Plastic Warriors 00042.0

,  ,  & 

Updated for Cybertechnology, Virtual Realities 2.0, Rigger 2, and Shadowrun, Third Edition!

 Conversions By Gurth 

Contents

General Notes	11
Book Dates	11
Previous Releases	11
Updates	11
Book Data	12
Conversion Notes	12
Cyberdecks	12
Full ’Borgs	13
Vehicles	13
Weapons	13
Chromebook 1	14
Electronics & Miscellaneous Techware	14
Advanced Communications Suitcase	14
Line Tap Detector	14
Linozap™	14
Office Communications Suite	14
Cab Hailer	14
Headgear™ Cybermodem Helmet	15
Life/Support®	15
Net-Runner™ Cybermodem Utility Suit	15
Smartlock Door Security System	15
Mini-Printer	15
Paper Shredder	15
EBM Carfaxx© 2002	16
Sonar Scanner	16
Auto Punchout	16
DataTel’s Mapmaker®	16
Netrunner Flip Switch	17
Deck Security System	17
Image Wallet	17
Newsviewer	17
DPI Drumsticks	17
Sleep Inducer	17
Fireproof Clothing	18
Digital Recording Studio	18
Digital Weapon Uplink	18
DUD Smartgun Controller	18
Cybercam EX.1	18
ID Badgemaker	18
Speedholster	19
Detcord High Explosive	19
Temperfoam Furniture	19
Advanced Alarm Removal Kit	19
Personal Body Alarm	19
Diving Suit	19
IR Combat Cloak	19
Slosh Bag	19
Travel Kit	20
Medieval Armor	20
Power Grid® Solar-Electric Panel	20
Shower-in-a-Can	20
Flavored Cigarettes	20
Bar-in-a-Briefcase	20
Vehicles	20
Bensen Cascade 	20
BMW 9018s 	21
Harley-Davidson Thundergod 	21
Kundalina Roadworks Shiva® 	22
Pedicab 	22
Ambunaught 	22
Arasaka Riot-VIII 	23
GM/Hyundai Worker Bee 	23
Bell Spy-Eye 18 	24
Sikorsky-Mitsubishi Dragon 	24
AV-9 	25
Punknaught 	25
Cyberware	25
Psiberstuff® Independant Cyberhand	25
Kiroshi® OptiShields®	26
Digits® Cyberfingers 	26
Dartgun Cyberfinger Darts	26
Finger Bomb	26
Watch-Man®	27
Skate Foot®	27
Whip	27
LimbLink	27
Magnetic Feet/Hands 	27
Gas Jet	27
Flashbulb™	27
Wet Drive 	27
Voice Pattern	28
Forked Tongue	28
Mace Hand	28
Icer™	28
Cutting Torch	28
Derringer	28
Rebreathers	28
Decentralized Heart	28
Pacesetter® Sport Heart	29
Pacesetter 2000™ Overdrive Heart	29
T-MAXX “Cyberliver”	29
TimesSquare Plus™	29
Wearman Mark II	29
Tazer Grip	29
E-Monitor	29
Mag-Duct™ Spots	29
Gyro-Stabilizer	29
Dodgeball™	30
Video Cam/Transmitter	30
Video Imager	30
Frequency Changer	30
Cyberoptic Teargas Sprayer	30
Lifesaver™ Skinweave	30
Anti-Plague Nanotech	30
Gang Jazzler	30
Weapons	31
Militech Crusher SSG	31
Budgetarms Laser-Niner	31
Malorian Arms Sliver Gun	31
Colt Alpha-Omega	31
Glock Thirty Machine Pistol	31
Setsuko-Arasaka “PMS” Advanced SMG	31
Goncz-Taurus Pistol	32
Malorian Arms Heavy Flechette Pistol	32
Militech M-31a1 Advanced Infantry Combat Weapon	32
Militech Mini-Grenade Launcher	32
Militech Mini-Grenade Launcher	32
HEP (High-Explosive Cratering) grenade	32
Fragmentation grenade	32
Anti-Personnel Flechette	33
Beretta M-24 Advanced SMG	33
EMP Grenade	33
DCR Rifle Grenade	33
22mm Muzzle Adaptor	33
FEN Dz 22 “Saucer Grenades”	33
FEN Dz25 “Det Card”	33
Malorian Arms Sub-Flechette Gun	34
Multi-Flechette Ammo	34
GPz-78 Mini-grenade	34
Kendachi Dragon	34
Biotech-Askari Motion Restraints	34
Militech Military/Police Shotgun	34
Stundart Pistol	35
Stundart Rounds	35
Rostovic Wrist Racate	35
Rostovic Wrist Racate Ammunition	35
Techtronica Black-Zap Glove	35
Darra-Polytechnic M-9 Assault Rifle	35
Hollow-Point Ammunition	35
Militech Mini-Gat Machine Carbine	35
H&K G-6 Advanced Squad Automatic	36
Militech-10 SMG	36
Federated Arms 454 DA “Super Chief”	36
Malorian Arms 3516	36
APEX Mobile Point Defense System	36
Federated Arms Light Assault 15	36
Stein & Wasserman Model F “Cyborg Assault” Weapon System	36
HEP (High-Explosive Cratering)	37
Armor-Piercing Incendiary	37
Acid Shell	37
Kendachi Mono-Two	37
Kendachi M-33 Powersword	37
Fashion	37
Psiberstuff Cyberarm	37
Nu-Tek Wearman Series	38
Uniware	38
Image Fashionware	38
ICON America	38
Gibson Battlegear	38
Takanaka Exec Line	39
Eji of Japan	39
Services	39
Chipwear	39
Security & Operative Chips	39
M.O. Chips	39
Courier Chips 	39
Security Chip	40
Digi-Tone ID	40
Special Operative Chip	40
Poser Impersonation Chip	40
Storage, Entertainment and Information Chips	41
PhotoMemory RAM Chip	41
Memory Compression	41
Programmable Chipware 	41
Mind Games®	41
Business Trip Chip	41
Tourism Chip	41
Space Chip 	41
Mister Lover Chip	42
Biofeedback Chips	42
Stress Chip	42
Adrenalin/Endorphin Surge	42
Increased Neural Feedback Option	42
Ambidexterity Chip	42
Deathtrance	42
Redundancy Loop	43
“Fish N’ Chips”	43
Visual Recognition Chips	43
Techie Chip	43
Corporate Officer Chip	43
Police	43
Military	43
Rocker	43
Secretarial	44
Housing	44
Araska Sleep Facility	44
Security Services, Inc. Professional Apartments	44
Harris & Company Masterpiece	44
Silverhand Studios	45
New American Motor’s Drifter	45
Software	45
Wolf 	45
Guard-Dog 	45
Bulldog and Smarteye 	46
Termite 	46
Psychodrome	46
Vampyre II and Bunnies 	46
Fatal Attractor 	46
Chromebook 2	47
Cyberware	47
Dynalar Technologies “Digits” Cyberfingers 	47
Kiroshi OptiShield Options	48
Winch	48
Cytech Custom Cyberhands	48
Anchoring Cyberfeet	48
Quickdraw Armholster	48
Kill Display	48
Cyphire Tri-Dart Launcher	48
Wetdrive Access Link 	48
Color Gland Control	48
Gradiated Subdermal Armor (Torso)	49
Subdermal Armor (Skull) 	49
Subdermal Viewscreen	49
Zetatech BodyComp	49
Nanooptical Upgrade	49
Retractable Vampires	49
Total Body Plating	49
Cyphire Remote Eye	50
Upgraded Skinweave	50
Equipment	50
Biotechnica Nutrisupplement	50
Biotechnica Nymph Perfume	50
Geotech Enviroscanner	50
Nikkon America Campod	50
SecSystems Protection Field	50
Mead Electronic Notebook	51
DataTel 2350A Vidphone 	51
Microtech Virtual Reality BBS 	51
Frostech Portable Cryogenic Case	51
Portable Electropack	51
Kiroshi Optics Remote CyberCam 20	51
SecSystems Detention Collar	51
DDI Prayerware	51
SecSystems Maglock	51
Computers & Periphals	52
Zetatech “E-Book” Microcomp	52
EBM “PCX” Minicomp	52
Microtech IIKL-4 WorkStation	52
Telectronics “Black Book” Microcomp	52
Language Processors	52
WorldSat Communications Flopscreen™	52
Direct Dataware EXPERT Series Computer Skill Programs 	52
Datatel “Treasurer” Datawatch	52
Tritech Datashielding	53
Kiroshi Optics Heads-Up Display	53
Datatel Modem Units 	53
Zetatech CompuMods™ 	53
Hybrid™ Wearable Computer	54
MedicGear Combat Medical Armor	54
Security Scanners & Equipment	54
Telectronics Tattletale® Voice Stress Analyzer	54
CCI BRl-3014 Window Trembler	54
Bug Detector	54
Bug Jammer	54
Arasaka “Komaku” Laser Mikes	55
Omega Phone Tap By Tritech	55
Arasaka OmniTec Radar Detector	55
Telectronics “Scout” Signal Tracker	55
Arasaka JetSetter Executive Briefcase	55
NachtJager Gas	55
WorldSat Communications Linear Beam Commlink	55
Arasaka ECM Comm-Scrambler	55
Tritech “Mumbler” White Noise Generator	55
Telectronics ScanMan™ Full Indentity Scanner	56
Arasaka “Scanway” Scanner Gates	56
Cyberdecks & Net-Stuff	56
Raven Microcyb Net-Vision™ IG-Algorithm Glasses 	56
Zetatech Deckmate 	56
Zetatech D2-3000 Armdeck	56
Music-Tech & Instrumentation	56
DPI “Black Box” Backup Synthamp	56
DPI Body Rythm™ Dance Bracelets	56
Washburn Soundmachine Guitar	56
Chameleon Clothing and Stealth Armor	57
Militech M96 “Ghostsuit” Chameleon Clothing	57
Gibson Battlegear “Sneak Suit”	57
Militech M73 “Mirage Gear” Environmental Assimilation System	57
Armored Stockings	57
Holography	57
Holoscreen Holographic Viewers 	57
DataTel Holotanks	57
Eastman KodaGraphix Holographic Cameras	57
Eastman Arts Mindscape® Cyberholo Art Imager	58
Remotes & Drones	58
Remote Control Systems 	58
Bell “Bumblebee” Remote Rotocraft 	58
Mitsubishi “Rover” Wheeled Remote 	58
Militech RPV-400 Light Combat Tiltrotor Remote 	59
2-barrel HMG Chaingun	59
Light Armor-Piercing/High Explosive ammo (LAPHE)	59
Arasaka RDAK Spy & Assassination Remote 	59
Consumer Electronics	60
Autotanner	60
Phone Upgrades	60
Rush® Virtual Entertainment System	60
Total Environment™	61
Multi-Player Adaptor	61
Video Wall™	61
SegAtari Virtual Villains	61
Scholar™ Home Learning System 	61
Weapons	61
Tsunami Arms Ramjet Rifle	61
Ramjet ammo	61
Polymer One-Shot Cannon	61
Militech Cyborg Rifle	62
Stein & Wasserman “Tri-Star” Revolver	62
#000 Triplex ammo	62
Pursuit Security Incorporated Webgun	62
Carbosteel Wire Net	62
FEN Dz-55 Det-Web	62
Rhinemetall EMG-85 Kinetic Energy Railgun	62
Luigi Franchi “King Buck” Multi-Magnum	62
Underbarrel Capacitor Laser	63
Techtronica M40 “Pulse Rifle”	63
Nova .338 Citygun	63
Colt-Mauser M2X Cannon	63
Extra High Impact ammunition	63
Militech AM-3 “Anti-Matter Rifle”	64
Militech Urban Missile Launcher	64
Micro-Missile Pod	64
Militech PDU-3 Multi-Purpose Perimeter Defense Unit	64
Tsunami Arms “Airhammer” 5.3mm Air Pistol	64
Kendachi Fragmentation Flechette	64
Flechette	65
JellSluggs	65
Gas	65
Practice	65
Techtronica Model 009 Volt Pistol	65
Arasaka “Nauseator” Riot Control Device™	65
IMI “ChainKnife”	66
Slamdance Inc. Spawnblade	66
Kendachi Monowhip	66
Kendachi Monowire	66
Taser Wallet	66
Mystic Technologies Spring Knife	66
Drug-a-Thug™	66
Taser II™	66
Skunker	67
Ammunition	67
Dual-Purpose Rounds	67
API – Armor-Piercing Incendiary	67
Kendachi Fragmentation Flechettes	67
Rubber Bullets	67
Stinger Shotgun Shells	67
Gas Shotgun Shells	67
Flare Shotgun Shells	68
Smoke Shotgun Shells	68
Flash Shotgun Shells	68
Propelled/Hand Grenade Types	68
Urban Technologies Slasher	68
Splatshell	68
Militech Muzzle Adaptor	68
Militech 25mm Pistol-Grenades	69
Micromissiles	69
Scatter Grenade	69
Stench Bomb	70
Flashbang Grenade	70
Spraypaint Grenade	70
Weapon Modifications	70
Nine-Eleven Chip	70
Security Chipping	70
Gun-Cam	70
Electrothermal Ammo Enhancement	70
Teams	71
Sphere 	71
Lifetime Escort Service 	71
C-Team 	71
Cybernetic Intervention Services 	72
Orion 	72
Autojoks 	73
Full Body Replacement	73
Alpha Class 	74
Aquarius 	74
Copernicus 	74
Eclipse 	74
Enforcer 	75
Brimstone 	75
Gemini 	75
Wingman 	76
Samson 	76
Dragoon 	76
Options for Full Body Conversions	77
Stylization 	77
Increased SP 	77
Increased SDP 	77
Increased Stats 	77
Shielding 	77
Quick-Change Mounts 	77
Interchangable Biopod 	77
Longevity Module 	77
Vehicles	77
Aerodynes	77
AV-3 “Aerocop” 	78
Family Flier 	78
Nissan Ford FanMaster 	79
Mach 	79
Swan 	79
Ground Cars	80
Crowder 	80
The Max Interceptor 	80
The Toyo-Chevrolet ’17 Chevy 	81
Motorcycles	81
The Ashigaru 	81
The Bermuda 	82
The Darkwing 	82
Aircraft and Mini-Jets	83
GD F-36 Comet 	83
MDD F-33 Wasp 	83
Fed-Boeing Falcon 	84
GD Hummingbird 	84
Lockheed-Cessna Pinto 	85
Airships	85
India Sky-Barge 	85
“Madison Avenue” Blimp 	86
Sky Queen Cruise-Liner 	86
Exotics	87
Minor Exotic Package Deals	87
Me-Yow 	87
Hickory, dicoky, dock 	87
Do the Bunney Hop 	87
Hiss-s-s-s-s 	87
Fantasy Packages	88
Elf 	88
Dwarf or Halfling 	88
Ork/Goblin 	88
Troll/Ogre 	88
Fishman 	88
Graftables 	88
Major Exotic Packages	88
The Bear Necissities 	88
The Superman 	88
Hold That Tiger! 	88
Bug Out! 	88
Slightly Buggy	88
Bughouse	88
Aquaforms 	88
Merman	88
Sharkman	89
The Faithful Dog (p.109)	89
Minor	89
Major	89
Here There Be Dragons 	89
Playbeing 	89
Chromebook 3	90
Equipment, Items, and Stuff	90
Midnight Arms Smartgoggle Mirrorshades	90
Utopian “Small Wonders” NanoAgents	90
Arc Furnace	90
Communications Accessories	90
Raven® Interface Monitor	91
Telectronics® Micromanipulator Rig	91
Medtech	91
Archaesthetic	91
RapiDetox	91
Blood Substitute 	91
LPTU™ Limb Preservation and Transport Unit 	91
Bodyweight Portable Intern Unit	91
Aesculapius Incorporated Cybercast	91
Masetto Tech Clothing	91
‘Alessio’ Coveralls	91
‘Lano’ Armour Coveralls	92
‘Guercio’ Helmet	92
‘Gianni’ Helmet	92
‘Pinamonte’ Boots	92
‘Ciampolo’ Gloves	92
‘Francesca’ Tech Scanner	92
‘Farinata’ Tech Tool Kit	92
‘Venedico’ Electronics Tool Kit	92
Raven® “Tripod” Waldo Set	92
Raven® “Spider” MicroWaldo Bracer	93
Techtronica “Mite” Diagnostic Remote	93
CTS, plc ‘Pembroke’ Techscanner	93
Tool Kits by Buchsterhude Gmbh	93
Fax Plus 1000™ Fax Machine	93
ThunderArc Industries Three-D Holophone	93
More Cell Phone Options!	93
Miniature Copier	94
Datatel Rotowrighter	94
Telectronics® Modulation Chip 	94
Yamaha RX4000 “Hurricane” Ultrasynth	94
Midnight Arms Smart Glove 	94
Arasaka R-101 Lie Detector	94
The Great Outdoors	94
Everest VentureWare Grapple Line	94
Everest VentureWare Climbing Spikes	94
Esporma Environment Suit	95
The Automapper™ by ThunderArc	95
Geotech Enviroscanner	95
Pharmaceuticals	95
Militech Combat Drugs 	95
Trauma Drugs 	95
Surveillance Kit	96
Visual Adaptor 	96
SecSystems Detection Wand	96
Optitech MagViewer	96
IEC Domitic System	96
Virtual Ventures, Ltd. 	96
Royo Bodyfree Masks	96
Optical Remote	96
IEC Solodrinker	97
Cyberware	97
Sycust “FleshWeave”	97
Dynalar Technologies “Digits®” Cyberfingers	97
Cyclops International “Bug Eye”	97
Raven Microcyb Supercompact Braindance Recorder	98
Smartgun 2® SmartPlate Weapons Link 	98
Leg Boosters	98
Cyberoptic Compass	98
Mediaware Cellular Phone	98
Kiroshi® Laser-Comm Optic	98
LiveWires	98
SuperSized Arms	98
The Bonespike	98
Bodyweight AutoInjector	99
Bodyweight Pacemaker Coprocessor	99
Dynalar Web Hand	99
Fresco’s Personal Nano-Groomers	99
CapsuleCo CyberPillow™	99
CyberPillow Cases by KraftMatrix	99
Cyphire “Spitting Cobra”	99
Optical Interface	99
Kiroshi Optics Cyberoptic Interferomerty System	99
Kiroshi Optics “Tricloptics™” Third Eye Cyberoptic Implant	100
Dynalar Technologies “Endo-Frame” CyberSkeletal Enhancement	100
Husqvarna ChainRipp®	100
Dermatech Cam-O-Skin	100
Slamdance Spyke!™ Furniture	100
Wyzard Technologies “Romanova” Cyberlegs	100
Wyzard Technologies Verbal-Eyes™ series “Windows of the Soul”	100
Cyberfacial Remounts	101
Retro Cyberware	101
Kiroshi Model 100 Interface Plugs	101
BioDyne Systems “Enable” cyberlimbs	101
General Products Exoskeleton Series	101
AuraSound “Spectrum” cyberaudio implant	101
Gene-Teck’s See-It™ transparent skin	101
Dermatech Mood Skin	102
Life Vision “Revelation” cyberoptic implant	102
Lead’s Turn-On Nails	102
Lead’s Show-Off Nails	102
BioTec  “SomaWare” Sleep Induction Chip	102
Direct Dataware Navigation/Orientation Chip 	102
Direct Dataware Crypto Chips	102
DataEdge Inc. Stutter Chipping	102
New Martial Arts Forms 	102
Auditory Recognition Chips	103
Vehicles	103
Bensen Violator Hovercycle 	103
Takaya Daimyo 	103
Cadence Industries Wanderer 	104
Mitsubishi Portabike 	104
New American Autoworks Roadcar 	104
Scion Technologies Dunemaster 	105
GMI HovTransport 	106
Tetracorp Fei Lien 100 Aerodyne 	106
Hyundai Minicopter 	107
New American Motors Nautilus Mini Road-Home 	107
Kundalini Roadworks “Dart” 	107
Kundalini “Torpedo” Police Interceptor Cycle 	108
ATF-37B Thunderhawk 	108
New American Motors “Armadillo” Armored Road-Home 	109
New American Autoworks “Vulture” Heavy Tow Truck 	109
Sport Eurasia “Microbike” 	110
Brennan “Hermes” Courier Motorcycle 	110
M-62 “Volcano” SAM Launcher	111
Bell UH-10 PAPC 	111
Spinelli Autotech “Nomad” 	112
Brennan Cycles “Ares” Combat Bike 	112
BMW Burowagen HSR 	112
Vehicular Options	113
Civilian Navigation System 	113
Puncture-Proof Tires 	113
Bulletproof Glass 	113
Mini-Comp 	113
Winch System 	113
External Vidcam 	113
Chute 	114
Loudspeaker 	114
Ram 	114
Gas Spectrometer 	115
Radiation Detector 	115
Homing Beacon/Tracer 	115
Firing Port 	115
Mine Layer 	116
Minelayer Munitions Options	116
Computers, Cyberdecks, Software And Peripherals	116
Daemon Netrunning 	116
New Personal Computers	117
Zetatech® PS-4040 Portastation	117
Zetatech® PDA+	117
Microtech “PCZ Super” Laptop	117
Wyzard Electronics “HandBox” Personal Comp	117
New Cyberdecks	117
EBM PNI 210	117
Zetatech Parraline 5700	118
Raven Microcyb Rook	118
Lang Conpro-II Masterdeck	118
Zetatech Parraline 5800	118
EBM PNI 412	119
Omnibus Cyberspace Explorer One	119
PCT Danzig	119
Raven Microcyb Eagle	119
Zetatech Virocana	120
Raven Microcyb Kestrel	120
EBM PNI 724	120
Jeweldecks	120
Raven Microcyb Owl	121
Dantech Cacciaguida	121
Aztec 600 Assault Programmer	121
Lang presents “The Green Knight”	121
Computer Improvements	122
Protective/Utility Items 	122
Hardware Options 	122
Option Slot Items 	122
Cybermodem Enhancements	123
Tight-Beam Radio Relay 	123
Batteries 	123
Zetatech Diagnet™ 	123
Dead Man’s Handle 	123
EBM 99080 “Muse” 	123
Datawalls & Code Gates 	123
Software	123
Flip Switch 2.0 	123
Dummy 	124
Multinetter 	124
Cascade 	124
 in the Face 	124
Clairvoyance (SeeYa 3.0) 	124
Hellburner 	124
Thug 	124
George 	124
Looking Glass 	124
Dazzler 	124
Pile Driver 	125
Sledgehammer 	125
Flare Gun 	125
Ball and Chain 	125
Dupré 	125
Cry Baby 	125
Evil Twin  and Shadow 	125
Typhoid Mary 	126
Possessor 	126
Exorcist  to Stationary 	126
Threat 	126
Knevil 	126
Terminator  to Black Sky 	126
Cartographer 	126
Dogcatcher 	127
Outjack 	127
Cyberpets	127
Animal Stats 	127
Animal Cyberware 	127
Berserk Chip	127
IFF Chip	128
Watchdog Chip	128
External Weapon Harness	128
Sample Animals	128
The Digital Watchdog 	128
Perfect Pets 	128
The Cyberpred 	128
Animal Eyes 	128
Robots, Cyberforms, Full ’Borgs And Powered Armor	129
Bots	129
Brandt-Neumann Washbot	129
Carolli M-bot	129
Carolli V-bot	129
Mini-Cyberforms	129
Mini-Cyberform Model A-2 “Tarantula” 	129
Mini-Cyberform Model B-2 “Centipede” 	130
Mini-Cyberform Model A-3 “Beetle” 	130
Full Body Conversions	131
Moore Technologies “Sheol” Hazardous Operations Full Conversion 	131
MD Tech, Inc. “Kildare” Medical Full Conversion 	131
Adrek Robotics “Burroughs” Mars Operations Standard Full Conversion 	131
Militech Cybernetics International “Spyder” Reconnaissance Duty Full Conversion 	131
Raven Microcybernetics “Wiseman” Cyberspace Commando Full Conversion 	132
New Full-’Borg Options	133
Eelskin 	133
CyberSteroids 	133
Powered Armor	133
Arasaka Mfg. Type-17k “Guardian” Assisted Combat Personal Armor 	133
Militech & Trauma Team Tb/0 “Lifeline” Assisted Combat Personal Armor 	133
WADs (Working Assistant Droids)	134
Duroi/Janvier “Frelon”	134
Fiat “Nova”	134
International Electric “Newport Mk. II”	134
Duroi/Janvier “Scarabee”	134
Chromebook 4	135
Cyberware& Chipware	135
Extra Twist™ Joint Addition	135
Dynalar Technologies “Digits” Cyberfingers 	135
Flesh Mount	135
One-Shot Special	135
Ballpoint Finger	135
NovelTech Corvette Cyberlegs	135
Donner Savage Medical Modular Hand	136
Catspaw™ Stealth Foot	136
Sycust Extending Leg Units	136
Sycust Joint Options	136
Soviet Cyberware	136
Dynalar NewTeeth	136
Dynalar PowerJaw	136
Dakai Soundsystems NewThroat	136
Dakai Soundsystems Scramble	136
Kiroshi Monovision	137
Bodyweight Variable-Chamber Heart Option	137
Nikkon America Double-Split Pupil	137
Bodyweight Vein Clips	137
Stinger	137
BigRipp	137
High Five, AKA The Palm Bomb	137
Radine Laboratories Blitzkrieg™ Arc Thrower	137
Dermatech Logo-Line™ Tattoos	137
Techtronica Echolocation System Coprocessor	138
Nu-Tek TVSkin	138
Militech Cyber-Detection Computer (MCDC)	138
Taste Boost	138
Lockdown	138
Shape Recognition Chipware	138
ChipLok	138
Facedown Chip	139
Speedreading Chip	139
Home Chip	139
Dream Suppressant Chip	139
Bioware & Nanotech	139
Otec Nitrogen Binders	139
Advanced Muscle and Bone Lace	139
Replitech “TuffBone” Skeletal Enhancement and Bodyweight, Inc. “Metaheme” Hemological Replacement 	139
Biotechnica NeoAppendix	140
NanoAuditory Rebuild	140
Biotechnica “Sunblocker” Sunscreen 	140
Biotechnica NeoLung 	140
Dornier-Bauer Biotechnische Neural Bridge and Circulatory Sphincters 	140
Revolution Genetics Poison Glands	140
Revolution Genetics Tailored Pheromones	140
N-A C “Kaloric” Secondary Gut, “Freezeban” Bioconstruct and “QuickClot” Hemofribrinic Nodes	140
Revolution Genetics Flashlite Implant	140
Replitech Toxin Screen and T-MAXX Ileocecal Siphon	140
Physiology Tailoring and Adaptations	141
Bioenhancement Tablets	141
Neurochemical Memory Tabs 	141
Vehicles	141
Cycles	141
Mitsuzuki C21 Kenada 	141
Mitsuzuki MSX900 “Bakushin” 	142
Honda R400 Trail 	142
VMW “Volksrad” 	143
Kundalina Roadworks GSR1200 Tetsuo 	143
Cars, Vans, Trucks	144
Toyo-Chevrolet Hopper 	144
VMW Cohort 	144
GMI Sierra Hatch 	144
GMI Sierra GL 	145
Mitsuzuki Fuji 	145
Mitsuzuki Bushi 	146
Gaz/Lada Cossack 	146
Toy-Chevrolet Corpora 	146
MAC-Deux “Monster” 	147
Kundalina Roadworks “Bedouin” Truck 	148
Imperial Metropolitan Agriculture Nomad 	148
Spinelli Autotech Shiltron Twin Cab 	148
MacLaren/Jaguar XJ220C-P Police Interceptor 	149
Spinelli Autotech Spirit 	149
Tetracorp DR2100 Multi-fuel Longnose 	150
Military Vehicles	150
Paneurope VBL APC 	150
Paneurope Zobel (EuroLAV II) 	151
Hovers/GEVs	151
Kundalina Roadworks Gevhog 	151
Cadence Industries HoverVan 	152
Aerodynes	152
Bell-Boeing Aircar 	152
British Aerospace AV FAB 	153
Mexican Metals Llama 	153
MacLaren/Jaguar Sports Aerodyne 	154
Netgear & Software	154
Shadowdeck to Microtech Residence	154
Programs	154
New Programming Modifier: Code Optimization 	154
Mirror 	154
Weed 	155
Ninja 	155
Red-Out 	155
The Audio Virus 	155
Translator 2000 	155
DeckShield One 	155
Igor 	156
Guest Book 	156
A Picture’s Worth 	156
Superballs 	156
Swarm 	156
Grid Wave 	156
Scribe 	156
Fashion	157
Leisurewear 	157
RecreaTech Powerblades	157
Shock Touch™ Personal Protection Gloves	157
Equipment	157
Tritech Echolocation Goggles	157
Pressure Trigger	157
Protective Headgear Insert	157
TechJager Anti-Pursuit Liquids	158
Stephenson Technologies Sound Optimization System	158
Nano-Paper	158
Wutani Sensors Motion Tracker	158
EnduroDrink	158
Wall Speakers	158
ArmorSaver Drink	158
Thermite-in-a-Tube	158
TechJager Plug-in Air Foulers	159
Kevlar Backpacks	159
Bodyweight InterFlex™ Cybergenics Machine	159
Bodyweight InterFlex Prime™	159
Sourcebook Updates	160
Running Gear	160
Chrysler-Nissan Python Turbo 	160
Eurocar 3000 	160
Fledermaus PKF40 Ausf. B 	160
McDonnell Douglas C111 	161
Bell Boeing V-22B Osprey 	161
Bell F-152 Autogyro 	161
Honda Metrocar 	162
McDonnell-Douglas AV-4 Tactical Urban Assault Vehicle 	162
AV-6 Combat Assault Vehicle 	162
Toyo-Chrysler Omega 	162
Toyota Avante 	163
Tech Specs	163
UH-90 Utility/Squad Helicopter 	163
Yakurichi-Ural BR70 Heavy Transporter 	163
All-Terrain Bike 	163
Project 3	164
Ares Coyote Attack Helicopter 	164
Aztechnology GCR-50 	164
Beechcraft Model 2400 Starship 10 	164
Dune Buggy 	164
GMC-Beachcraft Striker 	164
Mil-62 	165
Mostrans KVT-2 	165
Patrol Vehicle 	165
Piper Montebank 	165
Suzuki 500ET 	165
Paranoid Animals of North America	166
Aston Martin “Whisper” G12P 	166
BMW “VIP” 9000L 	166
Ferrari “Ghost” 679 	166
Jaguar XXJ10 	166
Mazda “Commando” XV 	166
Mercedes “Mirage” Limousine 	167
Porsche “Cannon Ball” 971 	167
Sample Characters	168
Cyberpirate	168
Former Simsense Star	169
Free Trader	170
Technomancer	171
Equipment Tables	172
Lifestyle	172
Biotech	175
Melee Weapons	176
Projectile Weapons	177
Firearms	177
Weapon Accesories	184
Ammunition and Explosives	185
Clothing and Armor	188
Cyberware	190
Bioware	194
Chips	195
Security and Countermeasures	196
Cyberdecks and Programs (SRII)	197
Cyberdecks and Programs (SR3)	198
Vehicles (SRII)	199
Vehicles (SR3)	201

Credits
Conversions, Writing, Editing, Layout, etc. etc. etc.
Gurth <gurth@xs4all.nl>
Traditional Thanks
The Chromebook designers — without them, this book wouldn’t exist in the first place.
James Ojaste for writing The Shop, which allowed me to create the Rigger 2 vehicle stats much faster than when I would have had to do all calculations by hand.
Jani Fikouras for the color version of Rogue.
Traditional Greets in No Particular Order
Joe & Sue Cotton, Lady Jestyr, the former BOE (Garmt Meulendijks, Hilde Hoogland, Michel Platteeuw, Martijn Weezepoel), Danny Schog (non-BOE :), Marc Heerkens, Dvixen, Ed Mayhall, Martin & Karina Steffens, Erik Jameson, Adam J., the GenCon ’98-ers (Bull, Mongoose, Tony Glinka, Loki, Bookworm, Jett, Rookie, Tim Kerby, Chris Maxfield, K, Herc, Caric, NightLife, Tricia Jones, Jon Szeto, Steve Kenson, Vael, Shadorat (okay, so I don’t remember talking to you…:), Zach Bush, Teeg, Victor Fisher, but certainly not that girl who played in our SR tournament team), Mark Steedman, all on NERPS and ShadowRN, and not to mention whoever I forgot (who I’m not going to mention): 	.

	Geek Code v3.1:
GAT/! d–(dpu) s:– !a>? C+(++)@ U P L E? W(++) N o? K– w+ O V? PS+ PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(–––) y?	

Now I Feel You’ve Left Me Standing 
In A World That’s So Demanding
Chromebook, Cyberpunk 2020, and a whole load of other terms probably used in this book, are trademarks or registered trademarks of R. Talsorian Games.
Shadowrun and Matrix are registered trademarks of FASA Corporation. Many other names and terms mentioned in this book are trademarks of FASA Corporation.
Either way, no violation of anybody’s trademarks or copyrights is intended (though I’m sure you can find that even if you don’t look very hard).
This file may not be distributed in any way (as software or in hardcopy form) if you intend to charge money for it, or will gain any other profit from it except deep, personal satisfaction from knowing that you’ve Done The Right Thing™.
To any other legal stuff I can only say that I’m not a lawyer and don’t exactly feel like writing a 204-page book with trademark warnings, copyright notices, and other bullshit just to keep everybody happy.

ANYWAY… you’re not allowed to modify this file except for your own personal use. You may modify the file all you like, as long as you don’t give modified copies to anyone else. The reason for this condition is because I want to see my work distributed complete and not in parts or whatever. For this reason, and this reason alone, I, the person you know as Gurth@xs4all.nl, claim copyright © 1995 to 1999 on this file and its contents.
Plastic Warriors Net Presence
To contact Plastic Warriors, send an email to gurth@xs4all.nl, preferably with something like “Plastic Warriors” or the title of a Plastic Warriors book in the subject line.
On the world wide web, visit the all-new site at http://shadowrun.html.com/plasticwarriors.

S

S

o, what’s this all about, then? Chromebooks? What the hell are those anyway? And how useful are they in Shadowrun?
As most Cyberpunk 2020 players can tell you, they’re probably the coolest sourcebooks around for that particular game system, with loads of goodies, weapons, cyberware, drugs, chips, housing — you name it, if it’s useful in a dark future, it’s probably in one of the Chromebooks.
FASA has never introduced equivalents of most Chromebook items, even though almost all are very usable in Shadowrun after a few modifications. One person even commented that he avoided playing Shadowrun in part because Cyberpunk had the Chromebooks, and Shadowrun didn’t. Until he found earlier versions of these adaptations…

A

A

What this book attempts to do is to convert virtually all Chromebook items to Shadowrun. Some are more powerful than the Shadowrun equivalents, but should not pose a problem if applied with a little thought. To use these conversions effectively you’ll need the Chromebooks, otherwise a lot of what appears in these pages will make little sense.

Short History
These conversions first came about in late 1993 or early ’94, when I bought the first Chromebook with an eye on integrating it into my Shadowrun campaign. I had never played Cyberpunk 2020, I’d never even seen the rulebook up close, but started converting anyway; this was never published but was used in my own campaign. Later, I decided to buy the Cyberpunk 2020 main rulebook, which gave me some insight into the actual game mechanics behind the Chromebook equipment. Chromebook 2 followed some time later again, using the newly-learned game mechanics from Cyberpunk 2020 to update the earlier Chromebook 1 conversions. The results were uploaded, as ASCII files, to the cerebus.acusd.edu ftp site, in June 1994—at the time, the place to go for Shadowrun files on the Internet.
Later again, in early 1995, I bought the Chromebook 3, which had recently been released, and started conversions for it as well. I took the opportunity to revise the earlier conversions, making the Shadowrun items more loyal to what they do in Cyberpunk. Then Chromebook 4 conversions were added in 1997 (but not released), and finally in 1998-99 the whole set of conversions was updated to conform to FASA’s recent releases that overhauled and/or added major rules for cyberware, the Matrix, vehicles, and eventually the whole system.

—Gurth

G
eneral Notes

Each item from the three Chromebooks is listed below, in the following format: the item’s name is listed at the start of the description. Behind this, in brackets, is the page of the Chromebook on which the item can be found.
Next, at the right-hand side of the line is Shadowrun’s Legality rating (see pp. 101 to 108 of Shadowtech). Since SR3 revised the legality code (see p. 274, SR3), the letter for the legality code under SR3 rules follows in parentheses after the Shadowtech code. The numerical rating stays unchanged.
Next follow the alterations to the description of the item, needed for Shadowrun, Second Edition and Shadowrun, Third Edition, or the note “No changes.” which means that the item’s description from the Chromebook in question can be used without modifications. If the description lists “Not available,” it means that the item is not usable in Shadowrun. After this come the Shadowrun game statistics. All statistics are for the second and third editions of Shadowrun—there are very few differences, but any there are will be clearly indicated.
Also listed are some items that appear in the descriptions of other items in the Chromebooks. These mainly consist of new ammunition and grenade types.
•	Book Dates
For gamemasters running a campaign where new sourcebooks are introduced when the campaign’s timeline matches the dates in the sourcebooks, the following dates are suggested for introducing the Chromebooks into the campaign.

Chromebook 1: 2052
Chromebook 2: 2053
Chromebook 3: 2055
Chromebook 4: 2057

It is recommended items from the books become available over time, so that for example by the end of 2053, all items from Chromebooks 1 and 2 will be available, while halfway into 2055, players will be able to get about half the items from Chromebook 3 as well.
Previous Releases
The conversions for the Chromebook and Chromebook 2 were first released as ASCII files around June 1994 on the (now defunct) cerebus.acusd.edu ftp site, and after that they were incorporated into a single file together with the Chromebook 3 conversions and released in 1995 on the Plastic Warriors site.
The current file also has conversions for Chromebook 4 and updates the previous release to correspond to the rules laid out in the Shadowrun books Cybertechnology, Virtual Realities 2.0, and Rigger 2, as wel as the third edition of the main rules.
Items in this book that have been changed from the previous version are marked with a  symbol.

Updates
For many items, mainly Matrix-related gear and vehicles, two sets of data are given. The reason for this is that Virtual Realities 2.0 has changed the Matrix rules so much that new rules and game stats are needed compared to SRII and the original Virtual Realities rules (which are basically the same). The same happened with vehicles when Rigger 2 was published.
In cases where two sets of game stats are given, the ones under the heading SRII are for use with the older rules; for vehicles, this means Shadowrun Second Edition and/or the Rigger Black Book, while for matrix-related items it means Shadowrun Second Edition and/or the original Virtual Realities.
For Matrix-related items, SR3 indicates stats for use with Shadowrun, Third Edition and/or Virtual Realities 2.0 (even if used with second-edition rules) while for vehicles it indicates stats for use with Shadowrun, Third Edition and/or Rigger 2.
Any data or rules that is not preceded by such a heading applies no matter which set of rules is used.

However, due to the differences in the systems, there can be some variation in what an item actually does or how much it costs in each of the systems. For example, some vehicles have become a lot more expensive in Rigger 2, while others are much cheaper.
Players should use the stats for the rules they are using, not the stats that give the highest bonuses! For example, using Rigger 2 stats the ’51 Chevy (page 81 of this book) has better speed and range, a higher Body, and costs less than the Rigger Black Book version of the same car; some players might be tempted to refer to the SR3 data for such a vehicle even when using Shadowrun Second Edition or Rigger Black Book rules—gamemasters should pay attention to prevent this kind of munchkinism.

The Plastic Warriors Errata can be downloaded in html format from:
http://shadowrun.html.com/plasticwarriors/errata.html
That file is always the most up-to-date, and will show which changes are made necessary because of new sourcebooks released by FASA.

Book Data
The books for which conversions are presented here should be available from most game stores, and are published by R. Talsorian Games, Inc., P.O. Box 7356, Berkeley, CA 94707, USA. You are strongly encouraged to buy them if you intend to use these adaptations in a Shadowrun game.
R. Talsorian Games nor FASA Corporation have anything to do with these conversions, so don’t bother them about it. Instead, questions, remarks, and so on can be addressed to Gurth@xs4all.nl.

	Talsorian stock no.	ISBN	Copyright
Chromebook	3701	0-937-279-17-X	© 1991 by R. Talsorian Games, Inc.
Chromebook 2	3181	0-937279-29-8	© 1992 by R. Talsorian Games, Inc.
Chromebook 3	3331	0-937279-49-8	© 1994 by R. Talsorian Games, Inc.
Chromebook 4	3471	0-937279-81-1	© 1996 by R. Talsorian Games, Inc.

C
onversion Notes

Just so you know how this all came to be. I must place a note here that all this is on a “I did it like this (most of the time)” basis, and not “this is written in stone.”
Cyberdecks
Since Virtual Realities 2.0 has come out after the original release of these conversions, two sets of cyberdeck stats are needed: one for use with Shadowrun, Second Edition and/or the original Virtual Realities, and one for the revised Virtual Realities 2.0 and Shadowrun, Third Edition.
Shadowrun, Second Edition Stats
For cyberdeck stats, I took the Data Walls strength as the base for both the MPCP rating and Hardening of the Shadowrun deck. I multiplied the Data Walls rating by .75 to find the MPCP, and used the remaining part as Hardening.
Memory is used to find the deck’s Active and Storage Memory ratings: the CP2020 deck’s Memory is multiplied by the Shadowrun deck’s MPCP rating and out comes the deck’s Active Memory. The CP2020 deck’s Memory is then divided by 2 and multiplied by the square of the MPCP and becomes the Storage Memory rating. Memory ratings are normally rounded off to the nearest multiple of 5 megapulses.
The CP2020 Speed rating is used to find the level of Response Increase, Load, and I/O. The Speed is exactly equal to the level of Response Increase, or at least as far as possible (to get level 2 response increase, you need an MPCP rating of 8). Any Speed left over is used to find Load and I/O ratings as follows: the remaining Speed is multiplied by 7.5 to find the Load rating, while to find the I/O, multiply the remaining Speed by 5. If Speed is 0 or less, I took it to be 1 to calculate Load and I/O ratings.
Usually.

Shadowrun stat	equals CP2020 stat(s)
MPCP	Data Walls × .75
Hardening	Data Walls × .25
Active Memory	Memory × MPCP
Storage Memory	Memory × .5 × MPCP2
Response	Speed [note: maximum Response is MPCP × 4]
Load	(Speed – Response) × 7.5
I/O	(Speed – Response) × 5

As a sample conversion, if you have a deck with Speed +3, 20 MU memory, and Data Walls +5, it would look like this (approximately):
Data Walls +5 translates to an MPCP of 5 x .75 = 3.75 = 4. There is 1 point of Data Walls left, which goes to a Hardening rating of 1. The Speed is +3, so the deck would have 3 levels of Response Increase; since the maximum possible is 1, there are 2 points left over. 2 x 7.5 = 15, so the Load rating is 15. The I/O rating is then 2 x 5 = 10. The deck has 20 MU memory, which translates to 20 x 4 = 80 Mp Active Memory, and 20 x .5 x 42 = 20 x .5 x 16 = 10 x 16 = 160 Mp Storage.
Shadowrun, Third Edition & Virtual Realities 2.0 Stats
All cyberdecks listed in the Chromebook Conversions should be considered off-the-shelf decks that anybody can buy in a shop, and as such their costs are calculated using the tables on page 89 of Virtual Realities 2.0. The way to calculate the Shadowrun stats is as follows:

Shadowrun stat	equals CP2020 stat(s)
MPCP	Data Walls
Hardening	Data Walls × .25 (round up or down as you prefer)
Active Memory	Memory × MPCP x 10
Storage Memory	Memory × 5 × MPCP2
Response	Speed [note: maximum Response is MPCP ÷ 4]
I/O	(Speed – Response) × 50

Other ratings, such as those for Persona programs and the ASIST interface, are calculated from the Shadowrun stats or decided upon depending on the Cyberpunk description of the deck. Persona programs are generally equal to 75% of the MPCP rating, rounded down. Evasion and Masking programs are not normally installed in the decks (and the decks also have no slots for them if they aren’t present); these may be found in “assault” decks intended for hot-shot corp deckers, though. Similarly, only assault decks will have Hardening and the other good stuff deckers want… Most decks have cool ASIST filters, too. All decks come with Basic casing, providing 1 point of Impact armor. Unless mentioned otherwise, of course.
Availability is equal to the deck’s cost divided by 55,000 (round nearest, minimum is 4) and a required time of 7 days. Street Index is 1 for all decks. Costs for cyberdecks do not include the 10% reduction for buying a complete deck.
•	Full ’Borgs
The ’borg’s Shadowrun Attributes are converted from the varying CP2020 stats as follows:

Shadowrun Stat	Equals CP2020 Stat(s)
Body	Body ÷ 2 (round down)
Quickness	Movement Allowance × 0.4 (round off normally)
Strength	Lift ÷ 50 (round off normally)
Ballistic armor	average of all SPs ÷ 10 (round off normally)
Impact armor	average of all SPs ÷ 10 (round off normally)

Essence Cost is based on the Essence cost of four cyberlimbs, a cybertorso, and a cyberskull (from Cybertechnology), plus the Essence cost of the “accessories” the ’borg is equipped with.
Vehicles
Just as Virtual Realities 2.0 forced a revision of cyberdeck stats, Rigger 2 made it necessary to redesign the vehicle stats. The original ones are included as well, for those who don’t own Rigger 2 and still use Shadowrun, Second Edition or Rigger Black Book vehicle rules.
Shadowrun, Second Edition & Rigger Black Book Stats
Parts of these are easy, parts are tough. For starters, the CP2020 game stats have changed over the time the various Chromebooks came out, so the vehicles in Chromebook 1 have only basic stats such as top speed, armor ratings, and the number of people that can ride in it. By Chromebook 3, stats also include maneuverability, acceleration/deceleration, cargo, special equipment, and so on.
To convert this all to Shadowrun stats, things like speeds are easy: converting the CP2020 speed from miles per hour to meters per 3-second turn is done easily enough by multiplying by 1.6 and then dividing by 1.2—in short, by multiplying the miles per hour speed by 1.33. This is Shadowrun’s Max Speed. Cruise Speed is generally one-third this number, of for aircraft, between one-third and one-half the Max Speed.
Body is calculated by dividing the vehicle’s SDP (Structural Damage Points) by 25, rounding off to the nearest whole number. Armor is found by dividing the vehicle’s SP (Stopping Power) by 10, rounding off.
Signature, Autopilot, and cargo/storage ratings are more difficult, and are generally arbitrarily set, taking into account the corresponding values (if any) from the CP2020 stats.
Handling is taken from the Maneuverability stat, by using Handling = 4 – (Maneuver ÷ 2). Fuel capacity was determined by taking the maximum range of the vehicle, and then by using a suitable economy rate, fuel capacity can be calculated. For vehicles from Chromebook 2, fuel efficiency rates are given, so these were converted directly. The fuel type is IC for most vehicles, MultiF for CHOOH2-powered ones, and Elec or ImpElec for most of the others.
Seating and access are pretty obvious by looking at the pictures, stats, and descriptions. Sensors and ECM/ECCM were also decided upon using fuzzy-logic (that is, depending on the mental health of the author, currently prevailing wind direction, time of day, and/or position of the moon). Special equipment is easy enough to convert to Shadowrun by using corresponding accessories from the Rigger Black Book.
Shadowrun, Third Edition & Rigger 2 Stats
Each vehicle was designed using the system on pages 108 through 147 of Rigger 2, using an appropriate chassis and engine as the basis, and selecting design options and vehicle modifications as appropriate to the ones listed in the Chromebooks. Attempts were made to get stats that were as close as possible to the SRII/Rigger Black Book stats, though this was not alway fully possible.
Some new chassis and engines needed to be introduced, as it proved impossible to create satisfactory versions of absolutely all vehicles with the ones provided in Rigger 2.
Weapons
These are a bit difficult, because both Cyberpunk and Shadowrun don’t have consistent damages. For example in Shadowrun, a typical submachine gun does 6M damage, while a heavy pistol does 9M. In real life, they’d probably fire the same ammo, but the SMG has a longer barrel, so it would do greater damage (because the bullet has a higher velocity when it leaves the weapon). Similarly, in Cyberpunk a 10 mm medium SMG has a damage of 2D6+3, similar to a medium pistol, but a 7.62 mm assault rifle does 6D6+2.
What I have done is as follows: the CP2020 weapon type was converted to the closest Shadowrun equivalent, usually according to the table below. If the CP2020 damage is average for the weapon type, I used an average Shadowrun damage; a high CP2020 damage means a high Shadowrun damage, and so on.

Chromebook 1
E
lectronics & Miscellaneous Techware
Advanced Communications Suitcase (p. 4)	Legal
This suitcase contains a Pocket Computer with 100 Mp memory, a handset cellphone with booster pack, a printer (all items p. 259, SRII/p. 287, SR3), and the equivalent of a Radio Shack PCD-100 cyberdeck, in the tortoise variety, i.e. no plugging in (p. 262, SRII); for SR3, consider this an MPCP-2/3/0/0/3 deck with 10 Mp active memory, 50 storage, and an IO speed of 5. Add 800¥ for short-wave radio. For SRII, this radio is the equivalent of the headware radio (p. 260, SRII), while for SR3 it’s equivalent to a rating 2 transceiver (p. 290, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	6	8/48 hrs	8,000¥	1.5
Line Tap Detector (p. 4)	4P-E2(V)
This device is a rating 1 Bug Scanner (p. 258, SRII/p. 292, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	7	1	—	4/24 hrs	60¥	.8
Linozap™ (p. 4)	4-E2(V)
This device can only be used with telephone lines using old-fashioned copper cables to transmit signals. In most areas, fiber-optic lines are in use today. If a copper line is tapped, this device will clear the bug on a roll of 2 to 6 on 1D6. If a 1 is rolled, the tap is still operative; multiple attempts may be made. Linozap does not indicate whether the line has been successfully cleared, and so the gamemaster may make this roll secretly. If applied against a person, the Linozap™ does 6S Stun damage, using the Shock Weapons rules from page 103, SRII/p. 124, SR3.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	5	—	.75	6/4 days	350¥	2
Office Communications Suite (p. 5)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost*	Street Index
	—	—	—	10/10 days	10,000¥	2.5
* +11,000¥ for office vid system
Cab Hailer (p. 5)	Legal
Activation charges are 10¥ per month, plus fares.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	10	—	—	upon payment	150¥	1
•	
Headgear™ Cybermodem Helmet (p. 6)	as cyberdeck
This helmet houses a cyberdeck. The helmet has armor ballistic 1, impact 1. The user must have a datajack in order to use the Cybermodem helmet. There is a chance that the deck inside the helmet gets damaged. Whenever the wearer of this helmet gets shot at by a weapon with a base Wound Level of Serious or Deadly, roll 1D6. If the roll is a 1, the cyberdeck has been shot. Treat it as a piece of cyberware, and roll for damage as described on page 40 of Shadowtech. Light damage adds +1 to all target numbers, Moderate damage adds +2, Serious damage adds +4, and Deadly damage adds +8. A Destroyed result means the cyberdeck has been destroyed completely.
SRII stats
	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
	—	1	1	4.5	6/8 days	9,000¥	1.1
	Persona	Hardening	Memory	Storage	Load	I/O
	2	1	20	20	15	5
SR3 Stats
			Active	Storage							Street
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Index
	2/1/1/0/1	1	200	200	Cool	No	100	0	4/7 days	12,855¥	1
Life/Support® (p. 6)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	—	1.5	5/36 hrs	500¥	.9
•	Net-Runner™ Cybermodem Utility Suit (p. 7)	2-CD(S)
This suit has a built-in cyberdeck (see below for stats) with Response Increase +1. A second model (the Cellular) has built-in satlink equipment and program (p. 33, Virtual Realities or p. 88, Virtual Realities 2.0), though it still needs an external antenna. This second model also gives anyone with Thermographic vision a +1 to spot the wearer. Either suit can get damaged in the same way as the Headgear™ Cybermodem Helmet (see above).
SRII stats
	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
	2	3	2	3.25	5/14 days	10,000¥*	1
	Persona	Hardening	Memory	Storage	Load	I/O
	2	1	40	40	8	5
* the Cellular costs 14,500¥
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
Standard	3/2/2/0/2	1	600	900	Hot	No	50	0	4/7 days	28,005¥	1
Cellular	3/2/2/0/2	1	600	900	Hot	No	50	0	4/7 days	30,270¥	1
Smartlock Door Security System (p. 8)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	1-8	—	5/72 hrs	rating x 250¥	1.5
Mini-Printer (p. 8)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	.5	always	125¥	1
Paper Shredder (p. 8)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	2.5	always	500¥	1
EBM Carfaxx© 2002 (p. 8)	Legal
No changes.
SRII Stats
Base Time: 3 hours
Skill: Electronics (B/R) or appropriate Vehicle (B/R) skill
target number: 3
Parts cost: 500¥
Equipment needed: Vehicle Toolkit
CF: 1	SR3 Stats
Design Specifications
Design Cost: 3
Maximum Rating: NA
CF Consumed: 1 CF
Load Reduction: 1 kg	SR3 Stats
Customization Specifications
Parts Cost: 500¥
Parts Availability: 2/6 hrs
Street Index: 0.8
Maximum Rating: NA
Base Time: 1 hour
Skill: Electronics B/R Skill
Target Number: 2
Equipment Needed: Vehicle Toolkit
CF Consumed: 1 CF
Load Reduction: 1 kg	
Sonar Scanner (p. 8)	Legal
To detect movement of someone using Stealth skill to hide, the Sonar Scanner rolls three dice (its rating) against a target number equal to the character’s Stealth skill result in an Open Test (p. 11, Shadowbeat/p. 42, Rigger 2/p. 39, SR3). If the scanner rolls more successes, the character has been detected. In case of a tie, both roll again.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	3	.2	5/48 hrs	50¥	1.2
Auto Punchout (p. 8)	3-CD(S)
SRII Stats
A decker using this device may roll a number of dice equal to twice his Willpower when trying to jack out while under attack by Black IC (p. 21, Virtual Realities/p. 171, SRII).
The Punchout must be located between the decker and his cyberdeck. Installing it requires a successful Computer (B/R) roll with a target number of 3. The user’s Initiative is reduced by –5 when this device is present.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	.1	8/14 days	330¥	5
SR3 Stats
In function this is much the same as an ICCM filter (Virtual Realities 2.0 p. 86), but it reduces the decker’s Initiative by –5 when switched on.

SOFTWARE TASK
Rating: MPCP Rating
Multiplier: 3	COOK TASK
Time: MPCP Rating × 2 days
Test: Avg. Computer B/R and Biotech (MPCP Rating) Test
Parts: OCC @ Auto Punchout program size
Tools: Personal computer (memory: Auto Punchout program size); Microtronics Shop; Optical-Chip Encoder	INSTALLATION TASK
Time: MPCP Rating × 2 days
Test: Avg. Computer B/R and Biotech (MPCP Rating) Test
Parts: PLC @ MPCP Rating2; DTC @ MPCP Rating2; Bioscanner @ 5,000¥
Tools: Microtronics Shop
Off-The-Shelf Cost: (MPCP rating2 × [(PF × 2) + 40] + (MPCP rating × 50)¥; PF Basis: MPCP	
DataTel’s Mapmaker® (p. 9)	Legal
The Mapmaker can use the chips for the orientation system (p. 63, Shadowtech).

	Conceal	Rating	Weight	Availability	Cost*	Street Index
	4	—	1	4/4 days	500¥	1
* +400¥ for Navstar satellite link system

Netrunner Flip Switch (p. 9)	4-CD(S)
No changes.
SRII Stats
	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	4/24 hrs	1,350¥	.9
SR3 Stats
SOFTWARE TASK
Rating: MPCP rating
Multiplier: 2	COOK TASK
Time: Program rating × 2 days
Test: Computer B/R (Program Rating) Test
Parts: OCC @ program size
Tools: Personal Computer (Memory: flip switch rating); Microtronics Shop; Optical Chip Encoder	INSTALLATION TASK
Time: Program Rating × 1 days
Test: Computer B/R (Program Rating) Test
Parts: PLC @ Program Rating2; DTC @ Program Rating
Tools: Microtronics Kit
Off-The-Shelf Cost: MPCP Rating2 × (PF + 10)¥; PF Basis: MPCP Rating	
Deck Security System (p. 9)	3-CD(S)
No changes.
SRII Stats
	Conceal	Rating	Weight	Availability	Cost	Street Index
Retinal	—	1	—	6/4 days	1,000¥	1.6
Thumbprint	—	2	—	4/4 days	400¥	1.5
SR3 Stats
SOFTWARE TASK
None	COOK TASK
None	INSTALLATION TASK
Time: 12 hours
Test: Computer B/R (4) Test
Parts: Appropriate deck security system (retinal @ 1,000¥ or thumbprint @ 400¥).
Tools: Microtronics Kit
Off-The-Shelf Cost: Parts cost + 100¥	

Image Wallet (p. 10)	Legal
The thumbprint scanner is rating 1 (see pp. 86-87, Neo-Anarchists’ Guide to Real Life/p. 235, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	8	1	.1	4/36 hrs	250¥	1
Newsviewer (p. 10)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	—	.1	3/36 hrs	100¥	1
DPI Drumsticks (p. 11)	Legal
Can be linked to a synthlink (p. 246, SRII/no equivalent in SR3). When using this device, the Impact the character generates is increased by +1 (p. 11, Shadowbeat).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	—	.25	3/36 hrs	800¥	1
Sleep Inducer (p. 11)	Legal
If applied to an unwilling subject, the target rolls a Willpower (4) test, and the Sleep Inducer rolls a test using its rating, against a target number equal to the target’s Willpower. If the Inducer rolls more successes, the target falls asleep for a number of hours equal to the net number of successes rolled. If the target rolls more successes, he stays awake.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	6	4	.5	6/4 days	85¥	2
Fireproof Clothing (p. 11)	Legal
This clothing has an Impact rating against fire damage only. Note that this rating is not halved when resisting fire damage, and the clothes have a Fire Resistance Rating of 5 (see p. 72, Tech Specs). The armor ratings are added together as more items are worn. This clothing does not protect against any other type of damage in any way. The Overcoat also gives any weapon concealed under it a +2 on Concealability.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Coat	8	0	2	1	4/48 hrs	220¥	2
Jacket	8	0	2	1	4/48 hrs	200¥	2
Shirt	8	0	1	.5	4/48 hrs	130¥	2
Hat	8	0	1	—	4/48 hrs	130¥	2
Skirt	8	0	1	1	4/48 hrs	150¥	2
Pants	8	0	2	1.5	4/48 hrs	150¥	2
Overcoat	8	0	2	2	4/48 hrs	500¥	2
Note: these costs are for Ordinary Clothing. Multiply the costs by 5 for Fine Clothing and by 10 for Très Chic Clothing.
Digital Recording Studio (p. 12)	Legal
Functions as a combination mixer/sampler/polycorder (pp. 94-96, Shadowbeat). The mixer has 16 input and 4 output channels. The sampler has 16 tracks.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	8/14 days	12,000¥	1.1
Digital Weapon Uplink (p. 12)	4P-CA(N)
This system gives the user data concerning his weapon, as mentioned in the description, but does not give a modifier to the target number when firing the weapon.
A weapon fitted with this system must be connected to smart goggles, a smartlink, a datajack (datajacks from Shadowtech require that the user has an I/O SPU or encephalon as well), or a heads-up display (p. 259, SRII/p. 287, SR3).

Mount	Conceal	Rating	Weight	Availability	Cost	Street Index
Top or Under	–1	—	.5	6/6 days	500¥	2
DUD Smartgun Controller (p. 12)	3P-CA(N)
This system, when built into a weapon equipped with either an Internal or External Smartgun Link, allows the user to fire his weapon when he is not holding it. The system recognizes the voice of the owner, and the owner has to say "Fire" aloud in order for the weapon to fire. The weapon will fire in the mode it is currently in, and will fire the maximum number of rounds allowed for that mode. Double all recoil modifiers.
All weapons which recognize the character as their owner will fire on command, which means it is not possible to fire a specific weapon. In case someone else wants to command the weapon, this device has a rating 3 voice recognition system (p. 87, Neo-Anarchists’ Guide to Real Life/p. 236, SR3).

Mount	Conceal	Rating	Weight	Availability	Cost	Street Index
Top or Under	–1	3	.25	8/6 days	5,000¥	2.5
Cybercam EX.1 (p. 13)	Legal
A set of camgoggles (p. 89, Shadowbeat). The wearer has +1 on all target numbers when wearing this device because he or she is looking through the camera.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	—	2.2	4/48 hrs	1,200¥	1.25
•	ID Badgemaker (p. 13)	Legal
To forge a card, the character needs to make a test in the Special Skill of Forgery (or use Intelligence, adding +4 to the target number). The target number is set by the gamemaster, depending on how realistic the forgery is to be. The target number of the forger becomes the target number of anyone who wants to spot if the card is forged, but that person must add the rating of the device used to forge the card.
To forge a badge, make an Open Test with Forgery skill and roll the ID Badgemaker’s rating as complimentary dice (in SRII, roll the dice in addition to the character’s skill dice), and remember the result. To spot if a badge is forged, requires a Perception test against a target number equal to the result of the test made to forge the badge.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	3	1	5/48 hrs	500¥	2
•	Speedholster (p. 13)	Legal
A pistol-sized weapon (Concealability 4 or higher) held in a speedholster may be quick-drawn (SRII p. 82/p. 107, SR3) in a Free Action. This requires a Reaction (4) test to successfully draw the weapon; if the test fails, the weapon cannot be drawn in a Free Action but must be drawn normally (the character may not spend a Simple Action to try quick-drawing it again).
A weapon’s Concealability is increased by +1 if it is held in this holster.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	+2	—	.25	4/24 hrs	200¥	1.25
Detcord High Explosive (p. 13)	3-I(J)
This includes one Radio Detonator in each 10 meter package.

	Conceal	Rating	Weight*	Availability	Cost*	Street Index
	6	6	5	10/48 hrs	900¥	1.5
* Per 10 meters
Temperfoam Furniture (p. 13)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost*	Street Index
	—	—	varies	2/24 hrs	80¥ to 140¥	.5
* Per piece of furniture
Advanced Alarm Removal Kit (p. 14)	3-E1(U)
Using this kit gives a –2 modifier to the target number for removing the casing of keypads, cardreaders, and print scanners and also when dealing with door/window alarms (pp. 86, 87 and 89, Neo-Anarchists’ Guide to Real Life/pp. 234-235, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	—	3	8/12 hrs	2,900¥	5
•	Personal Body Alarm (p. 14)	Legal
Breaking this card in half triggers the nearest PANICBUTTON™ alarm system. Purchase of the card costs 40¥, subscription is an additional 30¥ per month. Use the rules for lifestyle payments to decide if the card remains valid if a character misses one or more payments.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	on payment	40¥	—
					+ 30¥/month
Diving Suit (p. 15)	Legal
No changes.

	Conceal	Ballistic	Impact	Weight	Availability	Cost*	Street Index
Diving Suit	—	2	1	10	10/10 days	6,000¥	3
* +100¥ per 30-minute Liquid Breathing Medium tank
IR Combat Cloak (p. 15)	Legal
A character using purely thermographic vision has a +4 modifier to all Perception tests to spot or attack the wearer of this cloak. Characters using partly (natural) thermographic vision only get a +2.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
IR Combat Cloak	+4/+2	0	0	2	6/48 hrs	450¥	2
Slosh Bag (p. 16)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	—	2	4/72 hrs	65¥	1

Travel Kit (p. 16)	Legal
The “first aid kit” is a Medkit (p. 265, SRII/p. 304, SR3).

	Conceal	Rating	Weight	Availability	Cost*	Street Index
	3	—	5	always	500¥	1
* +10¥ for 10 extra pajamas

Medieval Armor (p. 16)	Legal
No changes.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Standard	—	2	3	10	8/48 hrs	3,500¥	1
Maximillian	—	3	4	14	10/4 days	10,600¥	1
Power Grid® Solar-Electric Panel (p. 16)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost*	Street Index
	2	—	1	4/36 hrs	100¥	1.1
* +25¥ for extension cord
Shower-in-a-Can (p. 16)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	8	—	.5	2/12 hrs	3¥	1
Flavored Cigarettes (p. 16)	Legal
No changes.

	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/pack	Street Index
	3M	1	20	immediate	inhalation	3D6+3 minutes	always	2¥	.8
Effects: +1 Willpower, –1 Charisma, relaxant, Tranq (2)
Crash Effects: –1 Willpower, irritability, anxiety
Bar-in-a-Briefcase (p. 16)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	5	6/36 hrs	100¥	.75
V
ehicles

•	Bensen Cascade (p. 18)
The Cascade can leap up to three meters off the ground after a successful Handling test. The number of successes generated is the height of the jump, in meters (maximum 3 meters). Another Handling test is required to land correctly. If either test is failed, make a Crash Test. Jumping up and landing take place in the same Combat Phase.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Cascade	7	115/350	2/1	2	2	200,000¥
Seating: twin bucket seats + bench	Access: 2 standard + hatchback
Economy: 5 km per liter	Fuel: IC/300 liters
Cargo/Storage: 3 CF trunk + 2 CF underseat	Accessories: APPS™, datajack link
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	180	10	4	1	0
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	46	360
Seating: 2 bucket + 2 bench	Setup/Breakdown: None
Entry Points: 2 doors + 1 trunk	Landing/Takeoff: NA
Fuel: Diesel (400 liters)	Economy: .5 km/liter
Point Value: 580	Cost: 145,000¥
Template: Medium Hovercraft	Reference: Chromebook 1
Other Features: APPS™, concealed armor (1), datajack port, 
turbocharging (2)
•	BMW 9018s (p. 19)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
9018s	3/8	90/280	4/2	2	3	500,000¥
Seating: twin + quad bucket seats	Access: 2 + 2 standard
Economy: 20 km per liter	Fuel: IC/80 liters
Cargo/Storage: 4 CF trunk
Accessories: Rigger control gear, plus anything desired (at appropriate cost)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/8	190	14	4	2	0
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	4	180
Seating: 2 bucket + 2 bucket + 2 bench	Setup/Breakdown: None
Entry Points: 2+2 doors + 1 trunk	Landing/Takeoff: NA
Fuel: Gasoline ((80 liters)	Economy: 7 km/liter
Point Value: 1,212	Cost: 121,200¥
Template: Limousine	Reference: Chromebook 1
Other Features: Datajack port, rigger adaptation, turbocharging (2)
•	Harley-Davidson Thundergod (p. 20)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Thundergod	4/5	50/150	1/0	3	2	15,000¥
Seating: 1 front + 1 rear	Fuel: MultiF/10 liters
Economy: 60 km per liter	Options: Datajack link plus rigger control gear available for
Cargo/Storage: 4 CF underseat + 2 CF per sidebox	4,000¥. This reduces the underseat storage to 0 CF.
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/5	100	4	2	0	2	
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	80
Seating: 2 bucket (1 front, 1 rear)	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (44 liters)	Economy: 13.65 km/liter
Point Value: 194	Cost: 15,000¥
Template: Chopper	Reference: Chromebook 1
Other Features: improved suspension (1), off-road suspension (1)
Options: Datajack port, rigger control adaptation, and sensors (1) 
increases cost to 23,750¥ and reduces Load to 58 kg.
•	
Kundalina Roadworks Shiva® (p. 21)
No changes.
SRII Stats
	Handling	Speed	B/A*	Sig	Apilot	Cost
Shiva®	2/6	70/210	1/1	2	2	12,000¥
Seating: 1 front + 1 rear	Access: Full canopy*
Economy: 40 km per liter	Fuel: IC/10 liters
Cargo/Storage: 1 CF underseat
Accessories: Datajack link, improved suspension (1), performance 
tires
* The rider and passenger are completely enclosed within the hull of the bike. The armor of the bike protects them as well as the bike.
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	2/6	140	16	2	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	0	40
Seating: 1 bucket	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: NA
Fuel: Gasoline (30 liters)	Economy: 13.2 km/liter
Point Value: 194	Cost: 12,000¥
Template: Racing Bike	Reference: Chromebook 1
Other Features: Datajack port, improved suspension (1), 
performance tires
•	Pedicab (p. 22)
The fare is usually 1¥ per kilometer, with heavy people (trolls for example) paying extra. If the Pedicab itself is fired upon, roll 1D6. If the roll is 1 to 4, there is only cosmetic damage (no matter what the Damage Level of the weapon firing at the "vehicle"). A roll of 5 or 6 means the Pedicab takes damage as normal.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Pedicab	3/7	10/30*	1/0	10	0	1,200¥
Seating: 1 front + 1 rear	Cargo/Storage: 1 CF sidebox
* Proper motivation can get the speed up to 15/45
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/7	20*	1	1	0	10
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	50
Seating: 2 bucket (1 front + 1 rear)	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: NA	Economy: NA
Point Value: ?	Cost: 1,200¥
Template: none	Reference: Chromebook 1
Other Features: none
* Proper motivation required to get up to maximum speed
•	Ambunaught (p. 23)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Ambunaught	4/8	30/95	5/4	1	2	200,000¥
Seating: twin bucket seats + 4 stretchers + bench	Access: 2 standard + double-sized rear
Economy: 15 km per liter	Fuel: MultiF/80 liters
Cargo/Storage: 5 CF in assorted stowage lockers	Accessories: Crash cage, EnviroSeal™ (gas + water seal), life
Additional features: Rear area contains medical gear and	support system (16 man-hours)
room for four stretchers and two paramedics.
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/6	64	6	7	8	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	6	1570
Seating: 1 bucket, 2 buckets, 4 stretchers	Setup/Breakdown: NA
Entry Points: 2 doors + 1 double-sized gate	Landing/Takeoff: NA
Fuel: Diesel (800 liters)	Economy: 2 km/liter
Point Value: 1,137	Cost: 200,000¥
Template: Wheeled APC	Reference: Chromebook 1
Other Features: Concealed armor, EnviroSeal™ (gas), life support 
(16 man-hours), roll bars
•	Arasaka Riot-VIII (p. 24)
The water cannon normally uses the Light Pistol ranges, but using the steam option reduces this to Taser ranges. Normally, the water cannon does damage as described in SRII, p. 253, but when using steam the damage is increased to 6S Stun plus 6L Physical, and the target is not knocked over. Impact armor is used for both water and steam, but is only half effective (round down). The grenade launcher on the roof is treated as a normal grenade launcher, but belt-fed with space for 18 grenades.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Riot-VIII	4/9	55/160	8/3	1	3	250,000¥
Seating: twin bucket seats + 6 folding bench	Access: 2 standard + 1 rear hatch
Economy: 10 km per liter	Fuel: IC/100 liters
Cargo/Storage: 300 CF	Accessories: Datajack link, micro turret with water cannon
Sensors: Enhanced (1)	(enough water for 50 shots), rigger control gear
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/6	85	8	7	6	0
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	1	10	2058
Seating: 1 bucket, 9 bench	Setup/Breakdown: NA
Entry Points: 1 hatch + 1 rear ramp	Landing/Takeoff: NA
Fuel: Diesel (800 liters)	Economy: 1.9 km/liter
Point Value: 1,336	Cost: 335,000¥
Template: Wheeled APC	Reference: Chromebook 1
Other Features: Datajack port, remote micro turret, rigger 
adaptation, turbocharging (1)
•	GM/Hyundai Worker Bee (p. 25)
The secondary arms, when used to punch, have a damage code of 10D Stun and +2 Reach.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Worker Bee	4/10	10/30	2/2	1	3	150,000¥
Seating: single bucket seat	Access: open top
Economy: 10 km per liter	Fuel: MultiF/100 liters
Cargo/Storage: 1 CF trunk	Sensors: Advanced (3)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/12	20	3	3	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	3	1	1	2,000
Seating: 1 bucket	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Diesel (500 liters)	Economy: 1 km/liter
Point Value: ?	Cost: 150,000¥
Template: special	Reference: Chromebook 1
Other Features: Crane (Strength 3), mechanical arms (Strength 3), 
remote-control interface
•	Bell Spy-Eye 18 (p. 26)
SRII Stats
Optional IR baffling gives the vehicle a Security I (1) ECM system, and increases the signature by +1. It also adds +2 to the target numbers of anyone using purely thermographic vision to target or spot the helicopter. This costs 35,000¥.
	Handling	Speed	B/A	Sig	Apilot	Cost
Spy-Eye 18	2	185/370	3/1	4	2	500,000¥
Seating: twin + twin bucket seats	Access: 2 + 2 standard
Economy: 1 km per liter	Fuel: IC/500 liters
Cargo/Storage: 4 CF	Sensors: Security I (4)
Landing/Take-off Profile: VTOL/VTOL	Accessories: Bucket seats have Armor 2, integrated controls
SR3 Stats
IR baffling is level 1 thermal baffles (p. 130, Rigger 2). It adds 18,750¥ to the cost and lowers Load to 435 kg.
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	245	10	4	1	3
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	4	13	458
Seating: 2 buckets, 2 buckets	Setup/Breakdown: NA
Entry Points: 2+2 doors	Landing/Takeoff: NA
Fuel: Jet (2,000 liters)	Economy: .25 km/liter
Point Value: 3,386	Cost: 850,000¥
Template: Utility Helicopter	Reference: Chromebook 1
Other Features: Concealed armor, armored bucket seats (2)
•	Sikorsky-Mitsubishi Dragon (p. 27)
Armament is not included in the helicopter’s price.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Dragon	4	280/560	8/9	2	4	5,000,000¥
Seating: twin bucket seats +20 bench	Access: 2 standard + double-sized rear
Economy: 1 km per liter	Fuel: 1,000 liters
Cargo/Storage: 900 CF	Landing/Take-off Profile: VTOL/VTOL
Sensors: Security II (5)	ECM/ECCM: Military I (4)/Security III (3)
Accessories: Crash cage, datajack link, 8 Hardpoints (forward-
firing), rigger control gear
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	350	13	7	9	3
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	5	51	494
Seating: 2 bucket seats + 20 folding bench	Setup/Breakdown: NA
Entry Points: 2 doors + 1 double-sized	Landing/Takeoff: NA
Fuel: Jet (1,000 liters)	Economy: .2 km/liter
Point Value: 6511	Cost: 5,000,000¥
Template: Cargo Helicopter	Reference: Chromebook 1
Other Features: Datajack port, ECM (4), ECCM (3), 1 firmpoint 
(external, forward-firing), 3 hardpoints (external, forward-firing), 
rigger adaptation
•	
AV-9 (p. 28)
This vehicle has two remotely-controlled micro turrets (one mounted to the right and one to the left, with a 180° traverse each), with a Grenade Launcher (belted ammunition, firing mode FA) and 120 rounds of ammo each. There is one Firmpoint per wing, each mounted to fire forward.
The basic AV-9 airframe (without any modules) has a cockpit with the two crewmembers sitting behind each other under a full canopy; other seating is provided by the interchangeable modules. The AV-9 is Vectored-Thrust Vehicle.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
AV-9	5	270/530	7/5	2	4	30,000,000¥
Seating: 1 + 1 bucket seats	Access: full canopy
Economy: 1 km per liter	Fuel: 600 liters
Cargo/Storage: 5 CF	Landing/Take-off Profile: VSTOL/VSTOL
Sensors: Military II (7)	ECM/ECCM: Military II (5)/Military II (5)
OPTIONS:
Gunship module: Seating: 1 + 1 bucket seats; Access: full canopy; 
each weapon system is provided with an additional 5 CF of 
dedicated ammo storage; 2 extra forward-mounted Hardpoints
Troop carrier module: Seating: 1 + 1 bucket seats + 6 bench; 
Access: full canopy + 2 standard; Storage: 300 CF
Command module: Seating: 1 + 1 bucket seats + 4 bucket seats; 
Access: full canopy + 1 standard
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	530	35	6	5	1
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	7	66	8,730
Seating: 1 + 1 ejection seats	Setup/Breakdown: NA
Entry Points: full canopy	Landing/Takeoff: VTOL
Fuel: Jet (3,000 liters)	Economy: .2 km/liter
Point Value: 9,070	Cost: 30,000,000¥
Template: Thunderbird	Reference: Chromebook 1
Other Features: ECM (5), ECCM (5), 2 firmpoints (external, 
forward-firing, fitted with LMGs and 200 rounds), 2 remote 
micro-turrets (with FA grenade launcher, 180° arc of fire, 120 
rounds)
Gunship Module: increases LMG ammo capacity to 500 rounds each.
Troop Carrier Module: adds 4 reinforced bench seats and 2 
rear doors.
Command Module: adds 4 bucket seats and rear door.
Punknaught (p. 29)
	Not (yet) available…
C
yberware
Note: For various systems, the Essence costs is in parentheses. The Essence loss only apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence cost is 0.

•	Psiberstuff® Independant Cyberhand (p. 31)	Legal
Damage from a punch with a cyberhand is (str+1)M Stun, or (str)L Physical, at the player’s choice. A cyberhand can accept additional hand-mounted cyberware up to .5 Essence without an extra Essence cost; cyberfingers (p. 26) do not count against this limit. A smartlink installed in an arm with a cyberhand costs .4 Essence, the remaining .1 Essence going off the .5 points that the hand can accept.

	Essence Cost	Availability	Cost	Street Index
	.3	3/4 days	50,000¥	1
Kiroshi® OptiShields® (p. 31)	Legal
These shield the wearer’s eyes from dust and dirt, and also provide flare compensation. They can not be integrated into a cybereye, but accept up to .3 Essence points of vision enhancement without extra Essence loss (this adds to the .5 points for cybereyes, giving a character with cyber-eyes and OptiShields .8 Essence to spend without extra Essence loss).

	Essence Cost	Availability	Cost	Street Index
	.05	5/48 hrs	1,000¥	1
•	Digits® Cyberfingers (p. 32)
These cannot be installed in an organic hand.
a) Dartgun	5P-CC(R)
This finger fires a single dart at the following ranges: Short 1, Medium 2, Long 3, Extreme 5. See below for the darts.
b) Lockpick	6-CA(N)
No changes.
c) Light Pen	Legal
No changes.
d) Mini Light	Legal
Batteries cost 10¥ each.
e) Finger Bomb	3-CC(R)
See below for details on the bomb. It costs a Simple Action to remove the bomb from the finger holding it. The bomb must be removed from the finger before it can be thrown.
f) Scissors/Wire Cutters	5P-CA(N)
Damage when used as a weapon is 4L; use Impact armor. Cutting through a wire requires a Strength test with a target number equal to the Barrier Rating of the wire. This item consists of two fingers.
g) Mace Sprayer	4P-CB(Q)
This can be loaded with two doses of any aerosol poison. To hit the target, make a melee attack. If the character using the mace sprayer has more successes, he successfully delivers the poison. The poison must be of a type that can be delivered through the air.

	Essence Cost	Availability	Cost	Street Index
Dartgun	—	8/48 hrs	1,000¥	2.5
Lockpick	—	6/48 hrs	500¥	1.5
Light pen	—	4/36 hrs	450¥	.9
Mini light	—	4/36 hrs	250¥	.9
Finger bomb	—	10/7 days	1,500¥	3
Scissors/Wire cutters	—	6/48 hrs	500¥	1.25
Mace sprayer	—	8/6 days	1,500¥	2.5
Dartgun Cyberfinger Darts (p. 32)	As Weapon
These darts can be fired from the dartgun cyberfinger (p. 32, Chromebook). They do 3L damage, and are resisted with one-half Impact armor. Each dart can hold one dose of poison, which must be applied before the dart is loaded into the finger. The stats below are for a pack of 10.

	Conceal	Damage	Weight	Availability	Cost	Street Index
	10	3L	.1	6/48 hrs	20¥	.5
Finger Bomb (p. 32)	3-I(J)
This grenade can be fitted inside a finger bomb cyberfinger (p. 32, Chromebook). It is a non-aerodynamic grenade (p. 96, SRII/p. 119, SR3)

	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	10	8M	–2 per meter	.1	6/6 days	35¥	1.5

Watch-Man® (p. 33)	Legal
No changes.

	Essence Cost	Availability	Cost	Street Index
	—	3/36 hrs	1,800¥	1
Skate Foot® (p. 33)	Legal
A character using skate feet may move a number of meters up to his or her Quickness multiplied by 3 when “walking.” When “running,” the character may move up to his or her Quickness multiplied by 10, in meters. All modifiers to target numbers due to attacker movement are doubled. The character must have Athletics skill, or Athletics (Skating), otherwise a Quickness test with a target number of 4 (modified for terrain, gamemaster’s discretion) is needed to keep from falling every action the skate feet are used.
Extending or retracting the wheels takes an Activate Cyberware Free Action. If the user is wearing shoes with soles, the wheels can not be extended. Skate Feet can only be installed if the character has two cyberlegs.

	Essence Cost	Availability	Cost	Street Index
	—	4/24 hrs	10,000¥	1
•	Whip (p. 34)	3-CC(R)
This may be installed in either a normal arm or a cyberarm. Whipping someone does 6L damage with +2 Reach, but if used to strangle an opponent, the user must first roll an Armed Combat skill test with a +3 modifier to the target number. If successful, the whip is around the opponent’s neck, and he takes 5M Stun damage at the end of every turn. Armor does not defend against this damage. If the attack misses because of the +3, the target takes normal damage.

	Essence Cost	Damage	Reach	Availability	Cost	Street Index
	(.25)	6L/5M	+2	12/7 days	4,000¥	2
•	LimbLink (p. 34)	4P-CA(N)
A cybergun linked to this system installed is turned into a smartgun, but this is not as good as a real smartgun (only a –1 on the target number). If the arm already has a smartlink installed, this item is not needed. The limb link only provides smartgun circuitry for cyberguns, not for hand-held weapons.

	Essence Cost	Availability	Cost	Street Index
	(.15)	5/4 days	1,000¥	1
•	Magnetic Feet/Hands (p. 34)
Use the magnetic cyberlimb system from page 32 of Cybertechnology.
Gas Jet (p. 34)	3-CC(R)
This gives the same effect as a toxin exhaler (p. 32, Shadowtech), but instead of a Quickness (4) test, an Unarmed Combat (4) test is needed. Any type of gas can be used in this weapon, and it contains enough gas for 6 doses.

	Essence Cost	Availability	Cost	Street Index
	(.5)	8/6 days	3,000¥	2.5
Flashbulb™ (p. 35)	4P-CB(Q)
Successful use of this light requires a normal Unarmed Combat skill test. If the target does not generate enough successes, he must make a Quickness (6) test in order to shield his eyes. Sunglasses reduce the target number by 1, while characters with flare compensation or OptiShields® are never affected. Failure of this test means the target is blinded for 1D6 minutes (+8 to all target numbers, but of course no other visibility modifiers). Maximum range of the light is 6 meters.

	Essence Cost	Availability	Cost	Street Index
	(.3)	6/72 hrs	2,500¥	2
Wet Drive (p. 35)
Not available.

Voice Pattern (p. 35)	2-CB(Q)
This system can be used to deceive voice recognition systems (p. 87, Neo-Anarchists’ Guide to Real Life/p. 236, SR3), and also (gamemaster’s discretion) to fool other people. It is available in ratings 1 through 6.

	Rating	Essence Cost	Availability	Cost	Street Index
	1	.25	3/36 hrs	35,000¥	1.1
	2	.3	4/48 hrs	50,000¥	1.1
	3	.35	5/60 hrs	65,000¥	1.25
	4	.45	6/72 hrs	85,000¥	1.5
	5	.6	8/6 days	110,000¥	1.75
Forked Tongue (p. 35)	Legal
The user gets a –1 modifier to target numbers of Social Skill and Charisma tests. This does not help magicians in countering the Drain caused by summoning spirits or for astral abilities.

	Body Cost	Availability	Cost	Street Index
	.35	5/72 hrs	12,500¥	2
Mace Hand (p. 36)	3-CC(R)
A punch with a mace hand does (str+2)M Stun damage, and gives the user a +1 Reach. The user does have a +2 modifier to all target numbers with that hand, except for making unarmed melee attacks. The mace hand will accept additional cyberware with an Essence cost up to .3 without additional Essence loss. Spurs or hand razors mounted on the mace hand also get the +1 Reach modifier.

	Essence Cost	Availability	Cost	Street Index
	(.5)	8/5 days	10,000¥	3
Icer™ (p. 36)	Legal
Hitting a target requires an Unarmed Combat Success Test. On a successful Called Shot to the head, the target is blinded for 1D6 turns.

	Essence Cost	Damage	Availability	Cost	Street Index
	(.4)	6M	4/24 hrs	2,000¥	1.25
Cutting Torch (p. 36)	Legal
This torch can penetrate barriers of most materials except brick, stone, or concrete. When using it to cut through barriers, the barrier’s Rating is reduced by 1 every action the torch is used. It does 8S damage if used in combat. Use one-half Ballistic armor (round down) to defend against this attack. The torch has a Firesetting Rating of 4 (see the fire rules in Tech Specs).

	Essence Cost	Availability	Cost	Street Index
	(.4)	6/48 hrs	3,500¥	2
Derringer (p. 36)	7P-CB(Q) + E(E)
No changes.

Type	Conceal	Ammo	Mode	Damage	Weight	Essence	Availability	Cost	Street Index
Light Pistol	12	2 (m)	SA	6L	.5	(.2)	8/7 days	220¥	2
Rebreathers (p. 36)	Legal
The character can hold his or her breath for 90 seconds longer than normal, for a total of (Body × 30) + 90 seconds, and has a –1 modifier on stamina-based tests (see p. 76, Fields of Fire). However, the rebreathers also function as a rating 3 Tracheal Filter (p. 33, Shadowtech).

	Body Cost	Availability	Cost	Street Index
	.75	5/4 days	95,000¥	1
Decentralized Heart (p. 37)	Legal
The character may roll three additional dice when checking for Deadly Wounds and Permanent Damage (p. 113, SRII/pp. 127-128, SR3).

	Body Cost	Availability	Cost	Street Index
	2	14/24 days	130,000¥	4
Pacesetter® Sport Heart (p. 37)	Legal
The character may roll an additional die in all Athletics-based Success Tests, while his Body and Quickness are increased by 1. This Quickness modifier only applies to how far the character may move in a turn, not to other things.
After four minutes, roll 1D6. If the roll is less than the character’s natural Body attribute, there is no effect. Roll again every four minutes, but add 1 to the die roll for every additional roll made. If the roll exceeds the character’s natural Body, natural Body is halved for the next four minutes.

	Body Cost	Availability	Cost	Street Index
	1.3	10/10 days	90,000¥	3
Pacesetter 2000™ Overdrive Heart (p. 37)	Legal
As the above Pacesetter Sport, but +2 Body and Quickness, and +2 dice for Athletics-based Success Tests. Check every two minutes.

	Body Cost	Availability	Cost	Street Index
	1.6	14/10 days	98,500¥	3.5
T-MAXX “Cyberliver” (p. 37)	Legal
The character gets a number of extra dice, equal to the Cyberliver’s rating, when resisting toxins and for making Addiction tests. The maximum rating is equal to the character’s natural Body.

	Body Cost	Availability	Cost	Street Index
T-MAXX	.1 + (level × .1)	6/4 days	level × 60,000¥	1.1
T-MAXX II	.1 + (level × .15)	6/4 days	level × 120,000¥	1.1
TimesSquare Plus™ (p. 38)	6P-CA(N)
This piece of cyberware is needed to be able to use visual recognition chips (see page 43 of this book) to the full. It is linked to a cybereye, and can be incorporated in it.

	Essence Cost	Availability	Cost	Street Index
	.3	6/72 hrs	15,000¥	1.5
Wearman Mark II (p. 38)	Legal
This is a set of stereo implant speakers. Any normal audio player, whether disk or chip, can be modified (for a 50¥ fee) to be compatible with this system, after which the speakers can be used to listen, privately, to the recording on the chip or disk.

	Essence Cost	Availability	Cost	Street Index
	—	2/12 hrs	200¥	.75
Tazer Grip (p. 38)	5-CB(Q)
This gives the target a shock of 6S Stun, and uses the Shock Weapon rules (p. 103, SRII/p. 124, SR3).

	Essence Cost	Availability	Cost	Street Index
	(.25)	8/8 days	3,000¥	2
E-Monitor (p. 38)	Legal
This device rolls a number of dice equal to its rating, against a target number of 4 when in use.

	Essence Cost	Availability	Cost	Street Index
	.2	4/5 days	level × 2,000¥	1
Mag-Duct™ Spots (p. 38)	Legal
Functions like a datajack with a data flow rate of 15 (p. 45, Shadowtech).

	Essence Cost	Availability	Cost	Street Index
	.2	2/6 hrs	2,200¥	1
Gyro-Stabilizer (p. 38)	Legal
This gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after taking damage (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3).

	Essence Cost	Availability	Cost	Street Index
	.1	5/48 hrs	10,000¥	1.2
Dodgeball™ (p. 39)	4-CB(Q)
This device, which can be integrated in a cybereye, gives one extra die to roll for Armed and Unarmed Combat skill tests, but only if the user has spent at least three Simple Actions to observe the movement of his intended target.

	Essence Cost	Availability	Cost	Street Index
	.3	6/72 hrs	14,500¥	1.5
•	Video Cam/Transmitter (p. 39)	Legal
In SRII, range is 1.5 kilometers. In SR3, it has a Flux rating of 2.

	Essence Cost	Availability	Cost	Street Index
	.8	6/48 hrs	33,000¥	1
Video Imager (p. 39)	Legal
The user can receive video images and project them onto his retina, or can store them in headware memory. It also allows the user to project images stored in headware memory on his retina.

	Essence Cost	Availability	Cost	Street Index
	.25	4/48 hrs	3,500¥	1.5
Frequency Changer (p. 39)	Legal
Functions as a commlink of rating 6 (p. 76, Street Samurai Catalog/p. 298, SR3).

	Essence Cost	Availability	Cost	Street Index
	.25	4/48 hrs	30,000¥	1.35
Cyberoptic Teargas Sprayer (p. 39)	Legal
Mounted inside a cybereye. Hitting a target requires a Quickness (6) test (the target number drops to 4 if the target is surprised). See the CS grenade (p. 25, Running Gear) for details on the tear gas. Only one shot is stored; range is 1 meter.

	Essence Cost	Availability	Cost	Street Index
	.2	6/24 hrs	2,000¥	1
Lifesaver™ Skinweave (p. 39)	4P-BB(Q)
With this item installed, a character with a Deadly wound does not take an extra box of damage every 10 minutes, but takes one every 15 minutes instead. Healing time is also reduced by 10%. However, each time the character takes a Deadly wound (and thus, each time the Lifesaver has to become active), the Lifesaver’s Damage Level goes up by one category (see page 6 of Shadowtech).

	Body Cost	Availability	Cost	Street Index
	2	12/10 days	45,000¥	2
Anti-Plague Nanotech (p. 39)	Legal
The user gets two extra dice to resist diseases and biological weapons (such as doom and gamma-anthrax, pp. 80-81 of Shadowtech).

	Body Cost	Availability	Cost	Street Index
	.4	6/7 days	17,500¥	1.5
Gang Jazzler (p. 40)	2-CC(R)
Delivers a 9D Stun electrical shock, using the Shock Weapons rules, p. 103 of SRII/p. 124, SR3. If the target rolls all ones on his Resistance Test, the damage is Physical instead of Stun.

	Essence Cost	Availability	Cost	Street Index
	.2	10/24 days	6,000¥	1

W
eapons

Militech Crusher SSG (p. 42)	5P-F(F)
This weapon fire shotgun rounds but uses Light Pistol ranges. Increase the target number at Medium range by +1, at Long range by +2, and at Extreme range by +4 (telescopic sights do not alter these modifiers). Damage at Short and Medium ranges is 6S, at other ranges it is 8M.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Shotgun	5	6 (c)	SA	6S/8M	3	6/48 hrs	1,450¥	1.5	—
Budgetarms Laser-Niner (p. 42)	5-G(G)
This weapon has a built-in laser sight. The 35-round clip lowers concealability by 1. This weapon fires caseless rounds (p. 77, Fields of Fire).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Light Pistol	5	15/35 (c)	SA/BF/FA	6L	1.5	4/36 hrs	675¥	1.2	—
Malorian Arms Sliver Gun (p. 42)	3P-J(K)
This pistol does not use ordinary ammunition. Instead, it requires batteries and a ceramic block. Batteries last for 18 minutes, while the ceramic block must be replaced after 7 shots. A ceramic block costs 25¥, while a battery costs 7¥. The weapon makes no more noise than a normal pistol with silencer. It uses the Flechette rules, and Heavy Pistol ranges. The cybergun-version costs 1,550¥, costs .6 points of Essence, and has a Legality rating of 3P-CC.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	4	7 (c)	SA	6S(f)	2.5	6/72 hrs	1,375¥	3	—
Colt Alpha-Omega (p. 43)	7P-E(E)
Comes with a rating 1 gas vent installed on the barrel and an internal smartlink.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	4	10 (c)	SA	9M	2.5	5/24 hrs	500¥	1	1
Glock Thirty Machine Pistol (p. 43)	4-G(G)
This Glock has many plastic parts, giving it a +1 on Concealability when being checked by a metal detector. The 30-round clip decreases Concealability by 1. It has a rating 2 gas vent.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	6	20/30 (c) 	SA/BF	9M	2.5	6/36 hrs	705¥	2	2
Setsuko-Arasaka “PMS” Advanced SMG (p. 44)	4-G(G)
This weapon comes with an internal smartlink and sound suppressor. There is a model without the smartlink, costing 950¥. Both fire caseless ammo (p. 77, Fields of Fire).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
SMG	4	40 (c)	SA/BF	6M	3.5	4/72 hrs	1,150¥	1	—

Goncz-Taurus Pistol (p. 44)	6P-E(E) or 4-G(G)
The 30-round clip reduces concealability by 1.

Standard version (Legality: 6P-E(E)):
Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	6	15/30 (c)	SA	9M	2	4/48 hrs	500¥	1	—

Selective-fire version (Legality 4-G(G)):
Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	6	15/30 (c)	SA/FA	9M	2	8/72 hrs	700¥	1.75	—
Malorian Arms Heavy Flechette Pistol (p. 45)	4P-E(E)
This weapon comes with an internal smartlink as standard. The weapon uses two magazines: one 25-round clip holding the bullets, and a 200-shot “fuel tank” holding the liquid propellant. It uses its own ammunition, and can not use any other weapon’s ammunition. Furthermore, the only ammunition this weapon can fire is equal to needle ammo (p. 30 of Neo-Anarchists’ Guide to Real Life). The liquid propellant costs 30¥ to fill the magazine (i.e. .15¥ per shot), while the needle ammo costs its normal price.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	5	see above	SA	9M	2.5	9/48 hrs	1,595¥	2	—
Militech M-31a1 Advanced Infantry Combat Weapon (p. 45)	1-G(G)
This weapon has a built-in (i.e. non-removable) under-barrel Militech Mini-Grenade Launcher (see below), in the 4-shot variety. The M-31a1 is a super machinegun (p. 81, Fields of Fire) firing SMG ammo, but using assault rifle ranges.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	1	150 (c)	SA/BF/FA	6M	6.5	20/28 days	1,695¥	4.5	—
Militech Mini-Grenade Launcher (p. 46)	2-J(K)
If fitted to another weapon, it lowers the concealability of that weapon by 2.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Grenade Launcher	3	4 (m)	SA	grenade	3.5	10/6 days	2,550¥	3	—

Militech Mini-Grenade Launcher (p. 46)	1-J(K)
The user can fire any grenade in the drum, although it costs a Simple Action to select the grenade type. A smartlinked weapon can select ammo types as a Free Action. If fitted to another weapon, it reduces the Concealability of that weapon by 4.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Grenade Launcher	1	16 (c)	SA	grenade	5	24/12 days	4,750¥	5	—
HEP (High-Explosive Cratering) grenade (p. 46)	2-I(J)
One-half of the damage (round up) is Physical, while the other half (round down) is Stun. This grenade only exists as a mini-grenade for grenade launchers.

Per grenade:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	8	10S	–1 per meter	.1	9/5 days	60¥	2.5
Fragmentation grenade (p. 46)	2-I(J)
This grenade is similar to an Defensive AP Grenade. It only exists as a mini-grenade, for grenade launchers.

Per grenade:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	8	10D(f)	–1 per .5 meter	.1	8/4 days	50¥	3

Anti-Personnel Flechette (p. 46)	2-I(J)
This is not really a grenade, but more a flechette round fired from a grenade launcher. It uses the flechette ammo rules (p. 93, SRI/p. 116, SR3I), but does not suffer the normal minimum ranges for grenade launchers (p. 88, SRII/p. 110, SR3), nor does it scatter as a grenade would. It also uses the shotgun rules for the spread of the shot (see Shotguns, p. 95, SRII or p. 117, SR3, with a choke of 10). It is only available for grenade launchers.

Per grenade:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	8	10D(f)	—	.1	9/14 days	100¥	3.5
Beretta M-24 Advanced SMG (p. 46)	4-G(G)
The non-smartlinked version costs 950¥.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
SMG	4	50 (c)	BF/FA	7M	3.5	6/4 days	1,250¥	1.25	—
EMP Grenade (p. 47)	1-I(J)
Anyone within 4 meters of the explosion point must roll for cyber-system damage as if he or she has taken a Deadly wound (see page 39, Shadowtech). Everyone within 10 meters must do the same, but only for a Serious wound. Only electronic cyberware systems can be damaged by this grenade: items such as dermal plating, bone lacing, and so on can not be damaged. Headware memory that is damaged loses all information stored in it.
Everyone within ten meters from the explosion have a +4 modifier due to orientation loss, on all target numbers for the next 3 turns, reduced by 1 turn for every two successes on a Body(6) test.
Note: the physics behind a grenade like this are somewhat dodgy, so if you prefer a game based as far as possible in realism, you might want leave it out of your campaign.

Per grenade:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	6	special	—	.3	10/10 days	400¥	4
DCR Rifle Grenade (p. 47)	2-I(J)
The grenade uses the SMG ranges. The anti-tank grenade does not suffer from Damage Level reduction against vehicles.

Per grenade:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
Anti-Tank	4	16D	–8 per meter	.5	8/8 days	100¥	2
Concussion	4	12M Stun	–1 per meter	.5	8/8 days	50¥	2
Defensive	4	10S	–1 per .5 meter	.5	8/8 days	50¥	2
Offensive	4	10S	–1 per meter	.5	8/8 days	50¥	2
22mm Muzzle Adaptor (p. 47)	4-J(K)
This adapter is needed to fire the DCR Rifle Grenades listed above.

Mount	Conceal	Rating	Weight	Availability	Cost	Street Index
Barrel	—	—	—	6/48 hrs	100¥	3
FEN Dz 22 “Saucer Grenades” (p. 47)	2-I(J)
These use the ranges for aerodynamic grenades (p. 96, SRII/p. 119, SR3).

Per grenade:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	7	8S	–1 per meter	.25	6/10 days	65¥	3
FEN Dz25 “Det Card” (p. 47)	1-I(J)
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	10	4	.02	8/5 days	120¥	4

Malorian Arms Sub-Flechette Gun (p. 48)	3-G(G)
The 30-round clip reduces Concealability by 1. This weapon has a rating 3 improved gas vent, and fires only caseless ammo (p. 77, Fields of Fire).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
SMG	3	10/30 (c)	BF/FA	6M	4	4/24 hrs	795¥	1	3
Multi-Flechette Ammo (p. 48)	4-L(M)
Use Impact armor to resist this ammo, however it can only punch through a maximum armor rating of 3. Roll 1D6 for the number of darts that hit for each bullet fired, and treat the shot as a burst of that number of rounds. The damage per dart is one-half (round down) the Power Level of the weapon that fires it, while the Damage Level is one less than that of the firing weapon (though not below L). As an example, this ammo fired from a 9M pistol would do 4L damage per dart. 

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	see above	.5	5/48 hrs	100¥	1
GPz-78 Mini-grenade (p. 48)	1-I(J)
This small grenade is aerodynamic(p. 96, SRII/p. 119, SR3), and can not be fired from a grenade launcher.

Per grenade:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	8	8M	–1 per .5 meter	.1	4/60 hrs	40¥	1.5
Kendachi Dragon (p. 48)	1-J(K)
It costs one Complex Action to ignite this weapon, and in this action it may not be fired. In any following actions, it can be fired without problems. Turning it off costs a Simple Action. If the weapon is a smartgun controlled through a smartlink, it still costs a Complex Action to turn on, but only a Free Action to switch off.
The Dragon uses any flammable liquid as its ammunition. Based on the fuel, the Damage Code may be adjusted (gamemaster’s discretion). Impact Armor is used to defend against fire, but use only half its rating (round down). The ranges for this weapon are: Short NA; Medium 0-1; Long 2-3; Extreme 4. This weapon has a Firesetting Rating of 6 (see page 72, Tech Specs, for details).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Special	3	4 (m)	SS	10M	4.25	10/5 days	1,660¥	4.5	—
Biotech-Askari Motion Restraints (p. 48)	Legal
This grenade traps any character who is in the area of effect (one meter radius), as if entangled in a small net fired from a net gun (p. 72, Street Samurai Catalog). It is an non-aerodynamic grenade.

Per grenade:
	Conceal	Rating	Weight	Availability	Cost	Street Index
	6	—	.5	6/48 hrs	60¥	2
Militech Military/Police Shotgun (p. 48)	5P-F(F)
The first set of stats below are for the 12-gauge version, while the second set is for 10-gauge models. Both use the same ammo.

10 gauge model:
Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Shotgun	2	6 (m)	SA	10S	4.5	4/60 hrs	800¥	1	—

12 gauge model:
Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Shotgun	2	8 (m)	SA	8S	4.5	4/60 hrs	800¥	1	—

Stundart Pistol (p. 49)	5P-E(E)
This weapon uses the Shock Weapons rules, p. 103 of SRII/p. 124, SR3, but does not use the normal taser ammunition. Instead, it fires a round that works on the same principle but is of Heavy Pistol caliber. These rounds can not be fired from other Heavy Pistols. It can also use normal HP ammo, but if this is done, roll 1D6. On a roll of 1 to 5, the round misfires and causes 9M damage to the firer (armor is only half effective), which also destroys the pistol. When normal HP ammo is fired, the weapon has a base Damage Code of 9M, modified by the ammunition type. With its own shock ammo, it uses the listed Damage Code. The ammunition is listed below.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	3	2 (b)	SS	10S Stun	3.5	8/4 days	1,090¥	2	—
Stundart Rounds (p. 49)	As Weapon
These are only available for Heavy Pistols, and were developed for the Stundart Pistol (above). They can be fired from normal pistols, but have a 1 to 5 in 1D6 chance of misfiring in such weapons, delivering a 10S Stun + shock attack against the firer (no armor can be used to resist this with). They only work properly in the Stundart Pistol. If fired from a normal pistol, it uses the damage code listed below, and uses the Shock Weapons rules on p. 103, SRII/p. 124, SR3. These rounds have an expiry date listed on the package, which is usually 2D6 months after purchase.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	10S Stun	.75	6/72 hrs	80¥	2
Rostovic Wrist Racate (p. 49)	1-J(K)
This weapon uses its own, special ammunition. See below for details.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Shotgun	6	6 (m)	SA/BF	9S	2.5	18/20 days	3,800¥	3.5	—
Rostovic Wrist Racate Ammunition (p. 49)	As Weapon
These are sold in packets of six, not ten. They can only be fired from the Rostovic Wrist Racate.

Per 6 rounds:
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	5	9S	–3 per meter	1.25	14/20 days	200¥	3.5
Techtronica Black-Zap Glove (p. 49)	4-B(B)
This weapon uses Shock Weapons rules, p. 103 of SRII/p. 124, SR3. A character wearing this glove has a Damage Code of (str+1)M Stun if the taser circuitry is not used, or 9S Stun if used as a taser. Cyberware which is built into the hand wearing the glove (like hand razors, spurs, smartlinks, etc.) cannot be used.

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	4	0	9S Stun	1	6/48 hrs	1,200¥	2.2
Darra-Polytechnic M-9 Assault Rifle (p. 50)	2-G(G)
Equipped with a rating 1 telescope sight, this weapon fires caseless ammo (p. 77, Fields of Fire).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	3	40 (c)	SA/FA	8M	3.75	3/36 hrs	1,300¥	.9	—
Hollow-Point Ammunition (p. 50)	As Weapon
These rounds increase the Damage Level by 1 (6M becomes 6S, and so on), but Ballistic armor gets +2 on its rating to defend against these. If Ballistic is 0, it does not get the +2 bonus.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	+1 Damage	.5	4/24 hrs	25¥	.8
Militech Mini-Gat Machine Carbine (p. 50)	1-J(K)
This weapon uses Light Pistol ammo, but SMG ranges; ammo is caseless (p. 77, Fields of Fire). It has the rate of fire of a minigun (p. 81, Fields of Fire).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
SMG	1	120 (c)	BF/FA	6L	5.75	20/14 days	2,695¥	5	—
H&K G-6 Advanced Squad Automatic (p. 51)	2-H(H)
This LMG comes equipped with an internal smartlink II (p. 57, Fields of Fire) and rating 2 thermographic telescope sight. It fires caseless SMG ammo (p. 77, Fields of Fire) at super machinegun rates (p. 81, Fields of Fire).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Light MG	—	100 (c)	FA	7M	7	14/21 days	2,050¥	3.5	—
•	Militech-10 SMG (p. 51)	1-G(G)
This SMG comes equipped with a Militech Mini-Grenade Launcher (p. 46, Chromebook) with 4-round internal magazine, sound suppressor and rating 1 telescope sight. Since this weapon is made mostly of plastic, its concealability is increased by 1 if checking for detection by metal detectors.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
SMG	2	30 (c)	BF/FA	6M	7	5/72 hrs	3,455¥	3	—
Federated Arms 454 DA “Super Chief” (p. 52)	5P-E(E)
This weapon uses Heavy Pistol ammo, but Shotgun ranges. This weapon is equipped to fire Firepower™ ammo (p. 26, Running Gear), which is already figured into the Damage Code.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	3	5 (cy)	SS	12M	3.5	5/36 hrs	1,375¥	1.25	—
Malorian Arms 3516 (p. 52)	6P-E(E)
This weapon requires that the arm with which the gun is fired is a cyberarm, and that the user has at least Strength 4. A character without a cyberarm has a +4 modifier to his target number, while a character with a Strength lower than 4 gets a modifier of +([4 – Strength] × 2). All these are cumulative. The weapon comes equipped with an internal smartlink II (p. 57, Fields of Fire). It fires Firepower™ ammo (p. 26, Running Gear), which is already figured into the Damage Code.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy	4	6 (c)	SS	12M	3	—	4,525¥	—	—
APEX Mobile Point Defense System (p. 53)	2P-J(K)
This device contains a “Smart” gun system (p. 89 of Neo-Anarchists’ Guide to Real Life/p. 236, SR3), has a Firearms skill of 6, covers the full 360°, and has an Initiative of 15+2D6. It also includes an assault rifle (not removable), firing at minigun rates, and with 400 rounds of belted ammunition. The mounting provides 6 points of recoil compensation. The outside of the unit has a Barrier Rating of 6.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	—	400 (belt)	FA	8M	20	11/21 days	25,000¥	4	6
Federated Arms Light Assault 15 (p. 54)	2-G(G)
This weapon has its concealability raised by +1 when being checked by metal detectors due to its plastic construction. It comes with a rating 1 telescope sight; the version with internal smartlink costs 700¥. Both weapons fire caseless ammo (p. 77, Fields of Fire).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	3	30 (c)	BF/FA	8M	3.5	4/36 hrs	400¥	1.25	—
Stein & Wasserman Model F “Cyborg Assault” Weapon System (p. 54)	1-G(G)
It costs a Simple Action to select an ammo type, or a Free Action if the weapon is controlled through a smartlink. Although it is an Assault Rifle, it uses Sporting Rifle ammo. The weapon is equipped with a 22 mm Muzzle Adaptor (p. 47, Chromebook).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	4	8 (c)	SS	8S	4	10/5 days	1,650¥	2.5	—

HEP (High-Explosive Cratering) (p. 54)	As Weapon
This ammunition increases its Power Level by 1, as with regular explosive rounds, but one-half (round up) of the damage is Physical, while the remaining half is Stun. As an example, a character who would take a Moderate wound from this ammo, takes two boxes of Physical and one box of Stun damage instead. Armor is only one-half effective (use Ballistic and round down). These rounds can misfire in the same way as explosive ammo (p. 93, SRII/p. 116, SR3).

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	+1 Power	.75	5/36 hrs	60¥	1.1
Armor-Piercing Incendiary (p. 54)	2-L(M)
This ammunition uses the normal rules for APDS ammo (p. 63, Street Samurai Catalog, p. 277, SRII or p. 116, SR3), but also have a Firesetting rating of 2. If a burst is fired, add +1 to this rating per round fired (three rounds have a Firesetting rating of 5, etc.). See page 72, Tech Specs.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	see above	.25	16/14 days	80¥	4.5
Acid Shell (p. 54)	As Weapon
Defense against these rounds uses the Impact value of armor. These rounds do normal damage, but if the Power Level of the attack (without any reductions due to armor) exceeds the total Ballistic plus Impact ratings of the target, both the Ballistic and Impact values are permanently reduced by –1. Against barriers, if the Power exceeds twice the Barrier Rating, the base Barrier Rating goes down by –1. These rounds can misfire in the same way as explosive ammo (p. 93, SRII/p. 116, SR3), but instead of damaging the firer, they wreck the weapon.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	as weapon	.5	14/8 days	100¥	4
Kendachi Mono-Two (p. 55)	5-B
This weapon is sold in sets of two: one long and one short sword. They cannot be bought separately.

	Conceal	Reach	Damage	Weight	Availability*	Cost*	Street Index*
Long sword	3	1	(str+3)M	1	5/48 hrs	1,650¥**	2.1
Short sword	5	0	(str+1)M	.75
* per set of one long sword and one short sword
** 1700¥ for weapons with colored laser
Kendachi M-33 Powersword (p. 55)	3-B
This sword breaks if all ones are rolled on any Armed Combat Success Test when using this weapon. Impact armor is used to defend against this sword, but is only one-half effective (round down).

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	4	1	(str+1)S	3	8/14 days	1,860¥	3
F
ashion

Psiberstuff Cyberarm (p. 57)	Legal
No changes. Also see Limbs on p. 249, SRII or Cyberlimbs on p. 301, SR3

	Essence Cost	Availability	Cost	Street Index
	1	6/72 hrs	170,000¥	1

Nu-Tek Wearman Series (p. 58)	Legal
No changes.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Jacket	—	0	0	1	3/48 hrs	300¥	.9
Skirt	—	0	0	.75	3/48 hrs	200¥	.9
Uniware (p. 59)	Legal
A weapon concealed under an Armored Trenchcoat has its Concealability increased by +2.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Vest	—	0	0	.5	8/4 days	50¥	1.2
Pants	—	0	0	1	8/4 days	70¥	1.2
Boots	—	0	0	1	4/4 days	60¥	1.2
Skirt	—	0	0	.75	8/4 days	70¥	1.2
Blouse/Shirt	—	0	0	.75	8/4 days	40¥	1.2
Dress	—	0	0	1.5	6/4 days	100¥	1.2
Torso Armor	8	2	2	2	10/4 days	300¥	1.3
Legpads	8	2	2	1.5	9/4 days	300¥	1.3
Utility Belt	—	0	0	.5	5/4 days	30¥	1.1
Jumpsuit	—	0	0	1.5	8/4 days	150¥	1.2
Armored Jacket	7	3	2	1.5	10/4 days	800¥	1.3
Armored Trenchcoat	7	4	3	2	10/4 days	900¥	1.3
Image Fashionware (p. 60)	Legal
No changes.

	Availability	Cost	Street Index
Trademarks & Logos	4/24 hrs	100¥	1
Stars & Shapes	2/24 hrs	50¥	1
Heat-sensitive Color Changers	3/24 hrs	120¥	1
ICON America (p. 61)	Legal
A weapon held in the Gun Belt counts as being held in a holster for quickdrawing it (p. 82, SRII). A weapon concealed under the Long Duster has its concealability increased by 50%, if its concealability is 4 or greater.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Bomber Jacket	—	0	2	1.5	always	900¥	.9
Tunic	—	0	1	1	always	660¥	.8
Pants	—	0	0	1	always	750¥	.8
Miniskirt	—	0	0	.5	always	300¥	.8
Long Skirt	—	0	0	1	always	600¥	.8
Gun Belt	—	0	0	.25	3/24 hrs	180¥	.9
“Gunfighter” Hat	—	0	0	.5	always	300¥	.8
Long Duster	—	0	1	1.5	always	1,500¥	.8
Boots	—	0	0	1	always	450¥	.8
Half Boots	—	0	0	.75	always	300¥	.8
Gibson Battlegear (p. 62)	Legal
The armor ratings of these items are added together when more than one is worn; for example, wearing a T-shirt and denim jacket gives armor 3/1.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Acid-washed Jeans	10	2	1	1	4/48 hrs	300¥	1
T-Shirt	10	1	0	.5	4/48 hrs	100¥	1
Denim Jacket	9	2	1	1	4/48 hrs	1,500¥	1

Takanaka Exec Line (p. 63)	Legal
A weapon concealed under the Top Coat, Full Armored Topcoat, Cape, or Opera Cloak adds +2 to its Concealability.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Jacket	—	0	0	1	6/72 hrs	800¥	.9
Vest	—	0	0	.75	6/72 hrs	500¥	.9
Pants	—	0	0	1	6/72 hrs	700¥	.9
Top Coat	—	0	0	1.5	6/72 hrs	1,000¥	.9
Full Armored Topcoat	10	4	1	2.5	8/72 hrs	2,000¥	.9
Matching Briefcase	—	0	0	1.5	5/72 hrs	600¥	.8
Monogram Shirt	—	0	0	.75	7/72 hrs	200¥	1.1
Tie	—	0	0	—	6/72 hrs	100¥	.9
Cravat	—	0	0	.5	6/72 hrs	100¥	.9
Scarf	—	0	0	.25	6/72 hrs	75¥	.9
Cologne	—	—	—	—	6/72 hrs	150¥	.9
Sword Case	—	—	—	.5	8/72 hrs	300¥	1
Cape	—	0	0	1.5	6/72 hrs	900¥	.9
Opera Cloak	10	3	1	2.5	8/72 hrs	1,200¥	.9
Eji of Japan (p. 64)	Legal
A weapon concealed under the armored cloak has its concealability increased by +2.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Designer’s Jeans	—	0	0	1	always	50¥	.75
Lamb’s Wool Sweater	—	0	0	1	always	60¥	.75
Armored Cloak	14	2	1	1.5	always	500¥	.75
S
ervices

Change all eurodollar (eb) prices to nuyen on a 1:1 ratio.

C
hipwear
All these chips must be plugged into a chipjack or softlink. Use the normal rules for skillsofts (p. 48, Shadowtech or pp. 295-296, SR3). The “Memory” rating is how much memory the data on the chip requires when uploaded into headware memory.

Security & Operative Chips
M.O. Chips (p. 73)	1-CC(R)
These allow the character to ask the gamemaster one yes/no question for every two successes rolled on an Intelligence (8) test, about the criminal or his actions. The character must make a Willpower (5) test when he first uses the chip. If he fails, his personality will shift to that of the criminal. The character will remain this way until the chip is removed (which he will not want to happen); if the character receives regular therapy, a Willpower (6) test may be made once per week. If successful, the character regains his personality.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	—	300 Mp	10/14 days	12,000¥	10
Courier Chips (p. 73)
Not available.
Security Chip (p. 73)	Legal
A Computer (B/R) test with a target number of 12 allows a character to retrieve the data from an erased Type I chip. The stats below are added to the normal ones of the chip in question.

	Type	Rating	Memory	Availability	Cost	Street Index
	—	—	—	+1/×1.5	Type I: 50¥	+.25
					Type II: 75¥
Digi-Tone ID (p. 73)	5-CB(Q)
A character with cyberears can, after plugging in this chip, recognize a digital tone phone signal. The signal can be displayed on a cybereye (if the user is equipped with a display link), or are relayed to the brain directly (if the user is equipped with an Encephalon, Softlink, Chipjack, or I/O SPU). A successful roll, pitting the rating of the chip against a target number as for a Perception Test, is needed to recognize the number dialed.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-6	rating × 2 Mp	rating/4 days	rating x 70¥	1
•	Special Operative Chip (p. 73)	Legal
This chip gives the user the following skills: Language of selected country 4, Geography 4, and your choice of Survival  4, or Police Practices 4, or Etiquette (Selected Country) 4, or Military Organisation 4. In order to use the Survival and Etiquette skills, skillwires are needed; for the other skills, a datasoft link (knowsoft link in SR3) is required.
SRII Stats
	Type	Rating	Memory	Availability	Cost	Street Index
	special	4	500 Mp	8/6 days	60,000¥	2
SR3 Stats
	Type	Rating	Memory	Availability	Cost	Street Index
	special	4	144 Mp	8/6 days	14,400¥	2
•	Poser Impersonation Chip (p. 73)	3-CB(Q)
This chip gives the following skills: Behavior (Specialization: Subject Person) 6 and Acting 4. For an extra price, the chip also has the skill Habits (Specialization: Subject Person) 6. This chip requires skillwires to use the Acting skill, and a datasoft link (knowsoft link in SR3) for the other skills.
SRII Stats
Without Habits skill:
	Type	Rating	Memory	Availability	Cost	Street Index
	Active	see above	320 Mp	20/20 days	30,000¥	1
With Habits skill:
	Type	Rating	Memory	Availability	Cost	Street Index
	Active	see above	440 Mp	24/20 days	40,000¥	1
SR3 Stats
Without Habits skill:
	Type	Rating	Memory	Availability	Cost	Street Index
	Active	see above	80 Mp	20/20 days	9,600¥	1
With Habits skill:
	Type	Rating	Memory	Availability	Cost	Street Index
	Active	see above	112 Mp	24/20 days	14,400¥	1

Storage, Entertainment and Information Chips
PhotoMemory RAM Chip (p. 74)	Legal
This chip gives the user a –2 modifier on the target number to remember specific things, as long as they have been recorded in the chip. See the mnemonic enhancer, p. 25 of Shadowtech for more information.
Starting or stopping the recording device in the chip is a Free Action. No additional hardware is required, since the chipjack or softlink can handle the I/O-functions required. This datasoft can only be accessed through a datajack if the user has an I/O processor or encephalon installed.

	Type	Rating	Memory	Availability	Cost	Street Index
	Data	“–2”	—	6/72 hrs	16,000¥	1.25
Memory Compression (p. 74)	as chip
Data compression on the chips themselves, in much the same way as using a data management SPU. Data on such a chip takes up 25% less space than normal (100 Mp of data only takes up 75 Mp on a data compression chip, for instance), but system load delay (page 44, Shadowtech) is increased by +1. These chips cannot be combined with any other form of data compression.

	Type	Rating	Memory	Availability	Cost	Street Index
	any	—	–25%	+2/×2	+3,000¥	+.5
Programmable Chipware (p. 74)
Not available.
Mind Games® (p. 74)	Legal
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	—	game-dependent	always	500¥ to 1,000¥	.6
•	Business Trip Chip (p. 74)	Legal
This chip gives the following skills: Language of selected country 4, Etiquette (Selected Country) 4, and a choice of Wardrobe/Style 4 or Business Law 4, as applicable to the inhabitants of the country. This chip requires skillwires to use the Etiquette skill, and a datasoft link (knowsoft link in SR3) for the other skills.
SRII Stats
	Type	Rating	Memory	Availability	Cost	Street Index
	special	4	424 Mp	6/4 days	42,500¥	1
SR3 Stats
	Type	Rating	Memory	Availability	Cost	Street Index
	special	4	128 Mp	6/4 days	12,000¥	1
•	Tourism Chip (p. 74)	Legal
This chip gives the following skills: Language of selected country 4, Etiquette (Selected Country) 4 and General Knowledge (Selected Country) 4. This chip requires skillwires to use the Etiquette skill, and a datasoft link (knowsoft link in SR3) for the other skills.
SRII Stats
	Type	Rating	Memory	Availability	Cost	Street Index
	special	4	344 Mp	6/4 days	42,500¥	1
SR3 Stats
	Type	Rating	Memory	Availability	Cost	Street Index
	special	4	128 Mp	6/4 days	12,000¥	1
Space Chip (p. 74)
Not available.
•	Mister Lover Chip (p. 74)	Legal
SRII Stats
Increases Charisma and Social Skills by its rating, but only when attempting to seduce another person.
	Type	Rating	Memory	Availability	Cost	Street Index
	Active	1-3	rating × 5 mp	5/48 hrs	rating × 100¥	.9
SR3 Stats
Works as a complimentary skill (p. 97, SR3) to Charisma and Social Skills tests, but only when attempting to seduce another person.
	Type	Rating	Memory	Availability	Cost	Street Index
	Active	1-6	rating × rating	5/48 hrs	Mp × 100¥	.9
			× 2 Mp
Biofeedback Chips
•	Stress Chip (p. 75)	Legal
This chip gives +1 Willpower to resist stress or stressful situations only.

	Type	Rating	Memory	Availability	Cost	Street Index
	special	—	20 Mp	4/36 hrs	3,500¥	1
Adrenalin/Endorphin Surge (p. 75)	4-CA
Wound penalties are reduced by the rating of the chip; this means that the total modifiers to target numbers and Initiative due to wounds are reduced by the rating. For example, a character with a Moderate wound and Serious Stun damage normally has a +5 on his target numbers and –5 Initiative. With a rating 3 chip, this would become +2 on target numbers and –2 on Initiative. The chip can not make negative modifiers positive, or positive modifiers negative: the above wounds, with a rating 6 chip, would become +0 and –0, not –1 and +1, respectively.
Once every 8 hours, the user can stimulate adrenaline production, giving the bonuses of a level 1 adrenal pump (p. 19, Shadowtech). The character must roll a Resistance Test against fatigue, in exactly the same way as with a level 1 Adrenal Pump. The user must roll a Willpower (4) test (plus injury modifiers) to activate the adrenaline production. If the character has a working adrenal pump already, this extra adrenaline surge has no effects, but the character must still resist the fatigue of the extra adrenaline. This also goes the other way around.

	Type	Rating	Memory	Availability	Cost	Street Index
	special	1-6	rating × 150 Mp	(rating+5)/72 hrs	rating x 12,500¥	2
•	Increased Neural Feedback Option (p. 75)	as normal chip
This is basically a one-time skill chip. It can be of any type, but the chip burns out after 4D6 minutes of use. It has the bonus of reducing softlink system load delay (p. 46, Shadowtech) by half (round up).

	Type	Rating	Memory	Availability	Cost	Street Index
	any	1-10	as normal	as normal	half normal	1.1
•	Ambidexterity Chip (p. 75)	Legal
A chip that holds the Special Skill of Ambidexterity at its rating; see page 81, Fields of Fire. Calculate the memory and price per the normal rules for skill chips (p. 248, SRII/p. 296, SR3).

	Type	Rating	Memory	Availability	Cost	Street Index
	Active	1-5	as normal	as normal	as normal	1.25
Deathtrance (p. 75)	Legal
Life functions can be detected on a Biotech (6) test.

	Type	Rating	Memory	Availability	Cost	Street Index
	Active	1	50	20/10 days	5,000¥	.9

Redundancy Loop (p. 75)	as normal chip
At a crucial moment, both the player and the gamemaster make a skill test against the same target number. The roll which yields the least successes is used.

	Type	Rating	Memory	Availability	Cost	Street Index
	any	1-10	as normal	as normal	75% of normal	.9
“Fish N’ Chips” (p. 75)	Legal
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	special	—	20 Mp	4/4 days	1,000¥	1
	Visual Recognition Chips
In order to use one of these chips, the character makes an Intelligence test, adding the chip’s rating to the character’s Intelligence. (In SR3: the chip is used as a complementary skill, as explained on page 97, SR3.) The target number is determined according to the following table (this is only a guideline. Gamemasters may alter target numbers as appropriate).

Task difficulty	Target number
Easy	2 or 3
Average	4 or 5
Difficult	6 to 8
Very Difficult	9 or higher

To make full use of these chips, TimeSquare Plus cyberware (p. 38, Chromebook) is needed. If this is not present, the chip functions at one-half its normal rating (round down), and add +4 to the target number.
Techie Chip (p. 76)	Legal
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-10	as normal	6/4 days	as normal	1.5
Corporate Officer Chip (p. 76)	Legal
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-10	as normal	10/4 days	as normal	1.5
Police (p. 76)	4-CB(Q)
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-10	as normal	10/4 days	as normal	2.5
Military (p. 76)	4-CC(R)
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-10	as normal	12/6 days	twice normal	2.5
Rocker (p. 76)	Legal
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-10	as normal	5/4 days	as normal	1.5

Secretarial (p. 76)	Legal
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-10	as normal	8/4 days	as normal	1.5

H
ousing

Araska Sleep Facility (p. 78/79)
These are coffin hotels (see Cheap Hotel, p. 25 of Sprawl Sites, and Seattle On 30¥ A Night, pp. 49-53, Neo-Anarchists’ Guide to Real Life). Each cubicle’s walls are Barrier Rating 8, while the doors are Barrier Rating 6. The normal lock is a simple sliding pin, while the heavy-duty lock is a rating 3 cardreader Maglock, requiring the credstick of the person renting the cubicle, instead of a normal keycard. The prices are as follows:
Cubicle rent:	40¥ per night.
Electrical outlet:	10¥ per hour of use
In-cubicle trideo:	50¥ deposit and 5¥ fee
In-cubicle radio:	25¥ deposit and 2.5¥ fee
Private telephone (voice-only):	10¥ fee + .75¥ per minute
Heavy-duty lock:	100¥ deposit and 10¥ fee
Privacy option:	1,000¥ deposit and 100¥ fee

Getting at the trideo or radio requires an Electronics skill test, with a target number of 8 (= the Barrier Rating of the cubicle). The casing has a rating 1 Anti-tamper system. See Keypads, p. 86 of Neo-Anarchists’ Guide to Real Life or p. 235, SR3. To find equipment such as a gun or similar piece of hardware, make an Etiquette (Street) skill test with a target number of 5, If successful, make the usual Availability test. If not successful, nobody is present to sell guns to the character. Finding someone to do a crime has a target number between 3 and 8 (or higher), depending on the severity of the crime. Finding a street doc has a target number of 10.
Security Services, Inc. Professional Apartments (p. 80-82)
Rent:	2,500¥ per apartment per month
Extra furniture:	20¥ to 50¥ fee per piece of furniture
Upgraded food service:	100¥ per week or 20¥ per meal
Extra pressure and/or IR-sensors:	2,000¥
Use of the heavy safe:	100¥ per 10 pages of documents

The phone lines are tapped by a rating 4 dataline tap (p. 258, SRII/p. 292, SR3). The security consists of the following: the ultrasonic sensor is a rating 6 vibration detector (p. 87, Neo-Anarchists’ Guide to Real Life); the IR-beams are IR lasers (p. 17, Neo-Anarchists’ Guide to Real Life; also see that page for the pressure detectors built into the doors and windows).
The safe in the apartment is Barrier Rating 12, while the safe in the guard’s room is Barrier Rating 18.
Harris & Company Masterpiece (p. 83-85)
Buying an apartment:	at least 800,000¥
Retinal and Print scanners:	see p. 258, SRII, pp. 86-87, Neo-Anarchists’ Guide to Real Life or p. 235, SR3
The apartment’s walls are Barrier Rating 24, the windows are Barrier Rating 14, while the armored shutters are also of Barrier Rating 24. Inside the building are vibration detectors and IR lasers. The electrical defense system rolls 6 dice against a target number based on the Taser range table (p. 88, SRII/p. 111, SR3), plus any normal modifiers for ranged combat. It delivers damage within the following limits: 1L to 10S. Within these limits, any Power Level between 1 and 10, and any Damage Code between L and S can be chosen. The exact damage is set by the owner, and can be changed at any time. Damage is always Stun, and uses the Shock Weapon rules (p. 103, SRII/p. 124, SR3).
The computer system (with its own LTG#) usually consists of a CPU with a number of SPUs attached to it, and various Datastores, Slave Nodes and I/O-Ports also included. There usually is a SAN, although some systems are not connected to the Matrix. Whatever the computer, the following IC will almost always be installed: Access, Barrier, Scramble, Killer, Trace and Report, and/or Blaster. Some owners also install Black IC. In Virtual Realities 2.0/SR3 terms, the computer is at least a medium-security orange host, rolled up randomly using the rules and tables on pages 62 through 65 in Virtual Realities 2.0.
Silverhand Studios (p. 86-88)
Rent is 600¥ per month.

Each year an artist spends in such a community gives the character a one-point reduction in the Karma cost to increase any one artistic skill.
New American Motor’s Drifter (p. 88/89)
The modular repair system gives the user a –1 target number for Technical Skills when repairing the Drifter.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Drifter	4/8	35/105	3/1	2	2	90,000¥
Seating: Twin bucket seats + bench	Access: 2 + 1 standard
Economy: 5 km per liter + 1 PF per km	Fuel: MultiF/230 liters + 320 PF
Cargo/Storage: 10 CF in assorted lockers
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	70	2	4	1	3
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	10	120
Seating: 2 bucket seats + bench	Setup/Breakdown: NA
Entry Points: 2 doors + 1 door	Landing/Takeoff: NA
Fuel: Methane (1,000 bars) + Electric (320 PF)	Economy: 1.15 km/bar (Methane), 1 km/PF (Electric)
Point Value: 1,668	Cost: 167,000¥
Template: Van	Reference: Chromebook 1
Other Features: Concealed armor, living amenities (basic, 3 
people)
S
oftware

Wolf (p. 91)
SRII stats
This gray IC is usually disguised as white IC, until it attacks. To identify it as Wolf, the decker must successfully execute an Analyze utility against the IC. If the utility succeeds, the IC is detected as actually being Wolf, and Wolf gets no bonuses. If the utility fails, Wolf gets an extra 1D6 for Initiative and –1 to all its target numbers during the first turn it attacks. In all next turns, it has normal Initiative and target numbers. It fights like Killer, but has Moderate staging (p. 20, Virtual Realities).
Wolf is mobile.
Target: Bod
Load Rating: Rating + 1
SR3 Stats
Not available (treat it as Killer).
Guard-Dog (p. 91)
SRII Stats
This white IC is most often encountered in I/O ports and SANs. If it detects someone using that node, it reports that to the system. It is then up to the system operator to decide whether or not the system is being threatened. To see if Guard-Dog detects a decker, it must roll an opposed test, between its rating and the decker’s Masking rating. If the test yields at least one success, the decker has been detected, and his presence is reported to the system operator. The IC then stops interrogating the decker. If the initial test fails, the IC may attempt again on its next action, but with a +2 to its target number for each new attempt.
Guard-Dog is normally not visible, except as a flicker at the horizon or edge of the node. If detected (by Analyze or similar software), it appears near the decker.
Guard-Dog is not mobile.
Target: Masking
Load Rating: 1/3 Rating (round down)
SR3 Stats
Once activated, this white IC makes a test against the decker’s Detection Factor every time the decker makes a System Test. If the Guard Dog Test is successful, the system operator is warned that a decker may be active in the system. The sysop can then decide to take action or not. Note that Guard Dog does not directly trigger either a passive or active alert.
Bulldog and Smarteye (p. 91)
Not available.
•	Termite (p. 91)
SRII Stats
Termite is considered a Combat Utility, and is used to break through Barrier IC. It is only effective against Barrier, and can not be used to attack other IC. It attacks the Barrier in the same way as Killer.
Size: (Rating2) Mp
SR3 Stats
Termite is an Operational Utility, and can be used to lower the target number for Access Tests in Logon-type system operations only. However, it cannot work together with other programs that normally do this job (like Deception).
Multiplier: 1
System Operations: Logon to Host, Logon to LTG, Logon to RTG
Psychodrome (p. 91/92)
SRII Stats
This Black IC always causes Stun damage. If the decker manages to jack out, the IC rolls a test using its rating against a target number equal to the decker’s Willpower. This test is unresisted. The decker is unconscious for a number of hours equal to the number of successes generated.
If the decker has jacked out, he must make a Willpower test with a target number equal to the rating of the Psychodrome IC that knocked him out, once per day. If he fails, he can not jack in to the Matrix that day. If he achieves at least three successes, he need not roll again until he is knocked out of the Matrix again by another Psychodrome.

SR3 Stats
A form of non-lethal black IC that attacks just like any other of its kind, doing Stun damage. If it causes Deadly damage to its target, the target remain unconscious for (IC Rating) hours, minus one hour per success on a Willpower (IC Rating) test. A decker who has been dumped from the Matrix in this way must roll a Willpower (IC Rating) test each day, if he fails he cannot make himself jack into the Matrix that day. Once a roll is made, he can enter the Matrix normally, until the next time he gets hit in a similar manner.
Vampyre II and Bunnies (p. 92)
Not available.
Fatal Attractor (p. 92)
SRII Stats
This gray IC appears as the persona of another decker, and is very friendly to its target. It accompanies its target for 1D6+1 turns, but then attacks like Blaster, with Serious staging (p. 20, Virtual Realities).
Fatal Attractor is mobile.
Target: Evasion
Load Rating: 2 × Rating
SR3 Stats
When activated, this gray IC looks like another persona for 1D6+1 turns, after which it attacks like Blaster. Detecting that it is IC requires a successful Analyze IC or Analyze Persona system operation.

Chromebook 2
C
yberware
Note: For various systems, the Essence costs is in parentheses. The Essence loss only apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence cost is 0.

•	Dynalar Technologies “Digits” Cyberfingers (p. 4)
These cannot be installed in an organic hand.
a) Quick Change Mount	5P-CC(R)
Can only be installed in a cyberhand or cyberarm. Cost of modifying a cyberfinger is 20¥.
b) Vidcam	Legal
Functions as a cyberoptic (p. 89, Shadowbeat), but reduce the Impact of all Pix Tests (pp. 40-41, Shadowbeat) by –4 due to the unstable mounting in the finger. The finger can be fitted with one of the following: Thermographic 200¥, Magnification (10×) 225¥, Low-light 100¥. Images are stored in headware memory, or in external memory through a Datajack.
c) Self-propelled Grenade	2-CC(R)
Use the following ranges: Short 0-1, Medium 2-3, Long 4-5, Extreme 6-7. The explosion (on impact) does 6M damage, Power Level Reduction –3 per meter. The grenades cost 25¥ each, Availability 6/72 hrs, Street Index 2.5.
d) Air Hypo	Legal
This can be used to inject poisons, but hitting an unwilling target requires an Unarmed Combat skill test. Replacement air containers are 3¥ each, Availability 3/12 hrs, Street Index 1.
e) Tracking Device	4-E1(U)
The tracking devices are rating 2 (see p. 258, SRII/p. 292, SR3), price 100¥, Availability 4/5 days, Street Index 2.25, and can be tracked on any Signal Locator. The finger uses the following ranges to shoot the tracking devices: Short NA, Medium 0-1, Long 2, Extreme 3.
f) Lighter	Legal
Has a Firesetting Rating of 2 (see Tech Specs, page 72). Extra fuel is 1¥ per refill.

	Essence Cost	Availability	Cost	Street Index
Quick Change Mount	—	2/12 hrs	150¥	1
Vidcam	.15	5/10 days	8,000¥	1.5
Self-Propelled Grenade	.15	12/8 days	2,000¥	3.5
Air Hypo	.15	3/24 hrs	600¥	1.25
Tracking Device	.15	9/7 days	1,500¥	2.5
Lighter	.15	2/12 hrs	250¥	.9

Kiroshi OptiShield Options (p. 5)	Legal
These options can only be built into the Kiroshi OptiShield (p. 31, Chromebook). They cannot be fitted into a cybereye. The Essence Cost is subtracted from the .3 points of Essence that the OptiShields can accommodate. Once .3 points are filled, no more options can be installed.

	Essence Cost	Availability	Cost	Street Index
TimesSquare	.05	5/36 hrs	3,000¥	1
TimesSquare Plus	.15	8/72 hrs	15,000¥	1.5
Magnification (1)	.1	6/48 hrs	2,500¥	1
Magnification (2)	.1	6/48 hrs	4,000¥	1
Magnification (3)	.1	8/48 hrs	6,000¥	1
Low-light	.1	6/36 hrs	3,000¥	1.25
Infrared*	.1	6/36 hrs	3,000¥	1.25
Time/Day Display	.05	4/24 hrs	1,000¥	.9
* functions as thermographic (p. 260, SRII/p. 300, SR3)
Winch (p. 5)	Legal
The winch can lift a number of kilograms up to 50 times the character’s Strength. If the character lifts more than 25 times his or her Body in kilograms, he or she takes 6M damage (resisted using natural Body) and loses 1 point off his or her natural Body rating for 1D6 days.

	Essence Cost	Availability	Cost	Street Index
	—	4/60 hrs	5,000¥	1.1
Cytech Custom Cyberhands (p. 5)	Legal
Double-jointedness gives a –1 modifier to the target number when trying to escape from bindings.

	Essence Cost	Availability	Cost	Street Index
	—	5/4 days	9,000¥	1
Anchoring Cyberfeet (p. 5)	Legal
The spikes can penetrate Barrier Rating 4 or less. Replacement spikes cost 1,200¥.

	Essence Cost	Availability	Cost	Street Index
	—	3/4 days	4,000¥	2
Quickdraw Armholster (p. 6)	As Weapon
Quick-drawing a weapon from this holster is a Free Action. Only pistols and knives can be held in the holster.

	Essence Cost	Availability	Cost	Street Index
	—	6/72 hrs	400¥	1.3
Kill Display (p. 6)	Legal
No changes.

	Essence Cost	Availability	Cost	Street Index
	.3	5/60 hrs	1,000¥	.9
Cyphire Tri-Dart Launcher (p. 6)	3P-CC(R)
Fires three darts of the same type as the dartgun cyberfinger (p. 32, Chromebook), out to the same ranges.

	Essence Cost	Availability	Cost	Street Index
	.5	10/60 hrs	3,000¥	3
Wetdrive Access Link (p. 6)
Not available.
Color Gland Control (p. 6)	Legal
Will not fool retina scanners, and cannot be used with cybereyes.

	Essence Cost	Availability	Cost	Street Index
	.02	4/36 hrs	2,500¥	1
Gradiated Subdermal Armor (Torso) (p. 7)	varies
This functions the same as dermal plating (p. 261, SRII/p. 302, SR3), but also providing Ballistic and Impact armor (this armor is cumulative with any worn armor). Levels 8 and 9 reduce the user’s Reaction by 1. To avoid this loss, subdermal armor made from high-tech orbital materials can be used; this costs 8 times as much as the normal variant.

	Level	Concealability	Essence	Body	Ballistic	Impact	Availability	Cost	Street Index	Legality
	1	12	.1	+0	0	1	3/10 days	3,500¥	.9	9P-CA
	2	11	.3	+0	1	1	3/10 days	5,000¥	1	8P-CA
	3	10	.5	+1	1	1	4/12 days	6,500¥	1	6P-CA
	4	9	.8	+1	1	2	4/12 days	8,000¥	1.1	6P-CA
	5	8	1	+2	1	2	4/12 days	10,000¥	1.1	5P-CA
	6	6	1.2	+2	2	2	5/12 days	11,000¥	1.2	4P-CA
	7	5	1.4	+2	2	3	5/12 days	12,000¥	1.3	3P-CA
	8	4	1.6	+3	2	3	6/12 days	14,500¥	1.4	3-CA
	9	3	1.9	+3	3	3	8/12 days	17,500¥	1.5	2-CA
Subdermal Armor (Skull) (p. 7)
Not available.
Subdermal Viewscreen (p. 8)	Legal
This system works as a data unit (p. 259, SRII/p. 287, SR3), but does not have its own memory. Instead, it can display the contents of the user’s headware memory or that of chips plugged into the user’s datajack, chipjack, or softlink.

	Essence Cost	Availability	Cost	Street Index
	.25	3/24 hrs	500¥	1
Zetatech BodyComp (p. 8)	Legal
Hardened systems are not available. Installing this unit into a cyberlimb uses the limb’s storage space, but reduces Essence cost to .05 (there’s still some cabling needed to connect it to the rest of the user’s systems). The multi-processor option is not available, but for 1,250¥ extra the BodyComp can be linked to the user’s headware memory.

	Essence Cost	Availability	Cost	Street Index
	.8	3/24 hrs	9,000¥	2
•	Nanooptical Upgrade (p. 8)	Legal
Gives the user the equivalent of cybernetic low-light vision. Cannot be installed in a cybereye.

	Body Cost	Availability	Cost	Street Index
	.2	6/48 hrs	7,500¥	1.25
Retractable Vampires (p. 9)	Legal
Biting an opponent requires an Unarmed Combat attack.

	Damage	Essence Cost	Availability	Cost	Street Index
Retractable Vampires	(str–1)L	.2	5/48 hrs	500¥	1
Sharkgrin	(str÷2)L	.1	5/48 hrs	500¥	1
Extended Canines	(str)L	.1	5/48 hrs	1,000¥	1
Sharkgrin Special	(str+1)L	.2	5/48 hrs	1,400¥	1
Total Body Plating (p. 9)	4P-CA(N)
Adds 3 to the user’s Body Attribute Rating, and also provides the entire body with armor Ballistic 3 and Impact 3, though this armor is not cumulative with worn armor (except when layering armor, as per page 94 of the Neo-Anarchists’ Guide to Real Life). The user gets –1 Quickness and a +2 modifier to the target numbers of all Stealth skill tests. The built-in nanotechnological machines heal 1 box of damage per day on a successful Body (6) test. Annual maintenance is 6,800¥.

	Essence Cost	Availability	Cost	Street Index
	3	6/14 days	68,000¥	1.1

Cyphire Remote Eye (p. 9)	Legal
This eye is removable, and comes with built-in camera and transmission equipment. The user must have a headware radio or radio receiver if the images transmitted by the camera are to be recorded. Recording one minute of video takes up 1 Mp, while about 60 still shots can be stored in 1 Mp. Detaching the eye costs a Simple Action, and the user must have at least one hand free. Essence Cost below is for one eye, and the eye can hold up to .2 Essence Points in additional cyberware.

	Essence Cost	Availability	Cost	Street Index
	.15	6/48 hrs	15,000¥	2
Upgraded Skinweave (p. 9)	5P-BA(N)
Not compatible with orthoskin (p. 17, Shadowtech) or other cyber-implant armors.

	Level	Concealability	Body Cost	Ballistic	Impact	Availability	Cost	Street Index
	1	12	.5	1	0	8/8 days	25,000¥	.8
	2	10	1	1	1	8/8 days	60,000¥	.8
	3	8	1.5	2	1	8/8 days	100,000¥	.9
	4	6	2	2	2	9/8 days	150,000¥	1
	5	6	2.5	3	2	10/10 days	225,000¥	1.2
	6	4	3	3	3	12/14 days	300,000¥	1.5
E
quipment

Biotechnica Nutrisupplement (p. 11)	Legal
After the first week, every additional two weeks of use cause the loss of 1 point off the user’s natural Body, which come back at a rate of 1 point per week when the user is back on normal food. If Body drops below 0, the user dies shortly afterward, unless hospital treatment is given.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	.5	always	10¥	.8
Biotechnica Nymph Perfume (p. 11)	Legal
Gives a –1 target number modifier when trying to seduce or persuade members of the opposite sex.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	always	200¥	.9
Geotech Enviroscanner (p. 11)	Legal
Works as a hand-held chemical analyzer (p. 60, Shadowtech). It has the chemical reference program built into its on-board memory.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	6	4	1	4/24 hrs	1,400¥	1.2
Nikkon America Campod (p. 11)	Legal
A portacam with a portacam base (p. 89-91, Shadowbeat).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	2	4/72 hrs	2,000¥	1
SecSystems Protection Field (p. 12)	Legal
Characters coming within 2 meters must roll a Willpower (4) test to come closer. Anyone within half a meter takes 6L Stun damage each turn.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	8	6L Stun	1.5	6/36 hrs	750¥	1.5
Mead Electronic Notebook (p. 12)	Legal
A pocket computer (p. 259, SRII/p. 287, SR3) with 30 Mp memory.

	Conceal	Memory	Weight	Availability	Cost	Street Index
	4	30 Mp	1	always	3,000¥	1
•	DataTel 2350A Vidphone (p. 12)
A tabletop telephone, with the features listed.

	Conceal	Memory	Weight	Availability	Cost	Street Index
	2	—	1	always	150¥	.75
Microtech Virtual Reality BBS (p. 12)
The Creator program gives a –1 modifier to the target number to program a reality filter (p. 52, Virtual Realities or p. 84, Virtual Realities 2.0). The actual BBS is not available.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	–1	—	6/7 days	10,000¥	1
Frostech Portable Cryogenic Case (p. 13)	Legal
Has Ballistic and Impact armor ratings (2/2).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	2/2	2	6/12 hrs	250¥	1.2
Portable Electropack (p. 13)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	2	always	100¥	1
Kiroshi Optics Remote CyberCam 20 (p. 13)	Legal
Note that this is a normal camera, and not what Shadowbeat calls a cybercam.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	1	2/48 hrs	1,350¥	1
SecSystems Detention Collar (p. 13)	5P-E2(V)
The collar can deliver a 6S Stun electrical shock against which armor does not defend. The drug causes 6D Stun damage.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	—	.5	8/10 days	260¥	3
DDI Prayerware (p. 13)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	7	—	—	on payment	120¥	—
SecSystems Maglock (p. 13)	Legal
A rating 3 maglock. Add 80¥ for the camera.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	3	1	4/72 hrs	300¥	1

Computers & Periphals
Zetatech “E-Book” Microcomp (p. 14)	Legal
Basically, this is a wrist computer with 12 Mp memory with no frills. It has a chipslot for standard chips, and it can accept other attachments. The cyber model adds a –1 target number to any Technical skill test that can be computer-assisted.

	Conceal	Memory	Weight	Availability	Cost	Street Index
E-Book	4	12 Mp	—	always	4,800¥	1.5
Cyber model	4	12 Mp	—	3/36 hrs	6,720¥	2
EBM “PCX” Minicomp (p. 14)	Legal
A pocket computer with 25 Mp memory. The CPU does not have an Intelligence stat. The Cyber-PCX adds a –1 target number to any Technical skill roll that can be computer-assisted.

	Conceal	Memory	Weight	Availability	Cost	Street Index
PCX	3	25 Mp	1	always	2,500¥	1
Cyber-PCX	3	25 Mp	1	3/24 hrs	3,500¥	1.5

Microtech IIKL-4 WorkStation (p. 15)	Legal
A table-top computer with 40 Mp memory. The cybernetic version offers no special benefits.

	Conceal	Memory	Weight	Availability	Cost	Street Index
IIKL-4	—	40 Mp	10	always	800¥	.75
Cyber model	—	40 Mp	10	3/36 hrs	1,120¥	1
Telectronics “Black Book” Microcomp (p. 15)	Legal
A wrist computer with 12 Mp memory, but also with a built-in hand-held phone with booster pack (which can be used by the computer to access other computer systems). It is normally controlled through a datajack, though it can be used without due to the small keyboard.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	—	—	always	5,750¥	1.6
Language Processors (p. 15)	Legal
These processors are considered to have a skill rating of 4 in the chosen language. They do not allow the computer to speak (they do have voice-recognition ability), but text entered into the machine can be translated at a rate of (rating) words per second. Installing one takes a base time of 5 hours, and a Computer (B/R) skill test with target number 5.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	4	—	always	+40%	1
WorldSat Communications Flopscreen™ (p. 16)	Legal
No changes.
Per square meter:
	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	1	always	4,500¥	1.1
Direct Dataware EXPERT Series Computer Skill Programs (p. 15)
Not available.
Datatel “Treasurer” Datawatch (p. 16)	Legal
Has 1 Mp of memory.

	Conceal	Memory	Weight	Availability	Cost	Street Index
	12	1 Mp	—	always	55¥	1.5

Tritech Datashielding (p. 17)	Legal
Installing this requires an Electronics (B/R) skill test with target number 4, and a base time of 5 hours.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	+1	5/48 hrs	+20%	1.2
Kiroshi Optics Heads-Up Display (p. 17)	Legal
Spotting the wire of the mirrorshades requires a Perception (10) test. Note that none of the HUDs has internal memory.

	Conceal	Rating	Weight	Availability	Cost	Street Index
Goggles	—	—	1	8/7 days	150¥	3.5
Monocle	—	—	—	8/7 days	200¥	3.5
Mirrorshades	—	—	—	8/7 days	300¥	3.5
Datatel Modem Units (p. 17)
Not available.
•	Zetatech CompuMods™ (p. 18)
a) Voice Stress Analyzer Package	Legal
Requires (rating2 × 3) Mp memory. In SRII, this gives the user one extra die per rating point to roll on Interrogation skill tests; in SR3, it functions as a complimentary skill to the user’s Interrogation skill (p. 97, SR3).
b) Lie Detector Package	Legal
As Voice Stress Analyzer (effects are cumulative).
c) Bug Detector Package	Legal
Requires (rating2 × 2) Mp memory, and functions as a rating bug scanner of its rating (p. 258, SRII/p. 292, SR3).
d) Bug Jammer Package	4P-E1
Requires (rating2) Mp memory, and functions as a jammer of its rating (p. 258, SRII/p. 292, SR3).
e) Radar Detector Package	Legal
Requires (rating2 × 2) Mp memory, and rolls a number of dice equal to its rating, against a target number 5, to detect radar signals.
f) Signal Tracker Package	Legal
Requires (rating2 × 2) Mp memory, and functions as a standard signal locator of its rating (p. 258, SRII/p. 292, SR3).
g) Medscanner Package	Legal
Requires (rating2 × 5) Mp memory. In SRII it gives the user a number of extra dice equal to its rating, to roll on Biotech (First Aid) skill tests; in SR3, it functions as a complimentary skill to the user’s Biotech skill (see p. 97, SR3).
h) Techscanner Package	Legal
As Medscanner Package, but for all B/R-skills (each skill requires a separate program).
i) Drug Analyzer	Legal
Requires (rating2 × 4) Mp memory, and can analyze unknown substances or determine the purity of known substances on a successful test, rolling a number of dice equal to its rating, against a target number set by the gamemaster.
j) Credit Transactor Package	Legal
Requires 1 Mp memory.

	Rating	Availability	Cost	Street Index
Voice Stress Analyzer	1-3	(rating × 2)/48 hrs	rating × 300¥	2
Lie Detector	1-3	(rating × 3)/48 hrs	rating × 600¥	2
Bug Detector	1-10	rating/48 hrs	rating × 600¥	1.5
Bug Jammer	1-10	rating/72 hrs	rating × 600¥	1.5
Radar Detector	1-10	rating/72 hrs	rating × 450¥	1.5
Signal Tracker	1-10	rating/48 hrs	rating × 900¥	1.5
Medscanner	1-4	rating/24 hrs	rating × 750¥	1.5
Techscanner	1-4	rating/24 hrs	rating × 750¥	1.5
Drug Analyzer	1-4	rating/48 hrs	rating × 225¥	2
Credit Transactor	—	2/24 hrs	750¥	1
Hybrid™ Wearable Computer (p. 19)	Legal
The computer built into this suit has 25 Mp memory. The MedicWear model functions as a medkit (p. 263, SRII/p. 304, SR3) in addition to the normal functions.

	Conceal	Rating	Ballistic	Impact	Weight	Availability	Cost	Street Index
Hybrid™	6	—	0	0	2	10/8 days	3,000¥	2
MedicWare	6	Biotech: 3	0	0	2	10/8 days	3,500¥	2
MedicGear Combat Medical Armor (p. 19)	6P-K(L)
This armor has a medkit (p. 263, SRII/p. 304, SR3) built-in, as well as a rating 2 drug analyzer and rating 2 techscanner (see page 53 of this book for both; skill for techscanner must be selected on purchase). The suit also has a drug injector with 5 doses of 10 different injected drugs, a respirator with pressure regulator (p. 258, SRII/p. 295, SR3), and the gloves can be electrified. If this is used as a taser, a melee attack is needed, with a +1 modifier to the target number, doing 6S Stun + Shock Weapon rules (p. 103, SRII/p. 124, SR3). There is enough charge for 3 attempts/attacks.

	Conceal	Rating	Ballistic	Impact	Weight	Availability	Cost	Street Index
	5	see above	3	1	4	10/14 days	3,400¥	2
Security Scanners & Equipment
Telectronics Tattletale® Voice Stress Analyzer (p. 20)	Legal
Gives the user a –1 target number modifier for Interrogation skill tests.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	8	–1	.5	3/48 hrs	400¥*	1.8
* The interfaced version costs 500¥
CCI BRl-3014 Window Trembler (p. 20)	Legal
Subtract this device’s rating from that of a laser microphone (p. 258, SRII/p. 292, SR3) aimed at the surface to which the window trembler is attached. If the microphone’s rating is reduced below 1 by this means, it is unable to “hear” what is going on.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	9	1-10	—	(rating+1)/4 days	rating x 120¥	2.5
•	Bug Detector (p. 20)	5P-E1(V)
A rating 2 bug scanner (p. 258, SRII/p. 292, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	2	1	2/48 hrs	1,000¥	1.5
Bug Jammer (p. 20)	3P-E1(U)
A rating 2 jammer (p. 258, SRII/p. 292, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	2	5	2/72 hrs	2,000¥	1.5

Arasaka “Komaku” Laser Mikes (p. 20)	6P-E1(U)
A rating 4 laser microphone (p. 258, SRII/p. 292, SR3). No version for cybercams exists.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	5	4	1	4/48 hrs	6,000¥*	1.5
* 7,500¥ for fixed version
Omega Phone Tap By Tritech (p. 21)	6P-E2(V)
A rating 6 dataline tap (p. 258, SRII/p. 292, SR3), which can monitor up to 10 lines at the same time.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	5	6	.5	10/10 days	35,000¥	2
•	Arasaka OmniTec Radar Detector (p. 21)	Legal
Roll a number of dice equal to the rating of the detector, against a target number equal to 8 minus the radar’s Flux rating to detect radar signals. If three or more successes are rolled, it indicates the direction from which the signals come as well.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	7	4	1	4/72 hrs	2,000¥	1.5
Telectronics “Scout” Signal Tracker (p. 21)	Legal
A rating 3 signal locator (p. 258, SRII).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	3	2	3/48 hrs	3,000¥	1.5
Arasaka JetSetter Executive Briefcase (p. 21)	Legal
The briefcase has armor Ballistic 3 and Impact 3, which may be added to the wearer’s normal armor (from his clothing), if the gamemaster agrees that the briefcase is in a position to absorb attacks. A rating 5 keypad maglock (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3) is fitted to the briefcase. For 200¥ extra, a silent alarm and NachtJager gastrap can be installed (see below for NachtJager gas).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	4.5	4/36 hrs	2,000¥	1.2
NachtJager Gas (p. 21)	6P-M1(X)
Normally delivered by air, anyone breathing in this gas takes 8D Stun damage immediately.

	Rating	Speed	Vector	Availability	Cost/dose	Street Index
	8D Stun	Immediate	Air	4/12 hrs	100¥	2
WorldSat Communications Linear Beam Commlink (p. 22)	Legal
Allows untappable, eavesdrop-proof communication for up to 1,500 meters, as long as both parties are within sight of each other and are not blocked by any object with a Barrier Rating 4 or higher. Installation has a base time of half an hour and requires an Electronics (B/R) test, with target number 6.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	6/72 hrs	2,000¥	2.5
Arasaka ECM Comm-Scrambler (p. 22)	Legal
Functions as a level 6 crypto circuit HD (p. 77, Street Samurai Catalog).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	6	1	6/36 hrs	30,000¥	1.2
•	Tritech “Mumbler” White Noise Generator (p. 22)	8P-E1(U)
A rating 4 white noise generator (p. 258, SRII/p. , SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	4	1	4/72 hrs	6,000¥	1.5
Telectronics ScanMan™ Full Indentity Scanner (p. 22)	4-E2(V)
Rolls a number of dice equal to its rating against a target number 4 (this target number increases to 6 if the subject has undergone body sculpting).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	5	2.5	14/14 days	21,000¥	5
•	Arasaka “Scanway” Scanner Gates (p. 23)	8P-E1(U)
Weapons Detector: a rating 5 automatic weapons detection system (p. 92, Neo-Anarchists’ Guide to Real Life/p. 237, SR3).
Cyberware Detector: a rating 5 cyberware detector (p. 237, SR3). This device does not detect weaponry.
Chemicals and Explosives Detector: a rating 5 chemical detection system (p. 93, Neo-Anarchists’ Guide to Real Life).
For combinations of the above, add up the costs of each separate detector. A large screen costs 500¥.

	Conceal	Rating	Weight	Availability	Cost	Street Index
Weapons	—	5	—	6/7 days	25,000¥	1
Cyberware	—	5	—	8/7 days	50,000¥	1
Chemicals	—	5	—	9/7 days	350,000¥	1
Cyberdecks & Net-Stuff
Raven Microcyb Net-Vision™ IG-Algorithm Glasses (p. 24)
Not available.
Zetatech Deckmate (p. 24)
Not available.
•	Zetatech D2-3000 Armdeck (p. 25)	4P-CD(S)
A cyberdeck with the stats listed below. It comes with the netrunner flip switch (p. 9, Chromebook) and also functions as a wrist computer, though in that mode it uses the deck’s Storage memory to stash its data. Comes with a vidscreen.
 SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	3	1	45	70	15	10	4/7 days	22,200¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	4/3/0/0/3	0	600	1,200	Cool	No	150	1	4/7 days	67,465¥	1
Music-Tech & Instrumentation
DPI “Black Box” Backup Synthamp (p. 25)	Legal
Datachips are 100¥ each.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	—	3	6/48 hrs	8,000¥	1.3
DPI Body Rythm™ Dance Bracelets (p. 26)	Legal
To use these, the character needs a synthlink.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	always	400¥*	1
* Per pair; for amps see p. 94, Shadowbeat
Washburn Soundmachine Guitar (p. 26)	Legal
Increases the Impact Rating of a single player (not of a band) by +1.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	+1	3.5	5/60 hrs	1,000¥	1
Chameleon Clothing and Stealth Armor
Militech M96 “Ghostsuit” Chameleon Clothing (p. 27)	Legal
Functions as a suit treated with ruthenium polymers (p. 94, Shadowtech), giving a +4 modifier to Perception Test target numbers when the wearer is standing still, +2 if he is moving.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
“Ghostsuit”	+4	2	1	3	6/14 days	53,000¥	8
Helmet	—	+1	+0	1.5	8/14 days	6,000¥	8
Gibson Battlegear “Sneak Suit” (p. 28)	Legal
Gives a +4 modifier to the target number for an observer’s Perception Test (visual or thermographic) to spot anyone wearing a sneaksuit in darkness, shadows, or low light conditions. Any hit doing Serious or Deadly damage to the wearer overheats the suit, making it inoperative. If more than one piece of this set is worn, add up the armor ratings, but only use the highest Concealability modifier.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Sneak Suit	+4	1	0	1	8/5 days	1,560¥	3
Flak Vest	+2	2	1	1.5	8/5 days	1,375¥	2
Combat Helmet	—	+1	+0	1.5	10/5 days	1,185¥	2.5
Space Suit	+4	1	1	10	14/7 days	25,000¥	4.5
Diving Suit	+4	0	0	2	12/7 days	35,000¥	3.5
Militech M73 “Mirage Gear” Environmental Assimilation System (p. 28)	Legal
If the wearer is standing still, observers get a +2 modifier to all target numbers to spot him, +1 if he is moving.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
“Mirage Gear”	+2	1	0	1.5	5/48 hrs	1,050¥	3
Combat Helmet	—	+1	+0	1	9/4 days	700¥	2.5
Flak Vest	—	2	1	1.5	7/4 days	1,275¥	2.5
Armored Stockings (p. 28)	Legal
Add the stockings’ armor rating to that of other armor present.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Armored Stockings	15	+1	0	—	6/72 hrs	110¥	1.1
Holography
Holoscreen Holographic Viewers (p. 29)
Not available.
DataTel Holotanks (p. 29)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
Tabletop	—	—	5	4/48 hrs	500¥	1.2
Desktop	—	—	15	4/48 hrs	1,000¥	1.2
Holotank	—	—	100	5/48 hrs	5,000¥	1.2
Eastman KodaGraphix Holographic Cameras (p. 30)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	normal	—	normal	always	2× normal	+1

Eastman Arts Mindscape® Cyberholo Art Imager (p. 30)	Legal
Gives an extra die to roll for painting or drawing skills. Requires the artist to jack into the device.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	+1	—	always	6,000¥	1
Remotes & Drones
Remote Control Systems (p. 30)
See the Rigger Black Book, SRII, Rigger 2, and/or SR3 for details on remote control decks.
•	Bell “Bumblebee” Remote Rotocraft (p. 31)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Bumblebee	5	80/160	1/1	4	2	8,000¥
Operational Duration: Fuel-limited	Set-up/Breakdown Time: 5 minutes
Store: 6 CF	Landing/Take-off Profile: VTOL/VTOL	
Economy: 10 km per PF	Fuel: 40 PF
Sensors: Standard (1)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	107	7	1	1	7
	Autonav	Pilot	Sensor	Cargo	Load
	—	2	1	0	10
Seating: None	Setup/Breakdown: 5 minutes
Entry Points: None	Landing/Takeoff: VTOL
Fuel: Electric (160 PF)	Economy: 2.5 km/PF
Point Value: 1,068	Cost: 27,000¥
Template: Small rotary-wing UAV	Reference: Chromebook 2
Other Features: Engine customization (Speed, level 1, already
factored in)
•	Mitsubishi “Rover” Wheeled Remote (p. 31)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Rover	6/9	20/60	2/2	3	2	9,000¥
Operational Duration: Fuel-limited	Set-up/Breakdown Time: 2 minutes
Store: 10 CF	Cargo/Storage: 1 CF storage	
Economy: 10 km per liter	Fuel: MultiF/30 liters
Sensors: Enhanced (2)	Accessories: Micro-turret
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	40	2	2	2	5
	Autonav	Pilot	Sensor	Cargo	Load
	—	2	2	0	22
Seating: None	Setup/Breakdown: 2 minutes
Entry Points: None	Landing/Takeoff: NA
Fuel: Methane (150 bars)	Economy: 2 km/bar
Point Value: 890	Cost: 22,250¥
Template: Wheeled remote patrol vehicle 	Reference: Chromebook 2
Other Features: Mini-turret
•	Militech RPV-400 Light Combat Tiltrotor Remote (p. 31)
SRII Stats
Has one centerline Hardpoint (2 CF dedicated ammo storage) and one Firmpoint, both firing forward. The Hardpoint is normally fitted with a 2-barrel HMG Chaingun (see below).
	Handling	Speed	B/A	Sig	Apilot	Cost
RPV-400	4	140/280	3/3	4	4	150,000¥
Operational Duration: Fuel-limited	Set-up/Breakdown Time: 10 minutes
Store: 40 CF	Cargo/Storage: 4 CF storage
Economy: 2.5 km per liter	Fuel: IC/300 liters
Sensors: Advanced (3)	Landing/Take-off Profile: VTOL/VTOL
Accessories: centerline Firmpoint, centerline Hardpoint (all
forward-firing)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	187	6	3	3	4
	Autonav	Pilot	Sensor	Cargo	Load
	—	4	3	4	32
Seating: None	Setup/Breakdown: 10 minutes
Entry Points: None	Landing/Takeoff: VTOL
Fuel: Jet (800 liters)	Economy: 0.9 km/liter
Point Value: 4,248	Cost: 265,500¥
Template: Large tilt-wing UAV 	Reference: Chromebook 2
Other Features: centerline Firmpoint, centerline Hardpoint (all
forward-firing)
•	2-barrel HMG Chaingun (p. 31)	1-H(H)
This weapon fires at minigun rates (p. 81, Fields of Fire). It can be loaded with two ammunition belts, and the gunner can switch between them by spending a Simple Action (a Free Action for a smartlinked weapon).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
HMG	—	2× belt	FA	10S	20	26/21 days	6,500¥	2	—
•	Light Armor-Piercing/High Explosive ammo (LAPHE) (p. 31)	2-L(M)
Treat this ammo as APDS, but give it +1 Power Level like Explosive ammo. It can also misfire like Explosive. It is only available for heavy machine guns.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	see above	.75	16/14 days	100¥	2.5
•	Arasaka RDAK Spy & Assassination Remote (p. 32)
A Hold-out or Light Pistol can be fitted in the rear of the vehicle, but ammo capacity and ranges are halved (round down). Comes with a 5-dose “stinger.”
SRII Stats
Armor is not hardened.
	Handling	Speed	B/A	Sig	Apilot	Cost
RDAK	4	12/36	1/1	18	1	12,000¥
Operational Duration: 5 hours	Set-up/Breakdown Time: none
Store: 1 CF (or in your pocket)	
Economy: .5 km/PF	Fuel: ImpElec/40 PF
Sensors: Standard (1)

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	12	1	0	0	8
	Autonav	Pilot	Sensor	Cargo	Load
	—	1	1	0	5
Seating: None	Setup/Breakdown: None
Entry Points: None	Landing/Takeoff: NA
Fuel: Electric (40 PF)	Economy: .5 km/PF (idle: 2 min/PF)
Point Value: 295	Cost: 2,950¥
Template: Micro Walker	Reference: Chromebook 2
Other Features: none
Consumer Electronics
Autotanner (p. 33)	Legal
Gives no advantages or disadvantages.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	1	always	200¥	.9
Phone Upgrades (p. 33)	Legal
Availability = always and Street Index = 1 for all these items except as noted below.
a) Voicemail (40¥/month)
No changes.
b) Fax Interface (150¥)
No changes.
c) Digital Recorder (150¥)
Records on optical chips, and requires 1 Mp per minute of sound. See p. 99, Shadowbeat.
d) ECM Scrambler (2500¥, Availability 6/36 hrs)
Functions as a rating 1 crypto circuit HD (p. 77, Street Samurai Catalog).
e) Video Option (450¥)
Not available for ear-plug phones.
f) Emergency Autodialer (25¥)
No changes.
g) Conference Calling (50¥/month)
No changes.
h) Split Line (100¥)
No changes.
i) Cybermodem Interface
Not available.
j) Privacy Plus™ (3,000¥)
The ECM and the bug detector are both rating 1. The 20-number memory costs 50¥.

Rush® Virtual Entertainment System (p. 34)	Legal
Datajack required for use.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	4.5	always	500¥	.8
Total Environment™ (p. 34)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	.75	always	1,000¥	.8
Multi-Player Adaptor (p. 34)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	always	100¥	.6
Video Wall™ (p. 34)	Legal
Requires at least a 2m × 2m space of wall to be effective.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	5	always	3,500¥	1
SegAtari Virtual Villains (p. 34)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	always	150¥	.9
Scholar™ Home Learning System (p. 34)
Not available.
W
eapons

Tsunami Arms Ramjet Rifle (p. 36)	1-J(K)
Can only fire its own special ammo (see below). The weapon comes equipped with a bipod (under-barrel mount), rating 1 recoil compensation by the free-floating barrel, magnification 3 telescope sight (top mount) and an internal smartlink II (p. 57, Fields of Fire). Damage is 10S at short range, 12S at medium range, 14S at long range, and 16S at extreme range.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Sniper Rifle	—	9 (c)	SA/BF*	see above	5	16/14 days	7,380¥	4	1
* Can fire one burst per Complex Action
Ramjet ammo (p. 36)	As Weapon
Can only be fired by the Tsunami Arms Ramjet Rifle (above). Use Ballistic armor value to defend against this round, but if any damage remains after the Body Resistance Test, one extra box of damage is taken by the target (no Resistance Tests for this extra damage).

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	normal	.5	8/72 hrs	100¥	2
Polymer One-Shot Cannon (p. 36)	5P-F(F)
Holds a single HEP round (see Chromebook, p. 54; already figured into Damage Code), and can not be reloaded. If the Rule of One is invoked, the weapon explodes, doing 6M damage to the firer (no armor resists). It is a Heavy Pistol, but uses Shotgun ranges.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	5	1	SS	5S	1.5	3/12 hrs	190¥	.6	—
Militech Cyborg Rifle (p. 36)	3-J(K)
This weapon fires LMG ammo, but uses assault rifle ranges. It includes a rating 2 gas vent on the barrel.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	2	30 (c)	SA	6S	7.5	10/7 days	800¥	2.5	2
Stein & Wasserman “Tri-Star” Revolver (p. 37)	5P-E(E)
This weapon comes with a top-mounted laser sight.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	3	6 (cy)	SS	10M	2.5	6/24 hrs	375¥	1.5	—
#000 Triplex ammo (p. 37)	As Weapon
These rounds are only available for Heavy Pistols. They fire three pellets in a shotgun pattern with a choke of 5 (p. 95, SRII). Roll 1D6÷2 to find how many pellets hit a target, then treat the shot as a burst of the number of pellets that hit. Each pellet does 6L damage. For example, a hit with 2 pellets causes 8L damage, while all three cause 9M.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	6L/pellet	.5	4/60 hrs	50¥	1.25
Pursuit Security Incorporated Webgun (p. 37)	Legal
Treat as a netgun using large nets (p. 72, Street Samurai Catalog). Adapting the weapon for carbosteel wire nets costs 100¥.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	3	1 (m)	SS	as net	3.5	6/3 days	500¥	2.5	—
Carbosteel Wire Net (p. 37)	5P-E2(V)
Anyone hit by this net takes 10S Stun damage, per the Shock Weapons rules (p. 103, SRII/p. 124, SR3), in addition to being entangled.

Per net:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	5	10S Stun	1	6/48 hrs	100¥	2
FEN Dz-55 Det-Web (p. 37)	4-I(J)
This web contains 2 kilograms of rating 6 explosive, delivering an 8D explosion to the target.

	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	5	8D	–1 per meter	2	10/72 hrs	450¥	3
•	Rhinemetall EMG-85 Kinetic Energy Railgun (p. 38)	1-J(K)
Use the following ranges: short 0-150 m, medium 151-500 m, long 501-1,000 m, extreme 1,001-2,000 m. The weapon has a built-in gyro mount (rating 5, plus providing (3/1) armor) and internal smartlink II (p. 57, Fields of Fire). A minimum Body of 5 is needed to fire the weapon, otherwise increase all target numbers by +((5 – Body) × 2). When not using the gyro mount, add +4 to all target numbers, regardless of the user’s Body Attribute.
The ammo unit costs 1,200¥, Availability —, Street Index —. After each shot, the rifle may not be fired until after the end of the next turn, in order for it to recharge.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Cannon	—	5 (m)	SS	25D	35	—	113,700¥	—	5
Luigi Franchi “King Buck” Multi-Magnum (p. 38)	6-F(F)
Each barrel can be fired separately (requiring a Simple Action per barrel), or all can be fired at once (requiring a Complex Action). There is no need to switch between modes. When firing multiple barrels, treat it as a burst of the appropriate number of rounds.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index
Shotgun	1	4 (m)	SA	9S	7	12/4 days	800¥	2.1
Underbarrel Capacitor Laser (p. 39)	2-J(K)
Clips to the under-barrel mount of another weapon. It uses the Light Pistol ranges, but has its Power Level decreased by 2 for every step beyond short range (medium –2, long –4, extreme –6). Use one-half Impact armor to defend against the laser. Smoke reduces the laser’s Power Level by –1 for every meter the beam passes through. The laser has no recoil.
The laser normally uses a battery as power pack. This battery provides 2 charges, costs 250¥, Availability 12/8 days, Street Index 4. The power pack provides 20 shots, weighs 4 kg, and costs 2,500¥ (Availability 16/14 days, Street Index 2.5).
No Microwaver exists.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Light Pistol	–2	2 or 20	SA	10M	5	24/21 days	95,000¥	3.5	—
•	Techtronica M40 “Pulse Rifle” (p. 39)	3P-J(K)
Range	Damage	No. of cyberware
		systems damaged
Short (1-10m)	8D Physical	all present
Medium (11-20m)	6D Stun	2D6–5
Long (21-50m)	4D Stun	1D6–2
Extreme (51-100m)	4S Stun	1D6–4
Use the Shotgun ranges for this weapon. When it is fired, the firer rolls a normal Firearms skill test against the range-determined target number. If it hits an electronical device, the weapon rolls 5 dice against the base target number for the range (4 for short, 5 for medium, etc.). The device being fired at rolls a number of dice equal to the M40’s target number against a target number 5. If the M40 has more successes, the electronics are damaged or destroyed (gamemaster’s discretion). If the target is alive, the M40 delivers an attack, with the damage depending on the range to the target, in addition to the other listed effects (in all cases, Alpha and Beta-grade cyberware are allowed a damage resistance test, see p. 98-99, Street Samurai Catalog). For cyberware damage, see pages 93 to 96 of the Street Samurai Catalog and pages 39 and 40 of Shadowtech.

The M40 uses a 6-shot battery for “ammunition.” This costs 50¥, Availability 10/7 days, Street Index 3.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	1	6 (c)	SS	special	8.5	—	3,500¥	—	—
Nova .338 Citygun (p. 40)	6P-E(E)
Comes with two clips of Regular ammo. It cannot use barrel-mounted accessories, since the gas porting on the barrel prevents this. The gas porting gives it a firing rate of SA, instead of SS.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	5	7 (c)	SA	10M	2.5	4/24 hrs	460¥	1	—
Colt-Mauser M2X Cannon (p. 40)	2-H
If the target is missed (i.e. no successes are rolled on the Gunnery skill test to fire this weapon), the firer must resist 6L Stun damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is dropped. The M2X has a magnification 2 telescope sight (top mount) and shock pads (stock mount). 
Though this is an assault cannon, it uses HMG ranges.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Cannon	—	8 (c)	SS	18D	23	20/14 days	6,100¥	2	1
Extra High Impact ammunition (p. 40)	As Weapon
Use one-half (round up) the armor’s Ballistic rating to defend against these rounds. If the total armor rating is greater than one-quarter the Power Level of the attacking weapon, add +2 to the Power to determine the target number for the target’s Resistance Test. Take this example: Joe is shot by an assault cannon (18D) firing EHI ammo. He is wearing  a light security  armor (Ballistic 5), so this provides him with 5 ÷ 2 = 3 points of armor, making his Resistance Test target number a pretty hard 15. But because the armor rating of 5 is greater that one-quarter of 18 (18 ÷ 4 = 4.5), he gets another +2 to his target number, setting it at 17… If the armor rating is greater than one-half the Power Level of the weapon, do not add the +2 Power Level.
This ammo is only available for assault cannons.

	Conceal	Damage	Weight	Availability	Cost	Street Index
	3	see above	1.5	8/4 days	1,000¥	2.25

Militech AM-3 “Anti-Matter Rifle” (p. 41)	1-J(K)
If the target is missed (i.e., no successes are rolled on the Gunnery skill test to fire this weapon), the firer must resist 6L Stun damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is dropped.
If the firer is standing up during firing, he must roll a Body test, target number 6, to avoid being knocked over. If knocked over, the target is automatically missed, and the firer must resist 6M Stun, in addition to the 6L Stun for missing the target.
The AM-3 has a magnification 3 telescope sight (top mount), shock pads (stock mount), internal smartlink, and a gas vent rating 2 (barrel mount). It uses Missile Launcher ranges, though the weapon is an assault cannon.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Cannon	—	5 (c)	SS	20D	26	20/14 days	8,000¥	3	3
Militech Urban Missile Launcher (p. 41)	3-H(H)
Fires only Micromissiles (p. 49, Chromebook 2).

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Assault Rifle	3	12 (c)	SA	missile	3.5	10/7 days	4,500¥	2	—
Micro-Missile Pod (p. 41)	3-H(H)
Fires only Micromissiles (p. 49, Chromebook 2), and must be clipped to the under-barrel mount of another weapon. A modification to the weapon is needed, costing 50¥, after which the under-barrel mount can only be used for the micro-missile pod.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index
Assault Rifle	–2	1 (m)	SS	missile	.75	8/5 days	2,000¥	1.9
Militech PDU-3 Multi-Purpose Perimeter Defense Unit (p. 42)	4-I(J)
This device is equipped with passive thermal sensor, a magnetic door contact, a tripwire, and a normal time delay (2 seconds to 2 minutes). The thermal sensor is rating 4, while the tripwire is rating 1 (see Remote Sensors, page 79 of Tech Specs, for details).

	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	8	10S	–2 per .5 meter	.25	10/7 days	150¥	2.5
Tsunami Arms “Airhammer” 5.3mm Air Pistol (p. 42)	9P-E(E)
The weapon has three modes: Target, Combat, and Overload. Switching between them costs a Simple Action (a Free Action for a smartgun). The damage done depends on the modes: 6L in Target mode, 7M in Combat mode, and 10M in Overload mode. The air reservoir is treated as a clip for changing purposes, the rounds are contained in a cylinder. The weapon can only use its own ammunition, described below.
Two models exist: the normal model has a five-shot cylinder, an under-barrel laser sight, and a 10-shot camera on the top mount (this camera takes a picture every time a shot is fired). The second model (the Mark 2) has a seven-shot cylinder, and an internal smartlink.

Mark 1:
Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	5	5 (cy)	SA	see above	1.5	11/14 days	325¥	2.5	—

Mark 2:
Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy Pistol	6	7 (cy)	SA	see above	1.5	12/14 days	400¥	3	—
Kendachi Fragmentation Flechette (p. 42)	As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2). Treat as needle ammo (p. 30, Neo-Anarchists’ Guide to Real Life), but gives +1 Power because it is also an explosive round (and can misfire as such; see p. 93, SRII/p. 116, SR3).

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	9	+1 Power	.15	6/48 hrs	15¥	2

Flechette (p. 42)	As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2). Shatters if fired at hard cover (i.e. does no damage in such a case), and Ballistic armor is only one-fourth (round up) effective against it. It should not be confused with the normal Shadowrun flechette ammunition.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	9	normal	.15	6/48 hrs	15¥	2
JellSluggs (p. 42)	As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2); treat as gel rounds, but these rounds will not penetrate hard cover or hardened armors.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	9	–2 Power,	.25	8/60 hrs	20¥	1.5
		Stun damage
Gas (p. 42)	As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2). This round creates a cloud of gas, 4 meters in diameter. The gas must be selected before purchase of the round. Roll for the availability of the gas separately.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	9	special	.25	8/4 days	40¥	2
Practice (p. 42)	As Weapon
Only available for the “Airhammer” pistol (p. 42, Chromebook 2). Treat as regular ammo, except for the reduced damage.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	9	3L	.15	4/24 hrs	15¥	1.5
•	Techtronica Model 009 Volt Pistol (p. 43)	5P-F(F)
This weapon uses the Shock Weapons rules (p. 103, SRII/p. 124, SR3). The energy pack costs 25¥, Availability 5/24 hrs, Street Index 1. The Power Level is reduced by –1 at medium range, long –3, and extreme –6, and by –1 per meter of smoke the beam passes through.

Type	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	RC
Heavy	3	6 (c)	SS	10S Stun	3.5	8/72 hrs	1,950¥	2.5	—
Arasaka “Nauseator” Riot Control Device™ (p. 43)	Legal
This device affects an area as if it were a shotgun with a choke of 2. The device rolls 6 dice against a target number 4, everyone within 25 meters of the device must roll a Body(6) test (use natural Body, without cyberware modifiers). The number of successes rolled are compared. If the device has more, consult the following table for the effects:

	Net successes	Effects on target
	1	+2 penalty to all target numbers for 1D6 turns after leaving affected area
	2 or 3	+4 penalty to all target numbers, Quickness and Strength reduced by 1, all for 2D6 turns after leaving affected area
	4+	unconscious for 1D6 minutes (no actual damage taken)

	Creatures with wide-band hearing get a +2 modifier to the Body Test target number. Targets equipped with hearing improvements also get modifiers to the Body test, per the next table:

Cyberware	Modifier
High Level Hearing	+2
Low Level Hearing	+1
Hearing Amplification	+2
Damper	–4
Select Sound Filter	–rating (if switched on)

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	6	25	14/7 days	19,000¥	4
IMI “ChainKnife” (p. 44)	3P-B(B)
Use one-half Impact armor rating against this knife.

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	6	0	(str+5)L	.75	6/48 hrs	120¥	1.2
•	Slamdance Inc. Spawnblade (p. 44)	5-B(B)
If used to stab normally, it does normal damage for a knife (i.e. (str)L). If a target has been hit successfully (he must have taken damage from the attack), the user may trigger the blade. This does an additional Light wound, which may not be resisted. Once opened, removing the knife requires a Biotech test with a target number 5. Any other means of removal, or if the Biotech roll is failed, causes another Light wound. Using the knife to stab while in its extended form makes its Damage Code (str–1)L.

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	8	0	(str)L	.5	4/72 hrs	100¥	1.1
Kendachi Monowhip (p. 44)	1-J(K)
This weapon uses the rules for monofilament whips (p. 103, SRII/p. 121, SR3).

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	9	3	10S	—	26/14 days	3,500¥	3
Kendachi Monowire (p. 44)	Legal
See p. 89, Neo-Anarchists’ Guide to Real Life. The data below is per meter of wire.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	8/7 days	60¥	2.5
Taser Wallet (p. 45)	Legal
Beyond 2 meters the thief must roll a Body or Willpower test (whichever is higher) with target number 10, each turn. One success if sufficient to hold on to the item. A Willpower (4) test is needed to avoid crying out.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	10*	—	—	5/48 hrs	165¥	1.5
* this is the target number to spot (from the outside) that the wallet contains a taser-device.
Mystic Technologies Spring Knife (p. 45)	6P-D
When used to stab, the knife does (str+2)L damage. It can be launched in a Simple Action, and uses the following ranges: short 0-1, medium 2, Long 3, Extreme 4-5. When launched, it does 5L damage.

When used to stab:
	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	8	0	(str+2)L	.75	4/12 hrs	125¥	1.2

When used to shoot:
Type	Ammo	Mode	Damage	RC
special	1 (m)	SA	5L	—
Drug-a-Thug™ (p. 45)	As Drug
Hitting an unwilling opponent requires a melee attack. If the attack hits, the drug is delivered, and the target must resist its effects.

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	6	0	drug	.5	3/8 hrs	150¥	2
Taser II™ (p. 45)	6-C(C)
Uses the Shock Weapons rules (p. 103, SRII/p. 124, SR3).

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	7	0	5S Stun	.5	4/24 hrs	300¥	1
Skunker (p. 45)	As Gas
Functions much like a toxin exhaler (p. 42, Shadowtech), but a melee attack is needed to deliver the gas on the target. For 5-10¥, the gas can be mixed with odiferous chemicals creating additional effect equal to the stench bomb (p. 49, Chromebook 2).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	7	—	.25	5/60 hrs	70¥	1.3
Ammunition
Dual-Purpose Rounds (p. 46)	3-L(M)
Ballistic armor is only one-half (round up) effective, but the rounds do normal damage. If an unarmored target is hit and damage is done (i.e., the target does not remove all damage), an additional box of damage is taken by the target.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	see above	.5	16/14 days	80¥	4
API – Armor-Piercing Incendiary (p. 46)	2-L(M)
This ammunition uses the normal rules for APDS ammo (p. 63, Street Samurai Catalog/p. 277, SRII/p. 116, SR3), but also have a Firesetting rating of 2. If a burst is fired, add +1 to this rating per round fired (three rounds have a Firesetting rating of 5, etc.). See page 72, Tech Specs for details.
Note: this ammo is exactly the same as the API ammo in the Chromebook, page 54.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	see above	.25	16/14 days	80¥	4.5
Kendachi Fragmentation Flechettes (p. 46)	As Weapon
Treat these as needle ammo (p. 30, Neo-Anarchists’ Guide to Real Life), not as flechette, and also give a +1 to the Power Level of the weapon. They can misfire in the same way as explosive rounds (p. 93, SRII/p. 116, SR3).

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	+1 Power	.5	12/10 days	100¥	4.5
Rubber Bullets (p. 47)	As Weapon
At ranges over 3 meters, the round does normal damage, but all damage is Stun (a 6M round becomes 6M Stun, etc.), and is resisted using Impact armor. At ranges up to 3 meters, one-half (round up) the damage is Physical, the other half is Stun.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	Stun	.5	3/12 hrs	10¥	.75
Stinger Shotgun Shells (p. 47)	As Weapon
Only available for Shotguns. Beyond 3 meters ranges, damage is Stun, as with rubber bullets (above). Up to 3 meters, use the normal Damage Code for the shotgun.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	Stun	.5	4/18 hrs	30¥	1
Gas Shotgun Shells (p. 47)	As Weapon
Only available for Shotguns. This round does no damage, but delivers a cloud of gas (4 meters diameter around the impact point). The type of gas must be chosen before purchase.

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	gas	.5	6/48 hrs	50¥	1.1
Flare Shotgun Shells (p. 47)	As Weapon
Only available for Shotguns. Works like a micro flare (p. 46, Street Samurai Catalog/p. 295, SR3). Damage is 6M if fired against a living target. The flare also has a Firesetting Rating 5 (see p. 72, Tech Specs).

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	6M	.5	4/24 hrs	50¥	1
Smoke Shotgun Shells (p. 47)	Legal
Only available for Shotguns. Does no damage, but fills an area 6 meters in diameter around the point of impact with heavy smoke (p. 89, SRII/p. 112, SR3).

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	none	.5	3/12 hrs	40¥	.8
Flash Shotgun Shells (p. 47)	Legal
Only available for Shotguns. Does no damage, but produces a flash on impact, similar to that of a flash pak (p. 45, Street Samurai Catalog).

Per 10 rounds:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	none	.5	4/24 hrs	60¥	1
Propelled/Hand Grenade Types
Urban Technologies Slasher (p. 47)	3-L(M)
Only available for Shotguns, MMGs, HMGs, and Grenade Launchers. The slugs are considered to have spread out at the muzzle of the barrel. The length of the wire depends on the weapon type: Shotgun 1 m, MMG 2 m, HMG and Grenade Launcher 2.5 m. The rounds travel only 50 meters for Grenade Launchers, and only 10 meters for all other weapons.
Determine a target number for anyone in the path of the wire, adding a +2 for everyone standing in front of each new target. The firer rolls only one Success Test, and the successes are compared to the target number for each target separately. Anyone in the path of the wire takes 11S damage (not staged for the firer’s successes), using one-half (round down) Impact Armor to resist.

Per round:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	11S	.1	14/10 days	75¥	2.5
Splatshell (p. 47)	As Weapon
Only available for grenade launchers. Each shell contains 20 balls, each of which can contain any sort of liquid. These are fired in a shotgun pattern with a choke of 4 (page 95, SRII/p. 117, SR3).

Per round:
	Conceal	Damage	Weight	Availability	Cost	Street Index
	8	splatballs	.1	6/48 hrs	10¥*	1
* plus cost of splatballs
Militech Muzzle Adaptor (p. 48)	Legal
This device is required to fire Militech 25 mm pistol-grenades (p. 48, Chromebook 2); having it fitted costs about 50¥.

Mount	Conceal	Weight	Availability	Cost	Street Index
Barrel	—	—	4/48 hrs	200¥	.9

Militech 25mm Pistol-Grenades (p. 48)
These grenades require the Militech muzzle adaptor (above). The range to which the grenade can be fired depends on the Power Level of the firing weapon: a Power Level of 6 or less means that the grenade uses the Light Pistol ranges, while Power Level 7 or higher uses Shotgun ranges. All stats below are for a single round.

a) HEP (Cratering)	4-I(J)
One-half (round up) of the damage is Physical, while the remaining half is Stun. Armor is only one-half effective (use Ballistic and round down).
b) Incendiary	3-I(J)
Has a Firesetting Rating of 6.
c) Offensive Frag	4-I(J)
No changes
d) Defensive Frag	4-I(J)
No changes
e) Smoke/Tear Gas	Legal
Fills a 3 meter radius area around the point of impact with Dense Smoke (p. 89, SRII) or tear gas. Tear gas counts as Light Smoke for visibility purposes, and adds +4 to all target numbers of anyone inside it. If the eyes are shielded, reduce this modifier to +2. If the whole face is shielded (by using a gas mask, for instance), there is no modifier.
f) Concussion	4-I(J)
No changes.
g) Flash Bomb	4-I(J)
The base target number modification for all those looking in direction of flash is +4, reduced by 1 for every 5 meters away from the point of ignition. Flare Compensation reduces the modifier by 50% (round down). 

Type	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
HEP (Cratering)	8	4S	—	.1	4/6 days	30¥	1.5
Incendiary	8	6M	–6 per meter	.1	8/7 days	30¥	2
Offensive Frag	8	6S	–3 per meter	.1	5/7 days	25¥	2
Defensive Frag	8	6M	–3 per meter	.1	5/7 days	20¥	2
Smoke/Tear Gas	8	gas	—	.1	6/7 days	20¥	2.5
Concussion	8	8M Stun	–2 per meter	.1	5/6 days	15¥	2
Flash Bomb	8	4L	–1 per meter	.1	4/72 hrs	15¥	1.2

Micromissiles (p. 49)	1-J
Use the rules for missiles (p. 99, SRII/p. 120, SR3); they can target persons as well as vehicles. For HEP-missiles, one-half the damage (round up) is Physical, the other half is Stun, using one-half Ballistic armor.
Use the Assault Rifle range table, but with a minimum range of 10 m. All stats below are for single missiles.

	Conceal	Intelligence	Damage	Power Level	Weight	Availability	Cost	Street Index
Normal	10	2	12M	–6 per meter	.25	14/14 days	500¥	2
Anti-Armor	10	2	12M	–12 per meter	.25	16/14 days	750¥	2
HEP	10	2	14M	—	.25	12/14 days	200¥	2
Scatter Grenade (p. 49)	Legal
This grenade has a six-second (two turn) delay, which can not be changed. After ignition, it fills an area of 5 meters radius around the ignition point with thermographic smoke (p. 89, SRII/p. 112, SR3). The cloud lasts for 5 turns (15 seconds) in calm winds.

	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	6	—	—	.25	3/48 hrs	70¥	1.5

Stench Bomb (p. 49)	Legal
Anyone in the area must roll a Willpower (8) test every turn. If no successes are rolled, the person must leave the area on his next action. Characters with a switched-on olfactory booster (p. 62, Shadowtech) add the booster’s rating to the target number, while characters with some sort of filter mask may have a lower target number (gamemaster’s discretion).

	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	6	—	—	.25	3/48 hrs	20¥	.8
Flashbang Grenade (p. 49)	1-I(J)
This grenade emits a bright flash, and a concussion effect. The flash gives a +5 modifier to all target numbers of all people looking at the detonation; this modifier is reduced by 1 for every 5 meters distance from the grenade. Flare compensation reduces the modifies by 50% (round down).

	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	6	12M Stun	–2 per meter	.25	8/6 days	80¥	2.25
Spraypaint Grenade (p. 49)	Legal
No changes.

	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	6	—	—	.25	2/3 days	20¥	.9
Weapon Modifications
Nine-Eleven Chip (p. 50)	Legal
This device is a PANICBUTTON™, which alerts the local police force. Response times depend on the part of town.

Mount	Conceal	Rating	Weight	Availability	Cost	Street Index
Top or Under	–1	—	—	call Lone Star	1,750¥	—
•	Security Chipping (p. 50)	Legal
An Electronics B/R (10) test is needed to break the lock, with a base time of 15 minutes.

Mount	Conceal	Rating	Weight	Availability	Cost	Street Index
Top or Under	—	10	—	4/72 hrs	1,250¥	1
Gun-Cam (p. 50)	Legal
No changes.

Mount	Conceal	Rating	Weight	Availability	Cost	Street Index
Top or Under	-1	—	.25	3/36 hrs	100¥	1.2
Electrothermal Ammo Enhancement (p. 50)	1-J
This modification to the weapon adds a 100-shot battery inside the weapon (battery cost 150¥, Availability 6/48 hrs, Street Index 1). Only weapons using cased ammo can use this modification, and only if the weapon fires at Single-Shot or Semi-Automatic mode. If a Burst-Fire or Full-Automatic weapon is rebuilt to ET, roll 1D6 every Combat Phase the weapon is fired. If the roll is less than, or equal to, the number of rounds fired in that Combat Phase, the gun explodes, exposing the firer to an attack by all remaining ammo (treat as a Burst of the number of rounds left in the weapon).
Weapons with this modification have their Power Level and all ranges increased by 50% (round up). Apply Power Level modifiers (like the +1 from Explosive rounds) to the new Power Level. For example, rebuilding an Ares Predator to ET costs 450¥ for the weapon, plus 675¥ for the modification. Damage would become 14M, while ranges become short 1-8, medium 9-30, long 31-50, extreme 51-90.
As an added bonus, the weapon is insulated from electrical shocks: any electrical attack on the weapon will not harm it. Against magical electrical effects, the gun counts as a Highly Processed Object (target number 10 or higher).
The cost of the modification is usually equal to 150% of the new-price of the weapon, and has an Availability of 10/7 days, and Street Index of 2.

T
eams
Convert all prices from eurodollar (eb) to nuyen (¥) on a one-to-one ratio. Stats for NPCs are for humans; apply metahuman Attribute modifiers as appropriate.
The BI and In Attributes stand for Body Index and Initiative Dice, respectively. If an “H” appears behind the NPC’s armor ratings, the armor is Hardened—that is, attacks with a Power Level less than or equal to the armor’s rating will cause no damage to the wearer at all.
Sphere (p. 52)
Codelock Safeboxes™ have a Barrier Rating 8.
Sphere Driver/Representative
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	4	4	4	3	3	3	3.4	—	3	—	3+1D6	3/2
Skills: Athletics 4, Car 6, Etiquette (Corporate) 2, Firearms 3, Unarmed Combat 2, Winged 2
Cyberware: Chipjack, Cybereyes with Flare Compensation and Low-light, Datajack, Vehicle Control Rig (1)
Gear: Light Armor Jacket (3/2), Pocket Computer (50 Mp), Sternmeyer Stakeout 10 [Shotgun, 10 (m), SA, 9S, 10/20/50/100, 50 Regular rounds], Vehicle (type and model vary)
Threat/Professional Rating: 2/3
Lifetime Escort Service (p. 53)
Average Escort
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	4	4	4	4	3	3	5.8	—	3	.6	3+1D6	4/2
Skills: Biotech (First Aid) 2, Car 4,  Etiquette (Corporate) 3, Etiquette (Street) 5, Firearms 3, Stealth 3, Unarmed Combat 4
Cyberware: Chipjack, Cybereyes with TimeSquare Plus
Bioware: Tracheal Filter (3)
Gear: Colt Alpha-Omega [HP, 10 (c), SA, 9M, 5/20/40/60, Internal Smartlink, Laser Sight, Silencer, 3 clips Regular ammo], Concealable Holster (Pistol), Concealable Holster (SMG), HK MP-2013 [SMG, 35 (c), SA/BF/FA, 6M, Laser Sight, Sound Suppresser, 5 clips Regular ammo], Knife [4L], Lined Coat (4/2)
Threat/Professional Rating: 3/3
C-Team (p. 54)
Air-mobile units have a standard Hughes WK-2 Stallion (p. 53, Rigger Black Book or p. 159, Rigger 2).
Standard C-Team Leader
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	4(6)	4(5)	4(5)	2	3	3	.45	—	3(6)	.8	6+2D6	6/5 Hardened
Skills: Athletics 4, Cybertechnology 2, Firearms 4, Gunnery 1, Leadership 3, Military Theory 4, Unarmed Combat 3
Cyberware: Chipjack, Cyberarms (both arms), Cyberears with Damper, Cyber-eyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Smartlink, Wired Reflexes (1)
Bioware: Muscle Augmentation (1)
Gear: Assault Rifle with 15 clips Regular, Heavy Pistol with 5 clips Regular, MetalGear (6/5 Hardened)
Threat/Professional Rating: 5/3
Heavy Weapon/Demo Trooper
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	5	5	5(6)	2	3	4	1.75	—	4(6)	2.65	6+2D6	6/5 Hardened
Skills: Athletics 3, Demolitions 4, Firearms 4, Gunnery 5, Military Theory 2, Stealth 1, Unarmed Combat 3
Cyberware: Chipjack, Cyberarm (right or left) with Increased Strength (1) and Smartlink, Cyberears with Damper, Cybereyes with Flare Compensation, Low-light and Thermographic, 2× Datajack, Wired Reflexes (1)
Bioware: Adrenal Pump (1), Muscle Augmentation (1), Tracheal Filter (3)
Gear: LMG with 800-round belt Regular or Grenade Launcher with 25 assorted grenades, MetalGear (6/5 Hardened), Plastic Explosives, Radio Detonator, Submachine Gun with 7 clips
Threat/Professional Rating: 5/3

Commo/ECM Trooper
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	4	4(5)	4(5)	2	4	3	1.55	—	4(6)	.8	6+2D6	6/5 Hardened
Skills: Cybertechnology 2, Electronics 4, Electronics (B/R) 5, Firearms (B/R) 1, one Vehicle skill (conc. Remote Operations) 3
Cyberware: Chipjack, Cyberears with Damper, Cybereyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Radio with Commlink-VIII and Crypto Circuit HD (7), Smartlink, Wired Reflexes (1)
Bioware: Muscle Augmentation (1)
Gear: Assault Rifle with 10 clips Regular, Electronics Toolkit, Head-up Display (50 Mp), MetalGear (6/5 Hardened), Remote Control Deck (2), Weapons Toolkit, Wrist Computer (100 Mp)
Threat/Professional Rating: 3/3
Common Trooper
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	4	4	4	2	5	3	.45	—	4(6)	0	6+2D6	6/5 Hardened
Skills: Armed Combat 4, Athletics 4, Demolitions 4, Firearms 4, Gunnery 4, Military Theory 2, Stealth 4, Unarmed Combat 4
Cyberware: Chipjack, Cyberarms (both arms), Cyberears with Damper, Cyber-eyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Smartlink, Wired Reflexes (1)
Gear: Assault Rifle with 20 clips Regular, Knife [4L], 4 Offensive Grenades, MetalGear (6/5 Hardened), Ration Bars (20 days), 3 Smoke or Gas Grenades, Survival Kit
Threat/Professional Rating: 5/3
Cybernetic Intervention Services (p. 57)
Team makeup is the same as a standard C-TEAM (above), but with the extra equipment below:

EMP grenade (p. 47, Chromebook), Biotech-Askari motion restraint bombs (p. 48, Chromebook), Sharpwire net underbarrel mount (p. 58, Chromebook 2), Pursuit Security, Inc. webgun (p. 37, Chromebook 2), Techtronica M-40 pulse rifle (p. 39, Chromebook 2)
Sharpwire Net Under-Barrel Mount (p. 58)	Legal
Clips to the under-barrel mount of a weapon, and is a one-shot net gun (treat as a normal net, p. 72, Street Samurai Catalog), which can not be reloaded. This weapon uses Taser ranges.

Mount	Conceal	Weight	Availability	Cost	Street Index
Under	–2	2	5/4 days	450¥	2
Gauss Field Projector EX (p. 58)
Not available.
Orion (p. 58)
Team Leader
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
5(6)	5(6)	5(6)	3	5	5	.7	—	5	1.6	5+2D6	6/5 Hardened
Skills: Armed Combat 5, Athletics 6, Etiquette (Corporate) 4, Etiquette (Street) 5, Firearms 6, Leadership 6, Military Theory 4, Stealth 7, Unarmed Combat 5
Cyberware: Boosted Reflexes (1), Bone Lacing (1), Chipjack, 2× Datajack, Muscle Replacement (1), Olfactory Booster (4), Smartlink, Vehicle Control Rig (1)
Bioware: Orthoskin (2), Pain Editor
Gear: Arasaka WSA [Heavy Pistol, 15 (c), SA, 9M, 5/15/30/50, Internal Smartlink, Silencer, 3 clips Regular ammo], MetalGear (6/5 Hardened), Militech Bulldog [Shotgun, 21 (c), SS/BF/FA, 9S, 10/20/50/100, Internal Smartlink, 5 clips APDS]
Pocket Computer (50 Mp), Smartgoggles with Low-light, Tanaka *Exec* Line suit (0/0), Wrist-Model Phone with Flip-Up Screen
Threat/Professional Rating: 4/3
MedTech
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	4	4	4	3	4(5)	4	4.3	—	4	0	4+1D6	3/1
Skills: Biology 5, Biotech 7, Cybertechnology 6
Cyberware: Cyberhand with Air Hypo, 2x Datajack, Encephalon (1), Skillwires (3), Softlink (2)
Gear: Malorian Arms Sub-Flechette Gun [SMG, 10/30 (c), BF/FA, 6S(f), Improved Gas Vent (3), 5 clips Flechette], MedicGear Combat Medical Armor, Medkit, Medkit Supplies, Skillsofts [Firearms 3, Unarmed Combat 3, Stealth 3], Smartgoggles with Low-light and Thermographic, Stabilization Unit (2)
Threat/Professionality Rating: 3/3

Basic Operative
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	5	5	5	3	4	4	4.3	—	4	0	4+1D6	6/5 Hardened
Skills: Armed Combat 4, Athletics 5, Etiquette (Street) 4, Firearms 4, Stealth 6, Unarmed Combat 5
Cyberware: Chipjack, Datajack, Muscle Replacement (1), Retractable Spurs
Gear: 4× AFR-7 Flash Grenade, 4× Defensive Grenade, 2× EMP Grenade, Federated Arms Light Assault 15 [AR, 30 (c), SA/BF, 8M, 15/40/100/250, Internal Smartlink, 10 clips APDS], MetalGear (6/5 H)
Threat/Professional Rating: 4/3
Netrunner
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	4	4	3	4	5	4	4.1	—	4	.6	4+1D6	3/0
Skills: Computer 8, Computer (B/R) 7, Cybertechnology 5, Electronics 6
Skillsofts: Firearms (SMG) 3, Stealth 4
Cyberware: 3× Datajack, Encephalon (1), Skillwires (4)
Bioware: Pain Editor
Gear: Armor Clothing (3/0), Fuchi Cyber-6 Cyberdeck [Bod-5, Evasion-5, Masking-5, Sensors-5, Analyze-4, Attack-6, Deception-6, Sleaze-6, Slow-5], Militech Viper [SMG, 40 (c), SA/BF/FA, 6M, 10/40/80/150, 5 clips Regular]
Threat/Professionality Rating: 4/3
Autojoks (p. 61)
A Typical Autojok
	B	Q	S	C	I	W	E	M	R	BI	In	Armor
	3	3	2	4	5	4	5.2	—	4	0	4+1D6	5/3
Skills: Computer (Software) 6, Computer (B/R) 7, Electronics 6, Etiquette (Street) 4, Firearms (Pistol) 4, Unarmed Combat 3
Cyberware: Chipjack, 3× Datajack
Gear: Arasaka WSA [Heavy Pistol, 15 (c), SA, 9M, 5/15/30/50, Internal Smartlink, Silencer, 3 clips Regular ammo], Concealable Holster, Fuchi Cyber-4 Cyberdeck [Response Increase (2), Bod-6, Evasion-6, Masking-8, Sensors-7, Analyze-5, Attack-6, Browse-8, Deception-6, Medic-5, Mirrors-4, Sift-3, Sleaze-6]
Threat/Professional Rating: 4/3
F
ull Body Replacement

Full borgs are described adequately on pp. 63-65 of Chromebook 2, but the following additions need to be made for their use in Shadowrun.
Full ’borgs can only be created by clinics capable of cybermancy. Since there are about 5 or 6 of these in the world, don’t expect to see ’borgs on every street corner just yet… Even if, due to the character taking custom-grade cyberware, the Essence cost drops to or below 6, cybermancy is still required.
Body, Quickness, and Strength are those listed in the ’borg’s stats; these figures totally replace those of the original character (hey, you are replacing almost all of your meat…). The character’s Mental Attributes remain as they were.
If the character had any bioware or cyberware before being transformed into a full borg, the gamemaster decides for each item whether or not it can stay. Mostly, things that don’t affect the brain and/or digestive system must be removed while others can be left in place, though the doctors may simply decide to remove everything. Instead of each ’borg having a rating that indicates for how many Body and Essence points of bioware and cyberware can be installed, the ’borg has been given an Essence cost, very simple. You can install as much extra cyberware and bioware as you want (up to gamemaster’s discretion, as always) but must pay the normal Body or Essence costs for it, getting yourself further in trouble as far as cybermancy is concerned…
All full ’borgs come equipped as standard with an automatic-medication system and an invoked memory stimulator (see Cybertechnology page 80 for both). These are not listed in their descriptions but you can bet your ass they’re included in the overall product. Yes, even if the ’borg’s Essence cost is less than 6.
Although all full ’borgs have a nuyen price listed in their description, ignore this. FASA has given no prices for cybermancy because it’s so damn expensive that no runner can pay for it anyway, and anyone foolish enough to pay for a shadowrunner getting a full body conversion can pay the bill for the ’ware involved easily.

The Essence costs given below have been calculated by adding up all the cyberware fitted into the ’borg in question. Each ’borg is assumed to have four cyberlimbs, a cybertorso, a cyberskull, a datajack, and an invoked memory stimulator (a total cost of 6.7 Essence), onto which the other bits are added. Essence cost is for standard-grade cyberware; if you want alpha, beta, or delta grade simply multiply the entire ’borg’s Essence cost by the appropriate multiplier for that cyberware. Most full ’borgs would be built at least as beta-grade, to cut down on the Essence loss, and thereby making he surgeon’s task easier. Full ’borgs are not available as second-hand models.)
 
Alpha Class (p. 66)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 10.7
Unarmed Combat Damage: (str+1)M Stun
Armor (B/I): 3/3

Aquarius (p. 67)
Body: 8
Quickness: 7 ×3 (underwater: 7 ×4)
Strength: 12
Essence Cost: 14.75
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Sonar: 1 km range. If a full-power sonar pulse (“ping”) is directed at a human at close range (20 m), the person must resist 10L Stun damage. Essence cost: .3
Spotlights: 100 m range, varies depending on conditions. When used at close ranges, can function the same way as a flash grenade (p. 44, Street Samurai Catalog). This only works above water. Essence cost: .4
Weapon Options
Electrified Hull: Use requires a successful melee attack. Damage is 10S Stun + Shock Weapon rules (p. 103, SRII/p. 124, SR3). This electrifies the entire surface of the borg. Essence cost: .6
Other Options
Caterpillar Drive: Maximum speed is approx. 45 km/h (equivalent to Quickness 35, counts as running) underwater. Essence cost: 1.2
Long-Range Radio: Range 50 km, with 10 channels. Essence cost: .75
Copernicus (p. 69)
The dual-purpose limbs can act just like arms, but at a +2 modifier to all target numbers due to inferior dexterity.

Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 17.9
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Flare Compensation: Essence cost: .1
Radar Sensor: 2 km range. Essence cost: .3
Radio Beacon: 100 km range. Essence cost: 1

Spotlights: 500 m range, varies depending on conditions. When used at close ranges, can function the same way as a flash grenade (p. 44, Street Samurai Catalog). Essence cost: .4
Other Options
Dual-Purpose Limbs: These can act just like arms, but at a +2 modifier to all target numbers due to their inferior dexterity. Essence cost: 1 per limb
Electromagnetic Shielding: Hardened surface and heat-reflective surface. Essence cost 1
Grapple Line: 20 m range, otherwise treat as grapple gun (p. 43, Street Samurai Catalog/p. 195, SR3). Essence cost: .7
Gyroscope: Gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after taking damage (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3). Essence cost: .1
Maneuver Verniers and Back Thruster: This system gives –2 modifier to the target number of any test made to maneuver in zero-G, and allows acceleration of 5 m/s2. There are 20 seconds of burn for the thruster, and 12 hours of maneuvering for the verniers. Refuelling pods cost 5,000¥ each. Essence cost: 2
Magnetic Hands & Feet: Essence cost: .2
Toolhand: Contains a powerful screwdriver, a vac-solderer, a micro-probe, and a small wirecutter. Essence cost: .3
Eclipse (p. 71)
Body: 6
Quickness: 9 ×3
Strength: 10
Essence Cost: 17.6
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Damper: p. 260, SRII/p. 299, SR3. Essence cost: .1
Hearing Amplification: p. 78, Street Samurai Catalog. Essence cost: .2
Homing Tracer: A standard signal locator, p. 258, SRII/p. 292, SR3. Essence cost: .2
Radio with level 4 Crypto Circuit HD: p. 260, SRII/p. 298, SR3 and p. 77, Street Samurai Catalog. Essence cost: .75 for radio, .1 for Crypto Circuit HD
Weapon Options
Dartgun, Finger-Bomb, Gas Sprayer, and Lock-Pick Fingers: see p. 32, Chromebook. Essence cost: —
Retractable Monoblade: A retractable hand blade, p. 36, Cybertechnology/p. 302, SR3. Essence cost: .25
Silenced Pop-Up Gun: A Light Pistol cybergun (p. 86, Street Samurai Catalog) with silencer and smartlink. Essence cost: .35 for pistol, .1 for silencer, .25 for smartlink
Venomhand: Not available.
Other Options
Chameleon Covering: The whole body is covered in ruthenium polymers (p. 94, Shadowtech) giving observers a +4 modifier to target numbers to spot the Eclipse. Essence cost: —

ECM Generator: Gives the Eclipse an ECM/ECCM rating of 4 (p. 184, SRII/p. 289, SR3). Essence cost: .7
Gyro-Balancer: Gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after taking damage (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3). Essence cost: .1
Grip Foot: Gives the user an extra die for Athletics (Climbing) skill tests. Essence cost: .6
IR Thermal Dam: Gives all observers using Thermographic vision a +5 modifier to all target numbers to spot the Eclipse. Essence cost: .5
Pain Editor: p. 26, Shadowtech. Body cost: .6
Secret Spaces: 5 cm × 15 cm × 5 cm large, one in each leg. Essence cost: —
Sound Canceller: Gives all listeners a +3 modifier to all target numbers to hear the Eclipse. Essence cost: .5
Stealth Foot: Gives the user an extra die for Stealth skill tests in order to move silently. Essence cost: .2
Wired Reflexes level 1: p. 261, SRII/p. 302, SR3. Essence cost 2
Enforcer (p. 73)
Body: 6
Quickness: 10 ×4
Strength: 10
Essence Cost: 15.6
Unarmed Combat Damage: (str+2)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Thermographic, Low-light, and Flare Compensation: p. 260, SRII/p. 300, SR3. Essence cost: .2
Vision Magnification level 1: p. 85, Street Samurai Catalog/p. 300, SR3. Essence cost: .1
Video Recorder: A Video Link, p. 84, Street Samurai Catalog. Essence cost: .5
Weapon Options
Grenade Storage: Can hold 3 hand grenades or bombs of any type. Essence cost: .3
Leg Holster: Can hold any type of pistol or small SMG (gamemaster’s decision), as well as a spare clip of ammo. Essence cost: .4
Taser Grips: Cyberarm Tasers, p. 36, Cybertechnology. Essence cost: 0
Other Options
Black Book Micro-Computer: See p. 15, Chromebook 2. Essence cost: .4
Boosted Reflexes level 1: p. 87, Street Samurai Catalog/pp. 302-303, SR3. Essence cost: .5
Headware Memory: 120 Mp headware memory, to store video images. Essence cost: 1.2
Light Bars: Cannot be used as blinders, just as signals. Essence cost: .2
Striptape Dispenser: Holds 12 plastic restraints (p. 258, SRII/p. 294, SR3). Essence cost: .2

Brimstone (p. 74)
Body: 7
Quickness: 7 ×3
Strength: 11
Essence Cost: 16.15
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Hearing Amplification with Damper and level 5 Select Sound Filter: pp. 78 and 82, Street Samurai Catalog and p. 260, SRII/p. 299, SR3. Essence cost: .2 for Hearing Amplification, .1 for Damper, .2 for Select Sound Filter.
Radar Sensor: 100 m range. Essence cost: 1
Radio: p. 260, SRII/p. 298, SR3. Essence cost: .75
Other Options
CO2 Fire Extinguisher: If used as a weapon, target must roll a Quickness (6) test to avoid being blinded for 1D6÷2 turns. Essence cost: .7
Light Bars: These can not be used to blind, just as signals. Essence cost: .2
Pain Editor: p. 26, Shadowtech. Body Cost: .6
Waterhose System: See water cannon, p. 253, SRII/p. 307, SR3. Essence cost: 1.3
Gemini (p. 76)
To notice that this is not a real human requires a Perception (10) test. If using thermographic vision or a Scanman, or other such sensors, the target number drops to 3. Astral perception immediately reveals the Gemini to be a ‘borg. The actual Body and armor ratings can not be increased.

Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 11.7
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3

Options Packages
Other Options
“Disguise” Option: This allows the cyborg to alter its skin tone and facial features, effectively giving the borg 2 extra dice to roll on a skill test to disguise itself. This is not a standard feature, but costs 10,000¥. Essence cost: .5
Sexual Implant: No changes. Essence cost: .5

Wingman (p. 77)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 16.8
Unarmed Combat Damage: (str–1)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Flare Compensation: p. 260, SRII/p. 300, SR3. Essence cost: .1
Locator Beacon: A radio signal with 100 km range. Essence cost: .3
Optical Magnification level 3: p. 85, Street Samurai Catalog/p. 300, SR3. Essence cost: .2
TimeSquare Plus: p. 38, Chromebook. Essence cost: .3
Weapon Options
Leg Holster: Can hold any pistol or small SMG, plus one clip of ammo. Essence cost: .4
Survival Blade: A retractable spur, p. 261, SRII/p. 302, SR3. Essence cost: .3
Other Options
Datajacks: Two extra datajacks, p. 260, SRII/p. 298, SR3. Essence cost: .2 per datajack
Gyroscope: Gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after taking damage (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3). Essence cost: .1
Parachute: Cannot work under 70 m. Essence cost: 1
Vehicle Control Rig level 2: p. 261, SRII/p. 302, SR3. Essence cost: 3
Samson (p. 79)
Body: 9
Quickness: 7 ×3
Strength: 14
Essence Cost: 15.8
Unarmed Combat Damage: (str+2)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Flare Compensation: p. 260, SRII/p. 300, SR3. Essence cost: .1
Radiation Detector: No changes. Essence cost: .7
TimeSquare Plus: p. 38, Chromebook. Essence cost: .3
Other Options
Arc Welder: Can cut through Barrier Rating 12, and does 8D damage if used as a weapon (use one-half Impact armor). Has a Firesetting rating of 6. Essence cost: 1.2
Radiation Shielding: No changes. Essence cost: —
Techscanner: Allows the user to roll 1 extra die for any Build/Repair skill. Essence cost: .6
Toolhands: No changes. Essence cost: .3 per hand
Dragoon (p. 81)
Use the full Impact armor value against lasers, instead of halving it. The Behavioral Inhibitor Program does what is described on p. 82 of the Chromebook 2, but also effectively halves the Borg’s Intelligence stat (rounding up).

Body: 10
Quickness: 17 ×4
Strength: 16
Essence Cost: 19.9
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 4/4 (Hardened)

Options Packages
Sensor Options
Cyberaudio: has the following audio installed (cannot be changed): hearing amplification, damper, eadio, crypto circuit HD (9), commlink (6). Total Essence cost: 1.45
Front Optic Mount: has the following optics installed (cannot be changed): low-light, thermographic, electronic magnification (3), flare compensation, TimeSquare Plus. Total Essence cost: .9
Twin Sensory Booms: No changes. Essence cost: —
Weapon Options
none installed, but all four limbs have quick-change mounts.
Other Options
Ambidexterity Subprocessor No changes. Essence cost: .1
Ammo Hopper: No changes. Essence cost: —
Autoinjector: No changes. Essence cost: .1
Black Box Recorder Every minute of recording requires 1 Mp; comes with 60 Mp memory. Essence cost: 1
Chipware Socket: Level 4 skillwires with built-in chipjack (p. 261, SRII/pp. 298 and 302, SR3). Total Essence cost: .8
Combat Crystal: +1 to Initiative and 1 extra die for Perception tests. Essence cost: .4
Chronometer: No changes. Essence cost: —
Environmental Assimilation System: If the Dragoon is standing still, observers get a +2 modifier to all target numbers to spot it, +1 if it is moving. Essence cost: 1.1
IFF Transponder: No changes. Essence cost: .15
Interchangable Biopod: No changes. Essence cost: 2
IR Thermal Dam: Gives all observers using Thermographic vision a +5 modifier to all target numbers to spot the Dragoon. Essence cost: .5
Locator Beacon: A rating 5 standard tracking signal (p. 258, SRII/p. 292, SR3). Essence cost: .05
Micro-Computer: No changes. Essence cost: .4
Pain Editor: p. 26, Shadowtech. Body cost: .6
Satellite Link: No changes. Essence cost: .5
Shielding: No changes. Essence cost: —

Options for Full Body Conversions
Stylization (p. 84)
A monstrous appearance can give a –1 or –2 modifier to tests made to intimidate people (p. 90, Shadowrun Companion/pp. 93-94, SR3). Price varies.
Increased SP (p. 84)
Each point of Ballistic armor costs 2,000¥, each point of Impact armor costs 1,500¥.
Increased SDP (p. 84)
Not available.
Increased Stats (p. 85)
Attribute increases have costs as shown below. These increases are in addition to any other cyber or bioware increases that may be fitted to the ’borg. Essence Cost is per +1 increase; Quickness increase carries over to Reaction as normal.

Attribute	Max increase	Essence Cost	Availability	Cost	Street Index
Body	+4	.5	—	10,000¥	—
Quickness	+5	.5	—	15,000¥	—
Reaction	+3	.5	—	20,000¥	—
Shielding (p. 85)
No changes. Essence cost: —; price: 20,000¥.
Quick-Change Mounts (p. 85)
Weapons do not take up “spaces.” 2,000¥, Essence cost: —.
Interchangable Biopod (p. 85)
No changes. Essence cost: 2; price: 200,000¥.
Longevity Module (p. 85)
No changes. Essence cost: 1.4; price: 150,000¥.
V
ehicles

	Aerodynes
All aerodynes are vectored thrust low-altitude vehicles, similar to T-birds but for civilian applications. They are extremely uncommon in Shadowrun, for this reason double their Availability target number and time, as well as their Street Index.
Chassis and Engines
To facilitate the design of many of the vehicles from the Chromebooks under the Rigger 2 rules, some new chassis and engines need to be added.

				Starting	Max					Landing/	Design
	Handling	Body	Armor	CF	CF	Autonav	Sensor	Seating	Entry pts	Takeoff	Pts
Aerodyne (S)	4	3	0	3	25	2	0	2b	2	VSTOL	950
Aerodyne (M)	5	4	0	5	40	2	0	2b+1B	2	VSTOL	1,650
Aerodyne (L)	5	5	0	7	150	2	0	2b+2b+1B	2+2	VSTOL	2,000
Zeppelin (M)	6	11	0	750	7,500	1	1	2b	2	VTOL	3,000
Zeppelin (L)	8	15	0	1,250	30,000	1	1	2b	2	VTOL	6,000

	SPEED	ACCEL	LOAD	ECONOMY	Fuel Size	Design
	Starting	Max	Starting	Max	Starting	Max	Sig	Starting	Max	(Starting)	Pts
								(in km/l)	(in km/l)	(in liters)
JET PROPELLERS
Aerodyne (S)	45/150	45/600	14	21	250	800	5	0.5	1.1	500	600
Aerodyne (M)	50/150	50/570	12	19	350	1,000	4	0.35	1	650	850
Aerodyne (L)	50/160	50/500	9	16	500	1,300	3	0.25	0.75	750	1,100
Zeppelin (M)	60	250	6	23	5,000	15,000	2	0.75	2	2,000	500
Zeppelin (L)	40	200	3	16	5,000	40,000	2	0.5	1.5	2,000	750

JET TURBINES
Aerodyne (S)	80/200	80/650	28	70	3,000	10,000	2	0.2	0.3	700	1,000
Aerodyne (M)	100/225	100/700	25	65	5,000	15,000	1	0.1	0.3	1,000	1,500
Aerodyne (L)	100/200	100/650	20	55	7,500	22,500	1	0.1	0.25	1,200	2,200
Zeppelin (M)	105	375	8	23	7,000	20,000	1	0.25	0.5	2,000	750
Zeppelin (L)	70	350	5	17	7,000	50,000	1	0.10	0.25	2,000	1,000
•	AV-3 “Aerocop” (p. 87)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Aerocop	4*	330/465*	4/2	4*	3	1,500,000¥
Seating: twin bucket seats (ejection) + twin bench	Access: 2 standard
Economy: .5 km per liter	Fuel: IC/1,200 liters
Cargo/Storage: 5 CF trunk
Accessories: crash cage, computer link to police HQ, loudspeaker, 
police strobe lights, radio, spotlight
* when on the ground (using its wheels), the AV-3 has Handling 4/8, Speed 80/200, and Signature 7
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	100/310	65	4	2	1
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	0	4,670
Seating: 2 ejection bucket seats + 2 bench	Setup/Breakdown: NA
Entry Points: 2	Landing/Takeoff: VSTOL
Fuel: Jet (1,000 liters)	Economy: .1 km/liter
Point Value: 3,720	Cost: 1,860,000¥
Template: Aerodyne (M)	Reference: Chromebook 2
Other Features: Concealed armor, crash cages (front seats only),
electronics port, remote mini turret (excl. weapon)
•	Family Flier (p. 88)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Family Flier	5	100/200	3/1	0	2	500,000¥
Seating: twin + quad bucket seats	Access: 2 standard + double-size rear
Economy: 1 km per liter	Fuel: IC/400 liters
Cargo/Storage: 4 CF trunk	Accessories: APPS™
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	100/225	33	4	1	1
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	4	4,320
Seating: 2 bucket + 2 bucket + 2 bucket	Setup/Breakdown: NA
Entry Points: 2 doors + 2 double-sized	Landing/Takeoff: VSTOL
Fuel: Jet (1,070 liters)	Economy: .3 km/liter
Point Value: 3,738	Cost: 935,000¥
Template: Aerodyne (M) 	Reference: Chromebook 2
Other Features: APPS™, concealed armor
•	Nissan Ford FanMaster (p. 89)
No changes.
SRII Stats
The FanMaster can not float if more than 100 CF of cargo is loaded. The enclosed-van model costs 20,000¥ extra.
	Handling	Speed	B/A	Sig	Apilot	Cost
FanMaster	5*	35/135*	3/2	4	2	200,000¥
Seating: triple bucket seats	Access: 2 standard
Economy: 8 km per liter	Fuel: IC/100 liters
Cargo/Storage: 300 CF storage	Accessories: boat hull modification
* in water, Handling is 6, and Speed is 3/7.
SR3 Stats
The FanMaster can not float if more than 250 kg of cargo is loaded. The enclosed-van model costs 20,000¥ extra.
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	90	10	4	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	100	750
Seating: 3 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Diesel (400 liters)	Economy: 2 km/liter
Point Value: 866	Cost: 220,000¥
Template: Medium Hovercraft 	Reference: Chromebook 2
Other Features: Concealed armor, hovercraft water seals
•	Mach (p. 89)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Mach	3	265/665	2/1	2	3	1,300,000¥
Seating: twin bucket seats	Access: 2 standard
Economy: .5 km per liter	Fuel: IC/1,200 liters
Cargo/Storage: 2 CF trunk	Accessories: audio and video entertainment system
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	100/445	65	4	1	1
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	5	5,020
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: VSTOL
Fuel: Jet (1,200 liters)	Economy: .3 km/liter
Point Value: 3,990	Cost: 1,500,000¥
Template: Aerodyne (M) 	Reference: Chromebook 2
Other Features: Audio and video entertainment system, 
concealed armor
•	Swan (p. 90)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Swan	5	135/265	3/2	4	3	800,000¥
Seating: twin + single bucket seats	Access: 2 standard
Economy: .6 km per liter	Fuel: IC/1,200 liters
Cargo/Storage: 5 CF trunk	Accessories: APPS™, crash cage

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	100/265	45	4	2	1
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	5	4,830
Seating: 2 bucket seats + 1 bucket seat	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: VSTOL
Fuel: Jet (1,200 liters)	Economy: .3 km/liter
Point Value: 3,810	Cost: 1,450,000¥
Template: Aerodyne (M) 	Reference: Chromebook 2
Other Features: APPS™, crash cage
Ground Cars
•	Crowder (p. 91)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Crowder	5/10	25/55	1/1	6	1	9,000¥
Seating: twin bucket seats	Access: 2 standard
Economy: 2 PF per km	Fuel: Elec/250 PF
Cargo/Storage: 2 CF trunk
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	75	4	3	0	5
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	2	40
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Electric (320 PF)	Economy: 1 km/PF
Point Value: 255	Cost: 25,500¥
Template: Commuter/Subcompact 	Reference: Chromebook 2
Other Features: none
•	The Max Interceptor (p. 92)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Max Interceptor	3/8	65/240	2/2	2	2	140,000¥
Seating: twin bucket seats + bench	Access: 2 standard
Economy: 8 km per liter	Fuel: MultiF/160 liters
Cargo/Storage: 2 CF trunk
Accessories: both bucket seats have Armor 2, fire extinguisher, 
loudspeaker, police radio, police strobe light, satellite uplink for 
onboard computer, spotlight

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/8	160	12	3	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	—	2	5
Seating: 2 bucket seats + 1 bench	Setup/Breakdown: NA
Entry Points: 2 standard	Landing/Takeoff: NA
Fuel: Gasoline (160 liters)	Economy: 8.1 km/liter
Point Value: 514	Cost: 51,500¥
Template: Sportscar	Reference: Chromebook 2
Other Features: Armored bucket seats (armor 2), fire extinguisher, 
loudspeaker, police radio, police strobe light, satellite uplink for 
onboard computer, spotlight
•	The Toyo-Chevrolet ’17 Chevy (p. 92)
Note that this vehicle is now called the ’51 Chevy.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
’51 Chevy	3/7	40/120	2/0	5	1	35,000¥
Seating: twin bucket seats + twin bench	Access: 2 + 2 standard
Economy: 12 km per liter	Fuel: MultiF/40 liters
Cargo/Storage: 6 CF trunk
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/7	120	6	3	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	6	60
Seating: 2 bucket seats + 2 bench	Setup/Breakdown: NA
Entry Points: 2+2 doors	Landing/Takeoff: NA
Fuel: Methane (500 bars)	Economy: 1 km/bar
Point Value: 165	Cost: 16,500¥
Template: Sedan 	Reference: Chromebook 2
Other Features: none
Motorcycles
•	The Ashigaru (p. 93)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Ashigaru	3/8	40/95	1/0	6	1	3,500¥
Seating: 1 front + 1 rear	Cargo/Storage: 1 CF underseat
Economy: 1 PF per km	Fuel: ImpElec/280 PF
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	63	4	2	0	5
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	1	25
Seating: 1 bench	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Electric (115 PF)	Economy: .5 km/PF
Point Value: 70	Cost: 3,500¥
Template: Scooter 	Reference: Chromebook 2
Other Features: none
•	
The Bermuda (p. 94)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Bermuda	3/5	60/205	2/0	2	1	15,000¥
Seating: 1*	Cargo/Storage: 0 CF*
Economy: 25 km per liter	Fuel: MultiF/20 liters
Accessories: off-road suspension (1)
* the standard model can carry only one passenger. For 1,000¥ extra, the bike can be fitted with a special seat which allows carrying another passenger or 4 CF of cargo.
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/5	137	10	2	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	0	50
Seating: 1 bucket	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (30 liters)	Economy: 16 km/liter
Point Value: 209	Cost: 10,500¥
Template: Racing Cycle 	Reference: Chromebook 2
Other Features: none
•	The Darkwing (p. 94)
No changes.

	Handling	Speed	B/A	Sig	Apilot	Cost
Darkwing	4/4	40/135	2/1	3	1	9,000¥
Seating: 1	Cargo/Storage: 1 CF underseat
Economy: 30 km per liter	Fuel: MultiF/20 liters
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/4	90	4	2	1	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	1	40
Seating: 1 bucket	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Methane (300 bars)	Economy: 2 km/bar
Point Value: 254	Cost: 12,500¥
Template: Off-Road Bike 	Reference: Chromebook 2
Other Features: Concealed armor, off-road suspension (1)

Aircraft and Mini-Jets
•	GD F-36 Comet (p. 95)
If a Comet takes Serious damage or higher, roll 2D6 each turn. If the roll is 4 or less, the computers lose control and the Comet crashes. 
SRII Stats
The aircraft carries a centerline hardpoint and one firmpoint on each wing. All are mounted forward. The hardpoint has 3 CF of dedicated ammo storage, and is normally fitted with a Victory rotary assault cannon (p. 124, Rigger Black Book). Each firmpoint has 1 CF of dedicated ammo storage.

	Handling	Speed	B/A	Sig	Apilot	Cost
F-36	1	830/1,860	7/2	5	3	4,500,000¥
Seating: single bucket seat (ejection)	Access: 1 canopy
Economy: .5 km per liter	Fuel: 2,000 liters
Cargo/Storage: 1 CF underseat	Landing/Take-off Profile: STOL/STOL
Sensors: Military I (6)	ECM: Military I (4)
Accessories: centerline Hardpoint (forward), fly-by-wire system,
2 wing-mounted Firmpoints (forward)
SR3 Stats
The aircraft carries a centerline hardpoint and one firmpoint on each wing. All are mounted forward. The hardpoint has 3 CF of dedicated ammo storage, and is normally fitted with a Victory rotary assault cannon (p. 92, Rigger 2) with 1,000 rounds of ammunition.

	Handling	Speed	Acceleration	Body	Armor	Signature
	2	150/1,865	55	7	2	5
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	6	1	1,190
Seating: 1 bucket seat (ejection)	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: STOL
Fuel: Jet (2,500 liters)	Economy: .3 km/liter
Point Value: 14,845	Cost: 16,500,000¥
Template: Jumpjet Fighter 	Reference: Chromebook 2
Other Features: Drive-by-wire (increases Acceleration), 2× 
external firmpoint, internal hardpoint
•	MDD F-33 Wasp (p. 96)
No changes.
SRII Stats
Comes with a forward-mounted centerline Hardpoint (with 3 CF of dedicated ammo storage), as well as two firmpoints (with 1 CF of ammo storage each) on each wing. All fire forward. The hardpoint normally mounts a Vigilant rotary autocannon (p. 124, Rigger Black Book).

	Handling	Speed	B/A	Sig	Apilot	Cost
F-33	2	730/1,660	8/2	3	3	3,500,000¥
Seating: single bucket seat (ejection)	Access: 1 canopy
Economy: .5 km per liter	Fuel: 2,500 liters
Cargo/Storage: 2 CF underseat	Landing/Take-off Profile: STOL/Normal
Sensors: Military I (6)	ECM: Military II (5)

SR3 Stats
Comes with a forward-mounted internal hardpoint mounting a Vigilant rotary autocannon (p. 92, Rigger 2) with 500 rounds of ammo, as well as two firmpoints on each wing.

	Handling	Speed	Acceleration	Body	Armor	Signature
	3	150/1,105	55	7	2	5
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	6	2	1,205
Seating: 1 bucket seat (ejection)	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: STOL
Fuel: Jet (3,350 liters)	Economy: .3 km/liter
Point Value: 12,005	Cost: 12,500,000¥
Template: Jumpjet Fighter 	Reference: Chromebook 2
Other Features: 4× external firmpoint, internal hardpoint
•	Fed-Boeing Falcon (p. 96)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Falcon	4	135/400	4/1	4	2	2,500,000¥
Seating: twin buckets seats + 6 bench	Access: 2 standard + double size rear
Economy: 2 km per liter	Fuel: 600 liters
Cargo/Storage: 50 CF cargo	Landing/Take-off Profile: VSTOL/VSTOL
Sensors: Enhanced (2)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	135/280	20	6	1	4
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	2	50	495
Seating: 2 bucket seats + 6 folding benches	Setup/Breakdown: NA
Entry Points: 2 doors + 1 double-sized	Landing/Takeoff: VSTOL
Fuel: Jet (600 liters)	Economy: 2 km/liter
Point Value: 1,391	Cost: 350,000¥
Template: Twin Engine (Jet Propeller) 	Reference: Chromebook 2
Other Features: Concealed armor
•	GD Hummingbird (p. 97)
Taking off from a skyscraper requires a Handling Test, with a +4 modifier to the target number. Failure means a crash (either into the ground or into the skyscraper).
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Hummingbird	3	400/800	4/2	2	3	1,500,000¥
Seating: twin + eight bucket seats	Access: 2 standard
Economy: .25 km per liter	Fuel: 4,000 liters
Cargo/Storage: 5 CF storage	Landing/Take-off Profile: VTOL/VSTOL
Sensors: Enhanced (2)	ECM: Security II (2)
Accessories: EnviroSeal™, fire extinguisher, Life Support System 
(100 man-hours), telecom with 100 Mp, wet-bar

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	535	30	6	2	3
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	2	4	400
Seating: 2 bucket seats + 8 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: VSTOL
Fuel: Jet (2,400 liters)	Economy: .5 km/liter
Point Value: 2,968	Cost: 1,113,000
Template: Twin Engine (Turbine) 	Reference: Chromebook 2
Other Features: Concealed armor, EnviroSeal™, fire extinguisher, 
life support system (100 man-hours), telecom with 100 Mp, wet-bar
•	Lockheed-Cessna Pinto (p. 98)
No changes.
SII Stats
Has two forward-mounted hardpoints in the fuselage, and carries two firmpoints under each wing, also forward-firing. Each hardpoint and each firmpoint has 2 CF of dedicated ammo storage. Each hardpoint is normally fitted with a Victory rotary assault cannon (p. 124, Rigger Black Book).

	Handling	Speed	B/A	Sig	Apilot	Cost
Pinto	3	265/600	6/2	4	2	10,500,000¥
Seating: twin + twin bucket seats (ejection)	Access: 2 canopies
Economy: 1.25 km per liter	Fuel: 2,000 liters
Cargo/Storage: 4 CF underseat	Landing/Take-off Profile: STOL/STOL
Sensors: Military II (7)	ECM/ECCM: Military I (4)/Military I (4)
Accessories: all bucket seats have Armor 2, Integrated Controls
SR3 Stats
Has two forward-mounted hardpoints in the fuselage, and carries one firmpoint under each wing, also forward-firing. Each hardpoint is fitted with a Victory rotary assault cannon (p. 92, Rigger 2) with 2,000 rounds of ammunition.

	Handling	Speed	Acceleration	Body	Armor	Signature
	3	135/400	20	6	2	4
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	7	4	1,400
Seating: 2 ejection bucket seats + 2 ejection bucket seats	Setup/Breakdown: NA
Entry Points: 2 canopies	Landing/Takeoff: STOL
Fuel: Jet (2,000 liters)	Economy: 1.25 km/liter
Point Value: 6,387	Cost: 6,400,000¥
Template: Twin Engine (Jet Propeller) 	Reference: Chromebook 2
Other Features: Armored bucket seats (level 2), ECCM (4), ECM
(4), 2× firmpoint, 2× hardpoint
Airships
•	India Sky-Barge (p. 99)
SRII Stats
Can carry up to 6,000 CF worth of cargo, strung underneath the ship, without speed loss. Speed is decreased to 30/60 when carrying up to 10,000 CF underneath the ship.

	Handling	Speed	B/A	Sig	Apilot	Cost
India	6	40/80	6/6	7	2	10,000,000¥
Seating: twin + quad bucket seats	Access: 2 standard
Economy: 1 km per liter	Fuel: MultiF/12,000 liters
Cargo/Storage: 2 CF underseat	Landing/Take-off Profile: VTOL/VTOL

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	6	80	6	11	6	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	1	338	11,270
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: VTOL
Fuel: Jet (12,000 liters)	Economy: 1 km/liter
Point Value: 6,170	Cost: 925,500¥
Template: Jet Propeller Medium Zeppelin	Reference: Chromebook 2
Other Features: concealed armor, living amenities (improved, 
6 people)
•	 “Madison Avenue” Blimp (p. 100)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Madison Avenue	6	20/45	5/1	9*	3	2,500,000¥
Seating: 1 bench	Access: 1 hatch
Economy: .5 km per liter	Fuel: IC/2,000 liters
Accessories: 6 m × 12 m electronic projection screens,
spotlights, video cameras
* Signature drops to 2 when the projection screens are turned on.
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	6	45	8	8	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	1	52	830
Seating: 1 bench	Setup/Breakdown: NA
Entry Points: hatch	Landing/Takeoff: VTOL
Fuel: Jet (2,000 liters)	Economy: .5 km/liter
Point Value: 1,835	Cost: 183,500¥
Template: Jet Propeller Zeppelin	Reference: Chromebook 2
Other Features: Concealed armor, electronic port
•	Sky Queen Cruise-Liner (p. 100)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Sky Queen	5	55/135	10/9	7	4	20,000,000¥
Seating: twin + twin bucket seats	Access: 2 + 4 standard
Economy: .1 km per liter	Fuel: 32,000 liters
Cargo/Storage: 50 CF	Accessories: 3 bars, crew compartment for 20 people, sleeping accommodations for 150 people, 2 restaurants
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	135	5	15	9	1
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	1	215	37,500
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 4 doors	Landing/Takeoff: VTOL
Fuel: Jet (32,000 liters)	Economy: .1 km/liter
Point Value: 22,981	Cost: 5,745,000¥
Template: Turbine Large Zeppelin	Reference: Chromebook 2
Other Features: Concealed armor, ECM (3), internal rocket 
mounts (6), living amenities (basic, 20 people; high, 150 people)
E
xotics

Cyberpunk 2020 uses different names for surgery, so use the following conversion chart to change them over to Shadowrun terms. See page 53 of Cybertechnology and page 114 of SRII for details about these types of surgery. (Unfortunately, SR3 doesn’t include details for elective surgery, so you’ll have to refer to one of the other books.)

Cyberpunk	Shadowrun
Negligible (N)	Minor Cosmetic
Minor (M)	Minor Invasive
Major (MA)	Major Invasive
Critical (CR)	Drastic Invasive

As far as therapy is concerned, use the rules given on pp. 101-102 of Chromebook 2, but convert the Eurodollar (eb) prices to nuyen on a 1:1 ratio. The “Humanity Points Regained” part of the Therapy Costs And Effects table is not used.

The table for exotic cyberware (p. 102 of Chromebook 2) remains in use, but convert the prices as listed above. The “HL” section of the table is converted as follows: divide the maximum that can be rolled on the listed dice by 20 to find the Body or Essence cost of the item (HL = 3D6, for instance, gives a Body or Essence cost of (3 × 6) ÷ 20 = .9). All items are considered to be bioware (thus having a Body cost), except for natural fangs and claws, retractable claws, digitigrade legs, exoskeleton, frame alteration, behavior chip, and speed grafts. These therefore have an Essence cost.
The surgery type and cost is determined according to the rules on p. 114, SRII, and p. 6, Shadowtech). Availability is 6/7 days, and Street Index is 1 for all conversions.
The notes remain large unchanged, though some need minor adjustments:

B: Mandibles: do (str)L damage in melee combat, but have –1 Reach.
C: Natural Fangs: do no damage.
D: Natural Claws: +2 to all Target Numbers requiring use of fingertips.
G: Combat Tail: does (str)M Stun damage in melee combat, with a +1 Reach. Tails with poison stingers do (str)L for the stingers, plus the poison damage. A stinger tail costs 500¥ more than a regular tail.
H: Digitigrade Legs: if acquired without a tail, reduces the number of meters that may be moved per turn by half (though actual Quickness and Movement Multiplier remain the same) whenever the user is on his feet. If acquired with a tail, the legs allow one extra meter of movement. Digiti-grade Legs cost 100,000¥, not 4,000¥.
I: Fur/Scales/Skinchange: if 3 or less is rolled on 2D6, the subject develops cancer. Curing takes 1D6 months and costs 2,000¥ to 12,000¥.
J: Heavy Scales: gives Ballistic and Impact armor ratings of 1, cumulative with worn armor.
K: Exoskeleton: gives Ballistic and Impact armor ratings of 2, cumulative with worn armor, and reduces Quickness by 2 (never below 1).
M: Behavior Chip: removing a chip requires a Willpower(6) test; each new attempt gets a +1 to the Target Number, with a maximum of +6. The chips have the following ratings (see p. 87, Shadowtech): Addiction 6M, Tolerance 1, Strength 10. These things are almost BTLs, and are not so very legal in most places.
N: ArmorWeave: an addition to orthoskin (p. 17, Shadowtech) and bone lacing (p. 42, Shadowtech), this gives the user +1 Body, +1 Impact armor, and –1 Quickness. The subject must already have orthoskin and bone lacing (both of any level) to buy armorweave.
O: Speed Grafts: Increases the Movement Multiplier for running by +1.
Minor Exotic Package Deals
Me-Yow (p. 104)
Surgeries: Minor Cosmetic, 2× Major Invasive
Total surgery cost: 51,000¥
Body cost: 1.95
Essence cost: —
Price: 13500¥
Hickory, dicoky, dock (p. 104)
Surgeries: Minor Cosmetic, Major Invasive
Total surgery cost: 26,000¥
Body cost: 1.05
Essence cost: —
Price: 11,000¥
Do the Bunney Hop (p. 105)
The bunny tail has a Body Cost of .1, cost 250¥)
Surgeries: 2× Minor Cosmetic
Total surgery cost: 2,000¥
Body cost: .25
Essence cost: —
Price: 1,200¥
Hiss-s-s-s-s (p. 105)
The olfactory boost is a level 3 olfactory booster (p. 62, Shadowtech) installed separately, and not included in the minor facial modification.
Surgeries: Minor Cosmetic, Minor Invasive, Drastic Invasive
Total surgery cost: 256,000¥
Body cost: 1.05
Essence cost: .8
Price: 14,500¥
Fantasy Packages
Some races will need frame alteration in addition to anything listed below; use common sense: a troll converted into a dwarf…?
Elf (p. 105)
Surgeries: Minor Cosmetic
Total surgery cost: 1,000¥
Body cost: .15
Essence cost: —
Price: 1,000¥
Dwarf or Halfling (p. 105)
–1 Quickness due to shorter legs, and Movement Multiplier becomes 2.
Surgeries: Minor Cosmetic, Major Invasive
Total surgery cost: 26,000¥
Body cost: .15
Essence cost: .6
Price: 9,000¥
Ork/Goblin (p. 106)
–1 Charisma.
Surgeries: Minor Invasive, Major Invasive, Drastic Invasive
Total surgery cost: 276,000¥
Body cost: 1.2
Essence cost: 1.2
Price: 20,500¥
Troll/Ogre (p. 106)
–1 Charisma.
Includes muscle replacement (1) and dermal plating (1), p. 261, SRII.
Surgeries: Minor Cosmetic, Major Invasive, 2× Drastic Invasive
Total surgery cost: 526,000¥
Body cost: .15
Essence cost: 2.7
Price: 35,500¥
Fishman (p. 106)
Includes a rating 6 artificial gill (a variant of the air filtration system, p. 261, SRII/p. 302, SR3).
Surgeries: 2× Minor Cosmetic, Drastic Invasive
Total surgery cost: 252,000¥
Body cost: 1.05
Essence cost: .6
Price: 101,000¥
Graftables (p. 106)
includes orthoskin (1), bone lacing (1), and wolvers (Tech Specs p. 17)
Surgeries: 2× Major Invasive, Drastic Invasive
Total surgery cost: 300,000¥
Body cost: 1.4
Essence cost: 1.4
Price: 104,250¥
Major Exotic Packages
The Bear Necissities (p. 106)
Includes muscle augmentation level 2.
Surgeries: 3× Drastic Invasive
Total surgery cost: 750,000¥
Body cost: 3.1
Essence cost: 1.8
Price: 113,500¥
The Superman (p. 107)
Includes muscle augmentation (2), bone lacing (2), boosted reflexes (1), pain editor, Pacesetter 2000 heart, rebreather lungs, Lifesaver SinkWeave, speedgrafts, and retinal modifications (low-light and thermographic).
Surgeries: 6× Drastic Invasive
Total surgery cost: 1,500,000¥
Body cost: 6.25
Essence cost: 2.05
Price: 426,750¥
Hold That Tiger! (p. 107)
Surgeries: Minor Invasive, 3× Drastic Invasive
Total surgery cost: 755,000¥
Body cost: 2.1
Essence cost: 3
Price: 115,000¥
Bug Out! (p. 108)
Slightly Buggy
Includes cybereyes.
Surgeries: Minor Invasive, 2× Major Invasive
Total surgery cost: 55,000¥
Body cost: 1.2
Essence cost: .2
Price: 17,000¥
Bughouse
Includes boosted reflexes (1), olfactory booster (3), cybereyes with low-light, and cyberears.
Surgeries: 4× Drastic Invasive
Total surgery cost: 1,000,000¥
Body cost: 1.5
Essence cost: 3
Price: 64,500¥
Aquaforms (p. 108)
Merman
The gill is a rating 6 artificial gill (a variant of the air filtration system, p. 261, SRII/p. 302, SR3).
Surgeries: 2× Drastic Invasive
Total surgery cost: 500,000¥
Body cost: .9
Essence cost: 1.8
Price: 116,000¥

Sharkman
The gill is a rating 6 artifical gill(a variant of the air filtration system, p. 261, SRII/p. 302, SR3). Includes orthoskin (2).
Surgeries: Major Invasive, 2× Drastic Invasive
Total surgery cost: 525,000¥
Body cost: 2.8
Essence cost: 1.2
Price: 187,500¥
The Faithful Dog (p.109)
Minor
No changes.
Surgeries: Minor Cosmetic, Drastic Invasive
Total surgery cost: 501,000¥
Body cost: 1.05
Essence cost: .6
Price: 11,500¥
Major
No changes.
Surgeries: Minor Invasive, Major Invasive, 2× Drastic Invasive
Total surgery cost: 530,000¥
Body cost: 2.1 (2.4 with Long Muzzle)
Essence cost: 2.4
Price: 117,000¥ (117,500¥ with Long Muzzle)
Here There Be Dragons (p. 109)
No changes.
Surgeries: Minor Invasive, Major Invasive, Drastic Invasive
Total surgery cost: 530,000¥
Body cost: 2.1
Essence cost: .6
Price: 16,000¥
Playbeing (p. 110)
Playbeings usually have a Charisma of 5 or higher.
Surgeries: Minor Invasive, Major Invasive
Total surgery cost: 30,000¥
Body cost: 0
Essence cost: .6
Price: 30,000¥

Chromebook 3
E
quipment, Items, and Stuff
Midnight Arms Smartgoggle Mirrorshades (p. 3)	4P-CA(N)
Can hold two vision-enhancing options such as low-light or thermographic, each option costing the same as for goggles, as on page 257 of SRII or p. 290, SR3. Only available in smartlink level 1 technology (p. 261, SRII/p. 282, SR3).

	Conceal*	Rating	Weight	Availability	Cost	Street Index
	5	—	—	3/36 hrs	4,500¥	1
* Concealability indicates how easy it is to notice that this is a set of smart goggles and not simply mirror shades.
Utopian “Small Wonders” NanoAgents (p. 4)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	4/60 hrs	500¥	2
Arc Furnace (p. 4)	Legal
Consumes about 300¥ worth of power per day.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	6/7 days	10,000¥	1
Communications Accessories (p. 4)	Legal
Fibre-Optic Cable
Costs about 0.10¥ per meter for normal-quality cable. High-quality cable gives +1 Reaction to all deckers and IC, as long as the entire cable route consists of this type of cable, which costs 1¥ per meter.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	always	0.10¥	1
	Repeaters
SRII Stats
This is a dedicated data line junction (p. 12, Virtual Realities), and is used purely for signal amplification. The “right glitch” requires a successful Computer (10) test in the repeater’s node.
SR3 Stats
Not available.
Junctions
Not available (in Virtual Realities, use a dataline junction instead).

Raven® Interface Monitor (p. 5)	Legal
Gives a –1 target number modifier while repairing cyberware.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	5	–1	1	6/48 hrs	8,000¥	1
Telectronics® Micromanipulator Rig (p. 5)	Legal
Requires a datajack and encephalon (p. 49, Shadowtech) to use. It eliminates “Bad Working Conditions” and “Inadequate Tools” penalties for all Build/Repair tasks except vehicle- and magical-related ones (see page 183, SRII/p. 95, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	8/72 hrs	3,000¥	3
Medtech
•	Archaesthetic (p. 6)	Legal
Lowers the doctor’s target numbers for surgery by 1 once correctly connected, which requires a Biotech (5) test.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	–1	1	6/7 days	10,000¥	4
RapiDetox (p. 6)	Legal
The user must roll a Biotech skill test, with a target number equal to the poison’s Power Level or Strength Rating. Once test may be made per turn, with the substance being neutralized three turns after a successful roll.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	5	5/4 days	1,500¥	3
Blood Substitute (p. 6)
Not available: assume this is always used when needed. If used on a magician, it counts as high-tech treatment, so the +2 modifier for treating a magician is not used, meaning a check for Magic loss must be rolled.
LPTU™ Limb Preservation and Transport Unit (p. 6)
As for blood substitute, it’s easiest to assume such things are always used.
Bodyweight Portable Intern Unit (p. 7)	Legal
If coupled to a medkit (p. 263, SRII/p. 304, SR3), this device increases the medkit’s skill rating by 1. By itself, it has a Biotech skill of 1, working in the same way as a medkit.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	1	2	3/24 hrs	120¥	1.5
Aesculapius Incorporated Cybercast (p. 7)	Legal
Gives a +2 modifier to all actions carried out with the limb, but days spent wearing it count as resting, and therefore healing. Hospitals rent them out at around 200¥ a day.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	+2	1.5	3/12 hrs	3,000¥	2
Masetto Tech Clothing
‘Alessio’ Coveralls (p. 7)	Legal
No changes.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
‘Alessio’ Coveralls	—	—	—	—	always	200¥	1
‘Lano’ Armour Coveralls (p. 7)	Legal
No changes.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
‘Lano’ Coveralls	6	3	2	1	always	1,600¥	1
‘Guercio’ Helmet (p. 8)	Legal
Comes with a flare-compensating visor and built-in respirator.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
‘Guercio’ Helmet	—	—	+1	1	3/48 hrs	600¥	2
‘Gianni’ Helmet (p. 8)	4P-CA(N)
Has built-in smart goggles (level I).

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
‘Gianni’ Helmet	—	—	+1	1	4/48 hrs	3,500¥	2
‘Pinamonte’ Boots (p. 8)	Legal
No armor values.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
‘Pinamonte’ Boots	—	—	—	—	always	50¥	1
‘Ciampolo’ Gloves (p. 8)	Legal
No changes.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
‘Ciampolo’ Gloves	—	—	—	—	always	40¥	1
‘Francesca’ Tech Scanner (p. 8)	Legal
No modifiers to Wardrobe & Style or Reputation-like things. It simply counts as a Computer toolkit (p. 259, SRII/p. 288, SR3), even though tech-minded people will probably think you’re really cool if you use one of these.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	5	5/48 hrs	1,200¥	2
‘Farinata’ Tech Tool Kit (p. 9)	Legal
Again no modifiers to Wardrobe & Style or Reputation-like things. This one is a Vehicle toolkit (p. 259, SRII/p. 288, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	5	5/48 hrs	350¥	2
‘Venedico’ Electronics Tool Kit (p. 9)	Legal
Once more, no modifiers to Wardrobe & Style or Reputation-like things. It is an Electronics toolkit (p. 259, SRII/p. 288, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	5	5/48 hrs	1,350¥	2
Raven® “Tripod” Waldo Set (p. 10)	Legal
The user must jack into the waldo, and can then effectively perform work requiring two people. No modifiers or anything.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	25	10/7 days	8,000¥	3.5

Raven® “Spider” MicroWaldo Bracer (p. 11)	Legal
The user must jack into this waldo as well, and it basically provides another pair of hands. A cyberarm version is also available.

Normal version:
	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	2	6/72 hrs	7,000¥	3

Cyberarm version:
	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	2	8/72 hrs	8,000¥	3.25
Techtronica “Mite” Diagnostic Remote (p. 11)	Legal
No changes.

Normal version:
	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	1	6/72 hrs	4,000¥	3

Cyberarm version:
	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	1	8/72 hrs	5,000¥	3.25
CTS, plc ‘Pembroke’ Techscanner (p. 12)	Legal
An Electronics toolkit (p. 259, SRII/p. 288, SR3) that gives a –1 to the target number of any task involving fixing something that came out before the update chip became available.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	–1	5	9/72 hrs	1,500¥	3.5
* +100¥ per month subscription update
Tool Kits by Buchsterhude Gmbh (p. 12)	Legal
No modifiers to skills or target numbers in any way. It is a simple toolkit.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	5	6/48 hrs	1,000¥*	2
* 1,500¥ for high-style. Multiply prices by 2 for vehicle toolkit, or by 3 for electronic, computer, or cyberware toolkit.
Fax Plus 1000™ Fax Machine (p. 12)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	6	—	.5	always	300¥	1
ThunderArc Industries Three-D Holophone (p. 13)	Legal
The Matrix-style icon (persona) chips cost 500¥ apiece.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	1	3/24 hrs	9,000¥	1.25
More Cell Phone Options! (p. 13)	Legal
Tight Beam
This has a range of about 1.5 kilometers. (In SR3, it has a Flux Rating of 2.)
Call Waiting
No changes.
Call Forwarding
No changes.

			Weight	Availability	Cost	Street Index
	Tight Beam		3	2/12 hrs	200¥	2
Call Waiting		—	always	50¥*	—
Call Forwarding		—	always	50¥*	—
* per month
Miniature Copier (p. 13)	Legal
Has a 1 Mp memory for storing images.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	3	—	.5	2/12 hrs	230¥	.8
Datatel Rotowrighter (p. 13)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	8	—	.25	always	20¥	1
Telectronics® Modulation Chip (p. 13)
Not available.
Yamaha RX4000 “Hurricane” Ultrasynth (p. 14)	Legal
This synthesizer adds +4 the Impact (see Shadowbeat), but every extra element controlled gives a cumulative –2 to Impact (three effects give a +0 to Impact, five elements give –4). If the user tries to control more elements than twice his or her Intelligence Attribute Rating, roll a Willpower (4) test to avoid passing out under the strain. This fine quality-rated synthesizer has 8 voices built in.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	+4	—	always	9,380¥	1
Midnight Arms Smart Glove (p. 14)
Not available.
Arasaka R-101 Lie Detector (p. 15)	3P-E1(U)
This machine makes an opposed test between its rating and the subject’s Willpower. In SRII, the number of net successes on the machine’s part reduce the target number for Interrogation skill tests on a one-to-one basis. In SR3, the R-101 functions as a complimentary skill to the user’s Interrogation skill (p. 97, SR3).

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	6	3	14/20 days	5,000¥	4
The Great Outdoors
Everest VentureWare Grapple Line (p. 15)	Legal
The line can support a weight of 500 kg. It uses Shotgun ranges when fired.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	2	—	3	always	240¥	1
Everest VentureWare Climbing Spikes (p. 15)	Legal
These spikes lower the target number for climbing tests by 1 (see p. 75, Fields of Fire). If used as a weapon, the spikes do (str+1)L damage.

	Conceal	Rating	Weight	Availability	Cost*	Street Index
	3	–1	—	2/24 hrs	75¥	1
* 140¥ total cost for interface control

Esporma Environment Suit (p. 16)	Legal
The suit provides a Barrier Rating of 6 to corrosive chemicals. Closing one “breathing” panel costs a Simple Action. The sealed suit has a wearing time of 45 minutes, plus 15 minutes per two panels kept open. Every 15 minutes over the duration, the wearer must roll a Body (4) test, otherwise all his or her Physical Attributes are halved for as long as he or she continues to wear the suit.

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
Esporma	1	2	1	5	6/4 days	7,250¥	3
The Automapper™ by ThunderArc (p. 16)	Legal
The interface port (60¥) can be used by anyone with a datajack.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	7	—	.5	6/48 hrs	600¥	1
Geotech Enviroscanner (p. 16)	Legal
Use the rules for gas detection systems (p. 88, Neo-Anarchists’ Guide to Real Life), but this scanner detects only biological and radioactive contamination within 7 meters.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	5	3	1	8/7 days	45,000¥	3
Pharmaceuticals
Militech Combat Drugs (p. 17)
Prime	3-M1(X)
	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	2M	4	6	1 turn	injection	1D6+1 hours	14/7 days	500¥	3
Effects: +2 Intelligence, +1 Willpower
Crash Effects: distractions, concentration difficulties, +2 target numbers for all skill use, –1 Willpower [resist all with one Willpower (4) test] for 1D6÷2 hours
Timewarp	3-M1(X)
	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	4P	3	5	1 turn	ingestion, injection	1D6+1 minutes	14/7 days	300¥	3
Effects: +2 Initiative
Crash Effects: 6L Stun damage [resist with Willpower]
Berserker	3-M1(X)
	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	6P	3	3	immediate	injection	1D6+1 minutes	14/7 days	400¥	3
Effects: +1 Body, +1 Strength, +1 Willpower, +1 Reaction
Crash Effects: 6L damage [resist with Body]
Permanent Effects: Essence reduced by 1D6÷20 [resist with Willpower (6) test]
Trauma Drugs (p. 17)
Sedative	4P-M1(X)
	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	—	—	—	1 turn	injection	1D6+1 minutes	4/6 hrs	40¥	2
Effects: 8D Stun damage [resist with Willpower]
Stim	4P-M1(X)
	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	—	—	—	1 turn	injection	1D6+1 minutes	4/6 hrs	50¥	2
Effects: negates injury modifiers to target numbers only, not to initiative
Crash Effects: Light Stun wound

Surge	4P-M1(X)
	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	2P	4	5	1D6 minutes	injection	1D6+1 hours	4/6 hrs	75	2
Effects: ignore food and sleeping needs, –1 target number to resist any Stun damage.
Crash Effects: all Attributes are halved [sleep 5 hours to get rid of this reduction]
Trauma I	4P-M1(X)
	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	4P	2	10	immediate	injection	1D6+1 turns	4/6 hrs	60¥	2
Effects: as Trauma Patch
Surveillance Kit (p. 18)	4P-E1(U)
This kit contains the following equipment (all p. 258, SRII/p. 290, SR3 unless otherwise noted):
a)	20 micro-transceivers, 10 micro-camcorders, 10 micro-recorders, and multi-band receiver with chip recorder (not listed in SRII).
b)	20 tracking signals (rating 3, conceal 5) and a signal locator (rating 5)
c)	A shotgun microphone (rating 3) and a laser microphone (rating 3)
d)	A portacam (p. 88, Shadowbeat/p. 292, SR3) with 20 Mp memory to store images

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	6.5	6/5 days	98,000¥	2
Visual Adaptor (p. 18)
Not available: most portacams can have such options installed anyway.
SecSystems Detection Wand (p. 18)	Legal
See the rules for weapon detection on page 92 of the Neo-Anarchists’ Guide to Real Life or p. 237, SR3.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	4	2	.5	2/12 hrs	10,000¥	1
Optitech MagViewer (p. 18)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost*	Street Index
	4	20x	1	always	375¥	.8
* +100¥ for IR, +125¥ for low-light, +75¥ for digital camera with 5 Mp memory
IEC Domitic System (p. 19)	Legal
Cost is 2D6×50¥ per square meter. Most systems are linked to the Matrix, but are almost completely Blue systems.

Availability	Cost	Street Index
2/48 hrs	2D6x50¥	—
Virtual Ventures, Ltd. (p. 19)
This company puts the user into a Matrix system scuplted to represent the history being portrayed. The customer can either jack into their system from his home (provided he has some sort of cyberdeck), or from Virtual Ventures’ offices.
Prices given on the table on page 19 of Chromebook 3 are in nuyen for 3, 6, and 12 hour trips.
Royo Bodyfree Masks (p. 20)	Legal
Gives no modifiers to skills or Attributes. Filter masks are 50¥ extra.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	8*	—	—	always	600¥	1
* this is to spot that the character is wearing a mask
Optical Remote (p. 20)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	—	4/12 hrs	100¥	.7
IEC Solodrinker (p. 20)	Legal
Convert all prices from eb to nuyen at a 1:1 ratio. Availability for all is Always, Street Index is .75.
C
yberware
Note: For various systems, the Essence costs is in parentheses; in such a case, the Essence loss only apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence cost is 0.

•	Sycust “FleshWeave” (p. 21)	Legal
Instead of being a retro-fit, this is a complete limb. Repairs cost 50% more than normal, and the limb counts as both bioware and cyberware, so it has both an Essence and a Body Cost. In case of the user taking a Deadly wound, check twice for damage to the limb—once for the cyberware part and once for the bioware part.

	Essence Cost	Body Cost	Availability	Cost	Street Index
	.5	.5	6/36 hrs	120,000¥	1.5
Dynalar Technologies “Digits®” Cyberfingers (p. 22)	per finger
Cyberfinger Probe Link	Legal
A datajack with data flow rate of 30 (p. 45, Shadowtech) mounted in your finger.
	Parabolic Microphone	6P-E1(U)
Has a rating 1 shotgun microphone (p. 258, SRII/p. 292, SR3) built into the finger.
Flasher	Legal
Functions as a flash pak (p. 45, Street Samurai Catalog/p. 283, SR3). Replacement bulbs are 25¥.
IR/UV Flashlight	Legal
No changes.
Flare	Legal
Functions as a micro flare (p. 46, Street Samurai Catalog/p. 295, SR3). Replacement flares cost 75¥. Ranges are Short 1-2m, Medium 3-15m, Long 16-40m, Extreme 41-80m.
Storage Compartment	Legal
No changes.
Laser Pointer	Legal
Effective to 20 meters during the day, 200 meters at night.
	Essence Cost	Availability	Cost	Street Index
Probe Link	(.15)	2/12 hrs	1,500¥	1
Microphone	(.15)	2/48 hrs	3,500¥	1.5
Flasher	(.15)	4/36 hrs	750¥	1
Flashlight	(.15)	4/36 hrs	200¥	1
Flare	(.15)	6/48 hrs	200¥	1.5
Storage	(.15)	4/48 hrs	150¥	1
Laser Pointer	(.15)	5/36 hrs	750¥	1.25
Cyclops International “Bug Eye” (p. 23)	Legal
This set of eyes can hold up to .6 points of extra vision enhancements without additional  Essence loss.

	Essence Cost	Availability	Cost	Street Index
	.25	2/24 hrs	7,500¥	1

Raven Microcyb Supercompact Braindance Recorder (p. 23)	Legal
A full-X simsense rig (p. 97, Shadowbeat/p. 302, SR3), which needs to be connected to external memory (recording 2 hours of wet record simsense requires 21,600 Mp of memory, which would cost 72 Essence points…!). It does come with its own specialized datajack, though.

	Essence Cost	Availability	Cost	Street Index
	1.8	8/12 days	600,000¥	3
Smartgun 2® SmartPlate Weapons Link (p. 23)
Not available: all normal smartlinks in Shadowrun work this way already.
Leg Boosters (p. 24)	Legal
Adds three meters to the distance the character can jump (see p. 76, Fields of Fire).

	Essence Cost	Availability	Cost	Street Index
	—	6/6 days	5,000¥	1
Cyberoptic Compass (p. 24)	Legal
Can be integrated into a cybereye. The information the compass provides is projected onto the user’s retina, so a TimesSquare is not required. Available in two models: normal and logcompass. The latter is a programmable inertial compass that keeps track of the user’s changes in direction from a fixed bearing or point.

Normal model:
	Essence Cost	Availability	Cost	Street Index
	.1	4/24 hrs	3,000¥	.9

Logcompass:
	Essence Cost	Availability	Cost	Street Index
	.2	6/24 hrs	3,000¥	.9
Mediaware Cellular Phone (p. 24)	Legal
A headware telephone, p. 260, SRII/p. 298, SR3

	Essence Cost	Availability	Cost	Street Index
	.5	3/24 hrs	5,000¥	.9
Kiroshi® Laser-Comm Optic (p. 24)	Legal
To successfully send a message, a Quickness test is required, using Light Pistol ranges to find the base target number. To understand the message, the user must have TimesSquare, subdermal screen, or cyberears. Replacement chips cost 175¥. This device can be fitted into a cybereye.

	Essence Cost	Availability	Cost	Street Index
	.3	6/60 hrs	4,250¥	1.5
LiveWires (p. 24)	Legal
Essentially, this is a datajack with a data flow rate of 50 (p. 45, Shadowtech) mounted on a user-controllable cable.

	Essence Cost	Availability	Cost	Street Index
	.35	3/48 hrs	4,000¥	.9
SuperSized Arms (p. 25)	Legal
These arms give a –1 target number modifier to intimidate opponents, but all reflex-based actions with the arms have a +2 target number. Unarmed combat damage is (str+2)M Stun.

	Essence Cost	Availability	Cost	Street Index
	1	made to order	120,000¥ to 150,000¥	—
The Bonespike (p. 25)	3-B
Inflicts (str–1)M damage, and has a concealability of 9 when retracted.

	Body Cost	Availability	Cost	Street Index
	.3	5/72 hrs	10,000¥	1.5
Bodyweight AutoInjector (p. 25)	As Drug
For and additional 200¥, the AutoInjector can be wired to a Biomonitor. The reservoir can be refilled by making a successful Biotech (3) skill test.

	Essence Cost	Availability	Cost	Street Index
	.1	2/6 hrs	750¥	.9
Bodyweight Pacemaker Coprocessor (p. 26)	Legal
Allows the character to make a second natural Body test to see if his or her condition stabilizes after taking a Deadly wound (p. 115, SRII/p. 129, SR3).

	Essence Cost	Availability	Cost	Street Index
	.2	6/24 hrs	1,500¥	2
Dynalar Web Hand (p. 26)	Legal
Characters get +1 die for Athletics (Swimming) skill tests for every pair of limbs equipped with a web hand. It can only be mounted on a cyberarm or cyberhand.

	Essence Cost	Availability	Cost	Street Index
	—	4/36 hrs	10,000¥	1
•	Fresco’s Personal Nano-Groomers (p. 26)	Legal
The first package gives two dice to roll, with an additional die per extra package bought (max. 4 dice). Whenever someone makes a skill test in an attempt to improve a character’s appearance, roll these dice and halve their number of successes. (In SR3, this make them essentially a complimentary skill, as per the rules on page 97 of SR3.)

	Body Cost	Availability	Cost	Street Index
	.2 per package	3/12 hrs	4,000¥	.8
CapsuleCo CyberPillow™ (p. 26)	Legal
No changes.

	Essence Cost	Availability	Cost	Street Index
	—	always	800¥	.75
CyberPillow Cases by KraftMatrix (p. 26)	Legal
No changes.

	Essence Cost	Availability	Cost	Street Index
	—	always	100¥	.75
Cyphire “Spitting Cobra” (p. 27)	4-CA(N)
Effective range is 2 meters. If fitted into retractable Vampires (p. 9, Chromebook 2), cost is 7,000¥.

	Essence Cost	Availability	Cost	Street Index
	.1	3/36 hrs	4,000¥	2
Optical Interface (p. 27)	Legal
A set of two cybereyes with a datajack (with a data flow rate of 60; see p. 45, Shadowtech) built into one of the eyes. The eyes cannot accept additional vision enhancements without extra Essence loss.

	Essence Cost	Availability	Cost	Street Index
	.2	3/36 hrs	6,000¥	1
Kiroshi Optics Cyberoptic Interferomerty System (p. 27)	Legal
Must be fitted into cybereyes, and functions as rating 1 optical magnification.

	Essence Cost	Availability	Cost	Street Index
	.1	5/48 hrs	3,000¥	1

Kiroshi Optics “Tricloptics™” Third Eye Cyberoptic Implant (p. 28)	Legal
One or more cybereyes in your forehead. Each eye can accommodate up to .25 points of Essence in additional vision enhancements.

Per eye:
	Essence Cost	Availability	Cost	Street Index
	.1	2/24 hrs	5,000¥	.9
Dynalar Technologies “Endo-Frame” CyberSkeletal Enhancement (p. 28)	Legal
Apart from setting off all metal detectors, the character gets +2 Body. The design does not come in sections, instead the whole body is done at once. This stuff is only available in Alpha (or higher) grade cyberware; the stats below are for Alpha-grade, but you will have to roll for Availability as normal even after locating the clinic (see p. 98, Street Samurai Catalog).

	Essence Cost	Availability	Cost	Street Index
	1.25	6/14 days	100,000¥	alpha clinics
•	Husqvarna ChainRipp® (p. 29)	1-B(B) + CA(N)
Damage is (str)S, using one-half Ballistic armor to resist.

	Essence Cost	Availability	Cost	Street Index
	(.6)	8/72 hrs	12,500¥	1.5
Dermatech Cam-O-Skin (p. 30)	Legal
Use the rules for camouflage clothing from page 77 of Fields of Fire or pp. 283-284 of SR3.

	Body Cost	Availability	Cost	Street Index
	1.5	6/72 hrs	8,500¥	2
•	Slamdance Spyke!™ Furniture (p. 30)	2-A(A)
Can only be added to dermal plating, dermal sheathing, cyberlimbs, or other types of cyberware that either add armor plates to the skin or replace a major part of the anatomy by metal. If there are spikes on the arms or legs, add +1 to the Power Level of unarmed melee attacks per pair of limbs.
The spike plates add Ballistic 1, Impact 1 armor to the area they are installed in, cumulative with other armor, but this is only applicable to called shots made against that part of the body; they do not add that armor rating against attacks made against the whole of the target.

	Essence Cost	Availability	Cost	Street Index
Head	—	6/48 hrs	4,000¥	1
Shoulders & Upper Chest	—	6/48 hrs	5,000¥	1
Arms (both)	—	6/48 hrs	4,500¥	1
Legs (both)	—	6/48 hrs	6,000¥	1
Wyzard Technologies “Romanova” Cyberlegs (p. 31)	Legal
These add 10 to 15 centimeters to your height, and don’t give any penalties for running in spiked heels.

For two legs:
	Essence Cost	Availability	Cost	Street Index
	2	6/7 days	250,000¥	1
Wyzard Technologies Verbal-Eyes™ series “Windows of the Soul” (p. 32)	Legal
Basic Option
Simply cybereyes. If the character already has cybereyes, this is a retrofit at the same cost (but no extra Essence loss).
Video Imager Option
A video camera mounted in the eyes. Requires headware memory to store images.
Customised Images Option
A set of cybereyes with built-in TimesSquare Plus™ (p. 38, Chromebook) and customizable images; otherwise it is as the Basic option, above.

	Essence Cost	Availability	Cost	Street Index
Basic	.2	3/24 hrs	7,500¥	.9
Video Imager	.5	4/48 hrs	22,000¥	1
Customized	.5	4/48 hrs	24,000¥	.9
Cyberfacial Remounts (p. 33)	Legal
Evileye can accept vision enhancements up to .25 points of Essence for that eye only (each enhancement is at half its normal Essence cost, because it is fitted into only one eye).
Jigsaw can accept up to .25 Essence points of vision enhancements (again, each enhancement is at half its normal Essence cost) and up to .25 points of Essence worth of other headware.
Twoface can accept up to .5 Essence points of vision enhancements (each enhancement is at its normal Essence cost because both eyes are covered), up to .2 points of hearing enhancements, and up to .5 points of Essence worth of other headware.
All three models also provide armor, like helmets, though a helmet can be worn over the cyberware.

	Essence Cost	Ballistic	Impact	Availability	Cost	Street Index
Evileye	.15	+0	+1	6/48 hrs	15,000¥	1
Jigsaw	.25	+1	+1	6/48 hrs	25,000¥	1
Twoface	.5	+1	+1	8/48 hrs	35,000¥	1
Retro Cyberware
Though Shadowrun doesn’t mention any actual dates from which cyberware became common, it is suggested to add approximately 25 years to all dates mentioned in this section of the Chromebook 3.
Kiroshi Model 100 Interface Plugs (p. 33)	Legal
These have a data flow rate of only 10 (see page 45, Shadowtech).

	Essence Cost	Availability	Cost	Street Index
	.25	3/24 hrs	1,000¥	1
BioDyne Systems “Enable” cyberlimbs (p. 34)	Legal
The user’s Reaction is reduced by 1 per limb implanted.

	Essence Cost	Availability	Cost	Street Index
	1	6/7 days	100,000¥	1
General Products Exoskeleton Series (p. 34)	Legal
Quickness for movement purposes is set at 4, no matter what the user’s actual Quickness is, with the movement multiplier for running being ×2. Each model has its own Strength (which replaces the user’s Strength Attribute), and also armors the wearer: Series-A has Strength 9 and armor Ballistic 1/Impact 2; Series-B has Strength 11 and armor 1/3.

	Essence Cost	Availability	Cost	Street Index
Series-A	2	6/14 days	240,000¥	2
Series-B	2.5	8/14 days	300,000¥	2
AuraSound “Spectrum” cyberaudio implant (p. 35)	Legal
Any Attribute/skill roll involving balance has a +1 target number modifier for a character with a Spectrum implant. Using an enlarged ear gives a –1 modifier to the target number for any audio-based Perception test; omnidirectional audio scalp implants give a –2 modifier.

	Essence Cost	Availability	Cost	Street Index
Enlarged ear	.3	4/24 hrs	4,500¥	1
Omnidirectional	+.5	+1/normal	+1,500¥	normal
Gene-Teck’s See-It™ transparent skin (p. 35)	Legal
Reduce Charisma by –2 if the face is transparent, but only for dealings with other people who have visual contact with the character; this does not affect magical abilities. Also gives the user a Severe Sunlight Allergy.

	Essence Cost	Availability	Cost	Street Index
	.5 per m2	4/24 hrs	1,000¥ per m2	.9
•	Dermatech Mood Skin (p. 35)	Legal
Reduce Body by –1 every 4 months for a year. It will not drop lower than 1, but if it would, reduce the character’s Racial Maximum for Body instead.

	Essence Cost	Availability	Cost	Street Index
	.25 per m2	4/36 hrs	200¥ per m2	.8
Life Vision “Revelation” cyberoptic implant (p. 36)	Legal
Characters with Revelation eyes get a –1 modifier to visual-based Perception tests.

	Essence Cost	Availability	Cost	Street Index
	.25	3/24 hrs	6,000¥	.8
Lead’s Turn-On Nails (p. 36)	Legal
No changes.

Per pair of limbs:
Essence Cost	Availability	Cost	Street Index
	.05	always	*	.75
* 25¥ per nail, 200¥ for set of 10; 50¥ for coloring pen
Lead’s Show-Off Nails (p. 36)	Legal
No changes.

Per pair of limbs:
Essence Cost	Availability	Cost	Street Index
	.1	always	*	.75
* 45¥ per nail, 425¥ for set of 10; 90¥ for coloring pen
BioTec  “SomaWare” Sleep Induction Chip (p. 37)	Legal
This chip is addictive, in the same way as a drug is. One chip can be used over and over again.

	Addiction	Tolerance	Strength	Speed	Vector	Duration	Availability	Cost/dose	Street Index
	4M	15	10	25 seconds	chip	8 hours	2/6 hrs	400¥	1
Effects: user falls asleep for duration of chip
Addiction Effects: user can’t sleep without chip
Direct Dataware Navigation/Orientation Chip (p. 37)
Not available.
Direct Dataware Crypto Chips (p. 37)	Legal
This is an extra for language chips. It cannot be used separately, but must be encoded in the same chip as the language. Prices are per chip; naturally, both people must use chips with the same encoding to understand each other.

	Type	Rating	Memory	Availability	Cost	Street Index
	Lingua	any	+10 Mp	+1/normal	+600¥	normal
•	DataEdge Inc. Stutter Chipping (p. 38)	6P-CA(U)
To use this thing, you must have a cyberware smartlink of any level; designating someone as a “friendly” requires a Complex Action. The chip must be slotted into a chipjack or softlink. The chip requires 1 Mp of the user’s headware memory to store each friendly. The 20 Mp size of the chip is for the program that handles the designation and storing of friendlies.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	—	20 Mp	4/48 hrs	3,100¥	1.5
New Martial Arts Forms (p. 38)
See Tech Specs for details about unarmed combat using the rules below. Costs are as for normal Activesofts.

	Block	Choke	Dodge	Escape	Grapple	Hold	Kick	Strike	Sweep	Throw
Arasake-Te	+1	+2	+1	+1	+1	+1	+1	+1		+1
Thamoc	+1		+2	+2	+1				+1
•	Auditory Recognition Chips (p. 39)	Legal
See the Visual Recognition Chips on page 43 of this book and page 76 of the Chromebook for details on these chips’ usage. The only difference is that these are used to recognize sounds instead of pictures.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1-10	normal	7/4 days	normal	1.5
V
ehicles

•	Bensen Violator Hovercycle (p. 40)
No minimum skill required.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Violator	4	65/200	1/0	2	2	100,000¥
Seating: 1 front + 1 rear	Cargo/Storage: 4 CF storage
Economy: 2 km per liter	Fuel: IC/320 liters
Accessories: Datajack link, radio
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	200	9	3	0	3
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	5	390
Seating: 1+1 bucket seats	Setup/Breakdown: NA
Entry Points: 	Landing/Takeoff: NA
Fuel: Methane (2,560 bars)	Economy: 0.25 km/bar
Point Value: 368	Cost: 100,000¥
Template: Small Hovercraft	Reference: Chromebook 3
Other Features: Datajack port, electronics port
Takaya Daimyo (p. 41)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Daimyo	3/8	65/200	2/0	4	3	44,000¥
Seating: front + rear twin bucket seats	Access: 2 standard + open top
Economy: 40 km per liter	Fuel: IC/12 liters
Cargo/Storage: 2 CF underseat + 5 CF trunk	Accessories: Anti-theft system (2), cellular phone, crash cage, entertainment system
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/8	137	10	3	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	6	50
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + open top	Landing/Takeoff: NA
Fuel: Gasoline (60 liters)	Economy: 8 km/liter
Point Value: 280	Cost: 28,000¥
Template: Sedan 	Reference: Chromebook 3
Other Features: Anti-theft system (2), crash cage, electronics port
•	
Cadence Industries Wanderer (p. 42)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Wanderer	6/10	35/105	2/2	3	3	50,000¥
Seating: twin bucket seats + 3 bench	Access: 2 + 1 standard
Economy: 25 km per liter	Fuel: MultiF/30 liters
Cargo/Storage: 25 CF storage	Accessories: Anti-theft system (4), cellular phone, crash cage, environmental control system, fold-down bed (sleeps two), radio
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/10	107	4	4	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	232	430
Seating: 2 bucket seats + 3 bench	Setup/Breakdown: NA
Entry Points: 2 doors + 1 door	Landing/Takeoff: NA
Fuel: Diesel (250 liters)	Economy: 4 km/liter
Point Value: 517	Cost: 52,000¥
Template: Van 	Reference: Chromebook 3
Other Features: Anti-theft system (4) with shock option, 
concealed armor, crash cage, electronics port, EnviroSeal™ (gas), 
living amenities (basic, 2 people)
•	Mitsubishi Portabike (p. 42)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Portabike	3/9	10/35	1/0	7	0	250¥
Seating: 1	
Economy: 1 PF per km	Power: Elec/215 PF
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	22	3	1	0	5
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	0	10
Seating: 1	Setup/Breakdown: 1 minute
Entry Points: open	Landing/Takeoff: NA
Fuel: Electric (125 PF)	Economy: 2 km/PF
Point Value: ?	Cost: 250¥
Template: none 	Reference: Chromebook 3
Other Features: none
•	New American Autoworks Roadcar (p. 42)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Roadcar	4/8	35/105	1/0	3	1	11,000¥
Seating: twin bucket seats	Access: 2 standard
Economy: 35 km per liter	Fuel: MultiF/30 liters
Cargo/Storage: 3 CF trunk	Accessories: Crash cage

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	71	6	3	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	3	0
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Methane (450 bars)	Economy: 2.125 km/bar
Point Value: 179	Cost: 18,000¥
Template: Commuter/Subcompact 	Reference: Chromebook 3
Other Features: Crash cage
•	Scion Technologies Dunemaster (p. 43)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Dunemaster	4/3	45/135	2/1	1	1	40,000¥
Seating: twin bucket seats	Cargo/Storage: 2 CF cargo
Economy: 25 km per liter	Fuel: IC/40 liters
Accessories: Long-range radio, roll bars

	Handling	Speed	B/A	Sig	Apilot	Cost
Dust Devil	5/4	35/105	2/2	1	1	46,000¥
Seating: twin buckets seats	Cargo/Storage: 2 CF cargo
Economy: 20 km per liter	Fuel: IC/40 liters
Sensors: Standard (1)	Accessories: Long-range radio, pintle mount, roll bars
SR3 Stats
Dunemaster
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/3	90	10	3	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	13	255
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (80 liters)	Economy: 12 km/liter
Point Value: 269	Cost: 32,500¥
Template: Sand Buggy 	Reference: Chromebook 3
Other Features: Concealed armor, roll bars

Dust Devil
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/3	71	9	3	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	1	11	98
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (80 liters)	Economy: 12 km/liter
Point Value: 368	Cost: 92,000¥
Template: Sand Buggy 	Reference: Chromebook 3
Other Features: Concealed armor, pintle mount, roll bars
•	
GMI HovTransport (p. 44)
Normal weaponry consists of two pintle-mounted Vindicator miniguns (p. 58, Street Samurai Catalog), one firing to the left and one to the right, and a turret-mounted Vengeance minigun (p. 124, Rigger Black Book/p. 92, Rigger 2).
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
HovTransport	5	65/200	4/4	4	2	720,000¥
Seating: twin bucket seats + 10 bench	Access: 2 standard
Economy: 0.5 km per liter	Fuel: IC/1,280 liters
Sensors: Advanced (3)	ECM: Security I (1)
Accessories: Crash cage, datajack link, EnviroSeal™, life support 	Cargo/Storage: 10 CF storage
system (10 man-hours), micro-turret, rigger control gear
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	133	5	5	4	1
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	3	32	198
Seating: 2 bucket seats + 6 bench seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Diesel (1,280 liters)	Economy: .5 km/liter
Point Value: 3,377	Cost: 2,120,000¥
Template: Large Hovercraft 	Reference: Chromebook 3
Other Features: Crash cage, datajack port, EnviroSeal™ (gas), life 
support (10 man-hours), 2× pintle mount with Vindicator minigun, 
rigger adaptation, small turret with Vengeance minigun
•	Tetracorp Fei Lien 100 Aerodyne (p. 45)
A vectored-thrust vehicle.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Fei Lien 100	4	300/600	2/3	1	3	1,290,000¥
Seating: front + rear twin bucket seats	Access: 2 + 2 standard
Economy: 1 km per liter	Fuel: IC/1,250 liters
Cargo/Storage: 5 CF trunk	Landing/Take-off Profile: VTOL/VTOL
Accessories: Anti-theft system (4), cellular phone, crash cage, 
datajack link, ejection seats, EnvrioSeal™, seat massagers, VR 
holosystem
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	400	25	4	3	1
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	5	4,590
Seating: 2 bucket seats (ejection) + 2 bucket seats (ejection)	Setup/Breakdown: NA
Entry Points: 2+2 doors	Landing/Takeoff: VSTOL
Fuel: Jet (1,250 liters)	Economy: .2 km/liter
Point Value: 4,176	Cost: 1,044,000¥
Template: Aerodyne (M) 	Reference: Chromebook 3
Other Features: Anti-theft system (4) with shock option, 
concealed armor, crash cage, datajack port, electronics port, 
EnviroSeal™ (gas)
•	
Hyundai Minicopter (p. 46)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Minicopter	4	70/160	1/1*	2	1	155,000¥
Seating: single bucket seat	Access: full canopy
Economy: 4 km per liter	Fuel: MultiF/80 liters
Cargo/Storage: 2 CF storage	Landing/Take-off Profile: VTOL/VTOL
Sensors: Standard (1)
* Armor is not Hardened.
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	107	15	3	1	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	1	2	18
Seating: 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VTOL
Fuel: Jet (250 liters)	Economy: .4 km/liter
Point Value: 340	Cost: 85,000¥
Template: Autogyro 	Reference: Chromebook 3
Other Features: Concealed armor (not hardened)
•	New American Motors Nautilus Mini Road-Home (p. 46)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Nautilus	6/10	35/105	2/1	1	0	32,000¥
Seating: twin bucket seats + bench	Access: 2 standard
Economy: 30 km per liter	Fuel: MultiF/20 liters
Cargo/Storage: 5 CF storage	Accessories: Fold-down bed, one-person/week water supply, radio, refrigerator, small bathroom, trideo
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/10	71	2	4	1	3
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	240	600
Seating: 2 bucket seats + 2 bench	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Methane (1,000 bars)	Economy: .6 km/bar
Point Value: 280	Cost: 28,000¥
Template: Van 	Reference: Chromebook 3
Other Features: Concealed armor, electronics port, living 
amenities (Basic, 1 person)
•	Kundalini Roadworks “Dart” (p. 46)
SRII Stats
Normal Handling is 4/8, but for Handling tests involving stability, it is 3/6.

	Handling	Speed	B/A	Sig	Apilot	Cost
Dart	4/8 (3/6)	55/160	1/1	3	1	10,000¥
Seating: 1 front + 1 rear	Access: full canopy
Economy: 50 km per liter	Fuel: IC/9 liters
Cargo/Storage: 1 CF storage

SR3 Stats
Normal Handling is 4/6, but for Handling tests involving stability, it is 3/6.

	Handling	Speed	Acceleration	Body	Armor	Signature
	4/6 (3/6)	105	10	2	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	60
Seating: 1 + 1 bucket seats	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: NA
Fuel: Gasoline (36 liters)	Economy: 12 km/l
Point Value: 234	Cost: 16,500¥
Template: Chopper 	Reference: Chromebook 3
Other Features: none
•	Kundalini “Torpedo” Police Interceptor Cycle (p. 47)
Normal Handling is 4/6, but for Handling tests involving stability, it is 3/5.

SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Torpedo	4/6 (3/6)	65/190	1/2	3	2	36,000¥
Seating: 1	Access: full canopy
Economy: 45 km per liter	Fuel: IC/10 liters
Sensors: Standard (1)	Accessories: 2 forward-firing Firmpoints (no weapons installed), long-range radio
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/6 (3/6)	128	10	2	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	1	0	118
Seating: 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: NA
Fuel: Gasoline (36 liters)	Economy: 12 km/liter
Point Value: 395	Cost: 70,000¥
Template: Chopper 	Reference: Chromebook 3
Other Features: 2× firmpoint
•	ATF-37B Thunderhawk (p. 48)
Comes with 2 Victory rotary assault cannons, one on each of the forward-firing hardpoints.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
ATF-37B	3	600/1385	8/2	5	5	12,500,000¥
Seating: single bucket seat	Access: full canopy
Economy: .5 km per liter	Fuel: 8,500 liters
Sensors: Military II (7)	ECM/ECCM: Military III (6)/Military II (5)
Landing/Take-off Profile: Normal/Normal
Accessories: crash cage, datajack link, ejection seat, EnviroSeal™, 
4 forward-firing Firmpoints, 2 forward-firing Hardpoints (one 
Victory cannon with 1 CF dedicated ammo storage each), life 
support system (10 man-hours), rigger control gear

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	925	80	7	2	5
	Autonav	Pilot	Sensor	Cargo	Load
	5	—	5	0	6,825
Seating: ejection seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: Standard
Fuel: Jet (8,850 liters)	Economy: .3 km/liter
Point Value: 5,340	Cost: 3,337,500¥
Template: Jet Fighter 	Reference: Chromebook 3
Other Features: Crash cage, datajack port, EnviroSeal™ 
(overpressure), ECCM (5), ECM (7), 3× external firmpoint 
(forward-firing), 2× external hardpoint (forward-firing), life 
support system (10 man-hours), rigger adaptation
•	New American Motors “Armadillo” Armored Road-Home (p. 49)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Armadillo	6/10	35/105	4/3	1	1	85,000¥
Seating: triple + twin bucket seats	Access: 2 standard
Economy: 30 km per liter	Fuel: IC/25 liters
Cargo/Storage: 10 CF storage
Accessories: Anti-theft system (2), 2 fold-down beds, galley, 
radio, six-person/week water supply, small bathroom, trideo 
with satellite dish
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/10	71	4	4	3	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	230	210
Seating: 3 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Diesel (250 liters)	Economy: 4 km/liter
Point Value: 354	Cost: 35,500¥
Template: Van 	Reference: Chromebook 3
Other Features: Anti-theft system (2), living amenities (Basic, 
2 people)
•	New American Autoworks “Vulture” Heavy Tow Truck (p. 50)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Vulture	6/11	35/105	5/4	2	0	215,000¥
Seating: twin bucket seats	Access: 2 standard
Economy: 20 km per liter	Fuel: IC/40 liters
Accessories: Heavy winch, long-range radio, micro-turret (comes
without weapons), remote-controlled tow connector

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5/12	71	3	5	4	1
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	0	6,967
Seating: 2 bucket seats	Setup/Breakdown: 
Entry Points: 2 doors	Landing/Takeoff: 
Fuel: Diesel (750 liters)	Economy: 3 km/liter
Point Value: 5,567	Cost: 557,000¥
Template: Tractor 	Reference: Chromebook 3
Other Features: Concealed armor, internal firmpoint (remote 
micro turret), winch (5)
•	Sport Eurasia “Microbike” (p. 50)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Microbike	4/12	35/105	1/0	5	0	1,000¥
Seating: 1	
Economy: 50 km per liter	Fuel: MultiF/4.5 liters
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	71	8	2	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	0	60
Seating: bucket seat	Setup/Breakdown: 1 minute
Entry Points: open	Landing/Takeoff: NA
Fuel: Methane (175 bars)	Economy: 1.25 km/bar
Point Value: 55	Cost: 2,750¥
Template: Scooter 	Reference: Chromebook 3
Other Features: none
•	Brennan “Hermes” Courier Motorcycle (p. 50)
The 1 CF cargo is contained in a detachable courier case. The case has a rating 4 keypad maglock (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3), and has a Barrier Rating of 5. The case types available are hot/cold (100¥), med transport (200¥), high security (with rating 5 cardreader maglock and Barrier Rating 7, 300¥), and a biohazard transport case (400¥).
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Hermes	3/6	30/95	1/0	2	0	12,500¥
Seating: 1	Cargo/Storage: 1 CF cargo (see above)
Economy: 90 km per liter	Fuel: MultiF/5 liters
Accessories: Cellular phone, radio
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	64	8	2	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	60
Seating: bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Methane (300 bars)	Economy: 1.44 km/bar
Point Value: 121	Cost: 6,500¥
Template: Scooter 	Reference: Chromebook 3
Other Features: Cellular phone, electronics port, radio
•	
M-62 “Volcano” SAM Launcher (p. 51)
This vehicle has two 5-shot missile launchers, which are normally loaded with SAMs (p. 59, Street Samurai Catalog). They can, however, also fire other missiles. Each missile can be aimed at a different target if required. Each launcher can fire all its missiles in one Combat Phase, with no recoil.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Volcano	3/4	20/55	6/4	5	2	9,500,000¥
Seating: 1 + 2 bucket seats	Access: 1 front hatch, 1 double-size rear hatch
Economy: 2 km per liter	Fuel: IC/240 liters
Sensors: Security II (5)
Accessories: Amphibious operations package (1), EnviroSeal™, 
fire extinguisher, life support system (10 man-hours), small turret 
with twin 5-barrel missile launcher, vehicle smoke generator 
(6-shot model)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/4	36	5	7	4	1
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	2	0	2,530
Seating: 3 bucket seats	Setup/Breakdown: NA
Entry Points: 1 hatch + 1 double-size	Landing/Takeoff: NA
Fuel: Diesel (800 liters)	Economy: 2 km/liter
Point Value: 1,481	Cost: 460,000¥
Template: Tracked APC 	Reference: Chromebook 3
Other Features: Amphibious operations package (1), EnviroSeal™ 
(gas), fire extinguisher, life support system (10 man-hours), small 
turret with twin 5-barrel missile launcher, vehicle smoke generator 
(6-shot model)
•	Bell UH-10 PAPC (p. 52)
Designed for the CAS Army.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
UH-10	5	90/180	8/4	5	4	1.85M¥
Seating: twin bucket seats	Access: Full canopy
Economy: .5 km per liter	Fuel: 3,200 liters
Sensors: Military I (6)	ECM: Military I (4)
Landing/Take-off Profile: VTOL/VTOL	Accessories: Ejection seats
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	120	10	7	4	3
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	6	30	5,000
Seating: 2 ejection bucket seats	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VTOL
Fuel: Jet (6,400 liters)	Economy: .25 km/liter
Point Value: 6,329	Cost: 4,000,000¥
Template: Cargo Helicopter 	Reference: Chromebook 3
Other Features: ECM (4)
•	
Spinelli Autotech “Nomad” (p. 53)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Nomad	4/2	45/135	2/1	3	2	55,000¥
Seating: twin bucket seats	Access: 2 standard
Economy: 25 km per liter	Fuel: MultiF/30 liters
Cargo/Storage: 80 CF rear	Accessories: Amphibious operations package (1), crash cage, EnviroSeal™, long-range radio
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/2	89	5	4	1	3
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	17	530
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Methane (1,230 bars)	Economy: .65 km/bar
Point Value: 670	Cost: 67,000¥
Template: Pickup 	Reference: Chromebook 3
Other Features: Amphibious operations package, concealed 
armor, crash cage, EnviroSeal™ (gas), off-road suspension (1)
•	Brennan Cycles “Ares” Combat Bike (p. 54)
The cannon is a fully-automatic Assault Cannon (p. 255, SRII).
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Ares	3/7	40/125	1/1	1	1	21,000¥
Seating: 1	Cargo/Storage: 1 CF storage
Economy: 40 km per liter	Fuel: IC/5 liters
Options: without cannon, the bike costs 17,500¥	Accessories: Hardpoint (forward-firing) with automatic assault cannon and 1 CF of dedicated ammunition storage
SR3 Stats
Without cannon, the bike costs 29,250¥.
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	84	7	2	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	2	50
Seating: 1 bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (20 liters)	Economy: 10.35 km/liter
Point Value: 234	Cost: 35,750¥
Template: Off-Road Motorcycle 	Reference: Chromebook 3
Other Features: Concealed armor, hardpoint (forward-firing with 
full-automatic assault cannon), sidecar (small)
•	BMW Burowagen HSR (p. 55)
This vehicle was manufactured from 2044 to 2051, and this is the model 2047.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Burowagen HSR	3/10	50/145	3/1	2	4	900,000¥
Seating: twin + quad bucket seats	Access: 2 + 2 standard
Economy: 30 km per liter	Fuel: MultiF/10 liters
Cargo/Storage: 5 CF trunk
Accessories: Anti-theft system (4), APPS™, datajack link, 
EnviroSeal™, entertainment system, satellite uplink, video display 
system, rigger control gear
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/8	100	11	4	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	0	5	310
Seating: 2 bucket seats + 4 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (60 liters)	Economy: 8 km/liter
Point Value: 1,213	Cost: 184,000¥
Template: Limousine 	Reference: Chromebook 3
Other Features: Anti-theft system (4), APPS™, concealed armor, 
datajack port, electronics port, EnviroSeal™ (gas), entertainment 
system, satellite uplink, video display system, rigger adaptation
Vehicular Options
Civilian Navigation System (p. 56)
Not available (treat this as a rating 1 navigation system).
Puncture-Proof Tires (p. 56)
See Runflat Tires, p. 118, Rigger Black Book and p. 146, Rigger 2.
•	Bulletproof Glass (p. 56)
Not available.
Mini-Comp (p. 56)
Not available (just chuck in a normal computer).
•	Winch System (p. 56)
SRII Stats	
No changes.

Base Time: 2 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Parts Cost: 1,500¥
Equipment Needed: Vehicle Shop
CF: 2	SR3 Stats
See page 146 of Rigger 2.	
•	External Vidcam (p. 56)
The camera stores its images on any chip you care to plug into it. See p. 99, Shadowbeat for memory requirements of video systems.
SRII Stats
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 3
Parts Cost: 500¥
Equipment Needed: Vehicle Toolkit
CF: None
	SR3 Stats
Design Specifications
Design Cost: 1 point
Maximum Rating: NA
CF Consumed: 0
Load Reduction: 0 kg	SR3 Stats
Customization Specifications
Parts Cost: 500¥
Parts Availability: 4/48 hrs
Street Index: 1
Maximum Rating: NA
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 3
Equipment Needed: Vehicle Toolkit
CF Consumed: 0
Load Reduction: 0 kg	

•	
Chute (p. 56)
SRII Stats
When deployed, the vehicle loses 100 off its current speed per turn, until it stops. A Handling test is required to prevent crashing in the Combat Phase the chute is deployed. Deploying the chute is a Simple Action, or a Free Action for a jacked-in rigger. Repacking the chute takes 4 turns (12 to 20 seconds).

Base Time: 2 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Parts Cost: 2,000¥
Equipment Needed: Vehicle Shop
CF: 3	SR3 Stats
When deployed, the vehicle has its Acceleration stat increased by 100, but for deceleration purposes only; it cannot gain speed when the chute is deployed. A Handling test is required to prevent crashing in the Combat Phase the chute is deployed. Deploying the chute is a Simple Action, or a Free Action for a jacked-in rigger. Repacking the chute takes 4 turns (12 to 20 seconds).

Design Specifications
Design Cost: 8 points
Maximum Rating: NA
CF Consumed: 3
Load Reduction: Body × 25 kg	SR3 Stats
Customization Specifications
Parts Cost: 2,000¥
Parts Availability: 8/7 days
Street Index: 2.25
Maximum Rating: NA
Base Time: 2 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Equipment Needed: Vehicle Facility
CF Consumed: 4
Load Reduction: Body × 25 kg	

•	Loudspeaker (p. 56)
No changes.
SRII Stats
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 2
Parts Cost: 150¥
Equipment Needed: Vehicle Toolkit
CF: None	SR3 Stats
Design Specifications
Design Cost: 0 points
Maximum Rating: NA
CF Consumed: 0
Load Reduction: 0 kg	SR3 Stats
Customization Specifications
Parts Cost: 150¥
Parts Availability: 2/12 hrs
Street Index: .75
Maximum Rating: NA
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 2
Equipment Needed: Vehicle Toolkit
CF Consumed: 0
Load Reduction: 0 kg	
•	Ram (p. 56)
A vehicle that is being rammed by another vehicle equipped with a ram gets a +1 modifier to the target number in its Resistance Test (see Ramming, p. 107, SRII, p. 47, Rigger 2, or p. 145, SR3).
SRII Stats
Base Time: 3 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: 1,000¥
Equipment Needed: Vehicle Facility
CF: 2	SR3 Stats
Design Specifications
Design Cost: 2 points
Maximum Rating: NA
CF Consumed: 2
Load Reduction: 100 kg	
Customization Specifications
Parts Cost: 1,000¥
Parts Availability: 5/36 hrs
Street Index: 1
Maximum Rating: NA
Base Time: 3 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Equipment Needed: Vehicle Facility
CF Consumed: 2
Load Reduction: 100 kg	

Gas Spectrometer (p. 57)
This device uses the rules for the cyberware gas spectrometer (p. 61, Shadowtech). Maximum level is 6. It can be linked to a life support system (p. 117, Rigger Black Book or p. 128, Rigger 2).
SRII Stats
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: level × 1,000¥
Equipment Needed: Vehicle Toolkit
CF: 1	SR3 Stats
Design Specifications
Design Cost: 1 point per level
Maximum Rating: 6
CF Consumed: 0
Load Reduction: 5 kg	SR3 Stats
Customization Specifications
Parts Cost: level × 1,000¥
Parts Availability: rating/36 hrs
Street Index: 1
Maximum Rating: 6
Base Time: 2 hours
Skill: Electronics B/R Skill
Target Number: 4
Equipment Needed: Electronics Toolkit
CF Consumed: 1
Load Reduction: 5 kg	
Radiation Detector (p. 57)
As for the gas spectrometer (p. 61, Shadowtech), but this one detects radiation. It is available in ratings 1 through 6.
SRII Stats
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: level x 250¥
Equipment Needed: Vehicle Toolkit
CF: 1	SR3 Stats
Design Specifications
Design Cost: 1 point per level
Maximum Rating: 6
CF Consumed: 0
Load Reduction: 5 kg	SR3 Stats
Customization Specifications
Parts Cost: level × 250¥
Parts Availability: rating/36 hrs
Street Index: 1
Maximum Rating: 6
Base Time: 2 hours
Skill: Electronics B/R Skill
Target Number: 4
Equipment Needed: Electronics Toolkit
CF Consumed: 1
Load Reduction: 5 kg	

•	Homing Beacon/Tracer (p. 57)
Functions as a standard tracking signal (p. 258, SRII/p. 292, SR3), using the cost, Availability, and Street Index figures for that. Installation time and costs are negligible.
•	Firing Port (p. 57)
Any weapon up to LMG size can use such a firing port. It is possible to shoot through the firing port from the outside, but at a +8 modifier to the target number. Anyone firing a weapon from a firing port receives the Running Attacker modifier, regardless of the actual speed the vehicle moves with, and in addition to any other movement modifiers incurred by the vehicle.
SRII Stats
Base Time: 1 day per port
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: 50¥
Equipment Needed: Vehicle Shop
CF: None	SR3 Stats
Design Specifications
Design Cost: 1 point
Maximum Rating: NA
CF Consumed: 0
Load Reduction: 0 kg	SR3 Stats
Customization Specifications
Parts Cost: 50¥
Parts Availability: 4/4 days
Street Index: 1.5
Maximum Rating: NA
Base Time: 24 hours
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Equipment Needed: Vehicle Shop
CF Consumed: 0
Load Reduction: 1 kg	

Mine Layer (p. 57)
To determine the scatter of each mine, roll a number of D6s equal to the vehicle’s current speed divided by 10. Detecting these mines requires the detection gear to make a roll against a target number equal to the number of meters it is from the mine, divided by 10. They’re also visible to the naked eye on a Perception (4) test. The dispenser always deploys all mines it holds in one Complex Action.
SRII Stats
Base Time: 5 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Parts Cost: 3,000¥ for the dispenser, +1,000¥ per CF devoted to mine storage
Equipment Needed: Vehicle Facility
CF: 2 for the mine dispenser, add 1 CF for every 5 mines stored. The mine dispenser itself holds no mines.	SR3 Stats
Design Specifications
Design Cost: 250
Maximum Rating: NA
CF Consumed: 2 CF for the mine dispenser, add 1 CF for every 5 mines stored. The mine dispenser itself holds no mines.
Load Reduction: 500 kg	SR3 Stats
Customization Specifications
Parts Cost: 250,000¥
Parts Availability: 28/30 days
Street Index: 4
Maximum Rating: NA
Base Time: 2 hours
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Equipment Needed: Vehicle Toolkit
CF Consumed: 2 CF for the mine dispenser, add 1 CF for every 5 mines stored. The mine dispenser itself holds no mines.
Load Reduction: 750 kg	

Minelayer Munitions Options (p. 57)	2-I
	Anti-Personnel Mine
Concealability is 16 or higher when buried. For a character stepping directly on the mine, armor does not resist the damage, but it does for anyone else in the blast radius.
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	4/16	7D(f)	–1 per meter	.1	10/7 days	350¥	3
	Antitank Mine
This mine has an armor-piercing anti-vehicle warhead. Concealability is 16 when buried.
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	4	14D	–7 per meter	15	10/7 days	400¥	3
Directional A-P Mine
This mine has two Damage Codes: the first is in a 30° cone in the direction it is deployed in, the second is a normal sphere-shaped blast radius.
	Conceal	Damage	Power Level	Weight	Availability	Cost	Street Index
	4	cone: 8D(f)	–1 per 4 meters	.5	10/7 days	100¥	3
		sphere: 8S	–1 per 2 meters
C
omputers, Cyberdecks, Software And Peripherals
•	
•	Daemon Netrunning (p. 58)
This nothing more than using a smart frame (p. 44, Virtual Realities/p. 107, Virtual Realities 2.0) to infiltrate a system. This normally involves making the frame appear like it belongs there, so you’ll need two new options, available only to frames: Disguise and Doppleganger.

Disguise
This option can be made in any required rating, from 1 upward. It adds (rating × 3)% to a frame’s size, and also adds one-half its rating (round up) to the target number to program the frame. It allows the frame to take on the identity of another program, including codes, passwords, and appearance of the imitated program.
In Virtual Realities, to do this requires the frame to make a test using its Analyze or Sensor rating (as appropriate to the thing being imitated, IC or decker) against a target number equal to the IC’s rating or the decker’s Evasion. If the test succeeds, the frame looks like what it tries to resemble. Keep track of the number of successes rolled by the frame.
In Virtual Realities 2.0, the frame uses its DINAB rating to make the same test.
For IC to spot that the frame is not what it appears to be requires an Opposed Test between the Disguise rating and the IC rating. If the IC has more net successes than the number rolled by the frame on its Analyze or Sensor test, it recognizes the frame for what it is. Deckers use their Sensor rating to make the same test.
Doppleganger
As for Disguise, Doppleganger can be made in any rating required. It adds (rating × 5)% to the frame’s size, and increases the target number for programming the frame by its rating. It functions in the same way as Disguise, but a frame with Doppleganger not only looks like something else, but can also act like it, albeit at a rating equal to the number of successes rolled on the imitation test, and never at a higher rating than the item being imitated.

New Personal Computers
Zetatech® PS-4040 Portastation (p. 61)	Legal
A table-top computer with 30 Mp memory, 10 slots for extra memory chips, a printer, a scanner, a 4-hour internal power supply, and 3 option slots (see p. 70, Chromebook 3). It comes in a solid briefcase (has armor Ballistic/Impact 2/2).

	Conceal	Memory	Weight	Availability	Cost	Street Index
	—	30 Mp	3	always	1,600¥	.75
Zetatech® PDA+ (p. 62)	Legal
A pocket computer with 20 Mp memory and a rating 4 voice recognition scanner (p. 87, Neo-Anarchists’ Guide to Real Life/p. 236, SR3) so it can recognize its owner.

	Conceal	Memory	Weight	Availability	Cost	Street Index
	4	20 Mp	1.1	always	3,000¥	1
Microtech “PCZ Super” Laptop (p. 62)	Legal
A table-top computer with 30 Mp memory, 5 clots for extra memory chips, a scanner, a printer, and 2½-hour power supply. It has one empty option slot.

	Conceal	Memory	Weight	Availability	Cost	Street Index
	1	30 Mp	3	always	750¥	.75
Wyzard Electronics “HandBox” Personal Comp (p. 63)	Legal
A pocket computer without on-board memory; instead you plug in a memory chip as needed. None of the extras on page 63 of Chromebook 3 are available. The computer is, however, cyber-controlled if you plug it into a datajack.

	Conceal	Memory	Weight	Availability	Cost	Street Index
	3	—	1	2/6 hrs	6,700¥	1.25
New Cyberdecks
•	EBM PNI 210 (p. 63)	4P-CD(S)
No changes.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	2	0	20	20	8	3	4/7 days	7,590¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	2/1/0/0/1	0	200	200	Tortoise	No	0	0	4/7 days	7,400¥	1
•	
Zetatech Parraline 5700 (p. 63)	4P-CD(S)
Comes with a vidscreen.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	2	1	20	20	8	3	4/7 days	8,200¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	3/2/0/0/2	0	300	450	Cool	No	50	0	4/7 days	17,890¥	1
•	Raven Microcyb Rook (p. 64)	4P-CD(S)
Comes with satlink gear installed (p. 33, Virtual Realities/p. 88, Virtual Realities 2.0) and has a level 1 casing.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	2	1	20	20	8	3	4/7 days	11,500¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	3/2/0/0/2	0	300	450	Cool	No	50	0	4/7 days	20,555¥	1
•	Lang Conpro-II Masterdeck (p. 64)	4P-CD(S)
SRII stats
When trying to control a slave module, this deck gives a –1 to the decker’s target number. This deck also has a satlink as standard.
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	8	3	120	480	8	3	6/7 days	328,500¥	1
SR3 Stats 
Has casing level 1, satlink interface, system-control rig emulator (Internal, p. 78, Corporate Security Handbook), and provides a –1 target number modifier when making Slave tests
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	10/6/6/0/6	3	1,500	7,500	Hot	Yes	200	0	24/7 days	1,972,940¥	1
•	Zetatech Parraline 5800 (p. 64)	4P-CD(S)
Comes with a vidscreen and level 1 response increase. It can also move independently through the Matrix in “tour” more, but can only go through Blue nodes (or hosts) and datalines, and even then only moves in random directions.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	5	2	75	190	15	5	4/7 days	58,500¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	6/4/0/0/4	1	900	5,400	Cool	Yes	100	1	4/7 days	153,795¥	1
•	
EBM PNI 412 (p. 65)	4-CD(S)
Comes with a vidscreen, printer, and a rating 4 thumbprint scanner (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3). For an extra 400¥ this deck has moving, abstract designs on the outer panels.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	3	1	30	45	15	5	4/7 days	18,000¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	4/2/0/0/2	0	400	800	Hot	No	100	0	4/7 days	49,590¥	1
•	Omnibus Cyberspace Explorer One (p. 65)	4P-CD(S)
SRII stats
Not available.
SR3 Stats
Originals cost about 150,000 nuyen.
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	2/1/0/0/1	0	200	200	Tortoise	No	25	0	4/7 days	8,250¥	1
•	PCT Danzig (p. 65)	4-CD(S)
If you ever roll a all ones while in the Matrix, roll 1D6: 4-5 = you are immediately dumped; 2-3 = you are dumped and your deck is burned beyond repair; 1 = take a Light Physical wound immediately (no Resistance test!), you’re dumped, and your deck is burned. If the deck is moved around carelessly, roll 3D6. If the roll is 4 or less, the deck falls apart. If you move it urgently, this happens on a 3D6 roll lower than 7.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	2	1	20	20	8	3	4/7 days	7,625¥	1
SR3 Stats
Actual price is 19,720¥, but listed cost is because this is a cheap deck.
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	3/2/0/0/2	1	300	450	Cool	No	30	0	4/7 days	17,748¥	1
•	Raven Microcyb Eagle (p. 66)	4-CD(S)
The deck does (str+2)L damage if used as a melee weapon. It also has level 1 response increase, a rating 5 thumbprint scanner (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3) and satlink gear.
SRII stats
The deck is armored to ballistic/impact ratings 3/3
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	5	1	100	250	15	5	4/7 days	90,135¥	1
SR3 Stats
This deck has a casing level 3.
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	5/3/3/0/3	2	1,000	2,500	Cool	No	100	1	4/7 days	143,970¥	1
•	
Zetatech Virocana (p. 66)	4P-CD(S)
This is both a cyberdeck and a conventional (table-top) computer. The computer uses the cyberdeck’s memory as it needs to, and has a printer and a scanner. The whole assembly is locked by a rating 4 thumbprint scanner (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3), and the deck has level 1 response increase and a vidscreen built-in.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	6	2	120	360	8	3	4/7 days	94,700¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	8/6/0/0/6	0	1,600	12,800	Cool	No	250	0	10/7 days	441,330¥	1
•	Raven Microcyb Kestrel (p. 66)	4P-CD(S)
The thumbprint scanner is rating 6, and the deck has satlink gear as standard.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	3	1	30	45	30	10	4/7 days	30,000¥	1
SR3 Stats
The casing is level 1.
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	4/2/0/0/2	1	400	800	Cool	No	150	1	4/7 days	61,465¥	1
•	EBM PNI 724 (p. 67)	4-CD(S)
For 200¥ extra, the coating is ColorChange™. The palm lock is a handprint scanner, rating 6 (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3), and the deck has level 1 response increase.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	5	2	100	250	23	8	4/7 days	65,400¥	1
SR3 Stats
This deck has a level 2 casing.
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	7/4/4/0/4	2	1,400	4,900	Hot	No	150	1	10/7 days	378,460¥	1
•	Jeweldecks (p. 67)	4-CD(S)
The minimum price is half a million nuyen, with average price so far being 2.7 million… These decks are not really upgradable.
SRII stats
Just because you might like to know, the construction cost of this deck in Virtual Realities is 5,692¥. The model listed here has level 1 response increase.

	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	4	1	60	120	8	3	—	see above	—
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	5/3/0/0/3	0	750	1,875	Hot	No	100	0	—	half a million nuyen and UP!
•	
Raven Microcyb Owl (p. 67)	3P-CD(S)
The coating is made of ruthenium polymers (p. 94, Shadowtech). The deck’s beeper uses an encrypted signal, which can be duplicated on an Electronics B/R (4) test. Add +2 to the target numbers of any tests made to upgrade this deck.
SRII stats
The deck comes with satlink gear, and always has a Sleaze-3 program running, hardwired into the deck, and as such taking up no memory of any kind.
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	3	1	30	45	8	3	4/7 days	25,550¥	1
SR3 Stats
The deck comes with satlink interface, and always has a Sleaze-4 (not 3) program running, hardwired into the deck, and as such taking up no memory of any kind.
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	4/2/0/2/2	1	400	800	Hot	No	50	0	4/7 days	67,700¥	1
•	Dantech Cacciaguida (p. 68)	4P-CD(S)
Has a vidscreen, and has a baked-in reality filter (p. 52, Virtual Realities/pp. 69, 72 and 82 of Virtual Realities 2.0) that transforms everything into classical images. The filter can be switched on and off, though.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	4	1	40	80	8	3	4/7 days	29,100¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	5/3/0/0/3	0	500	1,250	Cool	No	50	0	4/7 days	91,650¥	1
•	Aztec 600 Assault Programmer (p. 69)	4P-CD(S)
SRII stats
This deck does not have the Deckmate system, but does have the other options described. It also has a vidscreen, level 1 response increase, and the outer casing has armor ratings Ballistic/Impact 4/4.
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	4	1	100	200	8	3	4/7 days	37,400¥	1
SR3 Stats
Has a level 3 casing, a satlink interface, and a vidscreen.
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	5/3/3/3/3	2	1,250	3,125	Hot	Yes	100	1	4/7 days	157,795¥	1
•	Lang presents “The Green Knight” (p. 69)	4P-CD(S)
No immunity is provided against any programs. The deck has a vidscreen.
SRII stats
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index
	6	3	60	180	8	3	4/7 days	95,000¥	1
SR3 Stats
			Active	Storage
	MPCP	Hardening	Memory	Memory	ASIST	ICCM	I/O	Response	Availability	Cost	Street Index
	8/6/0/0/6	2	800	3,200	Cool	Yes	50	0	12/7 days	511,290¥	1

Computer Improvements

•	Protective/Utility Items (p. 69)
Power Strip 2020	As Deck
This protects the user from Black IC by dumping him. The device rolls an opposed test against the IC’s rating each time Black IC attacks the decker, using 4 dice for the Power Strip. If the Strip wins, the decker is dumped and takes no damage, but if the IC wins it can damage the decker as normal.
SRII Stats
	Conceal	Rating	Weight
	—	4	—
Availability	Cost	Street Index
6/7 days	5,000¥	1
SR3 Stats
This is much like an ICCM filter as far as function is concerned. The difference is that Power Strip 2020 has it own rating, independent of MPCP or any other components in the deck. When the decker comes under attack by Black IC, it rolls a test using its rating in dice, against the Ice’s rating as the target number. If the test succeeds, the decker is dumped and suffers from dump shock (page 124, Virtual Realities 2.0/p. 227, SR3) but is subject to none of the effects of the Black IC. Note that the Power Strip even attempts to dump the decker if the IC did not attack successfully. The device can be switched on and off by the decker spending a Free Action; however if it is not switched on in a Combat Phase before the Ice attacks, the decker does not receive the benefits.
The maximum rating Power Strip that can be installed is equal to the MPCP rating, and Power Strip counts against the same limit as Persona programs. For instance, take an MPCP 6/3/4/3/3 deck—the Persona programs add up to 13 points, with the limit of their total rating being 18, so a Power Strip of a maximum rating of 5 can be installed in this deck. Decks equipped with a Power Strip cannot be run in “Power Strip Mode.”

SOFTWARE TASK
Rating: Power Strip Rating
Multiplier: 5
COOK TASK
Time: Power Strip Rating × 3 days
Test: Avg. Computer B/R and Biotech (Power Strip Rating) Test
Parts: OCC @ Power Strip program size
Tools: Personal Computer (Memory: Power Strip size); Microtronics Shop; Optical Chip Encoder
INSTALLATION TASK
Time: Power Strip rating × 2 days
Test: Avg. Computer B/R and Biotech (Power Strip rating) Test
Parts: PLC @ Program Rating2; DTC @ Program Rating2
Tools: Microtronics Kit
Off-The-Shelf Cost: Power Strip Rating2 × [(4 × PF) + 120]¥; PF Basis: Power Strip rating
Smartstrip
Not available.
Hardware Options (p. 70)
Not available.
Option Slot Items (p. 70)
Modems
Not available.
Memory Upgrades	Legal
Every memory board adds 10 Mp to the computer’s memory.
External Memory Modules	Legal
See Memory Upgrades, above. Weight is 0.25 kg.
Dataports	Legal
No changes.
Chipreader
Not available (standard on most Shadowrun computers).
Databases
Not available.
	Availability	Cost	Street
			Index
Memory Upgrades	always	200¥	.75
External Memory	always	200¥	.75
Dataports	always	100¥	.75

Cybermodem Enhancements

Tight-Beam Radio Relay (p. 71)
Not available; use the rules for satellite linkup from p. 33 of Virtual Realities or p. 30 of Virtual Realities 2.0 if the need for such a device arises.
Batteries (p. 71)
Not available.
Zetatech Diagnet™ (p. 71)
Gives a –1 target number to the skill test required to design a utility, as long as the utility’s rating is less than or equal to Diagnet™’s. It must be run on a computer with enough memory to store both Diagnet™ and the utility being written.
Size: (rating2) × 6 Mp
Cost: Size × 5,000¥
•	Dead Man’s Handle (p. 71)
The decker’s Initiative is reduced by –3 (but never below 1). If the user gets hit by Black IC, normally preventing him from jacking out, he may now roll a Quickness test with a target number 6. If this test achieves at least one success, the decker can jack out before the IC actually hits him.
SRII Stats
Base Time: 1 day
Cook Time: None required
Appropriate Skill: Computer B/R
Skill Target: 6
Cost: MPCP × 1,000¥
Required Tools: Mictrotronics Tool Kit
Upgrade Procedure: Install new unit
Limits: None
SR3 Stats
SOFTWARE TASK
Rating: MPCP Rating
Multiplier: 4
COOK TASK
Time: MPCP Rating × 1 day
Test: Computer B/R (MPCP Rating) Test
Parts: OCC @ program size
Tools: Personal Computer (Memory: Dead Man’s Handle program size); Microtronics Shop; Optical Chip Encoder
INSTALLATION TASK
Time: 1 day
Test: Computer B/R (MPCP Rating) Test
Parts: PLC @ MPCP Rating; DTC @ MPCP Rating
Tools: Microtronics Kit
Off-The-Shelf Cost: MPCP Rating × 1,000¥
EBM 99080 “Muse” (p. 71)
The MUSE memory functions as a second set of Storage memory. The decker can store files here as normal, but to open or close it costs a Simple Action. If closed, IC that affects the deck’s memory (Hog, Tar Pit, etc.) cannot affect the MUSE.
SRII Stats
Base Time: Mp ÷ 75 (round down)
Cook Time: None required
Appropriate Skill: Computer B/R
Skill Target:4
Cost: 3¥ per Mp
Required Tools: Mictrotronics Tool Kit
Upgrade Procedure: Replacement: Full Value (Full memory replacement)
Limits: None
SR3 Stats
SOFTWARE TASK
None
COOK TASK
None
INSTALLATION TASK
Time: Memory Size ÷ 75 days (round up)
Test: Computer B/R (Memory Size ÷ 75, round up) Test
Parts: OMC @ Memory Size; DTC @ Memory Size ÷ 7.5 (round up)
Tools: Microtronics Kit
Off-The-Shelf Cost: Mp × 8¥
Datawalls & Code Gates (p. 72)
Not available.

Software

Flip Switch 2.0 (p. 72)
Also see the Flip Switch on page 9 of Chromebook 1 (and p. 17 of this book).
SRII Stats
The decker has a +2 penalty to all visual Perception tests for real-world things, and –5 Initiative. Roll for all Initiative using Matrix Reaction, rather than physical-world Reaction.
Options: one-shot
Size: rating2 Mp
SR3 Stats
Multiplier: none (see below)
Options: none
To use this program, the flipswitch hardware must be installed in the cyberdeck. It then functions as described on page 72 of Chromebook 3; executing Flip Switch 2.0 requires a Complex Action, but no tests. Flip Switch 2.0 has no real rating, but uses up 30 Mp of memory. When Flip Switch 2.0 is active, the decker receives a +2 modifier to all Perception tests (whether made in the Matrix or outside it), and subtracts 1D6 from his or her Matrix initiative dice—should this take the decker to 0D6 initiative, halve the decker’s Reaction rating and roll 1D6 for initiative as normal.
Dummy (p. 72)
SRII Stats
Not available.
SR3 Stats
Multiplier: 4
Options: DINAB, limit, one-shot
This utility looks like nother utility when activated. The decker rolls a Control test, subtracting the Dummy utility’s rating from the target number. For other deckers to spot that Dummy is not what it appears to be, they need more successes on their Analyze Icon test than were rolled for the dummy utility.
Multinetter (p. 72)
Not available.
Cascade (p. 73)
SRII Stats
This program functions like Attack, but instead of damaging the opposing decker, it erases 1D6 Mp from the opponent’s Active memory per extra success. If used against data in a Datastore, it erases 1D6 Mp of the attacked file per extra success; it cannot be used against IC.
Options: area-effect, link, mobility, one-shot, penetration
Size: rating2 × 2 Mp
SR3 Stats
Multiplier: 4
Target: deckers, files
Options: area, chaser, DINAB, limit, one-shot, optimization, penetration, stealth, targeting
An offensive utility that attacks like an Attack program when used, but erases 1D6 Mp out of the decker’s active memory per net success. If used against files, it erases 1D6 Mp from the file.
 in the Face (p. 73)
SRII Stats
Not available.
SR3 Stats
Multiplier: 3
Options: one-shot, squeeze
Make a Control Test, subtracting  In The Face’s rating from the target number. If the test succeeds, the host will start calculating pi, adding a modifier to all its target numbers equal to one-half the number of net successes rolled by the decker on the Control Test.
Clairvoyance (SeeYa 3.0) (p. 73)
Not available.
Hellburner (p. 74)
SRII Stats
Not available.
SR3 Stats
Multiplier: 25
Options: one-shot, targeting
HellBurner works against hosts in much the same way Blaster IC does against deckers (or their cyberdecks, to be more accurate). Make a Control Test using HellBurner’s rating; if successful the host’s hardware will take damage, starting at Light but staged up according to the number of successes rolled—use a condition monitor to keep track of this, and add the normal target number modifiers to all tests made by the host or the IC in it. If damage reaches Deadly level, the host shuts down immediately, and cannot be restarted until some of the hardware has been replaced (taking 2D6 hours at least).
HellBurner is very uncommon on the street, but has been reported in use by a number of hot-shot corporate deckers.
Thug (p. 74)
SRII Stats
This is an Attack program that always comes with the Mobility option.
Options: area-effect, one-shot, penetration, staging
Size: rating2 × 3 Mp
SR3 Stats
Multiplier: 8
Target: deckers, frames, IC, SKs
Options: none
This functions like an Attack-S program (p 98, Virtual Realities 2.0/p. 221, SR3) with Chaser and DINAB (at the same rating as the Thug utility) built into it as standard.
George (p. 74)
Relocate under another name, so see page 176 of SRII, page 97 of Virtual Realities 2.0, and/or page 220 of SR3.
Looking Glass (p. 74) 
Not available.
Dazzler (p. 75)
SRII Stats
Not available.
SR3 Stats
This black IC attacks like Killer, causing only damage to the deck and not the decker, but when it causes the deck’s condition monitor to reach or exceed Deadly damage, it generates what appears like an entirely new host for the decker. This will usually appear very similar to the one the decker was just in, but everything that happens in it is illusionary and does not affect the real host—any damage taken in this “host,” for instance, is gone as soon as the decker jacks out. On its first action after the decker gets hung up in this host, Dazzler triggers a built-in Trace to find the decker’s physical location.
To see through the fake host requires the decker to roll an Intelligence test (no utilities help) against the Dazzler IC’s rating, +3 (because of the damage suffered by the cyberdeck). One success is sufficient to realize the “host” is not real, but the decker can only leave the host by jacking out.
Pile Driver (p. 75)
SRII Stats
An Attack program with the Penetration and Serious staging options built into it as standard.
Options: area-effect, link, mobility, one-shot
Size: (rating+5)2 × 3 Mp
SR3 Stats
Multiplier: 4
Options: none
An Attack-S program with the Penetration option built into it as standard. Add +1 to the utility’s rating before adding the multiplier.
Sledgehammer (p. 75)
SRII Stats
An Attack program with the Moderate staging option built in.
Options: area-effect, link, mobility, one-shot, penetration
Size: (rating+2)2 × 2 Mp
SR3 Stats
Not available (use Attack-Moderate instead).
Flare Gun (p. 75)
SRII Stats
Not available.
SR3 Stats
Multiplier: 3
Options: none
Executing Flare Gun requires a Files Test, modified by the Flare Gun’s rating. The decker must have a message composed (which is done by buffering messages, as explained under Speak A Word, page 121, Virtual Realities 2.0/p. 224, SR3). This message is sent to all deckers in the same host if the Files Test is successful.
Ball and Chain (p. 75)
SRII Stats
Similar to Slow, this utility affects only other deckers.
Options: area-effect, link, mobility, one-shot
Target: Evasion
Size: rating2 × 4 Mp
SR3 Stats
Multiplier: 5
Targets: deckers
Options: area, DINAB, one-shot
Similar to Slow, this utility affects only other deckers.
Dupré (p. 76)
SRII Stats
Not available.
SR3 Stats
Multiplier: 1
Options: none
This utility functions like Decrypt (p. 96, Virtual Realities 2.0/p. 220, SR3), except that every time it has made a successful Decrypt Access, Dcrypt File, or Decrypt Slave system operation it gets a –1 modifier to its target number to use the same operation on that same host, up to a maximum of –8. Add the host’s Access rating to the size the utility occupies in the cyberdeck’s memory after each successful test.
Note: Dupré requires the decker and/or gamemaster to keep track of which modifier applies to which host. A major revision of the host’s security would negate the modifier, and deckers can erase the modifier for a host by spending a Simple Action per host.
Cry Baby (p. 76)
SRII Stats
This white IC pretends to be data, but once downloaded it will set off any Trace-type IC in any nodes the decker passes through if it rolls at least one success on a test (using its rating for the number of dice) against the decker’s MPCP rating. In order to dump it from the deck, the decker must kill it or reboot the deck. This IC has a size of (rating2) Mp when in a cyberdeck.
Load Rating: 1/2 rating (round down).
SR3 Stats
Make a Cry Baby Test against the decker’s Detection Factor every time he makes a System Test. If successful, Cry Baby installs itself in the deck’s active memory, taking up memory equal to its rating, squared. Once there it decreases the deck’s Trace Factor by its rating. Removing Cry Baby from memory requires a Computer (Software) Test against Cry Baby’s rating; this costs a Complex Action.
At the gamemaster’s discretion, Cry Baby can be programmed to only work in systems belonging to certain companies or organizations—for example, a Cry Baby that will only work if it is in a Mitsuhama system. This feature adds 1 to the effective rating to determine the size it takes up in the cyberdeck’s memory.
Evil Twin (p. 76) and Shadow (p. 77)
Not available.

Typhoid Mary (p. 77)
SRII Stats
Typhoid Mary is gray IC that attacks like a Killer-M (p. 171, SRII), and will dump the decker as normal if it inflicts Deadly damage to the deck.
However, if Typhoid Mary is successfully attacked by the decker, but less than Deadly damage is caused to it, Typhoid Mary “crashes,” appearing as if it has taken Deadly damage. At this point, roll a test using Typhoid Mary’s rating against the deck’s MPCP rating plus its Hardening rating. Each success allows Typhoid Mary to delete one utility from the deck’s active memory, chosen randomly.
Target: Bod
Load Rating: 1.5 × rating
SR3 Stats
Typhoid Mary is white IC that attacks like a Killer (p. 41, Virtual Realities 2.0/p. 228, SR3), and will dump the decker as normal if it inflicts Deadly damage to the deck.
However, if Typhoid Mary is successfully attacked by the decker, but less than Deadly damage is caused to it, Typhoid Mary “crashes,” appearing as if it has taken Deadly damage. At this point, roll a test using Typhoid Mary’s rating against the deck’s MPCP rating plus its Hardening rating. Each success allows Typhoid Mary to delete one utility from the deck’s active memory, chosen randomly.
Possessor (p. 77)
SRII Stats
Not available.
SR3 Stats
Multiplier: 15
Target: IC
Options: chaser, DINAB, limit, one-shot, optimization, sensitive
A special offensive utility, that attacks as normal, but once it crashes IC, that IC comes under control of the decker, who can let it perform its normal functions as if he were the host. Any damage done by Possessor to the IC is gone, and remains gone when Possessor is released from the IC. Each Possessor can only control one piece of IC, and once the IC is released, it will start performing its normal functions again. If an attack is made against either Possessor or the Ice it controls, roll 1D6; 1-3 = IC gets hit, 4-6 = Possessor gets hit.
Possessor is reportedly in use by combat deckers from major corporations. 
Exorcist (p. 77) to Stationary (p. 78)
Not available.

Threat (p. 79)
SRII & SR3 Stats
This black IC does no damage, but gives the decker a nagging feeling that his meat body is in danger. Roll for damage as normal, and let the player apply it to the decker’s Stun Condition Monitor; this damage is removed as soon as the decker jacks out, or when the Threat IC is destroyed or shut down. Once the decker has taken “damage” from the Threat, he must roll a Willpower test to avoid jacking out.
Knevil (p. 79)
SRII Stats
Not available.
SR3 Stats
Multiplier: 4
Options: none
A variant of the Rigger Protocol Control Emulation; to use this utility, the decker must have a System-Control Rig Emulator installed in his deck (see page 78, Corporate Security Handbook). When executed, the decker can jack into a rigged vehicle, but must use the rules on page 105 of the Corporate Security Handbook to battle it out with any rigger who might already be plugged into the same vehicle. When the decker in actual control of the vehicle, use the same rules.
Terminator (p. 79) to Black Sky (p. 80)
Not available.
Cartographer (p. 80)
SRII Stats
This program has the Mobility option built in, and once activated, it seeks out the CPU and asks it for a system map. Treat this exactly as a Trace program with regards to the time taken to retrieve the map.
Options: one-shot
Size: rating2 × 4 Mp
SR3 Stats
Multiplier: 6
Options: one-shot
Use of this utility requires an Access test in a Complex Action, subtracting Cartographer’s rating from the target number. On a successful test, the decker knows a number of steps in the security sheaf equal to the number of successes rolled; for example, with four successes the decker would receive information about the first four steps. This information consists only of the trigger points, not the IC or other measures taken at those steps.
Before making the test, the decker may choose to assign successes to discovering the action taken at each step, in which case that data is also given for a number of steps equal to the successes allocated, provided they were less than or equal to the number of steps about which the decker gets information. For example, if a decker decides to allocate 3 successes to getting IC data, and then rolls 5 successes, he will get data for only two steps because he only has two successes assigned to the trigger points of the security sheaf.
Subsequent successful tests add to the original number of successes.
Dogcatcher (p. 80)
Not available.
Outjack (p. 80)
SRII Stats
Not available.
SR3 Stats
Multiplier: 6
Options: none
This program must be loaded into active memory in order to work, and rolls a test using its rating for the number of dice each time the decker takes Physical damage. The target number is 10 minus the number of boxes of damage taken by the decker. If the test succeeds, the decker is automatically jacked out. OutJack will not work if the damage is illusionary, such as might be caused by certain Illusion spells, and it will not unplug the decker he is being held in the Matrix by Black IC. A decker dumped from the Matrix by OutJack still suffers from dump shock, but subtracts OutJack’s rating from the Power Level.

C
yberpets

Animal Stats (p. 82)
Many of the animals in the Chromebook 3 don’t appear in any Shadowrun book, so stats for these are in the table below.
 
ANIMAL	B	Q	S	C	I	W	E	R	Initiative	Attacks
Baboon	4	3×3	4	—	3/4	2	6	5	5+2D6	6M
Cheetah	3	12×5	3	—	2/4	2	6	6	6+3D6	8M
Chimp	4	4×3	6	—	4/4	3	6	5	5+2D6	8M
Dog, Medium	2	4×4	2	—	2/4	2	6	4	4+1D6	4M
Dolphin	5	4×4	4	3	4	3	6	4	4+3D6	7M
Gorilla	8	3×3	10	—	4/4	3	6	5	5+1D6	8S, +1 Reach
Lion	8	5×4	7	—	3/4	2	6	6	6+3D6	10S, +1 Reach
Otter	2	4×4	1	—	2/4	2	6	5	5+2D6	5L, –1 Reach
Note: Running multiplier on land is 2
Rabbit	1	3×3	0	—	1/4	2	6	4	4+1D6	3L, –1 Reach
Raptor	1	6×5	2	—	2/6	2	6	5	5+3D6	5L, –1 Reach
Note: Running multiplier on land is 2
Raptor, Large	2	5×5	2	—	2/6	2	6	4	4+3D6	5M
Note: Running multiplier on land is 2
Rodent, Small	1	3×3	0	—	1/3	2	6	5	5+1D6	2L, –2 Reach
Squirrel	1	5×3	0	—	1/4	2	6	4	4+1D6	4L, –1 Reach
Animal Cyberware (p. 83)
Follow the rules for fitting cyberware into critters on page 220 of SRII and/or page 6 of Critters (which comes with the Shadowrun Gamemaster Screen, Third Edition). For this reason, animals are usually modified by putting bioware into them, even though this costs more in monetary terms.
The Animal Cyberware table on pages 84-85 of Chromebook 3 is not used. If you want to put cyberware into a critter, use any normal cyberware you want to put into the animal. Following are some of the special kinds of cyberware that Chromebook 3 gives for animals; these can only be used for animals, not for (meta)humans. Things not listed below are not available.
Animals can use skill chips in exactly the same way (meta)humans can.
•	Berserk Chip (p. 84)	Legal
This chip gives the animal a –2 modifier to its target numbers to make attacks, and also gives it +1 Power for those attacks. The animal’s Professionality Rating is automatically set to 4, and the test to see if the animal turns on its handler (SRII p. 220/Critters p. 6) gets a +3 modifier to the die roll. The chip can also be used by (meta)humans, but in this case make an opposed test between the user’s Willpower and the chip’s rating. If the chip gets more successes, the character can use the chip.

	Type	Rating	Memory	Availability	Cost	Street Index
	Active	2	20 Mp	6/4 days	2,000¥	1.25
IFF Chip (p. 84)	Legal
To successfully recognize someone requires a Perception test on the animal’s part, adding the chip’s rating to the number of dice rolled. It can also be used by (meta)humans. The memory requirements are as for normal skillsofts (p. 248, SRII).

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	1 to 10	standard	5/4 days	Mp x150¥	1.25
Watchdog Chip (p. 84)	Legal
No changes.

	Type	Rating	Memory	Availability	Cost	Street Index
	Know	3	30 Mp	6/4 days	4,500¥	1.25
External Weapon Harness (p. 84)	As Weapon
The animal’s Body must be at least 2 to be able to use this. The weapon size is limited by the next table:

	Body	Max. weapon size
	2-3	Light pistol
	4-5	Heavy pistol
	6-7	SMG
	8-9	LMG
	10+	any

	Essence Cost	Availability	Cost	Street Index
	.5	6/36 hrs	2,000¥	1.25
Sample Animals
Below follow the sample animals from Chromebook 3. Costs are including surgery, healing costs, training, you name it, except for the animal it is to be put into.
The Digital Watchdog (p. 85)
This package involves a softlink (1), a Watchdog chip (usually plugged into the softlink), and cyberears. This costs the animal .35 Essence points and Major Invasive Surgery. Training includes Identity 3 and Loyalty 6 skills, while total cost is 50,000¥.
Perfect Pets (p. 86)
The animal gets a softlink (1), a tailored behavorial chip, and Loyalty 3 skill. Essence cost is .15, nuyen cost is 13,000¥.
The Cyberpred (p. 86)
Modifications normally consist of muscle augmentation (2), orthoskin (2), and pain editor bioware, with cyberware being retractable hand razors, cybereyes (with low-light, thermographic, and flare compensation), softlink (2), and olfactory boost (6). Body cost is 3.2, Essence loss is .9, while cost is 510,000¥.
Animal Eyes (p. 87)
This package has cybereyes with low-light and video link with internal transmitter, datajack (1), and cyberears. Essence cost is .9, money cost is 70,000¥.

R
obots, Cyberforms, Full ’Borgs And Powered Armor
None of these are common in any sense of the word in Shadowrun.
Bots
•	Brandt-Neumann Washbot (p. 88)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	1.5	12/7 days	4,250¥	2
•	Carolli M-bot (p. 88)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	12	14/10 days	11,500¥	2
•	Carolli V-bot (p. 89)	Legal
No changes.

	Conceal	Rating	Weight	Availability	Cost	Street Index
	—	—	6	12/7 days	6,500¥	2
Mini-Cyberforms
•	Mini-Cyberform Model A-2 “Tarantula” (p. 90)
The injector can hold any liquid substance, and can penetrate Impact armor with a maximum rating of 4. The Tarantula can be controlled by any normal remote control deck, and has a high Autopilot rating because of the ceretronic core (see p. 89, Chromebook 3).
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Tarantula	3/4	10/20	1/0	7	3	14,000¥
Operational Duration: 8 hours	Set-up/Breakdown Time: none
Store: 1 CF	Sensors: Standard (1)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/4	13	1	0	0	8
	Autonav	Pilot	Sensor	Cargo	Load
	—	3	1	0	5
Seating: none	Setup/Breakdown: NA
Entry Points: none	Landing/Takeoff: NA
Fuel: Electric (40 PF)	Economy: .75 km/PF
Point Value: 622	Cost: 6,220¥
Template: Micro Walker	Reference: Chromebook 3
Other Features: Remote-control interface, rigger adaptation
•	Mini-Cyberform Model B-2 “Centipede” (p. 91)
The mandibles inflict 4M damage (versus Impact armor) on a successful hit, but have a –1 Reach. The airgun’s rounds are treated as needle ammunition (p. 30, Neo-Anarchists’ Guide to Real Life), and refer to p. 59, Chromebook 2 for information on the micro missiles. The Centipede’s outer coating gives a +3 penalty to sound, vision, or thermal-based Perception tests to spot the Centipede. 
SRII Stats
Adapting the Centipede for zero-G operations costs 12,500¥, after which it can move at speed 10/25 through space.
	Handling	Speed	B/A	Sig	Apilot	Cost
Centipede	4/4	8/15	1/0	6	3	25,000¥
Operational Duration: 30 days	Set-up/Breakdown Time: none
Store: 3 CF	Sensors: Enhanced (1)	
SR3 Stats
Adapting the Centipede for zero-G operations costs 12,500¥, after which it can move at speed 17 through space.
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/4	10	1	0	0	8
	Autonav	Pilot	Sensor	Cargo	Load
	—	3	1	0	5
Seating: none	Setup/Breakdown: NA
Entry Points: none	Landing/Takeoff: NA
Fuel: Electric (3,000 PF)	Economy: 1 km/PF
Point Value: 1,825	Cost: 18,250¥
Template: Micro Walker	Reference: Chromebook 3
Other Features: Remote-control interface, rigger adaptation

Advanced Air Gun:
Type	Conceal	Ammo	Mode	Damage
Light Pistol	—	0 (c)	SS	4L

Missile launcher:
Type	Conceal	Ammo	Mode	Damage
Assault Rifle	—	 (m)	SS	missile
•	Mini-Cyberform Model A-3 “Beetle” (p. 92)
The buzzsaws do 6L damage, going against one-half Impact armor. The Beetle’s outer coating gives a +2 penalty to sound or thermal-based Perception tests to spot the Beetle. The Beetle’s ablative armor gives it an armor rating of 3 (vehicle armor) against laser attacks only. Adapting it for zero-G is similar to doing the same for a Centipede.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Beetle	4/5	5/10	1/0	7	3	25,000¥
Operational Duration: 30 days	Set-up/Breakdown Time: none
Store: 2 CF	Sensors: Standard (1)	
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/4	7	1	0	0	8
	Autonav	Pilot	Sensor	Cargo	Load
	—	3	1	0	5
Seating: none	Setup/Breakdown: NA
Entry Points: none	Landing/Takeoff: NA
Fuel: Electric (3,000 PF)	Economy: 1 km/PF
Point Value: 1,819	Cost: 18,190¥
Template: Micro Walker	Reference: Chromebook 3
Other Features: Remote-control interface, rigger adaptation

Laser:
Type	Conceal	Ammo	Mode	Damage
Light Pistol	—	2	SA	8M

Full Body Conversions

Refer to the adaptations on page 73 of this book for details on what’s what with these.

Moore Technologies “Sheol” Hazardous Operations Full Conversion (p. 93)
Body: 9
Quickness: 7 ×3
Strength: 14
Essence Cost: 12.9
Unarmed Combat Damage: (str+1)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Times Square Plus: p. 38, Chromebook. Essence Cost: .3
Radiation Detector: 10 meters range. Essence Cost: .4
Toxin Scanner: a Chemical Analyzer (p. 60, Shadowtech). Essence Cost: .2
Other Options
Radiation Shielding: provides almost complete protection against radiation. Essence Cost: —
Toxin Shielding: provides a complete EnviroSeal™ system. Essence Cost: —
Acid Shielding: provides almost complete protection from all known acids. Essence Cost: —
Squirters: these use the following ranges: Short 1-2, Medium 3, Long 4, Extreme 5 meters, and have a 5-shot “magazine.” Essence Cost: —
MD Tech, Inc. “Kildare” Medical Full Conversion (p. 95)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 15.45
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 2/2

Options Packages
Sensor Options
Medical Scanner: a built-in medkit (p. 263, SRII/p. 304, SR3). Essence Cost: .3
Times Square Plus: p. 38, Chromebook. Essence Cost: .3
Micro-Optics: no changes. Essence Cost: .1
Enhanced Thermographic Sensor: gives the Kildare cybernetic thermographic vision (p. 89, SRII/p. 112, SR3). Essence Cost: .2
Phone Splice: a headware telephone (p. 260, SRII/p. 300, SR3). Essence Cost: .5
Radio Link: a headware radio (p. 260, SRII/p. 298, SR3). Essence Cost: .75
Image Enhancement: Electronic magnification level 2 (p. 85, Street Samurai Catalog/p. 300, SR3). Essence Cost: .1
Amplified Hearing: Hearing amplification (p. 78, Street Samurai Catalog/p. 299, SR3). Essence Cost: .2
Other Options
Stim System: no changes. Body Cost: .5
Medical Shielding: no changes. Essence Cost: —
Left and Right Medical Hands: the laser scalpel does (str)L when used as a weapon, the standard scalpel does (str÷2)L, while the buzz saw does (str–1)L. Essence Cost: .3 per hand
Injector Reservoir: no changes. Essence Cost: .1 per reservoir
Blood/IV Supply: no changes. Essence Cost: .1 per reservoir
Adrek Robotics “Burroughs” Mars Operations Standard Full Conversion (p. 97)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 11.75
Unarmed Combat Damage: (str+1)M Stun
Armor (B/I): 4/4

Options Packages
Sensor Options
Radio Beacon/Detector: a headware radio (p. 260, SRII/p. 298, SR3) combined with a rating 4 tracking signal (p. 258, SRII/p. 292, SR3). Essence Cost: .8
Other Options
Goop Ball Launcher: each shot can seal up to a 5 cm hole, but does no damage. It holds 1 shot, and uses Taser ranges. Essence Cost: .25
Radiation Shielding: provides almost complete protection against radiation. Essence Cost: —
Sand Feet: No changes. Essence Cost: —
Temperature Control: this system gives the Burroughs +1 Impact armor to resist heat-based weapons and spells. Essence Cost: —
Increased SP: not available.
Militech Cybernetics International “Spyder” Reconnaissance Duty Full Conversion (p. 99)
Body: 6
Quickness: 13 ×3
Strength: 10
Essence Cost: 21.2
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Front Optic Mount: a set of cybereyes, with the following options: flare compensation, low-light, optical magnification (3), smartlink, thermographic (all p. 260, SRII/pp. 298-302, SR3), and Times Square Plus (p. 38, Chromebook). Essence Cost: 1.1

Right Head Sensory Extension: mounts a single cybereye, a single cyberear (p. 260, SRII/pp. 299-300, SR3), and a video link with internal transmitter (p. 84, Street Samurai Catalog). Essence Cost: .85
Left Head Sensory Extension: mounts a single cybereye with low-light, a single cyberear (p. 260, SRII/pp. 299-300, SR3), and a video link (p. 84, Street Samurai Catalog).  Essence Cost: .55
Right Shoulder Sensory Extension: mounts a single cybereye with flare compensation and low-light, and a single cyberear (p. 260, SRII/pp. 299-300, SR3). Essence Cost: .2
Left Shoulder Sensory Extension: mounts a single cybereye, a single cyberear (p. 260, SRII/pp. 299-300, SR3), and a LOS tight-beam laser communicator. Essence Cost: .4
Acoustic Alarm System: a rating 3 select sound filter (p. 82, Street Samurai Catalog/p. 299, SR3), hearing amplification (p. 78, Street Samurai Catalog/p. 299, SR3), and damper (p. 260, SRII/p. 299, SR3). Essence Cost: .7
Military Radio: a headware radio (p. 260, SRII/p. 298, SR3) with crypto circuit HD level 6 (p. 77, Street Samurai Catalog) and commlink-VIII (p. 76, Street Samurai Catalog). Essence Cost: .9
Parabolic Microphone: a rating 5 shotgun microphone (p. 258, SRII/p. 292, SR3). Essence Cost: .2
Cellular Phone: a headware telephone (p. 260, SRII/p. 298, SR3). Essence Cost: .5
Satellite Uplink: no changes. Essence Cost: —
Raser™ Scanner: negates all camouflage modifiers. Essence Cost: .2
A/V Recorder: a level 2 softlink (p. 46, Shadowtech). Essence Cost: .2
Sniffer: a rating 4 olfactory booster (p. 62, Shadowtech). Essence Cost: .2
Radiation Detector: rating 3. Essence Cost: .2
Remote Targeting Link: no changes. Essence Cost: .25
Motion Detectors: rating 4. Essence Cost: .3
Magnetometer: a rating 2 MAD. Essence Cost: .4
Radar Suite: rating 3. Essence Cost: .4
Laser Detector: rating 3. Essence Cost: .25
Weapon Options
Quick-Change Mount: this pod holds one Militech M31a1 rifle with grenade launcher (p. 45, Chromebook). Essence Cost: —
Other Options
Variable Spectrum Spotlight: has a 1-5 on 1D6 chance of blinding unshielded organic eyes. Essence Cost: —
EMP Shielding: level 4 shielding against electrical shocks. Essence Cost: .5
Gyro-Balancer: –2 target number to any test made involving balance. Essence Cost: .3
Parasail: cannot work under 60 meters. Essence Cost: —
Climbers: -2 target number for climbing tests. They do (str)M damage in melee combat. Essence Cost: .3
Grappling/Rapelling Cable: no changes. Essence Cost: —
IR Thermal Dam: +4 target number to spot the Spyder by thermographic vision only. Essence Cost: —
Environmental Assimilation System: Allows the Spyder to camouflage itself in almost any terrain. See p. 77, Fields of Fire. Essence Cost: .1
Expert System: not available.
Raven Microcybernetics “Wiseman” Cyberspace Commando Full Conversion (p. 104)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 22.1
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3

Options Packages
Sensor Options
Video Imager: p. 39, Chromebook. Essence Cost: .25
Net-Vision: not available.
Times Square Plus: p. 38, Chromebook. Essence Cost: .3
Micro Video Optic: a video link (p. 84, Street Samurai Catalog). Definitely not unlimited recording time. Essence Cost: .5
Micro Recorder Link: included in the micro video optic’s system.
Phone Splice: a headware telephone (p. 260, SRII/p. 298, SR3). Essence Cost: .5
Scrambler: a rating 4 crypto circuit HD (p. 77, Street Samurai Catalog). Essence Cost: —
Tight Beam Radio Link: a headware radio (p. 260, SRII/p. 298, SR3). Essence Cost: .75
Other Options
INT-3 Computer: p. 8, Chromebook 2. Essence Cost: .5
DataShielding: p. 17, Chromebook 2. Essence Cost: .4
Wet Drive Access Link: a level 1 encephalon (p. 49, Shadowtech). Essence Cost: .5
TechScanner & CTD CompuMods: allows the Wiseman to read (and write) credsticks and keycards. Essence Cost: .3
Chip Ports: A rating 4 softlink (p. 46, Shadowtech). Essence Cost: .3
Chronometer: no changes. Essence Cost: .05
Cybermodem Link: a level 4 datajack (p. 45, Shadowtech). Essence Cost: .25
Cellular Cybermodem: not cellular, but this is a C2 deck (pp. 54-59, Shadowtech) with the following stats. This deck comes with a level 6 persona module (p. 55, Shadowtech).
	Persona	Hardening	Memory	Storage
	6	2	240	1440
	Load	I/O	Response	Essence Cost
	23	8	1	7.4
Extra Databanks: these extra 720 Mp are already figured into the Storage of the deck.
Auto Punchout Option: p. 8, Chromebook. Essence Cost: .2
Flip Switch: p. 9, Chromebook. Essence Cost: .2

New Full-’Borg Options
Eelskin (p. 107)
This system works like a taser.

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	—	—	10S Stun	—	6/7 days	1,400¥	2
CyberSteroids (p. 107)
Not available.
Powered Armor
Powered armors are full-body, powered suits that are worn by combat soldiers, and are a step up from the military armors presented in Fields of Fire (p. 54) Someone must sit inside one, and most are made in “human” size, so dwarves and trolls will not normally fit into them.
For game purposes, powered armors are treated like normal clothing, except that they can give modifiers to Attributes, and have lots of things—such as weapons—built into them. The suit’s weight is not a burden to the person inside it, but it will be to anyone trying to lift the suit up. All powered armors have Hardened armor.
If a weapon has belted ammunition stored anywhere on the armor, it can use that ammo at all times; otherwise, the weapon uses normal clips.
Arasaka Mfg. Type-17k “Guardian” Assisted Combat Personal Armor (p. 108)
This suit adds +5 to the wearer’s Strength.

Head	Right arm	Left arm	Right leg	Left leg	Torso
HUD (150 Mp)	Grapple gun	Heavy Machine Gun	Black Book	10 clips Flechette	Life-sign monitor
Thermographic	Ingram Valiant LMG	Ares Viper pistol	100 rounds LMG	  ammo for Viper	Cellular phone
Laser detector (4)	Volt Pistol	Retina Scanner (3)	  ammo	Smoke grenade	Mapmaker + GPS
Radio	Fire Extinguisher	Flash Pak	10 Plastic Restraints	
Searchlight

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
	—	3	3	138	30/2 months	76,260¥	4
Militech & Trauma Team Tb/0 “Lifeline” Assisted Combat Personal Armor (p. 110)
This suit adds +6 to the wearer’s Strength. The climbing claws add -1 target number for climbing tests. The Lifeline is equipped with EnviroSeal™ and 10 man-hours of life support.

Head	Right arm	Left arm	Right leg	Left leg	Torso
HUD (300 Mp)	Militech M-31 rifle	Grapple gun	Flask Pak	Smoke grenade	Medkit
Crypto Circuit (4)	Fire extinguisher	Mini Comp 10	Climber claws	Climber claws
Radio	Medkit	Power saw [6S]
Ares Viper pistol	Basic toolkit	Climber claws
Searchlight	Climber claws

	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
	—	4	4	158	30/2 months	99,000¥	4

WADs (Working Assistant Droids)
WADS are treated like any other drone. Construction of them, as given in Chromebook 3, is not possible. All come with remote contol gear installed.
Duroi/Janvier “Frelon” (p. 113/116)
Head	Right arm	Left arm	Right leg	Left leg	Torso
Radio	Tool suite	Tool suite	Fire extinguisher	Goop-ball dispenser	Envrionmental/ Crypto Circuit (4)		Emergency breather	Grapple gun	Slap-patch	  Tech scanner
Searchlight (white)		  supplies (2× half-		  dispenser
Searchlight (IR)		  hour units)		Grapple gun
				Tool suite
Cost: 67,280¥
Fiat “Nova” (p. 113/117)
Head	Right arm	Left arm	Right leg	Left leg	Torso
Radio			Grapple gun	Grapple gun
Crypto Circuit (3)
Sonar rangefinder
Searchlight
  (armor 1/1)
Cost: 78,390¥
International Electric “Newport Mk. II” (p. 114/118)
Head	Right arm	Left arm	Right leg	Left leg	Torso
Cellular phone	Tool suite	Tool suite			Fire extinguisher
Camera					Maintenance
Searchlight (white)					 computer
Searchlight (UV)					Phone
Cost: 56,440¥
Duroi/Janvier “Scarabee” (p. 115/119)
Head	Right arm	Left arm	Right leg	Left leg	Torso
Camera	Fire extinguisher	Grapple gun	Climber claws	Climber claws
Radio	Tool suite	Tool suite
Searchlight
  (armor 1/1)
Cost: 76,640¥

Chromebook 4
C
yberware& Chipware

Extra Twist™ Joint Addition (p. 3)	Legal
The user gets a +4 penalty to all target numbers with the limb for one week after installation; reduce the penalty by 1 for every success on a Reaction (6) test. If a Reaction, Quickness (and, in SR3, a test using a skill based on one of these attributes), or Athletics test ever rolls all ones, the character loses use of the limb for 1D6 turns (apply the Rule of Six to this roll).
Per limb, the character gets a –1/2 target number (rounded against the character: –0 with  one limb, –1 with two or three limbs, and –2 with four limbs) for all Athletics skill tests except for running, and also for making grapples and escapes from being held in unarmed melee combat.

	Essence Cost	Availability	Cost	Street Index
	—	6/6 days	+30% of limb	1
Dynalar Technologies “Digits” Cyberfingers (p. 4)
A) Flesh Mount	Legal
Cyberfingers can only be installed in a meat hand by also installing the flesh mount in the hand; one mount is required per finger. With the flesh mount installed, use the listed Essence Cost for the finger; the mount itself costs no Essence as this is calculated into that of the finger.
B) One-Shot Special	6-CC(R)
A one-shot Hold-Out pistol. Halve all ranges for the weapon, and use the average of the character’s Quickness Attribute Rating and Firearms Skill Rating to fire it. Reloading takes one Complex Action.
C) Ballpoint Finger	Legal
Refills are 2¥.

	Essence Cost	Availability	Cost	Street Index
Flesh Mount	—	+1/normal	100¥	1
One-Shot Special	.15	8/5 days	500¥	2
Ballpoint Finger	.15	3/24 hrs	250¥	.8
NovelTech Corvette Cyberlegs (p. 5)	Legal
A set of two cyberlimbs. Both systems add +2 to the Power Level of any kick made by the character. The Basic system adds 3 to the character’s Quickness for movement purposes only, the Advanced system adds 3 to Quickness and +1 to the Running Multiplier. Upgrading from Basic to Advanced costs 25,000¥.

	Essence Cost	Availability	Cost	Street Index
Basic System	2	6/6 days	225,000¥	1.5
Advanced System	2.2	8/6 days	250,000¥	1.5

Donner Savage Medical Modular Hand (p. 5)	Legal
Using this hand negates the +4 modifier for not having a medkit handy during first aid.

	Essence Cost	Availability	Cost	Street Index
	.35	5/4 days	58,500¥	2
Catspaw™ Stealth Foot (p. 5)	Legal
Must be installed in both feet, and adds 1 die to Stealth skill tests to remain unnoticed while walking.

	Essence Cost	Availability	Cost	Street Index
	—	4/7 days	7,500¥	1.5
Sycust Extending Leg Units (p. 6)	Legal
When extended, Quickness is increased by +1 for determining walking speed only. Cannot be used with legs/options mentioned, nor with hydraulic jacks (p. 43, Shadowtech).

	Essence Cost	Availability	Cost	Street Index
	—	9/14 days	40,000¥	1.25
Sycust Joint Options (p. 6)	Legal
Per two limbs so equipped, double-jointed gives the character a –1 target number modifier when making grapple melee attacks, and a –1 target number to escape from them. Moving a locked joint requires a successful Strength (10) test; this is not an opposed test—the character whose joint is locked does not actually do anything. Reaction is reduced by –1 for every locked joint. 360° rotating joints give a –1 target number to escape from bindings.

	Essence Cost	Availability	Cost	Street Index
Double Joints*	—	6/6 days	100,000¥*	1.25
Locking Joint	—	6/6 days	5,000¥	1.25
360° Rotating Joint	—	6/6 days	6,000¥	1.25
* Per two limbs
Soviet Cyberware (p. 7)	Varies
All normal cyberware (except specific brand names) is available from Russia; divide the nuyen cost by 1D6, and there is a 1–3 on 1D6 chance of a 10% extra Essence cost. Roll for each piece of cyberware individually.
Dynalar NewTeeth (p. 7)	Legal
Damage from a successful bite attack is (Str)L.

	Essence Cost	Availability	Cost	Street Index
	.05	3/24 hrs	2,000¥	1
Dynalar PowerJaw (p. 7)	Legal
Increase the Power Level of bite damage by +2.

	Essence Cost	Availability	Cost	Street Index
	.1	3/24 hrs	1,000¥	1
Dakai Soundsystems NewThroat (p. 8)	Legal
Can hold up to .5 Essence points of voice-related pieces of cyberware (not bioware) without additional Essence cost. The throat area is considered to have a Barrier Rating of 4.

	Essence Cost	Availability	Cost	Street Index
	.25	6/10 days	8,500¥	2
Dakai Soundsystems Scramble (p. 8)	Legal
Works as an internal voice mask, but at a rating of 3D6.

	Essence Cost	Availability	Cost	Street Index
	.1	6/60 hrs	10,000¥	1
Kiroshi Monovision (p. 9)	Legal
Gives a –1 target number for Perception and surprise tests to notice something in the character’s peripheral vision. It can accept up to .3 Essence points of vision improvements without extra Essence loss to the user.

	Essence Cost	Availability	Cost	Street Index
	.3	4/48 hrs	6,500¥	1
Bodyweight Variable-Chamber Heart Option (p. 9)	As heart
Can be installed in a natural heart. Gives +1 Body for stamina tests; using the Pacesetter® heart’s (p. 37, Chromebook) overdrive when this option is in use automatically causes a heart attack (10 boxes of Physical and Stun damage).

	Body Cost	Availability	Cost	Street Index
	1	10/10 days	45,000¥	3
Nikkon America Double-Split Pupil (p. 10)	Legal
No changes.

	Essence Cost	Availability	Cost	Street Index
	.05	5/36 hrs	2,000¥	1
Bodyweight Vein Clips (p. 10)	Legal
Add one extra minute to the time between taking overflow damage boxes (from 10 to 11 minutes per box).

	Body Cost	Availability	Cost	Street Index
	.75	8/7 days	7,000¥	1.75
Stinger (p. 10)	5P-CA(N)
No changes.

	Essence Cost	Availability	Cost	Street Index
	.1	6/60 hrs	2,000¥	1.35
BigRipp (p. 11)	2-B(B)
Damage is (Str+2)M; if mounted along the forearm it has –1 Reach. Cyberarm mounting costs 8,500¥.

	Essence Cost	Availability	Cost	Street Index
	.4	3/72 hrs	12,000¥	1
High Five, AKA The Palm Bomb (p. 11)	1-E(E)
To use this weapon, make a melee attack. The device can be found in a model that fires shotgun shells (9S damage) and one that uses heavy pistol rounds (9M damage); either has a 1-shot internal magazine. When used as a ranged weapon, either uses Taser ranges and adds +1 to the target number at Short, +2 at Medium, +4 at Long, and +6 at Extreme range; Concealability is 11 and this weapon must be fitted to a cyberhand or cyberarm.

	Essence Cost	Availability	Cost	Street Index
Heavy Pistol model	—	12/14 days	3,550¥	2
Shotgun model	—	14/14 days	3,550¥	2.5
Radine Laboratories Blitzkrieg™ Arc Thrower (p. 12)	3P-CC(R)
Must be installed in a cyberlimb. Use taser ranges, doing 10S Stun damage on a successful hit; use the shock weapons rules, SRII p. 103/p. 124, SR3, and the Cyberware And Shock Weapons rules, Tech Specs p. 72.

	Essence Cost	Availability	Cost	Street Index
	—	6/4 days	2,100¥	1.5
Dermatech Logo-Line™ Tattoos (p. 13)	Legal
No changes.

	Essence Cost	Availability	Cost	Street Index
	.05	2/4 hrs	100-2,000¥	.75
Techtronica Echolocation System Coprocessor (p. 13)	Legal
Requires cybereyes with video imager (Chromebook 1), voice modulator with tonal shift, and cyberears; the coprocessor’s Essence cost cannot be taken from the “free” Essence space provided by the eyes and ears. Once installed, it works like an ultrasound sight (p. 36, Street Samurai Catalog/p. 282, SR3).

	Essence Cost	Availability	Cost	Street Index
	.1	3/36 hrs	1,800¥	1
Nu-Tek TVSkin (p. 14)	Legal
A battery costs 20¥.

	Essence Cost	Availability	Cost	Street Index
	.5	2/60 hrs	6,000¥	.9
Militech Cyber-Detection Computer (MCDC) (p. 14)	4-CB(Q)
Identification requires a test using the computer’s level against the Signature of the target; modify the target number as for vehicle sensors trying to acquire a target (see SRII p. 104 to 109, Fields of Fire p. 83, Rigger Black Book p. 106, Rigger 2 p. 28, and/or SR3 p. 135). The number of successes determines the information the user receives about the targets, using the Perception Success Table on page 186 of SRII or p. 232 of SR3. Every sensory cyberware enhancement adds +1 to the computer’s level, as for a tactical computer (p.53, Shadowtech).

	Essence Cost	Availability	Cost	Street Index
Level 1	1	8/7 days	300,000¥	3
Level 2	1.5	9/7 days	400,000¥	3
Level 3	2	10/10 days	575,000¥	3.5
Taste Boost (p. 15)	Legal
Intelligence tests must be rolled to identify substances (target number at gamemaster’s discretion); any kind of olfactory boost reduces the target number by one-half its rating (round the final target number up). This device is not as capable as the chemical analyzer (p. 60, Shadowtech), but when both are implanted used together, the taste boost lowers the chemical analyzer’s target number by 1.

	Essence Cost	Availability	Cost	Street Index
	.2	4/6 days	1,000¥	1
Lockdown (p. 15)	2P-CB(Q)
Requires an Intelligence (10) test to locate the shooter’s position; every two shots fired reduce the target number by 1. A display link can be used in place of the Times Square, and hearing amplification or select sound filter in place of enhanced hearing. A tactical computer adds its effective rating to the number of dice rolled, and a full Lockdown system gives the tactical computer two extra dice (although these are not added when the tactical computer aids the Lockdown system).

	Essence Cost	Availability	Cost	Street Index
	—	16/21 days	30,000¥	3
Shape Recognition Chipware (p. 15)	Legal
The character must have a display link, Times Square Plus, or encephalon to use this system. Recording an item on a blank chip takes up 1D6×50 Mp per item.

	Essence Cost	Availability	Cost	Street Index
	.25	8/72 hrs	5,000¥	1.75
ChipLok (p. 15)	Legal
No changes. 

	Essence Cost	Availability	Cost	Street Index
	—	4/24 hrs	150¥	1.25

Facedown Chip (p. 16)	Legal
This Knowsoft adds an extra die to the character’s Charisma or Willpower for making facedown tests (p. 90, Shadowrun Companion).

	Type	Rating	Memory	Availability	Cost	Street Index
	Knowsoft	+1	50 Mp	5/4 days	7,500¥	1.5
Speedreading Chip (p. 16)	Legal
Requires cybereyes and skillwires, and divides reading time by its rating. Maximum rating is equal to the character’s Intelligence.

	Type	Rating	Memory	Availability	Cost	Street Index
	Activesoft	1-10	normal	6/4 days	normal	1.25
Home Chip (p. 16)	Legal
Resisting the chip requires a successful Willpower test using the chip’s rating as the target number.

	Type	Rating	Memory	Availability	Cost	Street Index
	special	1-10	normal	5/5 days	normal	1.5
Dream Suppressant Chip
For every two weeks of use, the character loses one point of Charisma temporarily, which can be regained by sleeping normal for one night.

	Type	Rating	Memory	Availability	Cost	Street Index
	special	—	—	8/7 days	3,000¥	2
B
ioware & Nanotech

Otec Nitrogen Binders (p. 17)	Legal
Adds 2 to the character’s Body for purposes of resisting shaking off nitrogen narcosis (p. 159, Cyberpirates) when diving, and also reduces decompression time for decompression sickness (p. 158, Cyberpirates) by 50% . The user must undergo upkeep every 3 months, at a cost of 4,000¥.

	Body Cost	Availability	Cost	Street Index
	.6	6/4 days	32,000¥	1.5
Advanced Muscle and Bone Lace (p. 17)	See below
Adds its level to the user’s Body. Unlike the bone lacing in Shadowtech (p. 42), this is bioware and does not add to the user’s armor rating. Cybernetic and bioware bone lacing cannot be combined.

Level	Body Cost	Availability	Cost	Street Index	Legality
1	.5	6/14 days	10,000¥	1.5	6P-BA(N)
2	1.5	7/14 days	15,000¥	1.5	6P-BB(Q)
3	2.5	8/14 days	30,000¥	1.75	5P-BC(R)
Replitech “TuffBone” Skeletal Enhancement and Bodyweight, Inc. “Metaheme” Hemological Replacement (p. 18)
See Genetek “TuffBone” skeletal enhancement and Clavisware “Metaheme” hemological replacement on pages 40 and 38 of Paranoid Animals of North America.

Biotechnica NeoAppendix (p. 19)	Legal
Gives an extra die to roll for finding food when using Survival skill.

	Body Cost	Availability	Cost	Street Index
	.3	5/7 days	15,000¥	2
NanoAuditory Rebuild (p. 20)	Legal
Equivalent to hearing amplification and damper cyberware (Street Samurai Catalog p. 78, SRII p. 247, and/or p. 299, SR3).

	Body Cost	Availability	Cost	Street Index
	.3	6/72 hrs	9,000¥	1.5
Biotechnica “Sunblocker” Sunscreen (p. 20)
See Biomod, Inc. “Sunblocker” sunscreen on page 41 of Paranoid Animals of North America.
Biotechnica NeoLung (p. 21)
See extended volume on page 31 of Shadowtech.
Dornier-Bauer Biotechnische Neural Bridge and Circulatory Sphincters (p. 22)
See ConGen neural bridge and circulatory sphincters on pages 35 and 38 of Paranoid Animals of North America.
Revolution Genetics Poison Glands (p. 23)	3-BB(Q)
The poisons have the following effects:
Hallucinogens: adds +4 to all of target’s target numbers for 10 turns; the target is allowed a Body (6) test, every success reduces the intoxication time by 1 turn.
Nausea: adds +4 to all of target’s target numbers for 10 turns and gives a Light Stun wound; the target is allowed a Body (6) test, every success reduces the intoxication time by 1 turn.
Somatic: the target must resist 5M Stun damage every turn for 5 turns.
Biotoxin: the target must resist 5S Physical damage.

Type	Body Cost	Availability	Cost	Street Index
Teeth	.3	8/10 days	5,000¥*	1.5
Hands	.5	8/10 days	5,000¥**	1.5
*10,000¥ for Biotoxin I
**8,000¥ for hallucinogen, 11,000¥ for Biotoxin I
Revolution Genetics Tailored Pheromones (p. 23)	Legal
These work like the tailored pheromones on page 18 of Shadowtech, but they only give extra dice in their particular “field”: Love adds dice for seducing other people, while Gullibility adds dice for Negotiation tests and similar persuasion attempts. Confusion pheromones are a special case in that it subtracts its level from the Intelligence and Reaction of anyone within 1 meter of the user. Cultured versions have their effectiveness doubled.

Level	Body Cost	Availability	Cost	Street Index
1	.2	12/14 days	10,000¥	2
2	.3	12/14 days	22,500¥	2	
N-A C “Kaloric” Secondary Gut, “Freezeban” Bioconstruct and “QuickClot” Hemofribrinic Nodes (p. 24-25)
See Myogi SK “Kaloric” secondary gut, Shukutei Biomed “Freezeban” bioconstruct and “QuickClot” hemofribrinic nodes on pages 39, 45 and 38 of Paranoid Animals of North America.
Revolution Genetics Flashlite Implant (p. 26)	Legal
No changes.

	Body Cost	Availability	Cost	Street Index
	.1	6/4 days	2,900¥	1.5
Replitech Toxin Screen and T-MAXX Ileocecal Siphon (p. 27-28)
See Genetek toxin screen and ConGen ileocecal siphon on pages 39 and 45 of Paranoid Animals of North America.
Physiology Tailoring and Adaptations (p. 29)	See below
This stuff comes from Japan, not Europe. It is only available in beta-grade and higher clinics, and is always custom bioware (already factored into the Body and nuyen costs). The +1 Racial Body Maximum adds 1 to the maximum Body the character can have (normally 6 for humans, it would become 7 by this “bioware”), but does not add 1 to the character’s actual Body—that requires the normal expenditure of Good Karma to achieve. Each of these enhancements may be taken only once.

Type	Body Cost	Availability	Cost	Street Index	Legality
+1 Reaction	.3	16/30 days	200,000¥	4	6P-BC(R)
+1 Racial Body Maximum	0	16/30 days	300,000¥	4	Legal
+1 Attractiveness	 —not available—
+1 Quickness	.3	16/30 days	200,000¥	4	5P-BC(R)
Reduce Oxygen Lungs	.3	16/30 days	200,000¥	4	Legal
UV Resistance	.2	16/30 days	175,000¥	4	Legal
Skin Armor (Ballistic 2)	.75	16/30 days	250,000¥	4	5P-BA(N)
Bioenhancement Tablets (p. 29)	4P-M1(X)
Effects are as follows:
Endurance: ignore Stun wounds for 12 hours (the damage is there, but you don’t feel it until it reaches Deadly Stun), but double your food and water needs. At the end of the 12 hours, resist 5M physical damage with the lesser of Body or Willpower. The Stun damage taken is also applied at that time, and “healing” time for it is tripled.
Ignore Pain: gives 2 extra dice to resist Stun damage for 12 hours, but also reduces the number of dice for tactile Perception tests by 1.
Anti-Trauma: for 12 hours, adds 1 die to Body tests made for healing and to resist permanent damage after taking a Deadly wound.
All these drugs are addictive: Addiction 4P, Tolerance 3, Strength 4. Costs and Availability are at the gamemaster’s discretion.
Neurochemical Memory Tabs (p. 29)
Not available.
V
ehicles

Cycles
Mitsuzuki C21 Kenada (p. 30)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
C21 Kenada	2/6	69/205	1/0	1	0	15,100¥
Seating: 1	Storage: 1 CF underseat
Economy: 85 km per liter	Fuel: IC/10 liters
Options: Datajack link (3,000¥)

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	2/6	138	16	2	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	50
Seating: bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (53 liters)	Economy: 16 km/liter
Point Value: 269	Cost: 13,500¥
Template: Racing Cycle	Reference: Chromebook 4
Other Features: none
Mitsuzuki MSX900 “Bakushin” (p. 31)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
MSX900	3/6	85/255	1/0	1	0	13,200¥
Seating: 1	Storage: 1 CF underseat
Economy: 75 km per liter	Fuel: IC/8.5 liters
Options: Datajack link (2,600¥)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	170	13	2	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	50
Seating: bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (42 liters)	Economy: 15.2 km/liter
Point Value: 270	Cost: 13,500¥
Template: Racing Cycle	Reference: Chromebook 4
Other Features: none
Honda R400 Trail (p. 32)
Available in electric and multifuel (methane) models.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
R400 Electric	4/2	53/160*	1/0	5	0	6,000¥
Seating: 1	Storage: 1 CF underseat
Economy: 1 PF per km	Fuel: ImpElec/250 PF
Accessories: Off-road suspension (1)
* Off-road speed 43/130

	Handling	Speed	B/A	Sig	Apilot	Cost
R400 MultiF	4/2	53/160*	1/0	5	0	6,000¥
Seating: 1	Storage: 1 CF underseat
Economy: 80 km per liter	Fuel: MultiF/8 liters
Accessories: Off-road suspension (1)
* Off-road speed 43/130
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/3	90	6	2	0	5
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	15
Seating: bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Electric (320 PF)	Economy: 2 km/PF
Point Value: 493	Cost: 25,000¥
Template: Off-Road Motorcycle	Reference: Chromebook 4
Other Features: Off-road suspension (2)

Methane Variant
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/3	90	6	2	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	60
Seating: bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Methane (320 bars)	Economy: 2 km/bar
Point Value: 266	Cost: 13,500¥
Template: Off-Road Motorcycle 	Reference: Chromebook 4
Other Features: Off-road suspension (2)
VMW “Volksrad” (p. 32)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Volksrad	5/3	27/80*	1/0	3	0	2,300¥
Seating: 1	Storage: 1 CF underseat
Economy: 90 km per liter	Fuel: MultiF/7 liters
Accessories: Off-road suspension (1)
* Off-road speed 17/50
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5/3	53	5	2	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	0	60
Seating: bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Methane (310 bars)	Economy: 2 km/bar
Point Value: 190	Cost: 9,500¥
Template: Scooter 	Reference: Chromebook 4
Other Features: Off-road suspension (2)
Kundalina Roadworks GSR1200 Tetsuo (p. 33)
No changes
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
GSR1200	2/8	91/272	1/1	1	1	25,000¥
Seating: 1	Storage: 2 CF underseat
Economy:  95 km per liter	Fuel: IC/9 liters
Sensors: Standard (1)	
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	2/6	181	17	2	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	1	1	38
Seating: bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (61 liters)	Economy: 14 km/liter
Point Value: 403	Cost: 20,500¥
Template: Racing Cycle 	Reference: Chromebook 4
Other Features: none

Cars, Vans, Trucks
Toyo-Chevrolet Hopper (p. 33)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Hopper	4/8	22/66	1/0	3	1	16,250¥
Seating: twin bucket seats + folding bench	Access: 2 + 2 standard
Economy: 60 km per liter	Fuel: MultiF/8 liters
Storage: 3 CF (5 CF with bench folded down) trunk
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	100	6	3	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	6	60
Seating: 2 bucket seats + folding bench	Setup/Breakdown: NA
Entry Points: 2 + 2 doors	Landing/Takeoff: NA
Fuel: Methane (500 bars)	Economy: 1 km/bar
Point Value: 75	Cost: 7,500¥
Template: Sedan 	Reference: Chromebook 4
Other Features: none
VMW Cohort (p. 33)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Cohort	4/8	35/105	1/0	2	1	22,000¥
Seating: twin bucket seats + folding bench	Access: 2 standard + hatchback
Economy: 40 km per liter	Fuel: IC/12 liters
Storage: 5 CF (7 CF with bench folded down) trunk
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	105	8	2	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	6	60
Seating: 2 bucket seats + folding bench	Setup/Breakdown: NA
Entry Points: 2 doors + double-sized trunk door	Landing/Takeoff: NA
Fuel: Gasoline (60 liters)	Economy: 8 km/liter
Point Value: 90	Cost: 9,000¥
Template: Sedan 	Reference: Chromebook 4
Other Features: non
GMI Sierra Hatch (p. 34)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Sierra Hatch	4/8	35/105	1/1	2	2	27,900¥
Seating: twin bucket seats + folding bench	Access: 2 + 2 standard + hatchback
Economy: 40 km per liter	Fuel: MultiF/12 liters
Storage: 5 CF (7 CF with bench folded down) trunk	Accessories: anti-theft system (2), APPS™
Options: Datajack link (2,500¥)

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	105	6	2	1	4
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	4	145
Seating: 2 bucket seats + folding bench	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors + double-sized trunk door	Landing/Takeoff: NA
Fuel: Methane (500 bars)	Economy: 1 km/bar
Point Value: 186	Cost: 19,000¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Anti-theft system (2), APPS™ (driver’s seat only), 
concealed armor
GMI Sierra GL (p. 34)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Sierra GL	5/9	35/105	1/1	2	2	40,700¥
Seating: twin bucket seats + folding bench	Access: 2 + 2 standard
Economy: 40 km per liter	Fuel: MultiF/12 liters
Storage: 5 CF (7 CF with bench folded down) trunk	Sensors: 1
Accessories: anti-theft system (2), APPS™, datajack link
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	105	6	2	1	4
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	1	4	133
Seating: 2 bucket seats + folding bench	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Methane (500 bars)	Economy: 1 km/bar
Point Value: 261	Cost: 26,500¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Anti-theft system (2), APPS™ (driver’s seat only), 
concealed armor, datajack port
Mitsuzuki Fuji (p. 34)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Fuji	4/8	33/100	2/1	3	2	17,450¥
Seating: front/rear twin bucket seats	Access: 2 + 2 standard
Economy: 50 km per liter	Fuel: IC/10 liters
Storage: 6 CF trunk	Accessories: Anti-theft system (2), crash cage for all four seats
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	100	8	3	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	4	245
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (60 liters)	Economy: 8 km/liter
Point Value: 201	Cost: 20,500¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Anti-theft system (2), concealed armor, crash cage

Mitsuzuki Bushi (p. 35)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Bushi	4/8	27/80	2/2	2	1	27,000¥
Seating: twin front + triple rear bucket seats	Access: 2 + 2 standard
Economy: 55 km per liter	Fuel: IC/9 liters
Accessories: Anti-theft system (2), crash cage for front two seats	Options: Datajack link (6,000¥)
SR3 Stats
A datajack port costs 2,500¥.
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	80	8	3	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	1	2	38
Seating: 2 bucket seats + 2 bench	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (60 liters)	Economy: 8 km/liter
Point Value: 326	Cost: 33,000¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Anti-theft system (2), concealed armor, crash cage
Gaz/Lada Cossack (p. 36) 
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Cossack	5/4	33/100*	3/2	1	0	34,000¥
Seating: twin bucket seats + twin bench	Access: 2 + 2 standard
Economy: 30 km per liter	Fuel: MultiF/25 liters
Sensors: 1
Cargo: 40 CF rear	Accessories: Off-road suspension (1)
*Off-road speed 23/70
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	5/4	67	6	3	2	4
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	1	26	98
Seating: 2 bucket seats + 2 bench	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Methane (500 bars)	Economy: 1.61 km/bar
Point Value: 458	Cost: 46,000¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Concealed armor, off-road suspension (1)
Toy-Chevrolet Corpora (p. 36)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Corpora	4/8	35/105	2/2	1	2	41,000¥
Seating: front/rear twin bucket seats	Access: 2 + 2 standard
Economy: 40 km per liter	Fuel: IC/8 liters
Storage: 5 CF trunk	Sensors: 1
Accessories: Anti-theft system (2), datajack link, radio

	Handling	Speed	B/A	Sig	Apilot	Cost
Corpora Sport	4/8	35/105	2/2	1	2	46,000¥
Seating: front/rear twin bucket seats	Access: 2 standard
Economy: 40 km per liter	Fuel: IC/8 liters
Storage: 5 CF trunk	Sensors: 1
Accessories: Anti-theft system (2), APPS™, datajack link, radio
SR3 Stats
Corpora
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	71	8	3	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	1	5	138
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 standard	Landing/Takeoff: NA
Fuel: Gasoline (40 liters)	Economy: 8 km/liter
Point Value: 208	Cost: 31,500¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Anti-theft system (2), concealed armor, datajack 
port, electronics port

Corpora Sport
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	71	12	3	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	1	5	138
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 standard	Landing/Takeoff: NA
Fuel: Gasoline (40 liters)	Economy: 8 km/liter
Point Value: 276	Cost: 41,500¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Anti-theft system (2), APPS™ (front seats), 
concealed armor, datajack port, electronics port
MAC-Deux “Monster” (p. 37)
Originally produced in 2056, and has a pintle mount (normally unarmed) on the roof hatch.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Monster	4/8	44/133	7/2	1	3	240,000¥
Seating: triple bucket seats + folding bench	Access: 2 standard + roof hatch
Economy: 8 km per liter	Fuel: IC/160 liters
Storage: 4 CF storage	Sensors: Standard (1)	
Accessories: Anti-theft system (3), APPS™, EnviroSeal™, pintle	Options: Rigger control gear (17,000¥)
mount
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	89	3	6	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	1	304	5,228
Seating: 3 bucket seats + folding bench	Setup/Breakdown: NA
Entry Points: 2 doors + hatch	Landing/Takeoff: NA
Fuel: Diesel (425 liters)	Economy: 3 km/liter
Point Value: 905	Cost: 226,500¥
Template: Heavy Transport 	Reference: Chromebook 4
Other Features: Anti-theft system (3), APPS™ (all seats), 
EnviroSeal™ (gas), concealed armor, living amenities (basic), 
pintle mount (without weapon)

Kundalina Roadworks “Bedouin” Truck (p. 38)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Bedouin	6/2	27/80	4/2	1	3	105,000¥
Seating: twin + quad bucket seats	Access: 2 + 1 standard
Economy: 20 km per liter	Fuel: MultiF/40 liters
Cargo/Storage: 60 CF cargo/2 CF storage	Sensors: Enhanced (2)	
Accessories: Anti-theft system (5), off-road suspension (2),
pintle mount with LMG
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	6/2	53	5	4	2	4
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	2	19	565
Seating: 2 bucket seats + 4 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 1 door	Landing/Takeoff: NA
Fuel: Methane (1,000 bars)	Economy: .81 km/bar
Point Value: 1,236	Cost: 124,000¥
Template: RV 	Reference: Chromebook 4
Other Features: Anti-theft system (5), concealed armor, 
electronics port, off-road suspension (2), pintle mount with LMG
Imperial Metropolitan Agriculture Nomad (p. 38)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Nomad	6/2	33/100	3/2	1	2	51,000¥
Seating: triple bucket seats	Access: 2 + 1 standard + double-size rear
Economy: 25 km per liter	Fuel: MultiF/20 liters
Cargo: 40 CF cargo	Accessories: off-road suspension (2)
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	6/2	67	4	4	2	4
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	40	1,060
Seating: 3 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 1 door + 1 gate	Landing/Takeoff: NA
Fuel: Methane (835 bars)	Economy: .58 km/bar
Point Value: 786	Cost: 79,000¥
Template: RV 	Reference: Chromebook 4
Other Features: concealed armor, living amenities (basic, 
2 people), off-road suspension (2)
Spinelli Autotech Shiltron Twin Cab (p. 38)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Shiltron	6/9	31/93	3/1	1	2	40,000¥
Seating: front/rear twin bucket seats	Access: 2 standard + 1 double-sized
Economy: 25 km per liter	Fuel: IC/20 liters
Cargo: 40 CF cargo	Options: (total cost of vehicle rises to 55,000¥) Anti-theft system (3), autopilot (2), datajack link, sensors (1)

SR3 Stats
A version without the anti-theft system, autonav, datajack port, and sensors costs 26,500¥ (262 points), and has Load 1,080 kg.
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/10	62	6	4	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	1	40	1,058
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 1 gate	Landing/Takeoff: NA
Fuel: Gasoline (96 liters)	Economy: 5 km/liter
Point Value: 347	Cost: 35,000¥
Template: Van 	Reference: Chromebook 4
Other Features: Anti-theft system (3), concealed armor, datajack 
port
MacLaren/Jaguar XJ220C-P Police Interceptor (p. 39)
The passenger area is Barrier Rating 6.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
XJ220C-P	3/6	75/225	4/3	3	2	165,000¥
Seating: twin crash cage bucket + bucket seat	Access: full canopy
Economy: 55 km per liter	Fuel: IC/10 liters
Storage: 10 CF trunk	Sensors: Advanced (3)	
Accessories: Anti-theft system (3), crash cages for front seats,
rigger control gear
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	151	12	3	3	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	3	10	130
Seating: 2 bucket seats + 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: NA
Fuel: Gasoline (65 liters)	Economy: 8.8 km/liter
Point Value: 848	Cost: 85,000¥
Template: Sedan 	Reference: Chromebook 4
Other Features: Anti-theft system (3), concealed armor, crash 
cages (front seats), datajack port, electronics port, rigger adaptation
Spinelli Autotech Spirit (p. 40)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Spirit	3/6	44/133	4/4	4	3	235,000¥
Seating: twin bucket + quad crash cage bucket seats	Access: 2 + 2 standard
Economy: 20 km per liter	Fuel: IC/21 liters
Cargo/Storage: 6 CF trunk	Accessories: Crash cage for four rear seats, EnviroSeal™
Sensors: Advanced (3)	ECM: Security I (1)
Options: Datajack link, hardpoint with full-automatic grenade 
launcher with 30 rounds

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	89	11	4	4	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	3	6	13
Seating: 2 bucket seats + 4 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (53 liters)	Economy: 8 km/liter
Point Value: 1,666	Cost: 416,500¥
Template: Limousine 	Reference: Chromebook 4
Other Features: Concealed armor, crash cages (rear seats), 
datajack port, ECM (1), EnviroSeal™ (gas), internal hardpoint 
(full-automatic grenade launcher with 30 rounds)
Tetracorp DR2100 Multi-fuel Longnose (p. 40)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
DR2100	6/10	45/135	6/4	2	2	200,000¥
Seating: twin bucket seats	Access: 2 standard + roof hatch
Economy: 5 km per liter	Fuel: MultiF/415 liters
Standard Load: 1,500 CF	Sensors: Enhanced (2)
Accessories: EnviroSeal™, life-support (20 man-hours)	Options: Pintle mount (500¥ + weapon cost), rigger control gear (14,000¥)
SR3 Stats
A pintle mount costs 500¥, a datajack port plus rigger adaptation is 6,000¥ and reduces Load to 11,095 kg.
	Handling	Speed	Acceleration	Body	Armor	Signature
	5/10	90	3	5	4	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	2	305	11,105
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 standard + hatch	Landing/Takeoff: NA
Fuel: Diesel (695 liters)	Economy: 3 km/liter
Point Value: 2,003	Cost: 200,500¥
Template: Heavy Transport 	Reference: Chromebook 4
Other Features: Concealed armor, EnviroSeal™ (gas), life support 
(20 man-hours), living amenities (basic, 1 person)
Military Vehicles
Paneurope VBL APC (p. 41)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
VBL	4/4	31/93	3/4	4	3	1,450,000¥
Seating: twin bucket seats + bench	Access: 2 standard + double-sized rear
Economy: 5 km per liter	Fuel: IC/140 liters
Cargo: 200 CF rear
Sensors: Security I (4)	ECM: Military I (4)
Accessories: Ablative vehicle armor (1), amphibious operations	Options: Pintle mount with grenade launcher (5,000¥), heavy
package (1),  datajack link, off-road suspension (1), 8 smoke	machine gun (5,000¥), or medium machine gun (1,700¥)
dischargers
* Off-road speed is 26/68, water speed is 21/63

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/4	62	7	7	4	2(3)
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	4	3	2,180
Seating: 2 bucket seats + bench	Setup/Breakdown: NA
Entry Points: 2 doors + gate	Landing/Takeoff: NA
Fuel: Diesel (350 liters)	Economy: 2 km/liter
Point Value: 3,059	Cost: 765,000¥
Template: Wheeled APC 	Reference: Chromebook 4
Other Features: Ablative armor (1), amphibious operations 
package (1), datajack port, ECM (4), pintle mount, thermal 
baffling (1), 8× smoke discharger
Paneurope Zobel (EuroLAV II) (p. 41)
This is not a low-altitude vehicle (the “LAV” in the name actually stands for Light Armored Vehicle), but a normal, wheeled APC.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
EuroLAV II	4/4	27/80*	3/4	5	3	1,050,000¥
Seating: twin bucket seats + bench	Access: 2 standard + double-sized rear
Economy: 5 km per liter	Fuel: IC/140 liters
Cargo: 200 CF rear
Sensors: Security II (5)	ECM: Military I (4)
Accessories: Ablative vehicle armor (1), amphibious operations	Options: Pintle mount with grenade launcher (5,000¥), heavy
package (1),  datajack link, off-road suspension (1), 8 smoke	machine gun (5,000¥), or medium machine gun (1,700¥)
dischargers
* Off-road speed is 22/65, water speed is 17/50
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/4	53	5	7	4	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	5	12	2,395
Seating: 2 bucket seats + bench	Setup/Breakdown: NA
Entry Points: 2 doors + gate	Landing/Takeoff: NA
Fuel: Diesel (250 liters)	Economy: 2.8 km/liter
Point Value: 2,916	Cost: 730,000¥
Template: Wheeled APC 	Reference: Chromebook 4
Other Features: Ablative armor (1), amphibious operations 
package (1), datajack port, ECM (4), off-road suspension, 8× 
smoke discharger
Hovers/GEVs
Kundalina Roadworks Gevhog (p. 42)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Gevhog	5	40/120	1/0	1	0	16,100¥
Seating: 1 front + 3 rear	Storage: 10 CF rear
Economy: 3 km per liter	Fuel: IC/215 liters
Options: Datajack link (6,240¥)

SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	80	5	3	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	10	300
Seating: 1 bucket seat + 3 bucket seats	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (400 liters)	Economy: 1.625 km/liter
Point Value: 375	Cost: 93,750¥
Template: Small Hovercraft 	Reference: Chromebook 4
Other Features: none
Cadence Industries HoverVan (p. 42)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
HoverVan	5	33/100	2/2	1	2	105,000¥
Seating: front/rear twin bucket seats	Access: 2 standard + double-sized rear
Economy: 2 km per liter	Fuel: IC/320 liters
Cargo: 55 CF rear
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	67	5	4	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	55	1,330
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + gate	Landing/Takeoff: NA
Fuel: Diesel (400 liters)	Economy: 1.6 km/liter
Point Value: 598	Cost: 150,000¥
Template: Medium Hovercraft 	Reference: Chromebook 4
Other Features: Concealed armor, electronics port
Aerodynes
Bell-Boeing Aircar (p. 43)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Aircar	3	240/480	2/1	1	4	3,000,000¥
Seating: twin + quad crash cage bucket seats	Access: 2 double-sized
Economy: .75 km per liter	Fuel: 2,850 liters
Cargo/Storage: 0 CF	Landing/Take-off Profile: VTOL/VTOL
Sensors: Advanced (2)	Accessories: EnviroSeal™
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	320	9	5	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	2	0	180
Seating: 2 bucket seats + 4 bucket seats	Setup/Breakdown: NA
Entry Points: 2 double-sized	Landing/Takeoff: VSTOL
Fuel: Jet (2,850 liters)	Economy: .75 km/liter
Point Value: 4,870	Cost: 1,217,500¥
Template: Aerodyne (L) 	Reference: Chromebook 4
Other Features: Concealed armor, crash cages for all seats, 
EnviroSeal™ (overpressurization)
British Aerospace AV FAB (p. 44)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
AV FAB	4	150/300	10/3	1	4	8,400,000¥
Seating: twin crash cage ejection seats + quad bucket seats	Access: 2 standard
Economy: .5 km per liter	Fuel: 5,100 liters
Standard Load: one 500 CF cargo container	Landing/Take-off Profile: VTOL/VTOL
Sensors: Enhanced (3)	ECM: Security III (3)
Accessories: Crash cage for ejection seats, EnviroSeal™, life	Options: rigger control gear (42,000¥)
support (16 man-hours), small turret with Victory rotary assault
cannon (1,100 rounds)

	Handling	Speed	B/A	Sig	Apilot	Cost
AV FAB military	4	180/360	10/4	1	4	13,500,000¥
Seating: twin crash cage ejection seats + quad bucket seats	Access: 2 standard
Economy: .5 km per liter	Fuel: 5,100 liters
Standard Load: one 250 CF cargo container	Landing/Take-off Profile: VTOL/VTOL
Sensors: Military I (6)	ECM: Military I (4)
Accessories: Crash cage for ejection seats, EnviroSeal™, life
support (16 man-hours), small turret with Victory rotary assault
cannon (1,100 rounds), rigger control gear, 8× smoke discharger
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	200	20	5	3	0
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	3	0	6,745
Seating: 2 ejection bucket seats + 4 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: VSTOL
Fuel: Jet (6,400 liters)	Economy: .25 km/liter
Point Value: 7,661	Cost: 4,800,000¥
Template: Aerodyne (L) 	Reference: Chromebook 4
Other Features: Concealed armor, crash cage for ejection seats, 
ECM (3), EnviroSeal™ (gas), life support (16 man-hours), small 
turret with Victory rotary assault cannon (1,100 rounds)

Military Version
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	240	20	5	4	0
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	6	3	6,555
Seating: 2 ejection bucket seats + 4 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: VSTOL
Fuel: Jet (6,400 liters)	Economy: .25 km/liter
Point Value: 9,151	Cost: 6,000,000¥
Template: Aerodyne (L) 	Reference: Chromebook 4
Other Features: Concealed armor, crash cage for ejection seats, 
datajack port, ECM (4), EnviroSeal™ (gas), life support (16 man-
hours), rigger adaptation, small turret with Victory rotary assault 
cannon (1,100 rounds), 8× smoke discharger
Mexican Metals Llama (p. 45)
This company would perhaps best be renamed “Aztlan Metals.”
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Llama	4	60/133	1/0	3	1	330,000¥
Seating: front ejection seat + rear bucket seat	Access: full canopy
Economy: .75 km per liter	Fuel: 1,700 liters
Storage: 7 CF storage	Landing/Take-off Profile: VTOL/VTOL
Accessories: Datajack link
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	89	21	3	0	5
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	1	240
Seating: ejection bucket seat + bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VSTOL
Fuel: Jet (1,700 liters)	Economy: .75 km/liter
Point Value: 1,742	Cost: 435,500¥
Template: Aerodyne (S)
Other Features: Datajack port
MacLaren/Jaguar Sports Aerodyne (p. 45)
No changes.
SRII Stats
	Handling	Speed	B/A	Sig	Apilot	Cost
Sports Aero.	3	500/1,080	2/1	3	5	15,000,000¥
Seating: twin crash cage ejection seats	Access: full canopy
Economy: .5 km per liter	Fuel: 2,400 liters
Sensors: Enhanced (3)	Landing/Take-off Profile: VTOL/VTOL
Accessories: Anti-theft system (8), crash cage for both ejection 
seats, datajack link
SR3 Stats
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	720	65	5	1	1
	Autonav	Pilot	Sensor	Cargo	Load
	5	—	3	0	4,875
Seating: 2 ejection bucket seats	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VSTOL
Fuel: Jet (2,800 liters)	Economy: .3 km/liter
Point Value: 7,115	Cost: 1,800,000¥
Template: Aerodyne (M) 	Reference: Chromebook 4
Other Features: Anti-theft system (8) with shock option, 
concealed armor, crash cages, datajack port, engine customization 
(speed, level 1, already factored in)
N
etgear & Software

Shadowdeck to Microtech Residence (p. 46-48)
Not available.
Programs
Program costs are calculated per Virtual Realities 2.0, by multiplying the square of the program’s rating by the Multiplier listed to find the program’s size in megapulses, and then using the Program Prices Table on page 107 to find the Availability, Cost, and Street Index.
New Programming Modifier: Code Optimization (p. 48)
In Shadowrun, Second Edition and Virtual Realities, Code Optimization means that the rating of the program is increased by 50% for design purposes, but the actual memory taken up by the program is only one-half the actual rating. Also see Options on page 42 of Virtual Realities.
In Virtual Realities 2.0, this option already exists; see the Optimization option on page 104 of that book.
Mirror (p. 49)
When an attack hits the decker’s persona while Mirror is in active memory, the decker may roll a test using Mirror’s rating against the rating of the attacking utility or IC. Reduce the attacker’s successes by those achieved on the Mirror Test; if there are any excess successes in favor of Mirror, the original attacker suffers an attack from his or her own program, with a number of successes equal to one-half (round down) the excess successes on the Mirror Test.
Mirror loses 1 Rating Point every time it is used, whether successfully or unsuccessfully. A decker may load a fresh copy in memory in the normal way.
Note: Do not confuse Mirror with the Mirrors utility that already exists in Shadowrun.
SRII Stats
Options: one-shot
Size: Rating2 × 5 Mp
SR3 Stats
Type: Defensive
Multiplier: 5
Options: one-shot, optimization
Weed (p. 49)
SRII Stats
To use Weed, the decker must roll a test using Weed’s rating against a target number equal to the System Rating of the node it is used in. Every two successes reduce the initiative of all IC in that node by –1. If used in the CPU, the initiative of all IC in the system is reduced in this way, not just the IC in the CPU.
Options: mobility, one-shot
Size: Rating2 × 3 Mp
SR3 Stats
Type: Offensive (special)
Multiplier: 3
Target: Hosts
Options: DINAB, one-shot, optimization
Deckers use Weed to attack the host’s ability to control IC. The decker rolls a Control test, using Weed to reduce the target number. Every 2 net successes on this test reduce the initiative of all IC in the host by –1; this is cumulative with previous successful Weed attacks. However, every 2 successes also add 1 to the Security Tally, in addition to the tally’s normal increase.
System operators or deckers may delete Weed from a system by performing a Disinfect operation against the host’s Control rating.
Ninja (p. 49)
SRII Stats
Ninja is an Attack utility that works against the lower of the target’s Bod and Evasion ratings, or the node’s Security Rating for IC. It always has the Serious-staging option added in. (See Virtual Realities p. 43. For SRII users, the program always causes at least Serious damage to its target when it hits; extra successes add one box per success as normal.)
Options: area-effect, mobility, one-shot, penetration
Target: Bod or Evasion (against deckers), Security Rating (against IC)
Size: (Rating+3)2 × 3 Mp
SR3 Stats
Type: Offensive
Multiplier: 4
Target: Deckers, frames, IC, SKs
Options: area, chaser, DINAB, limit, one-shot, optimization, penetration, targeting
Ninja is an Attack (Serious) utility with the Skulk option at a level equal to one-half (round up) Ninja’s rating. For this reason, multiply the utility’s rating by 1.5 and round up before calculating the program’s cost.
Red-Out (p. 49)
Treat as Restrict, p. 37 of Virtual Realities or p. 99 of Virtual Realities 2.0.
The Audio Virus (p. 50)
When a decker makes a successful attack using The Audio Virus, it plays an old tune. The exact effects are up to the gamemaster, though –1 Intelligence and the loss of one initiative die is recommended, as well as losing 1 point off Reaction for every 2 successes rolled for the virus.
The song to be played can be selected by the decker, and the list of available songs can be modified. Every minute of music adds 1 megapulse to the program’s memory requirement.
SRII Stats
Options: area-effect, one-shot
Target: Evasion
Size: Rating2 × 9 Mp
SR3 Stats
Type: Offensive
Multiplier: 9
Target: Deckers
Options: area, one-shot, optimization, targeting
Translator 2000 (p. 50)
Not available.
DeckShield One (p. 50)
Against attacks by Blaster, and other IC or utilities that attempt to destroy the decker’s cyberdeck, add DeckShield One’s rating to the target number for the IC’s effects. For example, Blaster’s target number is the deck’s MPCP; on a deck with DeckShield One in active memory, the target number is the MPCP rating plus DeckShield One’s rating.
Every time DeckShield One helps defend against IC, its rating is reduced by 1. This can be restored to full by loading a new copy into active memory.
SRII Stats
Options: none
Size: Rating2 × 5 Mp
SR3 Stats
Type: Offensive
Multiplier: 5
Options: none
Igor (p. 51)
Not available.
Guest Book (p. 51)
Not available.
A Picture’s Worth (p. 52)
Not available.
Superballs (p. 52)
SRII Stats
Roll a Superballs Test against a target number equal to the target’s Sensors rating (if the target is a deckers) or the node’s Security Rating (when targeting IC). Every two successes add +1 to the target numbers and –1 to the initiative for the target for as long as Superballs remains active.
Deckers may make a Sensor Test, with a target number equal to Superballs’ rating. Every success cancels one of Superballs’ successes, and thus the target number and initiative penalties.
Options: mobility
Size: Rating2 × 3 Mp
SR3 Stats
Roll a Superballs Test against a target number equal to the target’s Sensors rating (if the target is a deckers) or the host’s Control rating (when targeting IC). Every two successes add +1 to the target numbers and –1 to the initiative for the target for as long as Superballs remains active.
Deckers may make a Sensor Test, with a target number equal to Superballs’ rating. Every success cancels one of Superballs’ successes, and thus the target number and initiative penalties.
Type: Defensive
Multiplier: 3
Options: area, DINAB, one-shot, optimization
Swarm (p. 52)
Treat as Hog (p. 36, Virtual Realities/p. 98, Virtual Realities 2.0).

Grid Wave (p. 53)
SRII Stats
To use Grid Wave, roll an Open Test (Shadowbeat p. 11) using its rating. Any decker present in the node (including the character who activated Grid Wave) now rolls an Open Test using his deck’s Evasion; all active IC rolls its rating in a similar test, and the node itself rolls its System Rating.
Anything that fails to achieve a result equal to or higher than Grid Wave’s result is crashed—deckers are dumped from the Matrix, while IC disappears and must be reloaded by the system operator. Should the node fail its test, it instantly goes offline in its entirety (without the normal warnings and safe shut-down period) and takes 1D6+4 minutes to reboot; every decker in the node is automatically dumped.
After the initial node, Grid Wave moves out to the next node(s), where the above repeats itself, then to the nodes after that, and so on. For every “step,” it loses 1 off its rating; once its rating reaches 0, it will not continue further. For example, rating 4 Grid Wave is activated in a node. In all nodes linked to the first node, it is rating 3; in all nodes that can be reached from these, it is rating 2, and so on.
Options: none
Target: Node’s Security Rating
Size: Rating2 × 30 Mp
SR3 Stats
To use Grid Wave, roll an Open Test using its rating. Any decker present in the host (including the character who activated Grid Wave) now rolls an Open Test using his deck’s Evasion; all active IC rolls its rating in a similar test, and the host itself rolls its Control rating.
Anything that fails to achieve a result equal to or higher than Grid Wave’s result is crashed—deckers are dumped from the Matrix, while IC disappears and must be reloaded by the system operator. Should the host fail its test, it instantly goes offline in its entirety (without the normal warnings and safe shut-down period) and takes 1D6+4 minutes to reboot; every decker in the host is automatically dumped.
Type: Offensive
Multiplier: 30
Target: anything and everything
Options: DINAB, one-shot, optimization
Scribe (p. 53)
Not available.

F
ashion
In this section, convert eurodollar (eb) to nuyen (¥) prices by multiplying them by 2. Availability is Always for all items and Street Index is 1. Armor ratings can be found by dividing the SP (Stopping Power) value by 10 and rounding to the nearest whole number; this is the value for both the Ballistic and Impact ratings of the armor. For example, an SP 15 armor costing 200 eb would have Ballistic 2/Impact 2, and cost 400¥.
Leisurewear (p. 56)
RecreaTech Powerblades	Legal
Give a –1 modifier to the target number of Athletics (Skating) tests, while the power-assisted roller action adds 2 to the character’s Running Multiplier.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	—	—	2.5	3/48 hrs	400¥	1
Shock Touch™ Personal Protection Gloves	5-B(B)
Use the Shock Weapon rules, SRII page 103 or SR3 page 124, for these gloves.

	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index
	9*	0	6S Stun	—	5/48 hrs	720¥	2
* to spot the taser
E
quipment

Tritech Echolocation Goggles (p. 68)	Legal
Treat as ultrasound goggles with a built-in ultrasound sight. The goggles cannot be linked to a weapon, but a character does get the ultrasound visibility bonuses while wearing them.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	—	—	.5	3/36 hrs	2,500¥	1
Pressure Trigger (p. 69)	Legal
Cost is per square meter.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	8	—	—	6/4 days	150¥	3
Protective Headgear Insert (p. 69)	Legal
Functions as a helmet.

	Concealability	Ballistic	Impact	Weight	Availability	Cost	Street Index
	9	+1	+1	.25	8/7 days	50¥	1.75

TechJager Anti-Pursuit Liquids (p. 69)	3-M2(Y)
Effects are as follows:
Stickum: characters stepping in the liquid must make a Strength (8) test to get free.
BadFumes: characters must make a Body or Willpower (whichever is higher) test to avoid nausea.
FireFun: the fire causes 6M damage for 10 turns.

Type	Availability	Cost/Liter	Street Index
Stickum	6/72 hrs	400¥	2
BadFumes	6/72 hrs	500¥	2
FireFun	8/72 hrs	700¥	3
Stephenson Technologies Sound Optimization System (p. 70)	Legal
If the speakers are positioned for maximum effect, add +2 to the band’s Impact Rating. Positioning them takes a Musical Production (8) skill test.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	—	+2	—	8/7 days	10,000¥	1
Nano-Paper (p. 70)	Legal

	Concealability	Weight	Availability	Cost	Street Index
Paper	—	—	8/14 days	30¥ per sheet	3
Light	8	—	5/72 hrs	10¥	1.5
Wutani Sensors Motion Tracker (p. 71)	Legal
See the rules for motion sensors on page 99 of the Corporate Security Handbook and/or page 234 of SR3.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	6	2	4	4/72 hrs	770¥	3
EnduroDrink (p. 71)	Legal
Gives a +1 Body and Willpower bonus for two hours after consumption, but only to resist fatigue, not against other kinds of damage.

Availability	Cost	Street Index
2/3 hrs	8¥ per can	.75
Wall Speakers (p. 72)	Legal
No changes.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	12	—	—	Always	250¥	1
ArmorSaver Drink (p. 72)	Legal
Functions like a one-shot dermal armor repair kit (see Dermal Plating on page 47 of Cybertechnology).

Availability	Cost	Street Index
6/72 hrs	50¥ per can	2
Thermite-in-a-Tube (p. 72)	4P-M1(X)
Cuts through metal or stone barriers with a maximum of Barrier Rating 20, at a rate of 2 points per turn. Causes 8M damage for 10 turns to organic targets.

Availability	Cost	Street Index
5/7 days	90¥ per tube	3.5

TechJager Plug-in Air Foulers (p. 73)	2-M2(Y)
No changes.
Burnt Almond Scent (700¥): the target must resist 5S Physical damage.
Wintergreen (550¥): adds +4 to all of target’s target numbers for 7D6 minutes; the target is allowed a Body (6) test, every success reduces the intoxication time by 1 minute.
Potpourri (550¥): the target must resist 5M Stun damage every turn for 5 turns.
Spring Breeze (650¥): adds +2 to the character’s target number to resist Interrogation tests for 2D6 hours, minus 1 hour for every success on a Willpower test.
Hickory Smoke (575¥): adds +4 to all of target’s target numbers after 1D6 hours, and also gives a Light Stun wound at that time; the target is allowed a Body (6) test, every success reduces the intoxication time by 1 turn.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	4	—	—	8/10 days	see above	3
Kevlar Backpacks (p. 73)	Legal
Protects only against attacks from behind; the backpack does not ease encumbrance.

Type	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index
W/out inserts	—	1	0	.5	5/72 hrs	50¥	1.5
With inserts	—	3	2	2	5/72 hrs	100¥	1.5
Bodyweight InterFlex™ Cybergenics Machine (p. 74)	Legal
No changes.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	—	—	—	6/7 days	2,800¥	.9
Bodyweight InterFlex Prime™ (p. 75)	Legal
No changes.

	Concealability	Rating	Weight	Availability	Cost	Street Index
	—	—	—	6/7 days	4,400¥	.9

Sourcebook Updates
This section provides updated game statistics for vehicles, cyberdecks, and programs published in earlier Plastic Warriors books. They are listed in the same order as in the book they originally appeared in.
Running Gear

Chrysler-Nissan Python Turbo (p. 31)
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/8	195	18	3	0	1
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	2	40
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (130 liters)	Economy: 8.55 km/liter
Point Value: 499	Cost: 75,000¥
Template: Sports Car	Reference: Running Gear
Other Features: Roll bars, turbocharging (level 1, already
factored in)
Eurocar 3000 (p. 31)
The 3000 Convertible has Entry Points 2 doors + open, and costs 67,000¥.

	Handling	Speed	Acceleration	Body	Armor	Signature
	3/8	180	10	3	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	4	30
Seating: 2 bucket seats + bench	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (155 liters)	Economy: 9 km/liter
Point Value: 619	Cost: 62,000¥
Template: Sports Car	Reference: Running Gear
Other Features: APPS™ for all seats
Fledermaus PKF40 Ausf. B (p. 32)
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	880	50	7	1	5
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	6	1	1,564
Seating: 1 ejection bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VTOL
Fuel: Jet (2,500 liters)	Economy: .25 km/liter
Point Value: 11,655	Cost: 7,300,000¥
Template: Jump Jet Fighter	Reference: Running Gear
Other Features: Drive-by-wire system (level 2, already factored
in), ECCM (3), ECM (4), 3× firmpoint (forward-firing), hardpoint
(forward-firing, with Vanquisher minigun with 1,000 rounds)

McDonnell Douglas C111 (p. 33)
	Handling	Speed	Acceleration	Body	Armor	Signature
All variants:	4	120	10	7	4	3
	Autonav	Pilot	Sensor	Cargo	Load
Commuter	3	—	1	9	570
Executive	3	—	1	45	1,470
Security	3	—	1	16	825
Seating:	Commuter: 2 bucket seats + 12 bucket seats	Setup/Breakdown: NA
	Executive: 2 bucket seats + 6 bucket seats
	Security: 2 bucket seats + 10 bench
Entry Points: door + gate	Landing/Takeoff: VTOL
Fuel: Jet (1,000 liters)	Economy: .35 km/liter
Point Value: 1,755/1,755/1,966	Cost: 440,000¥/660,000¥/1,230,000¥
Template: Cargo Helicopter	Reference: Running Gear
Other Features: Security variant has 2× firmpoint (forward-firing),
pintle mount (firing to the left), remote mini-turret
Bell Boeing V-22B Osprey (p. 50)
	Handling	Speed	Acceleration	Body	Armor	Signature
All variants:	5	340	13	5	0	4
	Autonav	Pilot	Sensor	Cargo	Load
Cargo	3	—	1	3	250
Commuter	3	—	1	9	400
Executive	3	—	1	33	1,000
Seating:	Cargo: 2 bucket seats + 15 folding bench	Setup/Breakdown: NA
	Commuter: 2 bucket seats + 14 bucket seats
	Executive: 2 bucket seats + 10 bucket seats
Entry Points: 2 doors + gate	Landing/Takeoff: VTOL
Fuel: Jet (900 liters)	Economy: 1 km/liter
Point Value: all variants: 1,376	Cost: 344,000¥/344,000¥/516,000¥
Template: Tilt-Wing	Reference: Cyberpunk 2020/Running Gear
Other Features: none
Bell F-152 Autogyro (p. 50)
F-152
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	320	10	3	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	4	1	15
Seating: 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VTOL
Fuel: Jet (200 liters)	Economy: .4 km/liter
Point Value: 990	Cost: 620,000¥
Template: Autogyro	Reference: Cyberpunk 2020/Running Gear
Other Features: Engine customization (level 4, already factored 
in), firmpoint (forward-firing)

Bell-15
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	320	10	3	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	1	15
Seating: 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VTOL
Fuel: Jet (200 liters)	Economy: .4 km/liter
Point Value: 454	Cost: 113,500¥
Template: Autogyro	Reference: Cyberpunk 2020/Running Gear
Other Features: Engine customization (level 4, already factored in)

Honda Metrocar (p. 51)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	40	6	3	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	2	40
Seating: bench	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: NA
Fuel: Methane (500 bars)	Economy: 2 km/bar
Point Value: 60	Cost: 6,000¥
Template: Commuter/Subcompact	Reference: Cyberpunk 2020/Running Gear
Other Features: none
McDonnell-Douglas AV-4 Tactical Urban Assault Vehicle (p. 51)
Can be fitted with up to three additional bucket or bench seats.

	Handling	Speed	Acceleration	Body	Armor	Signature
	5	300	35	4	6	1
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	20	4,520
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors + gate	Landing/Takeoff: VSTOL
Fuel: Jet (2,000 liters)	Economy: .3 km/liter
Point Value: 4,120	Cost: 1,030,000¥
Template: Aerodyne (M)	Reference: Cyberpunk 2020/Running Gear
Other Features: none

Military/Security Variant
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	300	35	4	6	1
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	19	4,500
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors + gate	Landing/Takeoff: VSTOL
Fuel: Jet (2,000 liters)	Economy: .3 km/liter
Point Value: 4,130	Cost: 2,600,000¥
Template: Aerodyne (M)	Reference: Cyberpunk 2020/Running Gear
Other Features: 2× firmpoint (forward-firing)
AV-6 Combat Assault Vehicle (p. 51)
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	420	30	4	9	0
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	2	50	6,605
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors + gate	Landing/Takeoff: VSTOL
Fuel: Jet (3,800 liters)	Economy: .25 km/liter
Point Value: 6,290	Cost: 3,950,000¥
Template: Aerodyne (L)	Reference: Cyberpunk 2020/Running Gear
Other Features: Datajack port, 2× firmpoint (forward-firing), 
remote mini-turret (chin), rigger adaptation
Toyo-Chrysler Omega (p. 52)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	100	6	3	0	4
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	3	160
Seating: 2 bucket seats + bench	Setup/Breakdown: NA
Entry Points: 4 doors + trunk	Landing/Takeoff: NA
Fuel: Methane (825 bars)	Economy: 2.1 km/bar
Point Value: 435	Cost: 43,500¥
Template: Sedan	Reference: Cyberpunk 2020/Running Gear
Other Features: none
Toyota Avante (p. 52)
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/8	190	16	3	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	5	45
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (125 liters)	Economy: 7.2 km/liter
Point Value: 473	Cost: 120,000¥
Template: Sportscar	Reference: Cyberpunk 2020/Running Gear
Other Features: Concealed armor, datajack port
Tech Specs
UH-90 Utility/Squad Helicopter (p. 20)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	180	16	4	3	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	3	10	470
Seating: 2 bucket seats + 6 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 double-sized	Landing/Takeoff: VTOL
Fuel: Jet (1,000 liters)	Economy: .2 km/liter
Point Value: 2,054	Cost: 1,300,000¥
Template: Utility Helicopter	Reference: Cyberpunk 2020/Tech Specs
Other Features: ECM (1), EnviroSeal™ (gas, overpressurization), 
2× firmpoint (forward-firing), life support system (60 man-hours), 
remote mini-turret (under-nose)
Yakurichi-Ural BR70 Heavy Transporter (p. 20)
Use the normal rules for nitrous oxide injectors (p. 121, Rigger 2) instead of the text on page 20 of Tech Specs.

	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	100	3	6	4	2
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	3	5	5,155
Seating: 2 ejection bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + roof hatch	Landing/Takeoff: NA
Fuel: Diesel (1,200 liters)	Economy: 3 km/liter
Point Value: 3,646	Cost: 365,000¥
Template: Heavy Transport	Reference: Cyberpunk 2020/Tech Specs
Other Features: Concealed armor, datajack port, improved 
suspension (1), living amenities (basic, 2 people), nitrous oxide 
injectors (6), rigger adaptation
All-Terrain Bike (p. 35)
	Handling	Speed	Acceleration	Body	Armor	Signature
	3	*	**	1	0	6
	Autonav	Pilot	Sensor	Cargo	Load
	0	—	0	1	20
Seating: 1 bucket seat	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: none	Economy: NA
Point Value: special	Cost: 650¥
Template: special	Reference: Tech Specs
Other Features: none
* Speed is equal to three times the rider’s Quickness Attribute Rating.
** Acceleration is equal to the rider’s Strength Attribute Rating.
Project 3
Ares Coyote Attack Helicopter (p. 19)
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	267	30	5	12	2
	Autonav	Pilot	Sensor	Cargo	Load
	5	—	7	2	975
Seating: 1 bucket seat + 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VTOL
Fuel: Jet (4,000 liters)	Economy: .3 km/liter
Point Value: 9,124	Cost: 5,702,500¥
Template: Attack Helicopter	Reference: Project 3 (Aaron Wigley)
Other Features: Datajack port, ECCM (4), ECM (4), electronics 
port (1), EnviroSeal™ (overpressurization), life support (40 man-
hours), remote micro turret (rear), remote small turret (chin), 
rigger adaptation
Aztechnology GCR-50 (p. 19)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/4	15	2	2	3	7
	Autonav	Pilot	Sensor	Cargo	Load
	—	1	1	2	20
Seating: None	Setup/Breakdown: 5 minutes
Entry Points: None	Landing/Takeoff: NA
Fuel: Electric (70 PF)	Economy: .75 km/PF
Point Value: 392	Cost: 3,920¥
Template: Large tracked crawler	Reference: Project 3 (Aaron Wigley)
Other Features: none
Beechcraft Model 2400 Starship 10 (p. 20)
	Handling	Speed	Acceleration	Body	Armor	Signature
	5	135/390	24	6	1	4
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	1	0	100
Seating: 2 bucket seats + 9 bucket seats	Setup/Breakdown: NA
Entry Points: 1 door + 1 emergency door	Landing/Takeoff: STOL
Fuel: Jet (2,000 liters)	Economy: 2.5 km/liter
Point Value: 1,396	Cost: 349,000¥
Template: Twin engine propeller	Reference: Project 3 (Aaron Wigley)
Other Features: Concealed armor
Dune Buggy (p. 20)
	Handling	Speed	Acceleration	Body	Armor	Signature
	5/4	120	14	3	0	0
	Autonav	Pilot	Sensor	Cargo	Load
	1	—	0	18	260
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: open	Landing/Takeoff: NA
Fuel: Gasoline (60 liters)	Economy: 10.4 km/liter
Point Value: 329	Cost: 33,000¥
Template: Sedan	Reference: Project 3
Other Features: off-road suspension (2), off-road tires, roll bars, 
turbocharging (2)
GMC-Beachcraft Striker (p. 20)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	130	8	3	6	1
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	3	4	350
Seating: 1 ejection bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: NA
Fuel: Gasoline (750 liters)	Economy: .5 km/liter
Point Value: 1,810	Cost: 1,132,000¥
Template: Small hovercraft	Reference: Project 3
Other Features: Armored seat (2), datajack port, hovercraft water 
seals, rigger adaptation, remote mini-turret, roll bars
Mil-62 (p. 21)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4	320	20	5	8	3
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	6	0	358
Seating: 1 bucket seat + 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: VTOL
Fuel: Jet (4,500 liters)	Economy: .25 km/liter
Point Value: 5,270	Cost: 3,300,000¥
Template: Attack helicopter	Reference: Project 3
Other Features: Datajack port, ECCM (1), ECM (4), 2× firmpoint 
(forward-firing), remote micro-turret (chin), rigger adaptation
Mostrans KVT-2 (p. 21)
This vehicle uses the rules for large ships in Cyberpirates, pages 162 through 167.

	Handling	Speed	Acceleration	Hull	Bulwark	Signature
	5	105	3	5	4	2/2
	Autonav	Pilot	Sensor	Sonar	Cargo	Load
	3	—	4	0	2,500	7,000
Accommodation: 8	Setup/Breakdown: NA
Entry Points: front ramp, 4 standard entry points, rear ramp	Landing/Takeoff: NA
Fuel: Gas Turbine (10 kiloliters)	Economy: 100 km/kiloliter
Other Features: Datajack port, EnviroSeal™ (overpressurization), 	Reference: Project 3
hovercraft water seals, life support (1,500 man-hours), rigger 
adaptation
Patrol Vehicle (p. 22)
See the Generic Surveillance Drone on page 156 of Rigger 2.
Piper Montebank (p. 22)
	Handling	Speed	Acceleration	Body	Armor	Signature
	2	60/333	21	3	0	2(4)
	Autonav	Pilot	Sensor	Cargo	Load
	2	—	0	11	275
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: STOL
Fuel: Jet (450 liters)	Economy: 3 km/liter
Point Value: 1,390	Cost: 350,000¥
Template: Single-engine propeller	Reference: Project 3 (Aaron Wigley)
Other Features: Datajack port, drive-by-wire (2, already factored 
in), electronics port, thermal baffles (2)
Suzuki 500ET (p. 22)
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/6	180	17	2	2	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	1	10
Seating: 1 bucket seat	Setup/Breakdown: NA
Entry Points: canopy	Landing/Takeoff: NA
Fuel: Gasoline (30 liters)	Economy: 10 km/liter
Point Value: 359	Cost: 18,000¥
Template: Racing Cycle	Reference: Project 3
Other Features: performance tires, roll bars
Paranoid Animals of North America
Aston Martin “Whisper” G12P (p. 10)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	250	18	3	3	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	4	65
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (130 liters)	Economy: 9.9 km/liter
Point Value: 867	Cost: 130,000¥
Template: Luxury sportscar	Reference: Paranoid Animals of North America (Steamer)
Other Features: APPS™, concealed armor
BMW “VIP” 9000L (p. 10)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	160	12	3	3	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	5	85
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (70 liters)	Economy: 9.6 km/liter
Point Value: 625	Cost: 94,000¥
Template: Luxury sedan	Reference: Paranoid Animals of North America (Steamer)
Other Features: Anti-theft system (4), APPS™, concealed armor
Ferrari “Ghost” 679 (p. 10)
	Handling	Speed	Acceleration	Body	Armor	Signature
	3/5	270	18	3	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	0	2	45
Seating: 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + open	Landing/Takeoff: NA
Fuel: Gasoline (105 liters)	Economy: 9 km/liter
Point Value: 1,362	Cost: 205,000¥
Template: Luxury sportscar	Reference: Paranoid Animals of North America (Steamer)
Other Features: Anti-theft system (10), APPS™, EnviroSeal™ 
(gas), improved suspension, roll bars
Jaguar XXJ10 (p. 11)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	160	11	3	6	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	6	30
Seating: 2 bucket seats + 2 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors	Landing/Takeoff: NA
Fuel: Gasoline (50 liters)	Economy: 10 km/liter
Point Value: 769	Cost: 120,000¥
Template: Luxury sedan	Reference: Paranoid Animals of North America (Steamer)
Other Features: APPS™, concealed armor, EnviroSeal™ (gas)
Mazda “Commando” XV (p. 11)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/7	133	10	3	3	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	4	125
Seating: 2 bucket seats + bench	Setup/Breakdown: NA
Entry Points: 2 doors + double-sized	Landing/Takeoff: NA
Fuel: Gasoline (120 liters)	Economy: 12 km/liter
Point Value: 680	Cost: 110,000¥
Template: Luxury sedan	Reference: Paranoid Animals of North America (Steamer)
Other Features: APPS™, concealed armor, roll bars
Mercedes “Mirage” Limousine (p. 11)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/6	160	10	4	1	2
	Autonav	Pilot	Sensor	Cargo	Load
	4	—	0	10	100
Seating: 2 bucket seats + 4 bucket seats	Setup/Breakdown: NA
Entry Points: 2 doors + 2 double-sized	Landing/Takeoff: NA
Fuel: Gasoline (300 liters)	Economy: 12.4 km/liter
Point Value: 1,699	Cost: 350,000¥
Template: Luxury limousine	Reference: Paranoid Animals of North America (Steamer)
Other Features: APPS™
Porsche “Cannon Ball” 971 (p. 11)
	Handling	Speed	Acceleration	Body	Armor	Signature
	4/8	270	18	3	0	2
	Autonav	Pilot	Sensor	Cargo	Load
	3	—	0	2	50
Seating: 2 bucket seats + bench	Setup/Breakdown: NA
Entry Points: 2 doors + open	Landing/Takeoff: NA
Fuel: Gasoline (100 liters)	Economy: 7.5 km/liter
Point Value: 642	Cost: 120,000¥
Template: Luxury sportscar	Reference: Paranoid Animals of North America (Steamer)
Other Features: APPS™, roll bars

Sample Characters

Some sample charactes, all of them making use of the Chromebooks for equipment, cyberware, vehicles, and so on, as well as using some things from regular Shadowrun sourcebooks. All characters were created using Shadowrun, Third Edition character generation rules, and will need some adjusting for use with second edition rules.

Cyberpirate
Race (D)
Dwarf
Attributes (A)	Dice Pools
Body: 6	Combat: 8
Quickness: 6
Strength: 7
Charisma: 4
Intelligence: 5
Willpower: 6
Body Index: 0.6
Essence: 5.45
Magic: —
Reaction: 5
Initiative: 5+1D6
Active Skills (B)	Knowledge Skills
Cyber-Implant Weapons: 4	Famous Pirates: 4
Diving: 5	Motorboat Background: 3
Etiquette (Maritime): 3(5)	Navigation: 3
Heavy Weapons: 4	Pirate Bars: 3
Intimidation: 4	Pirate Identification: 4
Motorboat: 6	Politics: 2
Ship: 3	Sea Monsters: 2
Shotguns: 5	Smuggling Routes: 4
Throwing: 4
Cyberware
Mace Hand
Nikkon America Double-Split Pupil
Bioware
Otec Nitrogen Binders
Contacts
3 other Cyberpirates
Fence
Fixer
Mafia Boss
Mechanic
Snitch
Gear
Arasaka OmniTec Radar Detector
3× Biotech-Askari Motion Restraints
DDI Prayerware
Everest VentureWare Grapple Line
10× FEN Dz 22 “Saucer Grenades”

Goncz-Taurus Pistol, selective-fire version (with 3× 30-round clip and 100 rounds Multi-Flechette ammunition)
2× GPz-78 Mini-grenade
Militech Crusher SSG (with 5 clips and 50 rounds Regular ammunition)
Militech Military/Police Shotgun 12 gauge model (with 20 rounds Flare ammunition and 50 rounds Regular ammunition)
Optitech MagViewer
Polymer One-Shot Cannon
Slamdance Inc. Spawnblade
Telectronics “Scout” Signal Tracker
Lifestyles	Starting Cash
	Low (12 months)	1,822¥ + (3D6x100¥)
Playing a Cyberpirate
Cyberpirates can be found all over the world, stealing cargo from ships—or simply the ships themselves—to stay alive. They’re in it for the money, and because it’s the only way they know to make a living.
(See Cyberpirates for more information.)

Former Simsense Star
Race (C)
Elf
Attributes (D)	Dice Pools
Body: 3	Combat: 6
Quickness: 6
Strength: 3
Charisma: 6
Intelligence: 4
Willpower: 5
Body Index: 0.2
Essence: 3.33
Magic: —
Reaction: 5
Initiative: 5+1D6
Active Skills (B)	Knowledge Skills
Athletics: 5	BTL Dealers: 1
Bike: 3	English: 6
Car: 3	English Read/Write: 3
Computer: 2	Electronics Background: 3
Diving: 3	Legendary Simsense Stars: 4
Electronics (Simsense): 1(3)	Media Personalities: 5
Etiquette (Corporate): 1(3)	Simsense Production: 5
Etiquette (Media): 3(5)
Etiquette (Street): 1(3)
Pistols: 2
Submachine Guns: 1
Unarmed Combat: 1
Special Skills
Acting (Simsense): 5(7)
Dancing: 4
Cyberware
Color Control Gland
Mediaware Cellular Phone
Raven Microcyb Supercompact Braindance Recorder
Voice Pattern (3)
Wearman Mark II
Bioware
Fresco’s Personal Nano-Groomers (Hollywood Hair™)
Contacts
Bodyguard (level 1)
Club Owner (level 1)
Decker (level 1)
Media Producer (level 1)
Street Mage (level 1)
Gear
Armor Jacket (Designer-quality)
Bodyweight InterFlex Prime™
Budgetarms Laser-Niner (with 3, 15-round clips and 50 regular rounds)
DocWagon™ Contract (Platinum)
Kundalini Roadworks “Dart”
Tres Chic Clothing
Truman Paradiso simsense deck
Lifestyles
High (6 months)

Low (12 months)
Starting Cash
8,896¥ + (3D6x100¥)
Playing A Former Simsense Star
The Former Simsense Star used to be on top of the world. She played in a number of well-known simsense recordings, and she is still often recognized by fans of her work. Unfortunately, something caused her to lose her job—perhaps she said or did something she shouldn’t have, or maybe the studio found someone else they liked better than her. Whatever the case, she ended up out of work and with a grudge against her former employer. As a result, she took to the shadows in an attempt to pay them back for dumping her like garbage.
Former Simsense Stars often have access to some people they knew when they were in “the business,” and usually have enough money to make up for their relative lack of shadowrunning skills. While it is true that money can’t buy everything, it can buy equipment needed to keep you alive until you learn how to do that without that gear to fall back on. The Former Simsense Star is now learning how to do just that.

Free Trader
Race (D)
Ork
Attributes (B)	Dice Pools
Body: 7	Combat: 7
Quickness: 6	Control: 9
Strength: 5
Charisma: 3
Intelligence: 4
Willpower: 5
Body Index: 0
Essence: 3.55
Magic: —
Reaction: 5
Initiative: 5+1D6 (9+3D6 when rigging)
Active Skills (C)	Knowledge Skills
Car: 5	Border Guard Procedures: 3
Car Build/Repair: 3	Mafia Territory: 3
Gunnery: 4	Smuggling Routes: 5
Launch Weapons: 3	Yakuza Territory: 3
Negotiation: 4	Who Wants What: 4
Stealth (Hiding): 4(6)
Submachine Guns: 4
Vector Thrust Aircraft: 5
Cyberware
Datajack
Tazer Grip
Vehicle Control Rig (2)
Contacts
Corporate Official (level 1)
Fence (level 2, in home town)
Fence (level 1, in different city)
Mafia Boss (level 1)
Yakuza Boss (level 1)
Gear
Bell-Boeing Aircar (second-hand; with datajack port, rigger adaptation, and standard armor (3); minus 4 bucket seats. CF: 24, Load: 405 kg)
Contraband (100,000¥ worth in whatever form you like)
DataTel’s Mapmaker® (with Navstar satellite link system)
ID Badgemaker
Militech-10 SMG (with 5 clips, 60 rounds regular ammunition, 90 rounds HEP ammunition, and 10 fragmentation grenades)
Nova .338 Citygun (with 6 clips and 54 rounds regular ammunition)
Spinelli Autotech “Nomad” (with datajack port and rigger adaptation)
ThunderArc Automapper™
Travel Kit (with 10 extra pajamas)
Lifestyles	Starting Cash
Low (6 months)	21,683¥ + (3D6x100¥)
Middle (4 months)

Playing a Free Trader
Free Traders are a vital part of the shadow community, supplying it with everything that is either not legally available, or costs too much on the normal market. If somewhere there’s a need for something, there will be at least one Free Trader risking life and limb to get it there and sell it to the local fences and fixers.
A Free Trader needs to be well-connected in all the areas he plans to smuggle contraband between, in order to first of all know what is wanted and what is offered for sale, as well as to stay one step ahead of the law enforcement and border guards trying to prevent him from delivering the goods.
Since border security can be tight in North America, many Free Traders use low-altitude vehicles (LAVs) to make their runs. Often they are highly modified, with rigger controls, weapon mounts, and uprated engines to increase the chances of survival when (it’s usually not “if”) the Free Trader gets spotted. The Free Traders doing the best business can afford T-birds like the GMC Banshee, but many have to make do with modified commercial vehicles, which do have the advantage that they do not attract as much attention in cities.

Technomancer
Race (E)	Magic (A)
Human	Full Magician
Attributes (C)	Dice Pools
Body: 3 (4)	Combat: 7
Quickness: 5	Spell: 7
Strength: 4
Charisma: 3
Intelligence: 4
Willpower: 5
Body Index: 0
Essence: 5.15
Magic: 5
Reaction: 4
Initiative: 4+1D6
Active Skills (D)	Knowledge Skills
Assault Rifles: 4	English: 6
Aura Reading: 3	English Read/Write: 3
Conjuring: 6	Electronics Background: 3
Cyber-Implant Weapons: 3	Magic Background: 4
Etiquette (Street): 1(3)	Math: 5
Interrogation (Machine-	Modern Technology: 3
Aided): 3(4)	Psychology: 2
Pistols: 3	Spirit Types: 3
Sorcery: 5
Cyberware
Gradiated Subdermal Armor (level 3)
Kiroshi® OptiShields® (with Low-Light, Magnification (3), and TinesSquare Plus)
Psiberstuff® Independant Cyberhand (with Wolvers)
Spells	Contacts
Analyze Device: 6	Fixer (level 1)
Chaos: 4	Street Mage (level 2)
Combat Sense: 4	Talismonger (level 1)
Lightning Bolt: 5
Magic Fingers: 5
Stealth: 4
Gear
Arasaka JetSetter Executive Briefcase (with silent alarm and NachtJager gas trap)
Darra-Polytechnic M-9 Assault Rifle (with laser sight and 3 clips and 120 rounds hollow-point ammunition)
2× Elemental Conjuring Materials (6)
2× Expendable Spell Focus (Detection Spells, Force 5)
2× Expendable Spell Focus (Illusion Spells, Force 4)
Hermetic Library (Conjuring, rating 6)
Hermetic Library (Sorcery, rating 6)
Miniature Copier
Mitsuzuki Bushi
Optitech MagViewer (with Digital Camera, IR, and Low-Light)
Ordinary Clothing
SecSystems Protection Field
Sleep Inducer
Stein & Wasserman “Tri-Star” Revolver (with 50 rounds #000 Triplex ammunition and Speedholster)
Telectronics “Black Book” Microcomp
Telectronics Tattletale® Voice Stress Analyzer
ThunderArc Industries Three-D Holophone
Lifestyle	Starting Cash
Middle (3 months)	4,427¥ + (3D6x100¥)
Playing a Technomancer
Unlike many magicians, the Technomancer makes active use of all the latest technology; most magicians do use modern technology—it is hard not to when living in the Sixth World—but Technomancers try to integrate magic and technology as far as possible. They use electronic items as fetishes and foci, learn spells that affect, or can be used with, technological devices, and many even have cyberware implanted into their bodies.
However, they are not burnouts, and try to keep a careful balance between invasive technology and their magical capabilities, so as to avoid losing their abilities altogether. Still, this does not stop them from using any non-implant technology they feel is necessary to accomplish their goals. Some even attempt to learn decking or rigging skills, with varying success.
Technomancers are relatively rare in the shadows, and in the world in general in fact, but many believe they are the wave of the future—after all, they reason, technology will march on and magic will have to somehow integrate with it if it is to survive as well.

Equipment Tables
Following are the game stats for all items from the four Chromebooks, plus those from the other Plastic Warriors releases, updated to include Paranoid Animals of North America and the conversions for Blackhand’s Street Weapons. The Book notation gives the book in which the item can be found, together with the relevant page number in that book: BSW = Blackhand’s Street Weapons 2057, CB1 = Chromebook 1, CB2 = Chromebook 2, and CB3 = Chromebook 3, CB4 = Chromebook 4, P3 = Project 3, PA = Paranoid Animals of North America, RG = Running Gear; TS = Tech Specs. (For items that appear in multiple books, only one is listed.)

Firearm names often have a code following them to indicate any accessories that come standard with the weapon. This code is as follows: b = bipod, c = caseless ammo, et = electro-thermal ammo enhancement, g# = gas vent level #, l = laser sight, ll = low-light, m# = magnification level #, p = shock pads, r# = internal recoil compensation level #, rf = rangefinder, rg = rangefinder grenade link, ss = silencer/suppresser, s# = smartlink level #, t = thermographic. Codes are separated by commas to avoid confusion between similar ones.
LIFESTYLE
General Items	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
Armament Suitcases
Armament Briefcase	—	amor 0/2	1.5	4/36 hrs	500¥	2	RG p.28
Computer Case	—	—	1.5	4/36 hrs	450¥	2	TS p.29
Guitar Case	—	—	3.5	5/36 hrs	700¥	2	TS p.29
Keyboard Case	—	—	3	6/36 hrs	700¥	2	TS p.29
Large Suitcase	—	—	3	6/36 hrs	600¥	2	TS p.29
Small Suitcase	—	—	2.5	5/36 hrs	500¥	2	TS p.29
Tool Case	—	—	1	4/36 hrs	400¥	2	TS p.29
Violin Case	—	—	2	6/36 hrs	650¥	2	TS p.29
ArmorSaver Drink	—	—	—	6/72 hrs	50¥ per can	2	CB4 p.72
Autotanner	3	—	1	always	200¥	.9	CB2 p.33
Bar-In-A-Briefcase	3	—	5	6/36 hrs	100¥	.75	CB1 p.16
Biotech Nutrisupplement	—	—	.5	always	10¥	.8	CB2 p.11
Biotech Nymph Perfume	—	—	—	always	200¥	.9	CB2 p.11
Bodyweight InterFlex™ Cybergenics Machine	—	—	—	6/7 days	2,800¥	.9	CB4 p.74
Bodyweight InterFlex Prime™	—	—	—	6/7 days	4,400¥	.9	CB4 p.75
Boyo Bodyfree Masks	8	—	—	—	600¥	1	CB3 p.20
Filter mask					+50¥
DDI PrayerWare	7	—	—	on payment	120¥	—	CB2 p.13
EnduroDrink	—	—	—	2/3 hrs	8¥ per can	.75	CB4 p.71
Everest VentureWare Climbing Spikes	3	–1	—	2/24 hrs	75¥	1	CB3 p.15
Everest VentureWare Grapple Line	2	—	3	always	240¥	1	CB3 p.15
Flavored Cigarettes	—	—	—	always	2¥ per pack	.8	CB1 p.16
Folding Pocket Optical Binoculars	8	7×	—	always	50¥	1	P3 p.17
Image Fasionware
Heat-sensitive Color Changers	—	—	—	3/24 hrs	120¥	1	CB1 p.60
Stars & Shapes	—	—	—	2/24 hrs	50¥	1	CB1 p.60
Trademarks & Logos	—	—	—	4/24 hrs	100¥	1	CB1 p.60
Life/Support®	4	—	1.5	5/36 hrs	500¥	.9	CB1 p.6
Nano-Paper	—	—	—	8/14 days	30¥ per sheet	3	CB4 p.70
Light	8	—	—	5/72 hrs	10¥	1.5	CB4 p.70
RadTech Rechargeable Battery Pack	11	—	.1	2/36 hrs	50¥	.8	RG p.94
RadTech SmartWheel	—	+1	—	6/36 hrs	90¥	1.2	RG p.95
RadTech Surface Imaging Sonar/SmartLogic	—	–2	.1	6/36 hrs	210¥	1.2	RG p.95
RecreaTech Powerblades	—	—	2.5	3/48 hrs	400¥	1	CB4 p.56
Shower-In-A-Can	8	—	.5	2/12 hrs	3¥	1	CB1 p.16
Skunker	7	—	.25	5/60 hrs	70¥	1.3	CB2 p.45
Sleep Inducer	6	4	.5	6/4 days	85¥	2	CB1 p.11
Slosh Bag	2	—	2	4/72 hrs	65¥	1	CB1 p.16
Sonic-II SkateBoard	2	—	2	8/48 hrs	750¥	2	RG p.95
Spider-IX SkateBoot	2	—	2	9/60 hrs	1,900¥	2.1	RG p.95
Swiss Army Kife	—	—	—	always	30¥	1	P3 p.17
Taser Wallet	10	—	—	5/48 hrs	165¥	1.5	CB2 p.45
TechJager Anti-Pursuit Liquids
BadFumes	—	—	—	6/72 hrs	500¥	2	CB4 p.69
FireFun	—	—	—	8/72 hrs	700¥	3	CB4 p.69
Stickum	—	—	—	6/72 hrs	400¥	2	CB4 p.69

LIFESTYLE (continued)
General Items	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
TechJager Plug-in Air Foulers
Burnt Almond Scent	4	—	—	8/10 days	700¥	3	CB4 p.73
Hickory Smoke	4	—	—	8/10 days	575¥	3	CB4 p.73
Potpourri	4	—	—	8/10 days	550¥	3	CB4 p.73
Spring Breeze	4	—	—	8/10 days	650¥	3	CB4 p.73
Wintergreen	4	—	—	8/10 days	550¥	3	CB4 p.73
Temperfoam Furniture	—	—	varies	2/24 hrs	80¥ to 140¥	.5	CB1 p.13
Thermite-in-a-Tube	—	—	—	5/7 days	90¥ per tube	3.5	CB4 p.72
Travel Kit	3	—	5	always	500¥	1	CB1 p.16
Utopian “Small Wonders” NanoAgents	—	—	—	4/60 hrs	500¥	2	CB3 p.4

ENTERTAINMENT	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
DataTel Holotanks
Desktop	—	—	15	4/48 hrs	1,000¥	1.2	CB2 p.29
Holotank	—	—	100	5/48 hrs	5,000¥	1.2	CB2 p.29
Tabletop	—	—	5	4/48 hrs	500¥	1.2	CB2 p.29
Eastman Arts Mindscape® Cyberholo Art Imager	—	+1	—	always	6,000¥	1	CB2 p.30
Eastman KodaGraphix Holograpgic Camera	normal	—	normal	always	2x normal	+1	CB2 p.30
Newsviewer	4	—	.1	3/36 hrs	100¥	1	CB1 p.10
Rush® Virtual Entertainment System	3	—	4.5	always	500¥	.8	CB2 p.34
Multi-player Adaptor	—	—	—	always	100¥	.6	CB2 p.34
Total Environment	—	—	.75	always	1,000¥	.8	CB2 p.34
Video Wall™	—	—	5	always	3,500¥	1	CB2 p.34
Virtual Villains	—	—	—	always	150¥	.9	CB2 p.34
Stephenson Technologies Sound
Optimization System	—	+2	—	8/7 days	10,000¥	1	CB4 p.70
Wall Speakers	12	—	—	Always	250¥	1	CB4 p.72

ELECTRONICS (memory capacity	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
In parentheses where applicable)
Advanced Communications Suitcase	3	—	6	8/48 hrs	8,000¥	1.5	CB1 p.4
Cab Hailer	10	—	—	upon payment	150¥	1	CB1 p.5
Computer Upgrades
Dataports	—	—	—	always	100¥	.75	CB3 p.70
External Memory	—	—	.25	always	200¥	.75	CB3 p.70
Memory Upgrades (+10 Mp)	—	—	—	always	200¥	.75	CB3 p.70
DataTel RotoWrighter	8	—	.25	always	20¥	1	CB3 p.13
DataTel “Treasurer” Datawatch (1 Mp)	12	—	—	always	55¥	1.5	CP2 p.16
EBM Carfaxx® 2002	—	—	—	—	500¥	—	CB1 p. 8
EBM “PCX” Minicomp
Cyber-PCX (25 Mp)	3	—	1	3/24 hrs	3,500¥	1.5	CB2 p.14
PCX (25 Mp)	3	—	1	always	2,500¥	1	CB2 p.14
Enhanced Sunglasses
Flare Compensation	12	—	.1	5/24 hrs	2,000¥	1.5	P3 p.13
Smartgun	12	—	.1	4/24 hrs	1,950¥	1	P3 p.13
Thermographic	12	—	.1	4/24 hrs	2,600¥	1.25	P3 p.13
Fax Plus 1000™ Fax Machine	6	—	.5	always	300¥	1	CB3 p.12
Hybrid™ Wearable Computer (25 Mp)	6	—	2	10/8 days	3,000¥	2	CB2 p.19
MedicWare	6	Biotech: 3	2	10/8 days	3,500¥	2	CB2 p.19
IEC Domitic System	—	—	—	2/48 hrs	2D6x50¥/sq. meter	—	CB3 p.19
Image Wallet	8	1	.1	4/36 hrs	250¥	1	CB1 p.10
Kiroshi Optics Heads-Up Display
Goggles	—	—	1	8/7 days	150¥	3.5	CB2 p.17
Mirrorshades	—	—	—	8/7 days	300¥	3.5	CB2 p.17
Monocle	—	—	—	8/7 days	200¥	3.5	CB2 p.17
Language Processors	—	4	—	always	+40%	1	CB2 p.15
Mastoid Commo	8	—	—	2/12 hrs	1,000¥	.6	RG p.49
Mead Electronic Notebook (30 Mp)	4	—	1	always	3,000¥	1	CB2 p.12
Microtech IIKL-4 Workstation
Cyber model (40 Mp)	—	—	10	3/36 hrs	1,120¥	1	CB2 p.15
IIKL-4 (40 Mp)	—	—	10	always	800¥	.75	CB2 p.15
Microtech “PCZ Super” Laptop (30 Mp)	1	—	3	always	750¥	.75	CB3 p.62
Miniature Copier	3	—	.5	2/12 hrs	230¥	.8	CB3 p.13
Mini-Printer	3	—	.5	always	125¥	1	CB1 p.8
Office Communications Suite	—	—	—	10/10 days	10,000¥	2.5	CB1 p.5
Optical Remote	—	—	—	4/12 hrs	100¥	.7	CB3 p.20
Orientation Unit	6	—	.5	5/4 days	1,500¥	1	P3 p.13
Paper Shredder	—	—	2.5	always	500¥	1	CB1 p.8

LIFESTYLE (continued)
ELECTRONICS (memory capacity	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
In parentheses where applicable)
Phone Upgrades
Call Forwarding	—	—	—	always	50¥/month	—	CB3 p.13
Call Waiting	—	—	—	always	50¥/month	—	CB3 p.13
Conference Calling	—	—	—	always	50¥/month	1	CB2 p.33
Digital Recorder	—	—	—	6/36 hrs	2,500¥	1	CB2 p.33
ECM Scrambler	—	—	—	always	25¥	1	CB2 p.33
Emergency Dialer	—	—	—	always	150¥	1	CB2 p.33
Fax Interface	—	—	—	always	150¥	1	CB2 p.33
Privacy Plus™	—	—	—	always	3,000¥	1	CB2 p.33
Split Line	—	—	—	always	100¥	1	CB2 p.33
Tight Beam	—	—	3	2/12 hrs	200¥	2	CB3 p.13
Video Option	—	—	—	always	450¥	1	CB2 p.33
Voicemail	—	—	—	always	40¥/month	1	CB2 p.33
Pocket Commo	7	—	.1	always	500¥	.5	RG p.50
Power Grid® Solar-Electric Panel	2	—	1	4/36 hrs	100¥	1.1	CB1 p.16
Pressure Trigger	8	—	—	6/4 days	150¥	3	CB4 p.69
Techtronics “Black Book” Microcomp (12 Mp)	4	—	—	always	5,750¥	1.6	CB2 p.15
ThunderArc Industries Three-D Holophone	—	—	1	3/24 hrs	9,000¥	1.25	CB3 p.13
Tritech Datashielding	—	—	+1	5/48 hrs	+20%	1.2	CB2 p.17
Tritech Echolocation Goggles	—	—	.5	3/36 hrs	2,500¥	1	CB4 p.68
Wutani Sensors Motion Tracker	6	2	4	4/72 hrs	770¥	3	CB4 p.71
Wyzard Electronics “Handbox” Computer	3	—	1	2/6 hrs	6,700¥	1.25	CB3 p.63
Zetatech “E-Book” Microcomp
Cyber model (12 Mp)	4	—	—	3/36 hrs	6,720¥	2	Cb2 p.14
E-Book (12 Mp)	4	—	—	always	4,800¥	1.5	CB2 p.14
Zetatech CompuMods™
Bug Detector	—	1-10	—	rating/48 hrs	rating x600¥	1.5	CB2 p.18
Bug Jammer	—	1-10	—	rating/72 hrs	rating x600¥	1.5	CB2 p.18
Credit Transactor	—	—	—	2/24 hrs	750¥	1	CB2 p.18
Drug Analyzer	—	1-4	—	rating/48 hrs	rating x225¥	2	CB2 p.18
Lie Detector	—	1-3	—	(rating x3)/48 hrs	rating x600¥	2	CB2 p.18
Medscanner	—	1-4	—	rating/24 hrs	rating x750¥	1.5	CB2 p.18
Radar Detector	—	1-10	—	rating/72 hrs	rating x450¥	1.5	CB2 p.18
Signal Tracker	—	1-10	—	rating/48 hrs	rating x900¥	1.5	CB2 p.18
Techscanner	—	1-4	—	rating/24 hrs	rating x750¥	1.5	CB2 p.18
Voice Stress Analyzer	—	1-3	—	(rating x2)/48 hrs	rating x300¥	2	CB2 p.18
Zetatech® PDA+ (20 Mp)	—	—	1.1	always	3,000¥	1	CB3 p.62
Zetatech® PS-4040 Portastation (30 Mp)	—	—	3	always	1,600¥	.75	CB3 p.61

WORKING GEAR 	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
Arc Furnace	—	—	—	6/7 days	10,000¥	1	CB3 p.4
Barbed Wire (per 100 meters)	—	3L	20	always	25¥	.75	P3 p.53
Buchsterhude GmbH Tool Kits	—	—	5	6/48 hrs	1,000¥	2	CB3 p.12
CTS, PLC ‘Pembroke’ Techscanner	—	–1	5	9/72 hrs	1,500¥	3.5	CB3 p.12
Duct Tape	—	—	—	always	10¥ per 35 meters	1	P3 p.17
‘Farinata’ Tech Tool Kit	3	—	5	5/48 hrs	350¥	2	CB3 p.9
‘Francesca’ Tech Scanner	3	—	5	5/48 hrs	1,200¥	2	CB3 p.8
Frostech Portable Cryogenic Case	2	armor 2/2	2	6/12 hrs	250¥	1.2	CB2 p.13
Geotech Enviroscanner	5	3	1	8/7 days	45,000¥	3	CB3 p.16
Geotech Enviroscanner	6	4	1	4/24 hrs	1,400¥	1.2	CB2 p.11
Kendachi Monowire	—	—	—	8/7 days	60¥ per meter	2.5	CB2 p.44
Microtech Virtual Reality BBS	—	–1	—	6/7 days	10,000¥	1	CB2 p.12
Monowire (per meter)	—	—	—	always	2¥	1	P3 p.17
Portable Electropack	3	—	2	always	100¥	1	CB2 p.13
Portable Fire Extinguisher	2	4	9	2/12 hrs	150¥	.8	P3 p.74
Raven® Interface Monitor	5	–1	1	6/48 hrs	8,000¥	1	CB3 p.5
Raven® “Spider” Microwaldo Bracer
Cyberarm version	—	—	2	8/72 hrs	8,000¥	3.25	CB3 p.11
Normal version	—	—	2	6/72 hrs	7,000¥	3	CB3 p.11
Raven® “Tripod” Waldo Set	—	—	25	10/7 days	8,000¥	3.5	CB3 p.10
Razor Wire (per 100 meters)	—	3M	25	3/48 hrs	75¥	1	P3 p.53
Swiss Army Chronograph	—	—	—	always	120¥	1	P3 p.18
Techtronica “Mite” Diagnostic Remote
Cyberarm version	—	—	1	8/72 hrs	5,000¥	3.25	CB3 p.11
Normal version	—	—	1	6/72 hrs	4,000¥	3	CB3 p.11
Telectronics® Micromanipulator Rig	—	—	—	8/72 hrs	3,000¥	3	CB3 p.5
‘Venedico’ Electronics Tool Kit	3	—	5	5/48 hrs	1,350¥	2	CB3 p.9

LIFESTYLE (continued)
MEDIA EQUIPMENT 	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
Digital Recording Studio	—	—	—	8/14 days	12,000¥	1.1	CB1 p.12
Fibre-Optic Cable	—	—	—	always	0.10¥ per meter	1	CB3 p.4
Kiroshi Optics Remote Cybercam 20	—	—	1	2/48 hrs	1,350¥	1	CB2 p.13
Nikkon America Campod	—	—	2	4/72 hrs	2,000¥	1	CB2 p.11
WorldSat Communications Flopscreen™	—	—	1	always	4,500¥	1.1	CB2 p.16

MUSICAL INSTRUMENTS 	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
DPI “Black Box” Backup Synthamp	4	—	3	6/48 hrs	8,000¥	1.3	CB2 p.25
Datachips	—	—	—	6/48 hrs	100¥	1.3	CB2 p.25
DPI Body Rythm™ Dance Bracelets (per pair)	—	—	—	always	400¥	1	CB2 p.26
DPI Drumsticks	4	—	.25	3/36 hrs	800¥	1	CB1 p.11
Washburn Soundmachine Guitar	—	+1	3.5	5/60 hrs	1,000¥	1	CB2 p.26
Yamaha RX4000 “Hurricane” Ultrasynth	—	+4	—	always	9,380¥	1	CB3 p.14
BIOTECH

DRUGS	Addiction	Tolerance	Strength	Speed	Vector	Availability	Cost	Street	Book
							(dose)	Index
Alcohol	2M	3	50	1D6 min.	ingestion	Always	1-10¥	.8	RG p.71
Amphetamines	5P	3	6	5 min.	ingestion	4/3 hrs	75¥/50 tablets	1.5	RG p.79
Barbiturates	4M,3P	3	5	10 min.	ingestion	4/3 hrs	1¥	.8	RG p.71
Benzodiazepines	2M,2P	5	5	10 min.	ingestion	4/3 hrs	1¥	.9	RG p.71
Bioenhancement Tablets	4P	3	4	immediate	ingestion		— gamemaster’s discretion —	CB4 p.29
Brown Study	1M	4	10	30 min.	ingestion	6/6 hrs	35¥	3	RG p.79
Butaqualide	5M	3	10	1D6 min.	ingestion	5/1 hr	20¥	2.5	RG p.71
Caffeine	1M	3	50	30 min.	ingestion	Always	5¥/100 tablets	1	RG p.79
Chloral Hydrate	4M,3P	3	5	30 sec.	injection	5/4 hrs	2¥	1	RG p.71
Cocaine	6P	3	5	immediate	inhalation	4/1 hr	10¥	2	RG p.79
Diamond-Four	2P	2	10	immediate	injection	10/48 hrs	1,500¥	3.5	RG p.74
Ecstacy	4M	4	20	2 min.	inhalation	5/7 hrs	150¥	4	RG p.75
				2 min.	injection
				30 min.	ingestion
Endorphins	4P	4	5	1D6 min.	injection	6/3 hrs	30¥	3	RG p.79
FoolKiller	5P	2	10	immediate	inhalation	8/3 hrs	35¥	2.5	RG p.74
Genesios Three	2M	5	20	1D6 turns	injection,	14/14 days	1,000¥	8.5	RG p.75
					ingestion
Glutethimide	3M,4P	4	3	10 min.	ingestion	5/4 hrs	3¥	1	RG p.72
Heroin	5M,5P	3	3	1 turn	injection	5/2 hrs	20¥	2.5	RG p.77
Hydromorphone	4M,4P	5	7	1 min.	injection	5/6 hrs	250¥	1.5	RG p.77
J	1M	1	50	1 min.	ingestion	10/3 hrs	600¥	4	RG p.80
LSD	1M	2	4	20 min.	ingestion	4/7 hrs	5¥/dose or	1.5	RG p.75
							200¥/100 tablets
Marijuana	3M	3	10	2D6 min.	inhalation	6/1 hr	4¥	.5	RG p.72
				1D6 min.	ingestion		20¥
MDA, MDMA	2M	2	6	20 min.	ingestion	4/7 hrs	10¥	1.7	RG p.76
Meperidine	4M,4P	5	4	1 min.	injection,	6/56 hrs	500¥	2.5	RG p.78
					ingestion
Mescaline	2M	2	4	5 min.	air	4/5 hrs	80¥	2	RG p.76
Methadone	2M,3P	3	5	1 min.	inhalation	5/6 hrs	50¥	2	RG p.78
Methaqualone	4M,4P	4	2	10 min.	ingestion	4/3 hrs	3¥	1.2	RG p.72
Methylphenidate	3P	5	4	5 min. or	ingestion,	4/3 hrs	25¥	1.8	RG p.80
				1 min.	inhalation,
					injection
Morphine	4M,4P	4	10	1 min.	injection	4/3 hrs	150¥	1.25	RG p.78
Musk	3M	3	20	2D6 hrs	injection	3/1 hr	250¥	2	RG p.74
Nicotine	3M	1	20	immediate	inhalation,	Always	2¥/pack	.8	RG p.72
					dermal,
					ingestion
NuYou	6M	3	10	3D6 hrs	injection	4/2 hrs	350¥	3	RG p.74
Opium	4M,4P	3	15	10 min.	inhalation	6/2 hrs	50¥	1.25	RG p.78
Paxium	2M	4	20	2D6 min.	ingestion	3/1 hr	5¥	2.5	RG p.73
Phencyclidine	5M	4	2	2 min.	injection	8/14 hrs	25¥	2.5	RG p.76
Phenmetrazine	5P	4	5	5 min.	ingestion	5/3 hrs	75¥/10 tablets	1.5	RG p.80
				1 min.	injection
Ribopropylmethionine	8P	2	2	3 min.	injection	10/7 hrs	100¥	3	RG p.76
Schwarzeneine	6P	4	5	1D6 min.	injection	8/3 hrs	45¥	3.5	RG p.73
Shades	5M	2	5	30 min.	ingestion	4/1 hr	30¥	2	RG p.73
Sonniene	4M	3	5	2D6 min.	ingestion	4/1 hr	80¥	3	RG p.73
Spaz	5P	1	5	immediate	air, ingestion	8/24 hrs	10¥	1.5	RG p.80
Triphetamines	2M	4	5	1 min.	ingestion	5/3 hrs	25¥/50 tablets	1.5	RG p.81
Zen	5M	3	10	10 min.	inhalation	5/10 hrs	120¥	3	RG p.77

BIOTECH (continued)
Miscellaneous	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
Aesculapus Incorporated Cybercast	3	+2	1.5	3/12 hrs	3,000¥	2	CB3 p.7
Archaesthetic	—	–1	1	6/7 days	10,000¥	4	CB3 p.6
Bodyweight Portable Intern Unit	2	1	2	3/24 hrs	120¥	1.5	CB3 p.7
RapiDetox	—	—	5	5/4 days	1,500¥	3	CB3 p.6
MELEE WEAPONS
	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index	Book
Axe	2	1	(str)S	2.5	2/4 hrs	60¥	1	BSW p.2
Bayonet	8	0	(str)L	.25	2/8 hrs	35¥	.8	TS p.22
Bayonet/Survival Knife	8	0	(str)L	.25	2/8 hrs	35¥	.8	BSW p.2
Bear-Knife	3	0	(str+2)M	1	6/48 hrs	2,000¥	1	P3 p.44
Bio-Injector	8	0	5L	—	14/7 days	15,000¥	3	TS p.29
Bio-Injector	8	0	5L + drug	.5	10/96 hrs	15,000¥	1	PP3 p.9
Bowie Knife	6	0	(str+2)L	1	3/24 hrs	50¥	.8	P3 p.74
Brass Knuckles	10	0	(str+1)M Stun	.2	2/24 hrs	20¥	.75	BSW p.2
Brass Knuckles	16/4	0	(str+1)M Stun	.2	2/24 hrs	20¥	.75	P3 p.9
Broadsword	4	1	(str+1)M	2	6/48 hrs	1,000¥	3	P3 p.47
Bullwhip	8	2	(str)L	1	6/48 hrs	100¥	1	P3 p.46
Cane Knife	2	1	(str+1)M	1	10/7 days	600¥	2	P3 p.10
Cane Sword	2	1	(str+1)M	1	10/7 days	600¥	2	P3 p.10
Cat With Nine Tails	5	2	(str+2)M	3	6/48 hrs	1,000¥	3	P3 p.46
Club	5	1	(str+1)M Stun	1.5	2/6 hrs	10¥	1	P3 p.44
Chainsaw	—	1	6S	4	3/6 hrs	500¥	1	BSW p.2
Decapitator battleaxe	—	2	(str+4)S	11	6/48 hrs	2,000¥	3	P3 p.43
Devil’s Star mace	—	2	(str)S	10	6/48 hrs	1,500¥	3	P3 p.44
DinaTech F5C	8	0	(str÷2)L or (str)L	—	10/14 days	350¥	3	P3 p.56
Drug-A-Thug™	6	0	drug	.5	3/8 hrs	150¥	2	CB2 p.45
Dynatech Industries Hand Taser	7	0	9S Stun	.5	5/36 hrs	500¥	2	BSW p.6
Entrenching Tool	3	0	(str)M	.75	3/16 hrs	50¥	1	BSW p.2
Excalibur Nightstick	5	1		1	4/48 hrs	1,800¥	2	BSW p.2
Basic-type			(str+1)M Stun
Mace-type			mace
Taser-type			8S Stun
Fashion Gloves	—	0	(str+1)M Stun	.2	4/36 hrs	350¥	1	P3 p.16
Flail	3	2	(str+1)M Stun	.75	4/12 hrs	50¥	1	P3 p.10
Flogger whip	6	2	(str)M	1	6/48 hrs	500¥	3	P3 p.46
Gasher battleaxe	2	1	(str)S	2	6/48 hrs	1,000¥	3	P3 p.43
Gutter dagger	8	0	(str)M	.5	6/48 hrs	1,000¥	1	P3 p.44
Halberd	2	2	(str)S	6	6/48 hrs	1,000¥	3	P3 p.46
IMI “Chainknife”	6	0	(str+5)L	.75	6/48 hrs	120¥	1.2	CB2 p.44
Katana	3	1	(str+3)M	2	6/48 hrs	2,000¥	3	P3 p.47
Kendachi M-33 Powersword	4	1	(str+1)S	3	8/14 days	1,860¥	3	CB1 p.55
Kendachi MonoKatana®	3	1	(str+4)M	1	8/5 days	1,200¥	2.5	RG p.52
Kendachi Monoknife®	7	0	(str+1)L	.5	6/60 hrs	200¥	1	RG p.52
Kendachi Mononaginata	2	1	(str+2)L	.5	6/60 hrs	300¥	1	RG p.52
Kendachi Monosword Cane	2/10	0	(str+1)M	.75	8/72 hrs	1,020¥	1	BSW p.3
Kendachi Mono-Two					5/48 hrs	1,650¥	2.1	CB1 p.55
Long Sword	3	1	(str+3)M	1
Short Sword	5	0	(str+1)M	.75
Kendachi Monowhip	9	3	10S	—	26/14 days	3,500¥	3	CB2 p.44
Kitchen Sink	—	0	((2× Strength)–6)S	10	always	100¥	1	P3 p.57
			Stun
Lance	—	2	(kph÷5)M	2	4/12 hrs	60¥	1	P3 p.10
Long Spear	2	2	(str)S	4	6/48 hrs	1,000¥	3	P3 p.46
Longsword	4	1	(str+2)M	2	6/48 hrs	1,000¥	1	P3 p.47
Mace	2	1	(str)M	5	6/48 hrs	700¥	3	P3 p.44
Mace	4	1	(str+1)M Stun	1	2/6 hrs	40¥	1	P3 p.10
Mersch MX-23 Stunlance	2	2	point: (str+2)L	3	5/48 hrs	2,500¥	1	RG p.22
			taser: 9S Stun
Militech Electronics Taser II™	7	0	5S Stun	.5	4/24 hrs	300¥	1	BSW p.7
Mjolnir warhammer	—	2	(str+4)D	15	6/48 hrs	2,000¥	3	P3 p.45
Morning Star	2	1	(str+1)M	7	6/48 hrs	1,000¥	3	P3 p.44
Mystic Technologies Spring Knife	8	0	(str+2)L	.75	4/12 hrs	125¥	1.2	CB2 p.45
Mystic Technologies Nunchaku/Blade	4	1		.5	3/8 hrs	800¥	.75	BSW p.3
Nunchaku			(str+2)M Stun
Sword			(str+3)M
Naginata	2	1	(str+1)L	1.5	4/12 hrs	50¥	1	BSW p.2
Nomad Smartwhip	6	2	(str+3)L	1	6/72 hrs	600¥	1	BSW p.3
Nunchaku/Tonfa	7	1	(str+2)M Stun	.5	3/8 hrs	40¥	.75	BSW p.2
Powell Knife Pistol	8	0	(str)L	.5	5/48 hrs	250¥	1	P3 p.10
Rapier	5	1	(str+2)M	2	6/48 hrs	1,000¥	3	P3 p.47

MELEE WEAPONS (continued)
	Conceal	Reach	Damage	Weight	Availability	Cost	Street Index	Book
Rippers cyberweapons	6	0	(str÷2)M	—	5/3 days	8,000¥	1	TS p.16
Scimitar	4	1	(str+2)M	1.5	6/48 hrs	1,000¥	3	P3 p.47
Scratchers cyberweapons	—	0	(str+1)L	—	4/3 days	5,000¥	1	TS p.17
Scythe	—	2	(str+1)S	7	6/48 hrs	1,000¥	3	P3 p.46
Shock Touch™ Personal Protection
Gloves	9	0	6S Stun	—	5/48 hrs	720¥	2	CB4 p.56
Shortsword	5	1	(str)M	2	6/48 hrs	1,000¥	3	P3 p.47
Skull Crusher warhammer	2	1	(str)S	5	6/48 hrs	1,000¥	3	P3 p.45
SlamDance, Inc. Hyper-Hammer	1	1	(str+2)D	8	20/21 days	2,000¥	2.5	BSW p.38
Slamdance Inc. Spawnblade	8	0	(str)L	.5	4/72 hrs	100¥	1.1	CB2 p.44
Sledgehammer	1	1	(str+2)S Stun	3	2/4 hrs	50¥	1	BSW p.2
SPM-1 Battleglove	—	0	(str+3)M	1.5	10/7 days	900¥	2	BSW p.4
Staff	2	2	(str+3)M Stun	2	3/24 hrs	100¥	1	P3 p.46
Stiletto	10	0	(str)L	.3	6/48 hrs	1,000¥	1	P3 p.44
Stiletto	14	0	(str–1)L	.1	2/24 hrs	10¥	.5	P3 p.9
Switchblade	9	0	(str–1)L	.1	2/6 hrs	25¥	.75	BSW p.2
Taser II™	7	0	5S Stun	.5	4/24 hrs	300¥	1	CB2 p.45
Techtronica Black-Zap Glove	4	0	9S Stun	1	6/48 hrs	1,200¥	2.2	CB1 p.49
Tetsubo	—	2	(str+3)S	3	5/24 hrs	500¥	1	P3 p.11
Two-Handed Sword	2	1	(str+3)S	5	6/48 hrs	3,000¥	3	P3 p.47
Utility Sword/Machete	4	1	(str+2)M	.75	4/24 hrs	60¥	1	BSW p.4
Whip	6	2	(skill÷2)L	.5	5/24 hrs	200¥	1	P3 p.11
PROJECTILE WEAPONS
BOWS	Conceal	Str. Min.	Damage	Weight	Availability	Cost	Street Index	Book
Arasaka Arms Half-Bow	3/6/10	3	6M	1.25	6/7 days	300¥	1.5	BSW p.4
Eagletech “Bearcat” Self Bow	2/4	5	9M	1.25	6/72 hrs	500¥	1.75	BSW p.4
Eagletech “Tigercat” Comp. Bow	1	5	8M	1.5	6/72 hrs	500¥	1.75	BSW p.4
Eagletech “Tomcat” Comp. Bow	2	5	9M	1.5	6/48 hrs	750¥	1	BSW p.4
Eagletech “Wildcat” Sport Bow	4	3	5M	1	3/36 hrs	350¥	1	BSW p.4

LIGHT CROSSBOWS	Conceal	Str. Min.	Damage	Weight	Availability	Cost	Street Index	Book
Eagletech Handbow	5	1	3M	.5	2/24 hrs	75¥	1	BSW p.5
Cyberarm model (12-shot)	5	1	3M	.5	2/24 hrs	3,000¥	1	BSW p.5
Nomad Hand Crossbow	—	1	3M	.5	10/7 days	100¥	1	BSW p.5

MEDIUM CROSSBOWS	Conceal	Str. Min.	Damage	Weight	Availability	Cost	Street Index	Book
Eagletech “Arbelest”	2	5	7M	3	8/7 days	500¥	1	BSW p.5
Eagletech “Stryker”	2	2	4M	3.25	6/48 hrs	440¥	1	BSW p.5

HEAVY CROSSBOWS	Conceal	Str. Min.	Damage	Weight	Availability	Cost	Street Index	Book
Eagletech “Scorpion”	—	5	8S	5	8/7 days	1,500¥	1	BSW p.5

THROWN WEAPONS	Conceal	Str. Min.	Damage	Weight	Availability	Cost	Street Index	Book
Nomad Boomerang	5	—	(str)M	.25	3/36 hrs	30¥	2	BSW p.7
Nomad Sling	12	1	(str ÷ 2)L	—	6/5 days	10¥	1	BSW p.8
FIREARMS
HOLD-OUT PISTOLS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Astra Style-6	9	6	SA	4L	.5	3/12 hrs	75¥	.75	BSW p.10
BudgetArms C-13	8	8 (c)	SA	4L	.5	2/8 hrs	150¥	.75	RG p.53
Ceska Diplomat	8	6 (cy)	SS	4L	.5	3/12 hrs	250¥	1	RG p.34
Colt Take-Down	8	2 (b)	SA	7M	.5	4/12 hrs	150¥	.8	RG p.5
Dai Lung Cybermag 15	7	10 (c)	SA	4L	.5	3/12 hrs	100¥	.7	RG p.53
Federated Arms X-22	7	10 (c)	SA	4L	.5	2/12 hrs	300¥	.8	RG p.53
Hämmerli Model 520 [r1]	4	6 (c)	SA	4L	1.25	8/4 days	1,000¥	1	RG p.6
Militech Silver Shadow Flechette Pistol	5	10 (c)	SA	4M(f)	1	5/72 hrs	300¥	2	BSW p.12
North Industries Firing Knife	6	5 (cy)	SA	4L	.5	5/12 hrs	250¥	1	RG p.6
Star Model DWT	7	6 (c)	SA	5L	.5	3/18 hrs	300¥	.8	RG p.7

LIGHT PISTOLS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Ares AMP [g2]	6	40 (c)	SA/BF/FA	6L	2.75	8/36 hrs	1,000¥	2	RG p.7
Ares Black Widow	6	21 (c)	SA/BF	6L	1	14/7 days	1,500¥	3	P3 p.54
Ares Hornet	8	7 (cy)	DAR	7L	2	4/48 hrs	250¥	.8	P3 p.52
Ares Scorpion	8	7 (cy)	DAR	7L	2.25	4/48 hrs	275¥	1	P3 p.52
Beretta M97P [c,l] 	4	18 (c)	SA	7L	1.75	3/24 hrs	480¥	1.25	BSW p.11
BudgetArms Laser-Niner [c,l]	5 (4)	15/35 (c)	SA/BF/FA	6L	1.5	4/36 hrs	675¥	1.2	CB1 p.42
CCMMC Goaxing Xiuxi CM-3	5	8 (c)	SA	6L	1	—	75¥	—	BSW p.11
Colt Protector	8	6 (cy)	SS	6L	.75	2/12 hrs	300¥	.7	P3 p.55
Dai Lung Streetmaster	6	12 (c)	SA	6L	1	3/12 hrs	325¥	.8	RG p.54
Derringer cybergun	12	2 (m)	SA	6L	.5	8/7 days	220¥	2	CB1 p.36

FIREARMS (continued)
LIGHT PISTOLS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Fashion Gun 9	7	7 (c)	SA	6L	1	2/18 hrs	160¥	1	BSW p.11
Federated Arms X-9mm	5	12 (c)	SA	6L	1	3/12 hrs	450¥	.75	RG p.54
Glock 19 Mk. IV	5	17 (c)	SA	6L	1	8/24 hrs	750¥	2	P3 p.56
H&K P7S15	6	15 (c)	SA	6L	1	4/24 hrs	400¥	1	P3 p.57
H&K P11M8	8	8 (c)	SA	6L	1	5/36 hrs	600¥	1.25	RG p.7
H&K P11M13	8	13 (c)	SA	6L	1	5/36 hrs	650¥	1.25	RG p.7
H&K VP80Z	6	21 (c)	SA/BF	6L	1.25	6/48 hrs	1,200¥	3	P3 p.57
Micro Uzi III [l]	6	16 (c)	BF	6L	1.5	6/36 hrs	750¥	1	RG p.8
Militech Arms Avenger	6	10 (c)	SA	6L	1	3/12 hrs	325¥	.8	RG p.54
Militech Black Widow Flechette Pistol	5	10 (c)	SA	6M(f)	1	6/72 hrs	400¥	1.5	BSW p.12
Powell Knife Pistol	8	1 (b)	SS	6L	.5	5/48 hrs	250¥	1	P3 p.10
Ruger P-4	4	100 (c)	BF	7L	1.25	8/48 hrs	1,350¥	2.25	TS p.22
Ruger P-8	8	10 (c)	SA	7L	.75	4/24 hrs	395¥	1	TS p.22
S&W Model 6739	8	5 (cy)	SS	6L	.75	3/36 hrs	250¥	.9	RG p.8
Sci Fi Starrior 4 [l] 	4	12 (c)	SA	6L	1.5	3/36 hrs	640¥	1	BSW p.13
Seco Quickfire [l]	5	18 (c)	SA/BF/FA	6L	1.5	5/24 hrs	750¥	2	RG p.35
Thumper	6	10 (c)	SA	5L Stun	1.25	3/12 hrs	120¥	.75	TS p.23
Towa Manufacturing Type-12
Police Pistol	5	6 (cy)	SS	6L	.75	4/24 hrs	450¥	1	BSW p.10
Towa Manufacturing Type-12
Police Pistol [s1]	5	6 (cy)	SS	6L	.75	4/24 hrs	810¥	1	BSW p.10
Towa Manufacturing Type-14
Police Pistol	5	16 (c)	BF/FA	6L	1.5	6/48 hrs	520¥	2.75	BSW p.13
Towa Manufacturing Type-14
Police Pistol [s1]	5	16 (c)	BF/FA	6L	1.5	6/48 hrs	820¥	2.75	BSW p.13
Tsunami Express Racegun [et,g1] 	3	24 (c)	SA	9L	1.25	8/7 days	5,300¥	3	BSW p.14
Wondernines	5	1D6+14 (c)	SA	6L	1	2/24 hrs	(1D6×10)+240¥	.8	BSW p.14

HEAVY PISTOLS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
454 Magnum Disposable	7	2	SS	10M	.75	8/4 days	100¥	1.5	BSW p.16
Ameritech Magnum	4	5 (cy)	SS	10M	2.75	—	1,000¥	—	BSW p.16
Arasaka WSA Autopistol	5	15 (c)	SA	9M	2	4/24 hrs	400¥	.9	BSW p.10
Ares Constrictor	6	6 (cy)	DAR	10M	2.5	7/7 days	400¥	2	P3 p.52
Ares Jaguar	5	6 (cy)	DAR	10M	2.5	5/4 days	300¥	1	P3 p.52
Ares Predator III	4	15 (c)	SA	9M	2.5	6/36 hrs	700¥	1	P3 p.54
Ares Stingray	4	6 (cy)	DAR	10M	2.75	7/7 days	500¥	3	P3 p.52
Armalite 44	4	8 (c)	SA	9M	2.25	4/24 hrs	450¥	1	RG p.54
Beretta Model 95S [g2,s2]	5	15 (c)	SA	9M	2.5	3/24 hrs	500¥	1	RG p.9
Beretta Model 95S-B [g2,s2]	5	15 (c)	SA/BF	9M	2.5	6/72 hrs	750¥	1.75	RG p.9
Beretta 100S [l]	5	15 (c)	SA	9M	2.5	5/36 hrs	650¥	1.5	RG p.35
Beretta 100S [s1]	5	15 (c)	SA	9M	2.5	5/36 hrs	1,300¥	1.5	RG p.35
Beretta Model 110-T [l]	5	16 (c)	SA	9M	2	3/24 hrs	400¥	1	RG p.9
Bond & Carrington MP-11 [g2,l]	4	15/30 (c)	SA/BF	9M	3	8/36 hrs	1,200¥	2	RG p.36
Bond & Carrington MP-11 [g2,s1]	4	15/30 (c)	SA/BF	9M	3	8/36 hrs	2,000¥	2	RG p.36
Browning Defender 10	5	15 (c)	SA/BF	9M	2	5/36 hrs	900¥	2	RG p.36
Browning Defender 10 [s1]	5	15 (c)	SA/BF	9M	2	5/36 hrs	1,800¥	2	RG p.36
BudgetArms Auto 3	5	8 (c)	SA	9M	2.25	4/12 hrs	350¥	.7	RG p.55
BudgetArms C-41 [g1,s1] 	5	10 (c)	SA/BF	9M	1	6/36 hrs	500¥	1	BSW p.11
Colt Alpha-Omega [g1,s1]	4	10 (c)	SA	9M	2.5	5/24 hrs	500¥	1	CB1 p.43
Colt AMT Model 2000	5	8 (c)	SA	9M	2.5	5/24 hrs	500¥	1	RG p.55
Colt Enforcement 10 Sidearm	5	14 (c)	SA	9M	2	6/48 hrs	550¥	1.5	BSW p.11
Colt Enforcement 10 Sidearm [s1]	5	14 (c)	SA	9M	2	6/48 hrs	1,050¥	1.5	BSW p.11
Colt Manhunter S	5	16 (c)	SA	9M	2.25	4/24 hrs	600¥	1	P3 p.55
Colt Manhunter S+	5	16 (c)	SA	9M	2.25	6/48 hrs	800¥	1	P3 p.55
Colt Peacemaker	4	6 (cy)	SS	10M	2.75	3/24 hrs	350¥	.9	P3 p.55
Colt Penetrator	5	12 (c)	SA	9M	2	4/24 hrs	600¥	1.5	RG p.37
Constitution Arms Multi-
Ammunition Pistol	4	5 (cy)	SS	9M	2.25	6/60 hrs	525¥	2	BSW p.16
Dai Lung Magnum	6	10 (c)	SA	9M	2	2/12 hrs	240¥	.8	BSW p.14
DinaTech F5A	10	1	SS	10M	—	10/14 days	500¥	3	P3 p.55
DinaTech F5B	10	1	SS	7S	—	12/14 days	700¥	3	P3 p.55
Espinoza One Shot	5	1	SS	10M	2.5	2/24 hrs	75¥	1	BSW p.14
Federated Arms 454 DA	3	5 (cy)	SS	11M	3.5	5/36 hrs	1,375¥	1.25	CB1 p.52
Fichetti Hurricane	5	14/30 (c)	SA/BF	9S(f)	2	3/48 hrs	600¥	1	RG p.37
Fichetti Military XI [g1,l]	4	18 (c)	SA/BF	9M	2.25	5/36 hrs	900¥	2	RG p.37
Fichetti Military XI [g1,s1]	4	18 (c)	SA/BF	9M	2.25	5/36 hrs	1,800¥	2	RG p.37
FN Browning “3-Spot” MP [c]	4	24 (c)	BF	9M	2	8/60 hrs	425¥	2	BSW p.11
Glock 22 Mk. III	4	15 (c)	SA	9M	2.5	6/24 hrs	600¥	1.5	P3 p.56
Glock Thirty Machine Pistol [g2]	6 (5)	20/30 (c)	SA/BF	9M	2.5	6/36 hrs	705¥	2	CB1 p.43
Goncz-Taurus Pistol	6 (5)	15/30 (c)	SA	9M	2	4/48 hrs	500¥	1	CB1 p.44
Goncz-Taurus Pistol (Select.)	6 (5)	15/30 (c)	SA/FA	9M	2	8/72 hrs	700¥	1.75	CB1 p.44
H&K “Blaster”	4	6 (m)	SS	12M	3	—	—	—	P3 p.56
H&K OHWS [l]	5	12 (c)	SA	9M	1.2	18/14 days	2,500¥	2	RG p.38

FIREARMS (continued)
HEAVY PISTOLS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
IMI Gamad [l]	6	7/15 (c)	SA	8M	1.25	8/7 days	575¥	2	BSW p.12
IMI Gamad [s1]	6	7/15 (c)	SA	8M	1.25	8/7 days	575¥	2	BSW p.12
Ingram Mk IV [g3]	4	16 (c)	SA/BF	10M	3	18/14 days	2,500¥	3	RG p.38
Kang Tao Type 97	6	10 (c)	SA	9M	2.25	3/24 hrs	280¥	.9	BSW p.12
LeRoi Maxi-10	4	10 (c)	SA	9M	2	4/24 hrs	150¥	1	BSW p.12
Malorian Arms 3516 [s2]	4	6 (c)	SS	12M	3	—	4,525¥	—	CB1 p.52
Malorian Arms Heavy Flechette
Pistol [s1]	5	special	SA	9M	2.5	9/48 hrs	1,595¥	2	CB1 p.45
Malorian Arms Sliver Gun	4	7 (c)	SA	6S(f)	2.5	6/72 hrs	1,375¥	3	CB1 p.42
Mustang Arms “Mark II” [g1] 	4 (3)	12/20 (c)	SA	9M	1.75	6/48 hrs	425¥	1.25	BSW p.15
Nomad .357 Magnum Autoloader	4	8 (c)	SA	9M	1.75	5/36 hrs	300¥	1	BSW p.12
Nomad .357 Magnum Revolver	4	6 (cy)	SS	9M	1.75	5/36 hrs	250¥	1	BSW p.13
Nomad .44 Magnum Revolver	4	6 (cy)	SS	10M	2.5	6/48 hrs	375¥	1	BSW p.17
Nova .338 City Gun	5	7 (c)	SA	10M	2.5	4/24 hrs	460¥	1	CB2 p.40
Nova Model 757 Cityhunter	3	18 (m)	SS	9M	2.75	6/4 days	480¥	2	BSW p.15
Nova Arms Plasmatic™ Revolvers
“Arno” .454 [et] 	3	6 (c)	SS	16M	3	10/7 days	1,799¥	2	BSW p.17
“Bronson” .41 [et]	4	6 (c)	SS	15M	2.5	8/7 days	1,199¥	2	BSW p.17
“Eastwood” .44 [et]	3	6 (c)	SS	15M	2.5	9/7 days	1,499¥	2	BSW p.17
“Stallone” .357 [et]	4	6 (c)	SS	14M	2.25	8/7 days	999¥	2	BSW p.17
Phoenix Gyroc	3	3 (b)	SA	ammo	3	8/7 days	10,000¥	2	TS p.23
Polymer One-Shot Cannon	5	1	SS	5S	1.5	3/12 hrs	190¥	.6	CB2 p.36
Riot Gun	8	3 (c)	SA	9S(f)	2	4/48 hrs	500¥	1	P3 p.36
Royal Enfield Ordnance Spitfire	4	12 (c)	SA	10M	2.5	6/60 hrs	550¥	2.5	BSW p.17
Royal Enfield Ordnance Spitfire [s1]	4	12 (c)	SA	10M	2.5	6/60 hrs	700¥	2.5	BSW p.17
Ruger M45	6	18 (c)	SA/FA	9M	2	8/60 hrs	860¥	3	P3 p.60
Ruger P-105	4	10 (c)	SA	10M	2.5	4/24 hrs	600¥	1	RG p.39
Ruger Warhawk	5	6 (cy)	SS	9M	2	3/24 hrs	250¥	1	RG p.10
S&W Bi-Power Handcannon	2				3	8/5 days	850¥	1.5	BSW p.15
Barrel 1		6 (cy)	SS	10M
Barrel 2		10 (c)	SA	8M
S&W “Tri-Star” [l]	3	6 (cy)	SS	10M	2.5	6/24 hrs	375¥	1.5	CB2 p.37
Sig Sauer P300 [c,l,ss]	4	18 (c)	SA	9M	3.25	8/48 hrs	800¥	2	RG p.10
SMF ‘Interdictor’	3	5 (cy)	SS	11M	3.5	10/7 days	950¥	2	P3 p.41
SternMeyer Type 35	5	8 (c)	SA	9M	2.5	4/36 hrs	400¥	1	RG p.55
Sternmeyer P-41 Autoloading Pistol	5	12 (c)	SA	9M	2	5/36 hrs	275¥	1.25	BSW p.13
Stolbovoy St-2 Pistol	5	14 (c)	SA	9M	2.25	8/7 days	450¥	1.5	BSW p.13
Stolbovoy St-2 Pistol [s1]	5	14 (c)	SA	9M	2.25	8/7 days	850¥	1.5	BSW p.13
SuperEagle	4	7 (c)	SA	11M	2.75	6/48 hrs	600¥	1.5	RG p.10
Surprising Stranger [l]	4	4 (b)	SA	9M	2.5	3/24 hrs	180¥	.9	BSW p.13
Teen Dreem	6	10 (c)	SA/FA	9M	2.5	4/48 hrs	290¥	1.5	BSW p.13
Towa Manufacturing Type-13
Police Pistol	5	12 (c)	SA	9M	1.5	6/48 hrs	500¥	1.75	BSW p.13
Towa Manufacturing Type-13
Police Pistol [s1]	5	12 (c)	SA	9M	1.5	6/48 hrs	800¥	1.75	BSW p.13
Tsunami Arms “Raimei” Ramjet
Pistol [m2]	3	6 (c)	SA	see above	2	16/14 days	2,150¥	4	BSW p.16
Tsunami Arms “Raimei” Ramjet
Pistol [s1]	3	6 (c)	SA	see above	2	16/14 days	2,150¥	4	BSW p.16
Wolf™	5	17 (c)	SA/BF	9M	2.5	5/48 hrs	800¥	1.5	P3 p.59
Zastava Magnum Mod.2054	5	7 (cy)	SS	9M	1.75	4/36 hrs	350¥	.9	RG p.11

SPECIAL WEAPONS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Apex Mobile Point Defense System	—	400 (belt)	FA	8M	20	11/21 days	25,000¥	4	CB1 p.53
Arasaka Restraint Caster	5	4 (m)	SS	special	1	6/72 hrs	200¥	2	BSW p.6
Arasaka WXA Computer-Aimed 
Weapon [r6]	—	500 (belt)	FA	7S	50	12/21 days	30,000¥	4	BSW p.6
Avante P-1135 Needlegun	5	15 (c)	SA	5L	1	2/12 hrs	200¥	.75	TS p.21
Colt TP-6A taser	7	6 (m)	SS	8S	.75	6/24 hrs	550¥	1	RG p.11
Enerts AKM Power Squirt	5	50 (m)	SS	drugs	1	always	15¥	1	TS p.21
Flamethrower cyberweapon	—	4	SS	10M	3	10/7 days	1,200¥	2	TS p.15
Hammer M-11 Bolt Pistol	5	10 (c)	SA	9L	1.5	12/14 days	320¥	3	BSW p.12
Highway-Hawk Mark-II PoonGlove	7	1 (m)	SS	6L	1	10/5 days	1,680¥	3.75	RG p.96
Hughes Rocket Rifle	—	3 (m)	SS	12S	5.5	16/21 days	750¥	5	BSW p.31
Kendachi Dragon flamethrower	3	4 (m)	SS	10M	4.25	10/5 days	1,660¥	4.5	CB1 p.48
M-99 EVAW	—	30 (c)	SA	7S	7	—	5,000¥	—	BSW p.31
Grenade Launcher		10 (c)	SS	grenade
Micromissile Launcher
cyberweapon	—	4 (m)	SA	micromissile	.5	10/7 days	4,500¥	1.1	TS p.16
Micro-Missile Pod	(–2)	1 (m)	SS	micromissile	.75	8/5 days	2,000¥	1.9	CB2 p.41
Militech Urban Missile Launcher	3	12 (c)	SA	micromissile	3.5	10/7 days	4,500¥	2	CB2 p.41
Miltech Electronics Taser	6	10 (m)	SS	8S Stun	1.5	5/36 hrs	600¥	1.4	RG p.55
Mitsubishi Taser	6	12 (c)	SS	8S Stun	1.5	6/4 days	1,000¥	1	BSW p.7
FIREARMS (continued)
SPECIAL WEAPONS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Mystic Technologies Arrow Gun	2	8 (m)	SS	8M	2	4/48 hrs	1,000¥	1.5	BSW p.7
Nelspot “Wombat” Airpistol	4	20 (c)	SA	4L Stun	1.5	2/24 hrs	200¥	.75	TS p.21
Nomad Pneumatic Bolt Gun	—	4 (m)	SS	9M	3.5	10/7 days	350¥	1	BSW p.7
Pursuit Security Webgun	3	1 (m)	SS	as net	3.5	6/3 days	500¥	2.5	CB2 p.37
Pursuit Security Beanbag Gun	4	1 (m)	SS	special	.5	2/12 hrs	100¥	.75	BSW p.8
Rostovic Wrist Racate	6	6 (m)	SA/BF	9S	2.5	18/20 days	3,800¥	3.5	CB1 p.49
Sonic Stunner	6	10	SA	15M	2	6/36 hrs	1,000¥	1.5	RG p.22
StreetMaster PoonGun	3	1 (m)	SS	6L	3.5	8/72 hrs	980¥	2.2	RG p.96
Streettech “Burst”	8	1	SS	5S	.1	2/24 hrs	33¥	1.5	BSW p.8
Stundart Pistol	3	2 (b)	SS	10S Stun	3.5	8/4 days	1,090¥	2	CB1 p.49
Techtronica Model 009 Volt Pistol	3	6 (c)	SS	10S Stun	3.5	8/72 hrs	1,950¥	2.5	CB2 p.43
Techtronica M40 “Pulse Rifle”	1	6 (c)	SS	special	8.5	—	3,500¥	—	CB2 p.39
Texas Arms Model-351 Gyrojet Pistol	5	8 (c)	SA	6L	1	8/5 days	420¥	2	BSW p.13
Tsunami Arms “Airhammer” 
Mark 1 [l]	5	5 (cy)	SA	special	1.5	11/14 days	325¥	2.5	CB2 p.42
Mark 2 [s1]	5	7 (cy)	SA	special	1.5	12/14 days	400¥	3	CB2 p.42
UrbanTech “Lance” Mini-Missile	5	1	SS	6S (–6/meter)	.5	5/48 hrs	1,000¥	3	BSW p.10
Underbarrel Capacitor Laser	(–2)	2/20	SA	10M	5	24/21 days	95,000¥	3.5	CB2 p.39

SUBMACHINE GUNS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Arasaka Minami 10	6	40 (c)	SA/BF/FA	7M	3.25	3/24 hrs	1,000¥	.9	RG p.56
Arasaka Minami 10 [ss] 	4	40 (c)	SA/BF/FA	7M	3.75	5/48 hrs	1,400¥	.9	BSW p.18
Beretta M-24 Advanced	4	50 (c)	BF/FA	7M	3.5	6/4 days	950¥	1.25	CB1 p.46
Beretta M-24 Advanced [s1]	4	50 (c)	BF/FA	7M	3.5	6/4 days	1,250¥	1.25	CB1 p.46
Buzzsaw	4	1,000 (c)	FA	7L	5.5	12/14 days	215¥	1	TS p.24
CCMMC Tuzi-7	4	30 (c)	SA/FA	7M	3.25	—	125¥	—	BSW p.20
Ceres Tri-Barrel	2	36 (c)/belt	BF/FA	6L	4.5	9/60 hrs	1,000¥	3	TS p.24
Chadran Arms City Reaper	2				5.75	8/10 days	950¥	2	BSW p.20
Shotgun section		10 (c)	SA	8S
SMG section		40 (c)	SA/FA	7M
Constitution Arms Deluge Crowd
Control Weapon	—	400 (c)	FA	5D Stun	12	9/14 days	8,000¥	2.5	BSW p.33
Defiance AT-900 [g2,l]	4	30 (c)	SA/BF/FA	6M	3.75	5/36 hrs	900¥	1	RG p.39
Defiance AT-900 [g2,s1]	4	30 (c)	SA/BF/FA	6M	3.75	5/36 hrs	1,800¥	1	RG p.39
Defiance AT-900 fold. stock [g2,l]	4	30 (c)	SA/BF/FA	6M	3.75	5/36 hrs	1,000¥	1	RG p.39
Defiance AT-900 fold. stock [g2,s1]	4	30 (c)	SA/BF/FA	6M	3.75	5/36 hrs	1,900¥	1	RG p.39
Eagle™	4	50 (c)	SA/FA	6M	3	5/3 days	900¥	1	P3 p.60
Federated Arms Tech-Assault	4	30 (c)	SA/FA	6L	3.5	4/36 hrs	640¥	1	BSW p.17
Federated Arms Tech Assault II	5	50 (c)	SA/FA	6L	2.5	4/36 hrs	600¥	1	RG p.56
FN P55 [g2,m2]	5	50 (c)	SA/BF/FA	8M	3.5	8/4 days	650¥	2.5	RG p.12
FN P55 [g2,s1]	5	50 (c)	SA/BF/FA	8M	3.75	9/4 days	900¥	2.75	RG p.12
H&K MP-9 [g3,s1]	4	25 (c)	SA/BF	7M	3.75	5/36 hrs	900¥	1	RG p.40
H&K MP-2013	3	35 (c)	SA/BF/FA	6M	2.75	5/48 hrs	900¥	1.1	RG p.56
H&K MPK9	5	35 (c)	SA/BF	7M	3	5/36 hrs	1,040¥	.8	RG p.57
H&K MPK-11	4	30 (c)	SA/FA	7M	3.5	5/48 hrs	1,400¥	1.2	RG p.57
Ingram MAC-14	6	20 (c)	SA/FA	7M	3	4/36 hrs	650¥	1	RG p.57
Ingram MAC-20	5		SA/FA			6/48 hrs	700¥	1.5	RG p.13
Heavy Pistol ammo		20 (c)		9M	3.75
SMG ammo		16/32 (c)		7M	3.5
IMI “Gamdaii” 	—	2× 35 (c)	SA/FA	6M	4.5	5/60 hrs	950¥	3	BSW p.19
Grenade Launcher		1 (m)	SS	grenade
Malorian Arms Sub-Flechette
Gun [c,g3]	3 (2)	10/30 (c)	BF/FA	6M	4	4/24 hrs	795¥	1	CB1 p.48
Militech-10 [m1,ss]	2	30 (c)	BF/FA	6M	7	5/72 hrs	3,455¥	3	CB1 p.51
Grenade Launcher		4 (m)	SA	grenade
Militech Mini-Gat Machine Carbine [c]	1	120 (c)	BF/FA	6L	5.75	20/14 days	2,695¥	5	CB1 p.50
Militech Viper Submachinegun	5	40 (c)	SA/BF/FA	6M	2.5	6/5 days	600¥	3	BSW p.19
Mustang Arms ARS-5C	3	40 (c)	SA/BF/FA	7M	3.75	6/72 hrs	600¥	1.75	BSW p.19
Mustang Arms ARS-5C [l]	3	40 (c)	SA/BF/FA	7M	3.75	6/72 hrs	700¥	1.75	BSW p.19
Mustang Arms ARS-5C [m1]	3	40 (c)	SA/BF/FA	7M	3.75	6/72 hrs	700¥	1.75	BSW p.19
Mustang Arms ARS-5C [s1]	3	40 (c)	SA/BF/FA	7M	3.75	6/72 hrs	1,200¥	1.75	BSW p.19
Mustang Arms ARS-5C [ss]	3	40 (c)	SA/BF/FA	7M	3.75	6/72 hrs	650¥	1.75	BSW p.19
Nomad “Personal Weapon” Derivatives
Heavy Pistol ammo variant	4	50 (c)	SA/BF	9M	3.5	8/7 days	500¥	1	BSW p.31
SMG ammo variant	4	50 (c)	SA/BF	7M	3.5	8/7 days	500¥	1	BSW p.31
Sandler Model II [l,g2]	3	30 (c)	BF/FA	6M	3.75	4/24 hrs	700¥	1	RG p.40
Setsuko-Arasaka “PMS” [c,ss]	4	40 (c)	SA/BF	6M	3.5	4/72 hrs	950¥	1	CB1 p.44
Setsuko-Arasaka “PMS” [c,s1,ss]	4	40 (c)	SA/BF	6M	3.5	4/72 hrs	1,150¥	1	CB1 p.44
Suranam Machine Pistol	5 (3)	25/50 (c)	SA/FA	8L	2	4/4 days	375¥	1.5	BSW p.18
“Sten”	3	30 (c)	SA/FA	varies	3.5	3/24 hrs	200¥	1	BSW p.19
Sternmeyer SMG 21	4	30 (c)	SA.BF/FA	7M	3.25	4/36 hrs	1,000¥	1.1	RG p.58
Steyr MP i 25 [g1,l]	4	35 (c)	SA/BF/FA	6M	3.75	5/60 hrs	725¥	2	RG p.12
Stolbovoy StS Submachinegun	4	35 (c)	SA/FA	7M	3	8/7 days	600¥	2	BSW p.20

FIREARMS (continued)
SUBMACHINE GUNS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Stolbovoy StS Submachinegun [s1]	4	35 (c)	SA/FA	7M	3	8/7 days	1,200¥	2	BSW p.20
Uzi 3S	5	24 (c)	SA/BF	6M	2.5	10/36 hrs	900¥	2	P3 p.8
Uzi IV [g2,l]	4	30 (c)	SA/BF/FA	6M	3	6/60 hrs	1,000¥	1	RG p.12
Uzi IV [g2,s1]	5	30 (c)	SA/BF/FA	6M	3.25	8/60 hrs	1,200¥	1.25	RG p.12
Uzi Miniauto 9	5	30 (c)	BF/FA	6M	3	4/36 hrs	700¥	1	RG p.58
Walther S900 [g2,l]	4	30 (c)	SA/BF	6M	3	5/36 hrs	900¥	1	RG p.40

ASSAULT RIFLES	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
AKR-20 [g1,l]	3	30 (c)	SA/BF/FA	8M	4	5/48 hrs	1,000¥	2	RG p.59
Anti-Vehicular Rifle	3	10 (c)	SA/BF	8S	5.3	14/16 days	6,000¥	3.2	P3 p.74
Arasaka WAA Bullpup Assault
Weapon [m2,s2] 	2	5/15/30 (c)	BF/FA	8M	4.25	6/72 hrs	1,600¥	2.25	BSW p.27
CCMMC Jinhua M-9	1	35 (c)	SA/FA	8M	4	—	250¥	—	BSW p.27
Chadran Arms Jungle Reaper	—	60 (c)	SA/FA	6M	5.75	12/14 days	3,100¥	3	BSW p.27
Grenade Launcher		6 (m)	SA	grenade
Colt M18 Assault Weapon	2	35 (c)	SA/BF/FA	8M	3.5	4/48 hrs	1,500¥	2	BSW p.27
Darra-Polytechnic M-9 [c,m1]	3	40 (c)	SA/FA	8M	3.75	3/36 hrs	1,300¥	.9	CB1 p.50
Fábrica de Armes M-2012 [c,l,m1]	3	30 (c)	SA/BF	8M	5	4/60 hrs	1,400¥	2	BSW p.28
Fábrica de Armes M-2012HB SAW	2	30/100 (c)	SA/BF/FA	8M	5.2	6/3 days	1,700¥	2.25	BSW p.33
FA Light Assault 15 [c,m1]	3	30 (c)	BF/FA	8M	3.5	4/36 hrs	400¥	1.25	CB1 p.54
FA Light Assault 15 [c,m1,s1]	3	30 (c)	BF/FA	8M	3.5	4/36 hrs	400¥	1.25	CB1 p.54
FN AGRL [g2,l,m2]	—	40 (c)	SA/BF/FA	8M	5	5/36 hrs	2,000¥	2	RG p.44
Grenade Launcher		6 (m)	SS	grenade
FN RAL [m1]	3	30 (c)	SA/FA	8M	5	5/60 hrs	1,200¥	2	RG p.59
H&K HK 70 [g2]	2 (1)	20/45 (c)	SA/BF/FA	8M	3.75	8/7 days	950¥	2	RG p.17
H&K HK 70 K [g2]	3 (2)	20/45 (c)	SA/BF/FA	8M	4	8/7 days	950¥	2.25	RG p.17
Heckler & Koch HK77UK	3	30/45 (c)	SA/BF/FA	8M	4	6/72 hrs	750¥	1.75	BSW p.30
Heckler & Koch HK77UK [s1]	3	30/45 (c)	SA/BF/FA	8M	4	6/72 hrs	1,350¥	1.75	BSW p.30
Heckler & Koch HK77UK [s1,ss]	3	30/45 (c)	SA/BF/FA	8M	4	6/72 hrs	1,550¥	1.75	BSW p.30
Heckler & Koch HK77UK [ss]	3	30/45 (c)	SA/BF/FA	8M	4	6/72 hrs	950¥	1.75	BSW p.30
Honda AR-1 [m1]	3	28 (c)	BF/FA	8M	4.25	9/6 days	1,000¥	2	RG p.18
Kalashnikov A-80	1	35 (c)	SA/FA	8M	4.5	4/36 hrs	1,100¥	2.5	RG p.60
Kalishnikov AK-100 [g2]	—	30 (c)	SA/BF/FA	8M	5.75	5/36 hrs	1,000¥	2	RG p.43
Kalishnikov AK-100 [g2,s1]	—	30 (c)	SA/BF/FA	8M	5.75	5/36 hrs	2,000¥	2	RG p.43
Kalishnikov AK-101 [g2,l]	2	30 (m)	SA/BF/FA	8M	5.5	8/4 days	1,600¥	2	RG p.43
Kalishnikov AK-101 [g2,s1]	2	30 (m)	SA/BF/FA	8M	5.5	8/4 days	3,200¥	2	RG p.43
Maramont LR	3	36 (c)	BF/FA	8M	4.25	6/4 days	1,400¥	2.5	P3 p.58
Militech Cyborg Rifle [g2]	2	30 (c)	SA	6S	7.5	10/7 days	800¥	2.5	CB2 p.36
Militech Dragon Light Assault
Weapon [g2] 	4	35 (c)	SA/FA	7M	3	12/14 days	700¥	3.5	BSW p.28
Militech High Power 15	1	180 (c)/belt	SA/BF/FA	6M	5.5	15/8 days	3,200¥	4.25	BSW p.33
Militech M-31a1 AICW	1	150 (c)	SA/BF/FA	6M	6.5	20/28 days	1,695¥	4.5	CB1 p.45
Grenade Launcher		4 (m)	SA	grenade
Militech M-232 Squad Assault/
Automatic Weapon [b]	2	35 (c)/belt	FA	8M	7.25	6/72 hrs	2,000¥	2.5	BSW p.34
Militech Mk IV Assault Weapon
(Revised) [g2] 	2	35 (c)	SA/FA	8M	4	12/14 days	800¥	3	BSW p.28
Militech Ninja [c,ss] 	1	30 (c)	SA/BF/FA	5L	4.5	12/7 days	2,100¥	3.75	BSW p.31
Militech Renegade SAW [b,g3]	—	35 (c)/belt	SA/FA	9M	6.5	16/14 days	2,200¥	3.5	BSW p.34
Militech Ronin Light Assault [l]	1	35 (c)	SA/BF/FA	8M	3.5	4/48 hrs	900¥	2	RG p.60
Mossberg M-712 [m2,s1]	3				6	12/7 days	4,000¥	3	RG p.42
Assault rifle section [g2]		35 (c)	SA/BF/FA	8M
Shotgun section		15 (c)	SA	10S
Nomad .357 Magnum Automatic
Carbine	3	30 (c)	SA/BF	9M	3	5/48 hrs	400¥	1	BSW p.31
Nomad .357 Magnum Lever-
Action Carbine	3	9 (m)	SS	9M	3	5/48 hrs	300¥	1	BSW p.31
Nomad .44 Magnum Lever-Action
Carbine	3	8 (m)	SS	10M	3	5/48 hrs	650¥	1	BSW p.31
Nomad 7.62mm Bolt-Action Rifle	1	6 (m)	BA	7S	6.5	6/48 hrs	500¥	1	BSW p.31
Panther™	1				5.25	8/7 days	4,000¥	3	P3 p.59
Assault rifle section		40 (c)	SA/FA	8M
Shotgun section		25 (c)	SA/BF	8S
Royal Enfield Ordnance Liquid
Propellant Assault Rifle [r1]	—	2× 45 (c)	SA/BF/FA	6L/6M/9M	5	18/1 mth	1,800¥	6	BSW p.29
S&W Model F “Cyborg Assault”	4	8 (c)	SS	8S	4	10/5 days	1,650¥	2.5	CB1 p.54
SIG 88x-series
880 [g2,l]	2	30 (c)	SA/BF	8M	4	4/36 hrs	850¥	2	RG p.18
882 [g2,l]	3	30 (c)	SA/BF	8M	4	5/36 hrs	850¥	2	RG p.18
883 [b,g3,l,p]	1	30/50 (c)	SA/FA	9M	6.5	6/48 hrs	1,000¥	2.5	RG p.18
883 SP [m2,p]	2	5/30 (c)	SA	9M	4.25	3/36 hrs	950¥	1.5	RG p.18
Seco M-995 [g3,l,rf,rg]	—	30 (c)	SA/BF/FA	8M	5.75	10/4 days	3,000¥	3	RG p.44
Grenade Launcher		6 (m)	SS	grenade

FIREARMS (continued)
ASSAULT RIFLES	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Seco M-995 [g3,rf,rg,s1]	—	30 (c)	SA/BF/FA	8M	5.75	10/4 days	6,000¥	3	RG p.44
Grenade Launcher		6 (m)	SS	grenade
Sternmeyer M95A4 (CG-13B) [m1] 	2	90 (c)	SA/BF/FA	6M	3.7	14/9 days	3,000¥	4	BSW p.29
Sternmeyer M95A4 [m1,l] 	2	90 (c)	SA/BF/FA	6M	3.7	14/9 days	3,150¥	4	BSW p.29
Stolbovoy St-5 Assault Rifle	2	30 (c)	SA/FA	8M	4.25	10/7 days	900¥	3	BSW p.29
Stolbovoy St-5 Assault Rifle [s1]	2	30 (c)	SA/FA	8M	4.25	10/7 days	1,800¥	3	BSW p.29
Stolbovoy St-5 Assault Rifle (short)	3	30 (c)	SA/FA	7M	4.25	10/7 days	900¥	3	BSW p.29
Towa Manufacturing Type-20
AICW [b,s2] 	1	100 (c)	BF/FA	7M	4.75	12/14 days	4,200¥	3.5	BSW p.29
Grenade Launcher		4 (m)	SA	grenade
Towa Manufacturing Type-99 [b,s2]	3	35 (c)	BF/FA	8M	3.75	10/14 days	1,500¥	1.75	BSW p.29

SNIPER RIFLES	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Arasaka WSSA Sniper
System [ll,m3,rf,s2,ss] 	—	40 (c)	SA	14S	3.8	16/14 days	9,600¥	4.5	BSW p.29
Barrett M-90 Sniper Rifle	—	10 (c)	SS	12D	7.5	14/10 days	3,000¥	5	BSW p.30
Barrett M-90 Sniper Rifle [s1]	—	10 (c)	SS	12D	7.5	14/10 days	5,000¥	5	BSW p.30
FR-F6 [b,l,m2,ss] 	—	10 (c)	SA	14S	5	12/7 days	4,400¥	4	BSW p.30
H&K PSG-65 [g2,ll,m3,s1,t]	—	20 (m)	SA	14S	6	12/7 days	7,000¥	4	RG p.40
Nomad 15mm “Long Rifle” [b,ll,m3]	—	9 (c)	SS	14D	12	14/30 days	3,000¥	5	BSW p.30
RAI Model 1050 [l,ll,m3,p]	—	5 (c)	SA	15S	5.25	14/10 days	6,000¥	4	RG p.14
Remington Gyro-Sniper Rifle [ll,s2,t] 	—	6 (m)	SS	10S/14S	7	12/10 days	5,000¥	4.75	BSW p.30
SMF K6	—	30 (c)	SA/FA	10S	5	14/21 days	2,000¥	3	P3 p.41
Towa Manufacturing Type-00-Kai
[et,s1] 	—	6 (c)	SS	21S	6.25	15/7 days	6,000¥	4.5	BSW p.30
Tsunami Arms Ramjet Rifle
[b,m3,r1,s2]	—	9 (c)	SA/BF	special	5	16/14 days	7,380¥	4	CB2 p.36

SHOTGUNS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Arasaka Rapid Assault Shot 12	1	20 (c)	SA/FA	8S	5.5	8/10 days	1,800¥	2.25	RG p.58
Ares Wippet	4	6 (m)	SA	shot 6M	2	5/36 hrs	1,500¥	1.5	RG p.41
				slug 9M
Autoshot Riot Gun	2	20 (c)	SA/FA	9S	4.5	10/7 days	1,500¥	2	P3 p.35
Chandler Capture 100 [g2,p]	3	10 (m)	SA	10S	4	4/24 hrs	1,500¥	2	RG p.41
Chandler Capture 100 [g2,p,s1]	3	10 (m)	SA	10S	4	4/24 hrs	2,200¥	2	RG p.41
CCMMC Qi-15	—	15 (c)	SA/FA	9S	4.5	—	150¥	—	BSW p.21
Cobra™	2 (4)	10 (c)	SA	10S	4.5	4/60 hrs	1,200¥	1	P3 p.60
Constitution Arms Hurricane
Assault Weapon [r1] 	—	40 (c)	SA/FA	8S	5	14/21 days	1,000¥	4	BSW p.21
Enfield-Ubichi LastChance	5	1	SS	10S	.5	4/48 hrs	60¥	1	BSW p.21
Holland & Holland .600 NE	—	2 (b)	SA	12S	4.5	call H&H	10,000¥	—	RG p.15
Kimatsuhama Under-Barrel Shotguns
UBS-5	(–2)	4 (m)	SS	7S	2.25	5/48 hrs	500¥	1.1	RG p.16
UBS-6	(–2)	6 (m)	SA	7S	2.5	6/48 hrs	750¥	1.1	RG p.16
UBS-7	(–3)	2× 4 (m)	2× SS	7S	3.5	10/7 days	1,700¥	1.25	RG p.16
Luigi Franchi P.16	4	20 (c)	SA/FA	8S	3.75	8/12 days	980¥	2.5	BSW p.21
Luigi Franchi “King Buck” Magnum	1	4 (m)	SA	9S	7	12/4 days	800¥	2.1	CB2 p.38
MetaCorp Warhammer™	—	16 (c)	SA/BF	10S	3.25	8/72 hrs	700¥	2.75	BSW p.21
Military M-12 Close Assault
Weapon	—	20 (c)	SA/BF/FA	9S	4.25	6/7 days	950¥	3	BSW p.22
Militech .477 Boomer Buster	4	4 (m)	SS	see above	3	6/48 hrs	450¥	2	BSW p.17
Militech Bulldog Compact
Assault Shotgun [g1,l]	2	21 (c)	SS/BF/FA	9S	6.5	12/9 days	1,000¥	3	BSW p.22
Militech Bulldog Compact
Assault Shotgun [g1,s1]	2	21 (c)	SS/BF/FA	9S	6.5	12/9 days	1,500¥	3	BSW p.22
Militech Crusher SSG	5	6 (c)	SA	6S/8M	3	6/48 hrs	1,450¥	1.5	CB1 p.42
Militech Military/Police Shotgun
10 gauge	2	6 (m)	SA	10S	4.5	4/60 hrs	800¥	1	CB1 p.48
12 gauge	2	8 (m)	SA	8S	4.5	4/60 hrs	800¥	1	CB1 p.48
Mustang Arms Close-Control 20	3	15 (c)	SA	8S	4	9/7 days	350¥	1.25	BSW p.22
Mustang Arms “Raider” Riot Shotgun	1	5(c) or 9(m)	SA	8S/9S	3.75	5/60 hrs	400¥	1	BSW p.22
Polymer One-Shot Cannon	3	1	SS	5S	1.5	3/12 hrs	190¥	.6	BSW p.32
Ranger Arms Security 12 [g2,l]	3	15 (c)	SA/BF/FA	10S	4.5	10/8 days	2,000¥	2	RG p.41
Remington 1628	4	8 (m)	SS	8S	3	3/24 hrs	500¥	1	RG p.42
Remington Rapid Assault 12 [s1]	3	15 (c)	SA/BF	10S	4.5	12/8 days	2,000¥	2	RG p.42
Sandler “Mad Max”	5	2 (b)	SA	6S	2.25	4/48 hrs	400¥	1	RG p.17
Sternmeyer Stakeout 10	4	10 (m)	SA	9S	3.75	8/7 days	900¥	1.5	RG p.58
Tsunami Arms “Ragnarok” Close
Assault Weapon [et] 	—	40 (c)	SA/FA	12S	4.75	16/21 days	4,500¥	5	BSW p.22
Vehicular Shotgun	1	10 (c)	SA	9S	8.5	8/72 hrs	2,500¥	1.75	P3 p.62
Wristbreaker I	2 (3)	2× 10 (m)	2x SA/FA	8S	4.25	14/14 days	1,450¥	3	TS p.25
Wristbreaker II	3 (4)	2× 5 (m)	2x SA	8S	2.75	8/10 days	1,450¥	1.5	TS p.25

FIREARMS (continued)
LIGHT MACHINE GUNS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Constitution Arms Cyclone
Squad Support Weapon [b,c] 	—	100 (c)	FA	7S	8	8/7 days	1,200¥	2	BSW p.32
H&K G-6 ASA [c,m2,s2,t]	—	100 (c)	FA	7S	7	14/21 days	2,050¥	3.5	CB1 p.51
IWS Mini-5 [l]	—	belt	FA	7S	14	24/14 days	13,000¥	2	RG p.45
IWS Mini-5 [s1]	—	belt	FA	7S	14	24/14 days	26,000¥	2	RG p.45
Sternmeyer M-5A SAW [b] 	—	belt	FA	7S	8.75	6/6 days	2,000¥	2	BSW p.34
Tiger™	—	40 (c)/belt	SA/FA	7S	8.25	7/7 days	3,000¥	2	P3 p.59

HEAVY WEAPONS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
2-Barrel HMG Chaingun	—	belt	FA	9S	20	26/21 days	6,500¥	2	CB2 p.31
60mm Light Mortar	—	1	SS	mortar round	15	12/14 days	1,500¥	2	BSW p.34
Ares MP Maser	—	20	SA	10M + special	25	—	750,000¥	—	RG p.19
Barrett-Arasaka Light 20mm	—	10 (c)	SS	18D	19	15/14 days	6,000¥	2	RG p.61
Colt-Mauser M2X Cannon [m2,p]	—	8 (c)	SS	18D	23	20/14 days	6,100¥	2	CB2 p.40
Dover GA-1112 Autogun [s1] 	—	400 (c)	FA ×2	9S	15	25/1 mth	11,100¥	4	BSW p.33
Vehicle-mounted variant [s1] 	—	400 (c)	FA ×2	9S	15	25/1 mth	17,600¥	4	BSW p.33
Flechette Gun	—	20 (c)	SA/FA	9D(f)	45	14/14 days	17,000¥	1.5	P3 p.62
FN MG-6 “One-on-One” 	—	100 (c)	FA ×2	8M	8.5	6/7 days	1,800¥	2.5	BSW p.33
Gauss Gun	—	10 (c)	SS	11S	135	—	500,000¥	—	P3 p.62
General Products Rocket Launchers
7.62cm 10-Barrel	—	10 (m)	FA	7.62cm rocket	30	22/14 days	9,500¥	4	TS p.25
7.62cm Single Barrel	—	1 (m)	SA	7.62cm rocket	2.5	10/10 days	1,000¥	1.75	TS p.25
12.7cm 10-Barrel	—	10 (m)	FA	12.7cm rocket	35	24/14 days	12,000¥	4	TS p.25
12.7cm Single Barrel	—	1 (m)	SA	12.7 cm rocket	3	11/10 days	1,250¥	1.75	TS p.25
Hellblazer Mk.II Flamethrower	—	4 (cy)	SS/FA	10M	9.5	18/14 days	6,500¥	4
Infrared Laser	normal	normal	normal	normal	normal	+4/+7 days	double normal	+1	P3 p.63
IWS Assault 20 [g4,p]	—	20 (m)	SA	18D	16	16/14 days	7,200¥	2	RG p.46
Kenshiri-Adachi F-253 Flamethrower	—	10	SS	6S/9L	15	—	4,500¥	—	BSW p.34
Laser LAW	2	1 (m)	SS	12M	5	24/21 days	75,000¥	3	P3 p.74
Laser VLAW	4	1 (m)	SS	10M	3.5	24/21 days	60,000¥	3	P3 p.74
Light Anti-tank Weapons
HLAW	—	1	SS	16D (–4/m)	5	8/48 hrs	1,600¥	2	BSW p.35
LAW	2	1	SS	12D (–6/m)	2	6/48 hrs	600¥	2	BSW p.35
M2A5 Browning .50cal HMG	—	belt	FA	10S	20	17/14 days	4,000¥	2	BSW p.33
M10A Light Recoilless Rifle	—	1(b	SS	lt. rcl. grenade	6.5	12/14 days	2,000¥	2	TS p.26
M-60D Medium Machine Gun	—	belt	FA	9S	9.5	16/14 days	2,000¥	2	BSW p.33
M400 HMG [g3]	—	2× belt	FA	10S	18.5	22/21 days	5,500¥	2	RG p.20
M400 HMG [g3,s2]	—	2× belt	FA	10S	19	24/21 days	7,500¥	2.5	RG p.20
Militech 20L Autocannon	—	belt	FA	18D	60	—	90,000¥	—	BSW p.34
Militech AM-3 [g2,m3,p,s1]	—	5 (c)	SS	20D	26	20/14 days	8,000¥	3	CB2 p.41
Militech Electronics LaserCannon	—	special	SA	3M to 15M	25	26/21 days	130,000¥	3.25	TS p.21
Militech Hotshot L-ATGM	—	1	SS	20D (–5/m)	3	8/48 hrs	2,500¥	2	BSW p.35
Militech Rocket-Grenade Launcher	—	1 (m)	SS	missile	4.5	9/14 days	4,500¥	2.5	RG p.61
NR-10 Multi-Barrel HMG	—	35 (c)/belt	FA	10S	41	28/30 days	75,000¥	3	P3 p.58
Panther Heavy Recoilless Rifle	—	1 (b)	SS	hvy. rcl. grenade	10	14/14 days	4,000¥	3	TS p.26
Rhinemetall EMG-85 Railgun [s2]	—	5 (m)	SS	25D	35	—	113,700¥	—	CB2 p.38
Royal Enfield Ordnance 25mm
Cockerill Assault Cannon	—	12 (c)	SS	18D	20	18/14 days	7,400¥	2	BSW p.36
Scorpion 16 Missile Launcher	—	1 (b)	SS	missile	5	10/14 days	6,000¥	2	RG p.61
Towa Manufacturing Type-8 [c] 	—	100 (c)	FA	9S	12.5	18/14 days	5,000¥	3	BSW p.34
Tsunami Arms Type-17 Anti-
Armor Rifle [b,s2]	—	12 (c)	SS	18D	20	18/14 days	7,500¥	2	BSW p.37
Twin Laser	—	special	SA	18S	340	—	700,000¥	—	P3 p.63
Whitney-Morgan Caseless MMG	—	belt	FA	9S	35	26/30 days	25,000¥	4	RG p.21

GRENADE LAUNCHERS 	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
Ares Suppressor	—	12 (c)	SA/BF	grenade	7	18/14 days	3,400¥	3	RG p.45
Ares Suppressor [rf,rg]	—	12 (c) 	SA/BF	grenade	7	18/14 days	4,300¥	3	RG p.45
Ares Suppressor [s1]	—	12 (c) 	SA/BF	grenade	7	18/14 days	6,800¥	3	RG p.45
Ares Suppressor [rf,rg,s1]	—	12 (c) 	SA/BF	grenade	7	18/14 days	7,700¥	3	RG p.45
Grenade Launcher	(–2)	1 (m)	SS	grenade	1	6/4 days	1,250¥	2.75	RG p.61
Grenade Launcher cybergun	—	1 (m)	SS	grenade	.25	10/7 days	2,500¥	2	TS p.16
Hand-Held Grenade Launcher	2	5 (c)	SS	grenade	2.5	9/5 days	2,300¥	3	P3 p.73
M-32 Auto Grenade Launcher	—	belt	FA	grenade	12	18/21 days	5,000¥	3.5	BSW p.35
M-205	3/(–2)	1 (b)	SS	grenade	1	6/4 days	500¥	2	BSW p.35
M-212	—	8 (cy)	SA	grenade	3	10/5 days	2,000¥	2.5	BSW p.35
Militech “Cowboy” U-55	—	12 (m)	SA/BF	grenade	3.25	8/48 hrs	1,600¥	3	BSW p.35
Militech Mini-Grenade Launcher
Drum variant	1 (–4)	16 (c)	SA	grenade	5	24/12 days	4,750¥	5	CB1 p.46
Pump variant	3 (–2)	4 (m)	SA	grenade	3.5	10/6 days	2,550¥	3	CB1 p.46
Rockwell AGL-113	—	20 (c)/belt	FA	grenade	50	24/21 days	15,000¥	4	RG p.19
Towa Manufacturing Type-9	—	8 (cy)	SA	grenade	3.5	9/7 days	1,750¥	2	BSW p.37
Tsunami Arms Type-18	—	30 (m)	FA	grenade	25	12/7 days	4,000¥	3.5	BSW p.37

FIREARMS (continued)
FULL ’BORG WEAPONS	Conceal	Ammo	Mode	Damage	Weight	Availability	Cost	Street Index	Book
12.7mm “Assault Rifle” 	—	50 (c)	SA/BF/FA	9S	10	16/21 days	2,000¥	5	BSW p.38
14.5mm “Assault Rifle” 	—	50 (c)	SA/BF/FA	10S	15	18/21 days	2,500¥	5	BSW p.38
Arasaka “Pocket Tsunami”
Grenade Launcher	—	6 (cy)	SS	grenade	8	14/14 days	1,250¥	4	BSW p.37
Arasaka “Rage” Submachinegun	2	10/20/50 (c)	SA/FA	6S	8	14/14 days	4,500¥	4	BSW p.37
Caseless “SMG”	2	50 (c)	SA/FA	8M	4	14/14 days	1,200¥	4	BSW p.37
HiVel Caseless Auto-GL	—	25 (c)	SA/FA	grenade	12.5	17/21 days	2,000¥	5	BSW p.38
Magnum Opus “Big Government” 	4	13 (c)	SA	13M	3	10/14 days	2,000¥	3	BSW p.38
Magnum Opus “Hellbringer” 	2	3 (m)	SS	7S	4.25	15/14 days	4,000¥	3.5	BSW p.38
Malorian 3600 Super-SMG	3	20 (c)	SS/BF	7S	5.75	16/14 days	3,000¥	4	BSW p.38
“Pistol” 	3	9 (c)	SA	8S	3.25	11/14 days	1,000¥	3.5	BSW p.38
Tsunami Arms Helix [l,r6]	—	60 (c)	FA	10S	15	30/30 days	9,000¥	4	BSW p.38
United Armaments CLAW	—	28 (c)	FA	9D	16	28/1 mth	1,600¥	8	BSW p.39
WEAPON ACCESORIES
	Mount	Conceal	Rating	Weight	Availability	Cost	Street Index	Book
22mm Muzzle Adaptor	Barrel	—	—	—	6/48 hrs	100¥	3	CB1 p.47
Ares MirrorSmarts	—	10	—	—	6/60 hrs	6,500¥	2	TS p.28
Composite Clip	—	—	—	.25	6/72 hrs	50¥	2	PA p.24
Digital Weapon Uplink	Top or Under	–1	—	.5	6/6 days	500¥	2	CB1 p.12
DUD Smartgun Controller	Top or Under	–1	3	.25	8/6 days	5,000¥	2.5	CB1 p.12
Electrothermal Ammo Enhance.	—	—	—	.5	10/7 days	+150%	2	CB2 p.50
Finishes
Camouflage	—	—	—	—	+1/normal	+100%	normal	PA p.24
Chrome/Pearl/Gloss	—	—	—	—	+1/normal	+100%	normal	PA p.24
Hypo-Allergenic	—	—	—	—	+2/×2	+100%	normal	PA p.25
Natural Colors	—	—	—	—	+1/normal	+10%	normal	PA p.25
Neon-Glow	—	—	—	—	+2/×1.5	+150%	normal	PA p.25
Oil-Resistant	—	—	—	.1	8/7 days	+200%	2	PA p.25
Printless	—	—	—	—	+4/×2	+200%	normal	PA p.25
Wood Furniture	—	—	—	—	normal/×2	2000¥+	normal	PA p.25
Flashlight	Top or Under	–1	—	.25	2/24 hrs	50¥	.9	PA p.21
Flashlight + Smart Focus	Top or Under	–1	—	.25	4/24 hrs	100¥	2	PA p.21
Flash Suppressor	Barrel	–1	—	.2	6/48 hrs	250¥	1	PA p.22
Gun Cam	Top or Under	–1	—	.25	3/36 hrs	100¥	1.2	CB2 p.50
Gun Camera	Top or Under	–1	—	.25	2/24 hrs	300¥	.5	RG p.23
Infrared	Top	–2	—	.25	8/4 days	1,800¥	1	PA p.21
IR Laser Sight	Top or Under	–1	–1	.25	6/48 hrs	1,000¥	1	PA p.21
LaserEdge®	melee weapons	–1	+1 Damage	.25	6/5 days	700¥	2	P3 p.61
Luminous Sight Inserts	—	—	–1	—	2/24 hrs	50¥	1	PA p.21
Midnight Arms Smartgoggle
Mirrorshades	—	5	—	—	3/36 hrs	4,500¥	1	CB3 p.3
Militech Muzzle Adaptor	Barrel	—	—	—	4/48 hrs	200¥	.9	CB2 p.48
Modifications
Alternative Feed	—	—	—	.25	6/72 hrs	500¥	1.5	PA p.24
Barrel Re-bore	—	—	—	—	2/24 hrs	100¥	1	PA p.24
Barrel Replacement	—	—	—	—	3/36 hrs	50% of weapon cost	1	PA p.24
BF Macroplast Casing	—	—	—	—	+6/×2	+100%	2	PA p.24
FA Macroplast Casing	—	—	—	—	+4/×1.5	+75%	2	PA p.24
Caliber Modifications	— Gamemaster’s discretion, both up and down —	PA p.24
Ceramic Casing	—	—	—	—	+12/×3	+200%	3	PA p.24
Electric Feed	—	—	—	—	6/72 hrs	500¥	2	PA p.24
Battery Pak	—	–1	—	.25	6/72 hrs	500¥	2	PA p.24
Battery Clip	—	—	—	.25	6/72 hrs	50¥	2	PA p.24
Extra-Heavy Bolt	—	—	—	.25	6/48 hrs	500¥	1	PA p.24
Fire Rate
Alternative ROF	—	—	—	—	4/48 hrs	400¥	1	PA p.25
Floating Breech	—	—	—	—	8/7 days	1,000¥	2	PA p.25
Locking Bolt	—	—	—	—	6/36 hrs	500¥	1	PA p.25
Selective ROF	—	—	—	.1	4/48 hrs	500¥	1	PA p.25
Short-Burst	—	—	—	—	4/36 hrs	500¥	1	PA p.25
Heavy Bolt	—	—	—	—	3/36 hrs	250¥	1	PA p.24
Long Barrel	—	–1	—	.2	6/36 hrs	+50%	1	PA p.24
Short Barrel	—	+1	—	–.2	6/36 hrs	+50%	1	PA p.24
Selective Feed	—	—	—	.25	6/72 hrs	1,000¥	2	PA p.24
Snap-Down, Normal	—	—	—	—	+6/×2	+100%	2	PA p.25
Snap-Down, Rugged	—	—	—	—	+12/×3	+200%	3	PA p.25
Solenoid Trigger	—	—	—	—	6/72 hrs	+100%	1	PA p.25
Nikkon COT	Top	–2	3	1	8/4 days	8,000¥	2	PA p.21
Nine-Eleven Chip	Top or Under	–1	—	—	call Lone Star	1,750¥	—	CB2 p.50
Optical Infrared	Top	–3	—	.5	4/48 hrs	4,000¥	1	PA p.21
Optical Low-Lite	Top	–3	—	.5	4/48 hrs	3,000¥	1	PA p.21

WEAPON ACCESORIES (continued)
	Mount	Conceal	Rating	Weight	Availability	Cost	Street Index	Book
Optical Ultra-Violet	Top	–3	—	.5	4/48 hrs	4,000¥	1	PA p.21
Revolver Silencer	Barrel	–3	—	1	6/60 hrs	700¥	3	RG p.23
Security Chipping	Top or Under	—	10	—	4/72 hrs	1,250¥	1	CB2 p.50
Sharpwire Net Mount	Under	–2	—	2	5/4 days	450¥	2	CB2 p.58
Sighting Band	Top	—	–1	.25	4/24 hrs	20¥	1	P3 p.61
Silencers/Sound Suppressors
Improved Silencer	Barrel	–2	+1	.2	8/72 hrs	5,000¥	2	P3 p.8/9
Improved Sound Suppressor	Barrel	–2	+1	.5	8/72 hrs	7,500¥	2	P3 p.8/9
Mini	Barrel	—	–1	.1	6/48 hrs	2,500¥	1	P3 p.8/9
Shhh 7000 Sound Suppressor	Barrel	–3	+2	1	9/72 hrs	11,250¥	2.5	P3 p.9
Short Silencer	Barrel	–1	—	.1	6/72 hrs	750¥	2	PA p.22
Short Suprpessor	Barrel	–1	—	.3	6/48 hrs	1,000¥	2	PA p.22
Slimline	Barrel	–1	—	.2	6/48 hrs	2,500¥	2	P3 p.8/9
Smartscope
No magnification	Top	–2	–1/0	1	5/60 hrs	3,250¥	1	RG p.24
Magnification 1	Top	–2	–1/1	1	5/60 hrs	3,500¥	1	RG p.24
Magnification 2	Top	–2	–1/2	1	5/60 hrs	3,750¥	1.1	RG p.24
Magnification 3	Top	–2	–1/3	1	5/60 hrs	4,250¥	1.1	RG p.24
Speedholster	—	+2	—	.25	4/24 hrs	200¥	1.25	CB1 p.13
Speedloader	—	8	—	.5	2/24 hrs	10¥	.75	P3 p.9
SumnerTech Gyro-Mount 1S	Under	–3	3	2.5	6/48 hrs	2,000¥	1	RG p.24
Ultra-Violet	Top	–2	—	.25	8/4 days	1,800¥	1	PA p.21
UV Laser Sight	Top or Under	–1	–1	.25	6/48 hrs	1,000¥	1	PA p.21
Xenon Projector	Top or Under	–1	—	.25	8/7 days	1,500¥	2	PA p.21
Xenon Proj. + Smart Focus	Top or Under	–1	—	.25	10/7 days	1,600¥	2	PA p.21
AMMUNITION AND EXPLOSIVES
AMMUNITION (per 10 rounds)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
#000 Triplex (for Heavy Pistols)	9	6L per pellet, 3 pellets	.5	4/60 hrs	50¥	1.25	CB2 p.37
30mm-Explosiv	8	+1 Power	1	6/36 hrs	100¥	1.5	TS p.35
30mm-massiv	8	normal	1	4/24 hrs	40¥	1	TS p.35
30mm-Schrot	8	–1 Damage, Flechette	1	4/24 hrs	40¥	1	TS p.35
Acid	8	as weapon	.5	14/8 days	100¥	4	CB1 p.54
Anti-Personnel	8	+2 Power, +1 Damage	.75	12/10 days	100¥	3.5	P3 p.68
Anti-Vehicular	8	special	.25	16/14 days	300¥	4	P3 p.68
APDS Flechette	8	+1 Damage, 1/2 Ballistic	.25	14/14 days	100¥	4	P3 p.48
Arasaka Restraint Caster Capsules (20 rnds)	8	as normal net gun	—	6/72 hrs	60¥	2	BSW p.6
Armor-Piercing	8	–2 Ballistic	.75	4/4 days	50¥	2	BSW p.44
Armor-Piercing Incendiary	8	1/2 Ballistic	.25	16/14 days	80¥	4.5	CB1 p.54
Carbosteel Wire Net (per net)	5	10S Stun	1	6/48 hrs	100¥	2	CB2 p.37
Crawler	8	as flechette	.5	14/14 days	100¥	6	P3 p.41
Dartgun Cyberfinger Darts	10	3L	.1	6/48 hrs	20¥	.5	CB1 p.32
Dual-Purpose	8	1/2 Ballistic + special	.5	16/14 days	80¥	4	CB2 p.46
Duplex	8	two bullets	.75	5/36 hrs	90¥	1	RG p.26
FEN Dz-55 Det-Web (per web)	5	8D (–1/m)	2	10/72 hrs	450¥	3	CB2 p.37
Firepower™ (for Heavy Pistols)	8	+1 Power	.5	3/36 hrs	35¥	.75	RG p.26
Gauss Gun ammo (for Gauss Guns)	6	normal	1.5	—	300¥	—	P3 p.62
Glaser™	8	+2 Damage, 2× Ballistic	.75	16/14 days	100¥	4	RG p.27
HEP (High-Explosive Cratering)	8	+1 Power, 1/2 is Stun	.75	5/36 hrs	60¥	1.1	CB1 p.54
HESH (High Explosive Squash Head)	8	special	.75	18/14 days	200¥	3	RG p.47
Hollow-Point	8	+1 Damage, +2 Ballistic	.5	4/24 hrs	25¥	.8	CB1 p.50
Incendiary	8	normal	.25	6/48 hrs	30¥	2	P3 p.68
Kendachi “Airhammer” ammo
Fragmentation Flechette	9	+1 Power	.15	6/48 hrs	15¥	2	CB2 p.42
Flechette	9	normal	.15	6/48 hrs	15¥	2	CB2 p.42
Gas	9	special	.25	8/4 days	40¥	2	CB2 p.42
JellSluggs	9	–2 Power, Stun	.25	8/60 hrs	20¥	1.5	CB2 p.42
Practice	9	3L	.15	4/24 hrs	15¥	1.5	CB2 p.42
Kendachi Fragmentation Flechettes	8	+1 Power	.5	12/10 days	100¥	4.5	CB2 p.46
Light Armor-Piercing/High Explosive	8	+1 Power, 1/2 Ballistic	.75	16/14 days	100¥	2.5	CB2 p.31
Multi-Flechette	8	special	.5	5/48 hrs	100¥	1	CB1 p.48
Plastic Bullet Rounds	8	see rules	.25	6/72 hrs	80¥	1	PA p.31
Ramjet (for Ramjet Rifle)	8	normal	.5	8/72 hrs	100¥	2	CB2 p.36
Rubber	8	Stun	.5	3/12 hrs	10¥	.75	CB2 p.47
Safety Rounds	8	+1 Damage Level	.5	10/10 days	120¥	3	BSW p.45
Stundart (for Heavy Pistol)	8	10S Stun	.75	6/72 hrs	80¥	2	CB1 p.49
Tracer	8	as weapon	.5	2/24 hrs	30¥	1	P3 p.9
Wirtz-Betäubung (for Wirtz “DemoControl)	6	12M Stun	1.5	8/36 hrs	100¥	2	TS p.36
Wirtz-Schrot (for Wirtz “DemoControl”)	8	11S(f)	1.25	8/36 hrs	80¥	2	TS p.36

AMMUNITION AND EXPLOSIVES (continued)
SHOTGUN AMMO (per 10 rounds)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Dragon’s Breath	8	fire	.75	12/7 days	90¥	3	TS p.26
Flare	8	6M	.5	4/24 hrs	50¥	1	CB2 p.47
Flash/Flash-Bang	8	none	.5	4/24 hrs	60¥	1	CB2 p.47
Gas	8	gas	.5	6/48 hrs	50¥	1.1	CB2 p.47
HE	8	8S (–16/m)	.75	12/14 days	100¥	2	BSW p.45
HEAT	8	8S(–16/m)	.75	14/14 days	200¥	4	BSW p.45
Smoke	8	none	.5	3/12 hrs	40¥	.8	CB2 p.47
Stinger	8	Stun	.5	4/18 hrs	30¥	1	CB2 p.47
Stundart	8	10S Stun + shock	.75	6/72 hrs	80¥	2	BSW p.45
Thermite	8	see above	.5	8/7 days	300¥	3	BSW p.45

PRE-LOADED CLIPS (per round in clip)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Hermetically Sealed Disposable Macroplast Clips
Explosive ammo 	normal	normal	normal	5/4 days	12¥	1	P3 p.10
Flechette ammo 	normal	normal	normal	5/4 days	22¥	1	P3 p.10
Gel ammo 	normal	normal	normal	6/4 days	8¥	1.5	P3 p.10
Needle ammo 	normal	normal	normal	6/3 days	10¥	1.5	P3 p.10
Standard ammo	normal	normal	normal	4/3 days	6¥	1	P3 p.10
Stun ammo 	normal	normal	normal	6/4 days	22¥	1.5	P3 p.10
Tracer ammo 	normal	normal	normal	6/3 days	8¥	1	P3 p.10

ARROWS (per arrow)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Broadhead	3	+1 Damage	.1	4/36 hrs	15¥	1	BSW p.46
Spinner	3	+2 Power, +1 Damage	.1	4/48 hrs	15¥	1	BSW p.46
Stun	3	Stun	.1	3/36 hrs	10¥	1	BSW p.46
Warhead	1	as pistol grenade	.2	6/7 days	35¥	2	BSW p.46

CROSSBOW BOLTS (per BOLT)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Broadhead	3	+1 Damage	.05	6/36 hrs	8¥	1	BSW p.46
Spinner	3	+2 Power, +1 Damage	.05	6/48 hrs	8¥	1	BSW p.46
Stun	3	Stun	.05	5/36 hrs	5¥	1	BSW p.46
Warhead	1	as pistol grenade	.1	8/7 days	30¥	2	BSW p.46

ASSAULT CANNON (per 10 rounds)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Armor-Piercing	3	3/4 armor	1.5	12/7 days	1,000¥	3	PA p.28
Armor-Piercing Discarding Sabot	3	1/2 armor	1	24/21 days	1,500¥	5.5	PA p.28
AP Fin-Stablized Discarding Sabot	3	1/3 armor	1	30/30 days	2,750¥	9	PA p.30
Chemical (C = chemical’s stats)	3	–2 Damage	.75	C+2/C×2	C+250¥	C+.25	PA p.30
Extra High Impact	3	special	1.5	8/4 days	1,000¥	2.25	CB2 p.40
High-Explosive Anti-Tank	3	1/2 armor (–4 per m)	1.25	24/21 days	1,750¥	5.5	PA p.30
Shot	3	normal, use Shotgun rules	1.25	6/4 days	500¥	2	PA p.30

LAUNCHED GRENADES (per grenade)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Anti-Armor Grenade	8	10S (–5/m)	.1	8/5 days	125¥	3.5	RG p.25
Anti-Personnel Flechette	8	10D(f)	.1	9/14 days	100¥	3.5	CB1 p.46
Bean Bag	8	12S Stun	.1	6/4 days	100	2	BSW p.42
Classic Rifle Grenades
Chemical	3	—	.5	6/8 days	50¥	2	BSW p.41
HE	3	10S (–1/.5 m)	.5	6/8 days	50¥	2	BSW p.41
HEAT	3	14D (–14/m)	.5	6/8 days	50¥	2	BSW p.41
DCR Rifle Grenade
Anti-Tank	4	16D (–8/m)	.5	8/8 days	100¥	2	CB1 p.47
Concussion	4	12M Stun (–1/m)	.5	8/8 days	50¥	2	CB1 p.47
Defensive	4	10S (–1/.5 m)	.5	8/8 days	50¥	2	CB1 p.47
Offensive	4	10S (–1/m)	.5	8/8 days	50¥	2	CB1 p.47
Flash-Bang	8	12M Stun (–2/m)	.1	10/6 days	160¥	3.25	BSW p.42
Heavy Recoilless Rifle Grenades
Anti-Armor	5	18D (–6/m)	3	5/36 hrs	200¥	3	TS p.28
Anti-Personnel	5	18D(f) (–1/.5 m)	3	5/36 hrs	150¥	3	TS p.28
High Explosive	5	18S (–1/.5 m)	3	5/36 hrs	150¥	3	TS p.28
Smoke	5	—	2.5	4/36 hrs	125¥	2.5	TS p.28
HEP	8	8S	.1	6/6 days	60¥	2.5	BSW p.42
Illumination	7	6M	.1	7/36 hrs	150¥	2	BSW p.42
Light Recoilless Rifle Grenades
Anti-Armor	5	12D (–6/m)	3	5/36 hrs	200¥	3	TS p.28
Anti-Personnel	5	12S(f) (–1/.5 m)	3	5/36 hrs	150¥	3	TS p.28
High Explosive	5	12S (–1/.5 m)	3	5/36 hrs	150¥	3	TS p.28
Smoke	5	—	2.5	4/36 hrs	125¥	2.5	TS p.28
Mikrogranate (for Wirtz “DemoControl” only)
Defensive	9	10S (–5/m)	.1	6/36 hrs	80¥	1.5	TS p.36
Offensive	9	10S (–3/m)	.1	6/36 hrs	80¥	1.5	TS p.36
Schock	9	12M Stun (–2/m)	.1	8/36 hrs	80¥	1.5	TS p.36

AMMUNITION AND EXPLOSIVES (continued)
LAUNCHED GRENADES (per grenade)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Militech 25mm Launched Grenades
Chemical	6	—	.25	8/8 days	30¥	2.5	BSW p.41
Flechette	6	(2D6)S(f)	.25	8/8 days	30¥	2.5	BSW p.41
Fragmentation	6	8S(f) (–1/1.5 m)	.25	8/8 days	30¥	2.5	BSW p.41
HEP	6	8S	.25	8/8 days	30¥	2.5	BSW p.41
Militech 25mm Pistol-Grenades
Concussion	8	8M Stun (–2/m)	.1	5/6 days	15¥	2	CB2 p.48
Defensive Frag	8	6M (–3/m)	.1	5/7 days	20¥	2	CB2 p.48
Flash Bomb	8	4L (–1/m)	.1	4/72 hrs	15¥	1.2	CB2 p.48
HEP (Cratering)	8	4S, 1/2 is Stun	.1	4/6 days	30¥	1.5	CB2 p.48
Incendiary	8	6M (–6/m)	.1	8/7 days	30¥	2	CB2 p.48
Offensive Frag	8	6S (–3/m)	.1	5/7 days	25¥	2	CB2 p.48
Smoke/Tear Gas	8	gas	.1	6/7 days	20¥	2.5	CB2 p.48
Net	6	—	.25	8/48 hrs	300¥	3	BSW p.42
Rostovic Wrist Racate Ammo (per 6 rounds)	5	9S (–3/m)	1.25	14/20 days	200¥	3.5	CB1 p.49
Shotgun Minigrenades (for Shotguns only)
Concussion	8	10M (–1/m)	.2	7/4 days	600¥	3	RG p.47
Defensive	8	8S (–1/.5 m)	.2	6/4 days	600¥	3	RG p.47
Offensive	8	8S (–1/m)	.2	6/4 days	600¥	3	RG p.47
SplatShell	8	splatballs	.1	6/48 hrs	10¥	1	CB2 p.47
Tränengas-Minigranate	8	8M	.15	4/24 hrs	50¥	1.5	TS p.36
Urban Technologies Slasher (for Shotguns,
MMGs, HMGs, and Grenade Launchers)	8	11S	.1	14/10 days	75¥	2.5	CB2 p.47

THROWN GRENADES (per grenade)	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Anti-Tank	4	15S (–3/m)	1	6/7 days	120¥	3.5	BSW p.39
Biotech-Askari Motion Restraints	6	—	.5	6/48 hrs	60¥	2	CB1 p.48
Concussion Grenade	7	10M Stun (–2/m)	.25	6/72 hrs	40¥	1.2	P3 p.68
Crawler Grenade	6	as normal	.25	20/14 days	150¥	6	P3 p.41
CS Grenade	5	tear gas	.5	6/4 days	75¥	2.5	RG p.25
EMP Grenade	6	special	.3	10/10 days	400¥	4	CB1 p.47
Explosive Grenade	7	6M (–1/m)	.25	6/72 hrs	25¥	1.5	P3 p.68
FEN Dz 22 “Saucer Grenades”	7	8S (–1/m)	.25	6/10 days	65¥	3	CB1 p.47
Finger Bomb	10	8M (–1/m)	.1	6/6 days	35¥	1.5	CB1 p.32
Flashbang Grenade	6	12M Stun (–2/m)	.25	8/6 days	80¥	2.25	CB2 p.49
Foam Grenade	6	—	.25	3/48 hrs	30¥	.9	P3 p.69
Fragmentation mini-grenade	8	10D(f) (–1/.5 m)	.1	8/4 days	50¥	3	CB1 p.46
Gas Grenade	5	Neuro-Stun VIII	.5	5/4 days	60¥	2	RG p.26
GPz-78 Grenade	8	8M (–1/.5 m)	.1	4/60 hrs	40¥	1.5	CB1 p.48
Green Ring 4	6	gas	.25	10/6 days	80¥	2.5	P3 p.11
HEP (High-Explosive Cratering) mini-grenade	8	10S (–1/m), 1/2 is Stun	.1	9/5 days	60¥	2.5	CB1 p.46
Incendiary Grenade	6	10M (–1/.5 m) +	.25	10/8 days	100¥	3	P3 p.49
		10L per turn
Mace XII	6	gas	.25	8/6 days	50¥	2	P3 p.11
Militech PDU-3	8	10S (–2/.5 m)	.25	10/7 days	150¥	2.5	CB2 p.42
Mini gas (any but Green Ring 4)	8	gas	.1	10/6 days	100¥	2	P3 p.11
Mini Green Ring 4	8	gas	.1	14/6 days	120¥	3	P3 p.11
Mini smoke	8	—	.1	10/6 days	50¥	2	P3 p.11
Neurostun IX	6	gas	.25	6/6 days	50¥	2	P3 p.11
Neurostun-Minigranate	8	8M + gas	.15	12/4 days	200¥	3	TS p.36
Ninja Smoke Pellets	10	—	.1	4/48 hrs	25¥ per 5 pellets	1	BSW p.40
Niref D	6	gas	.25	10/6 days	80¥	2	P3 p.11
Paint Grenade	6	—	.25	3/48 hrs	20¥	2	P3 p.69
Scatter Grenade	6	—	.25	3/48 hrs	70¥	1.5	CB2 p.49
Scatter Grenade	5	3 charges	.5	6/5 days	100¥	2.25	RG p.27
Concussion charge		8M Stun (–1/m)
High Explosive charge		7S (–1/m)
Smoke		—
Smoke	6	—	.25	4/4 days	30¥	2	P3 p.11
Sonics	6	special	.5	8/72 hrs	80¥	2	BSW p.39
Spraypaint Grenade	6	—	.25	2/3 days	20¥	.9	CB2 p.49
Stench Bomb	6	—	.25	3/48 hrs	20¥	.8	CB2 p.49
Thermal Smoke	6	—	.25	5/4 days	40¥	2	P3 p.11

COMMERCIAL EXPLOSIVES	Conceal	Rating	Weight	Availability	Cost	Street Index	Book
Detcord (per 10 meters)	6	6	5	10/48 hrs	900¥	1.5	CB1 p.13
FEN Dz 25 “Det Card”	10	4	.02	8/5 days	120¥	4	CB1 p.47
Shaped Charge	4	15D (–5/m)	1	12/48 hrs	500¥	2.5	RG p.28

AMMUNITION AND EXPLOSIVES (continued)
MISSILES	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Anti-Power-Plant Rocket	—	12M	2	6/48 hrs	2,500¥	1.3	P3 p.66
Armor-Piercing Missile	—	16D (–8/m)	2.5	10/6 days	4,500¥	3	P3 p.66
Armor-Piercing Rocket	—	16D (–8/m)	3	12/6 days	3,500¥	2.5	P3 p.66
Baffler	—	8M Stun	2.5	6/3 days	3,000¥	2	P3 p.67
Fireball Special Missile	—	12D (–6/m)	2.5	12/7 days	4,500¥	2.5	P3 p.67
Fireball Special Rocket	—	12D (–6/m)	2.5	10/4 days	3,500¥	2.3	P3 p.67
Micromissiles
Anti-Armor (Intelligence 2)	10	12M (–12/m)	.25	16/14 days	750¥	2	CB2 p.49
HEP	10	14M, 1/2 is Stun	.25	12/14 days	200¥	2	CB2 p.49
Normal (Intelligence 2)	10	12M (–6/m)	.25	14/14 days	500¥	2	CB2 p.49
Puff Dragon Missile	—	8M Stun	2.5	10/72 hrs	3,200¥	2	P3 p.67
Puff Dragon Rocket	—	8M Stun	2	9/72 hrs	2,200¥	2	P3 p.67
Smoking Jenny	—	8M Stun	2	8/72 hrs	2,000¥	1.8	P3 p.67

MINES	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
Anti-Personnel Mine	4/16	7D(f) (–1/m)	.1	10/7 days	350¥	3	CB3 p.57
Anti-Personnel Mine	6/18	6D (–3/m)	.25	14/10 days	50¥	4	P3 p.48
Antitank Mine	4/16	14D (–7/m)	15	10/7 days	400¥	3	CB3 p.57
Claymore	4	cone: 10D (–1/5 m)	1.5	8/6 days	175¥	3	RG p.25
		sphere: 10S (–1/3 m)
Directional A-P Mine	4	cone: 8D(f) (–1/4 m)	.5	10/7 days	100¥	3
		sphere: 8S (–1/2 m)
Explosive-Tipped Spikes	10	2D	.1	8/10 days	5¥	2	P3 p.66
Thermite Limpet Mine	8	10S (–5/m)	.25	9/7 days	80¥	2.5	P3 p.75

OTHER EXPLOSIVES	Conceal	Damage	Weight	Availability	Cost	Street Index	Book
C-6 “Flatfire” Plastic Explosive	6	as rating 8 explosive	1	8/48 hrs	100¥	1.25	BSW p.43
Cloud Bomb	—	6S (–1/.5 m)	45	10/7 days	1,000¥	4	P3 p.63
CLOTHING AND ARMOR
	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index	Book
Animal Armor
Light	—	2	1	Body × .5	5/7 days	600¥	1.5	PA p.31
Medium	—	3	2	Body	5/7 days	750¥	1.5	PA p.31
Heavy	—	4	2	Body × 1.25	5/7 days	1,000¥	1.5	PA p.31
Arasaka Jetsetter Executive Briefcase	—	3	3	4.5	4/36 hrs	2,000¥	1.2	CB2 p.21
Armanté “Tokyo” Business Suit	13	2	1	1	3/48 hrs	1,000¥	.75	TS p.32
Armored Stockings	15	+1	0	—	6/72 hrs	110¥	1.1	CB2 p.28
Armor Street Clothes
Type 1	12	3	1	1.5	3/24 hrs	500¥	.8	P3 p.15
Type 2	12	2	2	1.5	3/24 hrs	500¥	.8	P3 p.15
Battle Vest	7	0	0	1	5/3 days	750¥	1.75	P3 p.74
Combat Biker Body Armor
Light	—	3	2	1.25	4/48 hrs	900¥	1	P3 p.35
Heavy	—	6	5	2.75	4/48 hrs	1,200¥	1	P3 p.35
Helmet	—	+1	+1	.5	5/48 hrs	600¥	2	P3 p.35
Diving Suit	—	2	1	10	10/10 days	6,000¥	3	CB1 p.15
Doorgunner’s Vest	—	6	4	12	9/8 days	7,500¥	1.9	RG p.49
Eji of Japan
Armored Cloak	14	2	1	1.5	always	500¥	.75	CB1 p.64
Designer’s Jeans	—	0	0	1	always	50¥	.75	CB1 p.64
Lamb’s Wool Sweater	—	0	0	1	always	60¥	.75	CB1 p.64
Esporma Environment Suit	1	2	1	5	6/4 days	7,250¥	3	CB3 p.16
Fireproof Clothing
Coat	8	0	2	1	4/48 hrs	220¥	2 	CB1 p.11
Jacket	8	0	2	1	4/48 hrs	200¥	2 	CB1 p.11
Shirt	8	0	1	.5	4/48 hrs	130¥	2 	CB1 p.11
Hat	8	0	1	—	4/48 hrs	130¥	2 	CB1 p.11
Skirt	8	0	1	1	4/48 hrs	150¥	2 	CB1 p.11
Pants	8	0	2	1.5	4/48 hrs	150¥	2 	CB1 p.11
Overcoat	8	0	2	2	4/48 hrs	500¥	2 	CB1 p.11
Fireproof Suit	4	special	special	3	6/72 hrs	500¥	2.5	P3 p.73
Fire-Resistant Coveralls	10	0	3	3.5	10/48 hrs	2,000¥	1	RG p.29
Flack Vest	—	4	4	2	6/4 days	1,000¥	1	RG p.49
Gibson Battlegear
Acid-washed Jeans	10	2	1	1	4/48 hrs	300¥	1	CB1 p.62
Denim Jacket	9	2	1	1	4/48 hrs	1,500¥	1	CB1 p.62
T-Shirt	10	1	0	.5	4/48 hrs	100¥	1	CB1 p.62

CLOTHING AND ARMOR (continued)
	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index	Book
Gibson Battlegear “Sneak Suit”
Combat Helmet	—	+1	+0	1.5	10/5 days	1,185¥	2.5	CB2 p.28
Diving Suit	+4	0	0	2	12/7 days	35,000¥	3.5	CB2 p.28
Flak Vest	+2	2	1	1.5	8/5 days	1,375¥	2	CB2 p.28
Sneak Suit	+4	1	0	1	8/5 days	1,560¥	3	CB2 p.28
Space Suit	+4	1	1	10	14/7 days	25,000¥	4.5	CB2 p.28
Heavy Leather (Jacket or Pants)	—	0	2	1	always	750¥	.75	RG p.48
Helmet
Nylon	—	+1	+1	—	12/14 days	200¥	1.5	RG p.49
Steel	—	+1	+2	—	14/14 days	250¥	1.75	RG p.49
ICON America
Bomber Jacket	—	0	2	1.5	always	900¥	.9	CB1 p.61
Boots	—	0	0	1	always	450¥	.8	CB1 p.61
Gun Belt	—	0	0	.25	3/24 hrs	180¥	.9	CB1 p.61
“Gunfighter” Hat	—	0	0	.5	always	300¥	.8	CB1 p.61
Half Boots	—	0	0	.75	always	300¥	.8	CB1 p.61
Long Duster	—	0	1	1.5	always	1,500¥	.8	CB1 p.61
Long Skirt	—	0	0	1	always	600¥	.8	CB1 p.61
Miniskirt	—	0	0	.5	always	300¥	.8	CB1 p.61
Pants	—	0	0	1	always	750¥	.8	CB1 p.61
Tunic	—	0	1	1	always	660¥	.8	CB1 p.61
IR Combat Cloak	+4/+2	0	0	2	6/48 hrs	450¥	2	CB1 p.15
Kelmar Police Armor (Hardened)
Light	2	3	5	2.5	20/14 days	10,000¥	3	RG p.29
Heavy	1	5	7	4	24/20 days	12,500¥	3.5	RG p.29
Helmet	—	+0	+1	.75	20/14 days	2,000¥	3.5	RG p.29
Kevlar Armor Jacket
Light	8	3	2	1	2/36 hrs	600¥	.8	RG p.48
Medium	6	4	3	1.5	3/36 hrs	800¥	.8	RG p.48
Heavy	5	5	4	2	3/36 hrs	1,000¥	.8	RG p.48
Kevlar Backpack
With inserts	—	3	2	2	5/72 hrs	100¥	1.5	CB4 p.73
Without inserts	—	1	0	.5	5/72 hrs	50¥	1.5	CB4 p.73
Kevlar Blanket	—	2	0	—	always	500¥	1	P3 p.18
Kevlar T-Shirt/Vest	11	2	0	1	4/48 hrs	220¥	2	RG p.48
Masetto Tech Clothing
‘Alessio’ Coveralls	—	—	—	—	always	200¥	1	CB3 p.7
‘Ciampolo’ Gloves	—	—	—	—	always	40¥	1	CB3 p.8
‘Gianni’ Helmet	—	—	+1	1	4/48 hrs	3,500¥	2	CB3 p.8
‘Guercio’ Helmet	—	—	+1	1	3/48 hrs	600¥	2	CB3 p.8
‘Lano’ Armour Coveralls	6	3	2	1	always	1,600¥	1	CB3 p.7
‘Pinamonte’ Boots	—	—	—	—	always	50¥	1	CB3 p.8
MedicGear Combat Medical Armor	5	3	1	4	10/14 days	3,400¥	2	CB2 p.19
Medieval Armor (Maximillian)	—	3	4	14	10/4 days	10,600¥	1	CB1 p.16
Medieval Armor (Standard)	—	2	3	10	8/48 hrs	3,500¥	1	CB1 p.16
MetalGear™ (Hardened; add ratings of components together)
Arm	2	1.5	1.25	2	10/7 days	2,000¥	3	RG p.49
Helmet	—	1	1	1.5	10/7 days	2,000¥	3	RG p.49
Leg	2	1.5	1.25	3	10/7 days	2,000¥	3	RG p.49
Torso	3	2	1.5	4	10/7 days	2,000¥	3	RG p.49
Military Chemsuit	—	—	—	Body × 1.5	18/14 days	15,000¥	2	P3 p.16
Militech M73 “Mirage Gear” Environmental
Assimilation System
Combat Helmet	—	+1	+0	1	9/4 days	700¥	2.5	CB2 p.28
Flak Vest	—	2	1	1.5	7/4 days	1,275¥	2.5	CB2 p.28
“Mirage Gear”	+2	1	0	1.5	5/48 hrs	1,050¥	3	CB2 p.28
Militech M96 “Ghostsuit” Chameleon Clothing
“Ghostsuit”	+4	2	1	3	6/14 days	53,000¥	8	CB2 p.27
Helmet	—	+1	+0	1.5	8/14 days	6,000¥	8	CB2 p.27
Nu-Tek Wearman Series
Jacket	—	0	0	1	3/48 hrs	300¥	.9	CB1 p.58
Skirt	—	0	0	.75	3/48 hrs	200¥	.9	CB1 p.58
Protective Headgear Insert	9	+1	+1	.25	8/7 days	50¥	1.75	CB4 p.69
Ruthenium Clothing	—	—	—	—	5/48 hrs	30,000¥	you’re kidding,	PA p.32
							right?	
Shadow Suit	12	4	1	1.5	6/48 hrs	800¥	1	P3 P.16
Sneak Suit	+4	0	0	2	8/14 days	50,000¥	7.5	RG p.29
Spidersilk Armor
Jumpsuit	—	7	5	Body ÷ 3	18/1 mth	Body x 750¥	3	TS p.32
Under-clothing	12	4	1	Body ÷ 4	14/14 days	Body x 500¥	3	TS p.32

CLOTHING AND ARMOR (continued)
	Conceal	Ballistic	Impact	Weight	Availability	Cost	Street Index	Book
Takanaka Exec Line
Briefcase	—	0	0	1.5	5/72 hrs	600¥	.8	CB1 p.63
Cape	—	0	0	1.5	6/72 hrs	900¥	.9	CB1 p.63
Cologne	—	—	—	—	6/72 hrs	150¥	.9	CB1 p.63
Cravat	—	0	0	.5	6/72 hrs	100¥	.9	CB1 p.63
Full Armored Topcoat	10	4	1	2.5	8/72 hrs	2,000¥	.9	CB1 p.63
Jacket	—	0	0	1	6/72 hrs	800¥	.9	CB1 p.63
Monogram Shirt	—	0	0	.75	7/72 hrs	200¥	1.1	CB1 p.63
Opera Cloak	10	3	1	2.5	8/72 hrs	1,200¥	.9	CB1 p.63
Pants	—	0	0	1	6/72 hrs	700¥	.9	CB1 p.63
Scarf	—	0	0	.25	6/72 hrs	75¥	.9	CB1 p.63
Sword Case	—	—	—	.5	8/72 hrs	300¥	1	CB1 p.63
Tie	—	0	0	—	6/72 hrs	100¥	.9	CB1 p.63
Top Coat	—	0	0	1.5	6/72 hrs	1,000¥	.9	CB1 p.63
Vest	—	0	0	.75	6/72 hrs	500¥	.9	CB1 p.63
Thermal Regulation Suit	14	—	—	2	6/48 hrs	8,000¥	2	P3 p.15
Uniware
Armored Jacket	7	3	2	1.5	10/4 days	800¥	1.3	CB1 p.59
Armored Trenchcoat	7	4	3	2	10/4 days	900¥	1.3	CB1 p.59
Blouse/Shirt	—	0	0	.75	8/4 days	40¥	1.2	CB1 p.59
Boots	—	0	0	1	4/4 days	60¥	1.2	CB1 p.59
Dress	—	0	0	1.5	6/4 days	100¥	1.2	CB1 p.59
Jumpsuit	—	0	0	1.5	8/4 days	150¥	1.2	CB1 p.59
Legpads	8	2	2	1.5	9/4 days	300¥	1.3	CB1 p.59
Pants	—	0	0	1	8/4 days	70¥	1.2	CB1 p.59
Skirt	—	0	0	.75	8/4 days	70¥	1.2	CB1 p.59
Torso Armor	8	2	2	2	10/4 days	300¥	1.3	CB1 p.59
Utility Belt	—	0	0	.5	5/4 days	30¥	1.1	CB1 p.59
Vest	—	0	0	.5	8/4 days	50¥	1.2	CB1 p.59
Urban Brawl Body Armor
Light	—	3	2	1.25	4/48 hrs	700¥	1	P3 p.36
Medium	—	4	3	1.5	4/48 hrs	750¥	1	P3 p.36
Heavy	—	6	4	2.5	4/48 hrs	1,000¥	1	P3 p.36
Helmet	—	+1	+1	.5	5/48 hrs	600¥	1	P3 p.36
CYBERWARE
	Essence Cost	Availability	Cost	Street Index	Book
Anchoring Cyberfeet	—	3/4 days	4,000¥	2	CB2 p.5
Ares Duo-Smart	—	8/48 hrs	+200%	2	PA p.26
Aurasound “Spectrum” Cyberaudio Implant	.3	4/24 hrs	4,500¥	1	CB3 p.35
Omnidirectional	+.5	+1/normal	+1,500¥	1	CB3 p.35
Balance Tail	.5	5/36 hrs	3,000¥	1	PA p.31
BigKnucks	.15	4/48 hrs	5,000¥	1	TS p.15
BigRipp	.4	3/72 hrs	12,000¥	1	CB4 p.11
Biodyne Systems “Enable” Cyberlimb	.5 (Body Cost: .5)	6/7 days	100,000¥	1	CB3 p.34
Biomonitor	.1	always	1,000¥	1	TS p.5
Biomonitor	.5	4/36 hrs	40,000¥	1	P3 p.16
Bodyweight Autoinjector	.1	2/6 hrs	750¥	.9	CB3 p.25
Bodyweight Pacemaker Coprocessor	.2	6/24 hrs	1,500¥	2	CB3 p.26
Bomb Implant	.5	20/14 days	500,000¥	1	TS p.34
Bug Detector (ratings 1 to 6)	.05 + (rating÷20)	(rating+1)/12 days	rating × 12,500¥	1.75	TS p.13
Buzz Hand	—	8/6 days	24,000¥	1	TS p.10
Capsuleco CyberPillow™	—	always	800¥	.75	CB3 p.26
Cyberpillow cases	—	always	100¥	.75	CB3 p.26
Catspaw™ Stealth Foot	—	4/7 days	7,500¥	1.5	CB4 p.6
ChemSkins	.5	3/24 hrs	6,000¥	1.1	TS p.5
ChipLok	—	4/24 hrs	150¥	1.25	CB4 p15
Clock Radio	.5	2/24 hrs	3,000¥	.8	P3 p.51
Color Control Gland	.02	4/36 hrs	2,500¥	1	CB2 p.6
Color Shift cybereyes	.25	3/24 hrs	6,000¥	.9	TS p.14
Contraceptive Implant	.05	6/4 days	1,000¥	1.25	TS p.6
Cordless Smartlinking
Level 1	+.1	6/48 hrs	+200%	2	PA p.26
Level 2	+.1	8/72 hrs	+200%	2	PA p.26
Cutting Torch	.4	6/48 hrs	3,500¥	2	CB1 p.36
Cyberarm Add-In Options
Bio-Injector	—	14/96 hrs	30,000¥	1	P3 p.16
Shock Inducer	—	8/48 hrs	2,000¥	1	P3 p.16
Taser Touch	—	8/4 days	2,000¥	2	P3 p.16

CYBERWARE (continued)
	Essence Cost	Availability	Cost	Street Index	Book
Cyberfacial Remounts
Evileye (armor +0/+1)	.15	6/48 hrs	15,000¥	1	CB3 p.33
Jigsaw (armor +1/+1)	.25	6/48 hrs	25,000¥	1	CB3 p.33
Twoface	.5	8/48 hrs	35,000¥	1	CB3 p.33
Cyberlimb Coverings
Plastic	—	2/24 hrs	40¥ to 8,000¥	.8	TS p.9
RealSkinn™	—	5/7 days	8,000¥	1.5	TS p.9
Superchrome®	—	4/5 days	8,000¥	1.2	TS p.9
Cyberoptic Compass
Logcompass	.2	6/24 hrs	3,000¥	.9	CB3 p.24
Normal model	.1	4/24 hrs	3,000¥	.9	CB3 p.24
Cyberoptic Teargas Sprayer	.2	6/24 hrs	2,000¥	1	CB1 p.39
Cyclops International “Bug Eye”	.25	2/24 hrs	7,500¥	1	CB3 p.23
Cyphire Remote Eye	.15	6/48 hrs	15,000¥	2	CB2 p.9
Cyphire “Spitting Cobra”	.1	3/36 hrs	4,000¥	2	CB3 p.27
Cyphire Tri-Dart Launcher	.5	10/60 hrs	3,000¥	3	CB2 p.6
Cytech Custom Cyberhands	—	5/4 days	9,000¥	1	CB2 p.5
Dakai Soundsystems NewThroat	.25	6/10 days	8,500¥	2	CB4 p.8
Dakai Soundsystems Scramble	.1	6/60 hrs	10,000¥	1	CB4 p.8
Dermatech Logo-Line™ Tattoos	.05	2/4 hrs	100-2,000¥	.75	CB4 p.13
Dermatech Mood Skin (per m2)	.25	4/36 hrs	200¥	.8	CB3 p.35
Derringer	.2	8/7 days	220¥	2	CB1 p.36
Dodgeball™	.3	6/72 hrs	14,500¥	1.5	CB1 p.39
Donner Savage Medical Modular Hand	.35	5/4 days	58,500¥	2	CB4 p.5
Dynalar Digits® Cyberfingers
Air Hypo	.15	3/24 hrs	600¥	1.25	CB2 p.4
Ballpoint Finger	.15	3/24 hrs	250¥	.8	CB4 p.4
Dartgun	.15	8/48 hrs	1,000¥	2.5	CB1 p.32
Finger Bomb	.15	10/7 days	1,500¥	3	CB1 p.32
Flare	.15	6/48 hrs	200¥	1.5	CB3 p.22
Flasher	.15	4/36 hrs	750¥	1	CB3 p.22
Flesh Mount	—	+1/normal	100¥	1	CB4 p.4
IR/UV Flashlight	.15	4/36 hrs	200¥	1	CB3 p.22
Laser Pointer	.15	5/36 hrs	750¥	1.25	CB3 p.22
Light Pen	.15	4/36 hrs	450¥	.9	CB1 p.32
Lighter	.15	2/12 hrs	250¥	.9	CB2 p.4
Lockpick	.15	6/48 hrs	500¥	1.5	CB1 p.32
Mace Sprayer	.15	8/6 days	1,500¥	2.5	CB1 p.32
Mini Light	.15	4/36 hrs	250¥	.9	CB1 p.32
One-Shot Special	.15	6/5 days	500¥	2	CB4 p.4
Parabolic Microphone	.15	2/48 hrs	3,500¥	1.5	CB3 p.22
Probe Link	.15	2/12 hrs	1,500¥	1	CB3 p.22
Quick-Change Mount	—	2/12 hrs	150¥	1	CB2 p.4
Scissors/Wire Cutters	.3	6/48 hrs	500¥	1.25	CB1 p.32
Self-Propelled Grenade	.15	12/8 days	2,000¥	3.5	CB2 p.4
Storage	.15	4/48 hrs	150¥	1	CB3 p.22
Tracking Device	.15	9/7 days	1,500¥	2.5	CB2 p.4
Vidcam	.15	5/10 days	8,000¥	1.5	CB2 p.4
Dynalar “Endo-Frame” Cyberskeletal
Enhancement	1.25	6/14 days	100,000¥	alpha clinics	CB3 p.28
Dynalar NewTeeth	.05	3/24 hrs	2,000¥	1	CB4 p.7
Dynalar PowerJaw	.1	3/24 hrs	1,000¥	1	CB4 p.7
Dynalar Web Hand	—	4/36 hrs	10,000¥	1	CB3 p.26
E-Monitor	.2	4/5 days	level × 2,000¥	1	CB1 p.38
Extension Hand	—	5/6 days	14,000¥	1	TS p.10
Extra Twist™ Joint Addition	—	6/6 days	+30% of limb cost	1	CB4 p.3
Flamethrower	.9	10/7 days	1,200¥	2	TS p.15
Flashbulb	.3	6/72 hrs	2,500¥	2	CB1 p.35
Frequency Changer	.25	4/48 hrs	30,000¥	1.35	CB1 p.39
Gang Jazzler	.2	10/24 days	6,000¥	1	CB1 p.40
Gas Jet	.5	8/6 days	3,000¥	2.5	CB1 p.34
General Products Exoskeletons
Series-A	2	6/14 days	240,000¥	2	CB3 p.34
Series-B	2.5	8/14 days	300,000¥	2	CB3 p.34
Gene-Teck’s See-It™ Transparent
Skin (per square meter)	.5	4/24 hrs	1,000¥	.9	CB3 p.35

CYBERWARE (continued)
	Essence Cost	Availability	Cost	Street Index	Book
Gradiated Subdermal Armor
level 1 (+0 Body; 0/1 armor)	.1	3/10 days	3,500¥	.9	CB2 p.7
level 2 (+0 Body; 1/1 armor)	.3	3/10 days	5,000¥	1 	CB2 p.7
level 3 (+1 Body; 1/1 armor)	.5	4/12 days	6,500¥	1 	CB2 p.7
level 4 (+1 Body; 1/2 armor)	.8	4/12 days	8,000¥	1.1 	CB2 p.7
level 5 (+2 Body; 1/2 armor)	1	4/12 days	10,000¥	1.1	CB2 p.7
level 6 (+2 Body; 2/2 armor)	1.2	5/12 days	11,000¥	1.2 	CB2 p.7
level 7 (+2 Body; 2/3 armor)	1.4	5/12 days	12,000¥	1.3 	CB2 p.7
level 8 (+3 Body; 2/3 armor)	1.6	6/12 days	14,500¥	1.4 	CB2 p.7
level 9 (+3 Body; 3/3 armor)	1.9	8/12 days	17,500¥	1.5 	CB2 p.7
Grapple Hand	—	6/6 days	14,000¥	1.1	TS p.10
Grenade Launcher	.5	10/7 days	2,500¥	2	TS p.16
Grip Foot	—	4/4 days	20,000¥	1	TS p.12
Gyro-Stabilizer	.1	5/48 hrs	10,000¥	1.2	CB1 p.38
Hammer Hand	—	8/6 days	24,000¥	1	TS p.11
Headware Pocket Secretary	.6	4/48 hrs	10,000¥	1	PA p.32
High Five, AKA The Palm Bomb	—	12/14 days	3,550¥	1	CB4 p.11
Husqvarna Chainripp®	.6	8/72 hrs	12,500¥	1.5	CB3 p.29
Hydraulic Rams (level 1 to 5)	.25	5/6 days	level × 4,500¥	1	TS p.10
Icer™	.4	4/24 hrs	2,000¥	1.25	CB1 p.36
Image Enhancements	.15	6/48 hrs	3,000¥	1.5	TS p.14
Kerenzikov Boosterware
Level 1	.6	5/48 hrs	15,000¥	1	TS p.8
Level 2	1.15	6/60 hrs	25,000¥	1.25	TS p.8
Kill Display	.3	5/60 hrs	1,000¥	.9	CB2 p.6
Kiroshi Laser-Comm Optic	.3	6/60 hrs	4,250¥	1.5	CB3 p.24
Kiroshi Model 100 Interface Plugs	.25	3/24 hrs	1,000¥	1	CB3 p.33
Kiroshi Monovision	.3	4/48 hrs	6,500¥	1	CB4 p.9
Kiroshi Optics Cyberoptic
Interferometry System	.1	5/48 hrs	3,000¥	1	CB3 p.27
Kiroshi Optics “Tricloptics™”
Third Eye Cyberoptic Implant	.1	2/24 hrs	5,000¥	.9	CB3 p.28
Kiroshi® Optishield®	.05	5/48 hrs	1,000¥	1	CB1 p.31
Infrared	.1	6/36 hrs	3,000¥	1.25	CB2 p.5
Low-light	.1	6/36 hrs	3,000¥	1.25	CB2 p.5
Magnification (1)	.1	6/48 hrs	2,500¥	1	CB2 p.5
Magnification (2)	.1	6/48 hrs	4,000¥	1	CB2 p.5
Magnification (3)	.1	8/48 hrs	6,000¥	1	CB2 p.5
Time/Day Display	.05	4/24 hrs	1,000¥	.9	CB2 p.5
TimesSquare	.05	5/36 hrs	3,000¥	1	CB2 p.5
TimesSquare Plus	.15	8/72 hrs	15,000¥	1.5	CB2 p.5
Lead’s Show-Off Nails	.1 per pair of limbs	always	45¥ per nail, 425¥ per 10	.75	CB3 p.36
Lead’s Turn-On Nails	.05 per pair of limbs	always	25¥ per nail, 200¥ per 10	.75	CB3 p.36
Leg Boosters	—	6/6 days	5,000¥	1	CB3 p.24
Life Vision “Revelation” Cyberoptics	.25	3/24 hrs	6,000¥	.8	CB3 p.36
Light Tattoos	.05	always	10¥ to 200¥	.6	TS p.6
LimbLink	.15	5/4 days	1,000¥	1	CB1 p.34
LiveWires	.35	3/48 hrs	4,000¥	.9	CB3 p.24
Lockdown	—	16/21 days	30,000¥	3	CB4 p.15
Mace Hand	.5	8/5 days	10,000¥	3	CB1 p.36
Mag-Duct™ Spots	.2	2/6 hrs	2,200¥	1	CB1 p.38
Magnetic Feet/Hands	.4	6/48 hrs	500¥	1	CB1 p.34
Mediaware Cellular Phone	.5	3/24 hrs	5,000¥	.9	CB3 p.24
Micromissile Launcher	1.1	10/7 days	4,500¥		TS p.16
Militech Cyber-Detection Computer
Level 1	1	8/7 days	300,000¥	3	CB4 p.14
Level 2	1.5	9/7 days	400,000¥	3	CB4 p.14
Level 3	2	10/10 days	575,000¥	3.5	CB4 p.14
Modular Hand	—	6/5 days	24,000¥	1	TS p.11
Mr. Studd/Midnight Lady	.35	3/48 hrs	3,000¥	2	TS p.6
Nasal Filters (level 1 to 4)	.1 × level	4/4 days	level × 600¥	1	TS p.13
Nikkon America Double-Split Pupil	.05	5/36 hrs	2,000¥	1	CB4 p.10
NovelTech Corvette Cyberlegs
Advanced System	2.2	8/6 days	250,000¥	1.5	CB4 p.5
Basic System	2	6/6 days	225,000¥	1.5	CB4 p.5
Nu-Tek TVSkin	.5	2/60 hrs	6,000¥	.9	CB4 p.14
Optical Interface	.2	3/36 hrs	6,000¥	1	CB3 p.27
Pain Editor	.6	5/6 days	60,000¥	1.2	TS p.14
Program Carrier	.2	4/48 hrs	25,000¥	1	TS p.34
Psiberstuff Cyberarm	1	6/72 hrs	170,000¥	1	CB1 p.57
Psiberstuff® Independent Cyberhand	.3	3/4 days	10,000¥	1	CB1 p.31
Quick-change Mount	—	3/24 hrs	8,000¥	1	TS p.10
Quickdraw Armholster	—	6/72 hrs	400¥	1.3	CB2 p.6

CYBERWARE (continued)
	Essence Cost	Availability	Cost	Street Index	Book
Radine Labs Blitzkrieg™ Arc Thrower	—	6/4 days	2,100¥	1.5	CB4 p.12
Raven Microcyb Supercompact
Braindance Recorder	2	8/12 days	450,000¥	3	CB3 p.23
Retractable Vampires	.2	5/48 hrs	500¥	1	CB2 p.9
Extended Canines	.1	5/48 hrs	1,000¥	1	CB2 p.9
Sharkgrin	.1	5/48 hrs	500¥	1	CB2 p.9
Sharkgrin Special	.2	5/48 hrs	1,400¥	1	CB2 p.9
Ripper Hand	—	6/4 days	24,000¥	1	TS p.11
Rippers	.2	5/3 days	8,000¥	1	TS p.16
Saeder-Krupp Smart-Ware
Headware Level 1	.25	4/36 hrs	1,500¥	1	PA p.25
Headware Level 2	.25	7/48 hrs	2,100¥	1	PA p.25
Palmlink Level 1	.25	4/36 hrs	1,000¥	1	PA p.25
Palmlink Level 2	.25	7/48 hrs	1,100¥	1	PA p.25
Sandevistan Reflexes
Level 1	1.8	5/8 days	53,000¥	1	PA p.25
Level 2	2.7	6/8 days	157,000¥	1	PA p.25
Level 3	4.5	10/14 days	475,000¥	1	PA p.25
Scratchers	.1	4/3 days	5,000¥	1	TS p.17
Shape Recognition Chipware	.25	8/72 hrs	5,000¥	1.75	CB4 p.15
Shift-tacts	.05	2/6 hrs	10¥ to 200¥	.8	TS p.6
Skate Foot®	—	4/24 hrs	10,000¥	1	CB1 p.33
Skinwatch	.1	always	500¥	.9	TS p.6
Smartball System	.5	4/48 hrs	4,000¥	1	P3 p.35
Speedware	1.7	4/8 days	50,000¥	1	TS p.9
Spike Hand	—	5/3 days	20,000¥	1	TS p.11
Spike Heel	—	6/4 days	20,000¥	1	TS p.12
Standard Hand	—	4/4 days	6,000¥	1	TS p.12
Stinger	.1	6/60 hrs	2,000¥	1.35	CB4 p.10
Subdermal Armor	.5	6/7 days	12,000¥	1.5	TS p.7
Subdermal Viewscreen	.25	3/24 hrs	500¥	1	CB2 p.8
SuperSized Arms	1	made to order	120,000¥ to 150,000¥	—	CB3 p.25
Sycust Extending Leg Units	—	9/14 days	40,000¥	1.25	CB4 p.6
Sycust “FleshWeave”	—	6/36 hrs	2,000¥ + 20% of limb cost	1.5	CB3 p.21
Sycust Joint Options
360° Rotating Joint	—	6/6 days	6,000¥	1.25	CB4 p.6
Double Joints (per two limbs)	—	6/6 days	100,000¥*	1.25	CB4 p.6
Locking Joint	—	6/6 days	5,000¥	1.25	CB4 p.6
Synthskins	.8	5/48 hrs	12,000¥	1.2	TS p.7
Tactile Boost (level 1 to 6)	.2	5/6 days	level x 1,500¥	1	T p.15
Talon Foot	—	5/4 days	24,000¥	1	TS p.12
Taste Boost	.2	4/6 days	1,000¥	1	CB4 p.15
Tazer Grip	.25	8/8 days	3,000¥	2	CB1 p.38
Techhair	.1	2/12 hrs	10¥ to 200¥	.75	TS p,7
Techtronica Echolocation Coprocessor	.1	3/36 hrs	1,800¥	1	CB4 p.13
TimesSquare™ Marquee	.1	5/36 hrs	3,000¥	1	TS p.15
TimesSquare Plus™	.3	6/72 hrs	15,000¥	1.5	CB1 p.38
Tool Foot	—	3/4 days	12,000¥	1	TS p.13
Tool Hand	—	3/4 days	8,000¥	1.25	TS p.12
Total Body Plating	3	6/14 days	68,000¥	1.1	CB2 p.9
Ultrasound Vision Modification	.8	14/7 days	25,000¥	1.5	P3 p.17
Ultra Violet	.2	4/36 hrs	3,000¥	1.25	TS p.15
Vampires
Canines	.05	2/12 hrs	200¥	1	TS p.8
Sharkgrin	.1	3/12 hrs	300¥	1	TS p.8
Video Cam/Transmitter	.8	6/48 hrs	33,000¥	1	CB1 p.39
Video Imager	.25	4/48 hrs	3,500¥	1.5	CB1 p.39
Voice Pattern
Rating 1	.25	3/36 hrs	35,000¥	1.1	CB1 p.35
Rating 2	.3	4/48 hrs	50,000¥	1.1	CB1 p.35
Rating 3	.35	5/60 hrs	65,000¥	1.25	CB1 p.35
Rating 4	.45	6/72 hrs	85,000¥	1.5	CB1 p.35
Rating 5	.6	8/6 days	110,000¥	1.75	CB1 p.35
Voice Synthesizer	.15	(rating+2)/24 hrs	40,000+	1+(rating ÷ 6)	TS p.8
			(rating x15,000)¥
Watch-Man®	—	3/36 hrs	1,800¥	1	CB1 p.33
Wearman Mark II	—	2/12 hrs	200¥	.75	CB1 p.38
Web Foot	—	4/5 days	20,000¥	1	TS p.13
Whip	.25	12/7 days	4,000¥	2	CB1 p.34
Winch	—	4/60 hrs	5,000¥	1.1	CB2 p.5
Wolvers	.3	5/3 days	8,000¥	1	TS p.17
Wyzard Technologies “Romanova”
Cyberlegs (per pair)	2	6/7 days	250,000¥	1	CB3 p.31

CYBERWARE (continued)
	Essence Cost	Availability	Cost	Street Index	Book
Wyzard Technologies Verbal Eyes™
Series “Windows of the Soul”
Basic	.2	3/24 hrs	7,500¥	.9	CB3 p.32
Customized Images	.5	4/48 hrs	24,000¥	.9	CB3 p.32
Video Imager	.5	4/48 hrs	22,000¥	1	CB3 p.32
Zetatech BodyComp	.8	3/24 hrs	9,000¥	2	CB2 p.8
BIOWARE
	Body Cost	Availability	Cost	Street Index	Book
Advanced Muscle and Bone Lace
Level 1	.5	6/14 days	10,000¥	1.5	CB4 p.17
Level 2	1.5	7/14 days	15,000¥	1.5	CB4 p.17
Level 3	2.5	8/14 days	30,000¥	1.75	CB4 p.17
Anti-Plague Nanotech	.4	6/7 days	17,500¥	1.5	CB1 p.39
Arcane Biological “Enduro” Arterial Pumps	.25	6/7 days	6,800¥	1.5	PA p.37
Biomod, Inc. “Sunblocker” Sunscreen	.9	3/5 days	20,000¥	.8	PA p.41
Biotechnica NeoAppendix	.3	5/7 days	15,000¥	2	CB4 p.19
Bodyweight Vein Clips	.75	8/7 days	7,000¥	1.75	CB4 p.10
Bodyweight Variable-Chamber Heart Option	1	10/10 days	45,000¥	3	CB4 p.9
Bonespike	.3	5/72 hrs	10,000¥	1.5	CB3 p.25
Claviswate “Metaheme” Hemological Replacement	.4	6/4 days	13,000¥	1	PA p.38
Compound Eyes (level 1-5)	.3	6/60 hrs	3,000¥/level	1.25	TS p.33
Ultra-Violet	—	6/60 hrs	+4,500¥	1.25	TS p.33
ConGen “Bodyblade” Spur	.1	4/4 days	13,000¥	1	PA p.43
Hollow version (for use with Venom Glands)	.1	4/4 days	15,000¥	1	PA p.43
ConGen Circulatory Sphincters	.8	6/7 days	32,000¥	2	PA p.38
ConGen “Exotica” Tail
Level 1	.2	4/7 days	3,000¥	1	PA p.42
Level 2	.7	6/7 days	15,000¥	1.25	PA p.42
ConGen Ileocecal Siphon	1.25	8/7 days	120,000¥	3	PA p.45
GonGen ‘Intimidator” Incisors	.1	6/6 days	10,000¥	1	PA p.43
Hollow version (for use with Venom Glands)	.1	6/6 days	11,000¥	1	PA p.43
ConGen “Kiten” Dermal Plating	1.25	10/7 days	30,000¥	2	PA p.41
ConGen Neural Bridge	.2/level	10/6 days	15,000¥/level	3	PA p.35
ConGen “PowerAct” Muscle Tissue
Level 1	.7	5/7 days	40,000¥	1	PA p.40
Level 2	1.3	6/7 days	93,000¥	1	PA p.40
ConGen “PowerMax” Exoskeletal Rebuild
Level 1	.7	5/7 days	36,000¥	1	PA p.40
Level 2	1.4	6/7 days	69,000¥	1	PA p.40
ConGen “Raptor” Claws	.2	6/4 days	15,000¥	1	PA p.43
Hollow version (for use with Venom Glands)	.2	6/4 days	16,000¥	1	PA p.43
ConGen “Seabreath” Secondary Gills	2	8/8 days	30,000¥	1	PA p.42
ConGen “Viper” Retractable Fangs	.2	8/7 days	30,000¥	1.25	PA p.44
Decentralized Heart	2	14/24 days	130,000¥	4	CB1 p.37
Dermatech Cam-O-Skin	1.5	6/72 hrs	8,500¥	2	CB3 p.30
Fluid Rerouter	.2/level	6/48 hrs	2,500¥/levek	1	P3 p.50
Forked Tongue	.35	5/72 hrs	12,500¥	2	CB1 p.35
Fresco’s Personal Nano-Groomers	.1	3/12 hrs	4,000¥	.8	CB3 p.26
Genetek “Afterburner” Symbiotic Digester	.4	4/3 days	4,000¥	1.25	PA p.39
Genetek Neo-Myelin	.4	4/5 days	7,000¥	1.5	PA p.35
Genetek Optimmunal Nodes	1.75	10/14 days	400,000¥	4	PA p.45
Genetek Toxin Screen	.1/level	(2+level)/5 days	34,000¥/level	.9	PA p.39
Genetek “TuffBone” Skeletal Enhancement
Level 1	.5	6/14 days	12,000¥	1	PA p.40
Level 2	1	6/14 days	23,000¥	1	PA p.40
Gohisuro Genetics “Needleskin” Quills
Level 1	.15	6/10 days	2,000¥	1	PA p.44
Level 2	.25	6/10 days	3,000¥	1	PA p.44
Every quill after the first	+0.05	normal	+100¥	normal	PA p.44
Grafted Muscle	1	8/14 days	100,000¥	1.25	TS p.17
Independant Air Supply	.7	4/7 days	50,000¥	1	TS p.17
Lifesaver™ Skinweave	2	12/10 days	45,000¥	2	CB1 p.39
Low-Light	.2	5/36 hrs	4,500¥	1.25	TS p.33
Morris Biosystems “Optitect” Eye Shield	.2	6/4 days	2,200¥	1.75	PA p.45
Myogi SK “Kaloric” Secondary Gut	.75	4/6 days	3,000¥	1	PA p.39
NanoAuditory Rebuild	.3	6/72 hrs	9,000¥	1.5	CB4 p.20
Nanooptical Upgrade	.2	6/48 hrs	7,500¥	1.25	CB2 p.8
Otec Nitrogen Binders	.6	6/4 days	32,000¥	1.5	CB4 p.17
Pacesetter 2000™ Overdrive Heart	1.6	14/10 days	98,500¥	3.5	CB1 p.37
Pacesetter® Sport Heart	1.3	10/10 days	90,000¥	3	CB1 p.37

BIOWARE (continued)
	Body Cost	Availability	Cost	Street Index	Book
Physiology Tailoring and Adaptations
+1 Quickness	.3	16/30 days	200,000¥	4	CB4 p.29
+1 Racial Body Maximum	0	16/30 days	300,000¥	4	CB4 p.29
+1 Reaction	.3	16/30 days	200,000¥	4	CB4 p.29
Reduce Oxygen Lungs	.3	16/30 days	200,000¥	4	CB4 p.29
Skin Armor (Ballistic 2)	.75	16/30 days	250,000¥	4	CB4 p.29
UV Resistance	.2	16/30 days	175,000¥	4	CB4 p.29
Rebreathers	.75	5/4 days	95,000¥	1	CB1 p.36
Regal Biotract “Love Lure” Pheromone Glands
Level 1	.25	10/14 days	18,000¥	2	PA p.42
Level 2	.45	11/14 days	24,000¥	2	PA p.42
Same-sex Effectiveness	normal	normal	+1,000¥	normal	PA p.42
Revolution Genetics Flashlite Implant	.1	6/4 days	2,900¥	1.5	CB4 p.26
Revolution Genetics Poison Glands
Hands	.5	8/10 days	5,000¥	1.5	CB4 p.23
Hands with Biotoxin I	.5	8/10 days	11,000¥	1.5	CB4 p.23
Hands with Hallucinogen	.5	8/10 days	8,000¥	1.5	CB4 p.23
Teeth	.3	8/10 days	5,000¥	1.5	CB4 p.23
Teeth with Biotoxin I	.3	8/10 days	10,000¥	1.5	CB4 p.23
Revolution Genetics Tailored Pheromones
Level 1	.2	12/14 days	10,000¥	2	CB4 p.23
Level 2	.3	12/14 days	22,500¥	2	CB4 p.23
Shukutei Biomed “FastPath” Neural Replacement
Level 1	.3	4/4 days	8,000¥	1.25	PA p.35
Level 2	.45	5/4 days	15,000¥	1.25	PA p.35
Shukutei Biomed “Freezeban” Bioconstruct	.7	6/6 days	35,000¥	1	PA p.45
Shukutei Biomed “HiMem” Memory Utility
Level 1	1	18/14 days	240,000¥	4	PA p.36
Level 2	2	24/18 days	440,000¥	4	PA p.36
Shukutei Biomed “Kickstart” Adrenal Maximizer	1.1	10/14 days	56,000¥	2.75	PA p.46
Shukutei Biomed “Mentor” Cerebral Enhancement
Level 1	.3	6/14 days	30,000¥	2	PA p.37
Level 2	.6	6/14 days	55,000¥	2	PA p.37
Level 3	.9	10.20 days	100,000¥(?)	3(?)	PA p.37
Shukutei Biomed “Phibia” Aquatic Webbing
Level 1	.6	4/5 days	5,000¥	1	PA p.43
Level 2	1.2	5/5 days	8,000¥	1.25	PA p.43
Shukutei Biomed “QuickClot” Hemofibrinic Nodes	.5	4/7 days	25,000¥	2	PA p.38
Shukutei Biomed Torso Endoarmor
Level 1	1	8/8 days	50,000¥	.8	PA p.41
Level 2	1.75	9/8 days	80,000¥	.9	PA p.41
Level 3	2.5	10/9 days	120,000¥	1	PA p.41
Shukutei Biomed Venom Gland	.3	10/4 days	22,000¥ + (20× cost	3	PA p.44
			of 1 dose of toxin)
Skin Weave	.5	8/8 days	60,000¥	.8	TS p.18
T-MAXX “Cyberliver”	.1 + (.1 × level)	6/4 days	60,000¥/level	1.1	CB1 p.37
T-MAXX II	.1 + (.15 × level)	6/4 days	120,000¥/level	1.1	CB1 p.37
Upgraded Skinweave
Level 1 (1/0 armor)	.5	8/8 days	25,000¥	.8	CB2 p.9
Level 2 (1/1 armor)	1	8/8 days	60,000¥	.8	CB2 p.9
Level 3 (2/1 armor)	1.5	8/8 days	100,000¥	.9	CB2 p.9
Level 4 (2/2 armor)	2	9/8 days	150,000¥	1	CB2 p.9
Level 5 (3/2 armor)	2.5	10/10 days	225,000¥	1.2	CB2 p.9
Level 6 (3/3 armor)	3	12/14 days	300,000¥	1.5	CB2 p.9
CHIPS
	Type	Rating		Memory		Availability	Cost	Street Index	Book
Adrenalin/Endorphin Surge	special	1-6		rating × 150 Mp		(rating+5)/	rating	2	CB1 p.75
						73 hrs	× 12,500¥
Ambidexterity Chip
Rating 1	Active	1		10 Mp		6/4 days	1,000¥	1.25	CB1 p.75
Rating 2	Active	2		20 Mp		6/4 days	2,000¥	1.25	CB1 p.75
Rating 3	Active	3		30 Mp		6/4 days	3,000¥	1.25	CB1 p.75
Rating 4	Active	4		200 Mp		6/4 days	20,000¥	1.25	CB1 p.75
Rating 5	Active	5		250 Mp		6/4 days	25,000¥	1.25	CB1 p.75
Auditory Recognition Chips	Know	1-4		rating × 50 Mp		7/4 days	memory × 150¥	1.5	CB3 p.39
Business Trip	Active/Lingua	4		424 Mp		4/24 hrs	42,500¥	1	CB1 p.74
DataEdge Inc. Stutter
Chipping	Know	—		20 Mp		4/48 hrs	3,100¥	1.5	CB3 p.38
DeathTrance	Active	1		50 Mp		20/10 days	5,000¥	.9	CB1 p.75
Digi-Tone ID	Know	1-6		rating × 2 Mp		rating/4 days	rating × 70¥	1	CB1 p.73
Direct Dataware Crypto Chips	Lingua	any		+10 Mp		+1/normal	+600¥	normal	CB3 p.37

CHIPS (continued)
	Type	Rating		Memory		Availability	Cost	Street Index	Book
Dream Suppressant Chip	special	—		—		8/7 days	3,000¥	2	CB4 p.16
Facedown Chip	Know	+1		50 Mp		5/4 days	7,500¥	1.5	CB4 p.16
“Fish N’ Chips”	special	—		20 Mp		4/4 days	1,000¥	1	CB1 p.75
Home Chip	special	1-10		normal		5/5 days	normal	1.5	CB4 p.16
Increased Neural Feedback
Option	any	1-10		as normal		as normal	half normal	1.1	CB1 p.75
Memory Compression	any	—		–25%		+2/×2	+3,000¥	+.5	CB1 p.74
Mind Games®	Know	—		depends on game		always	500¥ to 1,000¥	.6	CB1 p.74
Mister Lover	Active	1-3		rating × 5 Mp		5/48 hrs	rating × 100¥	.9	CB1 p.74
M.O.	Know	—		300 Mp		10/14 days	12,000¥	10	CB1 p.73
PhotoMemory RAM	Data	“–2”		—		6/72 hrs	16,000¥	1.25	CB1 p.74
Poser Impersonation
With Habits skill	Active	4 and 6		440 Mp		24/20 days	40,000¥	1	CB1 p.73
Without Habits skill	Active	4 and 6		320 Mp		20/20 days	30,000¥	1	CB1 p.73
Redundancy Loop	any	1-10		as normal		as normal	75% of normal	.9	CB1 p.75
Security
Type I						+1/×1.5	+50¥	+.25	CB1 p.73
Type II						+1/×1.5	+75¥	+.25	CB1 p.73
Special Operative	Active/Know/Lingua	4		500 Mp		8/6 days	60,000¥	2	CB1 p.73
Speedreading Chip	Active	1-10		normal		6/4 days	normal	1.25	CB4 p.16
Stress	special	—		20 Mp		4/36 hrs	3,500¥	1	CB1 p.75
Tourism	Active/Lingua	4		344 Mp		4/24 hrs	42,500¥	1	CB1 p.74
Visual Recognition Chips
Corporate Officer	Know	1-4		rating × 40 Mp		10/4 days	memory × 150¥	1.5	CB1 p.76
Military 	Know	1-4		rating × 100 Mp		12/6 days	memory × 150¥	2.5	CB1 p.76
Police 	Know	1-4		rating × 65 Mp		10/4 days	memory × 250¥	2.5	CB1 p.76
Rocker 	Know	1-4		rating × 50 Mp		5/4 days	memory × 150¥	1.5	CB1 p.76
Secretarial	Know	1-4		rating × 50 Mp		8/4 days	memory × 150¥	1.5	CB1 p.76
Techie	Know	1-4		rating × 50 Mp		6/4 days	memory X 150¥	1.5	CB1 p.76
SECURITY AND COUNTERMEASURES
	Conceal	Rating	Weight	Availability	Cost	Street Index	Book
Advanced Alarm Removal Kit	2	—	3	8/12 hrs	2,900¥	5	CB1 p.14
ANQ 3/22 Remote Seismic Sensor	4	3	1	6/48 hrs	1,000¥	2.5	TS p.28
Arasaka ECM Comm-Scrambler	4	6	1	6/36 hrs	30,000¥	1.2	CB2 p.22
Arasaka “Komaku” Laser Mike	5	4	1	4/48 hrs	6,000¥	1.5	CB2 p.20
Fixed version	5	4	1	4/48hsr	7,500¥	1.5	CB2 p.20
Arasaka Omnitec Radar Detector	7	4	1	4/72 hrs	2,000¥	1.5	CB2 p.21
Arasaka R-101 Lie Detector	2	6	3	14/20 days	5,000¥	4	CB3 p.15
Arasaka “Scanway” Scanner Gates
Chemicals and Explosives	—	5	—	9/7 days	350,000¥	1	CB2 p.23
Cyberware	—	5	—	8/7 days	50,000¥	1	CB2 p.23
Weapon Detector	—	5	—	6/7 days	25,000¥	1	CB2 p.23
Large screen	—	—	—	as detector	500¥	1	CB2 p.23
Bug Detector	3	2	1	2/48 hrs	1,000¥	1.5	CB2 p.20
Bug Jammer	2	2	5	2/72 hrs	2,000¥	1.5	CB2 p.20
CCI BRL-3014 Window Trembler	9	1-10	—	(rating+1)/	rating	2.5	CB2 p20
				4 days	×120¥
Chemical Analyzer	5	1-6	.5	4/5 days	7,500¥ + (level	1	P3 p.15
					× 2,500¥)
Chemical Detection System	3	1-3	1	12/6 days	rating × 70,000¥	1.25	P3 p.14
Corrosives
Compound 1	4	1	.4	5/48 hrs	1,000¥	2	P3 p.17
Compound 4	4	4	.4	8/7 days	4,000¥	4	P3 p.17
DataScope®	8	—	.25	4/36 hrs	5,000¥	1	TS p.29
DataTel’s Mapmaker®	4	—	1	4/4 days	500¥	1	CB1 p.9
Gas Detector	4	1-6	.5	(rating ×3)/	rating2	2	P3 p.15
				7 days	× 5,000¥
Gas Spectrometer	5	1-6	.5	4/5 days	7,500¥ + (level	1	P3 p.15
					× 2,500¥)
Hearing Amplifiers
Micro	12–rating	1-8	.1 × rating	6/36 hrs	rating × 500¥	1.5	P3 p.13
Standard	12–(2× rating)	1-8	.2 × rating	4/24 hrs	rating × 200¥	1	P3 p.13
ID badgemaker	3	3	1	5/48 hrs	500¥	2	CB1 p.13
Keypad Sequencer	—	1-6	.5	(rating/2)/	rating2	1	P3 p.14
				10 days	× 500¥
Laser Detector	6	1-6	.3	8/72 hrs	rating × 5,000¥	1.75
LaserTrack™ Aerosol	—	—	—	4/24 hrs	50¥	1	P3 p.18
Limpet Beacon	8	–1	—	8/6 days	250¥	1.2	P3 p.75
Line Tap Detector	7	1	—	4/24 hrs	60¥	.8	CB1 p.4
Linozap™	5	—	.75	6/4 days	350¥	2	CB1 p.4
M-0116 Tripwire Sensor	6	1	—	3/24 hrs	20¥	1	TS p.30

SECURITY AND COUNTERMEASURES (continued)
	Conceal	Rating	Weight	Availability	Cost	Street Index	Book
Magnetic Anomaly Detector	3	1-4	1	8/4 days	rating × 5,000¥	1	P3 p.14
MS 1803 Panoramic Motion Sensor	2	5	2.5	8/48 hrs	1,000¥	2	TS p.31
Omega Phone Tap	5	6	.5	10/10 days	35,000¥	2	CB2 p.21
Optitech MagViewer	4	20×	1	always	375¥	.8	CB3 p.18
Digital Camera with 5 Mp memory					+75¥
Infrared					+100¥
Low-light					+125¥
PanicButton™ Jammer	—	—	—	8/48 hrs	200¥	1	P3 p.12
Personal Body Alarm	—	—	—	on payment	varies	—	CB1 p.14
Portable Motion Detector	—	1-5	2	4/24 hrs	rating × 200¥	1.25	P3 p.13
Portacom Jammer	—	—	—	4/24 hrs	20¥	1	P3 p.12
Radio Jammer	—	—	—	5/36 hrs	100¥	1	P3 p.12
Radio Transmission Scrambler
Level 1-4	—	1-4	—	5/24 hrs	level × 1,000¥	1	P3 p.12
Level 5-7	—	5-7	—	5/24 hrs	level × 2,000¥	1.25	P3 p.12
Level 8-9	—	8-9	—	6/36 hrs	level × 3,000¥	1.5	P3 p.12
Level 10	—	10	—	8/36 hrs	50,000¥	1.25	P3 p.12
Retinal Pattern Duplicator	3	1-10	1	14/10 days	rating × 60,000¥	1	P3 p.11
Retinal Pattern Input Device	4	1-9	.5	10/6 days	rating × 1,000¥	4	P3 p.11
S91KA Remote Heat Sensor	4	8	.5	4/48 hrs	2,000¥	1.5	TS p.32
Scramble Breaker
Level 1-4	—	1-4	—	5/36 hrs	level × 2,000¥	1.5	P3 p.13
Level 5-7	—	5-7	—	5/36 hrs	level × 4,000¥	1.75	P3 p.13
Level 8-9	—	8-9	—	6/36 hrs	level × 5,000¥	1.75	P3 p.13
Level 10	—	10	—	9/36 hrs	60,000¥	1.7	P3 p.13
SecSystems Detection Wand	4	2	.5	2/12 hrs	10,000¥	1	CB3 p.18
SecSystems Detention Collar	4	—	.5	8/10 days	260¥	3	CB2 p.13
SecSystems Maglock	3	3	1	4/72 hrs	300¥	1	CB2 p.13
SecSystems Protection Field	8	6L Stun	1.5	6/36 hrs	750¥	1.5	CB2 p.12
See Through Paper Spray	—	—	—	always	15¥ per can	1	P3 p.18
Smartlock Door Security System	—	1-8	—	5/72 hrs	rating × 250¥	1.5	CB1 p.8
Sonar Scanner	4	3	.2	5/48 hrs	50¥	1.2	CB1 p.8
Superball (per meter)	—	1-10	—	(rating ×2)/	rating × 50¥	3	RG p.30
				48 hrs	
Surveillance Kit	—	—	6.5	6/5 days	98,000¥	2	CB3 p.18
Synthetic Print Duplcation Equipment	—	—	—	4/12 hrs	500¥	1	P3 p.17
Supplies	—	1-4	—	412 hrs	rating × 200¥	1	P3 p.17
Telectronics “Mumbler” White Noise Generator	3	4	1	4/72 hrs	6,000¥	1.5	CB2 p.22
Telectronics Scanman™ Full Identity Scanner	4	5	2.5	14/14 days	21,000¥	5	CB2 p.22
Telectronics “Scout” Signal Tracker	3	3	2	3/48 hrs	3,000¥	1.5	CB2 p.21
Telectronics Tattletale® Voice Stress Analyzer	8	–1	.5	3/48 hrs	400¥	1.8	CB2 p.20
Interfaced version	8	–1	.5	3/48 hrs	500¥	1.8	CB2 p.20
Thermographic Camouflage Dye	—	+4	—	6/24 hrs	20¥ per dose	1	RG p.30
ThunderArc Automapper™	7	—	.5	6/48 hrs	600¥	1	CB3 p.16
Ultrasound Detector/Distorter	8	—	.2	8/48 hrs	1,500¥	1.5	P3 p.12
U-Open-It®	2	1-5	5	6/48 hrs	rating × 75¥	2	P3 p.54
WorldSat Communications Linear Beam Commlink	—	—	—	6/72 hrs	2,000¥	2.5	CB2 p.22
CYBERDECKS AND PROGRAMS — Data for Shadowrun, Second Edition & Virtual Realities
	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index	Book
Allegiance Beta	3	1	50	100	10	5	5/7 days	29,500¥	1	PA p.48
Allegiance Epsilon	4	1	75	155	25	10	7/7 days	44,200¥	1	PA p.48
Aztec 600 Assault Programmer	4	1	100	200	8	3	4/7 days	37,400¥	1	CB3 p.68
Dantech Cacciaguida	4	1	40	80	8	3	4/7 days	29,100¥	1	CB3 p.68
EBM PNI 210	2	0	20	20	8	3	4/7 days	7,590¥	1	CB3 p.63
EBM PNI 412	3	1	30	45	15	5	4/7 days	18,000¥	1	CB3 p.65
EBM PNI 724	5	2	100	250	23	8	4/7 days	65,400¥	1	CB3 p.67
Fairlight Interface Nova	14	6	700	1,500	125	60	29/7 days	14,587,500¥	1	PA p.48
Fairlight Tempest	10	5	350	1,000	80	50	17/7 days	3,875,500¥	1	PA p.48
Fuchi Cyber-9	11	4	300	1,400	70	45	15/7 days	2,315,000¥	1	PA p.48
Headgear™ Cybermodem Helmet	2	1	20	20	15	5	6/8 days	9,000¥	1.1	CB1 p.6
Jeweldecks	4	1	60	120	8	3	—	half a million and UP	—	CB3 p.67
Kirama LPD-12	1	0	20	20	10	5	4/7 days	4,815¥	1	TS p.18
Lang Conpro-II Masterdeck	8	3	120	480	8	3	6/7 days	328,500¥	1	CB3 p.64
Lang “Green Knight”	6	3	60	180	8	3	4/7 days	95,000¥	1	CB3 p.69
MCT 672	4	1	70	400	15	10	4/7 days	17,800¥	1	P3 p.50
Mitsuhama Dragon	7	2	130	250	30	25	7/7 days	122,300¥	1	PA p.48
Mitsuhama Phoenix	8	3	150	500	40	30	8/7 days	256,000¥	1	PA p.48
Mitsuhama Tiger	5	2	80	175	30	20	5/7 days	94,000¥	1	PA p.48
Net-Runner™ Cybermodem
Utility Suit	2	1	40	40	8	5	5/14 days	10,000¥	1	CB1 p.7
PCT Danzig	2	1	20	20	8	3	4/7 days	7,625¥	1	CB3 p.65

CYBERDECKS AND PROGRAMS — Data for Shadowrun, Second Edition & Virtual Realities (continued)
CYBERDECKS	Persona	Hardening	Memory	Storage	Load	I/O	Availability	Cost	Street Index	Book
Radio Shack Tandy TRX	3	0	50	120	15	5	4/7 days	22,000¥	1	PA p.48
Raven Microcyb Eagle	5	1	100	250	15	5	4/7 days	90,135¥	1	CB3 66
Raven Microcyb Kestrel	3	1	30	45	30	10	4/7 days	30,000¥	1	CB3 p.66
Raven Microcyb Owl	3	1	30	45	8	3	4/7 days	25,500¥	1	CB3 p.67
Raven Microcyb Rook	2	1	20	20	8	3	4/7 days	11,500¥	1	CB3 p.64
Renraku LRX-34	4	1	75	150	30	20	4/7 days	94,000¥	1	PA p.48
Renraku LRX-66	6	2	100	200	40	25	5/7 days	88,600¥	1	PA p.48
Renraku LRX-89	7	2	100	300	50	30	6/7 days	174,600¥	1	PA p.48
Renraku LRX-110	8	3	125	400	55	30	8/7 days	275,600¥	1	PA p.48
Renraku LRX-155	9	4	150	600	60	35	11/7 days	831,700¥	1	PA p.48
SGI Technologies “Elysia”	4	1	80	160	15	10	4/7 days	38,675¥	1	TS p.18
Sony CTY-340	4	2	35	75	15	10	4/7 days	71,400¥	1	PA p.48
Texas Instruments TI-4500	3	0	30	65	10	10	4/7 days	15,000¥	1	PA p.48
Texas Instruments TI-4550	3	1	45	100	15	10	4/7 days	22,525¥	1	PA p.48
Texas Instruments TI-5700	4	0	50	100	20	12	4/7 days	32,000¥	1	PA p.48
Texas Instruments TI-5770	4	1	75	150	25	15	5/7 days	38,500¥	1	PA p.48
Texas Instruments TI-8280	5	2	125	250	30	20	6/7 days	81,400¥	1	PA p.48
Texas Instruments TI-9400	6	2	150	350	40	25	6/7 days	96,300¥	1	PA p.48
Zetatech D2-3000 Armdeck	3	1	45	70	15	10	4/7 days	22,200¥	1	CB2 p.25
Zetatech Parraline 5700	2	1	20	20	8	3	4/7 days	8,200¥	1	CB3 p.63
Zetatech Parraline 5750	3	1	30	45	15	10	4/7 days	19,230¥	1	TS p.18
Zetatech Parraline 5800	5	2	75	190	15	5	4/7 days	58,500¥	1	CB3 p.64
Zetatech Virocana	6	2	120	360	8	3	4/7 days	94,700¥	1	CB3 p.66

DECK OPTIONS	Concealability	Rating	Weight	Availability	Cost	Street Index	Book
Auto Punchout	—	—	.1	8/14 days	330¥	5	CB1 p.8
Deck Security System
Retinal	—	1	—	6/4 days	1,000¥	1.6	CB1 p.9
Thumbprint	—	2	—	4/4 days	400¥	1.5	CB1 p.9
Netrunner Fip Switch	—	—	—	4/24 hrs	1,350¥	.9	CB1 p.9
Power Strip 2020	—	4	—	6/7 days	5000¥	1	CB3 p.69

UTILITIES	Size (in Mp)	Book	UTILITIES	Size (in Mp)	Book
Audio Virus	Rating2 × 9	CB4 p.50	Ninja	Rating2 × 3	CB4 p.49
Ball and Chain	Rating2 × 4	CB3 p.75	Pile Driver	(Rating+5)2 × 3	CB3 p.75
Cartographer	Rating2 × 4	CB3 p.80	Sledgehammer	(Rating+2)2 × 2	CB3 p.75
Cascade	Rating2 × 2	CB3 p.73	Superballs	Rating2 × 3	CB4 p.50
DeckShield One	Rating2 × 5	CB4 p.50	Termite	Rating2	CB1 p.91
Flip Switch 2.0	Rating2	CB3 p.72	Thug	Rating2 × 3	CB3 p.74
Grid Wave	Rating2 × 30	CB4 p.53	Weed	Rating2 × 3	CB4 p.49
Mirror	Rating2 × 5	CB4 p.49
CYBERDECKS AND PROGRAMS — Data for Shadowrun, Third Edition & Virtual Realities 2.0
		MPCP	Hardening	Active	Storage	ASIST	ICCM	I/O	Response	Availability	Cost	St. Index	Book
Aztec 600 Assault Programmer	5/3/3/3/3	2	1,250	3,125	Hot	Yes	100	1	4/7 days	157,795¥	1	CB3 p.69
Dantech Cacciaguida	5/3/0/0/3	0	500	1,250	Cool	No	50	0	4/7 days	91,650¥	1	CB3 p.68
EBM PNI 210	2/1/0/0/1	0	200	200	Tortoise	No	0	0	4/7 days	7,400¥	1	CB3 p.63
EBM PNI 412	4/2/0/0/2	0	400	800	Hot	No	100	0	4/7 days	49,590¥	1	CB3 p.65
EBM PNI 724	7/4/4/0/4	2	1,400	4,900	Hot	No	150	1	10/7 days	378,460¥	1	CB3 p.67
Headgear™ Cybermodem
	Helmet	2/1/1/0/1	1	200	200	Cool	No	100	0	4/7 days	12,855¥	1	CB1 p.6
Jeweldecks	5/3/0/0/3	0	750	1,875	Hot	No	100	0	—	half a million nuyen and UP!	CB3 p.67
Lang Conpro-II Masterdeck	10/6/6/0/6	3	1,500	7,500	Hot	Yes	200	0	24/7 days	1,972,940¥	1	CB3 p.64
Lang “Green Knight” 	8/6/0/0/6	2	800	3,200	Cool	Yes	50	0	12/7 days	511,290¥	1	CB3 p.69
Net-Runner™ Cyber-
	modem Utility Suit	3/2/2/0/2	1	600	900	Hot	No	50	0	4/7 days	28,005¥	1	CB1 p.7
	Cellular version	3/2/2/0/2	1	600	900	Hot	No	50	0	4/7 days	30,270¥	1	CB1 p.7
Omnibus Cyberspace Explorer
	One	2/1/0/0/1	0	200	200	Tortoise	No	25	0	4/7 days	8,250¥	1	CB3 p.65
PCT Danzig	3/2/0/0/2	1	300	450	Cool	No	30	0	4/7 days	17,748¥	1	CB3 p.65
Raven Microcyb Eagle	5/3/3/0/3	2	1,000	2,500	Cool	No	100	1	4/7 days	143,970¥	1	CB3 p.66
Raven Microcyb Kestrel	4/2/0/0/2	1	400	800	Cool	No	150	1	4/7 days	61,465¥	1	CB3 p.66
Raven Microcyb Owl	4/2/0/2/2	1	400	800	Hot	No	50	0	4/7 days	67,700¥	1	CB3 p.67
Raven Microcyb Rook	3/2/0/0/2	0	300	450	Cool	No	50	0	4/7 days	20,555¥	1	CB3 p.64
Zetatech D2-3000 Armdeck	4/3/0/0/3	0	600	1,200	Cool	No	150	1	4/7 days	67,465¥	1	CB2 p.25
Zetatech Parraline 5700	3/2/0/0/2	0	300	450	Cool	No	50	0	4/7 days	17,890¥	1	CB3 p,.63
Zetatech Parraline 5800	6/4/0/0/4	1	900	5,400	Cool	Yes	100	1	4/7 days	153,795¥	1	CB3 p.64
Zetatech Virocana	8/6/0/0/6	0	1,600	12,800	Cool	No	250	0	10/7 days	441,330¥	1	CB3 p.66

CYBERDECKS AND PROGRAMS — Data for Shadowrun, Third Edition & Virtual Realities 2.0 (continued)
UTILITIES	Multiplier	Book	UTILITIES	Multiplier	Book
Audio Virus	9	CB4 p.50	Knevil	4	CB3 p.79
Ball and Chain	5	CB3 p.75	Mirror	5	CB4 p.49
Cartographer	6	CB3 p.80	Ninja	4	CB4 p.49
Cascade	4	CB3 p.73	Outjack	6	CB3 p.80
DeckShield One	5	CB4 p.50	 in the Face	3	CB3 p.73
Dummy	4	CB3 p.72	Pile Driver	4	CB3 p.75
Dupré	1	CB3 p.76	Possessor	15	CB3 p.77
Flare Gun	3	CB3 p.75	Superballs	3	CB4 p.52
Flip Switch 2.0	—	CB3 p.72	Termite	1	CB1 p.91
Grid Wave	30	CB4 p.53	Thug	8	CB3 p.74
Hellburner	25	CB3 p.74	Weed	3	CB4 p.49
VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book
CARS	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Ashton Martin “Whisper” G12P	4/8	80/250	2	3	2	3	250,000¥	PA p.10
BMW 9018s	3/8	90/280	4	2	2	3	500,000¥	CB1 p.19
BMW Burowagen HSR	3/10	50/145	3	1	2	4	900,000¥	CB3 p.55
BMW “VIP” 9000L	4/8	65/180	2	3	1	3	130,000¥	PA p.10
Cadence Industries Wanderer	6/10	35/105	2	2	3	3	50,000¥	CB3 p.42
Crowder	5/10	25/55	1	1	6	1	9,000¥	CB2 p.91
Chrysler-Nissan Python Turbo	3/8	65/195	2	0	3	2	85,000¥	RG p.31
Dune Buggy	5/4	40/120	3	0	1	1	15,000¥	P3 p.20
Eurocar 3000	3/8	60/180	2	0	3	3	75,000¥	RG p.31
Ferrari “Ghost” 679	3/5	110/300	3	1	3	4	650,000¥	PA p.10
Gaz-Lada Cossack	5/4	33/100	3	2	1	0	34,000¥	CB4 p.36
GMI Sierra GL	5/9	35/105	1	1	2	2	40,700¥	CB4 p.34
GMI Sierra Hatch	4/8	35/105	1	1	2	2	27,900¥	CB4 p.34
Honda Metrocar	4/10	20/60	1	0	5	0	7,000¥	RG p.51
Jaguar XXJ10	4/8	70/180	3	6	1	3	260,000¥	PA p.11
Mazda “Commando” XV	4/7	80/200	3	3	2	3	110,000¥	PA p.11
Mercedes “Mirage” Limousine	4/6	55/160	4	1	3	4	350,000¥	PA p.11
Mitsuzuki Bushi	4/8	27/80	2	2	2	1	27,000¥	CB4 p.35
Mitsuzuki Fuji	4/8	33/100	2	1	3	2	17,450¥	CB4 p.34
New American Autoworks Roadcar	4/8	35/105	1	0	3	1	11,000¥	CB3 p.42
New American Motor’s Drifter	4/8	35/105	3	1	2	2	90,000¥	CB1 p.88
New American Motors “Armadillo”	6/10	35/105	4	3	1	1	85,000¥	CB3 p.49
New American Motors Nautilus	6/10	35/105	2	1	1	0	32,000¥	CB3 p.46
Porsche “Cannon Ball” 971	4/8	90/270	2	0	1	3	120,000¥	PA p.11
Spinelli Autotech Spirit	3/6	44/133	4	4	4	3	235,000¥	CB4 p.40
Takaya Daimyo	3/8	65/200	2	0	4	3	44,000¥	CB3 p.41
Toyo-Chevrolet ’51 Chevy	3/7	40/120	2	0	5	1	35,000¥	CB2 p.92
Toyo-Chevrolet Corpora	4/8	35/105	2	2	1	3	41,000¥	CB4 p.36
Toyo-Chevrolet Corpora Sport	4/8	35/105	2	2	1	3	46,000¥	CB4 p.36
Toyo-Chevrolet Hopper	4/8	22/66	1	0	3	1	16,250¥	CB4 p.33
Toyo-Chrysler Omega	4/8	50/150	2	0	2	1	20,000¥	RG p.52
Toyota Avante	3/8	95/285	2	1	1	3	480,000¥	RG p.52
VMW Cohort	4/8	35/105	1	0	2	1	22,000¥	CB4 p.33

BIKES	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
All-Terrain Bike (bicycle)	3	special	1	0	6	—	650¥	TS p.35
Ashigaru	3/8	40/95	1	0	6	1	3,500¥	CB2 p.93
Bermuda	3/5	60/205	2	0	2	1	15,000¥	CB2 p.94
Brennan Cycles “Ares”	3/7	40/125	1	1	1	1	21,000¥	CB3 p.54
Brennan “Hermes”	3/6	30/95	1	0	2	0	12,500¥	CB3 p.50
Darkwing	4/4	40/135	2	1	3	1	9,000¥	CB2 p.94
Harley-Davidson Brawler	5/7	64/192	4	6	1	2	26,000¥	P3 p.37
Harley-Davidson Thundergod	4/5	50/150	1	0	3	2	15,000¥	CB1 p.20
Honda R400 Trail (electric)	4/2	53/160	1	0	5	0	6,000¥	CB4 p.32
Honda R400 Trail (multifuel)	4/2	53/160	1	0	5	0	6,000¥	CB4 p.32
Kundalina Roadworks “Dart”	4/8 (3/6)	55/160	1	1	3	1	10,000¥	CB3 p.46
Kundalina Roadworks GSR1200 Tetsuo	2/8	91/272	1	1	1	1	25,000¥	CB4 p.33
Kundalina Roadworks Shiva®	2/6	70/210	1	1	2	2	12,000¥	CB1 p.21
Mitsubishi Portabike	3/9	10/35	1	0	7	0	250¥	CB3 p.42
Mitsuzuki C21 Kenada	2/6	69/205	1	0	1	0	15,000¥	CB4 p.30
Mitsuzuki MSX900 “Bakushin”	3/6	85/255	1	0	1	0	13,200¥	CB4 p.31
Pedicab	3/7	10/30	1	0	10	0	1,200¥	CB1 p.22
Scion Technologies Dunemaster	4/3	45/135	2	1	1	1	40,000¥	CB3 p.43
Dust Devil	5/4	35/105	2	2	1	1	46,000¥	CB3 p.43
Sport Eurasia “Microbike”	4/12	35/105	1	0	5	0	1,000¥	CB3 p.50
Suzuki 500ET	3/6	90/270	1	2	2	3	25,000¥	P3 p.22
VMW “Volksrad”	5/3	27/80	1	0	3	0	2,300¥	CB4 p.32

VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book (continued)
TRUCKS	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Ambunaught	4/8	30/95	5	4	1	2	200,000¥	CB1 p.23
GM/Hyundai Worker Bee	4/10	10/30	2	2	1	3	150,000¥	CB1 p.25
Imperial Metropolitan Agriculture Nomad	6/2	33/100	3	2	1	2	51,000¥	CB4 p.38
Kundalina Roadworks “Bedouin”	6/2	27/80	4	2	1	3	105,000¥	CB4 p.38
MAC-Deux “Monster”	4/8	44/133	7	2	1	3	240,000¥	CB4 p.37
New American Motors “Vulture”	6/11	35/105	5	4	2	0	215,000¥	CB3 p.50
Spinelli Autotech “Nomad”	4/2	45/135	2	1	3	2	55,000¥	CB3 p.53
Spinelli Autotech Shiltron Twin Cab	6/9	31/93	3	1	1	1	40,000¥	CB4 p.38
Tetracorp DR2100 Multi-fuel Longnose	6/10	45/135	6	4	2	2	200,000¥	CB4 p.40
Yakurichi-Ural BR70	3/6	50/150	4	4	2	4	120,000¥	TS p.20

HOVERCRAFT	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Bensen Cascade	7	115/350	2	1	2	2	200,000¥	CB1 p.18
Bensen Violator Hovercycle	4	65/200	1	0	2	2	100,000¥	CB3 p.40
Cadence Industries HoverVan	5	33/100	2	2	1	2	105,000¥	CB4 p.42
Kundalina Roadworks Gevhog	5	40/120	1	0	1	0	16,100¥	CB4 p.42
MosTrans KVT-2	5	35/105	14	30	3	4	90M¥	P3 p.21
Nissan Ford FanMaster	5	35/135	3	2	4	2	200,000¥	CB2 p.89
in water	6	3/7

WINGED PLANES	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Beechcraft 2400 Starship 10	5	460/585	6	1(3)	4	4	?	P3 p.20
Fed-Boeing Falcon	4	135/400	4	1	4	2	2,500,000¥	CB2 p.96
GD Hummingbird	3	400/800	4	2	2	3	1,500,000¥	CB2 p.97
Piper Montebank	2	300/500	3	0	3	2	50,000¥	P3 p.22

VECTORED THRUST	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
AV-4	5	150/450	5	6	3	2	1,500,000¥	RG p.51
Aztlan Metals Llama	4	60/133	1	0	3	1	330,000¥	CB4 p.45
Bell-Boeing Aircar	3	240/480	2	1	1	4	3,000,000¥	CB4 p.43
British Aerospace AV FAB	4	150/300	10	3	1	4	8,400,000¥	CB4 p.44
Family Flier	5	100/200	3	1	0	2	500,000¥	CB2 p.88
Mach	3	265/665	2	1	2	3	1,300,000¥	CB2 p.89
MacLaren/Jaguar Sports Aerodyne	3	500/1080	2	1	3	5	15,000,000¥	CB4 p.45
Swan	5	135/265	3	2	4	3	800,000¥	CB2 p.90
Tetracorp Fei Lien 100	4	300/600	2	3	1	3	1,290,000¥	CB3 p.45

ROTORCRAFT	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Bell Boeing V-22B Osprey	5	170/510	4	0	3	3	900,000¥	RG p.50
Bell F-152 Aerogyro	4	160/480	2	0	4	1	300,000¥	RG p.50
Bell Spy-Eye 18	2	185/370	3	1	4	2	500,000¥	CB1 p.26
Hyundai Minicopter	4	70/160	1	1	2	1	155,000¥	CB3 p.46

AIRSHIPS	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
India Sky-Barge	6	40/80	6	6	7	2	10,000,000¥	CB2 p.99
“Madison Avenue” Blimp	6	20/45	5	1	9	3	2,500,000¥	CB2 p.100
Sky Queen	5	55/135	10	9	7	4	20,000,000¥	CB2 p.100

MILITARY/SECURITY	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Ground Vehicles
Arasaka Riot-VIII	4/9	55/160	8	3	1	3	250,000¥	CB1 p.24
Kundalina “Torpedo” Motorcycle	4/6 (3/5)	65/190	1	2	3	2	36,000¥	CB3 p.47
M-62 “Volcano” SAM Launcher	3/4	20/55	6	4	5	2	9,500,000¥	CB3 p.51
MacLaren/Jaguar XJ220C-P Interceptor	3/6	75/225	4	3	3	2	165,000¥	CB4 p.39
Max Interceptor	3/8	65/240	2	2	2	2	140,000¥	CB2 p.92
Paneurope VBL APC	4/4	31/93	3	4	4	3	1,450,000¥	CB4 p.41
Paneurope Zobel (EuroLAV II) 	4/4	27/80	3	4	5	3	1,050,000¥	CB4 p.41

Hovercraft
GMC-Beachcraft Striker	4	80/200	4	6	5	2	500,000¥	P3 p.20
GMI HovTransport	5	65/200	4	4	4	2	720,000¥	CB3 p.44

Aircraft
Ares Coyote Attack Helicopter	5	200/400	5	12	5(2)	5	?	P3 p.19
ATF-37B Thunderhawk	3	600/1385	8	2	5	5	12,500,000¥	CB3 p.48
AV-3 “Aerocop”	4	330/465	4	2	4	3	1,500,000¥	CB2 p.87
ground mode	4/8	80/200			7
AV-6	5	210/630	6	9	3	3	3,500,000¥	RG p.51
AV-9	5	270/530	7	5	2	4	30,000,000¥	CB1 p.28
Bell UH-10 PAPC	5	90/180	8	4	5	4	1,850,000¥	CB3 p.52
British Aerospace AV FAB military	4	180/360	10	4	1	4	31,500,000¥	CB4 p.44
Fledermaus PKF-40 Ausf. B	3	440/880	3	1	4	4	2,500,000¥	RG p.32
GF F-36 Comet	1	830/1860	7	2	5	3	4,500,000¥	CB2 p.95
VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book (continued)
MILITARY/SECURITY (Aircraft)	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Lockheed-Cessna Pinto	3	265/600	6	2	4	2	10,500,000¥	CB2 p.98
McDonnell Douglas C111	4	120/275	3	4	3	3	750,000¥	RG p.33
MDD F-33 Wasp	2	730/1660	8	2	3	3	3,500,000¥	CB2 p.96
Mil-62	4	240/480	4	8	4	3	1,900,000¥	P3 p.21
Sikorsky-Mitsubishi Dragon	4	280/560	8	9	2	4	5,000,000¥	CB1 p.27
UH-90 Utility/Squad Helicopter	4	230/270	4	3	3	3	1,000,000¥	TS p.20

DRONES	Handling	Speed	Body	Armor	Signature	APilot	Cost	Book
Arasaka RDAK	4	12/36	1	1	18	1	12,000¥	CB2 p.32
Aztechnology GCR-50	4/4	5/15	3	3	3	—	?	P3 p.19
Bell “Bumblebee” Rotorcraft	5	80/160	1	1	4	2	8,000¥	CB2 p.31
Militech RPV-400 Tiltrotor	4	140/280	3	3	4	4	150,000¥	CB2 p.31
Mitsubishi “Rover” Wheeled Remote	6/9	20/60	2	2	3	1	9,000¥	CB2 p.31
VEHICLES — Data for Shadowrun, Third Edition & Rigger 2
CARS	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Ashton Martin “Whisper” G12P	4/8	250	18	3	3	2	3	—	0	130,000¥	PA p.10
BMW 9018s	3/8	190	14	4	2	0	3	—	0	121,200¥	CB1 p.19
BMW Burowagen HSR	3/8	100	11	4	1	2	4	—	0	184,000¥	CB3 p.55
BMW “VIP” 9000L	4/8	160	12	3	3	2	3	—	0	94,000¥	PA p.10
Cadence Industries Wanderer	4/10	107	4	4	2	2	3	—	0	52,000¥	CB3 p.42
Crowder	4/8	75	4	3	0	5	0	—	0	25,500¥	CB2 p.91
Chrysler-Nissan Python Turbo	3/8	195	18	3	0	1	2	—	0	75,000¥	RG p.31
Dune Buggy	5/4	120	14	3	0	0	1	—	0	33,000¥	P3 p.20
Eurocar 3000	3/8	180	10	3	0	2	3	—	0	62,000¥	RG p.31
Ferrari “Ghost” 679	3/5	270	18	3	1	2	4	—	0	205,000¥	PA p.10
Gaz-Lada Cossack	5/4	67	6	3	2	4	0	—	1	46,000¥	CB4 p.36
GMI Sierra GL	4/8	105	6	2	1	4	2	—	1	26,500¥	CB4 p.34
GMI Sierra Hatch	4/8	105	6	2	1	4	2	—	0	19,000¥	CB4 p.34
Honda Metrocar	4/8	40	6	3	0	4	0	—	0	6,000¥	RG p.51
Jaguar XXJ10	4/8	160	11	3	6	2	3	—	0	120,000¥	PA p.11
Mazda “Commando” XV	4/7	133	10	3	3	2	3	—	0	110,000¥	PA p.11
Mercedes “Mirage” Limousine	4/6	160	10	4	1	2	4	—	0	350,000¥	PA p.11
Mitsuzuki Bushi	4/8	80	8	3	2	2	1	—	1	33,000¥	CB4 p.35
Mitsuzuki Fuji	4/8	100	8	3	1	2	2	—	0	20,500¥	CB4 p.34
New American Autoworks Roadcar	4/8	71	6	3	0	4	1	—	0	18,000¥	CB3 p.42
New American Motor’s Drifter	4/10	71	2	4	1	3	0	—	0	28,000¥	CB3 p.46
New American Motors “Armadillo”	4/10	71	4	4	3	2	1	—	0	35,500¥	CB3 p.49
New American Motors Nautilus	4/10	71	2	4	1	3	0	—	0	28,000¥	CB3 p.46
Porsche “Cannon Ball” 971	4/8	270	18	3	0	2	3	—	0	120,000¥	PA p.11
Spinelli Autotech Spirit	3/6	89	11	4	4	2	3	—	3	416,500¥	CB4 p.40
Takaya Daimyo	3/8	137	10	3	0	2	3	—	0	28,000¥	CB3 p.41
Toyo-Chevrolet ’51 Chevy	3/7	120	6	3	0	4	1	—	0	16,500¥	CB2 p.92
Toyo-Chevrolet Corpora	4/8	71	8	3	2	2	2	—	1	31,500¥	CB4 p.36
Toyo-Chevrolet Corpora Sport	4/8	71	12	3	2	2	2	—	1	41,500¥	CB4 p.36
Toyo-Chevrolet Hopper	4/8	100	6	3	0	4	1	—	0	7,500¥	CB4 p.33
Toyo-Chrysler Omega	4/8	100	6	3	0	4	1	—	0	43,500¥	RG p.52
Toyota Avante	3/8	190	16	3	1	2	1	—	0	120,000¥	RG p.52
VMW Cohort	4/8	105	8	2	0	2	1	—	0	9,000¥	CB4 p.33

BIKES 	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
All-Terrain Bike (bicycle)	3	special	special	1	0	6	0	—	0	650¥	TS p.35
Ashigaru	3/6	63	4	2	0	5	1	—	0	3,500¥	CB2 p.93
Bermuda	3/5	137	10	2	0	2	1	—	0	10,500¥	CB2 p.94
Brennan Cycles “Ares”	3/6	84	7	2	1	2	1	—	0	35,750¥	CB3 p.54
Brennan “Hermes”	3/6	64	8	2	0	4	0	—	0	6,500¥	CB3 p.50
Darkwing	4/4	90	4	2	1	4	1	—	0	12,500¥	CB2 p.94
Harley-Davidson Thundergod	4/5	100	4	2	0	2	0	—	0	15,000¥	CB1 p.20
Honda R400 Trail (electric)	4/3	90	6	2	0	5	0	—	0	25,000¥	CB4 p.32
Honda R400 Trail (methane)	4/3	90	6	2	0	4	0	—	0	13,500¥	CB4 p.32
Kundalina Roadworks “Dart”	4/6 (3/6)	105	10	2	1	2	0	—	0	16,500¥	CB3 p.46
Kundalina Roadworks GSR1200 Tetsuo	2/6	181	17	2	0	2	1	—	1	20,500¥	CB4 p.33
Kundalina Roadworks Shiva®	2/6	140	16	2	0	2	1	—	0	12,000¥	CB1 p.21
Mitsubishi Portabike	3/6	22	3	1	0	5	0	—	0	250¥	CB3 p.42
Mitsuzuki C21 Kenada	2/6	138	16	2	0	2	0	—	0	13,500¥	CB4 p.30
Mitsuzuki MSX900 “Bakushin”	3/6	170	13	2	0	2	0	—	0	13,500¥	CB4 p.31
Pedicab	3/7	20*	1	1	0	10	0	—	0	1,200¥	CB1 p.22
Scion Technologies Dunemaster	4/3	90	10	3	1	2	1	—	0	32,500¥	CB3 p.43
Dust Devil	4/3	71	9	3	2	2	1	—	1	92,000¥	CB3 p.43
Sport Eurasia “Microbike”	3/6	71	8	2	0	4	0	—	0	2,750¥	CB3 p.50
Suzuki 500ET	3/6	180	17	2	2	2	3	—	0	18,000¥	P3 p.22
VMW “Volksrad”	5/3	53	5	2	0	4	0	—	0	9,500¥	CB4 p.32

VEHICLES — Data for Shadowrun, Third Edition & Rigger 2 (continued)
TRUCKS	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Ambunaught	4/6	64	6	7	8	2	2	—	0	200,000¥	CB1 p.23
GM/Hyundai Worker Bee	4/12	20	3	3	0	2	2	3	1	150,000¥	CB1 p.25
Imperial Metropolitan Agriculture Nomad	6/2	67	4	4	2	4	2	—	0	79,000¥	CB4 p.38
Kundalina Roadworks “Bedouin”	6/2	53	5	4	2	4	3	—	2	124,000¥	CB4 p.38
MAC-Deux “Monster”	4/8	89	3	6	2	2	3	—	1	226,500¥	CB4 p.37
New American Motors “Vulture”	5/12	71	3	5	4	1	0	—	0	557,000¥	CB3 p.50
Spinelli Autotech “Nomad”	4/2	89	5	4	1	3	2	—	0	67,000¥	CB3 p.53
Spinelli Autotech Shiltron Twin Cab	4/10	62	6	4	1	2	2	—	1	35,000¥	CB4 p.38
Tetracorp DR2100 Multi-fuel Longnose	5/10	90	3	5	4	2	2	—	2	200,500¥	CB4 p.40
Yakurichi-Ural BR70	3/6	100	3	6	4	2	4	—	3	365,000¥	TS p.20

HOVERCRAFT	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Bensen Cascade	4	180	10	4	1	0	2	—	0	145,000¥	CB1 p.18
Bensen Violator Hovercycle	3	200	9	3	0	3	1	—	0	100,000¥	CB3 p.40
Cadence Industries HoverVan	4	67	5	4	2	2	2	—	0	150,000¥	CB4 p.42
Kundalina Roadworks Gevhog	3	80	5	3	0	2	0	—	0	93,750¥	CB4 p.42
MosTrans KVT-2	
Nissan Ford FanMaster	4	90	10	4	2	2	2	—	0	220,000¥	CB2 p.89

WINGED PLANES	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Beechcraft 2400 Starship 10	5	135/390	24	6	1	4	4	—	1	349,000¥	P3 p.20
Fed-Boeing Falcon	4	135/280	20	6	1	4	2	—	2	350,000¥	CB2 p.96
GD Hummingbird	3	535	30	6	2	3	3	—	2	1,113,000¥	CB2 p.97
Piper Montebank	2	60/333	21	3	0	2(4) 	2	—	0	350,000¥	P3 p.22

VECTORED THRUST	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
AV-4	5	300	35	4	6	1	2	—	0	1,030,000¥	RG p.51
Aztlan Metals Llama	4	89	21	3	0	5	1	—	0	435,500¥	CB4 p.45
Bell-Boeing Aircar	3	320	9	5	1	2	4	—	2	1,217,500¥	CB4 p.43
British Aerospace AV FAB	4	200	20	5	3	0	4	—	3	4,800,000¥	CB4 p.44
Family Flier	5	100/225	33	4	1	1	2	—	0	935,000¥	CB2 p.88
Mach	5	100/445	65	4	1	1	3	—	0	1,500,000¥	CB2 p.89
MacLaren/Jaguar Sports Aerodyne	3	720	65	5	1	1	5	—	3	1,800,000¥	CB4 p.45
Swan	5	100/265	45	4	2	1	3	—	0	1,450,000¥	CB2 p.90
Tetracorp Fei Lien 100 Aerodyne	5	400	25	4	3	1	3	—	0	1,044,000¥	CB3 p.45

ROTORCRAFT	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Bell-15	4	320	10	3	0	4	1	—	0	113,500¥	RG p.50
Bell Boeing V-22B Osprey	5	340	13	5	0	4	3	—	1	344,000¥+	RG p.50
Bell Spy-Eye 18	4	245	10	4	1	3	2	—	4	850,000¥	CB1 p.26
Hyundai Minicopter	4	107	15	3	1	4	1	—	1	85,000¥	CB3 p.46

AIRSHIPS	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
India Sky-Barge	6	80	6	11	6	2	2	—	1	925,500¥	CB2 p.99
“Madison Avenue” Blimp	6	45	8	8	1	2	1	—	1	183,500¥	CB2 p.100
Sky Queen	5	135	5	15	9	1	4	—	1	5,745,000¥	CB2 p.100

MILITARY/SECURITY VEHICLES	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Ground Vehicles
Arasaka Riot-VIII	4/6	85	8	7	6	0	3	—	1	335,000¥	CB1 p.24
Kundalina “Torpedo” Motorcycle	4/6 (3/6)	128	10	2	2	2	1	—	1	70,000¥	CB3 p.47
M-62 “Volcano” SAM Launcher	3/4	36	5	7	4	1	2	—	2	460,000¥	CB3 p.51
MacLaren/Jaguar XJ220C-P Interceptor	3/6	151	12	3	3	2	2	—	3	85,000¥	CB4 p.39
Max Interceptor	3/8	160	12	3	1	2	2	—	—	51,500¥	CB2 p.92
Paneurope VBL APC	4/4	62	7	7	4	2(3) 	3	—	4	765,000¥	CB4 p.41
Paneurope Zobel (EuroLAV II) 	4/4	53	5	7	4	2	3	—	5	730,000¥	CB4 p.41

Hovercraft
GMC-Beachcraft Striker	4	130	8	3	6	1	3	—	3	1,132,000¥	P3 p.20
GMI HovTransport	5	133	5	5	4	1	2	—	3	2,120,000¥	CB3 p.44

Aircraft
Ares Coyote Attack Helicopter	5	267	30	5	12	2	5	—	7	5,702,500¥	P3 p.19
ATF-37B Thunderhawk	3	925	80	7	2	5	5	—	5	3,337,500¥	CB3 p.48
AV-3 “Aerocop”	5	100/310	65	4	2	1	3	—	0	1,860,000¥	CB2 p.87
AV-4 Military/Security Variant	5	300	35	4	6	1	2	—	0	2,600,000¥	RG p.51
AV-6	5	420	30	4	9	0	3	—	2	3,950,000¥	RG p.51
AV-9	5	530	35	6	5	1	4	—	7	30,000,000¥	CB1 p.28
Bell F-152 Aerogyro	4	320	10	3	0	4	1	—	4	620,000¥	RG p.50
Bell UH-10 PAPC	5	120	10	7	4	3	4	—	6	4,000,000¥	CB3 p.52
British Aerospace AV FAB military	4	240	20	5	4	0	4	—	6	6,000,000¥	CB4 p.44
Fledermaus PKF-40 Ausf. B	3	880	50	7	1	5	4	—	6	7,300,000¥	RG p.32
GF F-36 Comet	2	150/1,865	55	7	2	5	3	—	6	16,500,000¥	CB2 p.95
VEHICLES — Data for Shadowrun, Third Edition & Rigger 2 (continued)
MILITARY?SECURITY (Aircraft)	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Lockheed-Cessna Pinto	3	135/400	20	6	2	4	2	—	7	6,400,000¥	CB2 p.98
McDonnell Douglas C111	4	120	10	7	4	3	3	—	1	440,000¥+	RG p.33
MDD F-33 Wasp	3	150/1,105	55	7	2	5	3	—	6	12,500,000¥	CB2 p.96
Mil-62	4	320	20	5	8	3	3	—	6	3,300,000¥	P3 p.21
Sikorsky-Mitsubishi Dragon	4	350	13	7	9	3	4	—	5	5,000,000¥	CB1 p.27
UH-90 Utility/Squad Helicopter	4	180	16	4	3	2	3	—	3	1,300,000¥	TS p.20

DRONES	Handling	Speed	Accel	Body	Armor	Sig	Autonav	Pilot	Sensor	Cost	Book
Arasaka RDAK	4	12	1	0	0	8	—	1	1	2,950¥	CB2 p.32
Aztechnology GCR-50	4/4	15	2	2	3	7	—	1	1	3,920¥	P3 p.19
Bell “Bumblebee” Rotorcraft	4	107	7	1	1	7	—	2	1	27,000¥	CB2 p.31
Militech RPV-400 Tiltrotor	4	187	6	3	3	4	—	4	3	265,500¥	CB2 p.31
Mitsubishi “Rover” Wheeled Remote	3/6	40	2	2	2	5	—	2	2	22,250¥	CB2 p.31

NAVAL VEHICLES	Handling	Speed	Accel	Hull	Bulwark	Sig	Autonav	Pilot	Sensor	Sonar	Book
Mostrans KVT-2	5	105	3	5	4	2/2	3	—	4	0	P3 p.21

the
END
(for now)

Price: TOTALLY FRAGGING FREE!!! (and don’t even think about charging money for it)

NBSI: 0-12345-678-9

Plastic Warriors 00042.0

has all the cool stuff
that’s sorely missing from

right?
No longer!
This Plastic Warriors book converts
99.9% of all items in the
four Chromebooks
to Shadowrun!

You can now equip your characters with loads more goodies than possible ever before! Ranging from must have to completely useless, the gear, cyberware, vehicles, chips, and whatever else you care to name that are in here are sure to give that extra touch to any Shadowrun character!

Immediately usable in any Shadowrun campaign, though it is highly recommended that players buy the Chromebooks in order to use these conversions fully.