink/Signature/Solenoid Trigger (included in profile) Slash criticals, triple bleeding results Integral Silencer Electrothermal, Propellent Chip Molecular Processor makes ammo on the fly, 200g of DE Crystal = 1 clip. Takes 5 minutes to process. Contains some form of toxin. Molecular Processor makes ammo on the fly, 200g of metal = 1 clip. Takes 5 minutes to process. Level 15 Nerve Poison imbedded on ammo. Molecular Processor makes ammo on the fly, 200g of metal = 1 clip. Takes 5 minutes to process. Shrapnel and puncture Crits, +25 Hide item, AntiDetection Polymer Shrapnel and puncture Crits, laser sight, smartlink

3100 1100 1610 450 1300 1200

200 + Special 3.83 7.65 3.35 2.75 22

Racial Weapon Common Uncommon Uncommon Uncommon Uncommon

4685

200 + Special

Racial Weapon

5000

115

Racial Weapon

4475

200 + Special

Racial Weapon

4685 4475 3875 700 1350 1875

200 + Special 200 + Special 7.7 2 3.2 8

Racial Weapon Racial Weapon Uncommon Uncommon Uncommon Uncommon

4650

200 + Special

Racial Weapon

4850 4650

475 + special 200 + Special

Racial Weapon Racial Weapon

70 660

1.75 1.5

Common Common

Shrapnel and puncture Crits, laser sight, smartlink Shrapnel and Slash Crits Shrapnel and puncture Crits Shrapnel and Slash Crits Shrapnel and Slash Crits, tactical flashlight rig, laser sight Shrapnel and puncture Crits, +25 Hide item, AntiDetection Polymer Shrapnel and puncture Crits Electrical Criticals, after the first hit (and only the first) you gain +2 iniative the next round only. Primitives must RR vs 15th fear or flee Shrapnel and puncture Crits Shrapnel and puncture Crits Shrapnel and Slash Crits Shrapnel and puncture Crits Shrapnel and puncture Crits Shrapnel and puncture Crits, Overbarrel blade (Mk1 melee) Shrapnel and puncture Crits Shrapnel and puncture Crits Shrapnel and puncture Crits, Axe on barrel (mk2 melee) Shrapnel and puncture Crits Shrapnel and puncture Crits Shrapnel and puncture Crits Shrapnel and puncture Crits Smartlink, Security Chip, Militech Gas-Vent 3 System, folds into a watertight, unrecognizeable Carrycase, Glastic Polymer -80 to detect, +40 to hide. 100% action to unfold Shrapnel and puncture Crits Shrapnel and puncture Crits, Recoil Compensator Shrapnel and puncture Crits Shrapnel and puncture Crits Shrapnel and puncture Crits Shrapnel and puncture Crits, 2m blast radius AOE Smartlink, Printless Finish Shrapnel and Slash Crits, Attack Rolls on all targets in 60 degree arc within 15m laser sight, Optimized barrels gives +10 OB when using Flechette ammo. 10 rnd mag also available Shrapnel and puncture Crits, laser sight, folding stock, 30rnd drum available. Shrapnel and Slash Crits Shrapnel and Slash Crits Shrapnel and puncture Crits, laser sight, smartlink Shrapnel and puncture Crits, laser sight, smartlink Shrapnel and Internal disruption Crits (fires specialty ammo only) Smartlink, fires special Frag-12 (HE) round that does full damage vs constructs

385 1000 450 855 1100 845 325

0.6 2.2 0.6 2 0.5 1.2 0.3

Common Common Common Common Common Uncommon Racial Weapon

5000 700 700 260 250 250 500 900 900 385 300 300 2350 900

75 0.75 0.75 0.25 .1 / .25 .1 / .25 0.4 1.5 1.5 0.4 .2 / .5 .2 / .5 2.5 2

Rare Common Common Common Common Common Uncommon Common Common Uncommon Common Common Uncommon Common

3875 840 1000 300 1000 1000 6375 950 1700 995 2300 795 795 675 400 800 2067

1.6 0.6 4 0.1 0.6 0.6 18 2 1.8 2.8 3 or 6 1.8 1.8 1.5 1 3.15 90

Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Rare Common Common Uncommon Org. Restricted Uncommon Uncommon Common Common Common Uncommon

Smartlink, COT, folding stock, may select ammo before each shot for +5% action Shrapnel and puncture Crits, laser sight, smartlink Shrapnel and puncture Crits Shrapnel and puncture Crits, smartlink Shrapnel and puncture Crits, May change choke between every shot. (5% action) Shrapnel and Slash Crits Shrapnel and puncture Crits, smartlink, Thermographic, lowlight Class III optical sight Shrapnel and puncture Crits, smartlink, no penalties underwater While using APFSDS Slugs Shrapnel and puncture Crits, 500rnd backpack hopper available str bonus of +18 required Shrapnel and puncture Crits, Recoil Compensator, Electrothermal laser sight, Militech Gas-Vent 3 System. Recoil Compensator, Tactical Flashlight Rig Shrapnel and puncture Crits, folding stock, tactical flashlight rig, Militech Gas Vent 3 Shrapnel and puncture Crits, half penalties from closed quarters. Shrapnel and puncture Crits Shrapnel and puncture Crits, Recoil Compensator, tactical flashlight rig double Range bonuses if fired in any area less than 3m wide. Shrapnel and puncture Crits, folding stock, tactical flashlight rig, Suffers half penalty from confined combat areas. Shrapnel and puncture Crits, both barrels may be fired, if you do so, double range bonuses, double damage and increase crits by one. Shrapnel and puncture Crits, Recoil Compensator, tactical flashlight rig Bipod, also accepts 30 rnd mags, Smart Chipped, Class 2 optical scope, IR, COT Shares parts with the Militech MK 4 and Militech Dragon, and accepts their clips laser sight, recoil compensator

3000 1875 875 850 2985 475 2300 2300 6585 4500 4100 975 900 200

1.5 (each) 5 0.6 0.9 0.8 0.45 0.6 0.6 9 8 3.2 1.8 1 0.6

Common Common Uncommon Common Uncommon Uncommon Uncommon Uncommon Rare Uncommon Uncommon Uncommon Uncommon Uncommon

1350

2.5

Uncommon

775

Uncommon

800 2125 1125 750 1875 1100 1475 800 1200 1025 1200

0.2 1.5 15 3.1 15 14 15 3.2 3.2 15 15

Uncommon Uncommon Uncommon Uncommon Common Common Uncommon Common Common Uncommon Common

laser sight, Recoil compensator Recoil compensator bipod that doubles as a mount connection. Takes 30% action to change from mounted to carried or back, will accept 30 rnd magazines ElecroThermal, propellent Chip, Militech Gas Vent 3

Smart Chipped, Militech Gas-Vent 3 System, bipod,

2795 1850 1500 2500 2275

45 14 4 4.5 15

Uncommon Uncommon Uncommon Uncommon Common

antiheat polymers, smart chipped, Gyrostabalized 1000 rnd Backpack hopper available bipod, recoil compensator bipod Gyro-Stabilized Hunting Class 2 Hunting Class 2, double damage, +1 crit level Schrapnel automatic criticals, Cone attack, only Core special ammo can be used. ElecroThermal, Heat Resistant Polymer, Recoil Compensator, Custom Quality Manufacture Electrothermal, Emp shielded Gyro stabilized (IIP), Infrared Targeting System: +2 Initiative Hunting Class 3, Full damage vs CAT 21 Militech Gas-Vent System 3, Barrel Compensator, Recoil Compensator,Suffers no Penalties for ammo used. Only benefits. Hunting Class 3 Hunting Class 3 Suffers no Penalties for ammo used. Only benefits. Hunting Class 3 ignore normal crit, E Stun instead +5 Crit ignore normal crit, E Stun instead ignore normal crit, E Stun instead ignore normal crit, E Stun instead, integral laser sight ignore normal crit, E Stun instead ignore normal crit, E Stun instead ignore normal crit, E Stun instead +1 lvl ignore normal crit, E Stun instead ignore normal crit, E Stun instead No Penalties underwater

3300 3100 2500 1500 2465 2100 2470 2100 2850 3285 3400 3785 1275 4350 3985

150 15 14 5 10 10 20 75 190 80 300 50 9.6 4 20

Common Uncommon Uncommon Common Uncommon Uncommon Common Uncommon Uncommon Uncommon Common Org. Restricted Racial Weapon Org. Restricted Uncommon

3875 2570 1600 950 610 600 705 615 1200 2600 1800 1850 450 2000 400 325 990 1000 1300 1300 1500 1500 1450 900 900 1475 2300 650 650

75.2 188 8.2 3 3 3 6 6 15 15 15 15 0.5 0.2 0.5 0.9 2.4 0.6 1.5 1.5 1.5 1.5 10 1 1 8 0.9 3 3

Rare Uncommon Uncommon Uncommon Uncommon Common Uncommon Uncommon Common Uncommon Common Uncommon Uncommon Common Common Common Uncommon Uncommon Uncommon Uncommon Common Common Common Common Common Uncommon Uncommon Racial Weapon Racial Weapon

Hunting Class 1 smartlink/COT smartlink/COT

Hunting Class 3

smartlink/Laser-Cyberlink

Effects all within 3 meters, AOE attack laser sight, Str 16 and higher or bipod, full damage vs vehicles laser sight, laser guided rockets, if a original roll misses, treat as an Einstein Rifle Smart chipped, COT, Class 10 optical sight, low light and thermal, Full damage vs constructs, double damage vs infantry May be used by one or two characters with a total str mod of 22, bipod included, Hunting class 3 Mounted or Tripod only, Hunting class 3

750 2200 6500 4585

9 6 750 6.8

Racial Weapon Uncommon Uncommon Common

7800 3200 2590 5500 800 800 750 1125 6000 4000 1300 6375

500 1.6 20 40 10 10 N/A 12 800 75 15 25

Common Common Uncommon Uncommon Org. Restricted Org. Restricted Uncommon Uncommon Rare Rare Rare Rare

Glastic Polymer -80 to detect, +30 hide item Hunting Class 1, Reduces AT of Target by 1 Full Damage vs Vampires Puncture/Cold Criticals Power Tools & Slash criticals Shrapnel and Slash Crits, Attack Rolls on all targets in 60 degree arc within 30m will fire almost anything you throw in it, rocks, marbles, nails, screws, if its hard, it will shoot. If a fumble is rolled, roll a d10 on a 1-2 the ammo is destroyed and there is no attack, but you do not roll on the fumble chart. Reactor must be replaced yearly. Will not work with Gyroscopes, Silencer Effects all within 1 meter, AOE attack Hunting Class 2 Hunting Class 3

Recoil Compensator Hunting Class 2, No critical negation when hitting an other planar being. Additional Physical Alteration on normal targets two levels lower. Zeus System is Standard, Flash Suppressor, Class XII Optical sight no Penalties underwater no Penalties underwater, may reel in foes of smaller mass 5m/rd. no Penalties underwater, Range increases by 2.5 times when not underwater no Penalties underwater

785 1100 875 1100 1000 1475 2766 850 710 800 3500

1200 + Free 0.8 0.4 200 1.5 31 56 0.4 0.4 0.4 5 or 50

Common Uncommon Common Rare Uncommon Rare Rare Uncommon Uncommon Common Uncommon

8750 2600 1625 530 530 850 3000 420 7350

10 1.5 3 0.01 0.02 2 14 0.03 30

Rare Org. Restricted Uncommon Racial Weapon Racial Weapon Uncommon Racial Weapon Racial Weapon Uncommon

Total Str mod of 24 required to fire without a tripod. Recoil Compensator Hunting class 2 Effects all within 2 meters, AOE attack fired from the hip design Crit lvl +1 Hunting Class 3, Hunting Class 3, UV/IR/Nightvision Class X Optical sight Hunting Class 3, 12x optical sight, laser sight, nightvision no Penalties underwater, laser sight, Class 12 optical sight, laser sight, Nightvision,

4500 4050 2150 2680 3500 2500 2750 3875 4880 11100 2000 3450 2975 1275 1950 3375 2000 1975 4240 2650 1500 3800 15000 3590 2580 2975 2500 10000 2875 1600 9575 1700 4000

10 50 0.6 20 800 3 2 62 62 120 0.6 3 2 2 0.6 75 0.6 1.2 1.6 1 0.03 6 15 10 1 10 40 3000 10 5 300 6.5 1 or 10

Uncommon Uncommon Common Uncommon Rare Uncommon Uncommon Rare Rare Rare Uncommon Org. Restricted Org. Restricted Common Uncommon Uncommon Common Common Rare Racial Weapon Uncommon Org. Restricted Ultra Rare Rare Uncommon Org. Restricted Org. Restricted Rare Common Uncommon Rare Racial Weapon Org. Restricted

Hunting Class 3, Reduces AT of Target by 2 Schrapnel criticals inflicted at 1 less than listed, anyone within 2 meters takes an A schrapnel. smartlink, Cyberlink, Emp shielded, Hunting Class 2 smartlink, Cyberlink, Emp shielded no Penalties underwater Hunting Class 2, folding stock, laser sight Self-Targeting Drone, Heat and Radar scanning, 180x30 degree arc

12x optical sight, laser sight, nightvision sight

Effects all within 3 meters, AOE attack, Hunting Class 3,

See Special Rules below 12x optical sight, laser sight, nightvision sight Nightvision,Laser sight, 12x optical sight Total Strength Mod of +22 to fire without bipod Nightvision,Laser sight, 12x optical sight Total Strength Mod of +24 to fire without bipod. Does 1.5x damage Full Damage vs. Vehicles, must spend one round anchoring to the ground before firing. Emp Shielded, Hunting Class 3 250% action to reload Full Damage vs. Vehicles, Gyro-stabalized mount negates penalties for moving while shooting and allows it to be fired by someone with a 102 Str. Special Ammo is AP. Full damage vs Vehicles, laser sight

4250

1 or 10

Org. Restricted

40000 9100

800 280

Rare Uncommon

11370 3475

1200 5

Rare Uncommon

Full Damage vs. Vehicles, must spend one round anchoring to the ground before firing. Emp Shielded Nightvision, Laser sight, 12x optical sight Total Strength Mod of +24 to fire without tripod Twin-Linked, No penalties vs aircraft, Hunting Class 3, special ammo does full damage vs constructs

25000 1650 25000 400 325 575 1295 580 3000 650 1100 1200 4100 1100+load 5200 4750 19500 6000 1300 5200 1790 1675 4000 7500

500 6.5 800 See Warhead See Warhead See Warhead 8000 See Warhead See Warhead See Warhead See Warhead See Warhead 1.5x Warhead See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead Disposable See Warhead

Racial Weapon Uncommon Uncommon Rare Racial Weapon Uncommon Racial Weapon Uncommon Common Org. Restricted Uncommon Uncommon Uncommon Common Org. Restricted Uncommon Org. Restricted Racial Weapon Rare Org. Restricted Uncommon Racial Weapon Uncommon Racial Weapon

Treat as a MK 2 grenade, RR vs 15th (+1 lvl per target

Designed for underbarrel attachment to rifle weapon Designed for underbarrel attachment to rifle weapon Ares Laser Rangefinder, Ares Rangefinder Grenade smartlink, Disposible Fires 3 shell bursts* Guided, no penalty when engaging aircraft

Fires 3 missile bursts*

Mark 10 Tangler Warhead with mk 4 blast Radius but 3 x Mark 5 Max warheads, Emp shielded Mark 2 Max warheads,Self tracking (Einstein weapons that attack HEXES (95%) Unaffected by environmental penalties and/or Decoy/EW. May spray multiple foes, but all foes must be the same basic type (EX: humans in x type of armor) Emp Shielded MK4 max Frag only. Self tracking (Einstein weapons that attack HEXES (95%) Unaffected by environmental penalties and/or Decoy/EW/Cover, Emp Shielded Minimum range: 10 meters, Indirect Mark 4 Max warheads Mark 2 Max Warheads or Grenades Mark 4 Max warheads or Grenades Mark 5 Max warheads Mark 3 Max warheads or Grenades Mark 4 Max warheads or Grenades Mark 3 Max Grenades microcomputer gives +5 to criticals against constructs, Mark 4 Max warheads , warheads are preprogrammed to Mark 5 Max warheads, No penalty for attacking Aircraft

6000

See Warhead

Racial Weapon

Mk5 max Mk4 max Guided

6500 750 900 1300 1300 1000 1450 1450 1270 1150 25000 16750 1875 2985 2000 1556 1250

See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead Disposable Warhead x 9 See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead

Racial Weapon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Rare Rare Uncommon Uncommon Uncommon Uncommon Uncommon

Unguided Rate of fire doubled with a 2 man crew, minimum range minimum range 80m, indirect, Special Rules below. Accepts up to Mark 20 Mines Backpack hopper, Gyrostabalizer, recoil compensator

850 10000 17000 12000 2000 4800

See Warhead See Warhead See Warhead See Warhead See Warhead See Warhead

Uncommon Uncommon Uncommon Uncommon Uncommon Rare

After determing detonation point, make one of the same blast radius on the left and right so that the radii touch.

5000

APDA Frag

Uncommon

works against subs when fired underwater, surface vessels if fired from surface ship or surface of the water. Hits 90% of the time as long as the firer does nothing but continue to aim at the target for the full round. 2000+warhead See Warhead Mk 4 Max. Fires all 3 warheads at once at one target. Roll to hit once, applies the same damage and critical result but not critical roll) All missiles are considered Armor Piercing 6000 Warhead x 1.2 1000 See Warhead Mk 3 max 5400 See Warhead 1400 See Warhead 2700 See Warhead Self tracking (Einstein weapons (95%) Unaffected by environmental penalties and/or Decoy/EW. May spray multiple foes Guided Burner warheads 30000 6000 1800 See Warhead 2300 See Warhead 1500 See Warhead Self tracking (Einstein weapons (60%), May spray multiple foes Guided Sledgehammer warheads 40000 3360 1200 See Warhead Grapple Delivers up to 5 lvls of electrical damage before burning out/until target stops moving Monofilament webbing inflicts descending Slash criticals every round Monofilament webbing inflicts descending Slash criticals every round Monofilament webbing inflicts descending Slash criticals every round Hardening Foam is unaffected by solvaway, salt water does the trick. Class 12 Optical Sight, After the Tangle crit is inflicted, the net detonates. All stun rounds from the entangle are reduced to 1, considered a mk 2 shaped charge (automatically gets ground zero and touching target bonuses.) 2250 950 700 3175 3175 3250 630 1750 60 15 3 125 125 125 1.5 12

Uncommon

Uncommon Uncommon Common Uncommon Uncommon

Common Uncommon Uncommon Uncommon Rare Uncommon Uncommon Uncommon Common Racial Weapon Racial Weapon Racial Weapon Org. Restricted Uncommon

775

4.5

Uncommon

Class 12 Optical Sight, Delivers up to 5 lvls of electrical damage before burning out/until target stops moving Descending Slash criticals every round Shrinking Plasmatic bonds cause decending Crush criticals each round Delivers up to 5 lvls of electrical damage before burning out/until target stops moving Spraying multiple targets +20/to hit 1 target +40/damage 1 target triple damage and 2 crit levels

475 1300 2750 3570 2200 1850 4500 1600

2.5 6 100 50 9 15 75 9

Uncommon Common Uncommon Racial Weapon Uncommon Uncommon Rare Common

Monofilament webbing inflicts descending Slash criticals every round, 10m effect, Resolve as a grenade hit. Hide Item +10 Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Disguised as a Brooch, -20 to detect On the 3rd shot and after, +30 vs. AT 8-20 40kg backpack powered, continuous beam, Raking Crits Additional radiation crit 1 lvl lower

10875 570 1260 575 900 800 480 120 285 560 1066 105 175 425 650 280 630 720 260 325 250 400 385 1000 870 1100 175 300 765 575 250 590

750 8 8 8 8 1200 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 50 1200 8 8 8 8 8 8

Racial Weapon Common Common Rare Rare Racial Weapon Uncommon Common Common Common Rare Uncommon Uncommon Uncommon Uncommon Common Common Common Common Uncommon Uncommon Uncommon Racial Weapon Uncommon Rare Uncommon Common Uncommon Uncommon Uncommon Common Uncommon

Hide Item +25, Fashion +5

Integral Laser sight Integral Laser sight Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5

Additional radiation crit 1 lvl lower Extra planar armor is 1 level less.

hide Item +15 On the 3rd shot and after, +30 vs. AT 8-20

Class 12 Optical sight, nightvision

Undetectable on scans Integral Laser sight Hunting Class 2 raking crits Quickdraw +25

750 285 1950 265 450 265 885 875 280 320 445 210 195 285 1000

8 8 8 8 8 8 8 8 8 8 8 8 8 8 8

Racial Weapon Common Racial Weapon Uncommon Org. Restricted Common Common Uncommon Common Common Uncommon Uncommon Uncommon Uncommon Common

May fire all 4 barrels at once, inflicting a MK5 laser attack at l crit lvl higher, +35 to hide item rolls. Comes with a utility cell 'speed loader' Hide Item +45

600 750 2100 4000 3895 990 1200 565 375 810 825 975 850 550 440 720 500 475 975 1200 515 210 600 2400 2000 500 1280 500 910

20 8 100 13 50 8 8 8 8 8 8 8 8 8 8 50 50 50 50 150 50 8 50 200 50 50 50 50 8

Common Common Rare Rare Racial Weapon Common Uncommon Racial Weapon Uncommon Common Uncommon Uncommon Common Uncommon Common Common Uncommon Uncommon Uncommon Uncommon Common Common Common Org. Restricted Common Common Common Uncommon Common

Hunting Class 2 Triple damage (or slaying) vs Vampires Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Raking crits, Integral Laser sight

Raking Raking Crits Raking crits

Hunting Class 2, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 3, Operates properly at up to -150 Degrees Fahrenfeit.

Hunting Class 2 Class X optical sight with nightvision, laser sight, Hunting Class 2 Additional radiation crit 1 lvl lower

Tibanna Gas modification, Red Jacket Cats Military Reliability Package,Barrel Extension Huinting Class 3, Ignores up to 30 points of cover, Class X optical sight Hunting Class 3 Hunting Class 2, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 2, Raking Criticals, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 3, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5

1200 1500 1900

50 50 50

Rare Uncommon Common

2400 1400 12590 900 4500 1100 1400

50 50 50 50 50 50 50

Common Common Uncommon Common Rare Common Uncommon

Class X optical sight laser sight Raking crits, Hunting Class 2, Nightvision and Laser Scope Laser Sight, Hunting Class 3, Analyzes Opponents armor/shield and adjusts frequency accordingly, +30 on second shot and thereafter. No penalties for underwater or different atmospheric firing after first shot. Folding solar panel in stock (recharge in 6 hours) 3 meter extension cord to plug into vehicle or other reactors (also in stock). Carrying handle. Hunting Class 3, If the shot exceeds the chart maximum, divide overage by 2 instead of 3, and additional crit levels every 30 over instead of 50. Ares rangefinder, Hunting Class 3, Analyzes Opponents armor/shield and adjusts frequency accordingly, +30 on second shot and thereafter. Mk4 Melee (Mk5 on the charge) Additional radiation crit 1 lvl lower On the Third shot and after, +30 vs. AT 8-20 Hunting Class 3, IR and 15x Optical scope, laser sight, gun receives +25 vs. AT 8-20 after the 3rd shot, Rapid Take-Down Rebuild

3450

50

Uncommon

1200

120

Common

3500 752

50 50

Org. Restricted Uncommon

5000 3250 675 3000 1375 1350

50 50 50 50 50 50

Uncommon Racial Weapon Racial Weapon Uncommon Uncommon Uncommon

12375 1450 750 950

200 50 50 50

Uncommon Uncommon Common Racial Weapon

Hunting Class 3, IR and 15x Optical scope, laser sight, gun receives +25 vs. AT 8-20 after the 3rd shot, Rapid Take-Down Rebuild

1000 785 760 4100 1450

50 50 50 50 50

Uncommon Common Uncommon Org. Restricted Common

Laser sight Hunting Class 3, Nightvision and Class 12 Optical scope Raking crits, Hunting Class 3,

May also fire at Mark 1 or Mark 3 settings, collapsible to fit in a briefcase in 300% action. Raking crits Hunting Class 3 Hunting Class 3 Hunting Class 2, Raking Criticals Hunting Class 2 Hunting Class 3 Hunting Class 3, Laser Sight, Sliding powerclip for balance (counts as custom balancing, but switchable on the fly) Raking crits, Hunting Class 2, No penalties underwater, Vibroknife Bayonet Raking crits, Double damage Raking Crits Hunting Class 2 Hunting Class 1, gun receives +25 vs. AT 8-20 after the 3rd shot Hunting Class 2, folding stock, laser sight Folding Stock, Raking Criticals, Hunting Class 1, Accessory Rail Shares a lower receiver with the NE-300 Raking crits, +5 to hide item. continuous beam, Raking Crits Hunting class 3, Class X optical scope, laser sight Mk4 Melee (Mk5 on the charge) Crit lvl +1 Crit lvl +2 Hunting Class 3 Hunting Class 3, IR and 15x Optical scope, nightvision sight Hunting Class 3, laser sight Hunting Class 3 Hunting Class 2, extending stock, vibrobayonet, class X optical sight, nightvision, laserscope Hunting Class 2, On the Third shot and after, +30 vs. AT 8-20 Hunting Class 3 Hunting Class 3 Full Damage vs. Vehicles, CAT armor types are treated as 1 lower. Full Damage vs. Vehicles, CAT armor types are treated as 1 lower. Additional radiation crit 1 lvl lower Raking crits, Hunting Class 3, double damage

785 1200 410 900 2100 800 895

50 50 50 50 50 50 50

Common Common Common Common Common Common Uncommon

1275 1250 850 990 1650 820 1370 2500 2200 1750 1250 850 1100 3200 6800 3575 2100 975 3750 1450 875 3250 800 950 975 2300 7000 12000 6000 6875 6875 4000 1000 5680

50 50 50 50 50 50 200 50 200 200 200 50 50 1200 50 200 150 200 200 50 50 50 50 50 200 200 1200 75 75 1200 1200 200 200 1200

Uncommon Uncommon Uncommon Uncommon Common Common Common Uncommon Rare Org. Restricted Uncommon Common Common Rare Uncommon Racial Weapon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Common Common Common Uncommon Rare Rare Rare Racial Weapon Racial Weapon Uncommon Uncommon Rare

continuous beam, Raking Crits, full damage vs CAT 2122 Raking crits, Hunting Class 3 Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5

7500 8500 1900

1200 1200 1200

Rare Common Uncommon

250 150 175 225 175

8 8 8 8 8

Common Common Common Uncommon Uncommon

By spending 15 MP, the derranger will be kept in a pocket dimension until the owner wills it forth to his pocket. Integral Laser sight Hunting Class 1, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 10% damage bonus, Tibanna Gas modification (IIP) Also has a stun setting Also has a stun setting, ignores Shields 30% of the time attacks adjacent hexes with half OB, No penalties underwater Also has a stun setting Fashion Bonus +15, Hunting Class 1 Quickdraw +20 Initiative +3 Hunting Class 1, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 10% damage bonus, Tibanna Gas modification (IIP) Hunting Class 1 Vibro Bayonet, Reduce AT by 1 Hunting Class 1, also has a stun setting Hunting Class 1 Hunting Class 1 Hunting Class 1, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 1, Custom Finish, laser sight, Folding Stock Add-25 untrained,-50 at a single foe, +25 at all different targets Hunting Class 1 Hunting Class 1 Hunting Class 1

750 365 600 325 300 270 545 1400 900 950 470 500 265 290 325 800 325 360 850 695 700 300 450 2200 1700 675 935 1575 1600 550 1500 1500

13 8 8 8 8 8 50 1200 8 8 8 8 8 8 8 8 8 8 50 50 8 16 8 50 50 50 50 50 50 50 50 50

Rare Rare Common Uncommon Common Uncommon Uncommon Uncommon Racial Weapon Common Uncommon Common Uncommon Uncommon Uncommon Common Uncommon Uncommon Org. Restricted Uncommon Common Uncommon Uncommon Common Org. Restricted Uncommon Uncommon Common Uncommon Common Common Common

Hunting Class 1, Laser sight, folding stock, guncam, Ares rangefinder Looks and works like an assault stunner, hidden switch allows autoblaster mode, -80 to detect switch Looks and works like an assault stunner, hidden switch allows autoblaster mode, -80 to detect switch Hunting Class 3 Hunting Class 1, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 10% Damage bonus, Tibanna Gas modification (IIP) Hunting class 3, Class X optical scope, laser sight Also has a stun setting Hunting Class 1 Hunting Class 3, Additional Heat critical 1 lvl lower attacks adjacent hexes with half OB, No penalties underwater Hunting Class 3, no penalties underwater Hunting Class 3

1975 2700 2700 825 850 1350 800 6000 805 625 1500 2750 1800 900 800 925 1225 750 825 2450 670 1100 1295 7800 3750 3300 950 2450 1200 4000 3175 995 2400 5300 5320 4775 2500 2950 1300 100

50 50 50 50 50 50 50 50 50 50 50 50 50 50 50 200 1200 50 50 200 50 50 50 50 1200 200 200 200 200 200 200 200 200 800 1200 1200 200 200 50 8

Org. Restricted Org. Restricted Org. Restricted Common Uncommon Uncommon Common Uncommon Uncommon Uncommon Uncommon Uncommon Racial Weapon Common Common Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Common Ex. Rare Uncommon Uncommon Uncommon Uncommon Uncommon Org. Restricted Uncommon Uncommon Uncommon Rare Uncommon Racial Weapon Uncommon Uncommon Uncommon Common

Hunting Class 1 Hunting Class 2, Hunting Class 2 Hunting Class 1 1.6 x damage, Also has a stun setting, Tibanna Gas modification (IIP) Hunting Class 3 Very Distinctive Sound +30 to identify, Hunting Class 1 Hunting Class 3 Hunting Class 1, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Laser Sight, Nightvision Scope, Class 15 Optical sight, Hunting Class 3 Hunting Class 2 folding stock, laser sight, Hunting Class 3 Hunting class 3, Class X optical scope, laser sight laser sight, IR and Nightvision scope, Hunting Class 2, also has a stun setting Hunting Class 1 Hunting Class 3 Hunting class 3, triple damage Hunting class 3, Full Damage Vs Constructs, CAT types are reduced by 1. Crit lvl +2 Crit lvl +2

Bolts only, additional Internal Disruption 2 lvls lower

Also Counts as Mk4 melee weapon

Intimidation +10

Bolts only, Hunting Class 3, Full damage vs vehicles Hunting Class 1, folding stock. Laser sight

200 985 650 925 250 500 2400 450 400 5575 635 850 1975 650 680 975 850 800 1985 750 1785

8 8 75 75 50 133 200 50 50 50 50 50 200 50 50 55 200 50 50 167 300

Common Org. Restricted Rare Racial Weapon Uncommon Uncommon Rare Uncommon Common Very Rare Uncommon Common Racial Weapon Common Uncommon Uncommon Rare Uncommon Org. Restricted Uncommon Rare

If a critical is scored, it continues to inflict decending heat crits Hunting Class 3, If a critical is scored, it continues to inflict decending heat crits folding stock, laser sight, Hunting Class 2 Bolts only. Hunting Class 3, Bolts Only, Holy Weapon, inflicts only 25% damage against targets that are not extra planar or do not have corruption points. Template shots only, Shields have no effect on this weapon, Hunting Class 3, Holy Weapon Template shot only, underbarrel design, Hunting Class 3 Template shots only, Shields have no effect on this weapon, Hunting Class 3, Holy Weapon Hunting Class 2, All chances to ignite are doubled, Flames last for D4 minutes unless extinguished with Chemical suppressent. Hunting Class 1, bolts only, Reduces armor type by 2 to a minimum of 1 Hunting Class 2, folding stock, laser sight Reduces AT by 1 level, Hunting Class 3, If a critical is scored, it continues to inflict decending heat crits

2500 6200 1500 7500 575 1050 2985 1500 1375 1200 1500 1500 1500 2000 12500 5600 1400 900

50 200 50 200 8 250 1200 1200 200 200 1200 1200 1200 1200 1600 800 200 200

Rare Rare Rare Rare Racial Weapon Uncommon Org. Restricted Uncommon Racial Weapon Uncommon Common Uncommon Common Common Rare Rare Uncommon Uncommon

AT is treated as 1 lower, Hunting Class 3 Bolts only, 3-rnd burst does 2x damage, Full bursts does 3x damage (if fired at one person), laser sight Intimidation +10 Crit lvl +1

When used in template mode, after determining hits, flip template to one side and count any additional hits. If a Critical is inflicted, apply the same result on the flame Mk 2 chart

2750 4600 120 500 260 110 175 550 950 1500 760 800

400 200 8 8 8 8 13 50 200 50 50 50

Uncommon Rare Common Uncommon Common Common Rare Common Uncommon Uncommon Uncommon Common

Anti-detection polymer

designed to look like an anchient wheellock pistol Affects all in 30 Degree Arc Hunting Class 3 Hunting Class 2 Selector switch allows user to set the MK #, Integral Class 12 Optical Sight w/Nightvision and Laser sight, Hunting Class 3 designed to look like an ancient wheellock rifle, Kill setting inflicts electrical crits.

1450 1850 1300 1100 300 350 390 865 975 650 700 700 75000 3000 1100 850 6470 825 1200 7988 1500 1700 2475 4650 1250 6000 8500 1900 3850

50 75 200 200 8 8 8 8 50 8 8 8 50 50 8 8 200 8 50 200 50 50 50 200 50 1200 200 50 1200

Uncommon Rare Uncommon Uncommon Common Uncommon Uncommon Uncommon Racial Weapon Racial Weapon Common Racial Weapon Very Rare Rare Uncommon Uncommon Racial Weapon Uncommon Common Uncommon Common Uncommon Uncommon Racial Weapon Racial Weapon Rare Racial Weapon Uncommon Uncommon

spotted at -50, +9 first rnd Init. Hunting Class 1, ignores biological armor Double all bleeding results

Inflicts Decending Internal Disruption Criticals Ignores all non-biological armor, inflicts no damage vs. non biological matter. Initiative +20 first rnd only Ignores DB from shields of any type interrogation & intimidation +10 Hunting Class 3, ignores biological armor

2x Damage Double all bleeding results, hunting class 2 Ignores all non-biological armor, inflicts no damage vs. non biological matter. If a critical is inflicted, Foe saves vs 8th level attack of be dragged into the warp (Dead) Malfunction Results -10% 10% damage bonus, Tibanna Gas modification(IIP)

crit lvl +3

3500 2000 8325 10750 9750

200 200 200 200 200

Uncommon Uncommon Racial Weapon Racial Weapon Racial Weapon

Laser Sight, bipod, Class X optical sight, Folding stock

If a critical is inflicted, Foe saves vs 10th level attack of be dragged into the warp (Dead) Carried on Grav Sled Ignores all non-biological armor, inflicts no damage vs. non biological matter. Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 1, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5

12000 9000

1200 2400

Racial Weapon Rare

450 400 850 2000 2245 1100 700 775 900 950 3700 1470 3300 3860 4300 900 3200 4800 4750 3500 8900 3080 1200

8 8 8 50 50 8 8 8 8 8 1200 8 1200 1200 1200 50 200 1200 1200 200 1200 200 50

Common Common Common Uncommon Uncommon Racial Weapon Common Common Uncommon Uncommon Uncommon Common Uncommon Uncommon Uncommon Common Racial Weapon Uncommon Common Org. Restricted Racial Weapon Uncommon Common

Sonic shielded Vibro blades attack as VibroKatar (MK3) Hunting Class 1 Hunting Class 1 Hunting Class 1 Hunting Class 1, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 3 Hunting Class 1 Hunting Class 1 Hunting Class 1 All Repair rolls are at -20 Hunting Class 2, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 3 Hunting Class 3, laser sight, folding stock,

Hunting Class 3, Tibanna Gas modification, Detachable bipod, Smartlink, Solenoid Trigger, Ares Ultrasound Sight Hunting Class 2 Vibrobayonet, Class x optical sight, bipod, Hunting Class 1 Hunting Class 3, laser sight, folding stock, nightvision Hunting Class 1, Hunting Class 2, Class XVI Optical sight w/Nightvision Hunting Class 1

9150 4650 7675 4800 9000 3600 7300 1050

1200 1200 1200 200 1200 200 200 50

Uncommon Uncommon Rare Common Rare Common Common Uncommon

Laser Sight, Hunting Class 3, Hunting Class 3, +10% Damage laser rangefinder and Class 15 optical scope laser rangefinder and Class 15 optical scope, Hunting Class 3 1.5 times normal Damage, -15 to be disarmed. Hunting class 3

9850 5150 6950 8975 7200 5900 1800 9200

1200 1200 1200 1200 1200 1200 200 50

Rare Uncommon Org. Restricted Uncommon Rare Rare Common Uncommon

laser rangefinder and Class 15 optical scope, nightvision scope laser rangefinder and Class 15 optical scope, nightvision scope and thermal Imager, Hunting Class 3, 2x damage Hunting Class 2 Hunting Class 2 Hunting Class 3, Full Damage Vs Constructs, Double Damage Vs. non moving structures. Hunting Class 2 Hunting Class 2, Smartlink, if attached to an Artificiance Biolink +1 Initiative and an additional +5 Hunting Class 3 2x Damage, +2 Crit lvls Hunting Class 2 Hunting Class 3, Full Damage Vs Constructs, Double Damage Vs. non moving structures, double damage and 2 crits higher vs. Infantry Hunting Class 2 Hunting Class 2

13050 7650 4500 3700 8250 16750 4750 7000 8500 12000 6000 6100

1200 1200 1200 1200 1200 1200 1200 1200 1200 1200 1200 1200

Org. Restricted Uncommon Uncommon Uncommon Uncommon Rare Uncommon Uncommon Racial Weapon Rare Uncommon Uncommon

33500 6300 6800 345 285 750 1600 800 250 2950 1675 980 875 1600 2150 2975 975 1375

2400 1200 1200 18 6 20 4 12 4 14 36 20 12 48 88 150 8 12

Rare Uncommon Uncommon Common Common Common Common Common Common Common Common Common Common Common Uncommon Common Common Common

Hide Item +30 Glastic Polymer -80 to detect, +75 to hide item 14 rnd Mag for auto models, -25 to detect as a non-slug thrower. Hide Item +40 Glastic Polymer -80 to detect, +85 to hide item IR/UV/Visible laser sight, Hunting Class 1, Smartlink

smartlink, laser sight, Cookie Cutter, +50 Hide Item, Hunting Class 2, collapsing stock 50 rnd Drum mag available, Hunting Class 2 Hunting Class 2 Nine-Eleven Chip, Hunting Class 2

Electrotherrmal, Hunting Class 2, Emp Shielded, blades on barrel and stock allow for mk 3 melee attacks Hunting Class 3 No penalties underwater, folding stock, vibrobayonet, Hunting Class 2 folding stock, Special Plasma Carts reduces AT by 4 lvls (minimum AT2) Hunting Class 3, 70 rnd drum available Hunting Class 2 Hunting Class 2 Hunting Class 2, Clear Magazine +10 ammo awareness, KAC Accessory Rail System. Detachable Bipod, Recoil Compensator 60 rnd Mag available, Hunting Class 2 Class x optical sight, nightvision, Hunting Class 3 Does FULL damage vs CAT 21-23, Hunting Class 3 Hunting Class 2 Effects 3m radius with single shot, 6m with both, halve DB from quickness when both barrels are used. Str bonus less than 12 will be knocked down if fired double barrelled. Effects 3m radius with single shot, 6m with burst, halve DB from quickness when bursts are used. Str bonus less than 10 will be knocked down if fired on burst. 60 shot drum available, Hunting Class 2 Laser sight, Integral silencer, folding stock, Hunting Class 3 Laser sight, Integral silencer, folding stock, Hunting Class 3, Guncam folding stock, Special Plasma Carts reduces AT by 4 lvls (minimum AT2) Hunting Class 3 Hunting Class 3 Will accept 40 round mags, Hunting Class 3 Will accept 30 round mags, Hunting Class 3 Electrotherrmal, Hunting Class 2, Emp Shielded Hide Item +20 Laser Sight, Quick attachment accessory rails Laser Sight Laser Sight Emp Shielded Emp Shielded, Hunting Class 1

1600 1100 2695

96 16 40

Rare Rare Common

5200 2995 3950

70 240 40

Common Common Common

4500 4500 6850 5000 3000

90 60 16 24 16

Uncommon Common Common Common Common

3700

Common

4560 3975 1200 1575 7575 6000 17500 22800 2040 300 975 400 525 925 480 485 776 1800 525 600 1380 1450

20 40 60 150 240 400 400 1800 96 8 8 8 8 8 8 8 8 50 50 50 50 50

Common Common Common Common Uncommon Common Common Common Rare Uncommon Rare Uncommon Common Uncommon Uncommon Racial Weapon Rare Uncommon Uncommon Uncommon Rare Uncommon

folding stock, Class X optical sight with nightvision, Hunting Class 1 Tactical Flashlight Rig, also has a stun setting

Class VIII Optical sight, also has a stun setting Emp Shielded

Class 10 Optical sight AOE attack vs all within 2m of initial target, may be fired indirectly. Emp Shielded Hunting Class 3 Hunting Class 3, Class 10 Optical sight Hunting Class 3, Double Damage and +1 Critical level Emp Shielded, Hunting Class 2 Laser Sight, Vibroblade (Treat as Vibro Polearm) Hunting Class 3 Emp Shielded, Hunting Class 3 Emp Shielded, 10m blast radius, No DB from cover. Hunting Class 3, Full damage vs. CAT 21-22 Inflicts 1.2x damage Hide Item +20, -50 to detect with scanners

1600 1120 1000 1350 1300 1400 1100 800 13000 1650 1685 2250 4350 1600 1475 1440 2640 8000 52000 1000 2000 75 175 800 700 240 1350 500 4000 1000 2000 2750 9700 2400 240 500 1000 1500 2000 500

50 200 200 50 50 50 50 50 800 200 400 200 200 200 200 200 200 200 1800 10 10 10 10 10 10 10 10 10 200 10 200 50 1200 200 8 8 50 50 200 8

Uncommon Racial Weapon Racial Weapon Uncommon Uncommon Rare Uncommon Uncommon Rare Racial Weapon Rare Uncommon Rare Rare Uncommon Uncommon Rare Racial Weapon Rare Racial Weapon Racial Weapon Racial Weapon Racial Weapon Uncommon Uncommon Racial Weapon Racial Weapon Uncommon Racial Weapon Uncommon Rare Racial Weapon Uncommon Racial Weapon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon

Inflicts 1.3x damage laser sight Full damage vs CAT21-23, hunting class 3 Each shot is resolved as a MK2 fired grenade, inflicting Blast criticals microwave/Heat microwave/Heat microwave/Heat microwave/Heat microwave/Heat Blast/Electricity Blast/Electricity, ignores armor up to (but not including) powered armor{Db bonuses from armor are not effected.} Blast/Electricity Blast/Electricity Blast/Electricity

585 800 750 960

50 8 8 8

Rare Uncommon Uncommon Uncommon

Blast/Electricity Integral Laser sight, Blast/Electricity Blast/Electricity Blast/Electricity Blast/Electricity Blast/electricity, Laser Sight Blast/electricity Blast/Electricity Blast/Electricity Blast/Electricity Blast/Electricity Blast/Electricity Blast/Electricity Blast/Electricity, Emp Shielded Blast/Electricity Blast/Electricity Blast/electricity Blast/electricity, sonic shielded vibro Axe, no penalties underwater Blast/electricity Blast/electricity, Hunting Class 3, Full damage vs vehicles, 6 meter blast radius Blast/Electricity Blast/Electricity, Folds into briefcase -60 to visual and scanning Hunting Class 3, vehicles hit by this weapon take full damage and criticals. Blast/Electricity, folding stock, Hunting Class 2 Blast/Electricity, folding stock, Hunting Class 2, laser sight Blast/Electricity Blast/Electricity, Emp Shielded, Hunting Class 1 Blast/electricity Blast/Electricity, Emp Shielded, Hunting Class 2 Hunting Class 3, Blast/Electricity/Heat Hunting Class 3 Blast/electricity Hunting Class 3 Blast/Electricity, follows all shotgun rules, counts as using shot ammo. Cold/Entangle Cold/Entangle Cold/Entangle Cold/Entangle Cold/Entangle Puncture/Cold Criticals

850 890 800 4000 1400 975 1200 1100 1500 775 1375 2000 1800 3750 3800 2500 2385 2650 2535 7100 2465 3275 4100 2350 1500 1875 5700 3175 6000 3595 3750 3200 35875 4000 100 200 400 650 900 1000

50 8 8 75 50 8 8 8 8 8 50 50 50 200 200 50 50 50 50 1200 50 200 200 200 200 50 1200 200 200 200 1200 1200 1800 200 8 8 50 50 200 50

Org. Restricted Uncommon Uncommon Rare Uncommon Rare Org. Restricted Common Uncommon Uncommon Common Uncommon Uncommon Racial Weapon Uncommon Rare Racial Weapon Racial Weapon Racial Weapon Racial Weapon Common Rare Racial Weapon Org. Restricted Org. Restricted Common Common Common Rare Rare Org. Restricted Uncommon Rare Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon

No damage. If critical is indicated, all weapons make a RR vs 10th lvl, or increase their breakage and fumble rates increase by 2 and their reliability is lowered by 20.

4000

13

Rare

uses 1 charges per hour, +1 per shot fired, Barrier Shield included. PCs with horticulture and Chemical engineering, medical can refine their own fuel at half this cost. See Krycel under medical. Electrical Criticals Mark 1 Blast against all adjacent foes. Mk3 Melee weapon 50% action to change between modes. Electrical/radiation crits, at point blank range, ignores cybernetic shielding and actual shields. Unshielded and breached shielding cyberware fails 50% (+30% if cyberware is located in area noted by critical.) lasting 2d10 minutes. Special Rules below Silent, Hunting Class 2, no psychic residue, looks like a shotgun. Impact Criticals Fires only EM 2 ammo, adds 5 levels to the RR attack level No damage, if critical is indicated. All Technological devices RR or cease to function for d10 rounds. Electrical/radiation crits, at point blank range, ignores cybernetic shielding and actual shields. Unshielded and breached shielding cyberware fails 50% (+30% if cyberware is located in area noted by critical.) lasting 2d10 minutes. 40kg backpack powered Electrical Criticals, Hunting Class 3 Double Damage to all insectoid creatures (Xiticix, Brood, xatosian, etc.) Treats armor as if it were 1 level lower, additional Stun critical of 1 less severity vs insectoids. 1 shot will also kill all normal insects within its pointblank range (6m radius) Disintegration Criticals. Vibration Crits, +35 Mining Vibration Crits, +15 Mining Grapple Hunting Class 3, Add Unbalance of equal severity, Agil check or knocked prone Double Damage vs. Nightbrood Double damage vs Vampires, Defel, and creature that relys on darkness. Puncture Crits Puncture Crits May be used for melee as well. OB Penalty of -10, Tiny Criticals, Breakage check with Critical (in addition to normal checks), Glastic Polymer 80 to detect OB Penalty of -10, Tiny Criticals OB Penalty of -10, Tiny Criticals, Breakage check with Critical (in addition to normal checks), Glastic Polymer 80 to detect

51500 5700 1600

150 100 200

Racial Weapon Rare Racial Weapon

4875 9750 7500 1050 15000

1200 800 800 Disposable 300

Rare Rare Rare Uncommon Rare

4855 875 30000 60000 8800

1200 200 1200 200 800

Rare Racial Weapon Rare Rare Rare

5500 37550 3500 5600 3 8000 5000 10000 2 300 550

300 1200 200 200 N/A 300 50 800 N/A 8 N/A

Rare Racial Weapon Common Uncommon Uncommon Rare Rare Rare Uncommon Uncommon Racial Weapon

0.9 0.3

N/A N/A

Uncommon Uncommon

0.6

N/A

Uncommon

OB Penalty of -10, Tiny Criticals OB Bonus +5, Tiny Criticals, additional Slash Critical 1 level lower (special Rules below) OB Bonus +5, Tiny Criticals, Breakage check with Critical (in addition to normal checks) OB Bonus +5, Tiny Criticals, Breakage check with Critical (in addition to normal checks) OB Penalty of -10, Tiny Criticals, Breakage check with Critical (in addition to normal checks), -80 to detect as a weapon

0.2 9 0.6 0.4

N/A N/A N/A N/A

Uncommon Uncommon Uncommon Uncommon

Iridium 3 Vacuum Criticals

4.5 25 20 3200 9000 300 550 700 4125 720 1200 2175 1500

N/A 1 1 200 200 8 8 8 200 8 50 50 50

Uncommon Common Common Racial Weapon Uncommon Uncommon Common Uncommon Rare Rare Uncommon Ex. Rare Uncommon

Increase all critical effects by 50%

Hunting Class 1, Custom Finish, laser sight, Folding Stock, Smartlinked smartlink, laser sight, Hunting Class 2, collapsing stock, Tibanna Gas modification, Detachable bipod, See special Rules below

3150 1375 2000 300 700 650 2875 1000 1350 950 1800 2000 2150 2500 3835 2800 3300 3500

200 50 200 8 16 8 8 8 16 8 50 50 200 50 50 50 200 200

Uncommon Common Uncommon Common Uncommon Uncommon Org. Restricted Common Uncommon Common Uncommon Common Racial Weapon Uncommon Org. Restricted Common Uncommon Uncommon

RR vs. lvl 10 or blinded:+25 OB Hide Item +30 May fire at Mk1, Mk2, or Mk3 Stunner. Fumble Range+2 each rd after first at 3/rnd.

Inflicts Neural Disruption Criticals in Disrupt Mode laser sight, Hunting Class 3

Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Full Damage to vehicles within short range.

250

Uncommon

1975

50

Racial Weapon

Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Antidetection Polymer, +20 to hide. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. If target has an organic AT, double damage is inflicted. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Full Damage to vehicles within short range. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted, Targets within 3m of the primary target take an AOE attack against an OB of 1/4th the original attack. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted; Regardless, damage is inflicted as if target was AT 2 Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Full Damage to vehicles within short range. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Full Damage to vehicles within short range. Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted, does full damage vs. Constructs., Emp Shielded, damage vs. Personnel is as if target had AT 2 Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Against organic AT, double damage is inflicted. Hunting Class 2. Useable only by Vespid (or people trained in Tiering) Emp Shielded Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted, does full damage vs. Constructs., Emp Shielded Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted, does full damage vs. Constructs, Hunting Class 2, Emp Shielded Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Useable only by Vespid (or people trained in Tiering) Emp Shielded Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted, Targets within 3m of the primary target take an AOE attack against an OB of 1/3th the original attack.

750 1600 1750 1000

8 50 8 50

Uncommon Common Common Uncommon

3000

50

Common

3850

1200

Racial Weapon

6000

200

Uncommon

10600 1200 3600

200 50 200

Common Uncommon Common

5150

1200

Racial Weapon

3250

1200

Common

3120

1200

Rare

3200

1200

Rare

1950

200

Racial Weapon

4000

1200

Racial Weapon

2000

200

Racial Weapon

10000

1200

Uncommon

Radiation Crit 1 lvl lower, if AT 17+, 2 radiation Crits are inflicted. Internal Disruption Crits, see special rules below Internal Disruption Crits, laser sight Internal Disruption Crits Internal Disruption Crits Internal Disruption Crits, laser sight Internal Disruption Crits, Class V optical sight with Nightvision, Hunting Class 2, Tactical Flashlight Rig, +10 Play Instrument Internal Disruption Crits Internal Disruption Crits, Class V optical sight with Nightvision, Hunting Class 2, Tactical Flashlight Rig, +10 Play Instrument Internal Disruption Crits, No penalties Underwater, Range Doubles underwater Internal Disruption Crits, Hunting Class 2, laser sight, Internal Disruption Crits, talents or cybers that give you a bonus or otherwise have beneficial voice effects, add +5 to the OB. Effects 4 meter radius. Internal Disruption Crits Internal Disruption Crits Internal Disruption Crits, No penalties Underwater, Internal Disruption Crits, laser sight Internal Disruption Crits Double damage to targeted foe, all others within 9m take AOE attack at half original OB, inflicting unbalance criticals. Internal Disruption Crits, Hunting Class 3, Full damage vs CAT armor, +10 play instument Internal Disruption Crits, Effects 6 meter radius, If the target takes more than 20 pts of damage after the critical, he must make a RR vs the effects of a Sonic Stun Grenade 10m AOE attack, Sonic Defenses get twice normal effect, Grav sled Internal Disruption Crits Internal Disruption Crits, Hunting Class 3, Full damage vs CAT armor, +10 play instument, CAT armor types are treated as 1 lower. Optionally, +10 Brawling or MA Strikes Full Damage vs Constructs Optionally, +15 Brawling or MA Strikes Slash if a critical is achieved, RR vs 8th lvl poison or die. Optionally, +10 Brawling or MA Strikes, +15 Climbing when a pair is worn. If two pair are worn, climbing is +25. Slash Additional Neuro Critical 2 level lower,+10 interrogation

1800 3720 1370 950 1800 2000

200 50 8 8 8 50

Uncommon Rare Org. Restricted Common Uncommon Rare

4000 2150

200 50

Rare Rare

5000 2000 3275

200 50 50

Rare Racial Weapon Org. Restricted

2500 2500 2800 3300 4000

50 50 50 50 200

Rare Uncommon Common Uncommon Rare

32000 17500

75 1200

Rare Rare

3150 7500 3500

200 1200 200

Rare Racial Weapon Uncommon

25000 10 550 15 10 250

1200 N/A 50 N/A N/A N/A

Rare Common Common Common Rare

40/pair 30 450

N/A N/A 50

Rare Common Rare

Slash slash criticals, +15 when used for a full parry. Stun Crits, Electricity 1 lower Optionally makes Brawling or MA Strikes inflict Neuro Criticals Slash Criticals, +10 OB if a critical is achieved, RR vs 24th lvl poison or die. Electrical Crits or Stun Crits Stun Crits May Throw a lightning bolt, attacks as a Mark 3 laser w/electrical crits Raking, Custom Balancing/Grips, Custom Quality Manufacture In addition to normal damage, RR vs poison or take an additional Mangling and internal disruption Crit. In addition to normal damage, RR vs poison or take an additional Mangling and internal disruption Crit. Additional Neuro Critical 1 level lower Reduces armor by 3 ATs,(even CATs) Full damage against ALL targets. if the user fumbles, reroll attack on self using full OB, then roll for fumble result. Fate points cannot negate fumbles with this weapon. entangle and neuro criticals one level lower, if critical is inflicted, poison effects. User is considered to have a +2 Strength while using this weapon. Entangle crits, if an entangle results, the user may force the target to move with him. If this weapon inflicts any damage, the victim suffers a D Dehydration critical Strength bonus of +2 Either +10 to two weapon combat or +4 to strength. Grappling critical with decending Slash Criticals, this shows up as sentient for detection psions and comes up as hungry on thought scans. AT17-20 act as 16, AT13-16 act as 12, AT9-12 act as 8, no modifiers for AT8-1 Optionally +30 MA or Brawling, or additional Heat critical of equal severity. OB Bonus +10, climbing +10 Slash Puncture Crits, If a critical is inflicted, an additional Internal disruption of 1 level lower is done. Wrist mounted Katar Power Tools Rip/Tear, silver plated blade slash Slash

15 150 1200 750 60 1150 50 75 1000 12000 575 925 4575

N/A N/A 50 8 N/A N/A 8 50 100 N/A 75 95 8

Uncommon Common Racial Weapon Uncommon Common Rare Common Uncommon Rare Ex Rare Racial Weapon Racial Weapon Racial Weapon

13500 3475

N/A 50

Racial Weapon Racial Weapon

2175 7575 2200 4500

N/A N/A N/A N/A

Racial Weapon Racial Weapon Racial Weapon Racial Weapon

5200 875 1875 50 500

N/A 50 8 N/A 50

Racial Weapon Common Common Common Common

2450 475 440 925 185 50

50 8 50 8 N/A 50

Org. Restricted Uncommon Common Uncommon Uncommon Uncommon

Puncture, If this weapon inflicts a critical on any creature that has psychic abilities or powers, it counts as Holy and inflicts an additional Heat critical of equal severity (if large or superlarge, inflicts an additional critical) 9500 Slash 15 Crush 51500 Slash 650 Immune to Xenomorph Acid, Iridium 3, +10 OB, Climbing +10 4100 Impact (Black Market only) 7000 Crush 832 Slash 25 Inflicts only 25% of normal damage and no criticals, however, all non E/M shielded technology within 2m RR vs 20th lvl or short out. 475 Slash 1600 User is considered to have a +2 Strength while using this weapon. 850 No Critical from hit, for must make a RR vs Psion or be stunned unable for 1 rnd. 1350 May be used as a staff or as a shock Glove on a polearm 750 Raking (for additional 50 EL, and a power cell, it can glow your choice of color, power cell is good for 40k rounds) 1000 (1050) Raking 1080 Raking 1290 Heat/Slash, May fire as Kittani K-E4 Plasma Ejector 1 time before burning out. 1120 Heat/Slash 1200 Rip/Tear, silver plated blade 880 Rip/Tear, silver plated blade, climbing +10 600 undetectable to psionics, metal detectors. 2000 Slash, +20 to intimidation 800 Entangle 400 Double Damage if a B or larger Crit is scored. 2800 Slash 300 Slash 4500 Uneffected by shields, lowers AT by 4 11750 Puncture Crits 6850 Raking 1200 Heat/Slash, May fire as Kittani K-E4 Plasma Ejector 2 times before burning out. 1280 Rip/Tear, silver plated blade 720 Silver chainsaw blade, Cross Spotlight (31m),TW version of Arasaka AT-102 underslung 8500 Power Tools 2400 Heat/Slash 3000 Slash 3000 Rip/Tear, silver plated blade 960 Slash 5000

N/A N/A N/A 50 N/A N/A N/A N/A

Rare Uncommon Racial Weapon Uncommon Racial Weapon Rare Uncommon Uncommon

50 N/A N/A 50 50

Uncommon Uncommon Racial Weapon Racial Weapon Uncommon

N/A N/A N/A 50 50 50 50 N/A 50 50 50 50 50 N/A 8 N/A 50 50 75 8 50 50 50 50

Uncommon Uncommon Uncommon Racial Weapon Racial Weapon Common Common Rare Uncommon Uncommon Racial Weapon Uncommon Uncommon Racial Weapon Racial Weapon Common Racial Weapon Common Rare Racial Weapon Racial Weapon Uncommon Common Common

Electrical Crits Heat Crits Power Tools Puncture Crits Power Tools Power Tools

30 15 10 15 6575 85

8 8 8 8 50 8

Common Common Common Racial Weapon Racial Weapon Uncommon

60% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 40% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 50% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 60% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 40% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 50% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 60% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 40% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet 50% to hit, doing the minimum result for that mark #, Requires smartlinking to cyberoptic or sentinel helmet After the first shot, DB bonuses from armor or shields that effect lasers are halved. After the first shot, DB bonuses from armor or shields that effect lasers are halved. Mk 3 After the first shot, DB bonuses from armor or shields that effect lasers are halved. Vibro Bayonet integral, Hunting Class 2 Vibro Bayonet integral, mk3 Hunting Class 2

3000

40

Uncommon

1000

40

Uncommon

2000

40

Uncommon

6000

80

Uncommon

2000

80

Uncommon

4000

80

Uncommon

9000

120

Uncommon

3000

120

Uncommon

6000

120

Uncommon

7800 7800 7800

50

Common

50 Common See Warhead Common

11250 11250 11250 7500 7500 7500

50 Common 60 Common See Warhead Common 60 200 200 Common Common Common

After the first shot, DB bonuses from armor or shields that effect lasers are halved.

6300

50

Common

Vibro Bayonet integral, Custom Anti-Vamp rounds Vibro Bayonet integral 10x optical sight After the first shot, DB bonuses from armor or shields that effect lasers are halved. 10x optical sight, Mk3 laser sight, smartlink laser sight, smartlink, see Special rules below, Raking Criticals laser sight/ARES range finder w/grenade link, smartlink, Mk3 laser sight, smartlink, vibro bayonet integral, Hunting Class 2 laser sight, smartlink, see Special rules below, Raking Criticals, vibrobayonet integral laser sight, smartlink, vibro bayonet integral

6300 6300 9600 9600 9600 8600 8600 8600

294 200 1.5

Common Common Common

50 Common See Warhead Common 2.8 180 Common Common

See Warhead Common

9700 9700 9700

60 180 200

Common Common Common

if both barrels are fired, MK 5 Blast, taking the highest penalties against either shot and costs 2 shots. if both barrels are fired, MK 5 Blast, taking the highest penalties against either shot and costs 2 shots. vibro-bayonet Heat/electricity, vibro-bayonet vibro-bayonet Hunting Class 3, Laser Sight, Sliding powerclip for balance, Laser Sight Hunting Class 2

4750

200

Uncommon

4750 10375 10375 10375

200 1.5 50 50

Uncommon Racial Weapon Racial Weapon Racial Weapon

7400 7400 5900 5900 4300 4300 980 980

50 50

Rare Rare

40 Common See Warhead Common 200 Common See Warhead Common 8 1 Uncommon Uncommon

Hunting Class 2

Hunting Class 3

1875 1875 460 460 825 825

50 Rare See Warhead Rare 8 Uncommon See Warhead Launcher 50 2 Common Common

Mk 1 Grenades only No penalties underwater, No penalties underwater,

Raking crits, Hunting Class 2, Nightvision and Laser Scope

1800 1800 1750 1750 875 875

50 Uncommon See Warhead Uncommon 50 Uncommon See Warhead Uncommon 50 2 Uncommon Uncommon

Hunting Class 3

Hunting Class 3, No penalties underwater

Hunting Class 2, Vibro Bayonet, Mini-HUD(Bonus in profile) Mini-HUD(Bonus in profile) Nightvision scope, Hunting Class 3, Underslung AT-102 Grenade Launcher

4050 4050

50 Uncommon See Warhead Uncommon

1600 1600

50 Common See Warhead Common

Laser sight Hunting Class 3, Nightvision and Class 12 Optical scope

4350 4350 2950 2950 1375 1375 3000 3000 4800 4800 1000 1000

50 Org. Restricted See Warhead Org. Restricted 120 Common See Warhead Common 50 Racial Weapon See Warhead Racial Weapon 50 Racial Weapon See Warhead Racial Weapon 50 Rare See Warhead Rare 5 Uncommon See Warhead Uncommon

120 rnd long mag available, Hunting Class 2

VibroBayonet, No underwater penalties

Markerlight, Emp Shielded, Hunting Class 2 May fire in Concert with the Blast, MK2 max Markerlight, Emp Shielded May fire in Concert with the Blast, MK 2 max

MK 2 Grenade max

laser sight/ARES range finder w/grenade link, smartlink laser sight/ARES range finder w/grenade link, smartlink, Recoil compensator, class 10 optical sight, Mark 2 Grenade Launcher Attached

1575 1575

1.8

Uncommon

See Warhead Uncommon

950 950 1750 1750 980 980

2.4 Uncommon See Warhead Uncommon 8 Org. Restricted See Warhead Org. Restricted 2 Common See Warhead Common

Mk 2 Grenade max

laser sight/ARES range finder w/grenade link, smartlink laser sight/ARES range finder w/grenade link, smartlink

2575 2575 1150 1150 2750 2750 1350 1350 1350 1750 1750

2.48

Uncommon

See Warhead Uncommon 6 Common See Warhead Common 50 50 Common Common

Mk 3 Grenade Max See Notes Below See Notes Below

Mark 1 Grenade Max sound Suppressor Mark 1 Grenade Max Hunting Class 2, Laser sight, folding stock, guncam, Ares rangefinder w/Grenade Link, Custom Finish Hunting Class 2, Laser sight, folding stock, guncam, Ares rangefinder w/Grenade Link, Custom Finish Hunting Class 3, laser sight, folding stock, nightvision,Ares rangefinder w/Grenade Link, Custom Finish, Guncam Hunting Class 3, laser sight, folding stock, nightvision,Ares rangefinder w/Grenade Link, Custom Finish, Guncam Smart Chipped, bipod, Televisual Sight Mk 2 Grenade Max, Smart Chipped, bipod, Televisual Sight Class X Optical sight with IR/UV capabilities, Need powered armor, tripod mount or a strength of +35 to carry, Electrical/radiation crits, at point blank range, ignores cybernetic shielding and actual shields. Unshielded and breached shielding cyberware fails 50% (+30% if cyberware is located in area noted by critical.)Unshielded foes take double damage and suffer an Init penalty of -4 lasting 2d10 minutes. Class X Optical sight with IR/UV capabilities Laser sight, Integral silencer, folding stock, Ares Rangefinder W/Grenade Link, Hunting Class 2 Laser sight, Integral silencer, folding stock, Ares Rangefinder W/Grenade Link

17.5 Org. Restricted 17.5 Org. Restricted See Warhead Org. Restricted 2.4 Common See Warhead Common

3675 3675

200

Org. Restricted

See Warhead Org. Restricted

10000

1200

Org Restricted

10000 4200 4200

See Warhead Org Restricted 20 Uncommon

See Warhead Uncommon

14800

60

Common

14800

1200

Common

1575 1575

60

Common

See Warhead Common

Laser sight, Integral silencer, folding stock, Ares Rangefinder, Hunting Class 2 Effects 3m radius Hunting Class 2

1800 1800 1600 1600

60 10

Common Common

50 Uncommon See Warhead Uncommon

Seeker Acceptance Recoil Compensator, Militech GasVent 3 System, Integral Silencer, laser sight Mark 4 Grenade Max Class VIII optical sight, Smart Porting, Electro-Thermal Enchancement, barrel compensator (IIP)

6500 6500

12.6 Uncommon See Warhead Uncommon

5000 5000 27500 27500 27500 27500 27500 27500

15 Uncommon See Warhead Uncommon 1000 10 See Warhead 1 8 8 Rare Rare Rare Rare Rare Rare

See special rules below No penalties underwater, 2 different loads can be carried Mk 2 max warhead

Extending stock, Printless Finish, Tactical Flashlight Rig, Custom Quality Manufacture, Recoil Compensator Extending stock, Printless Finish, Tactical Flashlight Rig, Custom Quality Manufacture, Recoil Compensator Hunting Class 2, Class X optical sight, Penetrates Borg defenses for twice as many shots. See Phaser Special Rules below Pocket Communicator built into sight, mk 2 max Integral Tactical Scanner Integral Tactical Scanner, MK 3 max. Integral Tactical Scanner Integral Tactical Scanner laser sight, extending stock, 60rnd drum available, smartlink, vibrobayonet integral, Hunting Class 3 laser sight, smartlink, see Special rules below, Raking Criticals, vibrobayonet integral Mk 3 max, ARES range finder w/grenade link Laser sight, Integral silencer, folding stock, Hunting Class 3, Guncam laser sight, smartlink, see Special rules below, Raking Criticals, vibrobayonet integral Mk 3 max, ARES range finder w/grenade link

4000

7.5

Uncommon

4000

0.8

Uncommon

9500 9500 2190 2190 2190 2190

200 Uncommon See Warhead Uncommon 4 Uncommon See Warhead Uncommon 4 0.8 Uncommon Uncommon

9000 9000 9000

60

Common

180 Common See Warhead Common

9175 9175 9175

150

Common

180 Common See Warhead Common

IR Laser sight, Integral silencer, folding stock, DUD smartlink w/Control, Hunting Class 3, Guncam, Silver vibrobayonet integral, Recoil Compensator, Militech GasVent System 3, Solenoid Trigger IR laser sight, DUD smartlink w/Control, see Special rules below, Raking Criticals, Silver vibrobayonet integral, Recoil Compensator, Solenoid Trigger IR laser sight, DUD smartlink w/Control, folding stock, Guncam, Silver vibrobayonet integral, Recoil Compensator, Solenoid Trigger smartlink, laser sight, Cookie Cutter, Hunting Class 2, collapsing stock smartlink, laser sight, Cookie Cutter, Hunting Class 2, collapsing stock, Programmed shotshells do not hit cookie cutter wearers folding stock folding stock

14000

150

Common

14000

180

Common

14000

0.8

Common

4500

88

Rare

4500 5675 5675

1 50 50

Rare Uncommon Uncommon

Hunting Class 3, pocket communicator, Penetrates Borg defenses for twice as many shots. See Phaser Special Rules below, Tactical Scanner, Tactical Flashlight Rig MK 3 Max, 50m minimum Range

9375 9375

1200 Uncommon See Warhead Uncommon

Smartlink, Gas-Vent, solonoid trigger, Class III optical sight, lowlight and thermographic, Ares Ultrasound Sight MK3 Max Smartlink Mk 2 max Smartlink, Class III optical sight, low light and thermographic

6500 6500 3500 3500

4 Common See Warhead Common 4 Uncommon See Warhead Uncommon

3750 3750 3650 3650 3750 3750

4 40

Uncommon Uncommon

smartlink, Gas Vent Mk 2 max smartlink, COT, Militech Gas-Vent 3 System MK 1 Max Smartlink, BattleTac Tactical Computer, Class 3 optical sight with lowlight Ares Laser Rangefinder w/Grenade Link Smartlink, Class 3 optical sight with lowlight

4 Uncommon See Warhead Uncommon 4 Uncommon See Warhead Uncommon

6250 6250 3700 3700

3.5 Common See Warhead Common 3.5 Common See Warhead Common

Smartlink, Gas Vent Smartlink allows user to choose which mag it fires from each Shot

2500 2500 925 925

3.04 .8 (each) 1.5 0.1 3.2 0.8 2.4 0.1 2.4 0.8

Uncommon Uncommon Uncommon Uncommon Common Common Common Common Common Common

laser sight laser sight Class X optical sight with low light Class X optical sight with low light

2875 2875 2665 2665 2460 2460 2735 2735

2.4 Uncommon See Warhead Uncommon 2.4 Uncommon See Warhead Uncommon 6.4 Uncommon See Warhead Uncommon

Smartlink, laser sight, silencer Smartlink, laser sight, silencer Electrothermal,

3485 3485 4570 4570

smartlink, laser sight, Cookie Cutter, Hunting Class 2, collapsing stock Hunting Class 2, laser sight, Folding Stock, Smartlinked, Cookie Cutter, Neuro Disruption Criticals Class X optical sight with low light Class X optical sight with low light

4400

88

Rare

4400 2850 2850 2550 2550 3270

50

Rare

3.6 Uncommon See Warhead Uncommon 2.4 Common See Warhead Common 2.4 200 2.4 1 Rare Rare Common Common

Hunting Class 2, Internal Disruption Crits, AT is considered 1 lower

3270 2350

Fired Grapnel to give user a +25 Climb for an up to 20m climb/rappelling Folding Stock, Raking Criticals, Hunting Class 1, Accessory Rail Folding Stock, Raking Criticals, Hunting Class 1, Accessory Rail Seeker Acceptance, Class V Optical sight

2350

3000 3000 2175 2175

200

Uncommon

See Warhead Uncommon 28 Uncommon See Warhead Uncommon

Raking crits, Hunting Class 2, Nightvision and Laser Scope, Class VI Optical sight Once a target is hit, it remains "lit" for 15 min. IR laser ignores smoke. Electrical criticals May switch between attack types with a 5% action thought Impact and unbalance criticals May switch between attack types with a 5% action thought Hunting Class 3, Full damage against Constructs

12000 12000

200 200

Rare Rare

28000 28000 30000 30000

75 75 2000 2000

Rare Rare Racial Weapon Racial Weapon

Recoil Compensator, Militech Gas Vent 3, Silencer, Flash Suppressor Recoil Compensator

2870 2870 1100 1100

4 0.9

Uncommon Uncommon

2.4 Uncommon See Warhead Uncommon 4 Rare

Hunting Class 3, Reduces armor by 1 level. If a being that uses Mind Points or has psionic like abilities receives a critical from this weapon, They immediately suffer a failed Psionic roll with an additional +30. Hunting Class 2 Puncture Criticals, 3x bleeding damage, any blood affecting talents work with this weapon. Militech Gas-Vent System 3, Barrel Compensator, Recoil Compensator AT is treated as 1 lower Hunting Class 1 Hunting Class 1 Glassteel manufacture -50 to detect by scanning, +50 Hide Item Glassteel manufacture -50 to detect by scanning, +30 Hide Item Each hit does 2d10 for 6 rounds and causes a cumulative -10 to all actions. Full environmental suits confers invulnerability. Sprayer special rules, Sprayer ammo loads, Quick Change cannister reduces reload time by half. Guncam Sprayer special rules, Sprayer ammo loads If a critical is inflicted, takes decending Acid Criticals each round Sprayer special rules, Elemental Water attack

5000

5000 4500 4500

125 200 300

Rare Rare Rare

2100 2100 2050 2050

2.7 200 0.8 0.95

Uncommon Uncommon Uncommon Uncommon

1200 165

By Ammo Type By Ammo Type

Rare Uncommon

50

N/A

Racial Weapon

250 850 1200 1600

By Ammo Type By Ammo Type 120 75

Uncommon Rare Racial Weapon Racial Weapon

See special rules below Sprayer special rules, Sprayer ammo loads, Quick Change cannister reduces reload time by half. Sprayer special rules, Sprayer ammo loads, Quick Change cannister reduces reload time by half. Guncam Acid Crits (vampires and Tenctonese) Impact vs others Sprayer special rules, Sprayer ammo loads, Quick Change cannister reduces reload time by half. Hunting Class 2, Guncam Sprayer special rules, Sprayer ammo loads, Cannister backpack No spray loads, RR vs. 18th lvl Fear attack. If RR is failed, there is a 2% chance of permanent Psychosis. No Hits or criticals. Acid Crits, Roll a D6, count the armor as that many levels lower. Sprayer special rules, Elemental Water attack Sprayer special rules, Sprayer ammo loads Sprayer special rules, Sprayer ammo loads, Quick Change cannister reduces reload time by half. Hunting Class 3, UV Tactical Flashlight Rig, Guncam, If a critical is inflicted, takes decending Acid Criticals each round 65% chance victum does not realize he was hit. Laser does no damage, but if a critical is scored, then the chemical/biological weapon enters the targets bloodstream. Mk 3 Max Warhead, Hunting class 1, chance to ignite foe as a flamer, plasma crits 1 level lower (special rules below) hunting class 3, chance to ignite foe as a flamer, plasma crits 1 level lower (special rules below) Impact and unbalance criticals Impact and unbalance criticals Impact and unbalance criticals Hunting class 1, Impact and unbalance criticals Impact and unbalance criticals Impact and unbalance criticals, +10 Intimidation, Hunting Class 1 Hunting class 3, If a critical is inflicted, add 10 to base damage inflicted. If Str total mod is under 22, -40 to OB. Impact and unbalance criticals,laser sight,Tactical Flashlight Rig, +1 Initiative, a 30% action (clenching a fist, action can be divided over any time period. recharges 1 shot. Worn like a glove, does not hinder normal hand activity.

875 4000

0.06 By Ammo Type

Uncommon Rare

325 4500

By Ammo Type 1.04

Uncommon Uncommon

785 6750

By Ammo Type By Ammo Type

Uncommon Uncommon

2875 7750 3200 6000

800

Rare

60.2 Racial Weapon 300 Rare By Ammo Type Uncommon

1475 2400

By Ammo Type 240

Uncommon Racial Weapon

3750 2100

By Ammo Type By Ammo Type

Rare Rare

1000 2000 800 1070 1350 3150 4440 3275

50 1200 50 50 50 200 50 250

Rare Rare Org. Weapon Uncommon Org. Weapon Org. Weapon Uncommon Rare

30000

800

Rare

1500

Nil

Rare

Hunting Class 3, Aether Criticals Hunting Class 3, Aether Criticals Hunting Class 3, Aether Criticals, Reduces armor type by 2 to a minimum of 1 6m Blast radius (AOE) Hunting Class 3 7m Blast Radius (AOE) Tactical Scanner, Hunting Class 3 See Phaser Special Rules below See Phaser Special Rules below Hunting Class 3, Penetrates Borg defenses for twice as many shots. Hunting Class 1, laser sight, Class VIII Optical Sight, See Phaser Special Rules below Hunting Class 1, Class X optical sight, pocket communicator, Tactical Flashlight Rig Hunting Class 1, folding stock, Class X optical sight, pocket communicator, Cookie Cutter, See Phaser Special Rules below Hunting Class 2, Laser sight, Tactical Flashlight Rig, Tactical Scanner, pocket Communicator Hunting Class 2, Tactical Scanner, pocket communicator,Tactical Flashlight Rig, has magnets installed to keep weapon in place, +10 to zero G combat. See Phaser Special Rules below Hunting Class 2, laser sight, pocket communicator,Tactical Flashlight Rig, See Phaser Special Rules below Hunting Class 3, Class X optical sight, pocket communicator, See Phaser Special Rules below Hunting Class 3, pocket communicator, Penetrates Borg defenses for twice as many shots. See Phaser Special Rules below, fold down forward grip, Tactical Flashlight Rig Hunting Class 1, See special Rules below Hunting Class 1, See special Rules below May also attack as a MK5 stunner, Hunting Class 2, See special Rules below

3750 5000 12250 11000 13875 2900 4500 4975 7575 7400

50 200 1200 200 1200 8 50 50 200 200

Racial Weapon Racial Weapon Racial Weapon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon

7305 7275

200 1200

Uncommon Uncommon

7600

200

Uncommon

7500 7850

200 200

Uncommon Uncommon

7950 1500 1350 2750

1200 100 100 200

Uncommon Rare Rare Rare

Stun criticals primary, unbalance Crit of 3 levels lower Stun criticals primary, unbalance Crit of 3 levels lower, Underbarrel mounted model for attachment to rifles. Stun criticals primary, unbalance Crit of 3 levels lower

120

Uncommon

125 140

8 8

Uncommon Uncommon

Stun criticals primary, unbalance Crit of 3 levels lower, Underbarrel mounted model for attachment to rifles. Stun criticals primary, unbalance Crit of 3 levels lower Stun criticals primary, unbalance Crit of 3 levels lower, Underbarrel mounted model for attachment to rifles. Stun criticals primary, unbalance Crit of 3 levels lower Stun criticals primary, unbalance Crit of 3 levels lower, Underbarrel mounted model for attachment to rifles. Stun criticals primary, unbalance Crit of 3 levels lower Stun criticals primary, unbalance Crit of 3 levels lower, Underbarrel mounted model for attachment to rifles. Stun criticals primary, unbalance Crit of 3 levels lower, Power level switch allows user to select Mk # 1-5 Stun criticals primary, unbalance Crit of 3 levels lower, Underbarrel mounted model for attachment to rifles, Power level switch allows user to select Mk # 1-5

145 160

8 50

Uncommon Uncommon

165 180

50 50

Uncommon Uncommon

185 200

50 200

Uncommon Uncommon

205

200

Uncommon

275

200

Uncommon

280

200

Uncommon

Mangling Crits, Disintigration Secondary, All within 10m suffer a Mk2 Explosion Hunting Class 1, Mangling Crits, Disintigration Secondary, All within 10m suffer a Mk3 Explosion Hunting Class 2, Mangling Crits, Mangling Crits, Disintigration Secondary, All within 10m suffer a Mk4 Explosion Hunting Class 3, Mangling Crits, Mangling Crits, Disintigration Secondary, All within 10m suffer a Mk5 Explosion

7500 7500

200 200

Rare Rare

7500

200

Rare

7500

200

Rare

Hunting Class 3, if damage is done to the target, roll a die if the roll is high, double the damage. If this happens after attack excedes 150, damage is 2.5x . When firing through ranks, this weapon will inflict damage equal to the rank penalty.

12500

200

Rare

Hunting Class 3, When rolling an attack with this weapon, roll an additional D20. This number is added to the attack OB, however, if the percental roll is less than the number on the D20, then you make an immediate reliability test.

4500

200

Rare

Hunting Class 1 Hunting Class 2, Hunting Class 3, no penalties for engaging aircraft, full damage vs constructs. Shoulder fired.

800 1300 2050 7125

20 45 60 120

Rare Rare Rare Rare

Hunting Class 3, Smartlink, Disintigration Criticals that decend until no more critical levels are left. A failed reliability check results in a destroyed weapon. No repairs are possible.

9575

200

Rare

Blast Critical with additional Vacuum and Mangling Critical or 2 levels lower, Hunting Class 3, Full Damage Vs Constructs. Borg Do not become immune to this weapon.

65000

2000

Rare

Hunting Class 1, Always counts as having "Special Ammo" on the shotgun chart, counts as a shotgun for attacks at long range (see below) Disintigration Criticals Hunting Class 1, Full damage vs vehicles, if an E critical is achieved, an additional D internal disruption critical. Disintigration Criticals Hunting Class 2, Full damage vs vehicles, if an E critical is achieved, an additional D internal disruption critical. Disintigration Criticals Hunting Class 3, Full damage vs vehicles, if an E critical is achieved, an additional D internal disruption critical. Disintigration Criticals Hunting Class 3, Full damage vs vehicles, if an E critical is achieved, an additional D internal disruption critical. Disintigration Criticals Hunting Class 3, Full damage vs vehicles, if an E critical is achieved, an additional D internal disruption critical. Disintigration Criticals Hunting Class 3, Full damage vs vehicles, if an E critical is achieved, an additional D Heat critical. Reduces AT by 5 levels. Counts as a MK 4 two handed melee weapon.

4150

200

Rare

5000

200

Racial Weapon

6050

200

Racial Weapon

9000

1200

Racial Weapon

9500

1200

Racial Weapon

12500

1200

Racial Weapon

15000

200

Racial Weapon

Descending Internal Disruption Crits. Acid Criticals, decending Acid Crits, 6 meter blast radius Descending Rip/Tear Crits, 12 meter blast radius

6000 or 15 talent points 8000 or 18 talent points 8500 or 20 talent points

Special Special Special

Biograft weapon Biograft weapon Biograft weapon

Descending Internal Disruption Crits. If a crit is inflcted, RR vs Nova 6 poison. Treat armor as 1 less, +15 Brawl or Martial Arts Hunting Class 3, Acid critical 2 levels less, if Crit is inflicted, RR vs Nova 6, full damage vs CATs Bolts only. Descending plasma Crits

7250 or 16 talent points 1000 or 5 talent points 10000 or 24 talent points 2500 or 7 talent points

Special Special Special Special

Biograft weapon Biograft weapon Biograft weapon Biograft weapon

2m blast radius 4m blast radius, Huinting Class 1 6m blast radius, Hunting Class 2

3275 5690 7935 10880

50 200 200 1200

Racial Weapon Racial Weapon Racial Weapon Racial Weapon

If you roll doubles on the attack dice, double the damage. Hunting Class 1 Electricity/Disintigragtion Crits If you roll doubles on the attack dice, double the damage. Hunting Class 2 Electricity/Disintigragtion Crits If you roll doubles on the attack dice, apply the same attack roll on d6 random targets within 6 meters. Hunting Class 3, Electricity/Disintigragtion Crits

200

Racial Weapon

200

Racial Weapon

1200

Racial Weapon

MK5 weapon with MK3 blast radius, 1/3 of all hits inflicted with this weapon are tranfered to the user. Hunting Class 2, This weapon gets an additional shot for every Psionic being within the weapons max range (not including the user). Once 5 shots is reached, if officially counts as a burst weapon.

4000

13

Rare

9000

75

Rare

Heat/mangling crits, Descending phyical alteration crits until no more crit levels or 100% change. If 100% change is achieved and target lives, roll a random slight metamorph, Hunting Class 3, puncture/mangling crits, Descending phyical alteration crits until no more crit levels or 100% change. If 100% change is achieved and target lives, roll a random slight metamorph, Suffers no critical reduction or negation from extraplanar creatures Hunting Class 1, shrapnel/mangling crits, Descending phyical alteration crits until no more crit levels or 100% change. If 100% change is achieved and target lives, roll a random slight metamorph,Suffers no critical reduction or negation from extraplanar creatures

480

13

Rare

1350

40

Rare

4150

450

Rare

Ignores all cover DB from woods, forests, wooden buildings. Etc. Hunting Class 3, Electrical/Internal disruption criticals. Descending phyical alteration crits until no more crit levels or 100% change. If 100% change is achieved and target lives, roll a random slight metamorph, Hunting Class 1, Heat/mangling crits, Descending phyical alteration crits until no more crit levels or 100% change. If 100% change is achieved and target lives, roll a random slight metamorph,

7800

1800

Rare

3675

300

Rare

Armor Piercing Fin Stabalized Discarding Sabot

Allows use of Flechette ammo types

Every clip fired increase fumble range by 1 permanently, 20% of gun cost to repair.

Allows use of other ammo types above.

WeightLoaded Weight

0.3 0.3 0.35 0.35 0.6 0.33 1.5 0.4 0.35 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.57 0.5 0.4 0.5 0.5

1 0.52 0.95 0.49 0.6 0.5 1.3 0.4

1.6 0.51 0.85 0.5 0.5 0.54 0.7 0.55 0.54 0.53

0.61 0.63 0.6 0.6 0.62 0.61 0.32 0.65 0.45 0.4 0.48

0.47 0.56 0.6 1.1 0.6 0.61 1 0.61 1.4 0.5 0.45 0.39 0.4 0.34 0.4 0.54 0.61 0.6 0.9 0.6 0.7 0.75 0.87 0.8 0.3 0.5 0.7 0.6 1.75

2 2.4 1 0.55 1.1 0.68 0.64 0.3 0.58 1

0.85 0.5 1.25 1.4 1 0.55 0.65 0.7 0.8 1 0.6 0.8 2.1 0.57 2.2 1.45 1.85 1.5

0.5 2.9

1 1 1.2 1.1 1.28 1.27 1.1 1

1.35 1.4 1.2

1.8 1.5 2.83 3.1 2.7 2.8 3.1 2 1.3 2 3.2 4.5 4.2 1.27 2.1 1.3 1.5 1.7 1.7 2

2.25 2.5 3.9 2 2.8 2.8 2.9 2.9 2.9 2.9 2.9 2.9 2.9

1 2.8 3.7 2.5 2.7 2.9 0.7 2.5 2.6 1.4 2 1.4 3 3.3 4 3.9 3.1 3.2 2.6 2.8 3 1.8 2.6 3.5 3.1 2 3.7 3.5 3.5 3 3 2.5 2.4 2.9 3.3

2.1 3.6 4 3 3

1.5 0.72 1.2 0.7 3.5 3.2 3.9 2.3 3.9 3.5 2.9 3.75 3.45 4.1 2.9 3.5 3 2.65 2 2.2 3.8 2 2.1 2.3 3.6 2.6 2.4 2.1 2.4 2 3.1 3.7

4.1 3.87 4 2 3.75

2.65 2.5 2 3.2 3.8 3.85 4.3 2.85 5.6 2.95 2.7 4 2.3 3 3 6 2.5 5.8 3.5 4 5.5 2.9 3.9 4.6 4.1 3.9 3.85 3.95 4.45 4.5 3.7 5.65 4.1 4.6 5.85 3.5 12.9 5 4.9 4 5 4

7.3 5 5.8 8.5 5.1 5.8 4.5 6.3 7.6 6.1 6.7 6.5 23 7.2 8 8 6 5 13 6.2 6.35 7 4.4 7.9 3.1 11 4 3 3.2 3 3 3.2 3.2 2.8 3.7 3.7 3.8 2.9 3

3 3.3 3.1 2.9 4.1 4

4.6 4.5 4.5 4.1 4 3 4 2.7 3.2 2.95 3.8 3.6

4 3.8 2.1 3.2 4.2 4.2 6.2 6.5 6.5 4.5 4.3 4.2 3.6 4.6 3.8 5.8 4.2 4.1 3.9

3.5 2.8

4 4.6 4

3.8 3.9 3.5

3.25

5.5 4 2.78

3.9 4.7 5.2

5.5

4.2 4 2.975 3.95 3.3 4.1 3.5

3.1

3.75 3.75

3.35 4 3.9 3.95 3.4 8 6.7 5.7 6.5

3.9 6 1.8 0.2 0.4 0.1 0.4

0.5 0.5 0.5 0.6 1 1.5 2 2 0.7 0.8 1 1.5

5 6.3 2 1.1 2.7 0.66 0.8 0.7 0.5 0.6 0.8 0.5 0.1 0.7 0.4 3.15

0.7

3.4 0.7

0.6 2.3 1.6 2.9 1.5 1.3 3.2 0.8 0.67 0.7 0.65 0.45

1.2 2.7

0.8 0.4 3.3 2.8 2.9 2.6 3.5 2.5 3.1

2.85 2.8 3.2 3.1 1.7 3.5

4.5

3.1

3.4

4.5 3.4 3.5 6.8 3 3.4

16

16 16

1.6 3

3 1.2 1.7 1.8 0.9 1.79 1

2.25 4.3 4.3 3.4 3.5 3.2 4.4 5 5 3.5 4.3 4 5.3 5.6

5.2 3.2 5.7 3.3 4 4 5.8 3.2 5.6 4.3 6.4 4.7 4.8 4 4 3.75 6.8

7.3

3.1 3.35 2.9 4.8 5.1 4.6 3.25 3.25 15 6 5.2 2.9 3.4 2.2

1.7

3.1 3.4 7.1 6 6.1 3.9 7 8 10 9 7

6.3 6 4.5 6.5 4

4 (10 with Hopper) 14.2 7 12 7.1 11 18 16 21 16.1 10 8.4 10 17.82 8.4 16.1

11.75 24 11.5 1.5 0.9 0.75 0.6 0.7 2 4.7 3.5 3.5 0.6 1.35 1 1.8 1.2 1.3 3.3 3.3 3.5 3.5 9.5 2 2 2.25 4.6 6 6

6.4 4.05 12.75 5

24 10 22.68 31.7 1.9 1.9 0.1 2 5 1.1 4.05 8.1

4.3 1.1 1.8 2.3 1.4 0.9 2.7 1.7 1.5 1 16

3.7 4.26 6.6 6.8 6.9 5.4 57 2.3 57.6

27 18 5 9,4 4.5 7 5.9 5.8 6.75 18.3 4.7 4.1 4.7 4.75 4.8 4 3.5 5 4 3.9 1 6.3 205 103 21.7 20.25 41.4 11.3 45 25 25 36.3 18

63

18

510 65

35

30 8

22.5/63 22.5/63

500 36.3 55 0.8 0.4 2.25 1.2 2.25 9.45 0.9 1.2 4.5 6.35 6 3 11.3 8 2.3 5.4 12.1 6.3 5 5.1 50

16.2

18

45

10 15 5.1 6 6 5.7 4.5 4.5 4.8 6 20 30 3.8 9.45 10.1 6.8 11

14.3 21.1 30.8 25 33 4.5

4.7

4.5 5.6 9 4.6 6.2

200 6 49.5 16 17 4.7 6.5 2.3 0.75 3.8 4 4.2 4.5 4

3 2 3 4.5 5.4 5.9 6.4 3.75

35 0.45 0.1 0.1 2 3 0.2 0.1 0.9 0.1 1.5 0.08 0.13 0.9 1.2 0.4 0.5 0.7 1.8 1.57 0.8 1.6 2 0.4 1.2 2.7 Loaded 2 0.9 0.9 3.6 0.3 2.3 x x

0.9 0.7 0.45 0.8 1.2 1.8 2.25 1.8 0.27 0.31 0.75 0.25 0.21 0.36 0.9

0.45 1.4 0.9 0.9 3.6 0.7 1.8 3 1.1 1.1 1.57 2 0.8 2 1.1 2.9 1.7 6 2.9 3.25 1.6 6.8 2.2 6.5 3 2.5 3.1 1.5 4

4.6 2.9 3.1

3.1 2.9 4.05 2.3 2.3 3.2 4.1

3.2

9.5

2.9 2.8

4.4 5.3 4.2 4.5 2.25 1.8

2.9 1.8 3 2.3

3.6 2.7 2.6 2.3 3

x x

3.6 1.6 9.5 3 3.6 3.1 1.35

2.3 3 3 4.2 2.1 2.25 2.7 2.4 4 5.2 2.25 6.3 1.8 10 6.75 6.2 6.5 4.2 5.9 3.2 2.7 13.5 6.3 4.5 3.9 2.8 11.3 2.25 2.25 47 47 5.5 4 17

15 45 15

0.1 0.15 0.16 0.2 0.1

0.23 1.8 1.7 0.7 0.3 0.6 0.75 4 1.8 1.4 0.6 0.23 2.25 0.19 0.25 0.3 1 0.3 3 0.9 0.6 0.35 0.4 3.3 4.3 2.9 1.8 3.75 3.6 2.75 3.5 3.5

4.4 3.5 3.5 5 3.7 3.8 3.5 8.1 3.8 3.7 4.6 2.9 3.2 7.2 9.45 8.7 7.3 3.7 4 3.85 3.7 2.8 3.1 3.9 18 3.7 40 3.7 4.5 6 3 2.7 4.8 4 18.9 21 12 14.5 3.7 xxxxx 0.2

0.4 0.5 0.9 0.4 0.2 0.35 1.8 4.4 3 2.7 2.2 3.5 6.1 4 5.2 2.7 4.1 4.1 8 0.85 2.7

2.1 3.4 1.3 4.6 2.1 4 8 3.1 2.85 3.7 6.75 3.7 6.75 10.25 4.5 3.2 6.8 5

12 1.8 0.1 0.45 0.3 0.2 1.2 3 5.5 7.5 4 4

3.8 1.4 5.3 4.5 0.1 0.25 0.12 0.9 0.7 0.5 0.3 0.9 0.4 0.45 0.55 0.4 0.9 0.65 3.5 3.2 4 3.7 6.2 2.3 1.8 4.55 4.3 5.1 16

10.5 5 1.9 2.1 4.1

20 22.7

0.23 0.4 0.49 0.65 1.4 2.7 0.5 0.51 0.53 0.54 5.5 9 5.6 5.6 5.4 4.8 3 5.7 5.9 5 5.4 7.2 4.5

7.8 5 8.5 8.2 4.9 2.7 13 4.1

11 6.4 5.4 6.9 10.3 10.8 10 3.6

5.4 9 10 10.1 6.4 13.5 10.1 17 19 17.9 18 16.5

20 16.6 17.2 xxxxx 1.8 0.45 2.7 0.3 0.9 0.4 0.5 1.3 2.7 2.25 1.35 2 6.8 3.6 1.6

4.7 3.3 2.1

2.9 3.9 9

4.9 6.8 13.6 10 5.4

5.4

2.9 5.4 3.5 3.75 3.5 15 56.7 90 11 xxxxx 0.5 2.25 0.7 1.3 2 1.5 1.4 1.6 2.5 2.7 3.6 2.5

x x x

x 4.7 4.5 4.8 4.9 3.6 4.1 4.5 4.5 13 6.6 9.5 7.9 4.6 4.6 15 14 6 55.8 1.8 ,9 3 3 2 4 0.2 ,45 0.5 5.5 3.5 6 3.2 16 11.4 0.2 0.5 3.5 4.5 6 0.3 x x x x x x x x x x x x x x xxxxx x x x x x x x

x x

x x

xxxxx

1.8 0.6 1.7 2.25

x x x x

1.35 0.9 1.75 0.9 1.9 1.75 1.6 3.5 1.8 2 4 2.25 4.5 12 3.2 6.5 4.3 4 5 21 0.8 2.85 2.75 3.6 5.5 5.9 7.4 3.15 13 4.1 3.2 7.5 8.8 3.6 0.3 0.8 4 5 6 3.85

x x

x x x x x x x

x x

x x

x x x x x x

0.54

1 2.25 3 x

15.8 (loaded) 2.25 4.5 1.2 3.6

12.5 4.5 12.5 4.8 5

x x x x

2.7 26 7.2 9.1 0.17 5.4 11 4.5 0.19 0.3 2

x x x x

x x

0.05 0.1

0.05

0.1 0.08 0.1 0.1 x

0.05 0.1 0.1 1.9 6.5 0.3 1.8 0.5 1.75 4.5 4.4 6

x x x x

x x x

4.87 4 7.5 0.3 0.19 0.12 0.9 0.6 0.4 0.35 3.8 5 4.1 4.3 4 6.5 5.3 6.5

x xxxxx x x x x x x x x

x x x xxxxx

0.25

1 4 2.5 4 x

5.5 6 8

9.5

5.6

7.5

8.2

5.4

15

9 6.82 0.4 0.35 3.8 2

x xxxxx

9.75 3.4

12.7 3.5 3.7 x x

4.1 4.3 4 5.3 4

x x

3.6 12.5

4.5 20 5

23 xxxxx 0.1 0.1 0.1 0.1 x x

0.1 0.1 1.3

x x

1 3 0.5 0.5 1 1.1 0.2 2 0.45 0.9 0.5 0.75 1.3

x x x

x x x

1.8 3.1

1,1 2.3 4.2 4.3

2.3 2 0.5 0.2 0.3 x x x

0.9 3 0.45 2 2 1

x x x x x

1 1 1 0.4 0.8 3 2 1

x x x x x x

3 3 5 2 3

1 1.1 0.6 1.35 1.35 1.8 1.35 1.4 0.5 2 5.4 1 0.6 11 1.8 1.3 4.5 1.8 13.5 4.5 1.8 0.7 1.35 1.1

x x x x x x x x x x x x x x x x

x x x x x

1 1 1 2 2 2.6

x x x x x x x

0.34

0.3

0.32

3.4

3.2

4.4

4.2

x x

11.3 11.3 11.3 x x x

11.25 11.25 11.25 9 9 9

x x x x x x

7.2

7.2 7.2 12.5 12.5 12.5 8.1 8.1 8.1

x x x

x x x

x x x

8.6 8.6 8.6 x x x

6.4

6.4 8.3 8.3 8.3

x x x x x

4.5 4.5 10.1 10.1 11 11 3.8 3.8 4.1 4.1 5.8 5.8 3.4 3.4

x x x x x x x x

5.8 5.8 2.7 2.7 4.6 4.6

4 4

4.5 4.5

3.2 3.2 9 9 4.9 4.9 3.7 3.7 3.8 3.8 3.4 3.4

4.2 4.2

3.8 3.8 3.2 3.2 4.1 4.1

4.6 4.6 3.9 3.9 1.9 4.6 2.6 2.6 2.6 3.2 3.2

4.9 4.9

6.2

6.2 5.6 5.6

54

54

3.5 3.5

3.7 3.7 5.4 5.4

4.5 4.5

4.6 4.6 7.2 7.2 7.2 7.2 7.2 7.2

4.4

4.4

3.8 3.8 3.1 3.1 2.9 2.9

8.8 8.8 8.8

7.4 7.4 7.4

7.2

7.2

7.2

4.4

4.4 3.4 3.4

4.2 4.2

5.9 5.9 5.25 5.25

5.25 5.25 5.6 5.6 6.25 6.25

7.2 7.2 6.2 6.2

4 4 1.6 1.6 3.4 3.4 3.1 3.1 3.25 3.25 3.85 3.85 4.1 4.1 3.85 3.85

4.2

4.2 5.4 5.4 5.1 5.1 5.4 5.4 4.9 4.9

4.1 4.1 5.4 5.4

4.1 4.1

3.6 3.6 16 16

3.1 3.1 2.85 2.85 3.7

3.7 25 25

4.75 4.75 2.4 2.4 x 0.23 0.85 x

1.4 0.7 4 1.4

x x

1.9 3.3

2.75 12.3

x x

3.65 7.6

1.1 2.7 1.4 7.6

4.25 3.2

13.5 2.25 x 0.9 3.9 0.8 3.2 2.5 4,2 5.1 3.5 x x

18.5

0.9

0.6 2.2 16.1 4.2 5.1 0.15 0.6 1.75 4.5 2.2

2.1 1.9

2.6

3.2 3.5

2.8 1.4 1.4 2.8

0.1

0.1 0.2

0.2 0.3

0.3 0.4

0.4 0.5

0.5

0.6

0.6

8 8

8.3

4.1

0.8 3.1 4.2 22

3.5

35

11

23

2.8 4 7

3 0.7 9 0.2

1.8 3.2 5.1 7.5

3.3

4.5

9.3

0.3

3.8

4.5

14

3.7

Item Flash Suppressor Holo Sights Cyberlink System Laser Sight Televisual Sight Laser Televisual Sight CyberOptic Triangulator Luminous Sight Recoil Compensator Barrel Compensator

Cost 50 50 550 50 200 250 75 50 100 100

Optical Sight

see Desc

Silencer Solenoid Trigger Custom Balancing/Grips Gyrostabilization Extending Stock Anti-Detection Polymer Weapon Signature Weapon Barrel Extension

100 1x weapon .3x weapon .9x weapon .3x weapon 3x weapon .5x weapon .3x weapon

Extended Magazines Heat Resistant Polymer Weapon Custom Quality Manufacture Custom Weapon Finishes D-Tek Cyber Targeting Matrix

see Desc .5x weapon .5x weapon .3x weapon 1300

Zeus Targeting System Guncam Nine-Eleven Chip

1300 100 175

Electro-Thermal Enchancement

500

Security Chip

250

Cookie Cutter

350

Ares Ultrasound Sight Ares Laser Rangefinder Ares Rangefinder Grenade Link Nulifier Acceptance Modification Seeker Acceptance Smartgun Modification

700 25 150 5x weapon 5x weapon 1000

Digital Weapon Link (DUD)

1500/500

DUD Smartgun Control Speed Holster

720 100

Camouflaged SMG Printless Finish Phase IV IR/UV Laser Sight Rapid Take-Down Rebuild Neemis Recoil Compensator

.5x weapon 2x weapon 250 .2x weapon .4x weapon

Smart Porting Tactical Flashlight Rig Gas-Vent

see Desc see Desc .3x weapon

Bayonet Lug Hidden Arm Sling

.5x weapon 100

Militech Gas-Vent System

500/750

SNARLS

1400

SNARLS (Continued)

SNARLS II

3000

SNARLS II (Continued) Nikkon America Gun-Eye Camera

200

Propellent Chip Tau Markerlight

300 2000

BattleTac Tactical Computer Cooling Shroud Nikkon America Smartscope KAC Accessory Rail System Detachable bipod NG Blue/Green Conversion kit

2300 120 6250 350 35 650

Wilks Integrated Optics Gunsight Port. Artillery Computer Tibanna Gas modification Red Jacket Cats Military Reliability Package

1200 1500 2150 25% of weapon cost

Other Traits: Nightvision IR Illuminator Fast acquisition Quick Installation/Removal

Description -30 to detect direction of shot at night. Only works on projectile weapons Aiming gives +5 +10 Awareness (based on sight) rolls and +5 OB. Any standard combat helmet, sentinel helmet, environmental suit, or smartgun interface may be equipped with this +5 OB if shot is not taken as a snap action. Useless in fog, smoke, or anti-laser aerosol. If connected directly to Upgrade for the Cyberlink, allows target to aim around corners. (effects as combined with Cyberlink) Narrow field of vision reduces Awareness (based on sight) rolls by -15. +15 OB Adding a laser to the televisual sight, OB +20, -15 Awareness (based on sight) rolls. If weapon is fumbled or is used to parry a melee attack, sight is knocked out of alignment and all components of the sight are useless until Similar to a televisual sight, except that instead of a video camera, a small cyberoptic is mounted to the gun. A sentinel helmet, environmental suit, or smartgun interface is required for this to be used. Cannot be used in +5 bonus when aiming at night, may not be used in conjunction with a laser sight A weapon equipped with a recoil compensator ignores up to a -20 penalty caused by recoil. A weapon equipped with a barrel compensator negates 10 points of range penalty A standard magnification sight, Available in classes 1-17, each class reduces range penalties by 5. Must aim to use this (static targeting roll) and the amount of reduction may not exceed your bonus in the targeting skill. This sight option can be built into any other sight option for the cost of this sight plus an additional 50 Elmonits. Cost is Reduces the sounds of discharge on any projectile weapon. Sound is still able to be heard unless subsonic rounds are used. OB is at -10, but awareness roles to hear the sound are Very Hard at an additional -40, with an additional -2 per meter up to 20 meters, no check possible beyond that. These effects STACK with those of Available only on smartchipped weapons, this removes the normal trigger and replaces it with a thought activated solenoid. Since no actual trigger pulling is needed, there is no aim throw off for pulling the trigger. Reduce long +5 OB and quick draw, -10 OB and quickdraw for anyone else. Must be replaced annually +15 OB for rig and unit, unit is +10 Intimidation. Unit is for pistols, rig is for rifles Replaces normal stock on weapon, allowing it to be hidden more readily: -10 to detection, -5 OB. If fired with stock not extended, -10 at all ranges. If added to a weapon that does not normally have a stock, then reduce -50 to scanner detection, increase fumble range by 1. Cost is 3 times weapon cost, but weight is .9 of normal checks bio-ID of person holding it, not allowing any but registered users to fire it longer barrel increase range by 25% but is -20 to hide May be used on any weapon thats loading code is Mag. May increase ammo capacity by up to 5 times, but each multiplier increases fumble range by 1, makes it -10 to hide and is -1 on initiative. (Example: extended magazine 5x has these effects Fumble +5, -50 hide, -5 initiative.) Cost: 1 elmonit per extra round of ammo. Note: cost is 1 increases reliability of burst capable weapons. -1 to fumbles. May be added to anti detection polymers at double For the truly professional. There are a frightening amount of weapons out on the street that are just plain dangerous to the user. Having a weapon jam on you usually only happens once. Any weapon can be ordered to For the truly fashion conscious, you simply cannot have your weapon not accessorize. +10 fashion with a particular color of outfit, or +10 to hiding if you choose camouflage user must have a smart chipped weapon, smartlink, cyberarm and cyberoptic with targeting. Allows the user to target and fire at a secondary target with a second weapon without the -20 penalty, and/or negates up to 20 points An amalgamation of the Laser Cyberlink, COT and the new multispectrum visual, user must have a sentinel helmet or a DNI. Only usable on 2 handed weapons. +25 OB, +10 Awareness (sight based) roles and able to ignore up to 20 points of penalties. This also comes with a cellular modem for connection to the PARJET automated targeting network, allowing you to use this sight to aim weapon emplacements. Allows sight to switch between (or overlay) UV, IR, Gamma and Electromagnetic wavelengths. If not aiming, you only gain the bonus takes a picture at the moment you pull the trigger. Internal memory holds 10 images The instant you pull the trigger of your weapon, the miniature high power cell phone calls the police (or anyone else you designate). A simple computer connection can change the number it calls, and you can even set it to Replacing the normal accelerant in projectile weapons with a liquid fuel pack and adding a solenoid can almost double the muzzle energy of any weapon. Concussion Damage is increased 50%, Range is increased 50%. Fumble range is increased by 2, adds .5kg to weapon weight and in addition to the normal ammo magazine, the

requires smartchipped weapon and smartlinked user. When user jacks into weapon, a password must be thought or the weapon immediately locks up and will not fire Sensor attached to weapon muzzle disengages weapon whenever aimed at anyone wearing a special badges (2 are included). You can even fire bursts at targets near or adjacent to a badge wearer and not hit them (though if the badge wearer is moving faster than his base rate, there is a 25% chance they will be hit. This modification is very popular with bodyguards. Cost: 350 Elmonits, additional badges are 50 El each. Multiple cookie cutters can By projecting an ultrasonic coded beam, user gets a topographic view of what is in the front 180 degrees of the weapon. This topographic view is displayed in users cyberoptic or sentinel helmet or environmental suit. This allows effective targeting of individuals hidden in complete darkness, and who have shielded themselves When attached to a weapon it will feed range data through a smartgun link or sentinel helmet When attached to a rangefinder and firing air-timed grenades, this device will feed range data to the grenades just before they are launched and they will airburst at exactly the area aimed at preventing deviation. A Allow the use of Nullifier Rounds Modification (Projectile and MLA Rifles only) turns gun into a smartgun Displays information in a cyberoptic or sentinel helmet: Rounds fired, barrel temperature, weapon maintenance state, etc. Allows a +20 for weapon technics rolls to repair or maintain a weapon, and these actions take half the normal time. Cost 1500 EL for DUD Smartgun or 500 to upgrade an existing Smartgun to DUD. An upgrade to an existing DUD smartchip, Allows DUD data to be sent via cyberaudio instead of (or in addition to)cyberoptic, and also allows a user to fire the smartgun via voice activation (voice recognition program included) Even if the user is not currently connected to the smartgun. If a weapon is dropped or fumbled there is a 1 in 10 Spring loaded reflex holster makes for quick draws, +20 quickdraw and +1 Initiative. Available in hip, shoulder, This system conceals a Submachine Gun inside an innocuous-looking briefcase. A switch on the handle drops the bulk of the briefcase off revealing the SMG with two attached clips of ammunition. The case itself is armored to AT 10 for use as a sort of last ditch effort shield. Smart chipped weapons can have a smart gun access plug on the exterior handle so as to keep it chipped in even in briefcase mode, and when the briefcase falls away, he This Teflon parkerized finish resists dirt and oil so well that it actually makes it nearly impossible to lift a set of prints off the weapon, even after extended use under optimal conditions. -1 Fumble Range -2 breakage. Identical to the standard laser sighting systems, Phase IV systems emit either IR or UV light instead of visible red light. To use one requires a visual device with either passive IR or UV options. This set of modifications allows a rifle or SMG to be broken down rapidly into three parts for ease of transport (stock, action, and barrel). Reliability of the weapon is reduced one class. Through the use of Gas Vents, Ports, Muzzle Brakes, Recoil-Dampening materials and construction and so on, semi-automatic weapons with rates of fire of 1 or 2 can have their rate of fire increased by 1. Using a series of servo-controlled gas ports and vents, Smart Porting is linked to the weapon's fire selector and, depending on the gun's setting, provides either +15 in full auto fire (5 rounds or greater ROF) or increases the ROF of semi-automatic weapons by 1 (to a maximum of 5). Regardless of setting, it ignores the first 10 pts of recoil penalty. Smart Porting is not compatible with Gas Venting or Recoil Compensation. 75% of gun cost for This under-barrel adaptor hooks up to a rifle, shotgun or sub-gun and holds a high-power short flashlight for use in light-deficient situations. Also available with IR and UV flashlights. 150, +50 for IR or UV. Through Vent Ports and Muzzle Brakes mounted into the barrel of an automatic weapon, muzzle jump and climb can be controlled or eliminated, thus increase accuracy in autofire modes by 10. Bayonet Lugs are mounted under the barrel of a rifle to accept a bayonet (a long, pointed knife), thus turning the firearm into an improvised spear. The use of bayonet lugs has been reduced due to the popularity of under-barrel weapon systems such as grenade launchers in warfare and the use of flashlights for tactical and house-to-house Attached to the forearm and worn under clothing, this slide can accommodate a pistol-sized weapon. With a wireless signal or correct sequence of arm movements, the slide releases the weapon/object right into the Gas-vent recoil compensation systems vent a weapons barrel gases at a specific vector to counter barrel climb. Gas-vent systems can be built into machine pistols, SMGs, assault rifles, and machine guns. Installing them takes up the barrel mount and requires a weapon smith. Weapons already equipped with a built-in gas-vent system cannot be equipped with an additional gas-vent system. The gas-vent 2 system adds +10 to burstfire and

(Super-Natural Assault Rifle Sensor): The newest sight system currently available from the combined mental might of Matsuyama Electronics and military experience of Militech, The SNARLS system took everything that the old targeting systems had to offer, and all the newest gadgetry on the market, and rebuilt the whole thing from the ground up with the ideal of a rugged, expert-level system that meets the demands of the modern Special Operations soldier. The system has two parts, the sight itself, and a belt-worn dedicated microcomputer. The soldier still needs a sentinel helmet or a smart-chipped weapon and targeting eye to make use of this. This device senses in a 180 arc in front of the weapon, searching by motion, heat, radiation, pheromones and detectable bio-patterns to a distance of 200 meters. It feeds this info to the slave computer which then uploads Note it cannot sight in creatures that are in an insubstantial or out of phase form, but it will still detect and track them if they have 40 or more Mind Points. This removes all penalties for firing on an invisible target once it is detected and stays in the current tracking arc. It also gives an additional +5 to your OB and removes an They say it couldnt be done, but finally they are field testing the second generation SNARLS system with a completely integrated ZEUS system. This results in final bonus of +30 OB, removes 30 points of additional penalties and the addition of all the ZEUS sighting options (IR, UV, Gamma, Electromagnetic) and also adds ultrasound topography. It does not give the sight awareness bonus or interlinking with PARJET, however. The user can use a sentinel helmet to use this system, but if he does so, his fumble range is increased by 5 and if he fumbles the weapon, he is immediately stunned for 1d6 rounds by the sudden barrage of sounds and imagery. A Smart link system negates this problem. This item requires custom mounting and calibration to the gun so it 1.3 KG (all weapon mods to the basic weapon (including quality bonuses) increase the cost of this system by 10% per modification, and can only be done by the aforementioned company certified technician who will charge at least an additional 5% to every other weapon modification cost as he optimizes the modification for use with the SNARLS II. (So you should probably buy a brand new gun with all the mods you want and have them custom COT upgrade. Gives COT lowlight, IR, Anti-dazzle, and thermal imaging. Gives Additional +5 to OB Upgrade for Electrothermal Enhancement. Controls amount of propellent used to modify attack appropriate to target. Has 3 settings. Low setting decrease fumble by 1 and ammo makes noise equal to a subsonic round. Damage is reduced to +25%. Normal setting makes no changes. Hyper setting increases damage to +75% and Marker lights have several uses, only one each round. (All those who are wearing Tau armor or carrying Tau weapons may benefit from markerlights with the exception of C) A) Add +20% Chance to hit for Einstein Weapons. (Stackable once for a bonus of up to 35%) B) Initiate a Seeker Missile Attack, attacking as an Einstein weapon with an 85% hit chance. C) Others with attuned optics systems may attack same target at +15. (Stackable to a total of +45 with two other markerlights) D) May remove up to 20 points of cover DB from a target.(Stackable with other market lights until penalty is removed) E) Allows a firing unit to ignore all penalties for fighting at night or complete darkness F) With a sucessful Operate Equipment roll, allows suit user to act as a Forward Observer without the skill. (Markerlight still ne G) +15 when used to assist suppression fire. H) -15 to morale rolls or Intimidation Resistance rolls on enemy targets when lit (stackable to -60) I) Laser Rangefinder The abilities of a markerlight can only be used on targets within 1200 meters. A complete information package that is worn by a soldier, This unit has many functions: It allows Thermal imaging, enhanced or dampened sound, real time GPS positioning of both yourself and your team, Allows you to take, send and receive pictures, live video, maps, text messages and Encrypted/Jackrabbited MicroFreq and Laserrig transmissions. a COT/Nikkon America Gun-Eye Camera +10 OB and +1 Initiative. Also +25 combat awareness if the system is properly networked. Note that in some situations, this will also eliminate surprise Decrease breakage # by 1 Combination smartgun link and class IX scope with thermographic and low light. Too big for pistol weapons. KAC Accessory Rail System, rails that attach to the barrel of the gun at 3/6/9/12 O'Clock positions. May attach most accessories to the rails. Attaching accessories is a 60% action. Adds .23kg to weapon weight. This device attachs to the bayonet lug on most rifles, or in other cases, to the accessory rail. Has a quick release button system for quick removal. Bipods reduce range penaltys by 15, to a minimum of zero, when braced on Laser weapons only. Adds .17 to weapon weight, reduces range underwater to 1/3 normal, and normal range by 2/3, but user takes no penalties for firing underwater. Weapon Technics roll at -15 to attach/detach.

Class 15 Optical sight with nightvision, FLIR Infrared, laser rangefinder and laser sight. +5 OB if shot is not taken as a snap action, If connected directly to a Cyberlink, total bonus becomes +15 Useful for indirect fire support weapons only, this allows you to place rounds on target with 1/5 normal deviation as long as you have had a sucessful Forward Observation roll made and relayed to you. useable only on Energy weapons, Increases range and damage of the weapon by 10%, but raises the fumble and breakage ranges by 1 and lowers the Reliability by 5. Lowers fumble rate and breakage # by 1 (to a minimum of 1) and adds 5 to the reliability of the gun. Takes 1-4 days. Adding military grade (and in most cases, parts that exceed military specs), this refit package provides superior reliability.

Effect: Reduces penalites for operating at night or in low light by 80% Allows nightvision devices to work in almost no light, and low light penalties are reduced by 90% Allows a +1 to initiative or lets you take a deliberate action as a standard action Requires only half the normal action to attach/detach this item.

h two other markerlights) alty is removed) skill. (Markerlight still needs line of sight.)

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