0% found this document useful (0 votes)
319 views27 pages

Eclipse Phase RPG: Ghost Mechanics & Character Creation

Section 9 is a special law enforcement branch in 2035 Japan that utilizes augmented agents. Characters generate with lower stats and customize points than normal. Backgrounds provide bonuses and influence starting reputation and skills. Section 9 operatives adhere to a code of conduct regarding secrecy, civilian harm, and personal gain. Acceptable prosthetic bodies include the stealthy Kamereon and child-like Kodomo morphs.

Uploaded by

Thiago Maciel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
319 views27 pages

Eclipse Phase RPG: Ghost Mechanics & Character Creation

Section 9 is a special law enforcement branch in 2035 Japan that utilizes augmented agents. Characters generate with lower stats and customize points than normal. Backgrounds provide bonuses and influence starting reputation and skills. Section 9 operatives adhere to a code of conduct regarding secrecy, civilian harm, and personal gain. Acceptable prosthetic bodies include the stealthy Kamereon and child-like Kodomo morphs.

Uploaded by

Thiago Maciel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
You are on page 1/ 27

Eclipse Phase: Ghost In The Ghost points are awarded by the Game

Master at the end of a session and are gained or


Shell lost by your actions throughout the session.

Welcome Melee Double Attack


Characters that meet the following criteria
The year is 2035 and global recession has
can use a special double melee attack for an
resulted in the collapse of western economy.
additional 1d10 damage.
Isolationist Japan has endured due to their strict
• A score of at least 60 in your chosen
policies and have moved out into international
markets, operating with profits beyond melee skill.
comprehension. • A speed of at least 2.
State police forces, unable to keep up in • Equipped with two identical melee
large part with the new trends in cybercrime have weapons.
been augmented with Japanese Section 9 units The special attack must be declared by the
with the intention of training local recruits to attacker before they roll and can only be used
continue these duties. once per round (e.g. only on 1 of your 2 turns in
any given round).
I can hear my Ghost whispering to
Section 9 Code Of Conduct
me Although Section 9 is a special branch of
The Ghost is the human spirit, it's not law enforcement that get a lot of leeway for their
exactly the ego as defined in the Eclipse Phase actions they also rely on a veil of secrecy that's
rules but more of an independent identity. To maintained at all costs. The general public is
some the Ghost is their mind, their humanity, unaware of the existence of Section 9 and this
consciousness, individuality. What your Ghost secrecy is one of the things that allows Section 9
means to you is personal and it's unlikely that to operate as they do.
anyone else will have the same definition of the As such all operatives follow a very basic
Ghost that you do. code of conduct designed to allow them to
In game terms this means that the Ghost is operate as freely as possible while keeping the
how in touch you are with your gut feeling, how safety of the division intact.
well your mind and body mesh into one being. • Property damage is allowed so
Having a positive Ghost score allows you a
long as it cannot be traced back to
bonus to any action you take. Every 25 points in
Section 9 operatives.
Ghost gives you a +5 benefit to skills, for a
• Killing civilians is never allowed
maximum of +20.
Conversely the Ghost can have a negative under any circumstances.
score, going against your own nature, ignoring Wounding them is acceptable so
your Ghost and a variety of other situations can long as they cannot identify you as
cause you to lose touch with your Ghost and a Section 9 agent.
you'll no longer hear it whispering to you. In • The authority afforded to a
game terms this means for every -25 points in Section 9 operative must not be
Ghost you take a -5 penalty to skills for a abused for personal gain.
maximum of -20. Keeping to these three basic rules at
Being in touch with your Ghost can also throughout an assignment will result in your team
result in you having gut feelings, or hearing your being given a bonus of 500 credits each. Failure
Ghost whispering to you at key moments. to adhere to these rules may result in a fine to
Similarly, being detached from your Ghost by a fund the necessary blackout and clean up
great degree can convey other status effects. It procedures.
pays to define your character and what you
believe the Ghost is clearly because it'll help you
gain or lose contact with your Ghost more easily.
(Earn a score of +/-50 to get a special bonus)
Character Generation
In order to make more room for character
growth across the campaign there have been STAND ALONE COMPLEX
some changes to character generation and An entity born of the vast and infinite net.
statistics. In generation these changes are resulted You are a copy without an original, not an AI but
in lower amounts of points to distribute. not a human either, though you may not know
Aptitude Points have been lowered from that. Or perhaps you're the result of a cyberbrain
105 to a new total of 70. The points can be spontaneously forming a ghostline of its own,
distributed in a minimum of 5 points at a time who knows.
and each skill must have at least 5 points in. Advantages: +30 Interfacing skill, half price
Customization Points have also been skill points for Infosec, Interfacing, Programming
lowered from 1000 to 500. Additionally it's only and Research.
permissible to go as high as 60 points in any skill Disadvantages: All social skills cost double.
during character creation (unless a perk or Cannot start with Originaru.
background says otherwise). Characters
automatically get 70 points in Language: English. CONSULTANT
Reputation Points are no longer Prior to joining Section 9 you were a
distributed at creation. They are earned through consultant of some kind for organizations around
choosing particular backgrounds and through the world. As such you have expert knowledge of
play. particular topics.
Credits remain unchanged; every Advantages: +20 to any two knowledge skills of
character is given 5000 credits at creation. your choice, second native language at creation
Disadvantages: Combat skills cost double.
Backgrounds LAW ENFORCEMENT
Everyone has a past, even if you don't Section 9 picked you out of local law
remember it. You may choose one of the enforcement agencies as a candidate to join their
following backgrounds and receive the bonuses team. You may be the new guy on the team but
and disadvantages that it brings. If you wish to your prior experience is invaluable and greater
make a custom background, talk with your DM than most.
about making one. Advantages: +10 Pilot Groundcraft, +10
Profession Police, +10 to one knowledge skill of
SECURITY CONTRACTOR your choice, +5 rep of your choice.
Before joining Section 9 you were a Disadvantages: Enemy trait
private security contractor with a prestigious
contractor. As a result you're both professionally
trained and possess the necessary skills and Prosthetic Bodies
experience to assist with your assignment to None of the stock Eclipse Phase morphs
Section 9. are present in this setting. Instead use the
Advantages: +10 Networking [Field] skill of prosthetic bodies listed below.
your choice, +1 Moxie
Disadvantages: None ORIGINARU Biological
This is the body that everyone is born in.
SOCIALITE Everyone starts with one of these. It is the only
Whether through a hefty trust fund or fully biological body that exists in this setting.
inheritance you're one of the rich and famous, Implants: None
since joining Section 9 your time in the limelight Aptitude Maximum: 20
may be over but the skills you picked up there are Durability: 30
still valuable. Wound Threshold: 5
Advantages: +10 Protocol skill, +5,000 credits, Disadvantages: None (Genetic defects are
+10 Networking [Hypercorps] skill common).
Disadvantages: May not start with Originaru CP Cost: 0
Credit Cost: N/A
Advantages: Striking Looks (level 1), +5 SAV,
KAMEREON Prosthetic +5 to 2 aptitudes of the players choice.
A fully prosthetic body designed around stealth. CP Cost: 40
The Chameleon is not a combat focused model Credit Cost: 40,000
but is equipped with a built in attack barrier.
Implants: Cyberbrain, Therm-optic Camouflage, KODOMO Prosthetic
Access Jacks, Attack Barrier The Child is modelled after a 10 year old and
Aptitude Maximum: 30 comes in both male and female varieties. Some
Durability: 30 people find an adult wearing a Kodomo to be
Wound Threshold: 6 distasteful but amongst the poorer social circles
Advantages: +5 COO, +5 COG, +5 REF it's not uncommon for the Child to be the only
CP Cost: 30 prosthetic an individual can afford throughout
Credit Cost: 30,000 their lifetime.
Implants: Cyberbrain
KABE Prosthetic Aptitude Maximum: 30 (20 SOM)
The Wall is a favourite of law enforcement Durability: 25
special tactics teams and is often employed in Wound Threshold: 5
high risk breaching situations. Complete with Advantages: +5 COO, +5 INT, +5 REF, +5 to
dermal armour and increased strength this one aptitude of the players choice.
prosthetic body excels in close quarters combat. Disadvantages: Social Stigma trait
Implants: Cyberbrain, Dermal Armour, CP Cost: 25
Reinforced Skeleton, Enhanced Musculature Credit Cost: 25,000
Aptitude Maximum: 30
Durability: 50 NISEMONO Prosthetic
Wound Threshold: 9 The Pretender is a mass produced prosthetic shell
Advantages: +10 SOM often provided to workers in extremely hazardous
CP Cost: 35 situations. Their main advantage is that they're
Credit Cost: 35,000 cheap and easily replaced or repaired. They are
visually indistinguishable from one another.
MUSHA Prosthetic Implants: Cyberbrain
The Warrior is a combat oriented body designed Aptitude Maximum: 20
to also pass for human under scrutiny. These are Durability: 20
commonly used by private security officers and Wound Threshold: 3
soldiers. Advantages: 4/4 Armour
Implants: Cyberbrain, Access Jacks, Dermal Disadvantages: -5 to one attribute of the players
Armour choice, Lemon trait, Social Stigma trait.
Aptitude Maximum: 25 CP Cost: 5
Durability: 40 Credit Cost: 5,000
Wound Threshold: 7
Advantages: +5 COO, +5 REF GOSEI Prosthetic
CP Cost: 30 The Synthetic is another cheap Android/Gynoid
Credit Cost: 30,000 that comes in many forms. One of the more
popular amongst collectors is the Jerry, a gynoid
NYOTEI Prosthetic often kept as a companion because of their ability
The Empress is a common body amongst a wide to form an attachment to their owner and vice
variety of typically female professions ranging versa.
from secretaries and news casters to prostitutes. Implants: Cyberbrain, Access Jacks, Mnemonic
It's rumoured that the Japanese president wears a Augmentation
heavily modified one of these. Aptitude Maximum: 30
Implants: Cyberbrain, Access Jacks Durability: 40
Durability: 30 Wound Threshold: 8
Wound Threshold: 5 Advantages: +5 SAV, +5 INT
Disadvantages: Social Stigma trait, Uncanny need for prosthetic eyes or cyberbrain. Some
Valley trait notes on the different parts follow;
CP Cost: 10 Cranial Computer
Credit Cost: 10,000 A small computer with limited storage capacity
that provides most of the functions of a hand held
SAIDO Infomorph or desktop computer including a personal
A person's Chroma is their presence on the net. It organizer, alarm clock, internet browsing and
does not have a physical form but moves through personal communications. When linked with the
cyberspace as a quasi physical entity. The capture rest of the biomod package the cranial computer
or destruction of a Chroma file can leave a can monitor health status. Interfacing with the
persons physical form devoid of life and computer is done via an optical nerve interface.
disconnection from the net can either be fatal or Medical Sensors
result in a free floating consciousness. Artificial Implanted throughout the body these devices
Intelligences on the web are considered to be monitor heart rate, blood pressure, respiration,
Chroma Files. temperature, neural activity and other important
Enhancements: Mnemonic Augmentation medical concerns. These sensors also log
Aptitude Maximum: 40 traumatic events related to physical harm and
Speed Modifier: +2 contain uploaded medical records. They are only
Disadvantages: No physical form accessible by authorized medical professionals
CP Cost: 0 and are typically only called on in emergencies.
Credit Cost: 0
CYBERBRAIN Semi-Organic Prosthetic
Traits [Moderate]
Traits are taken from the core Eclipse The Cyberbrain is an artificial replacement for
Phase book and are identical in function. The Psi the organic brain. In essence the Cyberbrain is
traits are not selectable. actually an emulation of the original brain as
when a user is fitted with a prosthetic body their
consciousness is uploaded to the device – to the
Skills user there is no interruption of thought and the
Skills carry over from the base Eclipse original brain is deactivated after the transfer is
Phase book and function identically in this confirmed as successful.
scenario. However, there have been some
changes in the way skill amounts can be ENHANCED VISION Prosthetic
assigned. [Low]
At character creation the maximum Prosthetic optics are already superior to human
assignable value per skill is 60 but there are no eyes but with an Enhanced Vision augmentation
restrictions on where the points should be it's possible for the user to superimpose
distributed. The maximum total during game play additional filters into their vision via the
for any skill is 90, down from the original 99. augmented reality interface. Vision modes
included are; FLIR (forward looking infra red
Augmentations including white-hot, black-hot and colour scale),
All augmentations listed from this point onwards 12x zoom capability (not compatible with
are compatible with both biological bodies and thermals) and short-range backscatter. This
prosthetic bodies unless otherwise stated. provides a +20 to Perception tests involving
vision.
BASIC BIOMODS Prosthetic
[Moderate Cost but free with most bodies] ENHANCED SMELL Prosthetic
Basic Biomods consist of several small machines [Low]
implanted into the body, almost everyone has An augmented nasal cavity adds as much as a 0.5
these modifications even if they prefer their square foot of additional olfactory receptors
original body. They monitor the user's health and without changing the outward appearance of a
allow for augmented reality overlays without the user. Enhanced Smell augmentations are also
capable of performing an analysis of inhaled skin looking smoother and visibly fake, even
materials and filtering harmful toxins for short plastic like. The users sense of touch is reduced (-
amounts of time (up to 10 minutes can be spent 20 modifier) except on their hands, feet and face.
in a 100% toxic atmosphere). This provides a The armour provided by this augmentation stacks
+20 to Perception tests that involve smell. with worn armour.

EIDETIC MEMORY Prosthetic CARAPACE ARMOUR Prosthetic


[Low] [High]
This augment is attached to the brain-case of a Ceramic plates are secured to the superstructure
cyberbrain and records sensory input. Only of any prosthetic and provide 11/11 armour. Due
information that the user focuses on is recorded, to the nature of this modification the user cannot
for example if a user reads a paper or book they wear additional armour. The advantage is that
will remember everything contained within but carapace armour does not degrade as it takes
they may not remember the colour of every car damage but it does remove some mobility and
that passed them on the street on the way home flexibility.
(unless they were actually looking for that
information at the time it was presented). No CHAMELEON SKIN Prosthetic
training is required to use this augmentation and [Basic – High, Advanced - Expensive]
accessing the stored information is controlled by Therm-optic Camo is often worn but this
software-cyberbrain interface to ensure accurate augmentation provides the user's skin with the
and timely recall. ability to render them completely invisible to
both visible and thermal vision modes. This does
MATH BOOST Prosthetic not render equipment or held items invisible and
[Low] cannot be activated while wearing any clothing.
This implant functions the same as the Math Wiz An advanced model is capable of rendering the
trait (p. 146 EP). An extra APU is implanted onto user's clothes and weapon invisible also. Only
a specialized high bandwidth interface with the worn equipment will be rendered invisible, for
cyberbrain that is automatically utilized for any example a bullet proof vest and held or holstered
mathematical functions. handgun will be rendered invisible but a rifle
slung via strap or a rappelling line will not.
ADRENAL BOOST Biological Results in a +20 to Infiltration test if the user is
[High] completely invisible. Moving at high speed will
A modified adrenal gland available only to not disrupt the camouflage but excessive body
biological bodies allows for an enhanced stress movement will cause artefacts (e.g. running or
response, flooding the system with combat will cause artefacts but falling will not).
norepinephrine and adrenaline. Allows the user to
ignore the -10 penalty from 1 wound and CLAWS Biological/Prosthetic
provides +10 REF. [Low]
Cat-like retractable claws are fitted to every
BIOWEAVE ARMOUR Prosthetic finger of the user. These can either be biological
[Low] implants for those who require the functionality
Manufactured fibres are woven into the skin of but dislike prosthetics or fully prosthetic
the morph to provide an additional 2/3 armour implants. They do not affect the users manual
without changing the appearance, texture or dexterity but the biological implants do require
sensitivity of the skin. It is cumulative with worn some training on the part of the user to learn how
armour. to reliably use the new addition. These claws are
capable of dealing 1d10+1+(SOM/10) points of
DERMAL ARMOUR Prosthetic damage and use the Unarmed Combat skill.
[Moderate]
Applicable only to prosthetic bodies/limbs. This CLEAN METABOLISM Semi-Organic
is a replacement of the skin to provide superior [Moderate]
protection of 3 / 4 this comes at the cost of the This augmentation requires no surgery or
maintenance to install and can be used by both or dark, is there a person present but not knowing
biological and prosthetic bodies to digest and the time of day or who the person is) entering or
break down harmful substances in the gut. This leaving the state requires approximately 3
allows the user to avoid the effects of alcohol or minutes and so long as the character has
ingested poisons. sufficient air they can survive without food or
water for up to 40 days. Commonly used by
EELWARE Prosthetic mountain climbers or researchers in the field for
[Moderate] survival purposes in case of an accident.
Capacitors store a charge, provided by either a
quick charge energy cell or the own users ENHANCED MUSCULATURE Biological
bioelectric current. The charge can be released [High]
upon contact to provide a powerful shock attack The biological muscle mass of the user is
capable of disabling biologicals and prosthetics enhanced to a great degree. Apply +5 to SOM.
alike. The charge can also damage computer
systems and other electronics. A person struck NEURACHEM Prosthetic
with a shock attack must make a DUR+Energy [Basic – High, Advanced – Expensive]
Armour test or be incapacitated for 1 turn per 10 A poor man's combat augmentation. This
points of MoF. A person cannot be shocked by prosthetic boosts neural connections and
their own Eelware. chemical transmitters inside a biological brain.
The basic model provides +1 to Speed while the
ENHANCED RESPIRATION Semi-Biological advanced model grants +2 to speed. After
[Moderate] activation the Neurachem lasts for 3 turns and the
Augmented lungs are capable of operating in a user suffers a type of hangover for 1 hour after
range from 0.2 atmospheres to 5 atmospheres the effects where -20 is applied to all actions.
without the need for decompression procedures.
Additionally users can hold their breath for 30 SMUGGLERS CACHE Prosthetic
minutes under minimal activity and up to 10 [Low]
minutes while under stress. In conjunction with A compartment is installed into the body in a
an internal oxygen supply this augmentation can location of choice (most often the arms or thigh)
provide the user with 24 hours of breathable air. and is capable of holding a handful of small
items or one small-medium item such as a
GRIP PADS Prosthetic machine pistol or handgun. These augmentations
[Low] are often used by smugglers to move drugs or
Grip pads are artificial constructs of the surface weapons or by undercover police officers to
of gecko feet. They are applied to the palms, conceal ID, monitoring equipment or weapons.
forearms, shins and feet and allow a full size Anything placed in the cache has a +30 to
humanoid to climb on any surface unless it's concealment.
specifically coated to prevent the use of grip
pads. Gives a +30 modifier to Climb tests so long TEMPERATURE TOLERANCE Biological
as the pads can come in contact with the surface [Low]
(e.g. no gloves worn). The biological outer surface of a body is
modified to have a higher temperature tolerance
METABOLIC SUSPENSION Prosthetic which prevents burns and frostbite and other ill
[Moderate] effects related to temperatures as low as -30C or
This is a prosthetic modification that can be as high as 80C. This is often used as a survival
applied to bodies that still possess their biological mechanism by emergency rescue personnel.
digestive and circulatory system. The user can
voluntarily induce a hibernation type state in TOXIN FILTER Semi-Organic Prosthetic
which their metabolism operates at only 5% [High]
capacity and requires a proportionate amount of This augmentation allows the user to avoid the ill
air, water and food. In this state the user retains a effects of stronger toxins than a clean metabolism
dim awareness of the surroundings (e.g. is it light would allow. The toxin filters can protect against
arsenic, cyanide and other nerve agents. Due to (SOM/10) damage with -2 AP. If they user has
the nature of the augmentation it requires regular Eelware then the attack will also inflict shock.
high level maintenance.
PROSTHETIC LIMB Prosthetic
ACCESS JACKS Prosthetic [Moderate]
[Low] In the age of totally artificial bodies prosthetic
Access Jacks are implanted in the back of the limbs have become extremely advanced and most
neck and provide a direct link between the users feature a modular design that can accommodate
cyberbrain via fiberoptic cable. There are some changes such as skin tone, hand sizes/functions
risks associated with this type of connection and internal compartments. Some are even
however as an attack barrier may cause physical weaponized with some the most common ones
harm and the user may be more susceptible to a featuring a small concealed pistol or shotgun,
ghost hack than over a wireless connection. The such modifications are extremely popular
big advantage of a direct connection is that it is amongst organized crime members. Special
the only way to guarantee complete privacy. forces also enjoy the use of modified prosthetic
limbs that conceal useful equipment or weapons
BURNER Prosthetic or have added flexibility such as a three-hundred-
[Low] sixty degree rotating wrist or double hinged
Essentially the Burner is a dead man's switch, it elbow. Prosthetic limbs, whether a part of a
has two different modes. The first mode burns prosthetic body or a separate attachment can be
away the users memories to prevent information modified in many ways, ask the DM if you have
being extracted from them. The second mode a specific modification you'd like and work out
burns a users brain entirely, erasing their what's acceptable and what it should cost.
consciousness. This is exceptionally popular Regardless of additional functionality a
amongst terrorists and high risk criminals. prosthetic limb has an extra 3/3 armour as
standard.
GHOSTRIDER MODULE Prosthetic
[Expensive] CYBERLIMB Prosthetic
A Ghostrider module allows a second ghost to [High]
ride in the same cyberbrain. Depending on the These prosthetic limbs are incapable of being
users settings they may or may not have access to masked as biological and are outwardly robotic
sensory information but the Ghostrider module in appearance. They still retain the 3/3 armour
ensures that both consciousnesses cannot interact bonus however and also get an additional +5
with each other until the ghostrider is removed. SOM. A Cyberlimb has two major advantages;
they do not transmit pain and as such wounds to
PUPPET SOCK Prosthetic one only affect that limb (the -10 penalty only
[High] applies to actions taken with that limb). The
The puppet sock augmentation allows for a body second major advantage is that a Cyberlimb is
to be remote operated at will without hacking. It faster and infinitely more precise than a
doesn't matter whether the cyberbrain is already prosthetic limb (e.g. can screw/unscrew a screw
inhabited by a ghost or not but the body must or bolt with the exact number of turns necessary)
already be active in order to be remote but they do not gain extra dexterity in tasks
controlled. reliant on the users skill (e.g. aiming a weapon).

CYBERCLAWS Prosthetic FRACTAL DIGITS Prosthetic


[Low] [Moderate]
Cyberclaws come in a variety of styles but range Fractal digits allow the users fingers to split into
between one and three blades bonded to the several robotic strands on command. This allows
skeletal or superstructure of both hands to the user to interface with electronics, most
provide blades that extend between concealed notably computers, at an accelerated pace. Any
slits on the back of a users hands. The blades are task actions involving the use of Fractal Digits
typically six inches long and inflict 1d10+3+ takes half as long. Fractal Digits make the hand
count as prosthetic even when applied to a Booster provides a +30 Initiative, allowing the
biological arm, providing 3/3 armour bonus to user to react to emerging situations faster than
the hand. anyone else present. In addition to getting to
move first the user gains 1 extra complex action
HARDENED SKELETON Prosthetic on their opening move that can be used just like
[High] any other complex action.
The users skeleton is reinforced with synthetic
fibres. This grants an extra +5 DUR and allows a INTERCEPTORS Prosthetic
20% re-roll on each wound suffered, success on [Moderate]
this roll negates the wound. Interceptors must be installed via high level
maintenance or a medical procedure. Interceptors
inhabit sensory nerves and can operate in two
OXYGEN RESERVE Prosthetic modes; in stealth mode they are often implanted
[Moderate] for surveillance purposes and used much the
A small internal oxygen tank is installed in the same way as wearing a wire, or a wire tap to
torso and can be activated by thought. This tank monitor persons. When in this mode Interceptors
contains enough air for up to 1 hour of are undetectable by the person implanted with
comfortable breathing even under stress. It can them and can only be found via intrusive surgery.
only be refilled by professional high level In active mode the Interceptors actually work for
maintenance and is a standard part of normal the user and monitor the host senses for
maintenance procedure for prosthetic bodies. predefined conditions, if the criteria are met the
Interceptors will alert the user and focus their
REFLEX BOOSTERS Prosthetic attention on the source of the alert if they have a
[Expensive] cyberbrain.
The users spinal column and nervous system is
augmented with superconducting materials. This SKILL MATRIX Prosthetic
gives the user an advantage of +10 REF and [Expensive]
improves their SPEED by 1. Reflex boosters A Skill Matrix is an experimental implant that
require regular high level maintenance in order to functions alongside a cyberbrain and provides
maintain their effectiveness. If the user suffers 3 two small plugs at the back of one ear capable of
or more wounds then the Speed bonus is negated. taking temporary skill infusions in the form of
Skill Plugs. Plugs provide either 25 or 50 points
MEDICHINES Prosthetic to a preprogrammed skill but not a speciality,
[High] these Plugs cost either 2500 or 5000 credits
Medichines interface with the users biomods depending on the skill value they impart. The
medical sensors and attempt to provide Skill Matrix cannot boost a skill above 80 but can
immediate aid in the case of damage. Physical provide knowledge the user did not have
harm heals at a rate of 1 DUR per hour however previously (e.g. allow them to speak another
wounds are beyond the scope of the Medichines language). Due to the experimental nature of the
to heal. If the user suffers enough DUR damage Skill Matrix when a Skill Plug is removed from
to be killed the Medichines will put them into a the Matrix it is damaged beyond use.
medical stasis to preserve brain function. This
prevents death so long as the body is recovered SKINLINK Prosthetic
and attended to by appropriate medical [High]
personnel. If the user has a biological torso or Another experimental technology is the Skinlink.
head then a body placed in medical stasis cannot Instead of using access jacks someone with a
be recovered and must be replaced with a Skinlink can use near field communications to
prosthetic. remotely operate nearby technology equipped
with NFC by moving their hand within a metre of
NEURAL BOOSTER Prosthetic the device. The advantage of the Skinlink is that
[High] it is a wireless technology that can operate even
Available only to Section 9 operatives the Neural if the hand is covered up and cannot be hacked
due to it operating in burst transmission mode systems are also enhanced and mobility systems
when in use and is completely deactivated when are reinforced to cope with the extra load which
not in use. can be as high as 1200kg with this modification.
Unlike other armour this type cannot be removed
The following modifications are for cosmetic at will and required access to trained mechanics
use. Except for bodysculpting, they can be added and a maintenance bay to attach or remove.
to a body within minutes or hours by skilled Armour of any kind cannot be worn over this
artists. augmentation.

BODYSCULPTING Prosthetic INDUSTRIAL ARMOUR Robotic


[Low] [High]
An artificial body can be modified with any Exterior plating is applied to the body designed
physique the user desires through surgical means. to protect against chemical exposure, extreme
Some of these require upkeep, even if they are weather, corrosion and industrial accidents. This
only for show. provides the user with 10/10 armour rating.
While not bulky the armour is heavy but can be
TATTOOS Prosthetic jettisoned as a major action in a single action
[Trivial] phase.
Ink applied under the outer surface of the skin,
used to display art. This is one body modification LIGHT COMBAT ARMOUR Robotic
that is popular with almost everyone. [High]
This armour was developed for police special
PIERCINGS Prosthetic response squads to be worn beneath standard
[Trivial] armour, it comes in the form of skeletally
Piercings are very common and can be applied to anchored armour plates that protect vital organs
various parts of the body in multiple forms. and joints while allowing the user to retain full
mobility. Attaching or removing the armour is no
SCARIFICATION Prosthetic harder than plugging it in to sockets on the
[Trivial] relevant parts of the body. This armour stacks
Some people, commonly members of gangs, opt with worn armour and provides 14/12.
to have scars applied to their bodies. This is not a
common practice and is generally regarded with FRACTAL DIGITS Robotic
distaste. [Moderate]
The user's fingers are modified to be able to split
SUBDERMAL IMPLANTS Prosthetic into smaller branched digits allowing super-fast
[Trivial] operation of input devices. These digits however
Implants are placed under the skin, most have virtually no strength when split and are only
commonly metal but occasionally plastic. These designed for the one use.
can create bumps, ridges, piercing anchors and
other textures or shapes. MODULAR DESIGN Robotic
[Moderate]
The following modifications, marked as Modular design allows for compatible limbs to
Robotic cannot be disguised to look like a be removed and replaced with others equipped
natural body, they are visibly mechanical. with the same modification. This is another
modification common with extreme sports
HEAVY COMBAT ARMOUR Robotic enthusiasts as they can equip arms or legs
[Expensive] specially suited to the task at hand.
The body is modified with heavy duty armour
designed for harsh combat conditions. Designed PNEUMATIC LIMBS Robotic
to offer protection from heavy weapons this [Moderate]
armour does not degrade when damaged and Prosthetic limbs can be modified with pneumatic
gives the user 16/16 armour value. Internal power systems that provide the advantage of
superhuman strength even above that provided by of customisability and accuracy. Images are
standard synthetic limbs. A standard human with typically displayed in green-scale but any colour
pneumatic legs could jump as high as three is possible.
meters vertically. In addition, strikes delivered
with pneumatic limbs deal an additional 1d10
damage and the full SOM value. Illegally
modified pneumatic systems can be concealed
within limbs to provide a firing mechanism for
unconventional propellant free weapons systems
(detailed later).

TELESCOPIC LIMBS Robotic New Armour Rules


[Low] Armour now follows a new degrading
Telescopic limbs can extend up to double their rule unless stated in the armour description that it
original length while retaining strength and does not degrade. This new rule is very simple in
flexibility. This mod can be installed alongsidepractice; any damage received to the player is
the pneumatic limbs modification. absorbed by armour, this value is subtracted from
the armour permanently, examples below:
STRUCTURAL ENHANCEMENT Robotic Paz has an armour rating of 16/16, he is fired
[High] upon by an enemy using standard bullets and
This modification is more discrete than other receives 12 points of damage. Paz new armour
robotic enhancements and can only be noticed value is 16/4 and no damage is dealt to DUR nor
upon taking damage or very close inspection. wounds sustained.
Multiple reinforcements throughout the body Alternately;
provide an extra 10 DUR and increase WT by 2. Paz has an armour rating of 16/16, he is fired
upon by an enemy using armour piercing bullets
WEAPON MOUNT Robotic and receives 6 points of damage with -2AP. His
[External, High/Concealed, Expensive] armour value is now 16/10 and he has taken 2
A robotic weapon mount can be installed on the damage to DUR.
body, most often to the forearm or shoulders. The same rules apply to energy armour.
These mounts are specifically designed for use
with light weapons such as pistols and
submachine guns and cannot mount heavier New Hacking Rules
weapons such as assault rifles or shotguns. Hacking a system is always risky,
sometimes it's just detection but sometimes a
The following modifications are sensor system, whether a cyberbrain or computer
systems that are applied to the user's terminal will be equipped with an Attack Barrier,
prosthetic eyes. They give an additional effect a piece of hardware and software that sits on the
on top of standard vision. Only one of these network and aggressively defends its home
modifications can be applied to the eyes. system from intruders.
Since network connections fall into wired
FLIR Sensor or wireless attack barriers are designed for one or
[Low] the other and each use specific methods of attack.
Forward Looking Infra-Red can be toggled for a
colour-gradient thermal view. WIRED CONNECTIONS
A wired Attack Barrier is designed to
NIGHT VISION Sensor automatically instigate a high energy discharge
[Low] against the intruder with the intention of
Using a combination of large-aperture lenses and disabling their cyberbrain. It's a kind of mutually
image enhancement software it's possible to assured destruction device in that it also burns
achieve passive night vision with a high degree out the users network hardware also. The only
defence against a wired Attack Barrier is a
Dummy Barrier, a device worn around the neck Shell universe and have been included in this list
that acts as a go-between on the connection. along with non fictional firearms.
When the Attack Barrier initiates its discharge the However each weapon can be modified
Dummy Barrier will absorb the damage but be with different ammunition types such as armour
destroyed in the process, often exploding when piercing, tracers, etc. They can also be modified
confronted with military grade or illegal Attack with different modifications to the weapon body
Barriers. If the intruder is wearing a Dummy such as sights and grips to alter or enhance
Barrier no save needs to be rolled but if they are functionality.
not wearing a Dummy Barrier they must make a
REF*2 save to yank the cable(s) from their
access jacks or suffer 1 wound directly to their
cyberbrain.
WIRELESS CONNECTIONS Weapons
Since an Attack Barrier cannot physically Assume all weapons listed below feature
harm the intruder over a wireless connection they no pre-fitted modifications unless stated
must employ software based methods to disable otherwise. All weapons damage values will be
the intruder. Most commercial Barriers will only listed after this section.
attempt to crash the intruders networking
software and upload a trace virus to track and HANDGUNS
apprehend the culprit. However, criminal and All handguns have an effective range of
military grade Attack Barriers may be more 50 meters (10 squares) and are semi-automatic
vicious in their assault, disabling prosthetics unless indicated otherwise.
control software or jamming communications
and in extreme cases disabling or killing the CZ 100
victim via the cyberbrain. Cartridge 13 + 1 rounds (9mm)
To counter a wireless Attack Barrier the
user can connect through a proxy (usually Caliber 9 mm Parabellum
another cyberbrain or AI) or employ their own Semi-automatic, recoil-operated,
Action
powerful firewall software to protect against the locked breech
attack. If this is the case the victim of the Attack Feed system Detachable Box
Barrier must make a COO+COG check to
determine if they're successful in bringing these CZ 75B FA
defences to bare in time. Cartridge 9x19mm Parabellum
Action Short recoil, tilting barrel
Contacts Rate of fire Semi-automatic
Sometimes you might meet a character
Detachable box magazine, 16
which has useful skills or information for you, Feed system
round.
sometimes these will be friendly and sometimes
they may be hostile or have goals not aligned Sights Front blade, rear square notch
with your own. Think before you act, it may not This variant of the CZ75B
always be beneficial to arrest or discard a contact features a laser sight integrated
in the long run. Keep track of who you talk to if into the right-side grip of the
Notes
you think they might be useful later on, they may weapon and is activated via a
prove more useful in a later mission as a source small pressure sensitive button
of favours or information rather than as a point beneath the trigger guard.
on your arrest record.
Jericho 941
Weapons & Ammunition Cartridge• .45 ACP
Weapons are split into several categories Action Short recoil
(Handguns, Submachine Guns, etc.) 10 (.45 ACP) round detachable
Weapons marked with an asterisk are Feed system
box magazine
fictional weapons that feature in the Ghost In The
Sights Fixed (Combat) Sights Iron sights

S&W 6906 Seburo M5*


Cartridge• 9x19mm Parabellum Cartridge• 5.45x18mm
Action Double Action Action DA/SA
12 round double stack detachable 19+1 round double stack
Feed system Feed system
box magazine. detachable box magazine.
Sights Fixed (Combat) Sights Fixed (Combat)

Stetchkin APS Seburo M7 BDA*


Cartridge 9x19mm Parabellum. 9x19mm Parabellum
Cartridge
Action blowback
20-round detachable box Action Short recoil operated
Feed system
magazine 14-round detachable box
Feed system
Includes detachable buttstock magazine
(increases pistol effective Fixed iron sights, front - blade,
Notes Sights
range to rifle effective range rear - notch
at cost of mobility)
Ruger Super Blackhawk
Beretta M92FS
Cartridge .357 Magnum
Cartridge • 9×19mm Parabellum
Detachable box magazine: Action Single-action revolver
Feed system
Feed system 6 or 8 round cylinder
• 15 rounds.

Beretta M92FS Compact AMC AutoMag


Cartridge • 9×19mm Parabellum Cartridge• .45 ACP
Detachable box magazine: Action short recoil
Feed system 7-round single-column box
Feed system
• 13 rounds. magazine
Holdout weapon. Sights Adjustable target sights
Notes

Colt M1911
SIG Sauer P228
Cartridge .45 ACP
Cartridge 9×19mm Parabellum
Action Short recoil operation
mechanically locked, recoil
Action 7-round standard detachable
operated(DA/SA or DAO) Feed system
box magazine
Feed system 13-round box magazine (9×19)
Sights Iron sights Mateba M-M2007*
Cartridge• .357 Magnum
SIG Sauer P229
Action DA/SA
Cartridge .357 SIG (P229 only)
Feed system 6 round cylinder.
mechanically locked, recoil
Action
operated(DA/SA or DAO) Sights Fixed
12-round magazine (.40 S&W
Feed system
and .357 SIG)
Taurus 608 H&K VP70M
Cartridge .357 magnum Cartridge 9x19mm Parabellum
Feed system 8 round cylinder Action Blowback
Adjustable rear, fixed blade front Feed system 18 round Box Magazine
Sights
sight

IMI Desert Eagle XIX Tokarev TT33


Cartridge • .50 Action Express Cartridge 7.62×25mm Tokarev
Action Gas-operated, rotating bolt Short recoil actuated, locked
Action
7 round detachable box breech, single action
Feed system magazine 8-round detachable box
Feed system
magazine
Sights Iron sights Front blade, rear notch
Sights
156 mm (6.1 in) sight radius
Beretta 3032 Tomcat Can fire the Mauser C96 7.63
Notes
Cartridge .32 ACP cartridge.
Feed system 7 round detachable box magazine
Beretta M93R
S&W 36 Chief's Special Cartridge 9x19mm Parabellum
Caliber .38 Special Rate of fire 3 round burst
Action Double Action Feed system 20-round box magazine
Feed system 5-round cylinder Sights Iron sights
Sights Fixed rear, front blade
Glock 17
Walther PPK Cartridge 9×19mm Parabellum
7.65x17mm Browning SR (.32 Short recoil, locked breech,
Cartridge Action
ACP) tilting barrel
Action Straight blowback Feed system Box magazine, 17 rounds
7+1 round detachable box Fixed, adjustable and Tritium-
Feed system
magazine. Sights illuminated handgun night
Fixed iron sights, rear notch sights
Sights
and front blade
Notes Holdout weapon. Glock 33AV*
Cartridge • .357 SIG
Vektor CP1 Short recoil, locked breech,
Caliber 9x19mm Parabellum Action
tilting barrel
Single action, short recoil Feed system Box magazine, 9 rounds
Action
operation
Fixed, adjustable and Tritium-
12+1 round detachable box Sights illuminated handgun night
Feed system
magazine. sights
Sights Iron sight Notes Holdout weapon, internal
recoil compensator. 20 round detachable box
Feed system
magazines
Beretta Cougar F Sights Iron sights
Caliber 9×19 mm Notes Holdout weapon.
Action Recoil operated (locked breech)
Feed system 15-round box magazine IMI Uzi
Sights Iron sights Cartridge .45 ACP
Action Blowback, Open bolt
16 round detachable box
Feed system
magazines
Sights Iron sights
Bond Arms Derringer “Snake Slayer” Steyr SPP
Caliber .410 bore Shot, .45 Colt Cartridge 9x19mm Parabellum
Action Recoil operated (locked breech) Semi-Automatic, Short recoil,
2 round over and under, breech Action locking rotating barrel, delayed
Feed system
loaded blowback
Sights Iron sights 15 round detachable box
Feed system
magazine
Mauser C96 Carbine
Cartridge 7.63×25mm Mauser Steyr TMP
Action Short Recoil Cartridge 9x19mm Parabellum
10 round internal magazine fed Short recoil, locking rotating
Action
Feed system by stripper clip or removable barrel, delayed blowback
magazine 30-round detachable box
Feed system
V-notch rear tangent sight magazine
Sights adjustable up to 1000 meters, Notes Foregrip
inverted V front sight
Cannot fire the 7.62mm Ingram MAC-10
Notes
Tokarev TT round. Cartridge .45 ACP
Action Straight blowback
S&W Model 37 Airweight
30-round detachable box
Caliber .38 Special Feed system
magazine
Action Double Action Sights Iron sights
Feed system 5-round cylinder
Sights Fixed rear, front blade Ingram MAC-11
Notes Holdout weapon. Cartridge .380 ACP
Action Blowback
SUBMACHINE GUNS Feed system 16-rounds box magazine
Submachine Guns share the same
Sights Iron sights
effective range as pistols (50 meters/10 squares)
and often use the same cartridges. They offer the
distinct advantage of being fully automatic unless CZN-M22*
stated otherwise. Cartridge FN 5.7×28mm
Action Blowback, closed bolt
Micro-Uzi Feed system 35-rounds box magazine
Cartridge 9×19mm Parabellum Sights Iron sights
Action Blowback Open bolt
H&K MP7A1 Cartridge 9x19mm Parabellum
Cartridge HK 4.6×30mm Action Blowback
Gas-operated, short stroke Feed system 32 round box magazine
Action
piston, rotating bolt
Feed system 20-round box magazine Seburo M85*
Tritium-illuminated flip-up Cartridge 9x19mm Parabellum
Sights night sights; handgun and rifle Action Blowback
sights (adjustable) Feed system 30 round box magazine

Sa. Vz.61 Skorpion Seburo USG*


Cartridge .32 ACP Cartridge .45 ACP
Action Blowback, closed bolt Action Straight blowback
10-round straight box 20-round detachable box
Feed system Feed system
magazine magazine
Adjustable front post, flip-up Sights Fore-mounted Reflex Sight
Sights rear sight
148 mm (5.8 in) sight radius
Cobray M11/9
Notes Holdout weapon, folding stock Cartridge 9x19mm Parabellum
Short recoil, semi-automatic
H&K MP5K Action
and full automatic.
Cartridge 9×19mm Parabellum
30-round detachable box
Roller-delayed blowback, Feed system
Action magazine
closed bolt
30 round detachable box Bushmaster “Armpistol” IMP-221 GUU-4/P
Feed system
magazine Cartridge .221 Remington Fireball
Iron sights. Rear: rotary drum; Action Short recoil, semi-automatic
Sights
front: hooded post
10-round detachable box
Notes Foregrip Feed system
magazine

SOCIMI Model 281 ASSAULT RIFLES


Cartridge 9×19mm Parabellum Unless stated otherwise, all weapons in
Action blowback, closed bolt this category are capable of semi-automatic, burst
fire and fully automatic fire modes. Assault rifles
30 round detachable box
Feed system feature a much improved effective range than
magazine
pistols and SMGs in that they are effective to 300
Sights Iron sights. meters (60 squares).

Jian She QCW05 AKS-74


Cartridge 5.8x21mm DCV05 Cartridge 5.45x39mm M74
Action Blowback, open bolt Action Gas-operated, rotating bolt
Feed system 50-round box magazine 30-round detachable box
Feed system
Sights Flip-up rear sight magazine.
Sights Adjustable iron sights, front
Ruger MP9 post and rear notch on a scaled
tangent Howa Type 89-F
Cartridge 5.56x45mm NATO
AKS-74U Action Gas-operated
Cartridge 5.45x39mm M74 30-Round STANAG
Feed system
Action Gas-operated, rotating bolt Magazines
30-round detachable box Sights Iron sights
Feed system
magazine Notes Bipod
Flip-up sight and front
Sights
cylindrical post
Notes Folding stock. Carbine.

AK74
Cartridge 5.45x39mm M74 GSDA CR*
Action Gas-operated, rotating bolt Cartridge 5.56x45mm NATO
30-round detachable box Action Gas-operated
Feed system 20-Round STANAG
magazine. Feed system
Adjustable iron sights, front Magazines
Sights post and rear notch on a scaled Sights Iron sights
tangent Notes Bipod, full-automatic only

AK74M SIG SG 543


Cartridge 5.45x39mm M74 Cartridge 5.56x45mm NATO
Action Gas-operated, rotating bolt Action Gas-operated, rotating bolt
30-round detachable box 30-round detachable
Feed system Feed system
magazine boxmagazine
Adjustable iron sights, front Rear: rotating diopter drum;
Sights
Sights post and rear notch on a scaled front: hooded post
tangent Notes Carbine
Notes Folding stock.
FAMAS G2
Colt Model 933 Cartridge 5.56×45mm NATO
Cartridge 5.56x45 mm (.223 Remington) Action Lever-delayed blowback
Action Gas-operated, rotating bolt • 30-round box magazine
Feed system
Feed system 30 round box magazine. (STANAG)
Other STANAG magazines can be Rear aperture fitted with
Notes
used. Carbine. Sights tritium night inserts, front
Sights Iron sights post
Enfield L85A2
Cartridge 5.56x45mm NATO Seburo G57*
Action Gas-operated, rotating bolt Cartridge .30 cal
30-round detachable STANAG Action Gas-operated, rotating bolt
Feed system 20 round detachable
magazine Feed system
Telescopic SUSAT, aperture boxmagazine
Sights Rear: rotating diopter drum;
iron sights Sights
front: hooded post
Seburo C26A* Action Lever-delayed blowback
Cartridge 5.56×45mm NATO • 40 round detachable box
Feed system
Action Lever-delayed blowback magazine
• 50 round crooked box Sights Iron sights
Feed system
magazine
Rear aperture fitted with
Sights tritium night inserts, front
post
Notes Brass catcher, silencer.

Seburo C30*
SHOTGUNS
Cartridge 5.56×45mm NATO
Shotguns are semi-automatic pump action
Action Lever-delayed blowback unless stated otherwise. These weapons have a
• 50 round crooked box maximum range of 25 meters (5 squares) but deal
Feed system
magazine superior damage when compared to other weapon
Illuminated ACOG with types, though their armour penetrating ability is
Sights additional telescopy extremely limited.
attachment
Brass catcher, underbarrel Seburo SAS*
Notes Cartridge 12 gauge
40mm grenade launcher
Action Pump-action / gas-actuated
M16A2 Rate of fire Semi-automatic
Cartridge 5.56×45mm NATO 10+1 round detachable box
Feed system
Gas-operated, rotating bolt magazine
Action
(direct impingement) Has a charging handle, does not
• 30-round box magazine Notes use the shortened pump action.
Feed system Can be fired one-handed.
(STANAG)

Vektor CR21 Mossberg 590


Cartridge 5.56x45mm NATO Caliber 12 gauge
Action Gas-Operated, rotating bolt Action pump-action
Feed system 20 round magazine 8 rounds; internal tube
Feed system
Fiber optic illuminated reflex magazine
Sights Sights bead sights
sight

Fabrique National FN2000 Franchi SPAS-12


Cartridge 5.56×45mm NATO Cartridge 12 gauge
Action Gas-operated, rotating bolt Action Pump-action / gas-actuated
Feed system• 30 rounds STANAG Rate of fire Semi-automatic
1.6× magnified telescopic 8+1 rounds, internal tube
Sights Feed system
sight, notch back-up sight magazine

Seburo NWB* Franchi PA8


Cartridge 5.56×45mm NATO Cartridge 12 gauge
Action Pump-action / gas-actuated
Rate of fire Semi-automatic Sights Iron sights
5+1 rounds, internal tube Notes Bipod.
Feed system
magazine

SNIPER RIFLES
Sniper rifles are the ultimate long range
weapons with an effective range of 2000 meters
(400 squares). All sniper rifles are semi-
automatic or bolt action only but always come
with an attached high power optical sight as
standard.

LIGHT MACHINE GUNS PGM Ultima Ratio


LMGs are the bridge between assault Cartridge 7.62x51mm NATO
rifles and mounted machine guns. They offer Action Bolt-action
superior magazine sizes and firepower coupled
5-round detachable box
with moderate mobility but lack the extra Feed system
magazine
stability of a mounted weapon.
All LMGs have an effective range of 200 8x Optical sights
Sights
meters (40 squares) but as always can fire beyond Backup iron sights (accessory)
that range at an aim penalty. Unless otherwise
stated all LMGs listed below are fully automatic Mauser Compromisslos
only. Cartridge .338 Lapua Magnum
Action Bolt-action
Fabrique Nationale Minimi 5-round detachable box
Cartridge 5.56x45mm NATO Feed system
magazine
Action Gas-operated, rotating bolt Sights 8x Optical sights
200-round M27 disintegrating- Notes Bipod.
Feed system
link belt
Sights Rear aperture, front post Seburo ATR*
Can use STANAG magazines. 20x138mm (futurized) anti-
Notes Cartridge
Bipod. armour round
Action Semi-automatic
M249-E2 5+1 round detachable box
Cartridge 5.56×45 mm NATO Feed system
magazine
Action Gas-operated, open bolt 12x digital/tracking variable
Sights
Feed system 200 round M27 linked belt zoom optical sights
Can use STANAG magazines. Bipod, must be bolted to a solid
Notes
Bipod. surface prior to firing
(reinforced full prosthetics may
Notes
M60 fire without bolting down).
7.62×51mm NATO (.308 Smartlink, Eagle-eye GPS
Cartridge uplink.
Winchester)
Gas-operated, short stroke gas
Action AK74M Sniper
piston, open bolt
200 round disintegrating belt Cartridge 5.45x39mm M74
Feed system Gas-operated, rotating bolt,
with M13 Links Action
semi automatic, full automatic
30-round RPK-74 detachable telescopic sight
Feed system
box magazine Notes Bipod.
Adjustable iron sights, front
post and rear notch on a scaled Blaser R93 LRS2
Sights
tangent Caliber .338 Lapua
8x optical sights. Action bolt-action
Feed system 4-rounds detachable box magazine
detachable aperture type iron
Sights
sights day or night 8x optics

Seburo SR50* Seburo ADSR*


Cartridge .50 BMG 20x138mm (futurized)
Cartridge
Action Bolt-action APFSDS
5-round detachable box Action Semi-automatic
Feed system 5 round detachable box
magazine Feed system
Sights 8x Optical sights magazine
Notes Bipod 12x digital/tracking variable
Sights
zoom optical sights
Seburo SR50SD* Tachikoma pod ring mount,
Notes
Cartridge 7.62x51mm NATO Smartlink
Action Bolt-action
Norinco Type 84S
5-round detachable box Cartridge 5.56x45mm NATO
Feed system
magazine
Action Gas-operated, rotating bolt
Sights 8x Optical sights
Feed system 20 round box magazine
Bipod, silencer. Police
Notes marksman variant of the Adjustable iron sights, 8x
Sights
military .50 rifle. optical sight

Seburo CSR* CYBORG WEAPONS


The following weapons are usable by
Cartridge .50 BMG
cyborgs (of varying degrees) only. All of these
Action Gas-operated, rotating bolt weapons are considered highly illegal by law
Rate of fireBolt-action enforcement agencies the world over with severe
6+1-round detachable box punishments for those caught in possession of
Feed system one (whether installed or not). However, Section
magazine
Sights 2.5X telescopic sight 9 privileges can usually get around this.
Notes Bipod
Genesis DB ARMGUN*
Cartridge 7.62x51mm NATO, 12 gauge
Walther WA2000
Cartridge 7.62x51mm NATO Action Gas-operated, rotating bolt
Action Gas-operated, rotating bolt Semi-automatic (shotgun),
Rate of fire
Full-auto (machine gun)
Rate of fire Semi-automatic
Internalised magazine. 12
6-round detachable box Feed system
Feed system shells, 50 rounds 7.62
magazine
Sights None
Sights Schmidt & Bender 2.5–10X
Full combat cyborgs, MSDF Type 303 BARM suits.
Notes
androids/gynoids only.
Empire SG4 – 12g*
Genesis Pneumatic Armgun – Variable* Cartridge 12 gauge
Cartridge Variable. Action Pump-action / gas-actuated
Action Pump action, pneumatic. Rate of fire Semi-automatic
Rate of fire Semi-automatic 8+1 rounds, internal tube
Feed system
Feed system Internalised tube magazine. magazine
Sights None Notes Prosthetic right arm required.
Masked prosthetic required,
Notes
undetectable.

Soviet Tri-Barrel Armgun*


Cartridge 23x75mm HEAVY WEAPONS
The weapons listed here are heavy
Action N/A
weapons usually designed for designed for
Rate of fire Semi-automatic, burst destroying heavily armoured vehicles. These
Feed system Breech loaded, 3 rounds. weapons can be highly destructive and should be
Sights None used with caution and/or restraint when
Full combat cyborgs, employed.
Notes androids/gynoids only. Hidden
blade concealed in forearm. RPG-7
Caliber 85mm
General Electric MP134 Maximum range ~ 920 m (self detonates)
Cartridge 7.62x51mm NATO PGO-7 (2.7x) and UP-7V
Action Gas-operated, rotating bolt (Telescopic sight)
Sights
Rate of fire Full-auto (machine gun) Red dot reflex sight on
Picatinny rails
Internalised magazine. 12
Feed system
shells, 50 rounds 7.62
Integrated thermal optics Milkor MGL
Sights Cartridge 40×46mm grenade
smartlinked to the user.
Full combat cyborgs, Action Double action
Notes androids/gynoids only. 3 rounds/sec (MGL) (rapid
Smartlink fire)
18-21 rounds/min (sustained),
Rate of fire
Seburo PSMG* Semi-Automatic only (for
.50 BMG, 20mm HEDP multiple shots must have 2+
Cartridge speed)
grenades
Action Gas-operated, rotating bolt Maximum range 400 m
Full-automatic (MG), Semi- 6-round, revolving, swing
Rate of fire Feed system
automatic (GL) out-type cylinder
100 round detachable box Armson OEG Collimator
Sights
Feed system magazine, 6+1-round tube sight in quadrant.
magazine.
Sights Iron sights.
Notes Smartlink. Full combat cyborg
only. Equipped as standard on
is in flight.

Seburo SARR*
Caliber 85mm Microjet
Maximum range ~ 500 m
Feed system 5 round internal magazine.
Sights No physical, smartlink only.
The semi-automatic recoilless
rifle can fire a variety of
ammunition types and is
Kenbishi Prototype Seburo AMPL* Notes intended for anti-armour
Cartridge 40×51mm grenade operation. Very popular with
Action Double action special forces due to
versatility and portability.
Rate of fire Semi-Automatic only
M141 SMAW-D HEDP
Maximum range 400 m
Caliber 83.5 mm (fires 83 mm rockets)
Clip-loaded 7 round
Feed system Effective range 15–500 m
disintegrating link belt.
Notes Disposable, bunker buster.
Sights M2A1 reflex sight
Fires non-lethal rapidly FGM 148 Javelin
hardening adhesive foam
Caliber 127mm
dispersed through a small
concussive charge fused to Effective range 75-2500 m
detonate before contact to Imaging infrared guidance, can
maximize the effectiveness of be used in direct attack or top-
Notes Notes
the payload. Extremely heavy down fire modes. Disposable
(loaded weight in excess of missile tube, reusable CLU.
200kg) must be vehicle
mounted (usually airborne, FIM-92A Stinger
but capable of being wielded Caliber 70mm
by BARM suits. Effective range 4.8 km
Infrared homing guidance
Seburo AT5* system. UV anti-
Caliber 85mm countermeasure sensor on
Maximum range ~ 1000 m (self detonates) Notes
missile. Requires one full turn
NVIR equipped with (1 Speed, if 2 can fire in same
guidance laser module turn) to acquire lock.
capable of operating in both
Sights visible and IR ranges. Can Empire Pz.7
mark targets for other Caliber 60mm Tandem Warhead
launchers using shared beam 15-500 m (920 m maximum
frequency. Effective range
range, self detonating)
Notes Missile is highly Sights 6x telescoping optical
manoeuvrable but the laser
Disposable launch tube,
module leaves the user open
Notes reusable firing unit. Massive
to retaliation while the missile
beyond-armour effect.
and is contained in a courier
GRENADES satchel. Deploys full spectrum
Grenades are thrown weapons with a sensory countermeasures
range determined by SOM*4. Such weapons including; optical flash,
typically have an overlap with heavy weapons auditory bang, olfactory
warheads in terms of payload style though are irritant (malodourant), chaff,
usually far less destructive over a wide area. IR + UV strobe and cycling
cybercomm jammer. Due to
M67 Fragmentation the wide variety of bodies and
Type Explosive fragmentation systems it's possible for targets
5 m (fatal – 2x damage), 15 m to avoid some of the effects
Effective range (e.g. autistic mode will negate
(injury – 1x damage)
the cybercomm jammer).
No.77 WP There is no save against this
Type White Phosphorus Incendiary weapon's effects.
5 m (fatal – 2x damage), 20 m
Effective range
(injury – 1x damage)

AN M18 Smoke Grenade Soviet TBG


Type Non-lethal smoke marker Type Thermobaric
Cloud dictated by wind Effective range 10 m
Effective range pattern, usually in excess of 10
meters. Stick grenade, impact
detonation. Uses the intense
Notes Comes in various colours. overpressure wave to cause
damage within the area of
MK3A2 Concussion Notes
effect. Secondary burns,
Type Concussion asphyxiation due to vacuum
Effective range 5m (outdoor), 20m (indoor) effect are common for
Uses the overpressure wave to survivors of the initial blast.
Notes cause casualties and an be used
as a demolition device. Damage Values
Damage values and armour penetration
Empire LA Gas values for various rounds are listed below.
Type Tear gas Specialised ammunition as listed in the following
Effective range 25 m section may change these values.
Produces burning sensation in
moist areas of the body (eyes, Calibre AP Damage Value
nose, throat, sunburns, etc) and (DV)
incapacitates those affected HK 4.6x30mm -2 1d10
Notes
with vomiting and coughing.
Requires WIL+SAV check to 5.45x18mm -2 1d10
resist effect for each round 5.45x39mm -2 1d10+3
spent inside the area of effect. M74
5.56x45mm 1 1d10+8
Seburo D-Burst* (.223
Type Digital Remington)
Effective range 20 m 5.56x45mm -3 1d10+7
Notes Prototype anti-cyberized NATO
grenade, weighs almost 5kg
.221 -1 1d10+2 12 Gauge 2 2d10 (+1d10
Remington within 3 tiles)
Fireball 20mm HEDP -5 3d10
5.8x21mm -3 1d10 40x46mm 0 5d10
DCV05 Grenade
FN 5.7x28mm -5 1d10 40x51mm Special, see 2d10
7.62x25mm -2 1d10 AMPL ammunition Adhesive, see
Tokarev types notes ammunition
7.62x51mm -2 3d10+5 types
NATO 60mm Tandem -5 6d10
.30 Cal -2 1d10+1 70mm AA -3 7d10
7.63x25mm -2 1d10 83.5mm HEDP -5 8d10
Mauser 85mm -2 8d10+5
7.65x17mm -2 1d10 Microjet (+1d10 per 100
Browning SR metres)
(.32 ACP) 127mm -10 25d10+10
7.62x51 NATO -2 3d10+5 Missile
(.308
Winchester)
.32 ACP -2 1d10 Ammunition Types
.338 Lapua 0 6d10+7 Ammunition comes in varying types as
Magnum well as sizes. This diversity is a factor in what
makes modern firearms so effective. Certain
.357 SIG -2 1d10 ammuntion types are more effective against
.357 Magnum 0 1d10+2 certain types of targets – below the meanings of
the abbreviations and their purpose is explained.
.380 ACP -2 1d10
.38 Special -2 1d10 FMJ – Full Metal Jacket
9x19mm -2 1d10 FMJ ammunition is the most common
Parabellum type, it means that the projectile (not the shell)
has a full coating of metal (usually copper) which
.45 ACP -2 1d10 allows it to be an effective all-round ammunition
.45 Colt -2 1d10 type.
.50 BMG 0 20d10+1
BTHP – Boat Tail Hollow Point
Subsonic +3 (modifies -Half Base DV Also called HPBT ammunition. These
base (modifies base bullets have a teardrop type shape designed to
ammunition) ammunition) reduce turbulence in their wake. As a hollowpoint
20x138 AAR -10 25d10+10 the round features a hollow dip in its point that
(Futurized) makes the round expand upon impact but not
fragment for maximum damage against soft
20x138 -10 25d10+10 targets.
APFSDS FMJBT – Full Metal Jacket Boat Tail
(Futurized) Just as with the hollowpoint mentioned
23x75mm -2 5d10 previously, this type of round has a teardrop
shape designed to lower turbulence in its wake
.410 bore Shot 2 1d10 (+1d10
and provide higher accuracy.
within 3 tiles)
SBT – Spire Boat Tail stopping power in a single round.
This type of round has an elongated point
that allows it excellent ballistics characteristics at AAR (Futurized) – Anti Armour Round
the cost of weighing slightly more. (Futurized)
AAR rounds are designed to defeat
AP – Armour Piercing modern vehicle armour. It features a hardened
Designed specifically for piercing through penetrator core in a sliding tube casing designed
military grade armour. These rounds feature a to trigger reactive armour systems thus allowing
hardened core or nose that enable them to cut the core to penetrate.
through kevlar and ceramic armour with more
ease than a normal round. APFSDS – Armour Piercing Fin stabilised
Discarding Sabot
APFMJ – Armour Piercing Full Metal Jacket An armour piercing, fin sabilised (like an
These types of round combine the RPG or missile) projectile is held within a
characteristics of FMJ and AP ammunition to container that breaks apart after launch (the
result in a round where the armour piercing tip is sabot) this allows irregularly shaped ammunition
also coated, resulting in excellent capabilities. to be fired from weapons in the same manner as a
bullet.
SP – Soft Point
A soft-point bullet is a type of semi-
jacketed round where the lead core is exposed. Subsonic
This provides a similar benefit to a hollowpoint Subsonic ammunition is specifically
round but with greater penetration. designed and primed for use with silencers.
Thanks to modern propellants the hit to
performance isn't as great as in the past but it still
FMJ-FP – Full Patch considerable.
Full Patch is simply a different way of
saying Full Metal Jacket. Incendiary
Loaded with an impact fused white
WFNGCHC – Wide Flat Nose Gas Check Hard phosphorous shell, ignites on contact with the
Cast target to deal additional damage.
This type of round features a sliding cap
on the base of the round (Gas Check) and has a Explosive
wide flat nose designed to provide more kinetic Fused to explode after penetrating the
force to the target on impact. These rounds are target, these rounds maximise internal damage.
also Hard Cast, meaning the metal used in their
construction has been hardened through various High Velocity
means. Hot loaded rounds require a B-Kit
weapon or else the intense pressure in the
SWC – Semiwadcutter chamber and barrel will cause severe damage to
SWC rounds feature the rounded nose of the weapon which will result in jams or even the
a revolver bullet but a sharp shoulder. Wadcutter weapon exploding.
rounds are typically used for target shooting and
SWC bullets are designed to enable feeding from Buck Shot
a magazine. Buck Shot is a group of rounded pellets
contained within a single shell and fired all at
once from the same barrel. Shot is excellent
Barnes – Barnes X-Bullet against soft targets especially at close range
Made of a homogenous alloy these rounds where it becomes even more deadly.
feature a grooved hollow point that make them
expand (to the base of the indent) much like the AMPL – Anti Multiped (Latent)
petals of a flower. This leads to incredible An air activated adhesive compound in
highly compressed canisters. It's primary use, as Armour Piercing (AP)
the name implies, is as an anti multiped tank Type AP Modifier DV Modifier
weapon, the adhesive expands rapidly upon
impact and hardens almost instantly. Armour Armour -2 +5
does not factor into the effectiveness of this type Piercing (AP)
of round and any multiped hit by this weapon Subsonic (SS) +3 Half
must make a SOM*2 check or suffer a special Incendiary (I) 0 +5
2d10 Adhesive damage against the chosen aspect
of the vehicle (designated by the shooter at the High Velocity -3 +3
time of firing). (HV)
Explosive +2 +1d10
HEDP – High Explosive Dual Purpose (EX)
Made by casing a High Explosive Anti
Tank round within a fragmentation shell. The
fragmentation effect is secondary to the primary
purpose of penetrating a vehicle's armour. Hold Out Weapons
Weapons indicated as being hold out are
Grenade rolled for separately if a character is searched for
Whether thrown or launched, grenades are weapons. If the character is carrying multiple
a way of delivering varying payloads to a target hold out weapons they are all rolled for
location. separately. Each attempt to find a hold out
weapon suffers a -30 modifier.
RPG – Rocket Propelled Grenade
Just like grenades, these deliver a Weapon Attachments
payload, usually explosive or fragmenting to a
target but are powered by a rocket motor affixed Weapons come in several types; barrel,
to the rocket itself. rail, grip, magazine and sights. With the
exception of rails, you may only use one of any
Missile given type. You do not need a rail to add
Missiles, unlike Rockets, are guided additional rails to your weapon.
projectiles that, through various means, can lock
on to and identify targets and intelligently attack Underbarrel Rail
those targets either via operator guidance or built A basic rail attachment that fits all
in rules. Missiles also maintain powered flight weapon types and allows for a single attachment
and usually have a secondary motor which to be equipped beneath the barrel of the weapon.
initialises in the terminal (or intercept) phase of
their flight. Quad Rail
This modification encircles the barrel of a
Microjet weapon to provide four rails for attachments –
Gyroscopically stabilised ammunition underneath, left, right and on top.
propelled via a small rocket motor embedded in
the projectile itself. It's perhaps easiest to think of B-Kit
these as RPGs for guns. This modification allows a weapon to fire
High Velocity ammunition. Due to
reinforcements applied throughout the weapon it
Ammunition Modifiers will be considerably heavier and incompatible
Ammunition modifiers change the way a with barrel and grip attachments.
base ammunition type behaves. If the base
ammunition type already contains the modifier Extended Magazine
(e.g. AP in APFMJ) then the modifier has already This attachment replaces the standard
been applied and will not benefit from being magazine with one that has double the
applied again. ammunition capacity of the original.
Imaging Scope from firing.
Much like a smartlink the IS integrates
with the users augmented reality overlay but Smartlink
provides a live video feed from a gun mounted This rail attachment integrates with the
flexible camera. The cam is capable of white-hot users AR overlay and provides a targeting
and low-light enhancement modes but does not reticule and ammunition counter in their vision.
provide a colour feed. Apply a +10 modifier to all attack tests with the
weapon. The Smartlink is required to make use of
Gyromount the Smartmag.
This attachment is a replacement of a
weapon's pistol grip and a foregrip with Smartmag
specialised gyro-stabilised floating joints. Only usable with semi-automatic firing.
Negates all movement penalties but introduces a This 10 round magazine allows a smartlinked
-10 aim penalty per 100 metres to the target. user to select which, of two, ammunition types to
fire each shot. Popular with snipers who may
Flash Suppressor have to engage soft and hard targets.
Screws onto the end of the barrel. Does
nothing to alter the report of the weapon but Assault Jacket
instead makes the muzzle flash barely noticable. A strap-on jacket that protects the weapon
Does not affect the performance of the weapon, from dust and other environmental hazards while
provides a +20 modifier to be detected visually simultaneously providing light camouflage and
when firing. catching ejected brass. This attachment is
required for an unholstered weapon to enter
Laser Sight optical camo with the user.
Rail mounted laser sight comes in visible
spectrum and infra-red ranges with several colour Feats
choices for visual spectrum sights. Provides a
Feats are specialist functions that can be
+10 aim modifier but does not stack with
added to your character for a larger amount of rez
smartlink. The laser sight has the distinct
points than normal stats but provide a
advantage of being able to paint a target for laser
considerably larger bonus in more specialised
guided ordinance.
areas. Below you'll find the traits and the bonuses
they confer. Every feat costs 100 rez.
Biometric Safety
A grip modification that keys a weapon's
Cyberwarfare Specialist
safety to the owners biometric signature. It takes
Cyberwarfare Specialist requires an
approximately one second for the system to
Infosec skill of at least 75.
disengage the safety after the weapon is picked
The Cyberwarfare Specialist feat attaches
up.
to your Infosec skill and allows the user to
attempt a hack of a live target once per session
Shock Safety
for a particular purpose. To perform a
An addition to a Biometric Safety system
Cyberwafare attack the player must declare their
that delivers a powerful electrical shock to
intention at the start of their turn. Rolls are then
unauthorised users. Anyone shocked must make a
made to hack the target (in the normal manner)
DUR+Energy Armour save or be disabled for 1
but the player takes no penalties (penalties still
turn per 10 MoF.
apply to the target). If successful the action the
player declared will take effect instantly
Silencer
(regardless of the target's turn in combat).
Silencers attach to the end of a weapon's
Examples of actions are;
barrel and largely eliminate the sound produced
Hacking the target's eyes to erase your
by firing. Using standard ammunition with one
presence, they simply cannot see you.
produces a quiet-moderate sound level while
Hack the target's motor controls and have
using subsonic ammunition removes all sound
them perform an action such as surrendering or
shooting themselves or allies. extra processing power for any task. The decision
Hack the target's sensorium and scramble to call upon Old Timers must be declared along
their perceptions (-60 to perception, must make with the action, at which time the task will
check each turn or be disabled). automatically complete at the beginning of the
next turn.
Eagle Eye Uplink Old Timers can only be used once per
This feat requires a cyberbrain and session.
prosthetic eyes and an appropriate weapons skill
of at least 60. At any time the player has a Braindive
smartlinked weapon they may declare their This feat requires an Infosec skill of 75
intention to activate the Eagle Eye Uplink. The and access jacks. The player must be connected
player must forfeit their turn and remain to the target by cable to attempt a Braindive.
unwounded until their next turn whereupon their The Braindive can be executed any time
weapon skill will default to 99 and all the requirements are met but the intention must
environmental penalties are removed. If the be declared before rolls are made.
player moves, is damaged or misses the effect Braindiving a target gives the player
ends. direct access to the core of the target, their ghost.
If the Braindive is successful then the player has
Infallible Body absolute control over the target's cyberbrain for a
This feat requires a WIL of 25 or higher. split second.
When the player suffers damage which would Examples of usage include; burning out
normally disable their body they may declare the cyberbrain, resulting in instant and absolute
Infallible Body (must be done at the time damage death. Retrieving all of the target's memories, this
is taken). While active the player gets one turn comes with the risk of personality merging (roll
(to their full speed value) to act freely and against WIL, highest MoS wins). Confirming
immediately. While active normal weapons whether or not a ghostline is present in the
restrictions do not apply; the player may, for cyberbrain.
example, fire a normally vehicle mounted anti-
armour rifle one handed. For this one turn the
player is impervious to all sources of damage and “And I stood before him, and I sang unto
all status effects. her, and it appeared to listen. His very
countenance rippled like the sea, and the sound
Personal Unit of my own voice came back to me, distorted. For
This feat requires the team to have a think a moment I thought she was mocking me, or it
tank attached during deployment and a vehicle was nonsapient and mimicking me. Then I
skill of at least 75. understood: the sounds were not important; it
Personal Unit gives the player a +20 was how I affected his sounds and how she
bonus for all actions when directly piloting a affected mine that transmitted the message.”
think tank and assigns a personal unit which will “What's more important, the data or the
not hesitate to sacrifice itself to save or shield the jazz? Sure, sure, 'Information should be free' and
player from fatal damage when operating all that- but anyone can set information free. The
autonomously. jazz is in how you do it, what you do it to, and in
A personal unit is individually more almost getting caught without getting caught. The
intelligent than any other think tank operating the data is 1's and 0's. Life is the jazz.”
same AI and gets a +10 to all it's skills when "Bravery is not a function of firepower."
operating autonomously at the cost of being more
excitable and spontaneous in its actions.

Old Timers
Requires the player outlay 50,000 credits
as well as the regular rez cost.
Old Timers allows the player to call upon

You might also like