Clon01 GM ToolsCyberdark

Cyberdark equipment

Core tables with enough text to know what you are holding and how it works. Press / to search.

No matches.

Weapons

NameProfTypeRangeDamPropertiesCostSlots
Assault RifleRestrictedRF1d82H, Burst1,5002
Autogun (SMG)RestrictedRF1d6Burst7001
BatonCommonMC1d65001
CleaverCommonMC1d61001
FlamethrowerMilitaryRN1d82H, Burst, F, I3,0002
FlametorchRestrictedRN1d6Burst, I1,3001
Frag GrenadeRestrictedRN1d10Th, Ex1,0001
KnifeCommonM/RC/N1d4F, Th2001
Machine GunMilitaryRF1d102H, Burst, F4,0002
PistolCommonRF1d68001
RevolverRestrictedRF1d8F9001
RocketlauncherMilitaryRF2d102H, RL, Ex, F, I25,0003
ShotgunRestrictedRN1d102H, F1,2002
Sledge HammerCommonMC1d82H1,0002
Sniper RifleMilitaryRF1d122H, RL5,0003
Stun GrenadeRestrictedRNTh, Ex, Stun8001
SwordRestrictedMC1d6/1d8F, V8002
Taser DartgunCommonRN1d4Stun, Link6001
TaserwhipMilitaryMC1d8F, Stun, Link2,0001

Common

Baton
M · C · 1d6

500 cr · 1 slot

Expandable impact rod. Sidearm for bouncers and corp-sec.

Cleaver
M · C · 1d6

100 cr · 1 slot

Kitchen or scrap blade. Ugly, cheap, close.

Knife
M/R · C/N · 1d4

200 cr · 1 slot · F, Th

Utility blade. Thrown or stabbed. Fierce and throwing.

Pistol
R · F · 1d6

800 cr · 1 slot

Standard magazine sidearm. Far range, one hand.

Sledge Hammer
M · C · 1d8

1,000 cr · 2 slots · 2H

Two-handed demolition hammer. Two slots.

Taser Dartgun
R · N · 1d4

600 cr · 1 slot · Stun, Link

Fires a linked stun dart. Hold the trigger to keep shocking.

Restricted

Assault Rifle
R · F · 1d8

1,500 cr · 2 slots · 2H, Burst

Two-hand burst rifle. Standard restricted long gun.

Autogun (SMG)
R · F · 1d6

700 cr · 1 slot · Burst

Compact SMG. Burst. One slot.

Flametorch
R · N · 1d6

1,300 cr · 1 slot · Burst, I

Short-range burner. Burst + incendiary. Needs fuel canisters.

Frag Grenade
R · N · 1d10

1,000 cr · 1 slot · Th, Ex

Thrown explosive. Near cube. One use.

Revolver
R · F · 1d8

900 cr · 1 slot · F

Fierce heavy pistol. No magazine — still empty on a nat 1.

Shotgun
R · N · 1d10

1,200 cr · 2 slots · 2H, F

Two-hand close cannon. Fierce. Near only.

Stun Grenade
R · N · —

800 cr · 1 slot · Th, Ex, Stun

Thrown flash. Near cube, stun. One use.

Sword
M · C · 1d6/1d8

800 cr · 2 slots · F, V

Versatile blade. 1d6 one-hand / 1d8 two-hand. Two slots.

Military

Flamethrower
R · N · 1d8

3,000 cr · 2 slots · 2H, Burst, F, I

Two-hand military burner. Burst + incendiary. Fuel canisters.

Machine Gun
R · F · 1d10

4,000 cr · 2 slots · 2H, Burst, F

Two-hand support gun. Burst, fierce. Two slots.

Rocketlauncher
R · F · 2d10

25,000 cr · 3 slots · 2H, RL, Ex, F, I

Reload every shot. Explosive + incendiary. Three slots. Rockets are separate ammo.

Sniper Rifle
R · F · 1d12

5,000 cr · 3 slots · 2H, RL

Reload every shot. High-caliber — uses cartridges, not magazines. Three slots.

Taserwhip
M · C · 1d8

2,000 cr · 1 slot · F, Stun, Link

Close military whip. Fierce, stun, link.

Weapon properties

Track magazines / fuel canisters, not individual shots. Nat 1 on a ranged attack = empty. Reload costs 1 action or movement.

Burst Burst

Instead of a normal attack, target every creature in a near-sized cube extending from you. One attack roll. Hit anyone whose AC is equal or below that roll. Consumes a whole magazine or fuel canister.

Explosive Ex

Detonates in a near-sized cube centered on the target.

Fierce F

Use STR or DEX when attacking with this weapon.

Incendiary I

Burns 3 rounds, 1d4 damage per round (not cumulative).

Link Link

After a hit, each turn you may spend your action to auto-deal the weapon’s damage again. Ends if the target leaves range or line of sight.

Reload RL

Reload after each attack. Nat 1 = jammed (1 action to clear).

Stun Stun

Stunned 1 round: move or act, not both.

Throwing Th

Ranged attack with STR or DEX by throwing the weapon.

Two-handed 2H

Needs both hands.

Versatile V

One-handed = lower damage die; two-handed = higher.

Armor

NameProfACCostSlotsProperties
Beetle ArmorMilitary1613,0003No swim; disadvantage stealth; ½ explosion damage
Street JacketCommon11+dex1,0001
Tactical ArmorRestricted13+dex6,0002Disadvantage on stealth, swim
Unarmoredany10+dex00
Beetle Armor
AC 16 · Military

Military sealed exo. AC 16, no DEX. Cannot swim, disadvantage on stealth, half explosion damage.

No swim; disadvantage stealth; ½ explosion damage

Street Jacket
AC 11+dex · Common

Lined jacket or armored hoodie. Common. AC 11 + DEX.

Tactical Armor
AC 13+dex · Restricted

Restricted vest/plates. AC 13 + DEX. Disadvantage on stealth and swim.

Disadvantage on stealth, swim

Unarmored
AC 10+dex · any

Street clothes. AC is 10 + DEX. No slot.

Gear

Breach Bar
200 cr · 1 slot

Carbon-steel crowbar with shock-absorbent grips. Advantage on checks to pry sealed hatches, corp lockers, or drone panels.

Cartridges (high caliber)
500 cr · 1 slot

High-caliber ammo for sniper-class weapons. Track the box, not individual shots.

Data Shard
100 cr · 1 slot

Storage wafer. Holds any number of credits and strings. Credits themselves are free to carry on a shard.

Fuel Canister
300 cr · 1 slot

Pressurized fuel for flametorches and flamethrowers. If spilled and ignited: close area, 3 rounds, 1d4 per round.

Ghostlink
0 cr · 0 slots

Starting implant, not a backpack item. Jack in, stream, hack, and anchor 4 implant slots. See Ghostlink in Rules.

Injector
100 cr · 1 slot

Polymer vial, one dose (medicine, toxin, stim). Used with stabilizer, stimshot, rad-patch.

Mag-Claw Launcher
200 cr · 1 slot

Wrist reel of 60’ smart-fiber cable. Magnetic anchor. Lifeline in zero-G, net-dives, or climbing wreckage.

Magazine (3)
300 cr · 1 slot

Standard gun ammo. Nat 1 on a ranged attack empties the weapon. 3 magazines per slot.

Mine-Canary Firewall (MCF)
100 cr · 1 slot

Bio-synthetic decoy animal. Firewall to near for 1 hour (half an hour inside the Cyberdark). Consume an active MCF to avoid possession. Anything you can do to an MCF, you can do to a person.

Nutripacks (3)
100 cr · 1 slot

Sealed paste and water. One pack feeds a person for a day. Required to rest.

Oxygen Mask
200 cr · 2 slots

Sealed face rig. Oxygen die d10. See Oxygen rules.

Oxygen Tank
300 cr · 1 slot

Portable tank. Oxygen die d12. Advantage on oxygen rolls. If damaged, d6: 1–3 explodes in near (current oxygen die, Incendiary); 4–6 just broken.

Rad-Patch
1,000 cr · 0 slots

Biofoam patch. Neutralizes radiation, toxin, or disease for 24 hours. Uses an injector slot.

Rocket
1,000 cr · 1 slot

Rocket-launcher ammo. Can explode if pierced or burned.

Scraps
100 cr · 1 slot

Broken wires, chips, plating. Cyberforging material. 1–10 per slot.

Silencer
1,000 cr · 0 slots

Fits a magazine or cartridge weapon. Stay hidden after you attack. Does not work with Burst. +1 slot if left on the gun.

Sparkstick (5)
100 cr · 1 slot

Plasma lighter. Routine ignition always works. Burns 1 minute even underwater. Lights to double near.

Stabilizer
1,500 cr · 0 slots

Field stabilizer. Used with an injector. Target regains 1 HP.

Stimshot
5,000 cr · 0 slots

Combat stimulant. Used with an injector. Target regains 1d4 HP.

Strings
2,000 cr · 0 slots

Rare encoded data. Cyberforging / trade. Free to carry on a data shard.

Torch
200 cr · 1 slot

Electric emitter. Lights to double near.

Utility Rig
300 cr · 0 slots

Harness with smart-fabric pouches. Carries your gear. First one is free to carry.

Implants

Ghostlink anchors 4 slots: neural, body, arms, legs. Starting characters pick one level 1 implant.

Adrenal Surge Module L1
Slot neural

1/day, advantage on initiative

Anti-hacking program L2
Slot neural

Harmful glitches targeting you are DC 15

Auto-Injector L3
Slot any

3 injectors that can fire on set circumstances

Combat Subroutines L3
Slot legs

1/day, avoid a hit and make an attack

Cyber Heart L1
Slot body

+1 CON

Footwork Subroutines L2
Slot legs

1/day, avoid an attack that would hit you

Fury Road L2
Slot legs

1/day, ADV on all attacks for 3 rounds

Ghostkey Interface L2
Slot neural

1/day +d6 on hacking checks

Ghoststeps Servo Suit L3
Slot legs

Free near movement each turn

Improved Lungs L2
Slot body

Hold breath for 1 hour

Instant Deflector L3
Slot body

1/day, immune to damage for 1 round

Killer Implant L3
Slot neural

×2 damage against surprised targets

Kinetic Frame L1
Slot body

+1 STR or DEX (pick)

Kineticspring Frame L2
Slot legs

Double movement first round of combat

Mag-Clamps L1
Slot legs

Walk or cling on metallic surfaces

Neural Targeter L1
Slot neural

+1 to ranged or melee attack rolls

Plastic Shell L3
Slot body

+2 CON or +2 CHA (pick)

Presence Augmentation L1
Slot body

+1 CHA

Prime Kinetic Frame L3
Slot arms

+2 STR or +2 DEX (pick)

Prosthetic Arm heavy hitter L2
Slot arms

+1 melee attacks and damage

Raw Code Tapper L2
Slot any

1/day, cast a specific level 1 glitch with +5

Retractable Weapon L1
Slot arms

Hidden retractable arm weapon (not 2-slot). Takes no gear slots.

Scrap Drone L1
Slot any

Double-near range, can carry 1 gear slot

Shielded Arm L1
Slot arms

1/day, deflect a melee attack that hits you

Shock Punch L2
Slot arms

1d4 unarmed. Stabilize DC 8.

Stabilized Adrenal Surge L3
Slot neural

Advantage on initiative

Stim Booster L3
Slot body

Roll healing dice with advantage

Subdermal Armor L1
Slot any

+1 AC

Subdermal plating L3
Slot any

+2 AC

Synapse Accelerator L3
Slot neural

+2 WIS or +2 INT (pick)

Synapse Enhancer L1
Slot neural

+1 INT or WIS (pick)

Toxin Digestion L2
Slot body

Immunity to a poison after suffering it once

Voiceover Modulator L2
Slot body

Reproduce any sound; change your voice

Weapon Matrix L2
Slot neural

You know how to use one specific weapon

Weapon Stabilizer L3
Slot arms

+1 to attack and damage

Weight balancer L1
Slot legs

+2 gear slots