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Sanders ElectroKennel Inc., Fido Mk.1, Corporate Security Dog:
A massproduced security hound, and the first in Sanders’ best selling Fido line, the Fido Mk.1 is suited for
general security duty. Capable of working with a security officer or patrolling independently, the Mk.1 can
perform a variety of tasks. Given the command to attack, the Mk.1 can bite, lock onto and stun its target.
Faced with fire, the Mk.1 can initiate limited response with its builtin fire extinguisher. While it is covered
in simulated, artificial fur, the Mk.1 is recognizable as a cyberhound. Widely available and only slightly
more expensive than the Militech “ Pavlov,” the Mk.1 is well suited to any security need.
Large Metal/Security Cyberhound
INT 3, BOD 7, REF 7, MA 16, SP 15, SDP 10, Avail C, Notice +3, Wt 85.27kg
Lockjaw, Tazer Bite, Fire Extinguisher, Sniffers, Internal Spotlight, Siren, Optics (LowLite, AntiDazzle,
Recording Link), Audio (Radio Link [builtin], Level Damper, Sound Editor, Amplified Hearing,
Enhanced Hearing, Recording Link), Digital Recorder/Black Box
Attack +2, Hunt +3, Patrol +3
9+1D10 to Attack, 10+1D10 to Track (w/ scent sample), 10+1D10 to Stealth, 6+1D10 to Awareness
1D6+1 Dmg for Tooth and Claw, 1 Stun Dmg with Tooth, Will not release Tooth
8075eb (including all options), 6500eb for sale (about 80% total price due to mass production)
Sanders ElectroKennel Inc., Fido Mk.2, Corporate Security Dog:
The second in the Fido line of security hounds from Sanders, the Fido Mk.2 is designed for officer
accompanied patrol in a genteel environment. Covered in RealHide and programmed with German Shepard
behavior, the Mk.2 will blend into any environment without looking like a robot. Offensive capabilities are
identical to the Mk.1, though the Mk.2 lacks the fire extinguisher and patrol programming. The Mk.2 is
best suited as an “ex tra weapon” for the patrol officer and to assist with narcotics/explosive interdiction and
target tracking. Priced identically to the Mk.1, the Mk.2 is as widely available.
Large Triplastic/Security Cyberhound
INT 3, BOD 7, REF 7, MA 16, SP 15, SDP 20, Avail C, Notice 6, Wt 34kg
–
RealHide, Lockjaw, Tazer Bite, Sniffers, Siren, Optics (LowLite, AntiDazzle, Recording Link), Audio
(Radio Link [builtin], Level Damper, Sound Editor, Amplified Hearing, Enhanced Hearing, Recording
Link), Digital Recorder/Black Box
Attack +2, Breed Behavior (German Shepard), Hunt +3
9+1D10 to Attack, 10+1D10 to Track (w/ scent sample), 10+1D10 to Stealth
1D6+1 Dmg for Tooth and Claw, 1 Stun Dmg with Tooth, Will not release Tooth
8175 (including all options), 6500eb for sale (about 80% total price due to mass production)
Sanders ElectroKennel Inc., Fido Mk.3, Corporate Security Dog
The final option in the Fido line of security hounds from Sanders, the Fido Mk.3 is slightly more expensive
than its cousins, but more intelligent and robustly programmed. Similar in many ways to the Mk.1, the
Mk.3 features a parallel processor which enables the Mk.3 to handle extra programming. While most skills
are enhanced in the Mk.3, a athletics coprocessor was also added, making the Mk.3 more capable of
independent patrol and pursuit over rough or cluttered terrain. This broadens the environments the Mk.3 is
able to operate in.
Large Metal/Security Cyberhound
INT 6, BOD 7, REF 7, MA 16, SP 15, SDP 10, Avail C, Notice +3, Wt 85.27kg
Lockjaw, Tazer Bite, Fire Extinguisher, Sniffers, Internal Spotlight, Siren, Optics (LowLite, AntiDazzle,
Recording Link), Audio (Radio Link [builtin], Level Damper, Sound Editor, Amplified Hearing,
Enhanced Hearing, Recording Link), Digital Recorder/Black Box, +1 CPU
Attack +3, Patrol +4, Hunt +3, Movement +2
10+1D10 to Attack, 10+1D10 to Awareness, 13+1D10 to Track, 10+1D10 to Stealth, 9+1D10 to Athletics
1D6+1 Dmg for Tooth and Claw, 1 Stun Dmg with Tooth, Will not release Tooth
10100eb (including all options), 8000eb for sale (about 80% total price due to mass production)
Mitsubishi “SeCart, ” Security Wheeled Remote
Top Speed: 45 mph, Control: Remote or Limited Independence, Maneuver: 2/5, SP: 20, SDP: 35,
Weight: 45kg, Cost: 6000eb, Weapons: 2 L (or small N) conc spaces, Sensors: IR, LowLite, AntiDazzle
Nearly identical to Mitsubishi’s other wheeled remote, the Rover, the SeCart is designed more for “clea n”
urban operation. The overdesigned suspension and 6wheel drive of the Rover is replaced with a simple 4
wheel, spring suspension design. This makes the SeCart more maneuverable (2) on smooth surfaces
(asphalt, concrete, packed dirt, etc) and cheaper, but less maneuverable (5) on rough surfaces (rocks,
uneven dirt, steep inclines, etc). The SeCart is also only 3m x 1.5m x 1.5m, smaller than the Rover. All
other aspects are the same as the Rover.
Typical weapon load while patrolling the terraces of the tower are a 25mm GL (Militech MiniGrenade
Launcher [drum magazine version] or Arasaka WCCA “ Susano,” f or example) and a 12ga auto shotgun
(Militech Bulldog or Arasaka WCAA, for example). The GL is loaded with mixed FlashBangs and CS
gas, while the shotgun is loaded with #00 shot. Engagement would begin with alerting the security control
to intruders and initiating nonlethal response with the GL. Should lethal response be indicated by the
security control or if the intruder keeps moving or fires back, the SeCart will escalate to lethal response
with the auto shotgun. The use of #00 buckshot limits over penetration into the side of the tower or other
SeCarts responding to the intrusion.
“ Gargoyle” Third Eye Smartgoggles 2285eb
In standard lenses: AntiDazzle, LowLite, Image Enhancement and Interferometry System.
In third eye lens: Teleoptics, Targeting Scope, Image Enhancement and Thermograph
Gargoyles are rooftop police and military snipers, equipped to silently and covertly engage targets at range
in an urban environment. Most are equipped with smart sniper rifles in medium to high caliber and deploy
from two man autogyros. Once dropped on a rooftop near where the target is sighted, the Gargoyles will
crouch at the roof’s edge (thus earning their nickname) and search for the target. Once the target is
acquired, they will switch to the third eye lens and aim their rifle, usually bracing it with a bipod. Zooming
in 20x with the teleoptics and using the thermograph to sight through steam, ground fog, smoke or thin
materials, the Gargoyle will attempt to eliminate the target, using the heavierthanusual caliber and armor
piercing rounds to penetrate any obstacles between the Gargoyle and target, such as windows, walls,
vehicle doors, bystanders, etc. The Gargoyle would then be extracted by the same autogyro.
Gargoyles are sometimes deployed without specific targets, usually during times of urban upheaval or
riots. Strategically placed on rooftops, they are signaled by ground units to remove necessary targets as
they present themselves. For instance, a Gargoyle might replace the interferometry system with IR or UV
optics, watching for covert spotters on the ground to “il luminate” a target with an IR or UV beam,
designating nondesirables such as riot leaders or urban terrorists. The Gargoyle can then remove the target
safely from a distance. Usually, in such circumstances, Gargoyles are accompanied by security elements in
case the rooftop is compromised or overrun by rioters or urban guerillas.
ASP Smartgoggles 200eb [From CP2020 main book]
Holds 4 options at 10% cost.
ASP Smartshades 450eb [From Chromebook 3]
Holds 2 options at 10% cost. Appears to be standard pair of mirrorshades.
ASP Enhanced Smartgoggles 300eb
These extralarge factor goggles hold 6 options, similar to the Bug Eye cyberoptic system. In all other
respects they are identical to standard Smartgoggles, with a smartgun system for targeting scope use and
options costing 10% less. Given the bulk of this system it cannot be used with standard helmets.
Modifications can be made however (see below) to create space for the goggles under the helmet.
ASP Third Eye Smartgoggles 350eb
Similar to standard Smartgoggles but with a “thir d eye” optic mount above and between the eyes. This
optic, identical to the other goggle lenses, can hold 4 more options, bringing the goggle total to 8.
However, this third optic acts like a third cyberoptic and can only be accessed by command. This means
that some systems, like the interferometry system, cannot be used, since they require a pair of optics. Also,
the options mounted in this optic are not “alway s on,” only active when the user switches from the standard
pair to the third eye. Since all vision is then sent through one optic, there’s no depth perception (2
Awareness and Athletics with regard to balance, catching, etc). Typically, users will mount systems like
Teleoptics in the third eye, switching to it only for long range observation, then switching back for normal
action. All options are 10% cost as usual, and must be specified whether they are in the standard lenses or
the third eye. Special note: given the added height and bulk of this system, it cannot work with standard
helmets, though modification (see below) will allow it to be used.
ASP Enhanced Third Eye Smartgoggles NOT AVAILABLE
Attempts have been made to create enhanced Third Eye Smartgoggles (6 options + 6 in the third eye),
however the bulk, weight and complex circuitry required for this make it unwieldy. While cyborgs may
have multiple optic mounts, wearing an enhanced Third Eye Smartgoggle would be too unwieldy for
movement and use and too heavy for comfortable wear. There are no further plans to research or produce
such a system in the near future.
ASP Cyberplugs 250eb [Originally of Information Overload 2 by Dan Bailey, with adjustment so options
cost 10%]
Now you can get compact cyberaudio systems without the empathy damage or the surgery! New
Cyberplugs from Dakashi Sound Systems can hold any two cyberaudio options inside them! They'r e
compact, easy, and comfortable! Game notes: Holds any two cyberaudio options (which must still be paid
for on top of the cost of the plugs, at 10% cost).
ASP Smartphones 375eb
Smartgoggles for your ears! A set of headphones able to hold 4 cyberaudio options (10% cost). Resembles
midsized hearing protection headphones.
ASP Helmet modification 50eb
Modifies any standard combat helmet (such as the standard ballistic nylon helmet) to fit over/around
Smartgoggles (standard, enhanced or Third Eye), Smartphones and/or gas masks. This modification
includes connection points (so the gas mask connects to the helmet rather than the head, for example)
and/or moldings to fit around the new equipment. This will NOT turn the helmet into an environmentally
sealed system, as there will be gaps between the mask and goggles and the moldings are not airtight
gaskets (However, the goggles and gas mask are tight to the face). This will merely allow all these systems
to fit together comfortably and without interference. If the helmet has an armored faceplate, it will be
replaced with an oversized version that will still cover the face while closing over the mask and/or goggles.
This modification must be made in order to use the enhanced or Third Eye Smartgoggles while wearing a
helmet.
ASP Smarthelm 1950eb
A modified and reinforced ballistic nylon helmet (SP25) with faceplate (SP15) and integrated enhanced
Smartgoggles and Smartphones, plus a collection of other useful items. Smartgoggles automatically
include AntiDazzle, LowLite or Thermograph or IR, Video Imager, Image Enhancement and Targeting
Scope. Smartphones automatically include Amplified Hearing, Sound Editing, Level Damper and
Enhanced Hearing range. Joining these systems together is a beltmounted, slimmed down minicomp with
5slot chip socket, designed to use audio and visual recognition chips. Finally a Toshiba PRC10 scrambled
radio is mounted beside the minicomp allowing encrypted 2way radio communication. Mounting points
are included for adding a gas mask. The final weight of this system is a hefty 0.75kg plus 0.5kg on the belt
(1 EV), but all the components make it worth it. Due to “ inhouse” production, the price of this system is
markedly lower than the cost of the component systems bought from retailers. This system is designed
primarily for slower moving assault troops (such as riot police) who need to be able to rapidly identify
sounds and sights, spot suspects, recognize weapons fire, identify vehicles by ear, etc. Famously used by
the “ Wolf Brigade”
Militech SBR454
SMG +2 J/L P 4D6+3 (.454 Casull) 30 1/3 VR 250m 700eb
The SBR454 is a “s ubmachinegun battle rifle,” based on the Keltec 212 design of the last century. With a
barrel slightly longer than many of the other heavy caliber SMGs, the SBR454 is slightly more accurate
with a slightly higher range, making it ideal for fire support. A low rate of fire is the tradeoff for the
enhanced accuracy, but this weapon was not designed for fire suppression, but rather for close range
marksmanship. Like its inspiration, the Keltec 212, the SBR454 folds between the barrel and the trigger
group, into a package just over 14" by 8" by 3", allowing it to be concealed under a jacket. Unfolded, the
concealability drops to a long coat, still very covert. A heliacal magazine allows the SBR454 to hold a
large number of rounds without disrupting its low profile. While the SBR454 does not come equipped
with a smartlink, scope or other enhancement, it is easily modified for such items. A common aftermarket
package consists of a smartlink and a folding bipod, turning the SBR454 into a perfect covert, close range
sniping system at 1715eb.
Aftermarket conversion:
SMG +4/+6 (when braced) J/L R 4D6+3 (.454 Casull) 30 1/3 VR 250m 1100eb
(This includes the +2 smartlink, but not the +1 for targeting scope optic/goggles)
Khromed Khmer Kruisers (Go/Guardian gang) “the other KKK”
A protection gang for the thousands of Cambodian cabbies, pedicabbies and couriers in Boston, the KKK
has been active for nearly 20 years with over 120 members currently, ranging in age from 19 to 25. Their
territory is far ranging, covering the entire city, with boltholes and safe houses connected to numerous cab
and delivery companies, and influence throughout the greater Boston area. Most members “retir e” from the
gang as they get older, though they are still associated, potentially increasing the membership to a thousand
or more.
KKK members fiercely protect their own first, then other Cambodians or cab drivers, then, finally,
Bostonians as a whole. If you’r e not from Boston, they only care if you’ re in their cab, then it’s a matter of
professional pride anyway. The KKK may not be the most violent or “ active” gang in the city, but they are
numerous, omnipresent and highly communicative (most cab company dispatchers are KKK members too).
If you mess with one of them, another two will be on you in seconds and another twenty could arrive in
minutes. KKK members have been known to barricade streets, run people down and otherwise use their
vehicles to great effect, if they have to. Be warned, messing with a Boston cab driver, Cambodian or not,
could land you in the hospital in short order, and the KKK is likely to put you there.
Skinheads, NeoNazis and other white supremacists hate the KKK for their coopting the initials, but the
KKK could care less, disliking the Klan and white supremacists on principle.
Typical KKK kit: “ Nonlethal” melee weapon (baseball bat, lead pipe, tire iron, crowbar, etc), knife
(monoknife if they’ re the violent type), small caliber pistol (medium or heavy caliber, again, if they’r e the
violent type), light armor jacket, cellphone with other KKK members on speed dial, CB radio with open
line to dispatcher and cab, pedicab, motorcycle, bicycle or other vehicle.
Strike Punch Kick Disarm Sweep Block Dodge Grapple Throw Hold Choke Escape Ram
TotemFu (3) +2, +2, +2, +1, +1, +2, , +2, +1, +1, +1, ,
Notes: 4 points can be allocated by any user with a skill of +4 or higher, reflecting their totem style. See
below for an example.
Weapons: Knife, Tomahawk (or hatchet), Machete (or utility sword), Garrote
TotemFu is the halfjoking name given to a new martial art developed by some New England nomads.
Based on Native American handtohand combat, combined with modern military styles, TotemFu is a
close combat system both armed and unarmed.
TotemFu is a weaponed art, using weapons from both the Native American and military traditions. As
such, TotemFu can use any weapon, cybernetic or normal, that Sambo can use (such as knife, monowire
garrotes, etc). Additionally, TotemFu uses the tomahawk (or regular hatchet) and machete (or utility
sword) common to Native American traditions (and, not coincidently, common to nomads). Practitioners
are also trained to throw their weapons, allowing them to Cast a knife or tomahawk with greater accuracy
(use Strike level and casting rules from PacRim). Practitioners of +4 skill or higher can also use a knife and
tomahawk at the same time, using the knife in their offhand to parry while striking with the tomahawk in
their dominant hand. This also allows them to throw the tomahawk and continue fighting with the knife.
Practitioners are asked to choose a totem, which should reflect their inner being. At lower levels,
practitioners learn the basics of the system, reflected in the levels shown above, and meditate on their
totem. At medium and higher skill levels, the practitioner begins to integrate their totem into the style,
developing a personalized combat system that is uniquely suited to their personality, body type,
temperament and needs.
For example, Bob is a bear totem, large and strong. As Bob learns TotemFu from his sensei, he considers
how he is a bear, how a bear fights, and how he could fight as a bear. Having learned the basic system, Bob
begins to integrate his bear totem into his style. He practices more heavily in heavy punches and grappling,
while also studying the ramming technique of Sumo. He therefore increases Punch to +3, Grapple to +3
and Ram to +2, making him more damaging at the closer ranges.
Wanda, on the other hand, is a wolf totem. She learns TotemFu from the same sensei as Bob, but studies
the wolf, rather than the bear. When she adds the wolf’ s speed and teeth to her TotemFu, she increases
Strike to +3 and Dodge to +3, making her more skilled with weapons and avoiding her opponent.
No two practitioners develop the same TotemFu. Most have different totems, and those that have the same
totem frequently interpret them differently. Another bear totem fighter might put points into Hold and
Choke, resulting in a slightly different style than Bob. However, regardless of totem specialty, all Totem
Fu practitioners have the same basic skills in a wellrounded martial art. It should also be noted that totem
animals need not be native to North America, where TotemFu’s totem concept is derived. There are
practitioners with lion, elephant and chimp totems, for example. Some practitioners even go to the extreme
of modifying their body to fit their totem with exotic cybernetics, bioware and nanotech. Doing so is
perfectly acceptable within the art, however it may be perceived in society atlarge. However, should a
practitioner’ s exotic modification not match their totem, they are at a permanent 5 to the skill, until they
change either their exotic or their totem to make them match. This reflects the difficulty of fighting like a
bear while shaped like a mouse, for example.
TOMAHAWKS: These are the three styles of tomahawk available on the market today.
“ Traditional” Tomahawk (MEL +1 N P 2D6+3* ST 1m/Throw 35eb)
Metal head and wooden handle which can sometimes break.
“ Modern” To mahawk (MEL +1 N P 2d6+3* VR 1m/Throw 50eb)
Metal head and very strong composite handle.
“ Mono” To mahawk (MEL +1 N R 2D6+3# ST 1m/Throw 100eb)
Monocrystal head which may shatter (same conditions as the MonoTwo) and composite handle.
The tomahawk is a light hatchet with a distinctively shaped head. Useful for utility purposes (chopping
wood, skinning an animal, etc), the tomahawk has been developed into a potent handtohand weapon as
well. The tomahawk can hook, chop and slice an opponent, while also balanced and light enough to be
thrown accurately.
Sentry Dog:
The pack spreads out, creating a perimeter around the LZ. Each hound moves a set distance from the center
of the LZ and stays equidistant from the other members of the pack, creating a circle around the LZ, with
hounds approximately every 180m. This allows the weapon carried by each hound (usually an LMG, range
400m) to easily reach it’s neigh bors, providing cover fire if needed. Once in place, each hound goes “ hull
down”, concealed under it’s Mirage Gear shroud and maintains awareness of the surrounding area with its
sensors. The close proximity of each hound to its neighbor provides sensor overlap. Depending on the
hound’ s orders, if a target is detected it will either fire on the target or warn its controllers and request
further orders. If lethal response is called for, the hound will decide how much force is needed, either
calling in artillery/air support or using its mounted weapon. With their pack mind interconnects, up to six
hounds can work together, firing on a single target, if needed. If any hound is lost, the other hounds will
pull back and rearrange into a new perimeter, maintaining the 180m distance between each hound.
The number of hounds in the pack therefore dictates the size of the LZ they control. The standard pack size
is ten hounds, creating an LZ of diameter 582m. Typically pack size does not exceed 17 hounds, since
beyond this the LZ is more than a kilometer in diameter, requiring greater security than just hounds. Also,
pack size rarely drops below three, since most “lon gterm” LZs are more than 200m in diameter.
Number of hounds (remaining) in the pack
Diameter of perimeter
17
980
16
923
15
866
14
809
13
752
12
695
11
639
10
582
9
526
8
470
7
414
6
360
5
306
4
254
3
208
2
180
n
180/sin (360/2n)
Very Large Triplastic/Military Cyberhound
INT 6, BOD 13, REF 9, MA 30, SP 20, SDP 30, Avail R, Notice N/A, Wt 51kg (50kg hound + 1kg C6)
GPS, Radar, Motion Detector, Sniffer, Optics (Lowlite, Thermo, AntiDazzle, Targeting Scope, Compass,
Laser Pointer [~laser comm]), Audio (Radio Link [builtin], Scrambler, Level Damper, Enhanced Hearing,
Amplified Hearing, Sound Editor), CyberDetection Computer, EMP Shielding, Water Safe, External
Spotlight, 1kg C6, Nonretractable Climbing Claws, +1 CPU (2 total), External Modular Weapon Mount
(N conc, usually Renegade SAW) w/ Reload System (internal), Smartlink and Cookie Cutter, Restricted
Access Kill Switch, External Mirage Gear Shroud
*Spotting skill Using GPS, Compass, Pointer, etc to find target coordinates or paint target for laser guided
bombs/shells. Applies as a bonus when spotting, like a lowgrade artillery computer. 300eb/lvl
**Sentry Duty skill Uses CyberDetection computer and sensor systems to watch area (½
Awareness/Notice bonus) and fire weapon on intruders (Initiative bonus). Also allows hound to decide
what level of force is needed, either using the mounted weapon or requesting artillery/air support.
250eb/lvl
15,000 (just frame, etc, not options)
Scout Dog:
Medium Triplastic/Military Cyberhound
INT 6, BOD 9, REF 13, MA 22, SP 20, SDP 15, Avail R, Notice N/A, Wt 17kg (16kg hound + 1kg C6)
Optics (Thermo, LowLite), Audio (Radio Link [builtin], Scrambler, Level Damper, Enhanced Hearing,
Amplified Hearing, Sound Editor), EMP Shielding, Water Safe, 1kg C6, +4 Speed, Stealth, Non
retractable Climbing Claws, +1 CPU (2 total), External Modular Weapon Mount (J conc, usually Viper
SMG), w/ Reload System (external), Restricted Access Kill Switch
Patrol +4, SMG +4, Movement +4, Pack Mind, Hunt +4
7500 (just frame, etc, not options)
Grunt Dog:
Designed to assist standard infantry patrols, the Grunt dog is a heavy weapons platform, sensor system,
attack hound and utility tool, all in one. For combat, the Grunt is equipped with a pair of micromissile
launchers (each carrying 24 antiarmor rounds after reloads, 4D6HEAT), a set of extra sharp carboglass
teeth (2D6+6 MonoAP damage after applying BOD modifier, enough to bite off an arm through standard
U.S. Army armor) and a full set of nonretractable claws (1D6+9 KnifeAP after applying BOD modifier).
Micromissile accuracy is 1D10+18, while tooth and claw accuracy is 1D10+13, including targeting
systems, skill, reflexes and weapon accuracy. The hound’s sensor systems include a full audio sensor suite,
radar, motion detectors and an olfactory system, all linked through a cyberdetection computer that can
either display on the back of the hound (between the missile launchers) or transmit to the controller’s HUD
system. These sensors give the hound an excellent operational awareness, allowing it to warn soldier’s of
ambushes, incoming aircraft and nearby explosive boobytraps, as well as track enemy movements, among
other things. Finally, the Grunt is equipped with a spotlight and winch (capable of lifting around 225kg
[500lbs]). This allows the Grunt to assist in moving obstacles, stuck vehicles or even lowering troops down
a cliff or building face. All together, the Grunt is an asset to its squad or platoon, enhancing striking power,
situational awareness and overall capability.
Very Large Triplastic/Military Cyberhound
INT 6, BOD 13, REF 9, MA 30, SP 30, SDP 30, Avail R, Notice N/A, Wt 50kg
Radar, Motion Detector, Sniffer, Optics (Thermo, LowLite, Targeting Scope, AntiDazzle), Audio (Radio
Link [builtin], Scrambler, Level Damper, Enhanced Hearing, Amplified Hearing, Sound Editor), EMP
Shielding, Water Safe, External Spotlight, Nonretractable Climbing Claws, Carboglass Teeth, +1 CPU (2
total), External Weapon Mount (Twin Urban Missile Launchers) w/ Reload system (internal) and
Smartlink, Restricted Access Kill Switch, Winch and Cable System, Stealth, CyberDetection Computer w/
Back Mounted Display Panel
Attack +4, Heavy Weapons +4, Hunt +4, Movement +4, Patrol +4, Rescue +4
15,000 (just frame, etc, not options)
Pursuit Dog:
Very Large Triplastic/Military Cyberhound
INT 6, BOD 13, REF 9, MA 38, SP 30, SDP 30, Avail R, Notice N/A, Wt 54kg (50kg hound + 5kg C6)
+8 Speed, EMP and Heat Shielding, Restricted Access Kill Switch, Stealth, Water Safe, Nonretractable
Climbing Claws, Sniffers, +1 CPU (2 total), GPS, Radar, Optics (Thermal, LowLite, AntiDazzle), Audio
(Radio Link [builtin], Scrambler, Level Damper, Enhanced Hearing, Amplified Hearing, Sound Editor),
External Weapon Mount (Militech RPGB), 5kg C6
Attack +4, Heavy Weapons +4, Hunt +4, Movement +4, Pack Mind
15,000 (just frame, etc, not options)
Area Denial Dogs (ADD, “ Devil Dogs”):
Very Large Triplastic/Military Cyberhound
INT 9, BOD 13, REF 9, MA 30, SP 20, SDP 30, Avail R, Notice N/A, Wt 50kg
EMP Shielding, Restricted Acces Kill Switch, Stealth, Water Safe, NonRetractable Climbing Claws,
Carboglass Teeth, Sniffers, +2 CPU (3 total), Lockdown CoProcessor, Bodycomp, CyberDetection
Computer, Motion Detector, Optics (Thermal, LowLite, Video Imager, AntiDazzle, Targeting Scope),
Audio (Radio Link [builtin], Scrambler, Level Damper, Enhanced Hearing, Amplified Hearing, Sound
Editor), Dual External J conc SMGs w/ reloads and Smartlinks
Attack +4, SMG +4, Hunt +4, Movement +4, Pack Mind, PseudoIntellect Programming, Patrol +4
15,000 (just frame, etc, not options)
Ceranti Fashion Group Contemporary, intelligent business fashion for men and women. Italy
Businesswear; Very Good to Designer; No armor mostly, with some Casual and Threat
Miyaki Gomi Edgy, retromodern streetwear for today’s urban style. Japan
High Fashion, Urban Flash, Leisurewear; Good to Designer; No armor and Hvy Material/Leather
Susan Jewel Designs Versatile fashion focusing on soft design and mixandmatch basics. United
Kingdom
Leisurewear, Businesswear; Very Good to Superchic; No armor
HiThreat Ballistic Clothing Functional style for the urban reality. United States
Edgerunner, Urban Flash; Average to Very Good; Threat and Combat;
Navy Gap Hip, modern style with some vintage flair. United States
Generic Chic, Leisurewear; Average to Good; No armor with some Hvy Material/Leather
Armor Designs of America Pure armor for pure combat. United States
Edgerunner (Military); Average to Very Good; Threat, Combat and Riot
Uniforms, Ltd Functional, practical, utilitarian with modern style. United Kingdom
Generic Chic, “ Businesswear;” Average; No armor
Uniforms, Ltd; Protective line Armored versions of the regular line, such as armored coveralls for techs.
Generic Chic, “ Businesswear;” Average; Casual to Threat
Riot Hard SP20SP25 Clamshell, plating, etc
Combat Hard/soft SP15SP20 Obvious bodyarmor with insert plates, hard shoulder pads, etc
Threat Soft SP1015 Armor disguised as regular clothing
Casual Soft SP6SP10 Regular clothing that’s bee n toughened
Hvy Material / Leather Soft SP4SP6 Materials that are naturally resistant
No armor SP0 Regular clothing with no protective value
Tactical Assault Pistol Stock (115eb)
Designed to provide extra support when using a handgun at longer ranges, the TAPS is meant for patrol
officers who need something to reach out farther than the issue handgun. The TAPS extends the long range
out to 75m and adds an additional +1 WA at long and extreme ranges (between 37m and 150m). Space is
provided in the stock to hold two standard size magazines. TAPS is made of nearly indestructible polymer
plastic with few moving parts, making it very reliable. An easy attachment system means the stock can be
attached to the weapon in under seven seconds (2 turns to attach stock). The stock fits easily in a standard
patrol car glove compartment and no officer should be without one. Requires SMG or Rifle training to use
properly. Available for most common law enforcement sidearms.
http://glocksbr.com/gts/index.html
Patrol Carbine
RIF/SMG +1 L C Varies (9mm 12mm) 30 2/3 VR 200m 350eb
Similar in many ways to the nomads’ “ personal weapons,” the Patrol Carbine is a simple “s hort” longarm
designed to use the same ammunition as the officers’ issue sidearm. Available in multiple calibers (9mm
[2D6+1], 10mm [2D6+3], 11mm [3D6] and 12mm [4D6+1]), the Patrol Carbine can be customized to
meet a variety of needs, matching any department’s requirements. Short enough to conceal under a long
coat, the Patrol Carbine easily fits in any patrol car and provides the officer with long range firepower
without requisitioning new ammunition.
RoninC SWAT Carbine
RIF +1 L C 5d6 (5.56mm) 35 1/3 VR 300m 450eb
A minor modification of the standard Militech Ronin Light Assault Rifle, the RoninC incorporates a
shorter barrel (L conc and 300m range) and a semiautomatic/threeroundburst action. By modifying the
massive stocks of surplus Ronins, the RoninC is no more expensive than the standard model.
Optimum Threat Rounds (Otters)
x5eb, only available for common pistol/SMG calibers up to 12mm and common rifle calibers up to
7.62mm
Research by Gregory Munitions in early 2018 showed that each caliber of ammunition had what they
termed a “Ba ll/AP Point.” At stopping powers over this point, armor piercing ammunition caused more
damaging wound channels. However, at stopping powers below this point, ball (standard) ammunition
caused more damaging wound channels. Using advanced materials research, Gregory Munitions was able
to develop ammunition that acted like ball rounds sometimes and AP rounds other times. The bullets are
nearly identical to Dual Purpose rounds, a high density penetrator surrounded by a softer sheath. The
softness of this sheath, however, varies depending on the round, allowing it to slough away against high
stopping power armors, yet penetrate lower stopping power armors.
Game Notes: The “ Ball/AP Point” for a round is equal to twothirds the average damage, rounded down.
For example, a 12mm round (4D6+1) does 15 damage on average, so the Ball/AP point is 10. So a 12mm
Otter round will act like ball ammunition at or below 10SP and like AP ammunition above 10SP.
Available rounds are: 9mm, 10mm, 11mm, 12mm, 5.56mm, 6.5mmH and 7.62mm
Police Sidearms from Yankee Weapons Design
Yankee “
PST +0 J C 2D6+3 (10mm CL) 18 2 VR 50m 450eb
PST +0 J C 4D6+1 (12mm CL) 10 2 VR 50m 550eb
PST +1 L C 4D6+3 (.454 Casull C) 6 1 VR 50m 700eb
PST +0 L C 6D6 (14mm CL) 6 1 VR 50m 850eb
Type SP Conceal/Aware
I 6 30
IIA 10 25
II 14 20
IIIA 18 15
III 25 10
IV 30 NA
V 34 NA
Ballistic blankets, available in four strengths: SP6, SP10, SP14 and SP18. Available in sizes from 4'x4 'to
6'x6' The SP6 blanket is used most frequently, draped to protect areas from light shrapnel, like glass. The
.
SP14 and SP18 blankets are commonly used to reinforce unarmored interior walls.
Hard ballistic shields, available in three strengths: SP18, SP25 and SP30. Available in two sizes: 2'x4' or
2.5'x5',
depending on the strength of the shield (stronger shields are usually larger). Many have spotlights,
handgun/SMG ports and/or tazer surfaces. The SP30 shield is typically mounted on a lightweight, three
wheeled cart, but can be carried by sufficiently augmented officers.
Police, Ceramet, Large
INT 6, BOD 10, REF 9, MA 20, SP 20, SDP 20, Avail P, Notice +1, Weight 150lbs, Cost 14125
Equipment: Thickened myomer, stealth, carboglass teeth, nonretractable climbing claws, lockjaw,
olfactory enhancement, antidazzle and lowlite optics, level damper, sound editing and enhanced hearing
range audio, popup spotlight, siren, extra CPU
Programs: Attack +3, Movement +2, Hunt +2, Patrol +2
Skill Totals (including equip modifiers and attributes): Stealth 11+1D10, Shadow/Track 8+1D10 ,
Shadow/Track by Scent 12+1D10, Attack 12+1D10, Athletics 11+1D10, Athletics for Climbing 15+1D10,
Awareness/Notice 8+1D10, A/N by Sound 9+1D10
Damages: Teeth 2D6+2, Claws 1D6+5
“ Sniper” Coprocessors from Raven MicroCyb:
CardioSynchronization CoProcessor (400eb, 1D6HC, N surgery)
A standard piece of cybernetics for the U.S. Marine scoutsnipers, the CardioSynchronization Co
Processor attempts to suppress any involuntary body movement and synchronize firing with the user’s
heartbeat. This improves aiming against long range targets, where minuscule twitches can result in wide
misses. A +3 aiming bonus is imparted by the system, though it must be used while aiming for at least two
turns. Requires the implantation of reflex affecting cybernetics (Sandevistan, Kerensikov, etc) to pass the
damping signals through the nervous system.
NeuroServo Cutout CoProcessor (800eb, 1D6+3HC, N surgery)
Providing a similar aiming bonus to the CardioSynchronization CoProcessor, the NeuroServo Cutout is
intended for full conversion ‘borgs. It locks all the joints in the ‘borg (except for the trigger finger) creating
a superstable shooting platform for long distance shots. Activated by subvocal command (similar to
Sandevistan), the Cutout requires one turn to activate and is then active until deactivated by subvocal
command, requiring another turn. While active, the Cutout provides a +5 accuracy bonus. However, this
will only work against unmoving targets, as the ‘borg cannot track the weapon to follow the target when all
joints are locked up.
“ Chain Naginata” MEL +0 N R 4D6+2AP VR 2m 240eb
One of our designers came up with this when he saw tree groomers working in a park in a ritzy enclave.
They were trimming the branches off trees with something like a small chainsaw on a long pole. Suddenly,
the “ Chain Naginata” was born. By combining aspects of the IMI “ Chainknife” and the Kendachi
MonoNaginata, the “Ch ain Naginata” provides a long reach and a fearsome aspect. The “ Chain Naginata”
has all the capabilities of the “ Chainknife” (Knife AP, destroy 2SP per strike), but with an extended reach
and greater damage due to the greater angular velocity. The pole is counter balanced at the butt end to give
it a neutral balance point.
Militech M6 Assault Carbine
R +1 L P 6D61 (6.5mmH) 24 1/3 VR 300m 750eb
A short carbine using a medium/large caliber round, the M6 is inaccurate at longer ranges, giving it an
effective range closer to that of an SMG. Popular with airborne, Special Operations and paramilitary
forces, the M6 is designed to accept any accessories used by the Militech Ronin assault rifle. With
smartchipping, a target scope and decent training (combined weapon skill of 14), most operators can place
a round on target at 150m without fail. With suppressor attached and subsonic ammunition used, the M6
can barely be heard beyond the impact of the rounds in the target (7 Awareness beyond 10m). Available
options include:
Smartchipping, +2 WA, 375eb factory installed, 750eb after market
Suppressor, does not degrade carbine performance, +1 Conc (N), 150eb
Subsonic 6.5mmH Ammunition, 2D6+3, 80eb/100rnds (2x price)
WhisperTek SecuriCase
SMG +0 N P 2D6+3 (12mm Subsonic) 60 3/15 VR 100m 800eb
Resembling the classic Halliburton aluminum briefcase, WhisperTek’ s SecuriCase is a multifunction item.
First, built into the case is a 12mm submachine gun, heavily suppressed and muffled, with an extended 60
round magazine. Using subsonic 12mm rounds, this weapon is nearly impossible to hear beyond a few
meters. A fluttering piece of memory plastic covers the barrel opening and optics, concealing it from view.
The user must plug into the briefcase, using a discrete cable attached to the handle, and use the onboard
smartchipping and COT sight. The accuracy listed above already includes these modifiers (firing a weapon
from down at your side is slightly less than accurate). To increase the cases usefulness, WhisperTek added
armor panels to the 13"x18" sides of the case, armoring it to SP14 hard armor, enough to stop bladed
weapons and most handgun calibers. Finally, a holster is attached to the inside for a jacket concealable
handgun and two magazines. The case can be opened with one hand, falling open only a few inches,
enough to reach into the gap and draw the gun with the opposite hand. Unfortunately, with all this
equipment built into this case, there is no room for anything else, so this briefcase cannot be used to carry
papers. Used mostly by bodyguards, the SecuriCase allows them to be discretely but well armed.
Tracking Hound
Police, Triplastic, Large
INT 6, BOD 9, REF 9, MA 20, SP 15, SDP 20, Avail P, Notice 1, Weight 75 lbs, 25625eb
Seismic Motion Detector, CyberDetection Computer, Radar, Sniffer, Audio System (Radio Link
[included], Amplified Hearing, Enhanced Hearing Range, Sound Editing, Level Damper, Homing Tracer),
Optic System (Low Lite, AntiDazzle, Thermograph), +1 CPU, Diagnostic Scanner, Water Safe, EMP
Shielding
Programs: Hunt +3, Search & Rescue +2, Patrol +3, Attack +2, Movement +3
Skills Checks: Stealth 1D10+12, Shadow/Track 1D10+13, Awareness 1D10+9, “Brawl” 1D10+11,
Athletics 1D10+12, Swimming 1D10+12
Tracking Hound, v2
Police, Ceramet, Large
INT 3, BOD 9, REF 9, MA 20, SP 15, SDP 15, Avail P, Notice +1, Weight 150 lbs, 9150eb + 1575eb
programs
Sniffer, Audio System (Radio Link [included], Amplified Hearing, Enhanced Hearing Range, Sound
Editing, Level Damper, Recorder Link), Optic System (Low Lite, AntiDazzle, Thermograph, Recorder
Link), Carboglass teeth, Retractable climbing claws, Digital Recorder
Programs: Hunt +3, Attack +3, Movement +3
Skills Checks: Stealth 1D10+12, Shadow/Track 1D10+10, “Brawl” 1D10 +12, Athletics 1D10+12
Typical Cargo ExoFrames (suit weight listed without user weight)
STR 20: Able to lift 1 ton and carry 300kg, REF 2, MA 2, 21Keb, 116kg suit
STR 35: Able to lift 1.75 tons and carry 525kg, REF 2, MA 2, 44Keb, 180kg suit
STR 50: Able to lift 2.5 tons and carry 750kg, REF 3, MA 2, 67Keb, 242kg suit
Top Speed:
Acc/Dec:
Maneuver:
Range:
Crew:
Passengers:
Cargo:
Mass:
SP:
SDP:
Type:
Cost:
Weapons:
Equipment:
SACT (Synthetic Animal Canine, Transport)
Security, Metal, Very Large
INT 3, BOD 12, REF 5, MA 20, SP 15, SDP 25, Avail C, Notice +3, Weight 275 lbs, 6500eb
Hydraulic Rams, Water Safe / Buoyant, Winch & Cable, External Spotlight, Standard (Nonretractable)
Climbing Claws
Programs: Movement +2
Skills Checks: Athletics 1D10+7, Climbing 1D10+11, Swimming 1D10+14
SACR (Synthetic Animal Canine, Rescue)
Security, Ceramet, Large
INT 3, BOD 7, REF 7, MA 16, SP 10, SDP 15, Avail C, Notice +1, Weight 150 lbs, 8050eb
Water Safe / Buoyant, Winch & Cable, External Spotlight, Retractable Climbing Claws, Diagnostic
Scanner, Sniffers, Optics (Thermal Imaging, Low Light), Fire Extinguisher, Siren
Programs: Rescue Behavior +2, Movement +2, Hunt +1
Skills Checks: “ Rescue” 1D10+5, Athletics 1D10+9, Swimming 1D10+9, Climbing 1D10+13, Track
1D10+4, Track (Scent) 1D10+8, Stealth 1D10+9
SACS (Synthetic Animal Canine, Sensor)
Police, Ceramet, Large
INT 3, BOD 10, REF 9, MA 20, SP 20, SDP 20, Avail P, Notice +3, Weight 150 lbs, 9925eb
Thickened Myomar, Water Safe / Buoyant, External Spotlight, Standard (Nonretractable) Climbing
Claws, Carboglass Teeth, Sniffers, Optics (Thermal Imaging, Low Light)
Programs: Attack +2, Movement +2, Hunt +3
Skills Checks: Melee/Brawling 1D10+11, Athletics 1D10+11, Swimming 1D10+12, Climbing 1D10+15,
Track 1D10+6, Track (Scent) 1D10+10, Stealth 1D10+11
SACC (Synthetic Animal Canine, Combat)
Military, Ceramet, Very Large
INT 3, BOD 14, REF 9, MA 30, SP 25, SDP 15, Avail R, Notice +1, Weight 220 lbs, 21,950eb
Thickened Myomar, Water Safe / Buoyant, External Spotlight, Standard (Nonretractable) Climbing
Claws, Carboglass Teeth, Optics (Thermal Imaging, Low Light), Stealth, Micromissile Launcher w/ Reload
(24 missiles)
Programs: Attack +3, Movement +2, Heavy Weapons +3
Skills Checks: Melee/Brawling 1D10+12, Athletics 1D10+11, Swimming 1D10+16, Climbing 1D10+15,
Stealth 1D10+11, Micromissile 1D10+14 (including +2 weapon accuracy)