Equipment Reference
Full SotB gear tables. (R) = restricted. Press / to search.
Weapons
| Name | Cat | Skill | Dam | Crit | Range | Enc | HP | Price | Rar | Special |
|---|---|---|---|---|---|---|---|---|---|---|
| Assault Rifle (R) | slugthrower | Ranged (Heavy) | 8 | 3 | Long | 4 | 3 | 1,000 | 7 | Auto-fire |
| Auto-Fletcher | mass-driver | Ranged (Light) | 3 | 2 | Medium | 2 | 1 | 500 | 5 | Auto-fire, Pierce 2, Vicious 2 |
| Baseball Bat | melee | Melee | 5 | 3 | Engaged | 2 | 0 | 30 | 1 | Disorient 2 |
| Brass Knuckles | brawl | Brawl | +1 | 4 | Engaged | 1 | 1 | 40 | 1 | Disorient 3 |
| Bullpup Carbine | slugthrower | Ranged (Heavy) | 7 | 3 | Medium | 3 | 2 | 825 | 7 | Accurate 1, Auto-fire |
| Charged Crystal Katana | melee | Melee | +3 | 2 | Engaged | 3 | 2 | 600 | 10 | Defensive 1, Pierce 3, Reinforced, Unwieldy 3 |
| Chromecrushers (R) | brawl | Brawl | +3 | 4 | Engaged | 2 | 1 | 250 | 3 | Linked 1 |
| Chromecrushers v2 (R) | brawl | Brawl | +3 | 3 | Engaged | 2 | 1 | 350 | 3 | Vicious 3 |
| Combat Shotgun (R) | slugthrower | Ranged (Heavy) | 8 | 3 | Short | 4 | 2 | 1,000 | 5 | Auto-fire, Blast 5, Inaccurate 1, Vicious 2 |
| Fletcher (R) | mass-driver | Ranged (Heavy) | 4 | 2 | Medium | 3 | 3 | 675 | 5 | Blast 4, Pierce 2, Vicious 3 |
| Fletcher Pistol | mass-driver | Ranged (Light) | 4 | 2 | Medium | 1 | 2 | 450 | 4 | Pierce 2, Vicious 2 |
| Gauss Rifle (R) | mass-driver | Ranged (Heavy) | 10 | 2 | Extreme | 5 | 3 | 2,000 | 7 | Cumbersome 3, Pierce 5, Slow-Firing 1 |
| Glop Grenade | explosive | Ranged (Light) | 1 | 6 | Short | 1 | 0 | 50 | 5 | Blast 1, Ensnare 4, Limited Ammo 1 |
| Guided Missile Launcher (R) | fire-support | Gunnery | 20 | 3 | Strategic | 6 | 3 | 25,000 | 8 | Blast 10, Breach 2, Cumbersome 5, Guided 4, Limited Ammo 1, Prepare 1 |
| Hand Cannon | slugthrower | Ranged (Light) | 7 | 3 | Medium | 1 | 3 | 345 | 3 | Inaccurate 1, Limited Ammo 4 |
| Heavy Fletcher (R) | fire-support | Gunnery | 6 | 2 | Medium | 6 | 3 | 1,400 | 5 | Cumbersome 3, Blast 6, Pierce 4, Vicious 3 |
| Heavy Gauss Rifle (R) | fire-support | Gunnery | 15 | 2 | Extreme | 7 | 3 | 4,000 | 8 | Breach 1, Cumbersome 5, Slow-Firing 1 |
| Laser Cannon (R) | fire-support | Gunnery | 10 | 3 | Long | 6 | 2 | 1,675 | 9 | Accurate 1, Burn 1, Cumbersome 4, Sunder |
| Laser Pistol | energy | Ranged (Light) | 6 | 3 | Short | 1 | 2 | 650 | 8 | Accurate 1, Burn 1 |
| Laser Rifle (R) | energy | Ranged (Heavy) | 8 | 3 | Medium | 4 | 2 | 900 | 8 | Accurate 1, Burn 1 |
| Light Machine Gun (R) | fire-support | Gunnery | 10 | 3 | Long | 6 | 4 | 1,750 | 6 | Auto-fire, Cumbersome 3, Pierce 2, Vicious 2 |
| Light Pistol | slugthrower | Ranged (Light) | 5 | 4 | Short | 1 | 1 | 100 | 2 | |
| Maser (R) | fire-support | Gunnery | 5 | 3 | Short | 6 | 2 | 1,275 | 6 | Breach 1, Cumbersome 5, Unwieldy 2, Vicious 5 |
| Micro-Missile Launcher (R) | fire-support | Gunnery | 12 | 4 | Long | 5 | 2 | 3,000 | 7 | Blast 10, Cumbersome 4, Guided 3, Limited Ammo 3, Prepare 1 |
| Monoblade | melee | Melee | +1 | 2 | Engaged | 1 | 1 | 225 | 3 | Pierce 2 |
| Monofilament Grenade (R) | explosive | Ranged (Light) | 7 | 3 | Short | 1 | 0 | 85 | 4 | Blast 7, Limited Ammo 1, Vicious 2 |
| Palm Stunner | brawl | Brawl | 5 | 5 | Engaged | 0 | 0 | 70 | 3 | Disorient 2, Slow-Firing 2, Stun Damage |
| Pistol | slugthrower | Ranged (Light) | 6 | 3 | Medium | 1 | 2 | 300 | 2 | |
| Plasma Cutter | melee | Melee | 12 | 3 | Engaged | 5 | 3 | 725 | 5 | Burn 1, Prepare 1, Sunder, Unwieldy 2 |
| Power Gauntlet (R) | brawl | Brawl | +4 | 4 | Engaged | 3 | 2 | 1,120 | 6 | Concussive 2, Knockdown, Prepare 1 |
| Rifle | slugthrower | Ranged (Heavy) | 8 | 3 | Long | 4 | 3 | 875 | 4 | Accurate 1 |
| Shotgun | slugthrower | Ranged (Heavy) | 8 | 3 | Short | 3 | 2 | 900 | 4 | Blast 5, Knockdown, Vicious 2 |
| Sledgehammer | melee | Melee | +4 | 4 | Engaged | 4 | 4 | 200 | 2 | Cumbersome 2, Knockdown |
| Stun Baton | melee | Melee | +2 | 5 | Engaged | 1 | 2 | 125 | 2 | Disorient 3, Stun Damage |
| Stun Grenade | explosive | Ranged (Light) | 8 | 5 | Short | 1 | 0 | 70 | 4 | Blast 8, Disorient 3, Limited Ammo 1, Stun Damage |
| Stun Gun | melee | Melee | 6 | 5 | Engaged | 1 | 1 | 200 | 3 | Stun 4, Stun Damage |
| Submachine Gun (R) | slugthrower | Ranged (Light) | 5 | 3 | Medium | 2 | 1 | 400 | 4 | Auto-fire |
| Synap Pistol | energy | Ranged (Light) | 5 | 6 | Short | 1 | 2 | 375 | 2 | Disorient 4, Stun 3, Stun Damage |
| Titanium Shovel | melee | Melee | 5 | 4 | Engaged | 3 | 0 | 50 | 2 | Stun 2 |
| Utility Knife | melee | Melee | 3 | 4 | Engaged | 1 | 0 | 25 | 1 | |
| Waterknife | melee | Melee | 10 | 3 | Engaged | 4 | 1 | 850 | 4 | Prepare 1, Sunder, Unwieldy 3, Vicious 3 |
Slugthrower
Enc 4 · HP 3 · ₡1,000 · R7
Auto-fire
Light select-fire rifles that spit medium-caliber caseless rounds (typically 5mm or 7mm) with high rates of fire. Modern builds use buckyweave-reinforced composites with alloy barrels and smart systems. Highly illegal for average citizens; prisec/mercenaries may hold NAPD use permits. Models: Strelet Arms S101 MWS, Cantor M-101.
Strelet Arms S101 MWS, Cantor M-101
Enc 3 · HP 2 · ₡825 · R7
Accurate 1, Auto-fire
Compact “bullpup” design with action and magazine behind the trigger—shorter overall length while retaining rifle punch. Preferred by many PMCs and corporate security for enclosed spaces; easy to hide. Modern smart systems fix older balance issues. Models: Strelet Arms S101.b MCW, Kalashnikov AK-X2 Carbine.
Strelet S101.b, Kalashnikov AK-X2
Enc 4 · HP 2 · ₡1,000 · R5
Auto-fire, Blast 5, Inaccurate 1, Vicious 2
Military short-barreled, magazine-fed select-fire shotgun (12/20-gauge). Savage kick (often smart-damped) and a nasty tendency to jam on full auto. GM may spend Threat Threat on a combat check to jam the weapon (cannot fire until a maneuver clears the jam). Models: HHI Model 8, Cantor XK Jackhammer.
HHI Model 8, Cantor XK Jackhammer
Enc 1 · HP 3 · ₡345 · R3
Inaccurate 1, Limited Ammo 4
Big, loud heavy pistols built for vicious close-quarters firefights—hard to conceal, nothing subtle. Can punch through heavy armor and drop angry cyborgs/bioroids with well-placed shots. Tremendous recoil; most have smart recoil dampers. Models: Strelet 12mm Bogatyr, Sturm Quadra .454, Argus M-1 Titan big-game revolver.
Strelet 12mm Bogatyr, Sturm Quadra .454, Argus M-1 Titan
Enc 1 · HP 1 · ₡100 · R2
Lightweight, often disposable small-caliber sidearms—poor stopping power but ubiquitous with criminals and on the Moon (3-D printable; low-velocity rounds rarely puncture domes). Anyone searching you adds Setback to Perception checks to find a light pistol. Models: Strelet Stinger, Skorpios PD-01, Cantor Ranger, MarsGoods .22 Poly CCP.
Strelet Stinger, Skorpios PD-01, Cantor Ranger, MarsGoods .22 Poly CCP
Searchers add Setback to Perception to find this weapon.
Enc 1 · HP 2 · ₡300 · R2
Standard sidearms for law enforcement, military, self-defense, and crime—huge variety of calibers and styles, from snub belly guns to high-tech NAPD pistols. Respectable range and stopping power; often smart-linked. Models: Delta Arms Enforcer, Cantor M2111, Sturm Rapid 10.
Delta Arms Enforcer, Cantor M2111, Sturm Rapid 10
Enc 4 · HP 3 · ₡875 · R4
Accurate 1
Long-range magazine-fed semiautomatic longarms—sporting, hunting, marksman, and antique battle rifles. In New Angeles most end up with police sharpshooters and criminals rather than sportsmen; wealthy risties may own artistic antiques. Models: Gewehrwerks AG GR14, Skorpios Model 14 Police Marksman Rifle.
Gewehrwerks GR14, Skorpios Model 14
Enc 3 · HP 2 · ₡900 · R4
Blast 5, Knockdown, Vicious 2
Semiautomatic smoothbore with integrated magazine; chambers from .410 birdshot to 12-gauge. Versatile for home defense, LE, and crime. Especially useful in space and on Luna—low-velocity pellets are less likely to breach domes/bulkheads. SEA and NAPD armories on Midway, Challenger, and Heinlein stock them. Models: Frazetta Maxum, Horner Model 37, Argus Police-12.
Civilian/sporting shotguns
Enc 2 · HP 1 · ₡400 · R4
Auto-fire
SMGs combine pistol size/ease of use with select-fire rifle capability. Modern electronic firing and narrow profiles make them easy to hide; some fold to look like briefcases. Favored by paramilitaries, special operators, criminals, and insurgents. Restricted. Models: Gewehrwerks AG MP30, Cantor Model 4 10mm SMG.
Various
Mass driver
Enc 2 · HP 1 · ₡500 · R5
Auto-fire, Pierce 2, Vicious 2
Select-fire flechette “machine pistol” / light SMG: trades pinpoint accuracy for filling space with darts. Needles have a bit less stopping power per hit than single-shot fletchers in exchange for volume of fire. Models: Skorpios MP1 Flechette Machine Pistol.
Skorpios MP1
Enc 3 · HP 3 · ₡675 · R5
Blast 4, Pierce 2, Vicious 3
Combat-shotgun-sized mass driver firing canisters of 2mm NEXT flechettes that disintegrate into clouds of razor darts—tears armor, flesh, and bone. Popular military intimidation tool; NAPD deems them too vicious for police work; orgcrime loves them. Restricted. Models: Strelet Arms FX09, NEXT XR11 Shredder.
Strelet FX09, NEXT XR11 Shredder
Enc 1 · HP 2 · ₡450 · R4
Pierce 2, Vicious 2
Smallest mass driver—roughly 9mm-pistol sized, chambered for 2mm NEXT flechettes. Go-to for target shooters and personal protection; popular with police, prisec, special ops, assassins, PIs, and enforcers. Models: NEXT XP5 Needlegun, Argus Stiletto.
2mm NEXT flechette pistols
Enc 5 · HP 3 · ₡2,000 · R7
Cumbersome 3, Pierce 5, Slow-Firing 1
Largest human-portable mass driver (~two meters): heavy, somewhat fragile, power-hungry, but can punch an exosuit from kilometers away. Semi-auto tungsten-tipped penetrators with optics, bipods, and recoil aids. Sniper/anti-materiel standard for state and private militaries; too expensive for most private citizens. Restricted. Models: NEXT CG44, Cantor Model 4 Deadeye.
NEXT / military rail rifles
Energy
Enc 1 · HP 2 · ₡650 · R8
Accurate 1, Burn 1
First mass-produced energy sidearms (NEXT PL840.a lineage). High-capacity rechargeable cells fire nearly invisible coherent light—exceptionally accurate at short range and shockingly effective vs unarmored/light armor. Popular with senior brass, collectors, and anyone who works in space. Models: Argus 78P, NEXT PL1000 Blaster.
Astra StarForge sidearms
Enc 4 · HP 2 · ₡900 · R8
Accurate 1, Burn 1
Semiautomatic (some select-fire) energy longarms—more accurate than slugthrowers, more efficient than Gauss. Heat makes shots hard to conceal, but combat performance is solid. Iconic weapon of the U.S. Space Expeditionary Corps. Restricted. Models: NEXT L12, Argus 180R, Astra Consolidated StarForge.
Astra StarForge Laser Rifle
Enc 1 · HP 2 · ₡375 · R2
Disorient 4, Stun 3, Stun Damage
“Gandhi guns”—detuned energy weapons for detention. Tracking laser then bioelectric charge disrupts synapses to paralyze/unconscious humans or androids (small cardiac-arrest risk). Popular mostly non-lethal option. Models: NEXT Syn-stun, Strelet Incapacitator, Argus Immobilizer.
Less-lethal neuro weapons
Fire support
Enc 6 · HP 3 · ₡25,000 · R8
Blast 10, Breach 2, Cumbersome 5, Guided 4, Limited Ammo 1, Prepare 1
Reusable shoulder tubes firing smart anti-aircraft/anti-armor missiles with extreme range and sensor intelligence (exhaust profiles, electromagnetic signatures). Single-operator capable but bulky—strength or exosuit recommended. Highly illegal in New Angeles. Restricted. Models: Strelet Arms L101 Shooting Star.
Enc 6 · HP 3 · ₡1,400 · R5
Cumbersome 3, Blast 6, Pierce 4, Vicious 3
Huge smoothbore flechette cannons meant to shred massed infantry with 250mm canisters of thousands of 2mm darts. Rare outside military bases. When using a heavy fletcher, spend one fewer Advantage to trigger Blast (Advantage if the attack succeeds, or Advantage Advantage if it fails). Restricted. Models: NEXT HF10, Skorpios suit-portable Needle Cannon.
Enc 7 · HP 3 · ₡4,000 · R8
Breach 1, Cumbersome 5, Slow-Firing 1
25mm smoothbore anti-armor mass drivers (vehicle-cannon class) for fortifications at the edge of visual range. Technically human-portable with tripod/LBE; more often carried by exosuits. Restricted. Models: Cantor LACR-01, NEXT CG70(H).
Enc 6 · HP 2 · ₡1,675 · R9
Accurate 1, Burn 1, Cumbersome 4, Sunder
Vehicle/emplacement heavy lasers—efficient and precise mid-ground between slugthrowers and mass drivers. Still prone to overheating. GM may spend three Threat or Despair on combat checks with a laser cannon to damage the weapon one step (Core repair table). Restricted. Models: NEXT Mk I Annihilator, Astra SuperNova.
Enc 6 · HP 4 · ₡1,750 · R6
Auto-fire, Cumbersome 3, Pierce 2, Vicious 2
Modern caseless LMGs with gyro-stabilization and advanced heat-dispersion materials so they keep firing even when barrels glow. Largely replaced by heavy fletchers in top-tier armies; still used by prisec and less-developed forces. Restricted. Models: Degtyarev Kord 40.r 10mm, Springfield M20.
Enc 6 · HP 2 · ₡1,275 · R6
Breach 1, Cumbersome 5, Unwieldy 2, Vicious 5
Microwave lasers: nearly invisible focused microwaves that excite water molecules—lethal to unarmored targets, less so vs metallic armor (plasteel carapace/exosuits typically lose Breach for that check). Can short unshielded electronics; vs vehicles, spend Advantage Advantage on a success to inflict 5 system strain. Converted from industrial/comms tools in the Lunar Insurrection. Restricted. Models: NEXT MX-990, Astra QuasarFire.
Enc 5 · HP 2 · ₡3,000 · R7
Blast 10, Cumbersome 4, Guided 3, Limited Ammo 3, Prepare 1
Soldier-portable guided micro-missiles with a sensor suite that needs a moment to acquire, then rapid fire with home-on-target. Smaller warheads than full guided missiles—weaker vs armor. Restricted. Models: NEXT PR-40a.
Explosive
Enc 1 · HP 0 · ₡50 · R5
Blast 1, Ensnare 4, Limited Ammo 1
Officially “non-lethal immobilization devices”—sticky foam that foams on air contact. Set contact or timer (up to three rounds) as an incidental. After being hit, for the rest of the round the GM may spend three Threat or Despair from any of your checks to immobilize you until end of your next turn. Models: NEXT Non-Lethal Immobilization Device.
Enc 1 · HP 0 · ₡85 · R4
Blast 7, Limited Ammo 1, Vicious 2
Fragmentation grenades: explosive core wrapped in nearly a kilometer of monofilament inside a carbon-metallic shell—detonation sprays razor wire shards. Contact or timer (up to three rounds) as an incidental. Restricted. Models: Taejo Mk IV Fragmentation, Springfield M11 M-Grenade.
Taejo Technologies
Enc 1 · HP 0 · ₡70 · R4
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
High-intensity sonic pulse plus electric capacitor discharge—ostensibly non-lethal but can still incapacitate or kill. Contact or timer (up to three rounds) as an incidental. Models: NEXT M7 Sandman Flash-Bang.
Melee
Enc 2 · HP 0 · ₡30 · R1
Disorient 2
Improvised or sporting club—common undercity weapon when firearms are too loud or restricted. Solid bludgeon with enough mass to rattle teeth; Disorient quality represents stunning blows.
Enc 3 · HP 2 · ₡600 · R10
Defensive 1, Pierce 3, Reinforced, Unwieldy 3
Rose electroconductive crystal lattice blade charged from a hilt cell until crystals align—nearly transparent and almost indestructible. Yakuza and aspiring swordsmen; handmade and unique (no mass models). One-handed, but while wielded in both hands it gains Vicious 2. Extremely rare prestige weapon.
Two-handed: gains Vicious 2. Handmade unique blades.
Enc 1 · HP 1 · ₡225 · R3
Pierce 2
Hilt with reel of single-molecule buckyweave that stiffens under static charge into a wickedly sharp blade—cuts cloth, armor, flesh, and bone with equal ease. Easily concealed; various lengths. Models: Strelet Razor Edge, Delta Arms M30 Utility Blade.
Strelet Razor Edge, Delta Arms M30, Skorpios Bloodletter
Enc 5 · HP 3 · ₡725 · R5
Burn 1, Prepare 1, Sunder, Unwieldy 2
Industrial thermal plasma tool (argon carrier gas) for shipbuilding and heavy fab—portable with straps/backpack. Repurposed by Lunar/Martian rebels for boarding and anti-bioroid melee. Requires two hands. Models: HHI PX830 Portable Plasma Torch.
HHI PX830
Requires two hands.
Enc 4 · HP 4 · ₡200 · R2
Cumbersome 2, Knockdown
Ordinary tool turned Human First symbol and weapon after anti-android protests. Impossible to outlaw; two hands required. Models: various commercial and homemade.
Requires two hands. Human First symbol.
Enc 1 · HP 2 · ₡125 · R2
Disorient 3, Stun Damage
Collapsible composite baton with electrical discharge—riot cops and enforcers. Nearly unbreakable nonmetallic composites; palm-sized when collapsed, extends past half a meter with a wrist flick. Models: Personal Defense Industries Mk I Collapsible Baton.
Enc 1 · HP 1 · ₡200 · R3
Stun 4, Stun Damage
Contact capacitor box with two spikes—same synapse-disruption principle as synap pistols but melee-only. Common self-defense; modern fuel cells rebuild charge in seconds. Models: Personal Defense Industries Zapper-2.
Enc 3 · HP 0 · ₡50 · R2
Stun 2
Reinforced work shovel used as a makeshift two-handed weapon by laborers, protestors, and anyone grabbing the nearest tool. Heavy enough to Stun on a good hit; not subtle, but hard to ban.
Enc 1 · HP 0 · ₡25 · R1
Common folding or fixed utility blade—tools first, weapons second. Cheap, legal, and always at hand for runners, techs, and street work when a monoblade would draw the wrong attention.
Enc 4 · HP 1 · ₡850 · R4
Prepare 1, Sunder, Unwieldy 3, Vicious 3
Industrial hydro-abrasive cutter (quartz or diamond media in liquid) for heat-sensitive materials. Portable “power saw” versions get repurposed into vicious close-combat weapons. Requires two hands. Models: HHI Neptune Hydro Suspension Cutting System.
HHI Neptune (repurposed)
Brawl
Enc 1 · HP 1 · ₡40 · R1
Disorient 3
Hardened alloy knuckle bars—one of the oldest ways to amplify a punch. Easy to use and conceal; widely considered poor form (criminals and the desperate). Models: various commercial and homemade.
Enc 2 · HP 1 · ₡250 · R3
Linked 1
High-tech boxing gloves with burst-discharge knuckle actuators and a backpack power pack, invented for human-vs-bioroid pit fights (e.g. Hoyo Rojo). Require two hands (used as a pair). Restricted; dark reputation. Models: Kaluta Hammerstryke!, Cyberclash Punchmasters.
Kaluta Hammerstryke!, Cyberclash Punchmasters
Requires two hands (used in pairs).
Enc 2 · HP 1 · ₡350 · R3
Vicious 3
High-tech gloves with burst-discharge knuckle actuators and a backpack power pack, invented for human-vs-bioroid pit fights (e.g. Hoyo Rojo). Restricted; dark reputation. Models: Kaluta Hammerstryke!, Cyberclash Punchmasters.
Kaluta Hammerstryke!, Cyberclash Punchmasters
Enc 0 · HP 0 · ₡70 · R3
Disorient 2, Slow-Firing 2, Stun Damage
Tiny contact stunner (~1 cm square) strapped in the palm; high-yield capacitor dumps on impact, then recharges over a couple of minutes. Exceptional discreet self-defense. Models: PDI Stun-R 900, NEXT Palm Protector.
Enc 3 · HP 2 · ₡1,120 · R6
Concussive 2, Knockdown, Prepare 1
Exosuit-style armored hand/forearm with energized knuckle shield—police and enforcer intimidation tool. “Less lethal” but easy to deal serious damage. Restricted. Models: Argus PowerFist, Mars Manufacturing MX-01 Crusher.
Mars Manufacturing MX-01 Crusher
Armor
| Name | Def | Soak | Enc | HP | Price | Rar | Notes |
|---|---|---|---|---|---|---|---|
| Concealed Buckyweave | 1 | 1 | 1 | 2 | 320 | 5 | Under-clothing ballistic weave |
| Durable Clothing | 0 | 1 | 1 | 1 | 50 | 1 | Everyday reinforced fabrics |
| Environmental Hardsuit | 0 | 1 | 4 | 2 | 260 | 4 | Hostile environment protection |
| Hard Hat | 0 | 0 | 1 | 0 | 25 | 1 | +1 melee defense |
| Heavy Jacket | 0 | 1 | 1 | 0 | 50 | 1 | Streetwear +1 soak |
| Light Body Armor | 0 | 2 | 2 | 1 | 500 | 5 | Police / bounty hunter light plate-weave |
| Optical Camouflage Suit (R) | 2 | 0 | 2 | 1 | 580 | 7 | Protek chameleon suit |
| Padded Armor | 0 | 2 | 2 | 0 | 200 | 2 | Sports / training padding |
| Personal Exosuit (R) | 0 | 3 | 5 | 4 | 5,000 | 6 | +1 Brawn (incl. soak from Br), +4 WT; sensors; if unpowered Enc 12 |
| Plasteel Carapace (R) | 1 | 2 | 4 | 3 | 750 | 5 | Heavy nonpowered military plate |
| Riot Armor | 0 | 2 | 3 | 2 | 550 | 5 | NAPD / crowd control; +Setback Resilience vs tear gas |
Thin buckyweave ballistic layer worn under or as clothing. +1 soak, +1 defense. Favored when you need protection without looking armored.
Everyday reinforced streetwear and work clothes (e.g. Freerunner Urban Adventures lines). +1 soak. Looks like normal clothing.
Industrial/hostile-environment suit (e.g. HHI Hazardwear). +1 soak. Built for heat, cold, toxins, and rough work more than pure combat.
Industrial/construction helmet. Provides +1 melee defense. Cheap workplace safety kit, not combat armor.
Heavy street jacket with enough padding/material to grant +1 soak. Common New Angeles outerwear; not regulated armor.
Catchall for armored vests, flak jackets, and lightweight non-carapace armor (torso, often forearms/shins; often with open-faced helmet). +2 soak. Cheap relative to military gear; used by civilians in danger zones, criminals, budget security, and some extreme sports. Models: OV-1 Bulletproof Vest.
Active optical camouflage / chameleon suit (Protek and similar). +2 defense, no soak bonus. Restricted high-tech stealthwear.
Padded sports or training armor (hopper racing, practice gear). +2 soak without military aesthetics or hard points.
Powered exoskeleton with heavy composite armor (worn, not piloted as a vehicle at this scale). +3 soak listed; also +1 Brawn (which further raises soak) and +4 wound threshold. Sensor suite removes up to two Setback from Perception, Vigilance, or combat checks caused by darkness/smoke. If unpowered: encumbrance becomes 12 and lose sensor suite and Brawn bonus. Restricted. Models: Heliodyne Sampson, Weyland Roughneck, Argus Ranger Mk IV.
Heaviest nonpowered armor: interlocking composite plates over a reinforced unisuit. +1 defense, +2 soak. Military/prisec hardware with regulations against civilian ownership (orgcrime ignores those). Some suits NBC-sealed. Models: AMR Crusader, Garda Hussar.
Heavy-duty law-enforcement suit: service uniform base plus ballistic gel/polycarbonate plates (torso, shoulders, forearms, shins), often with integrated gas mask and helmet speakers. +2 soak. While worn: add Setback to Resilience checks to resist tear gas and other riot-suppression chemicals. Optional riot shield +₡150 (one hand; +1 melee and ranged defense; light + remove Setback Setback from smoke/darkness). Models: NAPD M1, USAF Peacekeeper.
Gear
Personal low-g mobility: waist air jets controlled by a handheld virt panel. While worn: do not treat movement in zero gravity as movement through difficult terrain.
Non-portable computer terminal (crate-sized to tower). Often BMI-ready. Favored by serious runners and independent sysops. Computer capacity: up to four icebreakers and six ice active at once. Wired and wireless Network ports.
Brain-Machine Interface: neural sheath linking neurons to a computer for full sensory “deep” runs. Not a computer itself, but may connect to any computer. During a Network encounter, go deep as a maneuver: until go shallow, only Network actions/maneuvers (no real-world actions/maneuvers), but may perform a second maneuver each turn without spending strain.
Powerful narrow-band encrypted transceiver from Lunar Insurrection surplus; can push short messages Earth-to-orbit and was used for signals warfare. When performing the Access System action with a burst transmitter: reduce difficulty by 1 (minimum Simple −).
Full harness, ~200 m micro-filament rope (two adults), quick-stick pitons, motorized ascend, one-shot grapnel. Grapnel: Ranged (Light) vs difficulty by range band of the target structure. Securing a piton is a maneuver. Motorized harness: ascend/descend without a check.
Messenger bags, engineer bags, and computer totes worn over the shoulder or across the torso. Weatherproof, zero-G polymer, or RFID-proof variants exist. While worn: encumbrance threshold +3.
Used by criminals, spies, and investigators to alter appearance: wigs, hairpieces, makeup, contacts, camo paints, prosthetic features. Advanced kits may include basic biometric spoofers for fingerprint, retinal, or even genelocks.
Compact kit for moderate injuries: bandages, basic drugs, antiseptics, tools, coagulants. Allows Medicine checks to heal wounds or Critical Injuries without penalty for lacking supplies. If the Medicine check generates three Threat or Despair, supplies are used up and the kit may no longer be used.
Alloy adhesive patches for temporary machine repairs (even shuttles/dropships in a pinch) and basic bioroid repairs. Either: add Setback to a Mechanics check when making repairs, or use as a slap-patch to heal bioroids (same diminishing-return slap-patch rules).
Heavy-duty military transceiver with smart encryption. Antenna, power, and kit fit a lightweight pouch. Broadcasts anywhere within line of sight of the bearer (including low orbit).
Modern high-efficiency flashlight. Provides light out to medium range and removes Setback added to checks due to darkness.
Suitcase forensics kit: evidence storage (incl. cold micro-freezer), fingerprint/DNA tools, magnifier/recorder, chemical/DNA analyzer, camera + las-scanner for holographic scene capture. When searching a crime scene with it: add Advantage to Vigilance and Perception checks.
Handheld diagnostic scanner for mechanical and electrical faults; interfaces with computer-controlled machines and smart systems. On Computers or Mechanics checks to work on hardware while using it: add Advantage to the results.
Cheap Pixel dermal patches from the undercity. After use: heal 3 strain but become disoriented for the remainder of the encounter (or one hour narrative time). Addictive if the group uses addiction rules (all drugs here except slap-patches).
Smartgoggles with passive night vision, thermal imaging, and (in some models) microband radar. While worn: remove up to two Setback added to checks due to darkness, smoke, or other concealment.
Laser imager that produces a detailed 3D map of a room, compartment, cave, etc. in seconds, with software for markup. Useful for engineers and for infiltrators casing secure sites.
Also called a tac-vest: full-torso vest with snaps, loops, and hooks (often zero-G polymers). Can be worn over body armor or plasteel carapace. While worn: encumbrance threshold +3.
Modular electronic lockpicking device for key-card, time, keypad, and computer-controlled locks (advanced models may tackle biometrics). Allows attempts to open electronic locks/latches. On Skulduggery to open an electronic lock while using it: add two Advantage to the results.
Specialty tools for mechanical locks. Possession can draw police attention. Allows attempts to open mechanical locks/latches. On Skulduggery to open a mechanical lock while using it: add one Advantage to the results.
Also called Blue Tears / Free-Fall: plaza-level gel-tabs that slow time perception with intense hallucinations. After taking: lose free maneuver on your turn for the next five rounds (or five minutes narrative), and add two Threat to any checks during that time.
Catchall for commercial 3D printers / fab suites using synthetic and composite feedstocks. Cannot print complex multi-part devices like finished firearms or PADs, but can make components. Assemble a simple tool (or equivalent part) of encumbrance 2 or less in five to ten minutes with matching raw materials (plascrete/metals).
Matrix Alignment Lock shipping case: dull-gray oval in a polycarbon harness. A modulated current realigns the molecular matrix into a seamless, diamond-hard seal that stays locked without power and has no computerized components. Holds items totaling up to encumbrance 20. Opening without the correct current needs plasma cutters or explosives (which usually destroy the contents). Randomly guessing the combination with a computer takes on the order of 1d5 years.
Small hand-held arc welder with swivel head and flip-up eye shield for emergency repairs and bonding lightweight materials. Not for heavy structural work, but can fix a weapon or seal a door in a pinch.
Military-surplus-style buckyweave backpacks with current-activated internal frames and quick-seal weatherproof compartments. While worn: encumbrance threshold +5.
Small digital video recorder worn over one or both eyes (monocle/glasses style). Not a computer. Records what you see for download to a linked computer or PAD. Popular with newscasters and vloggers.
Emergency oxygen bottle with disposable mouthpieces/modular valves (common Midway to Mars). Avoid effects of suffocation in low-oxygen environments (vacuum, underwater, toxic gas) for up to ten minutes. Other environmental effects (e.g. vacuum wounds) still apply.
Personal Access Device: ubiquitous phone + Network terminal + storage + PC. Handheld or wearable; touch, voice, or higher-end holo/gesture interfaces. Without Network access, much more limited. Computer capacity: one icebreaker and one ice active. Generally wireless only. Storage for other files is effectively unlimited for most campaigns. House Quickhacking pack: the same device class is listed under Equipment → Cyberdecks as Agente/PAD (Dam 1, Engaged, Stun Damage, Breach 1).
Modern walkie-talkie: small, secure personal comms. Limited range but largely unaffected by buildings. Cheap, common, and largely untraceable because they only talk to a specified network of comlinks.
Street “doc-bag”: backpack clinic with omnitools of self-sterilizing smart plastic, compressed supplies, concentrated drugs, and an integrated diagnostic computer. Allows Medicine without supply penalty. On a successful check to heal wounds, target heals 1 additional wound and 1 additional strain.
Backpack- or satchel-sized rig balancing PAD portability and big-rig power. Preferred for runs on the move. Computer capacity: up to two icebreakers and two ice active. Wired and wireless ports. House Quickhacking pack: combat profile under Equipment → Cyberdecks (Dam 2, Engaged, Stun Damage, Breach 1).
Hand tools plus circuit testers, meters, scanners, and specialty bits for basic mechanical and electronic repair (PAD screens to hopper turbines). Provides the equipment needed to make Mechanics checks without penalty for lacking tools.
Tiny ID and credit reader worn as jewelry or implanted. Point-of-sale and access-control staple for vendors, artisans, and bouncers. Not a computer, but may link to one and can serve as a link into a system.
Gas mask / rebreather (some with integrated goggles). While worn: add Success to Resilience checks to resist poisonous atmospheres or hazardous environments.
Reinforced synthetic-fiber rope: light, high tensile strength, as versatile as classic hemp for climbing, securing loads, and improvised solutions.
One-use synthskin patch (stim + painkiller + antibiotic). Maneuver to apply to self or engaged ally; consumed. Heals 5 wounds the first use that day; each later patch the same day heals 1 fewer (2nd→4 … 6th→0). Resets after one day. Counts as Genesys painkillers for talents/rules. Bioroids do not gain wound healing from slap-patches (use emergency repair patches instead).
Goggles or shades that let users without skulljacks/cybereyes interface with smart tech. Most are wireless and sync up to four smart systems; data shows in peripheral vision. Not a computer, but may link to one and provide a HUD for it.
Half-meter zero-G polymer strips that snap around wrists/ankles when struck hard. Cannot be severed without heavy cutters. Escaping without heavy cutters: Formidable (◆◆◆◆◆) Athletics or Daunting (◆◆◆◆) Coordination.
Modern lightweight EVA suit: temperature control, radiation shielding, O2 and power. Some armored with slip-on plates or buckyweave; higher-end models may add thrusters, power assist, magnetic soles. Typically sold with an emergency repair kit for tears/leaks. When worn, encumbrance is 3.
Uppers/stimulants (street quality varies). Maneuver to take or inject an engaged ally. Immediately heal all strain currently suffered. At end of encounter, instead of normal strain recovery, suffer 10 strain; may make Average (◆◆) Resilience to reduce that by 1 per Success or per two Advantage.
Sting / Blo-Back neurosuppressant: blocks pain receptors while overstimulating adrenals. Maneuver to inject self or engaged ally. Until end of encounter, ignore penalties Critical Injuries impose on skill checks (GM may exclude blindness/lost limbs, etc.). After the encounter, penalties return and immediately suffer 4 strain and 4 wounds.
Hip belt with holster or tool bag and sealable weatherproof pouches for small items. While worn: encumbrance threshold +2.
Vehicles
SotB Ch.2 (p.113–117). Broad profiles plus a named example. Combat / chase / hull math is on Rules → Vehicles. Hoppers in New Angeles are usually AI-flown; manual flight in the city is tickets if you get caught.
| Name | Cat | Skill | Sil | Spd | Hnd | Def | Arm | Hull/SS | Price | Rar |
|---|---|---|---|---|---|---|---|---|---|---|
| Cargo hopper | hopper | Piloting | 4 | 2 | -2 | 0 | 0 | 10/12 | 40,000 | 4 |
| Combat dropship | aerospace | Piloting | 4 | 4 | -1 | 0 | 2 | 10/10 | 750,000 | 6 |
| Commuter hopper | hopper | Piloting | 2 | 2 | -1 | 0 | 0 | 3/4 | 14,000 | 2 |
| Groundcar | ground | Driving | 2 | 2 | -1 | 0 | 0 | 5/3 | 5,000 | 3 |
| Groundtruck | ground | Driving | 3 | 1 | -2 | 0 | 0 | 7/3 | 7,500 | 3 |
| Heavy freighter | starship | Operating | 6 | 1 | -3 | 0 | 3 | 30/20 | 50,000,000 | 5 |
| Hopperbike | hopper | Piloting | 2 | 4 | +2 | 1 | 0 | 2/4 | 8,000 | 3 |
| Luxury hopper | hopper | Piloting | 2 | 3 | +1 | 1 | 0 | 4/6 | 85,000 | 3 |
| Orbital runabout | starship | Operating | 4 | 1 | -2 | 0 | 1 | 15/9 | 1,000,000 | 3 |
| Passenger dropship | aerospace | Piloting | 4 | 4 | 0 | 1 | 0 | 8/8 | 500,000 | 5 |
| Police hopper | hopper | Piloting | 2 | 3 | 0 | 0 | 1 | 5/5 | 60,000 | 3 |
| Space superiority fighter | starship | Operating | 3 | 5 | +1 | 2 | 1 | 9/12 | 7,500,000 | 7 |
Hoppers
₡40,000 · R4 · Enc cap 200 · Crew 1 driver or fully autonomous · Passengers 0 · SotB p.113
Example: K&P Aerospace G-77 Goliath
Large, bulky, unlovely machines built to haul tons of cargo. No passengers; the hull is cargo space plus mechanicals. Some still have a driver’s cab; most new ones are AI-only.
K&P G-77 Goliath: flying shipping container with automated cargo-handling. Common in the city, often painted in corp logos and graffiti.
₡14,000 · R2 · Enc cap 25 · Crew 1 driver or fully autonomous · Passengers 3 · SotB p.113
Example: Arlis-Maxim Bumblebee
Small runabouts that get people around New Angeles. Not stylish. Room for up to four people and a few large bags. Like most hoppers, an AI autopilot flies it. Handling is, charitably, sedate.
Arlis-Maxim Bumblebee: typical commuter — comfortable cabin, infotainment, modern safety options. High-quality engineering; popular with retirees and young professionals.
₡8,000 · R3 · Enc cap 10 · Crew 1 driver · Passengers 1 · SotB p.114
Example: Qianju PT 7000
Flying motorcycles: one open pilot seat and a windscreen on oversized fuel cells and heavy electromagnetic hoverfoils. Blisteringly fast and highly maneuverable. Cargo is limited — a passenger behind the pilot and a few small items in saddlebags or seat storage.
Qianju PT 7000 is a current sports bike: four times the power of the original Personal Transport, race-capable, blunt aggressive chassis, and a matching price tag.
₡85,000 · R3 · Enc cap 20 · Crew 1 driver · Passengers 3 · SotB p.114
Example: Heliodyne AMG-90
Luxury and high-performance hoppers often travel together. Risties spend too many credits on mid-life-crisis machines: leather, threedee projectors, compact wet bars. A real pilot also notices the mechanical advantages.
Heliodyne AMG-90: last word in luxury for CEOs, celebrities, and crime bosses. Sensor suite, encrypted comms, and an AI with military-grade combat-drone capability. Many owners keep a Tenma or fly it themselves.
₡60,000 · R3 · Enc cap 25 · Crew 2 NAPD officers · Passengers 3 · SotB p.115
Example: Arlis-Maxim Enforcer
Bigger and more powerful than civilian hoppers, with larger fuel cells for range. AI pilots let officers handle patrol mid-flight; officers are expected to take the stick to get the most from it. Armored for undercity patrols. Passenger seats are for prisoners.
Arlis-Maxim Enforcer: over half a million sold to law enforcement. Trades maneuverability for straight-line chase power. Sustained hover, remote spotlights, deployable wheels. Enforcer K9 variant has a larger trunk for Hachi-Inu clones.
Ground vehicles
₡5,000 · R3 · Enc cap 25 · Crew 1 driver · Passengers 5 · SotB p.115
Example: Tomi-Arisaka Caballero
Cheap groundcars still clog undercity roads. Inefficient in New Angeles, so they are usually owned by the poor. Stay on arterial highways and undercity streets.
T-A Caballero: Ecuadoran-Japanese commuter of choice for blue-collar New Angelinos. A custom culture grew around it — wheels, paint, interiors, stereos. Spontaneous car shows in Esmeraldas and Quinde.
₡7,500 · R3 · Enc cap 100 · Crew 1 driver · Passengers 3 · SotB p.115
Example: PAL-Dnieper Gazelle
Slower and heavier than groundcars. Massive cargo haulers are fully automated (two dimensions, even a simple computer can drive one). Lighter trucks stay popular with self-employed trades in the undercity.
PAL-Dnieper Gazelle: out of production ~40 years, clunky even when new. Criminals like it — inconspicuous, and most lack hardware to talk to the Network or Traffic Authority.
Aerospace
₡750,000 · R6 · Enc cap 80 · Crew 1 pilot, 1 ECW operator, 1 crew chief · Passengers 15 · SotB p.116
Example: HHI Raider
Owned by militaries and wealthy prisec corps. Best way to put soldiers into space and back down alive, with fire support. Somewhat aerodynamic, thick armor, engines bully them through atmosphere.
HHI Raider: popular with Globalsec and other prisec. New Angeles law forbids military craft in its airspace; most corps hold permits “for VIP transportation.”
Weapons: Chin-mounted railgun (Forward; Dam 3; Crit 2; Extreme; Breach 1, Vicious 2). Air-to-air missiles (Forward; Dam 5; Crit 3; Strategic; Guided 3, Limited Ammo 4). Two auto-turret support fletchers (Starboard or Port; Dam 6; Crit 2; Medium; Blast 6, Personal Scale, Pierce 4, Vicious 3).
₡500,000 · R5 · Enc cap 200 · Crew 1 pilot, 1 co-pilot · Passengers 20 · SotB p.116
Example: Weyland Aerospace Hilo
Small, fast, luxurious transatmospheric craft for wealthy VIPs and expensive cargo. Cabins are spacious because boosting someone to orbit is already exorbitant. Sleek delta wings; engines strong enough to leave atmosphere without extra boosters.
Weyland Aerospace Hilo: civilian dropship for up to twenty dignitaries. Encumbrance 200 is without passengers.
Starships
₡50,000,000 · R5 · Enc cap 5000 · Crew 8 civilian crew · Passengers 10 · SotB p.116
Example: Burke-class
Cargo and people between Earth and Mars; some also run Earth–Moon. Unlike Challenger Memorial Ferry slow-boats (weeks to Heinlein on orbital momentum), these use fusion-powered ion drives and cross in days.
Burke-class ships are still rare — a handful in space, one or two building at HHI. Rotating crew rings for gravity. Passengers rise to 50 if cargo pods become transport pods.
₡1,000,000 · R3 · Enc cap 200 · Crew 1 pilot, 1 waldo operator · Passengers 12 · SotB p.117
Example: HHI Orbital Construction Vehicle
Workboats around Earth and the Moon. Some are “spaxies” from Midway to nearby facilities; others mount heavy arms and remote tools as construction boats. Blunt, no-frills, low-power ion engines on solar panels and capacitors.
HHI OCV: roughnecks joke it looks like a squid mated with a tin can — a ring of waldo arms around the front.
₡7,500,000 · R7 · Enc cap 12 · Crew 1 pilot, 1 gunner · Passengers 0 · SotB p.117
Example: SA/F-01A Striker
Cannot enter atmosphere. Not aerodynamic — usually a ball with engines on one end and weapons on the other. Massive gyros let it spin in place; they do not look it, but they are among the most maneuverable ships in space.
United States Air Force SA/F-01A Striker: first purpose-designed combat spacecraft. Only one type is actively deployed; every major power is working on their own.
Weapons: Forward-mounted laser cannon (Forward; Dam 3; Crit 3; Extreme; Accurate 1). Self-guided missiles (Forward; Dam 6; Crit 3; Strategic; Guided 4, Limited Ammo 6, Vicious 2).
Body Modifications
Cybernetics permanently reduce Strain Threshold while installed. Skill/characteristic bonuses from cyber are capped at +1 total per stat. G-mods do not cost strain threshold. Assimilating a g-mod: Average Resilience — fail = rejected (no benefit, still paid); fail with [Threat] [Threat] [Threat] [Threat] or [Despair] = mutation (permanently −1 WT or ST, player’s choice). Dice results are written in brackets: [Success], [Threat], [Boost]…
Invasive skeleton reinforcement (buckyweave + light alloys). Whenever you suffer a Critical Injury, roll twice on the Critical Injury table and choose which result applies. −1 Strain Threshold while equipped.
Crit: roll twice, pick one. −1 ST.
Retractable claws under the nails. Suffer 1 strain: until the end of the encounter, unarmed Brawl attacks deal +1 damage and have Critical 3. Unnoticeable without a thorough medical inspection when retracted. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain: unarmed Brawl +1 damage, Crit 3 until end of encounter.
Color-changing skin. Starts as solid human skin tones; with practice, any color or pattern. Suffer 1 strain before a Stealth check or a check to apply or adopt a disguise to add [Success]. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain before Stealth or a disguise check: add [Success].
House rule (Quickhacking pack). Socket/bus on a Neuroport that accepts elongated implant cyberdeck chips. Cost ₡500. Required to use any implanted cyberdeck. Does not function without a Neuroport (or GM-approved equivalent neural interface).
Neuroport option; required for implant cyberdecks.
Common prosthetic eyes (night-vision / IR is typical). +1 Perception. Remove [Setback] caused by smoke or darkness on any checks. Can display PAD info on the eyes. −1 ST while equipped. Cyber skill bonuses cap +1 total per skill.
+1 Perception; remove [Setback] from smoke/darkness; −1 ST.
High-tech prosthetic arm or leg. Choose +1 Brawn or +1 Agility when obtained (cyber characteristic bonuses cap +1 total per characteristic). Book: one or more cybernetic arms −1 ST total, one or more cybernetic legs −1 ST total. Medical-only replacements for Maimed (etc.) may be half price with no bonus, still costing ST.
Choose +1 Brawn or +1 Agility. One or more arms −1 ST; one or more legs −1 ST.
Mechanical organ replacements. Choose one: Heart (+2 Wound Threshold — special exception, max +2 WT from cyber hearts total); Lungs (+1 Athletics; survive up to five minutes in an unbreathable atmosphere, not vacuum); Liver (+1 Resilience; immune to alcohol). Each cyberorgan: −1 ST while equipped.
Heart +2 WT / lungs +1 Athletics / liver +1 Resilience. −1 ST each.
Supercharges natural healing. Suffer 1 strain before a Resilience check to recover from a Critical Injury to add [Success]. When healing via natural rest, heal +1 wound. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain before Resilience to heal a Crit: add [Success]. Natural rest +1 wound.
Subminiature amplifiers and nerve enhancement. +1 Vigilance. Remove [Setback] caused by loud noises or sound-based attacks on any checks. −1 ST while equipped.
+1 Vigilance; remove [Setback] from loud noise / sound attacks; −1 ST.
Genetic muscle sculpt for coordination / reflexes. You may have only one enhanced-muscle type. Suffer 1 strain before a Coordination or Ranged (Light) check to add [Success]. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain before Coordination or Ranged (Light): add [Success]. Only one muscle type.
Genetic muscle sculpt for raw strength. You may have only one enhanced-muscle type. Suffer 1 strain before an Athletics, Brawl, or Melee check to add [Success]. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain before Athletics, Brawl, or Melee: add [Success]. Only one muscle type.
Hypersensitive nose (can be toggled so daily life is not constant overload). Suffer 1 strain before a Survival check to add [Success]. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain before Survival: add [Success].
Nanomachines and nerve therapy. +1 Coordination and +1 Vigilance. −1 ST while equipped. Users often find it hard to sit still; the world can feel slow.
+1 Coordination and Vigilance; −1 ST.
Control body hair (messy, not salon-perfect). Suffer 1 strain to shed hair over about a minute, or to stimulate growth: quarter-inch stubble ~4–5 hours, shaggy at least 12 hours, shoulders more than a day, mid-back more than two days. Choose any natural hair color when growing. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain: shed (~1 minute) or grow (stubble hours; long hair a day+).
Gene cocktail for eye color, muscle definition, face, minor height/weight — skin-deep; not actual strength. Suffer 1 strain before a Charm or Leadership check to add [Success]. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain before Charm or Leadership: add [Success].
Microelectronics wired into the brain. +1 Willpower (cyber cap +1). −1 ST. You may lose the good sense to flee danger. At the GM’s discretion, add [Setback] to social skill checks for seeming robotic.
+1 Willpower; −1 ST. GM may add [Setback] to social checks.
House rule (Quickhacking pack). Common cortical interface for biometrics, apps, and local device pairing. Characters with a Neuroport can be targeted by Quickhacks. Does not by itself grant BMI deep-run benefits (use Skulljack / Spinal Modem for SotB Network BMI rules). May install a Cyberdeck Port (separate item, ₡500) to host implant cyberdecks. Strain cost 0 — treated as near-ubiquitous consumer wetware in this house pack.
Required to be a Quickhack target; can host Cyberdeck Port.
Eyes take in more light (passive night vision) but are sensitive to brightness; slightly unnatural reflective pupils. Often need sunglasses. Suffer 1 strain before a Vigilance or Perception check in dark conditions to add [Success]. In bright conditions, add [Success] [Threat] instead. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
Dark: 1 strain before Perception/Vigilance → [Success]. Bright: add [Success] [Threat] instead.
Neural shunts suppress pain. Once per encounter when you suffer a Critical Injury, activate as an out-of-turn incidental: until the end of the encounter ignore that Crit’s skill-check penalties (GM may exclude blindness or a lost limb). After the encounter the penalties return. −1 ST. Easy not to notice how badly you are hurt.
Once/encounter: ignore that Crit’s check penalties until the encounter ends. −1 ST.
Skull access jack (wired or wireless). Surgically installed BMI: go deep or go shallow as a maneuver. While deep, only Network actions/maneuvers; you may take a second Network maneuver each turn without spending strain. While linked to a computer: +1 all Knowledge skills (cyber skill cap applies). −1 ST. Wireless can sometimes be jammed or intercepted.
BMI; +1 all Knowledge while linked; −1 ST.
Spinal computer with portable-rig power, wired to the brain. Hosts up to 2 icebreakers and 1 ice; wired and wireless. Full BMI: go deep / go shallow as a maneuver; second Network maneuver without strain. +1 all Knowledge. −1 ST. Can never disconnect from the Network (always traceable / targetable). Restricted. Risk of burning out the user’s mind.
Computer (2 icebreakers + 1 ice) + BMI; +1 Knowledge; −1 ST; never disconnects.
Thin buckyweave and ballistic gel plates under the skin. Enough to turn a blade or absorb a beating, not a substitute for armor. +1 soak. −1 ST while equipped.
+1 soak; −1 ST.
Canines fall out and regrow as long fangs; jaw is strengthened as a side effect. When you bite: unarmed Brawl +2 damage and Vicious 1. Add [Boost] to all Coercion checks and [Setback] to all Charm checks (hard to fully close the mouth; lisping/drooling is common). Some file the fangs to fit. Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
Bite: unarmed Brawl +2 damage, Vicious 1. [Boost] to Coercion; [Setback] to Charm.
Altered liver plus harmless tumor-like filters. Very hard to poison; cannot get drunk or high; generally impervious to atmospheric toxins. Suffer 1 strain before a Resilience check to resist poisons, toxins, or addiction to add [Success]. Suffer 1 strain to cancel the effects of a drug in your system (no effect on slap-patches). Install: Average Resilience — fail = rejected (still paid); [Threat] [Threat] [Threat] [Threat] or [Despair] on that fail = mutation (permanently −1 WT or ST).
1 strain before Resilience vs poison/toxin/addiction: add [Success]. 1 strain to cancel a drug (not slap-patches).
Attachments
SotB Table 2–8. Use hard points (HP) on weapons/armor. These replace Core attachment options in this setting.
Use with: Any smart ranged weapon.
Displays max and current shots in a cybereye, smartgoggles, or HUD so the user is not surprised by an empty mag.
Modifiers: While using this weapon, the GM cannot spend Threat or Despair to cause it to run out of ammo. HP required: 1.
Use with: Any one-handed Melee weapon.
Ultra-lightweight materials and careful balance make a hand weapon light and easy to wield.
Modifiers: Gains Accurate 1 or increases Accurate by 1. If it has Inaccurate, reduce Inaccurate by 1 (min 0) instead. HP required: 1.
Use with: Any combat armor.
Plascrete after-market plates popular with mercenaries and NAPD SWAT. Heavy, but they help deflect shots and blows and absorb damage from direct hits.
Modifiers: Wearer increases ranged defense by 1. Armor encumbrance +1. HP required: 1.
Use with: Any smart Ranged (Heavy) or Gunnery weapon.
Smart long-range suite: rangefinder, digital optics, laser sight, weather uplink. Feeds range, windage, and bullet drop to cybereye/HUD/smartgoggles.
Modifiers: Reduce difficulty of ranged combat checks beyond medium range by 2 (min Average ◆◆). Cannot combine with another scope/sight bonus. HP required: 3.
Use with: Any Ranged (Heavy) or Gunnery weapon.
Simple two-legged stand to stabilize a weapon. Low-tech but still popular.
Modifiers: If you spend one preparation maneuver to deploy: while crouched/prone (or braced on something solid), Cumbersome/Unwieldy reduced by 2 (min 0) and encumbrance reduced by 2 (min 0). HP required: 1.
Use with: Any smart ranged weapon.
Firing mechanism linked to a BMI/skulljack/spinal modem so the weapon can be fired by mental command (training required to avoid stray thoughts).
Modifiers: Requires BMI, skulljack, or spinal modem. First combat check with this weapon in an encounter: add Success and Threat. May fire by mental command even if not holding it, if within long range. HP required: 1.
Use with: Any armor.
Reinforces a suit with fantastically expensive, quad-layer buckyweave fabric to drastically increase its protective qualities.
Modifiers: Armor gains the Reinforced item quality. HP required: 2.
Use with: Any armor that includes a helmet.
Optical enhancements built into the helmet: passive night vision, thermal imaging, digital zoom, vid recording, polarized filters. Advanced models may include ultrasound or radar imaging.
Modifiers: Removes up to two Setback added to checks due to smoke or darkness. HP required: 1.
Use with: Any close-combat weapon that deals bludgeoning/crushing damage (not edged).
Denser striking surfaces for more impact on bludgeoning weapons.
Modifiers: Damage +2. Gains Cumbersome 2 or increases Cumbersome by 1. HP required: 1.
Use with: Any armor.
Skull, demonic face, or similar paint/holo on the faceplate or surface. Custom work only — more frightening than a blank carapace visor.
Modifiers: While wearing this armor: add Success to Coercion checks; add Failure to Charm checks. HP required: 0.
Use with: Any armor with a rigid external carapace.
Short-range thrusters for microgravity and brief flight / high-altitude drops on Earth (e.g. Argus Icarus System).
Modifiers: Once per encounter, activate as an incidental. Until end of next turn: may fly and do not suffer falling damage. HP required: 2.
Use with: Any smart slugthrower weapon.
Smartlinked gyrostabilizers and gas vents to make automatic or hard-kicking slugthrowers more controllable.
Modifiers: Decrease Inaccurate by 1 (minimum 0). HP required: 1.
Use with: Any Ranged (Light) weapon.
Purpose-built short barrel for a quicker draw at the cost of effective range.
Modifiers: Draw this weapon as an incidental (not a maneuver). Weapon range becomes short. HP required: 1.
Use with: Optical camouflage suits, environmental hardsuits, and light body armor.
Tailoring and cut that make armor look like ordinary street clothing.
Modifiers: Armor looks like normal clothing. Anyone searching the character adds Setback Setback to Perception checks to notice they are wearing armor. HP required: 0.
Use with: Any armor with a rigid external carapace.
Exosuit tech (polyfiber muscle clusters and microhydraulics) that turns a hardsuit into makeshift powered armor for lifting and carrying.
Modifiers: While wearing: encumbrance threshold +5; add Success to Brawn-based checks. HP required: 2.
Use with: Any weapon.
Custom fitting and finishing so a mass-market weapon becomes an extension of its user.
Modifiers: Weapon gains the Superior item quality. HP required: 1.
Use with: Any smart ranged weapon.
IFF smart system that identifies allies and refuses to fire when a shot would hit a friendly. Takes a moment to scan the fight.
Modifiers: Spend a maneuver to activate for the rest of the encounter: GM cannot spend Despair from combat checks with this weapon to hit an ally engaged with the original target. HP required: 2.
Use with: Any smart ranged weapon.
Simple smart reticle in cybereye/HUD/smartgoggles. Improves accuracy; does not combine with other sighting systems; only moderately useful at longer ranges.
Modifiers: Gains Accurate 1 or increases Accurate by 1 (or reduces Inaccurate by 1, min 0). Cannot combine with another scope/sight bonus. HP required: 1.
Use with: Any ranged weapon that could logically use a telescopic sight.
Traditional optical magnification. Cheaper than smart systems; modern materials improve durability, but function is classic glass and tubes.
Modifiers: Reduce difficulty of ranged combat checks at long and extreme range by 1. HP required: 1.
Use with: Any smart ranged weapon.
Harness plus powered articulated arm that supports heavy weapons on the body (e.g. HHI PowerLift). Unwieldy for untrained users; lets someone field a heavy gun without a full exosuit.
Modifiers: While harness is attached to you: Cumbersome reduced by 4 (min 0), encumbrance reduced by 2 (min 0). Weapon gains Unwieldy 2 or increases Unwieldy by 1. HP required: 3.
Use with: Any armor that covers the entire body and includes a helmet.
Joint seals, coatings, and unisuit changes so a full-body armored suit resists NBC agents, heat, cold, and vacuum when buttoned up.
Modifiers: While wearing: ignore effects of vacuum and other hazardous environments for up to two hours. HP required: 1.
Use with: Any smart weapon.
Biometric / palm-print lock so only the designated owner can fire a smart weapon.
Modifiers: Cannot be fired except by designated user. Unlocking/reprogramming a stolen lockout: Daunting (◆◆◆◆) Computers (Hacking). GM may spend three Threat or Despair to permanently disable the weapon. HP required: 1.
Use with: Any Ranged (Heavy) weapon.
Simple sling that takes up part of a longarm’s weight. Styles vary; New Angeles often favors bold hexagonal patterns.
Modifiers: Weapon encumbrance −2. HP required: 1.
Night City Armory (house)
For characters made with the Night City setting pack (not default SotB archetypes). Armory 001 adds extra weapon attachments on top of Table 2–8. Armory 002 puts hard points on implants, rebrands G-mods as ordinary implants (no mutation check), and grants a Skulljack at chargen (0 ST, 3 HP, ₡0 then ₡800).
Chargen and the sheet already switch catalogs when the PC’s setting is Night City. This page is the reference.
Night City Cybertech
Passive implants still cost Strain while installed (stat block). Active implants cost Strain to fire and have 0 permanent ST. Minor fashion/replacements are 0 ST and 0 HP. Attachments spend the host’s hard points (usually 1 HP each). Replacements restore lost function only (half price, no bonus, 0 ST).
Retractable blades in forearm or fist sheaths. Suffer 1 strain to extend them until the end of the encounter. While extended they are this weapon: Melee; Damage +3; Crit 2; Range Engaged; Pierce 3. While retracted they are unnoticeable without a medical inspection. While extended you cannot hold anything in that hand.
1 strain: Melee +3, Crit 2, Pierce 3, Engaged. Retracted: hidden. Extended: that hand is empty.
Constantly monitors vital signs and broadcasts data to the user’s HUD. Minor cyberware: no permanent Strain loss, no hard points. (A Skulljack already includes a biomonitor.)
Vital signs on your HUD. 0 ST.
Bones laced into a protective barrier. Whenever you suffer a Critical Injury, roll twice on the Critical Injury table and choose which result applies. −1 Strain Threshold. 1 hard point for Bone Lacing attachments.
Crit: roll twice, pick one. −1 ST. HP 1.
A chromatophore mesh under the skin. Suffer 1 strain before a Stealth check, or a check to apply or adopt a disguise, to add [Success] to the results.
1 strain before Stealth or a disguise check: add [Success].
Dyes and pigments infused into the skin to permanently change its hue, from hiding blemishes to neon-green skin. Minor cyberware: no permanent Strain loss, no hard points.
Permanent skin-hue change. 0 ST.
Implant prevents undesired pregnancy. Minor cyberware: no permanent Strain loss, no hard points.
Prevents undesired pregnancy. 0 ST.
Replacement prosthetics for lost hearing. Restores previously lost function only — no Vigilance bonus, no hard points, no Strain loss.
Restores hearing only. No bonus, 0 ST.
A cybereye can dramatically improve eyesight. One or more cybereyes: +1 Perception and remove [Setback] caused by smoke or darkness on any checks. Can display PAD info on the eyes. −1 ST. 3 hard points for Cybereye attachments. Cyber skill bonuses cap +1 total per skill.
+1 Perception; remove [Setback] from smoke/darkness; −1 ST. HP 3.
Replacement prosthetics for a lost or Blinded eye. Restores previously lost function only — no Perception bonus, no hard points, no Strain loss. Cost is half a major Cybereyes suite.
Restores sight only. No bonus, 0 ST. Half of a major pair.
High-tech prosthetic arm or leg. Choose +1 Brawn or +1 Agility when obtained (cyber characteristic bonuses cap +1 total per characteristic). Strain Loss 1 per pair: one or more cybernetic arms −1 ST total, one or more cybernetic legs −1 ST total. 2 hard points for Cyberlimb attachments. Medical-only replacements are a separate cheap item (no bonus, no ST).
Choose +1 Brawn or +1 Agility. −1 ST per pair (arms or legs). HP 2.
Replacement prosthetic for a Maimed / lost limb. Restores previously lost function only — no Brawn/Agility bonus, no hard points, no Strain loss. Cost is half a major Cyberlimb.
Restores a lost limb only. No bonus, 0 ST. Half of a major limb.
Cybernetic organ replacement. Heart: +2 Wound Threshold (max +2 WT from cyber hearts). Lungs: +1 Athletics; survive up to five minutes in an unbreathable atmosphere (not vacuum). Liver: +1 Resilience; immune to alcohol. Each organ −1 ST. No hard points.
Heart +2 WT / lungs +1 Athletics / liver +1 Resilience. −1 ST each.
Replacement organ for Gruesome Injury / lost function. Restores previously lost function only — no Heart/Lungs/Liver bonuses, no Strain loss. Cost is half a major Cyberorgan.
Restores a damaged organ only. No bonus, 0 ST.
Gold or silver lines run in circuit-like patterns across the body. Minor cyberware: no permanent Strain loss, no hard points.
Gold/silver circuit lines. Fashion. 0 ST.
Superhuman hearing. +1 Vigilance. Remove [Setback] caused by loud noises or sound-based attacks on any checks. −1 ST. 2 hard points for hearing attachments.
+1 Vigilance; remove [Setback] from loud noise / sound attacks; −1 ST. HP 2.
Incredibly quick; the world can feel slow. +1 Coordination and +1 Vigilance. −1 ST. 1 hard point for reflex booster attachments.
+1 Coordination and Vigilance; −1 ST. HP 1.
Fur, ears, snouts — you name it. Each mod must be paid separately. Minor cyberware: no permanent Strain loss, no hard points.
Fur, ears, snouts… each mod paid separately. 0 ST.
Additional muscle grafts. Pick Strength or Speed when installed — you cannot have both. Speed (₡1,500): suffer 1 strain before a Coordination or Ranged (Light) check to add [Success].
1 strain before Coordination or Ranged (Light): add [Success]. Cannot also have Strength grafts.
Additional muscle grafts. Pick Strength or Speed when installed — you cannot have both. Strength (₡1,000): suffer 1 strain before an Athletics, Brawl, or Melee check to add [Success].
1 strain before Athletics, Brawl, or Melee: add [Success]. Cannot also have Speed grafts.
Subdermal patches store light and project colored tattoos under the skin. Minor cyberware: no permanent Strain loss, no hard points.
Subdermal colored light tattoos. 0 ST.
Sexual implant of female genitalia. Multitude of extras. Minor cyberware: no permanent Strain loss, no hard points.
Sexual implant (female). Extras extra. 0 ST.
Sexual implant of male genitalia. Multitude of extras. Minor cyberware: no permanent Strain loss, no hard points.
Sexual implant (male). Extras extra. 0 ST.
A net of subdermal leads on the follicles. Suffer 1 strain to shed your hair over the next minute. Or suffer 1 strain to grow it: stubble in a few hours, shaggy in about twelve, shoulders in a day, mid-back in two. Any natural color.
1 strain: shed (~1 minute) or grow (stubble hours; long hair a day+).
Nanites in the meat eyes you kept. They look a bit wrong. Suffer 1 strain before a Vigilance or Perception check in the dark to add [Success]. In bright light, add [Success] and [Threat] instead. If you have Cybereyes, you do not need this.
Dark: 1 strain before Perception/Vigilance → [Success]. Bright: add [Success] [Threat] instead. Skip if you have Cybereyes.
Medical nanites with a recharge coil under the sternum. Suffer 1 strain before a Resilience check to recover from Critical Injuries to add [Success]. When healing via natural rest, heal 1 extra wound.
1 strain before Resilience to heal a Crit: add [Success]. Natural rest +1 wound.
Microelectronics wired into the brain. +1 Willpower (cyber cap +1). −1 ST. You may lose the good sense to flee danger. 1 hard point for neuro attachments.
+1 Willpower; −1 ST. HP 1.
A filter and amplifier in the sinus, with a kill switch. Suffer 1 strain before a Survival check to add [Success].
1 strain before Survival: add [Success].
Neural shunts suppress pain. Once per encounter when you suffer a Critical Injury, activate as an out-of-turn incidental: until the end of the encounter ignore that Crit’s skill-check penalties. After the encounter the penalties return. −1 ST. No hard points.
Once/encounter: ignore that Crit’s check penalties until the encounter ends. −1 ST.
Retractable blades under the nails. Suffer 1 strain: until the end of the encounter, unarmed Brawl attacks deal +1 damage and have Critical 3. Unnoticeable when retracted.
1 strain: unarmed Brawl +1 damage, Crit 3 until end of encounter.
Body sculpting to slim some areas, thicken others, or find your true self. Minor cyberware: no permanent Strain loss, no hard points.
Body sculpt. Cosmetic. 0 ST.
New face, whether to recover yourself or change your appearance. Minor cyberware: no permanent Strain loss, no hard points. (Tailored Pheromones are a separate active implant.)
New face. Cosmetic. 0 ST.
Color-changing lenses implanted into the eye. Several patterns are also available. Minor cyberware: no permanent Strain loss, no hard points.
Color-changing implanted lenses. 0 ST.
Subdermal implant generates a constant LED readout of the current time and date visible through the skin. Minor cyberware: no permanent Strain loss, no hard points.
LED time/date through the skin. 0 ST.
Night City Armory 002. Everyone gets a Skulljack as a kid (free during character creation; ₡800 later). Neural Link (3 hard points for Neuralware), Holophone, Biomonitor, Virtu, HUD/Chyron, two Shard Slots, Personal Link. Not a computer — plug into one. Full BMI: go deep / go shallow as a maneuver; while deep, only Network actions/maneuvers, and a second Network maneuver each turn without strain. While linked to a computer: +1 all Knowledge skills (cyber skill cap applies). Strain Loss 0.
Free at chargen. BMI + HUD + 2 shard slots. 3 HP. 0 ST. +1 Knowledge while linked.
A spool of monowire in the thumb or wrist. Invisible until it moves. Suffer 1 strain to pay out the wire until the end of the encounter. While paid out it is this weapon: Melee; Damage +1; Crit 2; Range Short; Ensnare 2, Pierce 2, Inaccurate 1, Unwieldy 3. Unnoticeable when retracted.
1 strain: Melee +1, Crit 2, Short, Ensnare 2, Pierce 2, Inaccurate 1, Unwieldy 3.
Spinal computer with portable-rig power, wired to the brain. Hosts up to 2 icebreakers and 1 ice; wired and wireless. Full BMI: go deep / go shallow as a maneuver; second Network maneuver without strain. +1 all Knowledge. −1 ST. Can never disconnect from the Network (always traceable / targetable). Restricted. Risk of burning out the user’s mind.
Computer (2 icebreakers + 1 ice) + BMI; +1 Knowledge; −1 ST; never disconnects.
Thin buckyweave and ballistic gel plates under the skin. +1 soak. −1 ST. 1 hard point for armor-weave attachments.
+1 soak; −1 ST. HP 1.
2″×4″ (5cm × 10cm) space with a Realskinn zipper. Minor cyberware: no permanent Strain loss, no hard points.
2″×4″ Realskinn zipper pocket. 0 ST.
Micro-glands along the jaw and wrists. A gland you switch on, not a sculpt. Suffer 1 strain before a Charm or Leadership check to add [Success]. Face and body sculpt stay on the Minor Cyberware table.
1 strain before Charm or Leadership: add [Success]. Face/body sculpt stay on the Minor table.
Color-light-emitting artificial hair. Hair can optionally be motorized to extend/retract. Minor cyberware: no permanent Strain loss, no hard points.
Color-light hair; optional motorize. 0 ST.
A second-pass filter grafted onto the liver. Suffer 1 strain before a Resilience check to resist poisons, toxins, or addiction to add [Success]. Suffer 1 strain to cancel a drug currently in your system (does not affect slap-patches).
1 strain before Resilience vs poison/toxin/addiction: add [Success]. 1 strain to cancel a drug (not slap-patches).
Implanted canines. Always on. Unarmed Brawl attacks deal +2 damage and gain Vicious 1 if you are willing to bite. Add [Boost] to Coercion checks and [Setback] to Charm checks.
Bite: unarmed Brawl +2 damage, Vicious 1. [Boost] to Coercion; [Setback] to Charm.
Night City Attachments
Armory 001 extras (weapon) plus Armory 002 implant options. Table 2–8 armor/weapon attachments above still apply on Night City PCs. Implant rows only mount on the listed host.
Use with: Cybereyes.
Filters bright light and flash.
Modifiers: Remove [Setback] caused by high brightness or blinding effects. HP 1.
Use with: Ranged (Light) slugthrowers without Limited Ammo.
Converts the weapon into a machinegun that can empty clips in a single pull. Simple, but a bit more unreliable. Custom work only.
Modifiers: Gains Auto-fire. Also gains Inaccurate 1 (or increase Inaccurate by 1). If it has Accurate, reduce Accurate by 1 (min 0) instead of adding Inaccurate. HP 1.
Use with: Enhanced Hearing.
Hear active transmitters.
Modifiers: Add [Boost] to find active transmitters. HP 1.
Use with: Enhanced Reflexes.
Aim at the speed of thought.
Modifiers: Spend 1 strain to do an Aim maneuver as an incidental. HP 1.
Use with: Any Ranged (Heavy) weapon.
Shorter barrel and stock so the weapon hides under a jacket. Shorter range and worse accuracy.
Modifiers: Range band −1 (min Short). Gains Inaccurate 1 (or increase by 1); if Accurate, reduce Accurate by 1 (min 0). Searchers add [Setback] to Perception to find it. Encumbrance −1. HP 1.
Use with: Any ranged weapon.
Foam grips tailored to your hands. Feels right; everyone else hates it.
Modifiers: Anyone else using the weapon gains Inaccurate 1. You gain [Boost] on checks to do cool tricks to impress someone. HP 0.
Use with: Skulljack.
Socket/bus on the Skulljack that accepts implanted cyberdeck chips.
Modifiers: Allows implanted cyberdecks. Restricted. HP 1.
Use with: Enhanced Reflexes.
Keep your feet when the floor does not cooperate.
Modifiers: Remove [Setback] [Setback] from unstable footing, turbulence, or zero-G. Spend 1 strain to ignore difficult terrain. HP 1.
Use with: Any sword (one- or two-handed).
Cross guard shaped to catch and lock an opponent’s blade.
Modifiers: When an opponent resolves a melee combat check against you, if the check generated at least one uncanceled [Threat], you may suffer 1 strain as an out-of-turn incidental to add [Threat] [Threat] to the results. HP 1.
Use with: Enhanced Hearing.
Push hearing past the human band.
Modifiers: Remove [Setback] from checks when the sound is distant, or above or below human hearing. HP 1.
Use with: Neuro-Regulator.
Clamp the fear response.
Modifiers: Remove [Setback] [Setback] caused by fear (includes effects of Coercion). HP 1.
Use with: Ranged (Light/Heavy) or Gunnery (not grenades or self-propelled ammo).
Longer barrel (or similar) so the weapon fires farther.
Modifiers: Range +1 band (max Extreme). Gains Cumbersome 2, or increases Cumbersome by 2. HP 2.
Use with: Bone Lacing.
Joint play built into the laced skeleton.
Modifiers: Add [Boost] on escaping or contortionist checks. HP 1.
Use with: Bone Lacing.
Heavier laced bone for more punishment.
Modifiers: Wound Threshold +1. HP 1.
Use with: Bone Lacing.
Lighter alloys in the lacing.
Modifiers: Add [Boost] when swimming or moving over fragile surfaces (GM approval). HP 1.
Use with: Cyberlimb.
Counts as a medkit. Use Medicine without penalty for missing tools.
Modifiers: Counts as a medkit. HP 1.
Use with: Cybereyes.
Records video and audio into a standard memory chip or linked PAD/computer.
Modifiers: Record A/V. HP 1.
Use with: Cybereyes.
Retractable shades in the ocular rims. Can protect from dust and sprays.
Modifiers: Protect from dust/sprays. HP 1.
Use with: Cyberlimb.
Weapon permanently installed into the limb. Drawn as an incidental. While popped up, you cannot use the limb. Weapon is purchased separately. Limited to a one-handed weapon with max Encumbrance 2.
Modifiers: Install a 1-handed Enc≤2 ranged weapon (bought separately); draw as incidental; limb unusable while popped. HP 1.
Use with: Any close-combat weapon that has a blade.
Blade sharpened and treated so the edge survives repeated blows.
Modifiers: Gains Pierce 2, or increases Pierce by 1. Crit rating −1 (min 1). HP 1.
Use with: Any bow or crossbow.
Limbs curve away from the wielder for more penetrating power; the bow is larger and harder to handle.
Modifiers: Gains Pierce 2, or increases Pierce by 1. Gains Unwieldy 2, or increases Unwieldy by 1. HP 1.
Use with: Enhanced Reflexes.
Push the reflex suite in a fight.
Modifiers: Spend 2 strain to increase your defense by +1 until the end of the encounter. HP 1.
Use with: Bone Lacing.
Spinal reinforcement riding the bone lacing.
Modifiers: Encumbrance threshold +1. HP 1.
Use with: Skulljack.
Protective measures against hackers. Can be applied two times.
Modifiers: Defense +1 vs Quickhacks per copy (max 2). HP 1 each.
Use with: Any close-combat weapon that has a blade.
Jagged sawteeth so the wounds are particularly brutal.
Modifiers: Gains Vicious 1, or increases Vicious by 1. HP 1.
Use with: Skulljack.
Extra quick-swap socket for chipware or data shards. Can be applied multiple times (Skulljack already includes two).
Modifiers: +1 shard/chip slot. Stackable. HP 1.
Use with: Sub-Dermal Armor.
Skinweave tuned for blades. Choose melee or ranged defense at install (this row is melee).
Modifiers: +1 melee defense. HP 1.
Use with: Sub-Dermal Armor.
Skinweave tuned for bullets. Choose melee or ranged defense at install (this row is ranged).
Modifiers: +1 ranged defense. HP 1.
Use with: Enhanced Hearing.
Filter a crowd down to one source.
Modifiers: Remove [Setback] from crowds or noise when listening for one source. HP 1.
Use with: Enhanced Reflexes.
One extra step this turn.
Modifiers: Spend 1 strain to do an additional maneuver this turn (still 2 max). HP 1.
Use with: Neuro-Regulator.
Smooth the panic the regulator otherwise leaves in place.
Modifiers: Add [Boost] to Cool and Discipline checks. HP 1.
Use with: Neuro-Regulator.
Fingertips that actually feel.
Modifiers: Add [Boost] to Perception, Medicine, or Skulduggery checks that depend on touch. HP 1.
Use with: Cybereyes.
Same idea as the Targeting Reticle weapon attachment, painted on the cybereye HUD.
Modifiers: Increases Accurate rating of a linked gun (does not combine with another scope/sight). HP 1.
Use with: Cybereyes.
User can see detail up to 800m away. Can be used as the Telescopic Sight weapon attachment.
Modifiers: Long-range detail; treat as Telescopic Sight (−1 difficulty at long/extreme with a linked gun). HP 1.
Use with: Sub-Dermal Armor.
Insulation in the plates.
Modifiers: Remove 2 [Setback] from extreme heat or cold. Reduce damage from Burn and from fire or cold environments by 1. HP 1.
Use with: Cyberlimb.
Tools integrated in the hand so you can use Mechanics without penalty for missing tools.
Modifiers: Counts as a tool kit for Mechanics. HP 1.
Use with: Any Ranged (Heavy) or Gunnery weapon with Enc 4 or more.
Three folding legs that deploy from the center of the weapon for a stable stand.
Modifiers: Spend two preparation maneuvers to deploy: Cumbersome or Unwieldy −3 (min 0), Enc −4 (min 0). May not be moved (except to pivot) once set up. Two preparation maneuvers to take down. HP 2.
Use with: Any rifle-sized Ranged (Heavy) weapon.
Secondary flamethrower under the barrel of a rifle-sized firearm.
Modifiers: May fire the secondary profile. Weapon gains Cumbersome 2 (or +1), Unwieldy 2 (or +1), Enc +2. HP 2.
Use with: Any rifle-sized Ranged (Heavy) weapon.
Secondary grenade launcher under the barrel of a rifle-sized firearm.
Modifiers: May fire the secondary profile. Weapon gains Cumbersome 2 (or +1), Unwieldy 2 (or +1), Enc +2. HP 2.
Use with: Any rifle-sized Ranged (Heavy) weapon.
Secondary shotgun under the barrel of a rifle-sized firearm.
Modifiers: May fire the secondary profile. Weapon gains Cumbersome 2 (or +1), Unwieldy 2 (or +1), Enc +2. HP 2.
Use with: Skulljack.
Record your own experiences onto Data Shards for other people to play back.
Modifiers: Record experiences to shards. HP 1.
Use with: Enhanced Hearing.
Hear the lie in a voice.
Modifiers: Add [Boost] to checks to tell whether a speaker is stressed or lying. HP 1.
Use with: Cyberlimb.
A hidden holster for a one-handed weapon with max Encumbrance 3. Opens as an incidental.
Modifiers: Hidden holster (1-handed, Enc ≤ 3); draw as incidental. HP 1.
Use with: Any ranged weapon.
Camouflage, bright colors, chrome — street gangs find it pretty cool.
Modifiers: None. HP 0. Cost ₡50 cheap paint to ₡800 exotic coatings (catalog lists the cheap end).
Use with: Any close-combat weapon that deals bludgeoning/crushing damage (not edged).
Extra weight on the head of a blunt weapon for greater impact.
Modifiers: Damage +2. Gains Cumbersome 2, or increases Cumbersome by 1. HP 1.
Network software (ICE & icebreakers)
SotB Tables 3–4 / 3–5. Full rules text also on Rules → ICE.
ICE
On fail: sysops notified; one of the runner’s icebreakers is destroyed. Archer deactivates until end of runner’s next turn. Threat Threat Threat: damage one icebreaker two steps. Despair: destroy one icebreaker instead.
On fail: lose access to entire system; must Access System again.
On fail: lose access to entire system; must Access System again. Before breaking, runner must spend a maneuver studying it.
On fail to break: cannot access the protected sub-system (no further effects).
On fail: cannot access protected sub-system(s). Up to three sub-systems may be protected by this ice.
On fail: cannot access the protected sub-system. Sysop may spend a maneuver to reinforce: strength becomes 10 until end of sysop’s next turn.
On fail: sysops notified; provides one successful trace to sysops this encounter. Deactivates until end of runner’s next turn. Threat Threat: also provides one successful trace.
On fail: cannot access the protected sub-system. Runner may spend a maneuver to interact: reduce strength by 1 until end of next round. Add Threat per previous encounter with Heimdall this encounter.
On fail: cannot access the protected sub-system. None. Common base for custom ice.
On fail: destroy the runner’s rig/computer system (kick out). If on BMI: automatic Head Ringer Critical (escalates if already suffering prior Janus crits — see SotB). Each Threat: 2 strain (or 1 strain + 1 wound on BMI).
On fail: suffer 2 strain. Deactivates until end of runner’s next turn. Annoying spam / marketing compulsion (narrative).
On fail: sysops notified. Deactivates until end of runner’s next turn.
On fail: runner suffers 6 strain; one icebreaker damaged one step. Shinobi moves to protect a different sub-system if able. Each Threat: 2 strain.
On fail: lose access to entire system; must Access System again. On fail: add Failure Failure to further attempts against this ice until end of encounter.
On fail: lose access to entire system; must Access System again. May pay a fee (usually 5–50 credits) to automatically succeed on the break check.
On fail: lose access to entire system; must Access System again. Each Threat: 1 strain (or 1 wound on BMI).
Icebreakers
Multi-type icebreaker for barriers and code gates. While active, spend Advantage Advantage to identify one unidentified ice on the system. Too large for a PAD — host on a rig or larger. Restricted.
Classic brute-force barrier breaker (strength 6). No special rules beyond its high strength.
Barrier icebreaker. While active, spend Advantage Advantage from a break-ice check to reduce that ice’s strength by 1 (min 1) until end of encounter. Restricted.
Universal icebreaker (all ice types). After using it to break ice, must spend a maneuver or Crypsis is damaged one step. Too large for a PAD — rig or larger only. Restricted.
Sentry icebreaker. After attempting to break ice with Faerie, it deactivates and may not be used again this encounter.
Sentry icebreaker. Once per encounter: spend a Story Point to succeed without a check. Once per encounter: GM may spend a Story Point to add Despair to the check. Restricted.
Low-end sentry icebreaker (strength 2). Straightforward sentry override tool.
Code-gate icebreaker. While active, spend Advantage Advantage to raise override strength to 4 until end of following turn.
High risk/reward hitchhiker. Override strength 0—too weak to smash through most ice by raw strength, but designed to piggyback on approved data packets and slip past sentries and code gates (not barriers). Ice may still spot the hitchhiker. When using Remora against sentries or code gates, spend three Advantage or a Triumph to avoid suffering any effects from failing to override (does not cancel the ice’s separate additional rules). Restricted.
Rare, dangerous, illegal multi-type icebreaker (strength 6) that does not merely override ice—it destroys it. Voracious: careless use can devour other ice, the runner’s programs, even the system core. On a successful override, the targeted ice is destroyed. When you use it to break ice, you must spend Advantage or Triumph to destroy another active ice on the system, and the GM must spend Threat or Despair to destroy one other icebreaker on your rig. If no other ice is active, spend Advantage or Triumph to destroy the system (ends the encounter; GM adjudicates fallout). Restricted.
Legendary code-gate icebreaker (strength 9)—runners mythologize it as a fragment of source code stolen from the “heart of the Net” by g00ru. Sheer power backs the story. After successfully breaking ice with Torch, spend Advantage to prevent that ice from being reactivated for the rest of the encounter. Restricted.
Crowd-sourced database of millions of sniffed, spoofed, and logged passkeys plus a high-speed compare engine. If the key fits the gate, you’re in; if not, low override strength (1) struggles. While active, after a break-ice check you may spend three Advantage or a Triumph to override the targeted code gate even if strength would not normally suffice. Restricted.
Cyberdecks House Quickhacking
Combat profiles for LoS Neuroport attacks. Full process on Rules → Quickhacking. Implant decks need Neuroport + Cyberdeck Port (body mods). Skill: Computers (Hacking).
| Name | Form | Dam | Crit | Range | Enc | HP | Price | Rar | Qualities |
|---|---|---|---|---|---|---|---|---|---|
| Agente / PAD (Cyberdeck) | Handheld | 1 | 4 | Engaged | 1 | 2 | 200 | 1 | Stun Damage, Breach 1 |
| Arasaka Mk3 | Implant | 2 | 4 | Short | 1 | 1 | 1,350 | 2 | Stun Damage, Breach 1, Stealth |
| Biodyne Mk2 | Implant | 2 | 4 | Short | 1 | 1 | 1,500 | 2 | Stun Damage, Breach 1, RAM Recovery 2 |
| Biotech Echo | Implant | 3 | 4 | Short | 1 | 1 | 2,100 | 2 | Stun Damage, Breach 1, RAM Recovery 2 |
| Fuyutsuki Tinkerer | Implant | 2 | 4 | Short | 1 | 1 | 1,800 | 2 | Stun Damage, Breach 1, Buffer 1 |
| Militech Paraline | Implant | 2 | 4 | Short | 1 | 1 | 1,000 | 2 | Stun Damage, Breach 1 |
| Netwatch Netdriver (R) | Implant | 3 | 4 | Short | 1 | 1 | 3,500 | 2 | Stun Damage, Breach 1, RAM Recovery 2, Contagion +1 |
| Portable Rig (Cyberdeck) | Handheld | 2 | 4 | Engaged | 2 | 3 | 750 | 2 | Stun Damage, Breach 1 |
| Raven Microcyber | Implant | 2 | 4 | Short | 1 | 1 | 2,200 | 2 | Stun Damage, Breach 1, Firewall 1 |
| Spinal Modem (Cyberdeck) | Implant | 2 | 4 | Short | 1 | 1 | 1,000 | 2 | Stun Damage, Breach 1 |
| Tetratronic Rippler | Implant | 3 | 3 | Short | 1 | 1 | 6,000 | 2 | Breach 1 |
Stun Damage, Breach 1
Everyday PAD or agent re-flashed as a quickhack tool. Weak damage, Engaged range only. Computer capacity for full Network runs matches a normal PAD (one icebreaker and one ice). Wireless. Attack profile requires the Quickhack talent.
Stun Damage, Breach 1, Stealth
Stealth-tuned implant deck. When you quickhack without alerting the target, add Boost to the check (Stealth quality). Attack profile requires the Quickhack talent.
Stun Damage, Breach 1, RAM Recovery 2
Efficient implant deck with RAM Recovery 2: spend Advantage Advantage to recover 1 strain. Attack profile requires the Quickhack talent.
Stun Damage, Breach 1, RAM Recovery 2
Higher-output implant deck (damage 3) with RAM Recovery 2 for strain sustain in longer fights. Attack profile requires the Quickhack talent.
Stun Damage, Breach 1, Buffer 1
Experimental deck that extends timed effects. Buffer 1: duration effects such as Burn last +1 round. Attack profile requires the Quickhack talent.
Stun Damage, Breach 1
Mass-market military surplus implant deck. Reliable Short-range stun profile with Breach 1; no frills. Attack profile requires the Quickhack talent.
Stun Damage, Breach 1, RAM Recovery 2, Contagion +1
Restricted Netwatch-grade implant. Damage 3, RAM Recovery 2, and Contagion +1 (grants/enhances the Contagion talent effect — Blast equal to quickhack damage, or +1 if you already have Contagion). Attack profile requires the Quickhack talent.
Stun Damage, Breach 1
Satchel/backpack rig with enough signal stack for serious quickhacks at Engaged range. Still a full portable computer for Network runs (up to two icebreakers and two ice; wired + wireless). Attack profile requires the Quickhack talent.
Stun Damage, Breach 1, Firewall 1
Defensive implant deck. Firewall 1: opponents add Setback when targeting this user with quickhacks / related intrusion checks. Attack profile requires the Quickhack talent.
Stun Damage, Breach 1
Implanted deck chip (spinal form-factor) for quickhacks out to Short range. Requires Cyberdeck Port on a Neuroport. Baseline combat profile; no specialty qualities. Attack profile requires the Quickhack talent.
Breach 1
Top-shelf implant deck. Damage 3, Crit 3, Breach 1. Notably lacks Stun Damage — hits deal wounds unless you choose not to apply damage for stealth. Attack profile requires the Quickhack talent.