Cost | Body Type Modifier | HC |
---|---|---|
750 | +1 | 1D6 |
1000 | +2 | 2D6 |
1500 | +3 | 3D6 |
SmartArmor (+100% to cost of new armor)
Tired of being weighted down by your armor? Have you blown a quick-draw
because you felt like the Michelin Man? Militech's new SmartArmors interface
with your nervous system and move with your body to reduce their
encumberance! Game notes: SmartArmor is available
for only a few types of armor. They are: Medium and Heavy Armor Jackets,
Door Gunner's Vests, and MetalGear. The
user needs to have an interface plug and a neuralware processor. The SP
of the armor is not reduced, but the Encumberance Value (EV) is reduced
by one, however. And it is possible to have an EV=0! SmartArmor cannot be
retrofitted to old armor; it must be purchased new. It also takes 24 hours
to adapt to a new user, and until the initial 24-hour period is over, the
armor has its standard EV value applied to it.
Echolocation Goggles 1500eb
Now you don't have to go 'borg for echolocation gear! You can get the entire
package in a small set of .5kg goggles! The front of the goggles has a small
set of emitters and microphones, and works exactly identical to the cybernetic
system! Game notes: This gear works exactly identical to a cybernetic
echolocation processor system.
Healing Armor (price varies)
Tired of shelling out tons of euro to buy new armor after every firefight?
Now you can get the technology that the Army just got! Healing armor! A
radical new innovation from Revolution Genetics of Antarctica! Healing armor
is alive - a special bio-plastic organism capable of stopping a bullet!
Type of Armor | Covers | SP | EV | Cost |
---|---|---|---|---|
T-Shirt | Torso | 10 | +0 | 350eb |
Lt. Armor Jacket | Torso, Arms | 14 | +0 | 600eb |
Med. Armor Jacket | Torso, Arms | 18 | +1 | 800eb |
Helmet | Head | 14 | +0 | 150eb |
Hvy. Armor Jacket | Torso, Arms | 20 | +2 | 1000eb |
Door Gunner's Vest | Torso | 25 | +3 | 1000eb |
BioPlastic Gear | Whole Body | 25 | +2 | 2500eb |
ACPA Healing Armor: 30000eb, 200kg., SP35. | ||||
Full-Body Replacement Healing Armor: cost is FBR's overall SP x 1000eb, adds no weight or HC. |
Card Price | Response Team | Response Time |
---|---|---|
50eb | one patrol officer | 20 minutes |
80eb | two patrol officers | 20 minutes |
100eb | officer and cyberhound | 15 minutes |
250eb | four-man combat patrol | 15 minutes |
1500eb | air unit | 10 minutes |
5000eb | C-SWAT | 10 minutes |
EmeraldTech Collapsing Monokatana 1000eb New Program Modifier: Arasaka Wraith Powered Armor New ACPA Armors (price varies) Extreme Courier Service "Believe or not, there's a jumpin' place in Minnesota, gato. The
Minneapolis-St. Paul Metroplex has been takin' up the slack from Chicago
since it shut down. This place is getting hotter and hotter - you can get
the chillest cyberware, the baddest commo protocols, and high-tech weapons,
if you know who to talk to..." 1) PHOTO ANALYSIS: Characters with this skill are trained in reading
and interpreting reconnaissance photographs, particularly aerial and satellite
photographs. Things a good analyst can learn include camp layouts, ground
features, approximate numbers and locations of personnel, weapons and equipment
present, and possible identifications of rank or identity. Large details PTO Corp.
Built out of segmented parts of a Kendachi Monokatana, the boys in green
have hollowed out each section with a fine crystal grinder so each consecutive
piece fits inside the other. We then laced the inner layer with PolySteel
(TM) fibers. Magnetizing each piece in an opposite polarity produces an
astounding effect. When the magnetic field generator in the handle is activated,
SNICK! the blade extends to its full length. When the field is cut off,
SNICK! the inherent magnetic fibers pull back together and collapse the
blade into the handle. The system is of average strength (shatters on a
4 or less on 1d10, and breaks on a 2 or less 1d10 if fumbled), and the handle
still has room for your
favorite neon glow. Due to the coating to protect internal parts from the
monoblade edge, damage is slightly less that the original. Game Notes: This
allows the Monokatana to be a concealability factor of P when collapsed
and N when extended. Damage however is only 3d6 as compared to 4d6. Full
stats are:
MEL +1 P/N R 3D6 ST 1m
Bayonets (price varies by type)
Bayonets! Weapon of the past, Weapon of the Future! Is your next Op going
to involve heavy infighting? Worried about close quarters combat? Get a
Militech Bayonet and survive the fight!
Normal Steel Bayonet. Basically a survival knife you attach on the end of
a rifle turning it into a spear. They tend to be unweildly, but cause a
great deal more damage than your average knife due to the extra weight of
the rifle behind them. Unfortunately, you cannot mount anything other than
an UB microwaver in conjunction with a bladed bayonet.
MEL -2 U C 3d6 NA 1 VR 1m 15eb
Monobayonet. A mono version of the above. Causes ridiculous amounts of damage
but is extremely prone to shattering, doing so on any roll of a 2 or 1.
However, on a parry the blow usually hits the rifle, sparing the monoblade
(only shatters on 1 on a d10).
MEL -2 U P 5d6 NA 1 UR 1m 250eb
Chain Bayonet. A miniature chainsaw hooked to the front of your rifle. Good
for a terror weapon or Space Marine wannabe. Makes an annoying whirring
sound when turned on, and the battery is only good for 2 hours. Turning
on takes an action.
MEL -2 U R 5d6+2 NA 1 ST 1m 180eb
Spike Bayonet. This bayonet is a low profile design allowing one to mount
the various other underbarrel things in addition to the bayonet. However,
it is not AP and does fairly low damage. But
hey, who cares when you can mount a under barrel rocket pod at the same
time.
MEL -2 U P 2d6 NA 1 VR 1m 10eb
Taser Bayonet. Just a normal touch taser with a rifle mount. Impact triggered,
and good for ten zaps. Changing the battery takes two turns. The battery
costs 5 eb and is the same one used
in the chainknife.
MEL -2 U P Stun 10 1 ST 1m 120eb
Airhypo Bayonet. Basically a standard airhypo with a rifle mount. It is
impact triggered, and can hold twenty doses of any drug. All twenty doses
must be of the same drug.
MEL -2 U P by drug 20 1 ST 1m 200eb
Spawnblade Bayonet. The ultimate bayonet! At normal observation, this is
a normal bayonet. Once the safety is disabled, however, the Spawnblade's
memory-metal edges can fan out. On any impact that does more than 4 points
of damage and bypasses the opponent's armor, the Spawnblade is triggered.
It spreads into a razor-sharp 50-degree spatula inside the hapless victim's
body. This
does an additional 1d6+3 damage (armor will not help). Once opened, a Spawnblade
can only be removed with a Medtech roll of 20; any other means will
cause the victim another 1d6/2 damage.
MEL -2 U P 1d6+4 NA NA ST
Code Optimization: Increases the Difficulty by +10, cuts the final MU of
the program in half (round up). Tighter code-writing results in the use
of less storage space.
Healing DataWalls 3000eb plus 1500eb/STR point
Healing DataWalls are a new innovation in counter-intrusion systems. They
can be breached normally, but only remain open for a single turn before
they close up again. This puts the invading
netrunner in a fix - either trapped inside or outside the datafortress.
They start at STR 2 and have a maximum of 10.
Heavy DataWalls 3000eb plus 1500eb/STR point
Heavy DataWalls are readily available on the economy these days, and are
slowly becoming more and more common. To get Heavy DataWalls one must pay
the specified amount, plus the extra
1500eb per STR point. The Heavy DataWalls begin with STR 2. Also, two successful
intrusion rolls must be made to break through a Heavy DataWalls. Heavy DataWalls
have a maximum of
STR 14.
Scotty
Cost: 340eb
Class: Evasion
STR: 5
MU: 2
Options: Contextural Icon
Difficulty: 17
When activated, Scotty automatically shifts the netrunner's position in
the Net at random by 10 grid squares. This can be helpful or disastrous
(GMs take note). It can be used to escape Glue or other restraining anti-personnel
programs, however, the final location of the netrunner can make for worse
situations... If the 'runner ends up in a DataWall, he is affected as if
hit by a Hellbolt, and unceremoniously dumped to a grid square adjacent
to the DataWall (God help him if he's surrounded by them on all sides).
If he lands in an LDL, it activates the LDL, sending him to wherever, and
charging his Internet bill. If he lands in the same sqaure as an anti-personnel
program, the program attacks him. The end location of the netrunner is up
to the GM, who should note that this wonderfully fun program can place the
'runner inside a datafortress. This lovely teleport ability comes with a
drawback: immediately after the jump, the netrunner will be disoriented
for 1d6 turns (-2 INT, -2 REF).
ICON: A copy of the transporter effect from Star Trek that envelopes the
'runner as he disappears and reappears.
Jam
Cost: 1230eb
Class: Intrusion/Anti-System
STR: 4
MU: 7
Options: Auto Re-Rez, Endurance, Simple ICON
Difficulty: 41
When placed in a gridspace where a Healing DataWall section used to be,
Jam will try to prevent the Healing DataWall from closing up. It is a battle
between two programs - the Healing DataWall's (STR + 1d10)-3 vs. Jam's STR
+ 1d10. Jam may also be used as an intrusion program.
ICON: A jar of strawberry jam.
Mirror
Cost: 1200eb
Class: Anti-IC
STR: 5
MU: 4
Options: Superrealistic ICON
Difficulty: 30
Mirror is a defensive program that returns Hellbolts to their origin, be
it Demon, netrunner, or AI. The source is then attacked by the Hellbolt.
ICON: A large, square mirror floaring in front of the netrunner.
Scissors
Cost: 340eb
Class: Evasion
STR: 4
MU: 2
Options: Fractal ICON
Scissors "cuts" the netrunner's current grid-square location out
of Netspace. To the protected 'runner, it will appear as if he is surrounded
by datawalls. To the rest of Netspace, it appears as if a single datawall
block has appeared in that spot. To get to the netrunner, you must first
use intrusion software to knock the grid-square back into Netspace -- the
"datawall" is STR 4.
ICON: A pair of scissors, cutting along the edges of the grid-quare.
Weed
Cost: 630eb
Class: Anti-System
STR: 2
MU: 3
Options: Endurance, Simple ICON
When a Weed program successfully attacks the target system, it will reduce
that system's speed by 1 until the program is destroyed.
ICON: A crudely-rolled cigarette extending from one of the affected system's
CPUs...
Rage
Cost: 7250eb
Class: Anti-Personnel
STR: 4
MU: 4
Options: Superrealistic ICON
Reduces victim's EMP to 0 for 1d6 hours -- the effect is like cyberpsychosis,
except that it wears off.
ICON: An African tribal mask with chattering teeth.
Hurt
Cost: 5500eb
Class: Anti-Personnel
STR: 1
MU: 3
Options: Simple ICON
Hurt jolts the victim's pain centers -- it does 1d6/2 of actual physical
damage and causes a -2 penalty to REF for 1d6 turns.
ICON: A cartoonish knife.
Generation
Cost: 10500eb
Class: Anti-Personnel
STR: 8
MU: 7
Options: Photorealistic ICON, Movement, Trace, Endurance
This is a rumored-to-exist Arasaka security program and a cousin of the
Liche program. It is designed to be used against female netrunners, specifically
those that are pregnant. It programs an unborn fetus to kill their parent
once they reach age 10. If this program does actually exist, the first fetal
victims of this program will start killing their parents in 2031.
ICON: A glowing red earthworm.
Acid
Cost: 2120eb
Class: Intrusion/Anti-IC
STR: 4
MU: 4
Options: Photorealistic ICON, Code Optimization
This intrusion program has an anti-IC subroutine for use against healing
datawalls. Acid does 1d6+1 damage per attack. Healing datawalls "heal"
shut in two turns, instead of one, after being breached by this program.
Slow
Cost: 7000eb
Class: Anti-Personnel
STR: 4
MU: 4
Options: Photorealistic ICON
Slow prevents the attacked netrunner from employing his boosterware while
in the Net. The cyberware affected is: Kerenzikov, Sandevistan, and Boostmasters.
Enhanced Nervous Systems are not affected.
ICON: A fanged turtle with red eyes.
Shift
Cost: 240eb
Class: Evasion
STR: 2
MU: 1
Options: -none-
This evasion prgrom from somewhere in Eastern Europe is a cheap, yet effective
piece of evasion software. It shifts the netrunner's ICON so that it is
one grid-square away from his actual location.
ICON: The netrunner's ICON.
The ultimate in light combat equipment with stealth capabilities! The Wraith
is not meant to be used against other ACPAs, but against organic targets.
Quiet and efficient, the ultimate killing machine!
Suit Name: Wraith Manufacturer: Arasaka
Total Weight: 491kg SIB/DFB: +3/+3
Chassis Type: Ninja, STR 20 Chassis Weight: 116kg
Punch: 2D10 Kick: 3D10 Chassis Cap./Carry: 900kg/300kg
Crush: 3D10 Total Cost: 756,250eb
Trooper Size: 115kg Toughness Mod.: -6
Head - SP40, SDP5
Militech VRI SDP15
Right Arm - SP40, SDP5
Retractable Mono PA Sword SDP15
Flechette Pistol SDP15
100-round Flechette Clip SDP10
Left Arm - SP40, SDP5
Retractable Mono PA Sword SDP15
LAW III (1 shot) SDP10
Right Leg - SP40, SDP10
Light Tool Suite SDP15
Smoke Cannister SDP15
Left Leg - SP40, SDP10
Ghost Cannister SDP10
Ghost Cannister SDP10
Extra Power Cell SDP15
Extra Power Cell SDP15
Torso - SP40, SDP15
Escape Hatch SDP30
RussianArms KwikFix SDP15
EMP Capacitor SDP10
EMP Sponge SDP30
EMP Sponge SDP30
Notes: All items are internal. Also has Low Boost and Stealthing.
Dynalar Atlas Powered Armor
The newest battlefield menace from Dynalar! Big, ugly, and tough, the Atlas
can go anywhere! It contains state-of-the-art operator interfaces and a
wide variety of offensive and defensive
systems for almost any situation!
Suit Name: Atlas Manufacturer: Dynalar
Total Weight: 1024kg SIB/DFB: +4/+3
Chassis Type: Shogun, STR52 Chassis Weight: 250kg
Punch: 6D10 Kick: 9D10 Chassis Cap./Carry: 2600kg/780kg
Crush: 7D10 Total Cost: 216,570eb
Trooper Size: 115kg Toughness Mod.: -12
Head - SP80, SDP13
Internal:
Militech VRI SDP15
Orbital Air Prime SDP20
Flash Cannister SDP20
External:
Ribbon Cannister SP20/SDP20
Ghost Cannister SP20/SDP10
Ghost Cannister SP20/SDP10
Right Arm - SP80, SDP13
Internal:
Retractable Mono-PA Sword SDP15
14.5mm Heavy Machinegun SDP35
14.5mm HMG Mag. - 100rnds. SDP20
External:
14.5mm HMG Mag. - 100rnds. SP15/SDP20
14.5mm HMG Mag. - 100rnds. SP15/SDP20
14.5mm HMG Mag. - 100rnds. SP15/SDP20
Left Arm - SP80, SDP13
Internal:
EMP Grenadier SDP15
EMP Grenadier SDP15
Light Tool Suite SDP15
M-31PA Clip - 300rnds. SDP10
M-31PA Clip - 300rnds. SDP10
External:
IFAR 3-Pod SP20/SDP45
Right Leg - SP80, SDP26
Internal:
Extra Power Cell SDP15
Extra Power Cell SDP15
Smoke Cannister SDP15
Stardust Cannister SDP15
BOM Pack - facing rear SDP10
Powered Skate (SP20)/SDP20
External:
BRP Pack - facing right SP20/SDP20
BRP Pack - facing rear SP20/SDP20
BRP Pack - facing front SP20/SDP20
Left Leg - SP80, SDP26
Internal:
Extra Power Cell SDP15
Extra Power Cell SDP15
Smoke Cannister SDP15
Stardust Cannister SDP15
BOM Pack - facing rear SDP10
Powered Skate (SP20)/SDP20
External:
BRP Pack - facing left SP20/SDP20
BRP Pack - facing rear SP20/SDP20
BRP Pack - facing front SP20/SDP20
Torso - SP80, SDP39
Internal:
Escape Hatch SDP30
Food/Filtration SDP10
Commo Link SDP10
Military Radar SDP15
LATGM Reload SDP20
LATGM Reload SDP20
EMP Capacitor SDP10
External:
Reloadable LATGM SP20/SDP20
Scorpion Surface-to-Missile SP20/SDP15
BFC-4 Pack - facing rear SP20/SDP20
Carried Items: M-31PA Rifle (SP20/SDP10/6kg)
Notes: High Boost, C2 Computer
London Punknaught Powered Armor
Now you can own a replica of the armor that went bezerk in downtown London!
Yes, with the original suit, Martin Leeds, a London gang member, went crazy
and killed 43 people before a EuroDefense Force squad took him down! Now
you can own this suit, currently being replicated by DeathTech Industries!
Suit Name: London Punknaught Manufacturer: Unknown
Total Weight: 468kg SIB/DFB: +1/+2
Chassis Type: Ninja, STR20 Chassis Weight: 116kg
Punch: 2D10 Kick: 3D10 Chassis Cap./Carry: 1000kg/300kg
Crush: 3D10 Total Cost: 51610kg
Trooper Size: 115kg Toughness Mod.: -6
Head - SP35, SDP5
Internal:
Full-HUD Wideband SDP10
RussianArms KwikFix SDP15
Right Arm - SP35, SDP5
Internal:
5.56mm Light Machinegun SDP25
5.56mm LMG Mag. - 100rnds. SDP10
Climbers SDP15
External:
5.56mm LMG Mag. - 100rnds. SP15/SDP10
5.56mm LMG Mag. - 100rnds. SP15/SDP10
Left Arm - SP35, SDP5
Internal:
BOM Wire Pack SDP10
ACPA Whip SDP20
Climbers SDP15
Right Leg - SP35, SDP10
Internal:
Extra Power Cell SDP15
External:
Unpowered Skate SP20/SDP20
Left Leg - SP35, SDP10
External:
Unpowered Skate SP20/SDP20
Torso - SP35, SDP15
Internal:
BFC-4 Pack - facing rear SDP20
BSP Pack - Rubber Pellets -
facing front SDP20
BSP Pack - Smoke Pellets -
facing front SDP20
External:
LAW III SP20/SDP10
Equipment Carried: Smart-chipped Federated Arms Light Assault 15
Kendachi M-33 Power-Sword
(see ChromeBook 1, page 54-55)
Notes: Low Boost, Std. Commo Link, see section on ACPA Gear for
more on ACPA Whips.
NASA/Zetatech/Militech Armstrong Powered Armor
The newest entry into the space battlefield, the Armstrong is the current
favorite of the Militech Space Marine Corp! These suits were used successfully
in a Militech hired-out operation
against Biotechnica's Luna Facility, performing without a single casualty!
Suit Name: Armstrong
Manufacturer: NASA/Zetatech/Militech
Total Weight: 899kg SIB/DFB: +4/+3
Chassis Type: Highwayman, STR35 Chassis Weight: 180kg
Punch: 4D10 Kick: 6D10 Crush: 5D10
Chassis Cap./Carry: 1750kg/525kg
Total Cost: 231,100eb
Trooper Size: 115kg
Toughness Mod.: -9
Head - SP65, SDP9
Internal:
Militech VRI SDP15
Orbital Air Prime SDP20
External:
Stardust Cannister SP20/SDP15
Stardust Cannister SP20/SDP15
Right Arm - SP65, SDP9
Internal:
Photon Assault Cannon SDP10
External:
Super Rakate SP20/SDP20
EMP Grenadier SP20/SDP15
Left Arm - SP65, SDP9
Internal:
Retractable Mono-PA Sword SDP15
Mini-ROC6 SDP45
External:
Smoke Cannister SP20/SDP15
EMP Grenadier SP20/SDP15
Right Leg - SP65, SDP18
Internal:
Self-Seal Compression *
Ext. Life Support - 4hrs. SDP20
Extra Power Cell SDP15
Stardust Cannister SDP15
External:
M-31PA Clip - 300rnds. SP15/SDP10
M-31PA Clip - 300rnds. SP15/SDP10
BRP Pack - facing rear SP20/SDP20
Left Leg - SP65, SDP18
Internal:
Self-Seal Compression *
Ext. Life Support - 4hrs. SDP20
Extra Power Cell SDP15
Stardust Cannister SDP15
External:
M-31PA Clip - 300rnds. SP15/SDP10
M-31PA Clip - 300rnds. SP15/SDP10
BRP Pack - facing rear SP20/SDP20
Torso - SP65, SDP27
Internal:
Self-Seal Compression SDP50
Food/Filtration SDP10
Extra Power Cell SDP15
Electronics Package: SDP30
- Scrambler
- A/V Recorder
- Laser Detector
- Laser Comm
External:
Ext. Life Support - 4hrs. SP30/SDP20
Ext. Life Support - 4hrs. SP30/SDP20
Ext. Life Support - 4hrs. SP30/SDP20
Equipment Carried: M-31PA Rifle (SP20/SDP10/6kg)
Notes: High Boost, Std. Commo Link; Militech Space Marines like to put ChainBayonets
on their M-31PAs.
Militech Downtowner Powered Armor
The suit designed with C-SWAT units in mind, the Downtowner, from Militech
is the ultimate in 'borg-stoppers! A wide array of weaponry, so that you
will always have the firepower equivelent
to the situation!
Suit Name: Downtowner Manufacturer: Militech
Total Weight: 712kg SIB/DFB: +4/+3
Chassis Type: Bushi, STR32 Chassis Weight: 166kg
Punch: 3D10 Kick: 5D10 Chassis Cap./Carry: 1600kg/480kg
Crush: 4D10 Total Cost: 142780eb
Trooper Size: 114kg Toughness Mod.: -8
Head - SP50, SDP8
Internal:
Militech VRI SDP15
Orbital Air Prime SDP20
External:
Sensory Extensions SP15/SDP15
Stardust Cannister SP15/SDP15
Right Arm - SP50, SDP8
Internal:
Retractable Mono-PA Sword SDP15
5.56mm Minigun Mag.-1000rnds. SDP20
LAW III SDP10
External:
5.56mm Minigun SP25/SDP20
Left Arm - SP50, SDP8
Internal:
12.7mm Heavy Machinegun SDP30
12.7mm Mag. - 100rnds. SDP20
External:
12.7mm Mag. - 100rnds. SP15/SDP20
Right Leg - SP50, SDP16
Internal:
Light Tool Suite SDP15
M-31PA Clip - 300rnds. SDP10
M-31PA Clip - 300rnds. SDP10
BFC-3 Pack - facing front SDP20
External:
14mm Pistol SP20/SDP15
14mm Pistol Clip SP15/SDP10
14mm Pistol Clip SP15/SDP10
14mm Pistol Clip SP15/SDP10
Left Leg - SP50, SDP16
Internal:
EMP Sponge SDP30
EMP Sponge SDP30
M-31PA Clip - 300rnds. SDP10
M-31PA Clip - 300rnds. SDP10
BFC-3 Pack - facing front SDP20
External:
BIM Minelet Pack-facing rear SP20/SDP20
BPL Pack - facing rear SP20/SDP10
BOM Wire Pack - facing rear SP20/SDP10
Torso - SP50, SDP24
Internal:
Escape Hatch SDP30
Extra Power Cell SDP15
Radar SDP15
BOM Wire Pack - facing rear SDP10
BFC-4 Pack - facing rear SDP20
Electronic Suite: SDP30
- Scrambler
- Cell-Phone
- A/V Recorder
- Laser Comm
External:
Smoke Cannister SP20/SDP15
BFC-4 Pack - facing front SP20/SDP20
BSP Pack - rubber pellets - facing rear SP20/SDP20
Notes: High Boost, Commo Link
Equipment Carried: M-31PA Rifle
More armor systems from a wide variety of manufacturers. More ways to make
your ACPA into an unstoppable killing machine! Call the Edgerunners' Guide
Hotline for corporate service rep
points of contact.
Manufacturer Name SP Wt.(kg) Cost(eb)
Militech Aegis 60 300 15100
EuroArms DragonSkin 2 70 360 21200
IEC NewGranite 75 380 23600
Mexican Metals Endura 35 175 7600
NewSov Machines DuraSteel 3 100 450 90000
Militech Mono-Crystal 100 125 250000
Titanium
Note: MCT is a probable rumor; supposedly made in an orbital workshack,
its existence has yet to be confirmed. Cannot be stealthed.
Technotronica M-40PA Pulse Rifle 4000eb
Technotronica has modified it's best-selling M-40 pulse rifle for use by
ACPAs. Greater ammo capacity, better reliability, longer range, faster rate
of fire - and still the same devastating effects!
Kalashnikov AK-2020PA 2000eb
The new weapon of the Soviet Army has also been modified for use by their
Powered Armor systems. It, too, is available for purchase in the West.
Name WA Damage #Shots ROF Range Spc. SP SDP Wt. Rel.
M-40PA +1 EMP 100 1 100m 1 20 10 8kg VR
AK-2020PA +1 4D6+2 250 1/20 650m 1 20 10 7kg VR
Superframes price varies
The Arasaka Shogun used to be the biggest, baddest ACPA frame around. No
longer! Zetatech's Overlord (STR55) and Militech's Maverick (STR57) are
the newest entries into the ACPA
frame market.
STR Toughness Dam. Mod. Lift/Cap. Carry Wt.(kg) Cost(eb)
55 -13 3D10 2750 830 265 92350
57 -13 3D10 2900 900 280 99100
Need to get something to your lawyers across town and worried about your
Net security? Don't want to risk your data being intercepted electronically?
Send it physically! That's right! Physically! Skate and bike couriers have
made a comeback! They can move through the city faster than pedestrians
or traffic, and their speed is their defense! And if your package gets intercepted,
we'll do everything in our power to get it back! Our couriers use the finest
skating gear from RadTech and top-of-the-line urban bikes from Specialized.
Game notes: Using a courier to physically transport information is becoming
the rage among trendy executives in many large cities. It is considered
very chic to have your own personal courier on hireout from ECS. Their prices
are fairly steep, but they are fairly successful at what they do. They do
not charge by the size of the package (which must fit into a briefcase),
but by the mileage.
Safe Corp Zone: 10eb per mile
Standard City Zone: 25eb per mile
Free Fire/Combat Zone: 75eb per mile
ECS Office Locations: Night City, Minneapolis-St. Paul Metroplex, Moscow,
Philadelphia, London, Bucharest, Tokyo, Pangaea Arcology, Las Vegas, Atlanta,
Paris, and Houston.
Opening in 2021: Sydney, Prague, Dallas, St. Louis, Crystal Palace L-1,
O'Neill Colony 3 at L-4.
Typical Courier (Fixer)
INT 5 REF 8 TECH 4 COOL 10 ATTR ? LUCK 5 MA 7 BOD 5 EMP 6
Skills: Streetdeal+4, Awareness+3, Handgun+5, Athletics+7, Expert-Area Knowledge+8,Skate+8
or Bicycle+8.
Equipment: RadTech Courier Armor (see Equipment section), Monoknife, usually
a small-caliber handgun, the best couriers usually have a Trauma Team card.
Cyberware: varies
Typical ECS Security (Solo)
INT 6 REF 9 TECH 5 COOL 7 ATTR ? LUCK 5 MA 8 BOD 8 EMP 2
Skills: Combat Sense+7, Awareness+5, Handgun+4, SMG+4, Brawling+5, Melee+2,
WeaponTech+3, Athletics+2, Rifle+5, Stealth+4, CyberTech+1, Heavy Weapons+1
Equipment: Sternmeyer SMG21 (see CP2020 rulebook), Med. Armor Jacket, Monoknife,
usually more "personal preference weapons".
Cyberware: Varies, but at least one cyberlimb, and a cyberweapon of some
type.
Einstein Service
NEW from the Swiss Clinics!!!
Based upon a Virtuality Interfaced system which stimulates the brain, this
new therapy develops your mental abilities to allow you to become as smart
as Einstein!!! For only 10000eb and one month of your long life, become
the new Superman of the mental! Game Notes: The treatment takes 1 month
(16 hours a day) and costs 10000eb. It can only be done once and may add
1 INT point. Simply roll 1D10 and do less than (11-current PC's INT). In
case of the dice showing a 10, reroll it again. ON 1-3, the brain has been
injured and the player suffers a permanent -1 REF.
BigWave Surf Monitor Service
Need to know where the biggest surf is? Need a surf forecast? If you're
chill enough to risk surfing in today's oceans, you're chill enough to use
this service! A single phone call can tell you where the best places are
for surfing in your area, and give you the potential places over the next
two days!
Catch a tube, gato! Call 1-900-BIG-WAVE
Game notes: Costs 10eb per call.
Smooth Operator Service
Going to be making a long haul? Remember that 90% of fatal, non-weapon involved
accidents are caused by driver/pilot fatigue! This new service, developed
in Japan in the late 20th century,
involves a small biomonitor (either worn or implanted) with a transceiver
on the body, that reports to a central computer. The computer monitors your
fatigue/alcohol/drug levels, and if you are unfit to drive, it requests
that you pull over. For an extra fee, you can have it automatically shut
down your automobile, should you be too tired/inebriated to think clearly.
The equipment to start is relatively cheap and the monthly fee is very reasonable.
The life you save may be your own!
Game notes:
S.O. Biomonitor Wristband: 200eb, available in a wide variety of styles
and colors.
S.O. Biomonitor Implant: 250eb, SC=N, HC=1d6/2.
Monthly Base Fee: 25eb
Auto-Shutdown Fee: +10eb per month. The operator is responsible, however,
for any accidents/damage when their vehicle shuts down.
The MSP Metroplex is a hardcore place now. Used to be low in crime, peaceful
little place, one of the safest places in the country to live. Now, it's
gotten a new makeover for the 2020s.
Places to Go
The WarZone Club: Located in the Mallplex of America, in the 'burb of Bloomington,
the WarZone is a great place to meet and find comrades-in-arms, or just
to sit back and watch the Exotic Combat - perfectly legal, too! The drinks
are good, the atmosphere chaotic, and the contacts many. Highly recommended.
A Combat Football Game: The MSP Maulers are nothing like the Vikings of
the old NFL. The Maulers are a highly vicious team, with a lot of talent
- they are the number-one favorite for a
Super Bowl appearance this year. If you're in town, and can catch a game,
do it!
Cliff Road: The street to go to when looking for action, hot 'ware, a good
ripperdoc, or a place to sell off those organs you just cropped. Located
in the once-sleepy 'burb of Eagan, Cliff Road is a seething mass of humanity
with one desire in their collective mind: your money. Anything can be found
on Cliff Road.
The Library: Need to dig up the dirt on someone or something? The Library
is the place to go. Located in the downtown Minneapolis Corp Sector, the
Library has got data in all formats
on the most inane things you can imagine! Info on Tibetian heavy metal stars
of the late 1990s? You can actually find it!
Mystic Lake: This casino is still alive and kicking! They offer the best,
hell, the only gambling in the state. When the Casino Wars started in early
2014, they were the biggest of the group, and managed to not only survive,
but grow as well! The extravegence of this place rivals that of some of
Vegas! Make sure you check this place out! Please note that security is
provided by Arasaka, and cheaters tend to "disappear" quietly.
Places Not to Go
Jail: The cops in the MSP Metroplex are not very nice individuals, as they
are trained and reinforced by Arasaka. Yup, the boys in black have their
hand in this town too... So, watch your back.
Edina: Always an upscale, yuppie city, Edina was one of the first walled
cities in the country. The security is very tight, and security guards (from
Militech) shoot first and ask questions later. Rumor has it that the security
forces use ACPAs with heavy weaponry, but this has yet to be confirmed.
Burnsville: The suburb of Burnsville, south of Eagan, is a the Combat Zone
of the MSP Metroplex. The city was heavily damaged by a large fire in 2004,
and never rebuilt fully. The heavy snows and winds that winter did nothing
to help the city, and it is now overrun with vagrants and gutter-trash,
who try to eke out a living on the remnants of the buildings and industry.
Things to Do
Listen to HHH: Happy Harry Hard-On is back! After his release from jail,
he went right back to his pirate broadcasting! An independent operator in
MSP gets Harry's feed live via satellite from Arizona, and broadcasts on
98.5 FM and 990 AM. You can hear Harry's anti-society, anti-corp, anti-everything
diatribe every night at 11pm Central. Jamming is uncommon.
Hireout: The corporations here in MSP are very busy stabbing each other
in the backs - a full-scale corporate war is on the verge of erupting, and
all sides are hiring at very reasonable pay!
Get Custom Chips: An important thing for Techies to do! Sunrise Microprocessors
in the Minneapolis sector can build your custom chip design in a matter
of hours! And their prices are quite reasonable. They have a service rep
in the Mallplex of America that is quite helpful.
Things Not to Do
Carry A Concealed Weapon: This is a big no-no in MSP. The cops and Arasaka
will be all over you like flies on shit. Seriously, though, the police have
an uncanny knack for spotting this and will bust you. You may carry any
weapon out in the open, but anything larger than a heavy autopistol will
get you harassed.
Sleep in the Airport: Not a good idea. More than one traveller has disappeared
after deciding to take a short nap. Rumor has it that there are cannabalistic
cyberpsychos living in the access tunnels beneath the complex.
Believe Anything in the Paper: The local paper is a load of corporate propoganda
and drivel. If you believe a single word of it, you're weak in the gray
matter. The MSP area has a high amount of pirate media, most of which is
not hard to get ahold of. Some of it has corporate backing, ask the locals,
they'll be more than happy to tell you what's real pirate and corporate
pirate.
Pick Your Nose: But we shouldn't have to tell you that, gato. It isn't chill.
The Pigs
Ah, now we come to the most important part for you edgerunners. The pigs.
MSP Metroplex's security forces. The indigenous security forces are pretty
well under-funded and poorly equipped, but they are still pretty numerous.
A large Arasaka Security contingent exists, as it is on hireout from a group
of corporations in the area. They will not hesitate to use deadly force
if they can get away with it. They will also ticket anyone for any violation
of the law.
Typical MSP Metroplex Police Officer (Cop)
INT 5 REF 7 TECH 4 COOL 6 ATTR ? LUCK 4 MA 6 BOD 5 EMP 6
Skills: Authority+4, Awareness+5, Handgun+4, Human Perception+4, Athletics+4,
Education+7, Brawling+3, Melee+2, Interrogation+3, Streetwise+4, First Aid+2
Equipment: Medium Armor Jacket, Excalibur Taser-type Nightstick (see Protect
& Serve), Patrol Helmet (see Protect & Serve), handcuffs, sidearm
of personal preference (usually a heavy autopistol or SMG).
Cyberware: Cyberoptic with Low-Lite, plus personal preference.
How to Get Out of Town Quickly
There are multiple ways to get out of MSP quickly, which will probably be
required of you at some point. There is a French TGV bullet-train link to
Duluth, and security is mediocre, so this is always an option.
Dirigible and AV services connect to Chicago Port, Des Moines, Fargo, St.
Louis, New York, and Night City. In May of 2021, the MagLev link to St.
Louis will be completed, and in September of 2021, the spaceplane facilities
at MSP International will be activated, providing service to LEO.
(buildings, vechicles) can be identified by an EASY skill check. Small details
require, naturally, greater success. INT-based.
2) FORWARD OBSERVER: Characters with this skill are trained in spotting
targets and adjusting fire for artillery of all types. Provided they are
in contact with the firing battery or its fire
control, a forward observer can attempt to adjust friendly fire. For each
round of fire, the forward observer can report and adjust the fire coordinates
by making a successful skill check. Each round of fire that is successfully
adjusted increases the accuracy of the artillery fire by 1, up to the limit
of the forward observer's skill level. If the skill check is failed, the
artillery has fired off-target, and all bonuses gained from the forward
observer are lost and the process must begin again. A forward observer can
also attempt to call friendly fire on a position if he is able to observe
that target point. A skill check must be made to successfully relay the
target coordinates. Once fire has arrived, the FO can attempt to adjust
it normally. INT-based.
3) SMALL CRAFT HANDLING: While Driving/Boat allows a character to operate
most types of motorized water vehicles, Small Craft Handling gives the character
the skills needed to use small muscle-powered boats. These include inflatable
rafts, canoes, collapsible kayaks, rowboats, and small landing or river
crossing boats. Rapids, rough seas, darkness, rugged landing sites, and
the need for speed or silence all require skill checks. The character can
also attempt to make small field repairs. REF-based.
Author's Note: Here's an outline of a new corp. I figured in a world where
information is power, the authority over who gets to use which information
would be an interesting addition to play. Possible
uses: PTO tries to stop your small-time drug-synthesizing enterprise on
behalf of a major pharmaceuticals researcher; Team hired to destroy records
at PTO during corp war over patent
rights; party racing to patent a new product before bad guys steal it and
patent it themselves, etc.
Patent and Trademark Office
Shortly before the fall of the U.S., it was decided to privatize most functions
of the PTO. The databases improved as people began to be charged for their
use. Firms claiming patent violations in court had to pay the new PTO to
provide the data to back them up. New patents and copyrights had an accompanying
fee. After the fall, the PTO began to take on the enforcement role as well.
Initially bolstered by a large capital outlay from a consortium of interested
corporations, the concentration of
capital has been diluted over time. The PTO works for client companies.
All the same, like NetWatch, it's almost universal. Competing companies
pay their dues, even while trying to skirt
the rules of the Office.
1st Division - Liscensing/Enforcement
Lawyers/Corps: 1000
Arbitrators: 1000
Techies: 1000
Netrunners: 500
Soldiers/Cops: 10000
Misc. Staff: 6000
Total Staff: 19500
2nd Division - Patent Exploitation
Corps: 1000
Techies: 200
Netrunners: 100
Soldiers/Cops: 1000
Misc. Staff: 2000
Total staff: 4300
On-call Researchers: 5000
They have compiled the records from all trademark offices around the world.
In order for any new patent to be enforced, the holder must register it
with the PTO, which must then approve it. After this point, the PTO guarnatees
to prevent violation of the patent, with a staff of arbitrators to decided
whether there has been a violation. If you do not register your patent with
the PTO, you are responsible for defending it yourself, including preventing
someone else from registering it.
Payment to the PTO is based on the number of patents held, the types of
restrictions required, the length of protection service, and the revenue
that each patent brings in. The PTO offers two payment options:
1> An exorbitant one-time fee, based upon the estimate of the value and
enforcement challenges of a particular patent. This guarantees protection
for the entire term desired.
2> An annual contract, from which a percentage of the profits from a
particular patent are paid to the PTO. Under this plan, the customer signs
a contract to the effect that, if ever they fail to pay, patent rights revert
to the PTO itself.
The PTO makes a good percentage of its money liscensing rights to patents
that haven been acquired from deliquent customers.
Sunrise Microprocessors
Overview: Sunrise is a small corporation based in the Minneapolis/St. Paul
Megaplex, Minnesota, that produces microprocessors for a wide variety of
items. Its main division is dedicated to the
mass-production of microchips, and it has a smaller division to manufacture
custom chip designs.
When: In 2016, a small group of discontent American engineers got together
to form Sunrise Microprocesors in a small office outside of Minneapolis.
Their intention was to be a "cottage industry," but as their reputation
and orders increased, they acquired better fabrication facilities and increased
their staff.
How much:
Revenue is in millions of eurodollars.
Year 2019 2020
Mass-Production 103.2 115.7
Custom 19.5 32.2
Totals 122.7 147.9
NYSE Symbol: SRM
Fiscal Year Ends: Oct. 1st
Who:
President/CEO: Jeff Stonewall (age 31)
Vice-President/Chairperson: Andrea Nelson (age 32)
V.P. of Finance: Edward Savage (age 63)
V.P. of Security: Emily Brochard (age 25)
Auditors: Friedman & Friedman (Bloomington, MN)
Employees: 1200
Troops: 150
Covert: 12
Where:
HQ: Sunrise Microprocessors,
230 Hennipen Ave.
Minneapolis, MN
Phone: 612-Sun-Rise
FAX: 612-FAX-Rise (Public Relations)
Net Access: Sunrise@sunrise.mn.com (Public Relations E-mail)
Sunrise is based solely in Minnesota, USA, and their reputation is so good,
that people and companies come from as far away as the Antarctic Collective
to purchase and contract chip designs.
What:
Products: Custom and mass-quantity microchips are Sunrise's main staple.
They have state-of-the-art facilities for manufacture and design, and are
keeping up with (if not ahead of) current
technologies.
Resources: One AV-9 assault aerodyne, four custom ACPAs, ten Grasshopper
ACPAs (see Maximum Metal), and two Osprey IIs. Their security forces have
their weaponry and training provided by Militech.
Rankings:
798th in Fortune 1000 US Industrial Cos.
Competition:
Microtech
Revolution Genetics Inc. (biochip division)
Biotechnica (biochip division)
Intel
Motorola
EBM
Significant Contracts With:
MustangArms smartgun processor - up for re-negotiation on 9/1/2024.
United State Aerospace Force chipset for the MMU-III system - up for re-negotiation
on 9/1/2026.
IEC biochip processor for HomeChef Toaster Oven Line - up for re-negotiation
on 9/1/2026.