CPR - (CPDR) - Alternative Rules v1.1

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The

of the Body as well as the Head (most of which


count as vital). This will cause double damage after armour as
stated. Leg, and now also Arm, can still be targeted with the -8
penalty in order to disable (arms just suffer the arm equivalent
Broken effect to legs) as well as aiming for a Held Item.

The Head can also be aimed for, just as a location (to avoid
armour or cover).
, the armour is penetrated by the
, but they don't suffer such a high
damage of that attack. Unlike previous editions of Cyberpunk,
penalty either: .
with now only two locations to ablate, I didn't want the Crew
needing to re-buy armour every time there was a fight.

A slight tweak to Martial Arts damage allowing honed (or


The rule of when the damage dice indicate a Critical Injury (two
enhanced) high level Body accompanied with dedicated physical
or more sixes), is still applied as written (Critical Injury and take
training to be as effective with martial arts as being superhuman.
5 Hit Points damage bypassing armour). But there is now a higher
Note that
probability of being injured once a character reaches Seriously
, but (with the exception of Big Knucks
Wounded state.
and punching) only the
can be used for cyberweapons.
, roll on the
Critical table, if they are already suffering the rolled for injury,
the Critical result is ignored and they suffer no further effect.
Two or more sixes still apply the automatic 5 damage as well as
an Injury as usual, re-roll any Injury already suffered in this case.

When someone is suffering from a Critical Injury that


Surgery can be used for Treatment (2-4 or 10-12 result on
Critical tables).
Martial Arts forms now receive a bonus on specific Melee
attacks, defined by their style (also some Special Moves have . This will continue until Stabilised, or HP
been changed more to my liking, and personal experience). loss takes them into Mortally Wounded and they fail a Death
Save.
. Similarly, most forms
do not include any form of weapon training and the Melee skill
must be used, however, the
, examples include:
Nunchaku, Staff (single or three section), Spear, Tonfa . DV10 if Lightly
(Nightstick) Butterfly Sword (short sword, Medium Melee), Wounded, DV13 for Seriously Wounded, DV15 when Mortally
Balisong (or "butterfly knife"), or others with GM permission. Wounded state is reached, any Wound Effect penalty currently
suffered also applies to this check as well.
No Melee, Grapples +1, Strikes +0. Failing a check will result in a Lightly Wounded character
Iron Grip, Disarming Combination. becoming Stunned, losing their next Turn. If already stunned, or
Seriously/Mortally Wounded, failure will result in Unconscious
for 1 minute.
No Melee, No Grapples, Strikes +2.
Flying Kick, Bone Breaking Strike.
, success allows them to come
to their senses and act normally their following Turn (starting in
No Melee, +2 Grapples, No Strikes. a Prone position).
Grab Escape, Counter Throw. Failing the test will not allow further tests unless circumstances
allow; slapping the character around the face, shaking them and
No Melee, No Grapples, Strikes +2. so on or with complimentary checks; shouting at the character
Flying Kick, Pressure Point Strike. using Persuasion (of course, the words used don't necessarily
have to be nice, insults and intimidation fall under this too).
Melee +0, Grapple +0, Strikes +0.
Armour Breaking Combination, Disarming
Combination.
If an attack that would normally be successful fails because of
If Stim is yet to be used that day, applying it will immediately the DV Modifier, the cover is hit and potentially damaged instead.
awaken a character who is Lightly or Seriously Wounded. An Aimed Shot at a part of the body exposed
Any form of cyberware or drugs that allow the effect of Seriously
Wounded to be ignored, also allow them to ignore KO tests for , a missed attack to the Body due to the
Lightly and Seriously Wounded states, and reduce the Penalty to penalty will also result in cover damage, a missed Aimed Shot to
stay conscious by 2 for a Mortally Wounded KO Endurance the Head misses completely, regardless of coverage.
Check (-2 Penalty).
Suppressive Fire can be used against those already in cover to
keep their heads down. A failed Concentration Check will force
them to use Full Coverage on their next Turn.
On a successful attack (with the exception of Autofire, see
below), the amount the Check beat the DV by applies Hit Bonus Unlike characters (and vehicles), cover is damaged similarly to
Damage. armour (it still does not provide "bonus SP", it still either stops
. Hit Bonus an attack or it doesn't). The damage dice are rolled but not added
Damage is applied before armour SP reduction (but damage together, instead you just need at least one six to damage cover,
has been doubled for Vital hits if there is no armour). ,.

Another option is to All Thick cover materials and most Thin cover have a Durability
(equal to a fifth of their HP as written in the core rulebook). See
. The reduced total must still be below for reference.
enough to succeed at the attack after this reduction, any points (Thick 10, Thin 5), (Thick 8, Thin 4),
that still exceed the DV can be used for Hit Bonus Damage, again (Thick 6, Thin 3), (Thick 5, Thin 2), (Thick
up to +5 max. So, when your enemy "rolls a ten", watch out... 4, Thin 1), (Thick 3, Thin N/A; destroyed on impact).

When cover is reduced to half Durability or less (round down),


it becomes less effective. In this regard the Cover DV Modifier
is halved, essentially Good Coverage (+4) becomes Poor
, up to the weapon's Autofire. This Coverage (+2) until destroyed, and Poor Coverage gets reduced
allows more opportunity to cause Critical results, destroy cover to +1 until destroyed.
and ablate armour. Autofire is now reduced by 1 for both Assault
Rifle (3) and Tsunami Arms Helix (4).

Though characters (including NPCs) will have a few less Hit


Points, they can take the opportunity to recover some during,
Spray'n'Pray is an alternative way of using autofire, involving a and at the end of combat.
more liberal spread of bullets to ensure a hit rather than
attempting to focus as many bullets as possible into a small area.
Spray'n'pray still uses the Autofire skill, but Hit Points are now worked out:
10 + (4[B ODY AND W ILL AVERAGED , ROUND UP ])

(so +2 for SMGs and Assault Rifles,


+3 for TA Helix). This bonus can be reduced by 1 in order to
attack another target adjacent to the first, and by 2 to attack a As an Action a character can attempt to recover lost Hit Points
third, and so on, reducing the bonus until you reach +0. One during combat; they must have Full Coverage with no danger of
attack roll is made and applied to all character's targeted. attack and must not use a Move Action for that Round. As their
Action they make an

. The amount they beat the DV by is the


amount they recover with a maximum equal to their WILL, or
their current wounded state threshold (1 less than maximum for
Lightly Wounded, Seriously equals half maximum, round up).
Mortally Wounded cannot recover without medical treatment.
A
. Good Coverage will be with A netrunner also has the option to make a Recovery Action
minimal exposure; crouching behind a low wall, shooting from while Jacked In, though this will use a Meat Action, so they won't
around a corner, attacking from behind a shield (human or not). be able to do any NET Actions while recovering that Round.
If the GM deems it to be Again
(rival netrunners, Black ICE or Demons), essentially
. With Full Coverage, you cannot it has to be a 'safe' Wall of the NET Architecture (White ICE or
perform an attack in that direction, but cannot be attacked either. Derezzed Black ICE).
Some vehicles are easier to hit than others, depending on their
, with a maximum dictated size:
by their current wounded state. Only Stabilisation and rest (as
well as Speedheal) can heal Hit Points above these thresholds. .

Vehicles can be used as cover, as well as transports. But due to . As there


the requirement for essential parts to function, they effectively is no Critical Injury table for vehicles (yet), specific Critical effects
use the same rules as characters for damage. will occur depending which Vital Aimed Shot (or Hit Accuracy
application) is chosen; Body (Double Damage), Equipment (Held
Item) or Mobility (Leg). An attack will automatically hit the Body
of a vehicle unless a Vital Aimed Shot or Hit Accuracy is used (in
SDP represents the vehicles Hit Points, instead of Wound States, the case of using the vehicle as cover, Engine Block and Car Door
a vehicle (like other equipment) has Damaged States: Lightly, entries on the table are ignored).
Seriously and Destroyed.

Engine and transmission. This is used for a Vital Aimed Shot for
(if the operator is also suffering a penalty from damage, standard double damage after SP reduction to SDP.
Wounded State as well, these stack) and ; Vehicle suffers an additional 5 bonus
damage to their SDP, this is applied whether damage penetrated
. SP or not.

. If this Critical is already


. Vehicles designed or armoured for combat will suffered by the vehicle, just the bonus 5 SDP damage is applied.
have higher, an AV-4 has the same as Metal Gear (SP 18) as do
Light Armoured Vehicles (like Panzers), heavier military vehicles
will be even higher. This works similarly to targeting a held item to disarm.
Successfully targeting equipment, whether weapon mountings
or special auxiliary systems, will cause standard SDP damage to
the vehicle.
.
.
If a piece of equipment targeted is already Seriously Damaged,
An open topped (convertible) vehicle will provide Good it is instead rendered inoperable until repaired.
Coverage or Full Coverage with bulletproof windows, this for a ; the Vital Aimed Shot will
seated position and against ground based attacks. Coverage , rather than incur Damaged status.
drops to Poor (or Good Coverage with bulletproof windows) if Destroyed equipment is irreparable and can only be replaced.
defender is in a standing position. No cover against air attacks.
If an ammunition using weapon is destroyed by a Critical, roll a
, the rider has to be in a low riding position d10. On the roll of a '1' the ammo cooks off, dealing damage to
(leaning forwards or backwards) in order to gain this coverage. the vehicle's Body as if it had taken a Vital (double damage) hit,
ignoring armour, this damage can cause a Critical as well.

Attacking a moving vehicle (or target within) can be very difficult


depending on how fast the vehicle is moving, as can be attacking Like an Aimed Shot for the Leg, this attack is targeting the
from a moving vehicle (without mounted smart weapons, that vehicle's movement system; wheels/suspension, thrusters, wings,
is). Essentially, when either attacking a moving vehicle or rotors or whatever system the vehicle uses for movement.
attacking from a moving vehicle, use the highest MOVE between
the attacker and target used at the beginning of the Round, . A second successful Vital
Aimed Shot at Mobility will cause the vehicle to Lose Control
. automatically, likely crashing. Aircraft pilots may make a Pilot Air
Vehicles Check, DV 17, to avoid passengers taking Ram damage
as they attempt a crash land, vehicle will still take damage.
In order to get this benefit, the weapon itself will require a Smart
. Vehicle suffers an additional 5 bonus
Link Upgrade (500eb), be mounted and linked on the vehicle
damage to their SDP, this is applied whether damage penetrated
(stabilised mount), which itself requires a Smart Weapon System
SP or not.
upgrade (Nomad Moto Ability 1; 1,000eb or 5,000eb), the
system only needs buying once and can link to any number of
. If this Critical is already
smart weapons mounted on the vehicle.
suffered by the vehicle, just the bonus 5 SDP damage is applied.
.
Revolving around and surrounding the pillar of light are Walls of
ICE, some White (non-lethal), some Black (lethal).
Alternative Netrunning rules using the elements as (mostly)
presented in the core rulebook. They're a bit "Gibsonesque", , which have
that, as an old Cyberpunk GM, I'm more used to personally using. expanded into the following three types.

("P ASSWORD " RESULT ON TABLE )


This is your standard Password,
This is simply a change of name and replaces Backdoor. Also .
now a "Backdoor Tunnel" to the Architecture Core (see later)
is something that can be left as a Virus Action. ("C ONTROL N ODE " RESULT ON TABLE )

until
they reboot their Cyberdeck.

("F ILE " RESULT ON TABLE )


The netrunner will
. The Disrupter
Instead of going with the Elevator idea, a NET Architecture is Wall will only cause the Cyberdeck to crash (not catch fire), but
now represented visually as a Cylinder, the centre a pillar of light will still cause an unsafe Jack Out and OSI damage (see OSI
representing the Core (bottom of elevator) with ICE Walls Damage for more information).
(instead of Floors and Passwords) revolving around the pillar that
the netrunner has to progress through to breach the Core.
White ICE doesn't just have to be bypassed using Intrusion (if it
A NET Architecture can cover up to an entire building (up to has multiple layers, that may not even be possible); a netrunner
ten floors) for private systems or a city block for government can also "hammer" through, using a NET Turn to Activate an
civil systems. That's not to say that specific building floors or ICE-Breaker program (Ice Pick and/or Ice Cutter), the
areas won't have their own ramped-up NET Architecture. A . Hammering
netrunner needs to be within 6m of any device or access point through White ICE doesn't require any Check, but it is "noisy"
to Jack In, but once in, they can move about freely as long as giving the Netrunner a Penalty to all Cloak Actions in that
within the boundaries of that particular NET Architecture (seen Architecture until they Jack Out, equal to -1 per White ICE Wall
as a hazy red wall through virtuality goggles). Derezzed.
.
As 'Floors' aren't required for Control Nodes and Files,
, in that regard only
(instead of 3d6 floors). A Pathfinder NET Action works a little differently now, a result
ICE Walls can have up to three 'layers'. A Black ICE Wall can use total is generated using Interface + 1d10 as usual. The total is
multiple layers to have more than one Black ICE program (3 how far through the ICE the netrunner can see, essentially the
max), all Black ICE forming that wall attack at once as they would total is reduced each time it hits a White ICE Wall or Black ICE
a floor. Additional layers added to White ICE (see later) simply Wall (identifying the ICE), it passes through each wall until it
increase the DV by +1 per additional layer to the first. reaches zero and stops at that ICE Wall, or reaches the Core.
The amount the total is reduced by is equal to either

. Count a Wall once, regardless of layers.


A device is connected to a Control Node through a Control
When Pathfinder Action succeeds in reaching the Core, the
Node Link, which can serve as an Access Point into the
netrunner will see any Demons installed (and what they are) and
connected NET Architecture. Any such nearby devices on the
any other netrunners Jacked Into the Architecture (if they're
current floor can be identified and located with a Scanner Action
Cloaked, remaining Pathfinder total must beat their Cloak DV).
(or with "eyes-on" using virtuality goggles if within line of sight).
The DV for the Scanner action to locate a controlled device is
conveniently the same as the device's Control Node DV, all
devices within range of the netrunner that have a Control DV Once all the Walls of ICE have been either penetrated or
less than the Interface + 1d10 result will be highlighted in the Derezzed, the netrunner will be able to enter the NET
netrunner's virtuality goggles. A single device can be directly Architecture's Core. This works the same as reaching the bottom
taken control of using Control Action once identified and within of the elevator and a Virus can be left.
6m (or compromised using Electronics/Security).
When a device has been successfully identified with a Scanner
Control Nodes, Files and such can be accessed once the Core
Action or spotted with virtuality goggles, the netrunner can now
has been breached,
use the device's Control Node Link as an Access Point to Jack In
into Net Architecture for the building, when within 6m of the
device. The netrunner will always begin at the outermost (first)
. Files require individual
ICE Wall of the Architecture.
actions to search for (see later).
All Control Nodes that are part of the Architecture can be
accessed at the Core, a Control NET Action is still required to N OW CAUSES
take control of any particular device linked to that Node. One Or it can Derezz one Non-Black ICE Program Activated by the
Control Node is used to control any number of devices of that target.
same type, there is no limit to the number of devices linked to .
that node. Though
, a
, via their link.
.
Though written as "brain", it does effect neural and nerve system
as well. Black ICE does a minimum of 2d6 damage and an effect
Looking for a particular file, or maybe some juicy data to sell? (whether NET-SP stops damage or not), with special effects
Once a netrunner has reached the Core, you will have access to triggered through Criticals, see later for Black ICE (and Non-
all files within that NET Architecture. Black ICE Program) re-writes.
DV set by the GM rather than
Ok, so if you don't want a simple "Gibsonesque" wall of light
system Difficulty Rating. If a NET Architecture (or Agent) is
that has to be identified. You can still use the Icons; they're seen
hacked the old fashioned way (Electronics/Security Check to
shimmering in the Black ICE Wall when using Pathfinder, and the
compromise terminal/Agent),
entire Wall forms into the Icon when it Rezzes.
, DV for security and search are both set by
the GM as to how difficult to hack and how well hidden the file
would be (it may also be encrypted).
The netrunner can try to find some data to sell, OSI, or Operating System Integrity. Every NET system, whether
. a Cyberdeck or an Architecture, has an OSI rating, which
GM will secretly roll a d6 for each file, adding +1 to result for conveniently is
Advanced and Fortress level systems (see later), the result of , the better
which the netrunner will need an Eye-Dee Action to find out: (more expensive) the system, the better the underlying operating
software that keeps it all running.
50 EB ( ROLL FOR E NCRYPTION )
F AKE /B OGUS /B ORING ( ROLL FOR E NCRYPTION )
OSI rating provides a form of armour against NET based
100 EB ( ROLL FOR E NCRYPTION , ADD +1 TO ROLL .)
damage, based on dangerous feedback filters as well as how
H IDDEN B LACK ICE ( ROLL ON A RCHITECTURE TABLE )
robust the operating system and core components are, this is
500 EB ( ROLL FOR E NCRYPTION , ADD +2 TO ROLL )
called NET Surge Protection, or NET-SP. NET-SP works the
Instead of EB worth, a File could also be a clue or plot device.
same as armour SP, it lowers the amount of NET damage
received by netrunners from an attack, or damage received by
N OT E NCRYPTED .
ICE and Demons being run through a NET Architecture. NET-SP
E NCRYPTED , C RYPTOGRAPHY C HECK DV = 2 D 6 + 5
is equal to the system's OSI rating.
E NCRYPTED , C RYPTOGRAPHY C HECK DV = 3 D 6 + 5
Only legitimate programs run on the system or users (friendly
GM should roll 1d6 for the number of additional Files that can
netrunners) receive the benefit of NET-SP, an intruding
be found, adding +1 for systems of Uncommon Difficulty Rating
netrunner can only use their own Cyberdeck's OSI, not the
or better. For
Architecture they're netrunning in.
as a guideline.
Hidden Black ICE is triggered as soon as there is any attempt
to access (open or save) the "File", so it is best to use Eye-Dee Some Critical Effects (see below), or specific programs like
first. Use the Architecture Difficulty Rating to randomly generate DeckKRASH, if not stopped by Cyberdeck Hardware, will
the Black ICE (if roll indicates multiple ICE, the GM chooses one). automatically cause the cyberdeck to crash, resulting in an unsafe
Jack Out. Each occurrence of a crash will cause damage
permanently reducing the OSI rating by 1 until repaired. In the
This is similar to the old Long Distance Link (LDL), and is a direct
case of Hellhound Black ICE (and Hellbolt Attacker Program),
port through Cyberspace to another NET Architecture. It can
the Cyberdeck will also catch fire as well as crash, fire will reduce
be used (once discovered with a successful Eye-Dee Action) to
the OSI rating of the Cyberdeck by 2. Reduced OSI will also
instantly travel safely through Cyberspace to the connected
reduce the NET-SP gained from it. OSI permanently reduced to
system. The netrunner will find themselves at the outermost
0 will render the cyberdeck inoperable and irreparable.
(first) ICE Wall of the other NET Architecture. Also,
Effects the running integrity of the Cyberdeck.
OSI Disruption begins at 0 and increases by 1 with each
occurrence of it from a program. Each subsequent time increases
.
OSI Disruption until the deck is rebooted (resetting Disruption
to 0), or Disruption equals the cyberdeck's OSI rating.
A potentially helpful virus for a sneaky netrunner with foresight
(pre-job infiltration) can set up a "Backdoor" to Jack In direct into . If Disruption equals the OSI rating, the Cyberdeck
the Core, passing all the ICE ('tunnelling' through it). crashes automatically, regardless of hardware, causing an unsafe
Jack Out and damage to the deck as above (resetting OSI
Highest White ICE DV. Number of Walls. Disruption back to 0 as well).
While virus in place, allows direct access to Core upon Jack In.
NET damage Critical Injury rules are similar to the rules Demons are hardwired into a system, they can be Derezzed,
presented in this document in as far as but they cannot be destroyed, worse, they don't need a reset of
the Architecture to Rerezz either. A Derezzed Demon will
automatically deactivate and reboot in 5 Rounds (15 seconds),
. However, this is how "Critical Effects" are same as a crashed Cyberdeck.
triggered with Black ICE and programs. If it isn't possible to
trigger the Critical (no more programs to destroy, crashed Highest ICE Wall DV. Demon's NET Actions.
Cyberdeck Critical received as part of unsafe Jack Out when Blocks Demonic REZurrection until this virus removed.
Cyberdeck already 'crashing', all effected STATs are already at
1 etc.), instead the netrunner suffers a Head Critical Injury. This
is additional damage to the brain, causing reactive symptoms; a
"Damaged Eye" Critical Injury could mean blurred vision, for
example. "Lost Eye/Ear", is considered to be temporary
blindness/deafness until treated, "Foreign Object" counts as an As there are no floors, the size of the system is determined by
additional entry of Brain Injury. If they are already suffering the the number of ICE Walls the Architecture will have, which is
rolled for Injury, the Critical is ignored. relative to the system's OSI. There are a fewer walls than floors
(a third less), the costs and limits are amended as follows:
Should a netrunner have their Hit Points reduced to 0 from
Black ICE and receive the Brain Injury Critical, a Death Save must
1-4 2 Y ES 1,000 EB
immediately be made to avoid total brain death. If they make the
5-8 3 NO 5,000 EB
roll, the Death Save Penalty increases by one and a Death Save
9-12 N/A NO 10,000 EB
will be made as normal at the start of their next Turn (as they
convulse on the floor). If the Brain Injury Death Save is failed,
The maximum Control Nodes indicated is just the nodes
the Black ICE has utterly destroyed their mind.
themselves, any number of devices that node is designed to
control can be linked to it, the restriction comes from how many
Demons, system users or netrunners you have to operate them.
As you need to be at the Core to use Control Nodes, this is
where you will find Demon programs (as well as on-site
netrunner security). Demon programs will defend the Core Buying Black ICE works exactly the same as written in the book
much the same as they will defend a room using a turret, if it's and is just assigned to a Wall instead of a floor, up to three layers
unauthorised, it's going get attacked. And not just with a Zap of Black ICE can be added to a Wall.
either, no, with a small assortment of non-Black ICE programs
hardwired into the system. 1 Demon can be added to an
For White ICE, use the DV based cost for Passwords as the cost
Architecture for every 4 Walls incorporated in the system.
for a Blocker Wall, an Entangle Wall will cost an additional 500eb
on top of DV based price, and a Disrupter Wall will cost an
Using a Cloak NET Action sets a difficulty the Demon has to additional 1,000eb. Each additional layer of White ICE increases
beat to notice the netrunner's actions whenever they perform a the Intrusion DV by +1 and costs the same as the first (and must
Control Action, accessing a File, or attempt an Interface Check be the same type), again up to three layers total can be placed
to install a Virus while in the Core. The Demon uses it's Interface on a Wall.
+ 1d10 vs the Cloak DV, this counts as a Pathfinder Action, so
if one of it's programs is See Ya, this will also add to the result.
If discovered, the netrunner will be attacked by the Demon until
the netrunner has left the Core or the Demon program is Again, the cost is as written for adding a Control Node to the
Derezzed. Leaving the Core will take the netrunner to the last Architecture Core, restricted by the number of Walls the
ICE Wall that is still Rezzed. Architecture has. Remember, only one Control Node is required
To re-enter they will have to once again bypass the last Rezzed for each type of device, not individual device.
ICE Wall leading into the Core; using Intrusion if White or Slide
if Black ICE, once they have re-Cloaked (unless all the Walls are Much like a Control Node can be used for any number of
Derezzed, in which case, the netrunner can stroll right back in devices, you can add any number of data files to an Architecture.
again, though remember -1 to Cloak per Derezzed White ICE Some of these (anything sensitive or important) are going to be
Wall, for hammering through). If a netrunner doesn't perform a hidden and protected (encrypted) others are links to Black ICE
Cloak Action after discovery by a Demon before re-entering the hidden within the system.
Core (or it returns from Derezzing, see Demonic REZurrection),
the Demon will automatically be aware of the intruder and attack
again. . For bought encryption, Cryptography
Check DVs are the same as Defences (DV 13 = 1,000eb, for
These are the same used by netrunners, the Core can have up example), and must be applied to each File individually. Or you
to one program plus another per 4 Walls. A Demon (or can do your own encrypting (Cryptography Skill Check sets DV).
Mini-Demon, see later) can activate a program once per Round To install hidden Black ICE is a simple case of buying the ICE
just as a netrunner. Usual choices are DeckKRASH or Hellbolt, and then buying additional "File Protection", this is actually
See Ya and Armor non-Attacker programs are popular as well. software that disguises the link, trigger, and the ICE itself.
netrunner (or Demon) must first Derezz or Slide pass the Black
ICE to attack the protected deck and netrunner.
This follows the same rules as written, with the exceptions that
Demons are restricted to one for every 4 ICE Walls, and that For the installation of White ICE, a Cyberdeck or Dedicated
you can buy as many devices of the same type as you like to NET Agent is considered to have a free DV 6 Blocker Wall,
connect to a Control Node of that type upgrading that or adding more will cost the same as buying a Net
Architecture White ICE Wall. Additional White ICE will take 2
A slight addendum is the cost of Observation Cameras, these slots as with Black ICE for a Cyberdeck, a Dedicated NET Agent
are way cheaper than written: 50eb (Costly). isn't powerful enough to add any more ICE, but it can upgrade.

If an intruding netrunner suffers an unsafe Jack Out of an


Architecture, they suffer the direct damage to the brain (and the
Until this is covered a bit more, here are some options: Critical Effects if sixes are rolled) listed of all Rezzed enemy Black
ICE they've encountered in the Architecture as they leave.
A portable NET Architecture with one to four Walls and up to
two Control Nodes. A Demon (or Mini-Demon, see below) can
be installed in order to control the drones for the operator, or
the operator will have to directly control the drones themselves. 5,000 EB
Direct control of a drone through a dedicated rig can be 2, 2, 8, 4, 25
accomplished using a NET Action as normal (no Interface Check Causes 4d6 damage direct to the Enemy Netrunner's brain and
required, it's your system), non-netrunner operators linked and OSI Disruption to increase by 1 with Enemy Netrunner's
through Interface Plugs and Neuraware will have the equivalent Cyberdeck until rebooted.
of 2 NET Actions for controlling their own drones as there is no Unless KRASH Barrier is installed, their
Interface Check requirement to do so (they obviously still can't Cyberdeck automatically crashes resulting in an unsafe Jack Out
take control of someone else's drones unless they've been and the reduction to OSI Rating. OSI Disruption is still increased
compromised). Manual control allows one drone to be by 1 if blocked by KRASH Barrier.
controlled per (Meat) Action with a -2 penalty for any required
Checks. When drones and other moveable devices are 2,500 EB
controlled manually, the operator must use Drive Land (or Pilot 6, 6, 6, 2, 20
Air) Vehicles skill for any movement Checks for that device, the Causes 3d6 damage direct to the Enemy Netrunner's brain and
-2 penalty also still applies. and OSI Disruption to increase by 1 with Enemy Netrunner's
Cyberdeck until rebooted.
For 500eb an Agent can be bought which can have up to two Unless KRASH Barrier is installed, their
Control Nodes installed (hence it can only control two types of Cyberdeck automatically crashes resulting in an unsafe Jack Out
device, be it cameras, flying drones, ground drones, etc). It is no with the reduction to OSI Rating. Also unless Insulated Wiring is
where near powerful enough to install a Demon onto, but it can installed, their Cyberdeck catches fire along with their clothing.
install a single Mini-Demon. While on fire, until they spend a Meat Action to put themselves
A Dedicated NET Agent also comes with Interface Plug sockets out, the netrunner receives 2 damage to their HP at the end of
for direct neural connection to control drones, manual control their Turn. Cyberdeck's OSI Rating reduced by 2 if it catches fire
is also possible. (regardless of KRASH Barrier blocking the deck from crashing).
OSI Disruption increased by 1 if blocked by KRASH Barrier.

Less powerful Demon variants, used to control drones (or any


5,000 EB
6, 2, 8, 4, 30
other device) through a NET Architecture (one Mini-Demon per
Causes 4d6 damage direct to the Enemy Netrunner's brain and
2 Walls) or a Dedicated NET Agent.
Enemy Netrunner cannot progress further through any ICE Walls
Essentially scaled down variants of those presented in the book,
or safely Jack-Out this Round.
they have less I
Locks-up Cyberdeck. Until this Black ICE is
. Also, they cost a lot less; Mini-Imp = 100eb, Mini-Efreet =
Derezzed, Enemy Netrunner cannot progress further or Jack
500eb and a Mini-Balron = 1,000eb.
Out safely. In the meantime, the Black ICE will continue to attack.

2,500 EB
Basically all STATs remain as written, only the Effect and Cost 2, 4, 4, 2, 10
has changed, Zombie replaces Liche (both effect and listing on Causes 3d6 damage direct to the Enemy Netrunner's brain. Until
the table, Liche can be added on a 3 or 18 result, GM call). this Program is Derezzed, an enemy Netrunner hit by this Effect
makes all Slide Checks at a -2. Each Skunk Black ICE can only
affect a single Netrunner at a time, but the effects of multiple
When Black ICE is activated on a Cyberdeck, it works the same
Skunks can stack.
way as a NET Architecture. That is, the Cyberdeck is treated as
Until the Netrunner performs a reboot of their
the Core and is surrounded by the Black ICE Wall. Black ICE
Cyberdeck, the Netrunner makes all Slide Checks at -2.
cannot effect other ICE as they are programs meant to stop
intruders (Intrusion Countermeasure Electronics - ICE), but it
can do what it's intended design is, and stop enemy netrunners
from accessing the Cyberdeck. This means that any enemy
250 EB has to make a Death Save versus Brain Death as if they were
4, 4, 4, 2, 15 Mortally Wounded. If the Netrunner is already Mortally
Causes 2d6 damage direct to the Enemy Netrunner's brain and Wounded, or the damage from this program causes them to
lowers the amount of total NET Actions the Netrunner can become Mortally Wounded, Brain Death occurs automatically
accomplish on their next Turn by 1 (minimum 2). (no Death Save). Brain death from this program is the result of
Until the Netrunner performs a reboot of their having their entire mind wiped, leaving an empty shell.
Cyberdeck, lower the amount of total NET Actions available to
the Netrunner by 1 (minimum 1). 500 EB
2, 6, 2, 2, 15
Causes 3d6 damage direct to the Enemy Netrunner's brain and
Netrunner's MOVE is lowered by 1 (minimum 1) for the next
500 EB hour. The STAT effect is largely psychosomatic and leave no
4, 6, 2, 2, 15 permanent effects.
Causes 3d6 damage direct to the Enemy Netrunner's brain and The Netrunner's reduced MOVE symptoms now
Derezzes one program they currently have Rezzed at random. lasts for for an entire day. The effects are still largely
Destroys the above Derezzed program, or psychosomatic and leave no permanent effects.
another program installed on the Netrunner's cyberdeck at
random. 2,500 EB
6, 4, 6, 2, 20
5,000 EB Causes 4d6 damage direct to the Enemy Netrunner's brain and
6, 4, 6, 6, 30 Netrunner's INT, REF & DEX are each lowered by 1 (minimum
Causes 4d6 damage direct to the Enemy Netrunner's brain and 1) for the next hour. The STAT effects are largely psychosomatic
Derezzes one program they currently have Rezzed at random. and leave no permanent effects.
Destroys the above Derezzed program, or The Netrunner's reduced INT, REF & DEX
another program installed on the Netrunner's cyberdeck at symptoms now lasts for an entire day. The effects are still largely
random. psychosomatic and leave no permanent effects.

2,500 EB
4, 8, 6, 2, 20
Causes 3d6 damage direct to the Enemy Netrunner's brain and Cyberdeck Programs are re-written to be consistent with these
Derezzes one program they currently have Rezzed at random. Alternative Netrunning rules; programs no longer have REZ or
Destroys the above Derezzed program. Or DEF. It is either Rezzed or not, and netrunner defends.
another program installed on the Netrunner's cyberdeck at
random.

250 EB 500 EB
6, 4, 4, 2, 15 0. A NTI -D ECK
Causes 3d6 damage direct to the Enemy Netrunner's brain and Unless KRASH Barrier is installed, an Enemy Netrunner's
Derezzes one program they currently have Rezzed at random. Cyberdeck crashes resulting in an unsafe Jack Out and a
Derezzed program cannot be Deactivated until reduction of 1 to OSI Rating. OSI Disruption is increased by 1 if
this Raven Black ICE is Derezzed itself. Or one random non- blocked by KRASH Barrier.
Activated program cannot be Activated until this Black ICE is
Derezzed. 1,000 EB
2. A NTI -D ECK , A NTI -P ERSONNEL
2,500 EB Causes 3d6 damage direct to the Enemy Netrunner's brain and
8, 6, 6, 2, 25 and OSI Disruption to increase by 1 with Enemy Netrunner's
Causes 4d6 damage direct to the Enemy Netrunner's brain and Cyberdeck until rebooted.
Derezzes one program they currently has Rezzed at random. Unless KRASH Barrier is installed, their
Derezzed program cannot be Deactivated until Cyberdeck automatically crashes resulting in an unsafe Jack Out
this Sabretooth Black ICE is Derezzed itself. Or one random with the reduction to OSI Rating. Also unless Insulated Wiring is
non-Activated program cannot be Activated until this Black ICE installed, their Cyberdeck catches fire along with their clothing.
is Derezzed. While on fire, until they spend a Meat Action to put themselves
out, the Netrunner receives 2 damage to their HP at the end of
their Turn. Cyberdeck's OSI Rating reduced by 2 if it catches fire
(regardless of KRASH Barrier blocking the deck from crashing).
5,000 EB OSI Disruption increased by 1 if blocked by KRASH Barrier.
8, 2, 6, 2, 25
Causes 4d6 damage direct to the Enemy Netrunner's brain and 100 EB
Netrunner's INT, TECH & COOL are each lowered by 2 2. A NTI -P ROGRAM
(minimum 1) for an entire day. The STAT effects are largely Derezzes one program the Enemy Netrunner currently has
psychosomatic and leave no permanent effects. Rezzed.
Automatically causes Brain Injury Critical, if the
Netrunner is already suffering from this injury, the Netrunner
500 EB 500 EB
0. A NTI -P ERSONNEL Increases your Speed by +2 as long as this Program remains
Enemy Netrunner's INT, REF, and DEX are each lowered by 1 Rezzed.
for the next hour (minimum 1). The effects are largely
psychosomatic and leave no permanent effects. 500 EB
Increases all Intrusion Checks you make by +2 as long as this
500 EB Program remains Rezzed.
1. A NTI -D ECK , A NTI -P ERSONNEL
Causes 3d6 damage direct to the Enemy Netrunner's brain and
and OSI Disruption to increase by 1 with Enemy Netrunner's
Cyberdeck until rebooted. Should this cause the Cyberdeck to 250 EB
crash, OSI Rating of Cyberdeck is reduced by 2. Adds an additional 4 NET-SP, as long as this Program remains
Unless KRASH Barrier is installed, their Rezzed. Only 1 copy of this Program can be running at a time.
Cyberdeck automatically crashes resulting in an unsafe Jack Out
and the reduction of 2 to OSI Rating. OSI Disruption is still 100 EB
increased by 1 if blocked by KRASH Barrier. Reduces the ATK of all Non-Black ICE Attacker Programs run
against you to 0 as long as this Program remains Rezzed. Only 1
1,000 EB copy of this Program can be running at a time.
1. A NTI -D ECK , A NTI -P ERSONNEL , A NTI -P ROGRAM
Causes 3d6 damage direct to the Enemy Netrunner's brain and 500 EB
and OSI Disruption to increase by 1 with Enemy Netrunner's Ignores the first occurrence of a Critical Effect this Round. After
Cyberdeck until rebooted. Should this cause the Cyberdeck to stopping this effect, the Shield Derezzes itself. Only 1 copy of
crash, OSI Rating of Cyberdeck is reduced by 2, and a single this Program can be running at a time.
Non-Black ICE Program installed on the Cyberdeck is also
Destroyed at random.
Unless KRASH Barrier is installed, their
Cyberdeck automatically crashes resulting in an unsafe Jack Out, Sword and Banhammer have been renamed, as specialised
the reduction of 2 to OSI Rating and a single Non-Black ICE Attacker Non-Black ICE Programs called "ICE-Breakers"
Program also Destroyed at random. OSI Disruption is still 2,500 EB
increased by 1 if blocked by KRASH Barrier. 2
Does 4d6 REZ to a Black ICE Wall, or 2d6 REZ to a White ICE
500 EB Wall. Formerly written as Sword.
2. A NTI -D ECK
Enemy Netrunner cannot progress deeper through the 500 EB
Architecture's ICE or Jack Out safely for 1d6 Rounds (Enemy 1
Netrunner can still perform an unsafe Jack Out, though). Does 3d6 REZ to either a White ICE or Black ICE Wall. Formerly
written as Banhammer.
500 EB
1. A NTI -P ROGRAM
Destroys a single Non-Black ICE Program installed on the
Netrunner target's Cyberdeck at random. Its common knowledge that things never sit still in the computer
world, especially when it comes to NET security. To reflect this,
500 EB at the end of a job, or in between, a netrunner (or NET
1. A NTI -D ECK , A NTI -P ERSONNEL Architecture owner) should roll a d10 for each program (not
Causes 3d6 damage direct to the netrunner's brain and lowers copies of) and ICE they have (White or Black).
the amount of total NET Actions the Netrunner can accomplish If a result of '1' comes up, copies of their version of that
on their next Turn by 1 (minimum 2). program is now outdated, see below for the effect. This effect
Until the Netrunner performs a reboot of their is in place for each copy until the netunner pays 50% of the
Cyberdeck, lower the amount of total NET Actions available to program cost to replace that copy for an updated version for
the Netrunner by 1 (1 minimum). that program (a Fixer or Night Market connections may be
required to find the latest Attacker, Black ICE and ICE-Breaker
programs). Outdated programs cost 25% (if you're desperate).

Applies a -1 Penalty to Checks. If not updated, multiple rolls of


100 EB '1' stack applying a further -1 to Penalty.
Increases all Cloak Checks you make by +2 as long as this
Program remains Rezzed. Applies a -1 DV vs all Intrusion Checks made against it. If not
updated, multiple rolls of '1' stack applying a further -1 reduction
to Intrusion DV.
100 EB
Increases all Pathfinder Checks you make by +2 as long as this
Unfortunately these programs are completely nullified when
Program remains Rezzed.
they become outdated and cannot be used until updated.
Essentially Cyberspace is the Old NET, full of Rogue AIs, NET
Fortress Difficulty is a higher tier NET Architecture Difficulty ghosts, free roaming advanced killer daemon programs, and all
Rating, above Advanced. This level of difficulty is reserved for manner of other nastiness. I'm currently using variations of
the likes of top secret corporate installations or government 'free-roaming Demons', to represent these entities and what
military NET Architectures. Tread carefully (both GM and PC): they'll do to a Cyberspace travelling netrunner, these are called
"Revenants", see later.
When generating ICE Walls: Use Advanced Difficulty Rating
column of the table, White ICE Walls use DV as stated above. Is REALLY unsafe. Not only does the netrunner suffer the effects
of all Black ICE in the system they're crashed from, they will also

A NET Vault is a less accessible NET Architecture where the , and finally
most sensitive data is stored, for whatever purpose the they'll take damage as The Black Wall crashes into them, equal
building/facility has. These are always accessed through a to
dedicated Access Point, which requires to be within 6m of. (a Critical will result
High level data for big corporations will always use NET Vaults, in a Critical Injury to the Head).
which can sometimes be at a Fortress Difficulty Rating itself
(depending on corporation and data).

So first off, "Running Cyberspace" requires the old traditional


full immersion of the body and senses, it is just too demanding
on the mind, a netrunner just can't afford to be physically active
as well, all focus must be on netrunning.
While tweaking with Netrunning, my scope started to broaden As The Black Wall extends to a city's Data Pool, it can be
as to how I wanted a post 4th Corporate War NET to look like, 'reached' from almost anywhere in the city which has a
while taking into account the idea of Netwatch's The Black Wall. connection port to the Data Pool. All apartments (and better)
Below is what I came up with; like everything else, use it or not. will have such a port, as well as most hotel rooms (except cheap
ones) and a cube hotel will have one port (administrator's office).
Netwatch have essentially built super-controlled, information To cross The Black Wall requires an Intrusion NET Action, with
super-highway tunnels; the walls of which consisting of many a DV set by Threat Rating of the area being Jacked In from, a
versions and copies of the most potent Anti-Program and failed Check may cause an automatic response of law enforcers:
Anti-Personnel Black ICE they could come up with, called The
Black Wall. The NET is highly controlled now, all NET Combat/Outskirts 8 None, but gangers may be about.
Architectures have to 'officially' be registered with Netwatch Moderate 10 1d6 Minutes, Police investigation.
(20eb per ICE Wall registration fee). Through this, Netwatch; Corp/Moderate (Gov) 12 2d6 Rounds, Corp or Police raid.
tracks, follows, monitors, logs and essentially spies on every
movement of data that occurs between Architectures, including
the city's Data Pool. The protection used for a city Data Pool is
Not exactly the romantic idea of flying along beams of light, this
a direct extension of The Black Wall, and is monitored.
is more about being being stealthy and avoiding the denizens that
live here. Once passed The Black Wall, ideally the netrunner
need only to punch in the NET-Code and they'll zip instantly to
Sort of, it is far safer to be "on-site" where the NET Architecture the virtual location of the NET Architecture in Cyberspace,
is or use a direct link from one Architecture to a distant one via appearing at the outermost ICE wall. But its not that simple.
a NET Connection. However, it is possible to access Cyberspace In order to not get attacked along the way, a netrunner will
and travel to a NET Architecture through it, but there are three spend a NET Action to perform Cloak as part of travelling to the
things that need to be considered: Architecture. DV depends on how closely located, physically,
the NET Architecture is from the netrunner:
This is fundamental, before you cross through The Black Wall
Same City/Settlement 8
and dive into the exceptionally dangerous 'realm' of Cyberspace,
Different City (same country) 10
it is necessary that you have acquired the target Architecture's
International 12
'NET-Code' (a kind of IP address). This will likely be done
through legwork; talking to contacts, B&E into executive offices
Failure results in an encounter with a Revenant. GM rolls 1d6:
and dwellings, netrunning associated systems, and so on. Of
course,
(I MP D EMON E QUIVALENT )
to acquire an
Likely Programs: Flatline, Murphy
Architecture's NET-Code. And that's if it even has one at all, a
(E FREET D EMON E QUIVALENT )
NET Vault will obviously never have one.
Likely Programs: Armor, Poison Flatline, Superglue
I mean, there is nothing stopping you from wandering around
(B ALRON D EMON E QUIVALENT )
Cyberspace hoping to get lucky... Apart from the ridiculously
Likely Programs: Armor, Hellbolt, Kraken (Black ICE), Viral 45
small chance of "happening across" other NET Architectures
in Cyberspace, let alone the one you're looking for, as well as
The Revenant will have to be Derezzed before continuing.
the high probability of encountering some monstrous killer...
Continuing will require another Cloak NET Action as before.
The Revenant will REZurrect seconds after being Derezzed,
looking for the netrunner, waiting (should an unsafe Jack Out
occur). Or may be a hook for a future scenario as the netrunner
is hunted in Meat Space as well as Cyberspace, see Revenants.

If the Cloak NET Action is successful, the netrunner has managed


to avoid any (more) encounters in Cyberspace and have reached
the outer ICE Wall of the target NET Architecture.

Revenants use the same STATS as Demons with the exception


that they gain a +2 increase to their Interface Ability. They also
have a number of Non-Black ICE Programs (or Black ICE) at
their disposal (equal the number of NET Actions they have).
Unlike a netrunner's Cyberdeck, Black ICE does not take up 2
program choices of the Revenant. All the programs are
integrated as part of the digital entity and cannot be destroyed.

A Revenant's connection to Cyberspace gives it a natural


NET-SP (NET Surge Protection).
NET-SP 4
NET-SP 7
NET-SP 11

The Black Wall can be crossed over, and a Revenant can


potentially perform an Intrusion NET Action as well as a
netrunner.

But in some of those


less NET secure zones, with some of those old forgotten
corporate installations, on the outskirts of cities, who knows...
For more Cyberpunk 2020 costs for items (using 2020
guidelines, especially for vehicles). Alternative costs are,
for the following:
( Ammunition or Attachments),
, , ,
( ) and crafting . The x5 multiplier to
Real Estate Cost to Rent and Cost to Buy is based on Moderate costs should apply after character creation to keep the numbers
or better Threat Level security zones. Housing in zones with a smaller for that part (it can be assumed these items were
Combat or Outskirts Threat rating halve the costs. acquired as part of their background). The x5 multiplier is for
buying items only (once located),
. Remember,
At character creation, in order to allow a little variation between . Though Operator has the
characters, a character can begin with different housing to the additional benefit that one deal made through Haggle, can be
standard cargo container. A character also has an option to at instead of Market Price for Selling.
reduce their starting funds for a better starting location. See Vehicles use old CP2020 costs as guidelines.
below for starting funds modification based on starting location:
.
-500 EB
Cost to Rent (x1): 1,500eb
To take into consideration the higher cost to purchase non-
-500 EB
sundry items, the suggested Pay for Job will also be multiplied
Cost to Rent (x1): 1,500eb.
by 5.
-250 EB
.
Cost to Rent (x0.5): 1,250eb
-250 EB
, not the total pay for the job.
Cost to Rent (x0.5): 1,250eb.
+0 EB
Cost to Rent (x1): 1,000eb
+250 EB Other than the Exec (who is given stuff by their employer) and
Cost to Rent (x0.5): 750eb Lawman (again, supplied by governing authority), with the
+250 EB exception of character generation, no Roles are given stuff for
Cost to Rent (x0.5): 750eb free, just because of their Role Ability level. Instead they will be
+500 EB given access to better facilities (in case of the Medtech), and
Cost to Rent (x0.5): 500eb Nomad is as written except they have to pay for upgrades but
+500 EB also have the option to buy vehicles at half cost.
Cost to Rent (x1): 500eb. Safe(ish) Communal Area. No room
for Tech Workshop or Clinic. 1-4
+750 EB
Cost to Rent (x0.5): 250eb. Unsafe Gang Communal Area as A 'medical room' can be set up at the cost of 5,000eb and adds
described in book. No Room for Tech Workshop or Clinic. +100eb to monthly rent to run. It requires at least a Cargo
+0 EB , B UT YOU HAVE A K OMBI . Container or Apartment sized housing. Medtech can perform
Cost to Run: 250eb. Chooh2 still used to run the engine which Mall level cyberware installation using the medical room, as well
runs your conveniences, and they'll be occasional maintenance as any trauma surgery.
(or at least a replacement lock/window or two)
+50 EB , PLUS YOU GAIN AN OLD CAR . 5-7
Cost to Run: 100eb. There will still be occasional fuel cost and
maintenance. With this knowledge a Ripperdoc clinic could be set up at the
+100 EB , PLUS A MOTORBIKE cost of 10,000eb (or expand on a smaller medical room
Cost to Run: 50eb. There will still be occasional fuel cost and operation for 5,000eb). This will require housing of at least
maintenance. Buy a sleeping bag! Basement or Small Workshop and adds +500eb to monthly rent
+1,000 EB to run. A Clinic sized operation has room for up to a three
Cost to Rent: N/A. Again, sleeping bag. Cryotanks, Medtech can also perform Clinic level cyberware
installation here.
It would appear very tempting to all begin on the street, in the
wild with their bike, or in a car for the additional funds or vehicle. 8-10
However, it does mean they have to start the game with an
immediate Endurance Check to see if they are Fatigued, and then a Ripperdoc hospital could be set up at the cost of 20,000eb (or
follow the rules for sleeping as written. expand on a smaller Clinic operation for 10,000eb). This will
With regards to starting vehicles, the vehicles that come as part require housing of at least Large Basement or Workshop and
of the 'package' are far from new and in Poor condition. adds +1,000eb rent. Hospital sized operation has room for six
Cryotanks, Medtech can also perform Hospital level cyberware
. Like a jammed gun, it will installation here.
require an Action with Starting the vehicle again.
Medical tech (Cryosystem Operation) is mostly as written, just Sandevistan no longer applies a +3 to REF as standard, the
expanded upon: benefit of Sandevistan over Kerenzikov is the lower Humanity
Loss, in this regard,
A LLOWS ACCESS TO A C RYOPUMP due to the fact that
Not to keep, but to borrow for 1 week (no questions asked), it is always on (spending your life in "bullet-time" is difficult to get
however this can be purchased for half price (2,500eb), or is over).
free at Character Generation. . That isn't
A LLOWS ACCESS TO A SMALL CLINIC to say that the +3 option isn't there, the user can decide to go
Can install Clinic level cyberware here and also contains one for the full +3, however it can only be activated once before
Cryotank. This access is not 24/7 and may require some recharging (cannot gain +3 if already been used for +2 over the
Persuasion or Bribery (10eb or 50eb) to use. last hour and vice-versa).
A LLOWS ACCESS TO A HOSPITAL AREA
Has two cryotanks and facilities to install cyberware of Clinic
level surgery, though bribery may be a little higher (100eb). For C LINIC 2,500 EB (E XPENSIVE ) 3(1 D 6)
5,000eb a single "secondhand" cryotank will be available and can In order for Boosted REF to affect a ranged attack, the firearm
be installed and operated at Medtech's Ripperdoc Clinic. must have a Smartgun Link Upgrade and be neural linked to the
A CCESS TO LARGER HOSPITAL AREA Smartgun Co-Processor.
With three Cryotanks and facilities to install Hospital
requirement cyberware. Any owned Cryopump has its charges
and capacity increased to two. Can acquire up to two more C LINIC 2,500 EB (E XPENSIVE ) 3(1 D 6)
Cryotanks, 5,000eb each, for Medtech's Ripperdoc Clinic. In order for Boosted REF to affect Drive or Pilot skill, the vehicle
E XPANDED C RYO -O PERATIONS must have a Cyber-control Upgrade (Moto level 1) and the
Can acquire up to another three Cryotanks (six total) for Cyber-controls neural linked to the Cyberpilot Co-Processor.
5,000eb each, this will require a Ripperdoc Hospital. Owned Drones do not require the Cyber-control Upgrade, this is
Cryopump charges and capacity increase to three. installed as standard.

Much simpler, Nomads can still access vehicles as per the rules,
but they can buy them from the Pack at 50% cost (2020 prices).
Access to the vehicle isn't always guaranteed until bought by the
Nomad, however, any Upgrade paid for (see below) will also All Assault Rifle entries on the Clip Chart have the capacity
count towards the vehicles cost to buy. increased by 5 (30, 40 and 50), it just makes autofire easier.
With Upgrades, the Role Ability defines what is available in their
Pack, the Upgrade itself must still be paid for. This weapon's magazine now holds 60 bullets, not 40.

. An Upgrade can be acquired outside of a


Nomad Family or before Moto has reached the required level,
however the cost is multiplied by 5 (and if outside of a Nomad Armour-Piercing ammunition now works as Dual Purpose did
Family, you're going to have to install it yourself or find a Tech). in previous edition, ignore half the defender's armour. The
downside is that it is a Hell of a lot more expensive now: 500eb

As well as the benefit with Critical hits, any damage roll that
would indicate armour ablation (a six is rolled and damage
penetrates armour), 2 points of SP are ablated instead of 1.

This is standard ammunition for Grenades now.

Though this ammunition cannot cause a Critical Injury, a Critical


H OSPITAL 5,000 EB 14(4 D 6) rolled on damage still requires an Endurance KO Check to stay
conscious, usual DV applies depending on Wounded State.
H OSPITAL 5,000 EB 7(2 D 6)
Kerenzikov and Sandevistan are both now considered to be a
'Reflex Booster', as opposed to 'Speedware'.
Smart Ammunition also halves Cover DV Modifier (round down,
, sorry choomba, but if you're in Poor Coverage cover that's all
the boosted REF does not benefit skills unless additional co- shot-up, it's doing diddly with this ammo).
processors are bought (see Smartgun Co-Processor and
Cyberpilot Co-Processor). Both Reflex Boosters are now
considered to be Very Expensive, 5,000eb, and require Hospital
installation.

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