COMPLETE

CHOOSE YOUR ROLE

BUY YOUR STATS

Points: 42/62

ABILITY RANK
INT 2
REF 2
DEX 2
TECH 2
COOL 2
WILL 2
LUCK 2
MOVE 2
BODY 2
EMP 2

SET YOUR SKILLS

Points: 60/86

Awareness Skills LVL STAT BASE
CONCENTRATION (WILL) 2 2 4
Conceal/Reveal Object (INT) 0 2 2
Lip Reading (INT) 0 2 2
PERCEPTION (INT) 2 2 4
Tracking (INT) 0 2 2
Body Skills LVL STAT BASE
ATHLETICS (DEX) 2 2 4
Contortionist (DEX) 0 2 2
Dance (DEX) 0 2 2
Endurance (WILL) 0 2 2
Resist Torture/Drugs (WILL) 0 2 2
STEALTH (DEX) 2 2 4
Control Skills LVL STAT BASE
Drive Land Vehicle (REF) 0 2 2
Pilot Air Vehicle (x2) (REF) 0 2 2
Pilot Sea Vehicle (REF) 0 2 2
Riding (REF) 0 2 2
Education Skills LVL STAT BASE
Accounting (INT) 0 2 2
Animal Handling (INT) 0 2 2
Bureaucracy (INT) 0 2 2
Business (INT) 0 2 2
Composition (INT) 0 2 2
Criminology (INT) 0 2 2
Cryptography (INT) 0 2 2
Deduction (INT) 0 2 2
Education (INT) 2 2 4
Gamble (INT) 0 2 2
Education Skills LVL STAT BASE
Language (INT)
- - > STREETSLANG 2 2 4
- - > Language 1 0 2 2
- - > Language 2 0 2 2
Library Search (INT) 2
Local Expert (INT)
- - > YOUR HOME 2 2 4
- - > Location 1 0 2 2
- - > Location 2 0 2 2
Science (INT)
- - > Field 1 0 2 2
- - > Field 2 0 2 2
Tactics (INT) 0 2 2
Wilderness Survival (INT) 0 2 2
Fighting Skills LVL STAT BASE
BRAWLING (DEX) 2 2 4
EVASION (DEX) 2 2 4
Martial Arts (x2) (DEX) 0 2 2
Melee Weapon (DEX) 0 2 2
Performance Skills LVL STAT BASE
Acting (COOL) 0 2 2
Play Instrument (TECH)
- - > Instrument 1 0 2 2
- - > Instrument 2 0 2 2
Ranged Weapon Skills LVL STAT BASE
Archery (REF) 0 2 2
Autofire (x2) (REF) 0 2 2
Handgun (REF) 0 2 2
Ranged Weapon Skills LVL STAT BASE
Heavy Weapons (x2) (REF) 0 2 2
Shoulder Arms (REF) 0 2 2
Social Skills LVL STAT BASE
Bribery (COOL) 0 2 2
CONVERSATION (EMP) 2 2 4
HUMAN PERCEPTION (EMP) 2 2 4
Interrogation (COOL) 0 2 2
PERSUASION (COOL) 2 2 4
Personal Grooming (COOL) 0 2 2
Streetwise (COOL) 0 2 2
Trading (COOL) 0 2 2
Wardrobe & Style (COOL) 0 2 2
Technique Skills LVL STAT BASE
Air Vehicle Tech (TECH) 0 2 2
Basic Tech (TECH) 0 2 2
Cybertech (TECH) 0 2 2
Demolitions (x2) (TECH) 0 2 2
Electronics/Security Tech (x2) (TECH) 0 2 2
FIRST AID (TECH) 2 2 4
Forgery (TECH) 0 2 2
Land Vehicle Tech (TECH) 0 2 2
Paint/Draw/Sculpt (TECH) 0 2 2
Paramedic (x2) (TECH) 0 2 2
Photography/Film (TECH) 0 2 2
Pick Lock (TECH) 0 2 2
Pick Pocket (TECH) 0 2 2
Sea Vehicle Tech (TECH) 0 2 2
Weaponstech (TECH) 0 2 2

BUY YOUR STUFF

3350 eb

20 / 20 HUM


Inventory

GEAR

MELEE WEAPONS

Melee Weapon Type Examples # Hands Required Damage Rate of Fire (ROF) Concealable? COST BUY SELL
Light Melee Weapon Combat Knife, Tomahawk Varies by type 1d6 2 YES 50 eb (Costly)
Medium Melee Weapon Baseball Bat, Crowbar, Machete Varies by type 2d6 2 NO 50 eb (Costly)
Heavy Melee Weapon Lead Pipe, Sword, Spiked Bat Varies by type 3d6 2 NO 100 eb (Premium)
Very Heavy Melee Weapon Chainsaw, Sledgehammer, Helicopter Blades, Naginata Varies by type 4d6 1 NO 500 eb (Expensive)

RANGED WEAPONS

Weapon Type Weapon Skill Single Shot Damage Standard Magazine Rate of Fire (ROF) Hands Required Concealable? Alt. Fire & Features COST BUY SELL
Medium Pistol Handgun 2d6 12 (M Pistol) 2 1 YES None 50 eb (Costly)
Heavy Pistol Handgun 3d6 8 (H Pistol) 2 1 YES None 100 eb (Premium)
Very Heavy Pistol Handgun 4d6 8 (VH Pistol) 1 1 NO None 100 eb (Premium)
SMG Handgun 2d6 30 (M Pistol) 1 1 YES Autofire (3) • Suppressive Fire 100 eb (Premium)
Heavy SMG Handgun 3d6 40 (H Pistol) 1 1 NO Autofire (3) • Suppressive Fire 100 eb (Premium)
Shotgun Shoulder Arms 5d6 4 (Slug) 1 2 NO Shotgun Shell 500 eb (Expensive)
Assault Rifle Shoulder Arms 5d6 25 (Rifle) 1 2 NO Autofire (4) • Suppressive Fire 500 eb (Expensive)
Assault Rifle Shoulder Arms 5d6 4 (Rifle) 1 2 NO None 500 eb (Expensive)
Bows & Crossbows Archery 4d6 N/A (Arrow) 1 2 NO Arrows 100 eb (Premium)
Grenade Launcher Heavy Weapons 6d6 2 (Grenade) 1 2 NO Explosive 500 eb (Expensive)
Rocket Launcher Heavy Weapons 8d6 1 (Rocket) 1 2 NO Explosive 500 eb (Expensive)

WEAPON ATTACHMENTS

Attachment Eligible Weapons Description COST BUY SELL
Bayonet All Non-Exotic Ranged Weapons fired with the Shoulder Arms Skill. When wielded, this weapon can also be used as a Light Melee Weapon. While this is attached to a weapon, it cannot be concealed under clothing. 100 eb (Premium)
Drum Magazine All Non-Exotic Ranged Weapons except Bows/Crossbows. The weapon holds a maximum number of shots equal to its Drum entry on the Clip Chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing. 500 eb (Expensive)
Extended Magazine All Non-Exotic Ranged Weapons except Bows/Crossbows. The weapon holds a maximum number of shots equal to its Extended entry on the Clip Chart chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing 100 eb (Premium)
Grenade Launcher Underbarrel All Non-Exotic Ranged Weapons fired with the Shoulder Arms Skill. When wielded in two hands, the weapon can also be used as a Grenade Launcher, with only 1 grenade in its magazine. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots. 500 eb (Expensive)
Infrared Nightvision Scope All Non-Exotic Ranged Weapons. Reduces penalties imposed on your firing at a target obscured to you by darkness, smoke, fog, etc. to 0. Looking through the scope, you can distinguish hot meat from cold metal, but not more specifically than that. You can't tell the brand of their Cyberarm from a distance, or see any of its internal surprises, for example. 500 eb (Expensive)
Shotgun Underbarrel All Non-Exotic Ranged Weapons fired with the Shoulder Arms Skill. When wielded in two hands, the weapon can also be used as a Shotgun, with only 2 shots in its magazine. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots. 500 eb (Expensive)
Smartgun Link All Non-Exotic Ranged Weapons. Installing or uninstalling a Smartgun Link takes an hour. A weapon is a Smartgun only when it has a Smartgun Link attached to it. Special Cyberware is required to take advantage of a Smartgun. A Smartgun Link must be connected to you with Interface Plugs or a Subdermal Grip in order to operate, both of which require you to have a Neural Link. A Subdermal Grip connects a Smartgun held in it automatically. You can plug in Interface Plugs as part of drawing a Smartgun into a free hand, as long as your Interface Plugs aren't already plugged into something else. Being disarmed of your Smartgun doesn't snap your cables, it just unplugs them from the Smartgun. Plugging them back in isn't an Action should you have the Smartgun in your hand, as their ports are designed for ease-of-use. Why go through all this trouble? Because when making Ranged Attacks with one, you add a +1 to your Check. Requires 2 Attachment Slots. 500 eb (Expensive)
Smartgun Link All Non-Exotic Ranged Weapons. Looking through the scope, user can see detail up to 800m/yds away. When attacking a target 51m/yards or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Does not stack with TeleOptics Cyberware. 100 eb (Premium)

Clip Chart

Type Standard Extended Drum
Medium Pistol 12 18 36
Heavy Pistol 8 14 28
Very Heavy Pistol 8 14 28
SMG 30 40 50
Heavy SMG 40 50 60
Shotgun 4 8 16
Assault Rifle 25 35 45
Sniper Rifle 4 8 12
Grenade Launcher 2 4 6
Rocket Launcher 1 2 3

AMMUNITION

Ammunition Ammunition Types Available Description COST BUY SELL
Basic Ammunition All except Grenades and Rockets. This is the standard ammunition for the weapon. It has no special features. 10 eb (Cheap)
Armor-Piercing Ammunition All except Shotgun Shells. When using this ammunition, you ablate armor by 2 instead of 1 whenever you would ablate armor. 100 eb (Premium)
Biotoxin Ammunition Arrows and Grenades only. When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails is dealt 3d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. 500 eb (Expensive)
Expansive Ammunition Arrows, Bullets, and Slugs. When using this ammunition, whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table (see pg. 187) until they roll a Critical Injury that isn't Foreign Object. The victim then suffers that Critical Injury as well. This second injury deals no Bonus Damage. 100 eb (Premium)
Flashbang Ammunition Granades only. When using this ammunition, you deal no damage with your attack. Anyone hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye and Damaged Ear Critical Injuries (see pg. 188) for the next minute. You do not take the Bonus Damage from the Critical Injuries. 100 eb (Premium)
Incendiary Ammunition Arrows, Bullets, Grenades, and Shotgun Shells. When using this ammunition, whenever you deal damage to a target through their armor, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their Turn. Multiple instances of this effect cannot stack. 100 eb (Premium)
Poison Ammunition Arrows and Grenades only. When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is dealt 2d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. 100 eb (Premium)
Rubber Ammunition Arrows, Bullets, and Slugs. Damage dealt using this ammunition cannot cause a Critical Injury. Additionally, attacks made with this ammunition cannot ablate armor. If damage dealt by this ammunition would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP. 10 eb (Cheap)
Sleep Ammunition Arrows and Grenades. When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is now Prone (see pg. 169) and Unconscious for 1 minute or until they are woken by taking damage, or by someone else using an Action that touches them. 500 eb (Expensive)
Smart Ammunition Arrows, Bullets, and Rockets. Targeting Scope Cyberware is required in order to make use of Smart Ammunition. When fired by a User without Targeting Scope Cyberware, Smart Ammunition won't fire even when the trigger is pulled, as a safety feature. When using this ammunition, whenever you miss a shot by 4 or less when using a weapon's single shot firing mode, your missed shot immediately has a second chance to hit your target. This second chance to hit is made by rolling again to hit the exact same shot DV on the range table which you missed, except that you add 10 to the d10 instead of anything you would typically add to the Check, with the only exception being LUCK. A target that can dodge bullets can choose to dodge this ranged attack as normal. 500 eb (Expensive)
Smoke Ammunition Grenades only. Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4. 50 eb (Costly)
Teargas Ammunition Grenades only. When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. You do not take the Bonus Damage from the Critical Injury. 50 eb (Costly)

EXOTIC WEAPONS

Weapon Description COST BUY SELL
Air Pistol An Exotic Medium Pistol. Fires paint balls, which are typically filled with paint, and thus deal no damage. If you filled the paint balls with Acid however, each Acid Paintball still deals no damage, but lowers the SP of the target's armor (worn in the location shot) by one with each successful hit. Great for trying to capture someone alive. Damage dealt by this weapon cannot cause a Critical Injury. Ammunition costs the same as for a normal Medium Pistol, even if filled with Acid. 100 eb (Premium)
Battleglove A heavy gauntlet covering the hand and forearm. Contains three option slots for Cyberarm or Cyberlimb options. When worn, the options stored in the glove’s slots can be accessed. Putting on a Battleglove and taking one off is an Action. The cost to purchase and install a Cyberarm option into the Battleglove is the same cost as doing so in a Cyberarm. Any options stored in a Cyberarm or meat arm the Battleglove is being worn over are inaccessible while the Battleglove is being worn. Cannot be concealed. 1,000 eb (V. Expensive)
Constitution Arms Hurricane Assault Weapon An Exotic 2 ROF Shotgun. It cannot make Aimed Shots. Its drum holds 16 shots. Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted. 5,000 eb (Luxury)
Dartgun An Exotic Very Heavy Pistol that can only load Non-Basic Arrow Ammunition. Unlike other weapons that fire Arrows, a Dartgun has a clip of 8 Non-Basic Arrows and must be reloaded just like a typical Very Heavy Pistol. 100 eb (Premium)
Flamethrower An Exotic Shotgun fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill. Mechanically, the flamethrower is a Shotgun that can only fire incendiary shotgun shells (ammunition cost is also the same as Incendiary Shotgun Shells), except that while your targets are ignited, until they spend an Action to put themselves out, they take 4 damage to their HP at the end of their turns. If they were already on fire, this fire effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury, and it cannot be used to make Aimed Shots. 500 eb (Expensive)
Kendachi Mono-Three An Excellent Quality Two-Handed Exotic Very Heavy Melee Weapon. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal. A high-tech katana with a nearly transparent crystal blade. Orbital crystal reinforces its redesigned microscopically serrated edge which vibrates four thousand times a minute when its handle is gripped by a user with a correct biometric key. In the hands of a user without the correct biometric key, the blade will not vibrate, leaving it only an Excellent Quality Two-Handed Exotic Very Heavy Melee Weapon. At no additional cost, any color of laser can be installed into the hilt to refract within the crystal blade, giving it a flaring neon glow. The most popular color is red. 5,000 eb (Luxury)
Malorian Arms 3516 An Excellent Quality Exotic Very Heavy Pistol. It deals 5d6 damage with a single shot, and comes perma- nently installed with the Smartgun Link weapon attachment which must be connected (via Interface Plugs or a Subdermal Grip) in order for the weapon to operate. Extremely rare and sought after, this weapon is even more expensive today than it was in the past, when one even can be found for sale. 10,000 eb (Super Luxury)
Microwaver An Exotic Very Heavy Pistol. Instead of dealing damage, on a hit it forces the target to try to beat a DV15 Cybertech Check. If they fail, the GM chooses two pieces of their cyberware or carried electronics to become inoperable for a minute. Cyberlimbs that are rendered inoperable act as their meat counterparts do when they have been dismembered, but they still hang loosely. See Critical Injuries. Ammunition is costless, as it runs off easily rechargeable (1 hour) battery packs that need to be replaced after 8 shots. Extra battery packs are 50eb (Costly). 500 eb (Expensive)
Militech "Cowboy" U-56 Grenade Launcher An Exotic 2 ROF Grenade Launcher. Its magazine holds four grenades. Despite being an Exotic Weapon, it is capable of firing all forms of Grenade Ammunition. Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted. 5,000 eb (Luxury)
Rhinemetall EMG-86 Railgun An Exotic Assault Rifle that is incapable of Autofire and Aimed Shots. It is fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill. The weapon holds 4 shots. Damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal. Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted. 5,000 eb (Luxury)
Shrieker An Exotic Very Heavy Pistol. Whenever a user fires this weapon without some form of ear protection, they suffer the Damaged Ear Critical Injury. Instead of dealing damage, on a hit it forces the target to try to beat a DV15 Resist Torture/Drugs Check. If they fail, they suffer the Damaged Ear Critical Injury. Ammunition is costless as it runs off of easily rechargeable (1 hour) battery packs that need to be replaced after 8 shots. Extra battery packs are 50eb (Costly). 500 eb (Expensive)
Stun Baton A One-Handed Exotic Medium Melee Weapon. If damage dealt by it would reduce a target to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot cause a Critical Injury and doesn't ablate armor. 100 eb (Premium)
Stun Gun An Exotic Heavy Pistol. If damage dealt by it would reduce a target to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot cause a Critical Injury and doesn't ablate armor. Ammunition is costless as it runs off easily rechargeable (1 hour) battery packs that need to be replaced after 8 shots. Extra battery packs are 50eb (Costly). 100 eb (Premium)
Tsunami Arms Helix An Exotic Assault Rifle, fired entirely with the Autofire Skill. It can only be fired using Autofire and it cannot make Aimed Shots or fire in single shot. It holds 40 bullets. When fired, the Helix consumes 20 bullets with every attack. If you hit, you roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum of 5. Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted. 5,000 eb (Luxury)

ARMOR

Armor Type Stopping Power (SP) Armor Penalty (Min 0) Description COST BUY SELL
Leathers 4 None Thin leather with reinforced pads at shoulders, hips, and gut. Favored by Nomads and other 'punks who ride bikes. This also includes all those road-warrior wannabes wearing open-butt chaps and random sports equipment. 20 eb (Everyday)
Kevlar® 7 None The favored protection for the past 90 years. To quote DuPont: Kevlar® is a heat-resistant, synthetic, lightweight fiber that delivers high tensile strength that brings improved protection and performance across a range of industries and applications. Like when people are trying to stab or shoot you. Can be made into clothes, vests, jackets, business suits, and even bikinis. 50 eb (Costly)
Light Armorjack 11 None A combination of Kevlar® and plastic meshes inserted into the weave of the fabric. Armorjack provides superior protection, especially against high-velocity bullets. 100 eb (Premium)
Bodyweight Suit 11 None Skinsuit with impact absorbing, sintered armorgel layered in key body areas. Surprisingly, they are also breathable and quite comfortable. Besides giving you a measure of protection, a Bodyweight Suit also has a place to store your Cyberdeck and supports your Interface Plugs so they stay out of the way while you're busy brain-burning that fool who just dared to pop a Hellhound on you. Many Netrunners wear clothing over their Bodyweight Suits, but plenty don't. It's a matter of personal style. Unlike other armor, a Bodyweight Suit isn't bought in two pieces, and must always be worn on both your body and head location. Each location has its own SP11. When repaired, both pieces are repaired at the same time. You can't wear more than one Bodyweight Suit. Wearing a Bodyweight Suit adds one Hardware only Option Slot to a Cyberdeck connected to it. Hardware installed in the Bodyweight Suit cannot be accessed if the armor isn't worn and can only take up 1 Option Slot. 1,000 eb (V. Expensive)
Medium Armorjack 12 -2 REF, DEX, and MOVE Heavier Armorjack, with solid plastic plating, reinforced with thicker Kevlar® mesh. Typical Street wear, this combines decent protection with a decent ost. 100 eb (Premium)
Heavy Armorjack 13 -2 REF, DEX, and MOVE The thickest Armorjack, combining denser Kevlar® and a layered mix of plastic and mesh weaves. It stops all but the heaviest attacks, but costs a pretty eb. 500 eb (Expensive)
Flak 15 -4 REF, DEX, and MOVE This is the 21st century version of the time-honored flak vest and pants with metal plates designed to provide protection from high explosive weaponry, artillery, grenades, shotguns, and anti-personnel mines. Modern flak will also stop many of the higher caliber rounds from automatic rifles. 500 eb (Expensive)
Metalgear® 18 -4 REF, DEX, and MOVE You know how Evil Empire Storm Troopers just seem to stand there and take the hit? Metalgear ® is the Dark Future equivalent of that type of armor: solid metal and plastic plates on a mesh body cover. Metalgear ® will stop almost anything, but you're going to be easier to hit than a one-legged bantha in a potho race. 5,000 eb (Luxury)
Bulletproof Shield 10 HP which is reduced by damage None, but always takes up one arm A transparent polycarbonate shield that can protect you in a firefight. See Using a Shield in the Friday Night Firefight Section (pg. 183) 100 eb (Premium)

GENERAL GEAR

Item Description COST BUY SELL
Agent Self-adaptive-AI powered smartphone; that "learns" how best to fit your needs simply by inter- acting with you. While not a true AI, it is more than capable of replacing any need for a secretary. When you sit back and allow your Agent to manage your life, everything is easier, including making sure you have time to do what you need to do (crimes, killing people, getting away with it, and so forth) instead of going to the store to get something you forgot. There are many reasons why almost everyone has one. Things your Agent can do:
  • Make phone calls in voice or video and record them, forward them, or send them to voicemail, which pretty much only Agents actually end up listening to nowadays.
  • Surf the Data Pool.
  • Scan the Data Pool to locate a known location and bring up directions.
  • Keep your schedule for you and act inde- pendently on events, like ordering a gift and having it delivered to the recipient.
  • Maintain a personality complete with name, voice, and virtual body. Some particularly lonely individuals reprogram their Agents to act as sur- rogate lovers or friends.
  • Suggest clothes for you to buy.
  • Record audio and video to the Agent's standard Memory Chip.
  • Link to your Cyberware to share data storage with them and the Agent's Memory Chip.
  • Link to most appliances in your living space.
  • Monitor your use of easily acquired resources (Cheap, Everyday, or Costly) and automatically reorder them when you get low at market price.
  • Recommend a future course of action based on your personal goals. AI may suggest unwise actions.
In addition to all this, an Agent gives the user +2 to their Library Search Skill and +2 to their Wardrobe & Style Skill, but only if you wear the clothes your Agent suggests for you, which change every season. Multiple Agents don't multiply these bonuses.
100 eb (Premium)
Airhypo Easy to use drug distribution platform which uses a quick burst of compressed air to force a drug through the skin. Allows user to use an Action to administer a single dose of a desired drug to a willing target, or try to make a Melee Weapon Attack to administer a single dose to an unwilling target on a hit instead of dealing damage. Reloading the Airhypo with a dose of your desired drug isn't an Action. (See pg. 357 to score some street drugs). 50 eb (Costly)
Anti-Smog Breathing Mask Useful for filtering out toxins and smoke from the local environment. User is immune to the effects of toxic gasses, fumes, and all similar dangers that must be inhaled to affect the user. 20 eb (Everyday)
Audio Recorder Device records up to 24 hours of audio before its output fills up a standard Memory Chip stored in the device. 100 eb (Premium)
Audio Level Dampening Ear Protectors Compact ear protection. When worn, user is immune to deafness or other effects caused by dangerously loud noises, like those produced by a flashbang. 1,000 eb (V. Expensive)
Binoculars You look through them. They double or triple the size of what you are seeing. 50 eb (Costly)
Braindance Viewer Allows the user to experience braindance content. Braindances are digital record- ings of an experience which you view through the eyes of the actor. The experience includes all the subject's senses, and you feel every emotion felt, for better or worse. 1,000 eb (V. Expensive)
Bug Detector Device beeps when user is within 2m/yds of a tap, bug, or other listening device. 500 eb (Expensive)
Caryall Heavy ripstop nylon bags of varying sizes, from messenger to nearly man-sized duffel bags. 20 eb (Everyday)
Chemical Analyzer Can test substances as an Action to find their precise chemical composition, identifying most substances instantly from a wide database of samples. 1,000 eb (V. Expensive)
Computer Laptop or desktop computer, used mostly for comfortable word processing and surfing the Data Pool. 50 eb (Costly)
Cryopump A Cryopump is a briefcase-sized tool containing a body bag hooked up to a powerful pump. Once willing/unconscious targets have been placed into the bag and hooked up to the pump as an Action, the pump forces a hyper-cooled chemical fluid into the bag, draining one of the Cryopump's charges per target put in stasis (one per person, if the Cryopump can accept multiple people). While in stasis, targets are unconscious and no longer roll any Death Saves for up to a week, as long as they remain inside the bag and the bag has at least 1 HP. A Character in a cryopump bag is considered to be behind a piece of cover that has 15 HP. The bag's transparent top and gloves molded into the lining allow the target to undergo surgery and be stabilized while in stasis, which is much less danger- ous to the patient. A standard Cryopump has only 1 charge and can only hold a single roughly human- sized target. Refueling a Cryopump costs 50eb (Costly) per charge. A Character who is not a Medtech cannot operate a Cryopump. 5,000 eb (Luxury)
Cryotank A Cryotank is a human-sized container which can hold a fully grown adult. Assuming the Medtech succeeds at a DV13 Medical Tech Check, the Cryotank keeps 1 person in stasis as long as desired. While in the Cryotank, they are consid- ered to be unconscious, but they heal at double the normal rate as long as they remain inside the tank and the tank has at least 1 HP. A Character in a Cryotank is considered to be behind a piece of cover that has 30 HP. A Character who is not a Medtech cannot operate a Cryotank. 5,000 eb (Luxury)
Cyberdeck (Excellent Quality) A high-end modular platform that Programs and Hardware are installed on for the purpose of Netrunning. This cyberdeck has 9 slots to install Programs and Hardware. Requires Interface Plugs and Neural Link for a Netrunner to operate. See Netrunning Section on pg. 195. 1,000 eb (V. Expensive)
Cyberdeck (Poor Quality) A cheap modular platform that Programs and Hardware are installed on for the purpose of Netrunning. This cyberdeck has 5 slots to install Programs and Hardware. Requires Interface Plugs and Neural Link for a Netrunner to operate. See Netrunning Section on pg. 195. 100 eb (Premium)
Cyberdeck (Standard Quality) Modular platform that Programs and Hardware are installed on for the purpose of Netrunning. This cyberdeck has 7 slots to install Programs and Hardware. Requires Interface Plugs and Neural Link for a Netrunner to operate. See Netrunning Section on pg. 195. 500 eb (Expensive)
Disposable Cell Phone There are still billions of the things around. A good choice for Fixers and other people who don't want to be tracked. 50 eb (Costly)
Drum Synthesizer Flat plastic pads of varying sizes, linked by cables to a central processor. Can simulate almost any kind of drum. Requires some type of amplification to be heard. 500 eb (Expensive)
Duct Tape Comes in many colors and optionally can glow in the dark. Glowing duct tape is often used to mark tunnels, dead drops, or caches. It glows in the dark even if there has been no light exposure. 20 eb (Everyday)
Electric Guitar or another Instrument Use your imagination. But remember that you will need an amp to be heard with any electronic-based instrument. 500 eb (Expensive)
Flashlight Rechargeable. 100m/yd beam, lasts up to 10 hours on a charge. 20 eb (Everyday)
Food Stick Grainy, dried food bar that comes in a variety of (awful) flavors. One meal. 10 eb (Cheap)
Glow Paint Glow in the dark paint for marking locations and creating art. Comes in a spray can. Also good for tagging. 20 eb (Everyday)
Glow Stick Light tube to illuminate a 4m/yd area for up to 10 hours. One use only. 10 eb (Cheap)
Grapple Gun When wielded in a hand, user as an Action can fire a rocket propelled grapple that will attach securely to any "thick" cover up to 30m/yds away. Line can only support two times the user's body weight, and has 10 HP. The user negates the normal movement penalty for climbing when they climb this line, and can retract the line without an Action, including as they climb. When used as a grapple, user can't hold anything in the hand used to wield the grapple gun. Ineffective as a weapon, and cannot be used to make the Grab Action. 100 eb (Premium)
Handcuffs Book 'em, Danno. Can be broken easily if your BODY is higher than 10. 50 eb (Costly)
Homing Tracer Device can follow a linked tracer up to 1-mile away. Comes with a free button sized linked tracer. Replacement linked tracers are 50eb. 500 eb (Expensive)
Inflatable Bed & Sleep-bag It's a self-inflating air mattress than comes packed with a thin sleeping bag. The whole thing folds to a 6"x6" package for easy storage. 20 eb (Everyday)
Kibble Pack One foil package of dry, pet food-like cereal or wafers equivalent to a single meal. Usually identified by number rather than the fake appetizing label and description. 10 eb (Cheap)
Linear Frame ß (Beta) Powered exoskeleton, giving the user even more tremendous strength.
  • User increases their BODY to 14 while plugged into the frame. This cannot increase the user's BODY to 15 or higher. This increase in BODY does not increase the user's HP or change their Death Save.
  • Requires 2 installation of Interface Plugs to operate.
5,000 eb (Luxury)
Linear Frame ∑ (Sigma) Powered exoskeleton, giving the user tremendous strength.
  • User increases their BODY to 12 while plugged into the frame using two installations of Interface Plugs. This cannot increase the user's BODY to 13 or higher. This increase in BODY does not increase the user's HP or change their Death Save.
  • Requires 1 installations of Interface Plugs to operate.
1,000 eb (V. Expensive)
Lock Picking Set A small pouch of tools for crack- ing mechanical locks. 20 eb (Everyday)
Medscanner Scanner with external probes and contacts that diagnoses injury and illness, assisting user in medical emergencies not requiring Surgery. User adds +2 to their First Aid and Paramedic Skills. This doesn't stack with itself. 1,000 eb (V. Expensive)
Medtech Bag Medical toolkit that includes every- thing from dermal staplers to spray skin applicators to sterile scalpels. All you need to save lives using your skills and training. 100 eb (Premium)
Memory Chips Thin wafers of doped plastic that store information in all forms. Some of these are larger than others. 10 eb (Cheap)
MRE Self-heating plastic and foil meal bag. Add water, snap the tab on the top, and in 2 minutes you have something that resembles a single hot, nourishing meal. 10 eb (Cheap)
Personal CarePak Toothpaste-loaded toothbrush, all body wet-wipes, depilatory paste, comb, etc. 20 eb (Everydat)
Pocket Amplifier About the size of a large book, this rechargeable amplifier delivers sound up to 100m/yd for up to 6 hours. Can support two instruments. 50 eb (Costly)
Radar Detector Device beeps if an active radar beam is present within 100m/yds. 500 eb (Expensive)
Radio Communicator Earpiece allowing user to communicate via radio, 1-mile range. 100 eb (Premium)
Radio Scanner/Music Player Music player can link to the Data Pool to listen to the hottest music, or play directly from a Memory Chip. User can also scan all radio bands within a mile that are currently being used and tune into them, though some chan- nels might require a Descrambler to understand. 50 eb (Costly)
Road Flare Lights an area of 100m/yards for 1 hour. Different colors. One use. 10 eb (Cheap)
Rope (60m/yds) Nylon rope. Can come in colors if desired. Holds up to 800lbs (360kg). 20 eb (Everyday)
Scrambler/Descrambler Allows user to scramble outgoing communications so they cannot be under- stood without a descrambler, which is also included at no extra charge. 500 eb (Expensive)
Smart Glasses Contains two option slots for Cybereye options. When worn, Smart Glasses give the user access to the benefits of these options. When cybereye options are installed into the glasses, they always count as if they were paired, and it costs the same as installing the option once in a cybereye. You can only wear a single pair at a time. Enthusiasts often replace the frames of their Smart Glasses with nicer ones, as they aren't the prettiest out of the box. 500 eb (Expensive)
Tech Bag Small bag of tools for fixing electronics and machines. Includes a Techtool, electrical parts like tape and wire wraps, asst. screws and bolts, plug in modules for repairs, heat torch, 2 small prybars, and hammer. 500 eb (Expensive)
Techscanner Scanner diagnoses a wide variety of machinery and electronics, assisting the user in repairs, or other technical work. User adds +2 to their Basic Tech, Cybertech, Land Vehicle Tech, Sea Vehicle Tech, Air Vehicle Tech, Electronics/Security Tech, and Weaponstech Skills. This doesn't stack with itself. 1,000 eb (V. Expensive)
Techtool Small bag of tools for fixing electronics and machines. Includes a Techtool, electrical parts like tape and wire wraps, asst. screws and bolts, plug in modules for repairs, heat torch, 2 small prybars, and hammer. 100 eb (Premium)
Tent & Camping Equipment Small one-person tube tent with plastic stakes, one self-heating, recharge- able pot to boil water (takes 5 min to recharge, lasts 2 hours) and a cheap metal spork that couldn't hurt a fly. 50 eb (Costly)
Vial of Biotoxin An entire vial of biotoxin can be smeared on any Light Melee Weapon as an Action. For the next 30 minutes after application, instead of dealing the weapon's typical damage, anyone meat hit by the biotoxin-coated Light Melee Weapon must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails is dealt 3d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. 500 eb (Expensive)
Vial of Poison An entire vial of poison can be smeared on any Light Melee Weapon as an Action. For the next 30 minutes after application, instead of dealing the weapon's typical damage, anyone meat hit by the poisoned Light Melee Weapon must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is dealt 2d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. 100 eb (Premium)
Video Camera When held in a hand, user can record up to 12 hours of video and audio before its output fills up a standard Memory Chip stored in the device. 100 eb (Premium)
Virtuality Goggles Headset that projects cyberspace imagery over your view of the world around you. Highly advised for Netrunners. See Netrunning Section on pg. 195 for more info. 100 eb (Premium)

STREET DRUGS

Drug Primary Effect Secondary Effect COST BUY SELL
Black Lace
  • Lasts 24 Hours.
  • User takes 2d6 Humanity Loss upon taking a dose, which is returned if the user isn't affected by Black Lace's Secondary Effect.
  • For the duration of the Primary Effect, the user ignores the effects of the Seriously Wounded Wound State.
  • DV 17
  • Humanity Loss from Primary Effect isn't returned.
  • If the user wasn't already addicted to Black Lace, they are now. While addicted, unless the user is currently experiencing the Primary Effect of Black Lace, their REF is lowered by 2 points.
50 eb (Costly)
Blue Glass
  • Lasts 4 Hours.
  • For the duration of the Primary Effect, The GM will occasionally tell you when you are "flash- ing out," meaning you are hallucinating swirls of vibrant colors in short, powerful bursts. You lose your ability to do an Action on a Turn while in this state.
  • DV 15
  • If the user wasn't already addicted to Blue Glass, they are now
  • While addicted, The GM will occasionally tell you when you are "flashing out," hallucinating in short powerful bursts that cause you to lose your ability to do an Action on a Turn while in this state.
  • A Blue Glass Junkie will typically "flash out" once every hour, but this can vary heavily from person to person.
  • While addicted to Blue Glass, its Primary Effect changes: Instead of causing you to "flash out", you are instead immune to "flashing out" while experiencing the Primary Effect of Blue Glass. Now, you take it for stability.
20 eb (Everyday)
Boost
  • Lasts 24 Hours.
  • For the duration of the Primary Effect, the user's INT increases by 2 points. This can raise your INT above 8.
  • DV 17
  • If the user wasn't already addicted to Boost, they are now. While addicted, their INT is lowered by 2 points.
50 eb (Costly)
Smash
  • Lasts 4 Hours.
  • Yellow, foamy, and sold in cans everywhere.
  • For the duration of the Primary Effect, the user feels euphoric, loose, happy, and ready to party. In game terms this gives the user +2 to the fol- lowing Skills: Dance, Contortionist, Conversation, Human Perception, Persuasion, and Acting.
  • DV 15
  • If the user wasn't already addicted to Smash, they are now. While addicted, the user feels a loss of interest in normally enjoyable activities and has -2 to the following Skills: Dance, Contortionist, Conversation, Human Perception, Persuasion, and Acting.
  • While addicted to Smash, your GM will occasionally tell you when you crave more Smash, and you should do your best to roleplay accordingly.
10 eb (Cheap)
Synthcoke
  • Lasts 4 Hours.
  • For the duration of the Primary Effect, the user's REF increases by 1 point. This can raise your REF above 8. In addition, they are prone to paranoid ideation
  • For the duration of the Primary Effect, your GM will occasionally tell you when you feel paranoid, and you should do your best to roleplay accordingly.
  • DV 15
  • If the user wasn't already addicted to Synthcoke, they are now. While addicted, their REF is lowered by 2 points, unless the user is currently experiencing the Primary Effect of Synthcoke.
  • While addicted to Synthcoke, your GM will occasionally tell you when you crave more Synthcoke, and you should do your best to roleplay accordingly.
20 eb (Everyday)

CYBERWARE

FASHIONWARE (7 Fashionware Option Slots Available)

Name Install Description & Data COST HL BUY SELL
Biomonitor Mall Subdermal implant which generates a constant LED readout of pulse, temperature, respiration, blood sugar, etc. You can link your Biomonitor to your Agent to allow it to track your wellness. 100 eb (Expensive) 0 (N/A)
Chemskin Mall Dyes and pigments infused into the skin to permanently change its hue, the applications of which can range from hiding blemishes to the desire for neon-green skin. Pigments can optionally be temperature-sensitive or reactant to hormone changes in the body. A user with Chemskin and Techhair adds +2 to their Personal Grooming Skill for having both. (This bonus only applies once) 100 eb (Expensive) 0 (N/A)
EMP Threading Mall Popularized by the media sensation UR, these thin silver lines run in circuit-like patterns across the body. Many people believe they act as a "Faraday cage" to protect you from radiation and EMP effects but so far there’s no scientific backing to these claims. But they sure do look cool. Most people wear EMP Threading as a fashion statement. 10 eb (Cheap) 0 (N/A)
Light Tattoo Mall Subdermal patches store light and project colored tattoos under the skin. The larger the piece, the more installations of this fashionware you need to complete it. A user with a three or more Light Tattoo installations adds +2 to their Wardrobe & Style Skill. (This bonus only applies once.) 100 eb (Expensive) 0 (N/A)
Shift Tacts Mall Color-changing lenses implanted into the eye. Several patterns are also available. Lenses can optionally be temperature-sensitive or reactant to hormone changes in the body. Only one choice of color and pattern can be made, but the user can deactivate the color change at any time desired without an Action. 100 eb (Expensive) 0 (N/A)
Skinwatch Mall Subdermal implant generates a constant LED readout of the current time and date visible through the skin. 100 eb (Expensive) 0 (N/A)
Techhair Mall Color-light-emitting artificial hair. Hair can optionally be temperature sensitive, motorized to extend/retract, or reactant to hormone changes in the body. A user with Chemskin and Techhair adds +2 to their Personal Grooming Skill for having both. (This bonus only applies once.) 100 eb (Expensive) 0 (N/A)

NEURALWARE (Foundational Cyberware: Neural Link)

Name Install Description & Data COST HL BUY SELL
Neural Link Clinic Wired artificial nervous system, required to use Neuralware, and Subdermal Grips. System has 5 Option Slots for Neuralware options. 500 eb (Expensive) 7 (2d6)
Braindance Recorder Clinic Neuralware Option. Share your story from your point of view! Records braindance content to a standard Memory Chip or a linked Agent. Braindances can be viewed using a Braindance Viewer. Requires Neural Link. 500 eb (Expensive) 7 (2d6)
Chipware Socket Clinic Neuralware Option. A single socket installed in the back of the neck that allows quick installation of a single piece of Chipware, of which there are many varieties.
Installing or uninstalling a single piece of Chipware from a Chipware Socket is an Action.
The first time you install a piece of Chipware you've never used before, you always accrue Humanity Loss. Re-installing Chipware you've already used doesn't do this. Chipware does not take up a Neural Link Option Slot.
Multiple sockets may be installed, but each must be paid for individually. Requires Neural Link
500 eb (Expensive) 7 (2d6)
Interface Plugs Clinic Neuralware Option. Plugs in the wrist or head that allow user to jack into and make use of Smartguns, Cyberdecks, heavy machinery, and drive vehicles with no hands! Multiple installations allow user to be plugged into multiple things at the same time. Requires Neural Link. 500 eb (Expensive) 7 (2d6)
Kerenzikov Clinic Neuralware Option. Always-on Speedware that provides consistently improved reaction time.
User adds +2 to their Initiative Rolls. Only a single piece of Speedware can be installed into a user at a time. Requires Neural Link.
500 eb (Expensive) 14 (4d6)
Sandevistan Clinic Neuralware Option. Speedware that provides short boosts of highly improved reaction time.
When activated as an Action, the user adds +3 to any Initiative Roll they make in the next minute, after which Sandevistan cannot be activated again for an hour. Only a single piece of Speedware can be installed into a user at a time. Requires Neural Link.
500 eb (Expensive) 7 (2d6)
Chemical Analyzer N/A Chipware. While installed into a Chipware Socket, allows user to test substances to find their precise chemical composition as an Action, identifying most substances instantly from a wide database of samples. Requires Chipware Socket. 500 eb (Expensive) 3 (1d6)
Memory Chip N/A Chipware. The standard for data storage. While installed into a Chipware socket, the user's cyberware can store data on it or access data stored on it. Requires Chipware Socket. 10 eb (Cheap) 0 (N/A)
Olfactory Boost N/A Chipware. While installed into a Chipware Socket, the user's sense of smell is boosted, allowing them to use the Tracking Skill to track scent in addition to visual clues. Requires Chipware Socket. 100 eb (Premium) 0 (N/A)
Pain Editor N/A Chipware. While installed into a Chipware Socket, a Pain Editor shuts off the user's pain receptors dynamically, allowing them to ignore the effects of the Seriously Wounded Wound State. Requires Chipware Socket. 1,000 eb (V. Expensive) 14 (4d6)
Skill Chip (Standard) N/A Chipware. While installed into a Chipware Socket, a Skill Chip makes the Skill it was made for trained for the user at +3, unless the user's Skill was already trained higher than +3, in which case it does nothing. Skill Chips for (x2) cost Skills are 1,000eb, chips for all other skills are 500eb. Requires Chipware Socket. 500 eb (Expensive) 7 (2d6)
Skill Chip (x2 Skill) N/A Chipware. While installed into a Chipware Socket, a Skill Chip makes the Skill it was made for trained for the user at +3, unless the user's Skill was already trained higher than +3, in which case it does nothing. Skill Chips for (x2) cost Skills are 1,000eb, chips for all other skills are 500eb. Requires Chipware Socket. 1,000 eb (V. Expensive) 7 (2d6)
Tactile Boost N/A Chipware. While installed into a Chipware Socket, it boosts the user's sense of touch, allowing them to detect motion within 20m/yds of them, as long as their hand is touching a surface. While in use as a motion detector, that hand can't be used to do anything else. Requires Chipware Socket. 100 eb (Premium) 7 (2d6)

CYBEROPTICS (Foundational Cyberware: Cybereye)

Name Install Description & Data COST HL BUY SELL
Cybereye Clinic All following options are installed in an artificial eye that replaces a meat one. Each Cybereye has 3 Option Slots for Cybereye Options.
Some options must be paired to work properly (purchased twice and installed in two different Cybereyes on a user. Humanity Loss is calculated separately for each purchase)
100 eb (Premium) 7 (2d6)
Anti-Dazzle Mall Cybereye Option. User is immune to blindness or other effects caused by dangerous flashes of light, like those of a flashbang. Requires two Cybereyes and must be paired. 100 eb (Premium) 2 (1d6/2 Round up)
Chyron Mall Cybereye Option. Projects a tiny subscreen into user's normal field of vision for messages, video, etc. from a user's other cyberware or electronics. Picture in a picture for real life. Requires a Cybereye. 100 eb (Premium) 2 (1d6/2 Round up)
Color Shift Mall Cybereye Option. Cosmetic upgrade allows unlimited color and pattern changes to be made as an Action. Eye can optionally be temperature sensitive or reactant to hormone changes in the body. Requires a Cybereye 100 eb (Premium) 2 (1d6/2 Round up)
Dartgun Clinic Cybereye Option. Dartgun Exotic Weapon, with only a single shot in the clip, concealed inside the Cybereye. Requires a Cybereye and takes 3 Option Slots. 500 eb (Expensive) 2 (1d6/2 Round up)
Image Enhance Mall Cybereye Option. User adds +2 to their Perception, Lip Reading, and Conceal/Reveal Object Skills for Checks which include sight. Requires two Cybereyes and must be paired. Multiple installations of this option provide user no additional benefit. 500 eb (Expensive) 3 (1d6)
Low Light/Infrared/UV Mall Cybereye Option. Reduces penalties imposed by darkness and other intangible obscurement, like smoke, fog, etc. to 0. User can distinguish hot meat from cold metal but cannot see through anything that could provide cover. Requires two Cybereyes, must be paired, and takes 2 Option Slots per Cybereye. 500 eb (Expensive) 3 (1d6)
MicroOptics Clinic Cybereye Option. Microscope providing user up to 400x magnification. Requires a Cybereye. 100 eb (Premium) 2 (1d6/2 Round up)
MicroVideo Clinic Cybereye Option. Camera in eye records video and audio to a standard Memory Chip or a linked Agent. Requires a Cybereye and takes 2 Option Slots. 500 eb (Expensive) 2 (1d6/2 Round up)
Radiation Detector Clinic Cybereye Option. Radiation readings within 100m/yds of the user are displayed in user's vision hovering over their source in the form of a blue glow. Requires a Cybereye. 1,000 eb (V. Expensive) 3 (1d6)
Targeting Scope Clinic Cybereye Option. User gets a +1 to their Check when making an Aimed Shot. Multiple installations of this option provide user no additional benefit. Requires a Cybereye. 500 eb (Expensive) 3 (1d6)
TeleOptics Clinic Cybereye Option. User can see detail up to 800m/yds away. When attacking a target 51m/yds or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Multiple installations of this option provide user no additional benefit. Does not stack with Sniping Scope Weapon Attachment. Requires a Cybereye. 500 eb (Expensive) 3 (1d6)
Virtuality Mall Cybereye Option. Projects cyberspace imagery over user's view of the world. Never forget your Virtuality Goggles again. Requires two Cybereyes and must be paired. 100 eb (Premium) 2 (1d6/2 Round up)

CYBERAUDIO (Foundational Cyberware: Cyberaudio Suite)

Name Install Description & Data COST HL BUY SELL
Cyberaudio Suite Clinic Cyberaudio Suite is installed invisibly in the inner skull.
System has 3 Option Slots for Cyberaudio Options. User can only have one Cyberaudio Suite installed.
500 eb (Expensive) 7 (2d6)
Amplified Hearing Mall Cyberaudio Option. User adds +2 to their Perception Skill for Checks which include hearing. Requires a Cyberaudio Suite. Multiple installations of this option provide user no additional benefit. 100 eb (Premium) 3 (1d6)
Audio Recorder Clinic Cyberaudio Option. Records audio to a standard Memory Chip or a linked Agent. Requires a Cyberaudio Suite. 100 eb (Premium) 2 (1d6/2 Round up)
Bug Detector Mall Cyberaudio Option. Beeps when user is within 2m/yds of a tap, bug, or other listening device. Requires a Cyberaudio Suite. 100 eb (Premium) 2 (1d6/2 Round up)
Homing Tracer Clinic Cyberaudio Option. Can follow a linked tracer up to 1 mile away. Comes with a free button-sized linked tracer. Replacements are 50eb. Requires a Cyberaudio Suite. 100 eb (Premium) 2 (1d6/2 Round up)
Internal Agent Mall Cyberaudio Option. Fully functional Agent (See Gear Section pg. 352), controlled entirely via voice commands. Images are described, but output can be linked to a Cybereye with Chyron or a nearby screen if visual output is desired. The implanted Agent's Memory Chip cannot be removed without surgery. Requires a Cyberaudio Suite. 100 eb (Premium) 3 (1d6)
Level Dampener Mall Cyberaudio Option. Automatic noise compensation. User is immune to deafness or other effects caused by dangerously loud noises, like those produced by a flashbang. Requires a Cyberaudio Suite. 100 eb (Premium) 2 (1d6/2 Round up)
Radio Communicator Mall Cyberaudio Option. User can communicate via radio, 1-mile range. Requires a Cyberaudio Suite. 100 eb (Premium) 2 (1d6/2 Round up)
Radio Scanner/Music Player Clinic Cyberaudio Option. User can use an Action to scan all radio bands within a mile that are currently being used and tune into them. Music player can link to the Data Pool to listen to the hottest music or play directly from a Memory Chip. Understanding scrambled channels requires a Scrambler/Descrambler. Requires a Cyberaudio Suite. 50 eb (Costly) 2 (1d6/2 Round up)
Radar Detector Clinic Cyberaudio Option. Beeps if active radar beam is present within 100m/yds. Requires a Cyberaudio Suite. 500 eb (Expensive) 2 (1d6/2 Round up)
Scrambler Descrambler Mall Cyberaudio Option. Allows user to scramble outgoing communications so they cannot be understood without a descrambler, which is also included at no extra charge. Requires a Cyberaudio Suite. 100 eb (Premium) 2 (1d6/2 Round up)
Voice Stress Analyzer Mall Cyberaudio Option. User adds +2 to their Human Perception and Interrogation Skills.
User can activate a special lie-detecting function for a minute with an Action, during which time the GM rolls all your Character's Human Perception and Interrogation Checks privately, beeping once whenever it detects a lie, or whenever they desire after a failed roll. Beware of false positives and negatives. Requires a Cyberaudio Suite.
Multiple installations of this option provide user no additional benefit.
100 eb (Premium) 3 (1d6)

INTERNAL BODY CYBERWARE (7 Internal Body Option Slots Available)

Name Install Description & Data COST HL BUY SELL
AudioVox Clinic Vocal synthesizer. User adds +2 to their Acting skill and also adds +2 to their Play Instrument Skill while singing. Multiple installations of this option provide user no additional benefit. 500 eb (Expensive) 3 (1d6)
Contraceptive Implant Mall Implant prevents undesired pregnancy. 10 eb (Cheap) 0 (N/A)
Enhanced Antibodies Mall After stabilization, the user heals a number of Hit Points equal to twice their BODY for each day they spend resting, doing only light activity, and spending the majority of the day taking it easy until returning to full HP, instead of at their typical rate. 500 eb (Expensive) 2 (1d6/2 Round up)
Cybersnake Hospital Horrifying throat/esophagus-mounted tentacle weapon. A Very Heavy Melee Weapon (4d6, 1 ROF) that can be successfully concealed without a Check. 1,000 eb (V. Expensive) 14 (4d6)
Gills Hospital User can breathe underwater. 1,000 eb (V. Expensive) 7 (2d6)
Grafted Muscle and Bone Lace Hospital User increases their BODY by 2.
This increase in BODY changes a Character's HP and Death Save.
This cannot increase the user's BODY to 11 or higher.
1,000 eb (V. Expensive) 14 (4d6)
Independent Air Supply Hospital Contains 30 minutes of air, before the user needs to refill the tank from the ambient air, which takes an hour. Alternatively, replacing an empty tank with a full one (50eb), takes an Action. 1,000 eb (V. Expensive) 2 (1d6/2 Round up)
Midnight Lady™ Sexual Implant Clinic Be a Venus, be the fire. Be desire. 100 eb (Premium) 7 (2d6)
Mr. Studd™ Sexual Implant Clinic All night, every night. And they'll never know. 100 eb (Premium) 7 (2d6)
Nasal Filters Clinic User is immune to the effects of toxic gasses, fumes, and all similar dangers that must be inhaled to affect the user.
User can deactivate nasal filters, if desired, without an Action.
100 eb (Premium) 2 (1d6/2 Round up)
Radar/Sonar Implant Clinic Constantly scans terrain within 50m/yds of user, including underwater, for new threats. Scan does not include anything behind cover, like the contents of a room behind a closed door.
User receives a beep from the GM along with the direction of its source whenever a new moving object is detected on the scan.
Multiple installations of this option provide user no additional benefit.
1,000 eb (V. Expensive) 7 (2d6)
Toxin Binders Clinic User adds +2 to their Resist Torture/Drugs Skill.
Multiple installations of this option provide user no additional benefit.
100 eb (Premium) 2 (1d6/2 Round up)
Vampyres Clinic Fangs implanted in the user's mouth.
An Excellent Quality Light Melee Weapon (1d6 damage, 2 ROF) that can be successfully concealed without a Check.
A Vial of Poison or Biotoxin (purchased separately, see Gear List on pg. 355) can be safely stored and concealed in a compartment in the roof of the mouth near the fangs without a Check. The contents of the stored vial can then be applied to the Vampyres silently anytime without an Action. Each application uses an entire vial and lasts for 30 minutes.
Installation of Vampyres includes a complete rework of the user's mouth which prevents the possibility of poisoning yourself accidentally with your fangs halfway through a slice of pizza or due to a bad Check.
500 eb (Expensive) 14 (4d6)

EXTERNAL BODY CYBERWARE (7 External Body Option Slots Available)

Name Install Description & Data COST HL BUY SELL
Hidden Holster Clinic Holster inside the user's body can store a weapon already capable of concealment so that it can be successfully concealed without a roll. Weapon can be drawn from the hidden holster without an Action, as long as it is implanted in an easily accessible place on the user's body. You don't want one in your thigh unless you don't wear pants. 500 eb (Expensive) 7 (2d6)
Skin Weave Hospital User's body and head are armored at SP7.
Your SP in any location is determined by your highest source of SP in that location. Additionally, whenever your armor is ablated in a location, all your sources of SP in that location are ablated at the same time.
Whenever the user successfully completes a day of natural healing, nanomachines present in the Skin Weave repair both the body and head location of the Skin Weave for one point of its lost SP.
500 eb (Expensive) 7 (2d6)
Subdermal Armor Hospital User's body and head are armored at SP11.
Your SP in any location is determined by your highest source of SP in that location. Additionally, whenever your armor is ablated in a location, all your sources of SP in that location are ablated at the same time.
Whenever the user successfully completes a day of natural healing, nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP.
1,000 eb (V. Expensive) 14 (4d6)
Subdermal Pocket Clinic 2"x4" (5cm x 10cm) space with a Realskinn™ zipper.
Contents can be successfully concealed without a Check.
100 eb (Premium) 3 (1d6)

CYBERLIMBS

Name Install Description & Data COST HL BUY SELL
Cyberarm Hospital Replacement arm. Does not have to be paired. A Cyberarm has 4 Option Slots for Cyberarm or Cyberlimb Options, and each comes pre-installed with a Standard Hand that doesn't cost any Humanity Loss or take up a Cyberarm Option Slot. 500 eb (Expensive) 7 (2d6)
Standard Hand Clinic Resembles a normal hand. If installed into a meat arm, a standard hand doesn't count towards the number of pieces of cyberware installed in a meat arm. Doesn't take up a Cyberarm Option Slot. 100 eb (Premium) 2 (1d6/2 Round up)
Big Knucks Clinic Cyberarm Option. Armored knuckles. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. 100 eb (Premium) 3 (1d6)
Cyberdeck Clinic Cyberarm Option. Cyberdeck permanently installed into the user's Cyberarm. A Cyberdeck must be provided by the user at the time of installation. In addition to never accidentally misplacing your Cyberdeck, integration into a Cyberarm gives any Cyberdeck 1 extra slot that can be used for either Programs or Hardware. This is a permanent upgrade. Attempting to uninstall the Cyberdeck from the Cyberarm breaks it beyond repair, but any Programs or Hardware on it could be easily recovered. Requires a Cyberarm and takes 3 Option Slots.
Cyberdeck still requires Interface Plugs and Neural Link to be operated by the user.
500 eb (Expensive) 3 (1d6)
Grapple Hand Clinic Cyberarm Option. User, as an Action, can fire a rocket propelled grapple that will attach securely to any Thick cover up to 30m/yds away. Line can only support two times the user's body weight, and has 10 HP.
The user negates the normal movement penalty for climbing when they climb this line, and can retract the line without an Action, including as they climb. When used as a grapple, user can't hold anything in this arm's hand. Ineffective as a weapon and cannot be used to make the Grab Action. Requires a Cyberarm.
100 eb (Premium) 3 (1d6)
Medscanner Clinic Cyberarm Option. Scanner with external probes and contacts diagnoses injury and illness, assisting user in medical emergencies not requiring the Surgery Skill. User adds +2 to their First Aid and Paramedic Skills. Requires a Cyberarm and takes 2 Option Slots. Multiple installations of this option provide user no additional benefit. 500 eb (Expensive) 7 (2d6)
Popup Grenade Launcher Clinic Cyberarm Option. A One-Handed Grenade Launcher with only a single grenade in its magazine that is incompatible with all Weapon Attachments except Smartgun Link is installed into the Cyberarm. Launcher can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is "popped up," the user can't hold anything in this arm's hand. Requires a Cyberarm and takes 2 Option Slots. 500 eb (Expensive) 7 (2d6)
Popup Melee Weapon Clinic Cyberarm Option A One-Handed Light, Medium, or Heavy Melee Weapon (that need not be concealable before its installation) is installed in a Cyberarm so that it can be successfully concealed without a roll, and can be drawn and stowed without an Action. While the weapon is "popped up," the user can't hold anything in this arm's hand. Requires a Cyberarm and takes 2 Option Slots. 500 eb (Expensive) 7 (2d6)
Popup Shield Clinic Cyberarm Option. A Bulletproof Shield which is concealed while it is folded inside the Cyberarm. It can be drawn or stowed without an Action, provided that the shield has more than 0 HP. When extended, you can't use the Cyberarm to do anything else other than serve as a shield, and you can't hold anything in that Cyberarm's hand other than the shield. The Bulletproof Shield installed inside your Cyberarm is easily removable and replaceable with another Bulletproof Shield, for ease of cleaning and repair. Requires a Cyberarm and takes 3 Option Slots. See Using Shields in the Combat Section on pg. 183. 500 eb (Expensive) 7 (2d6)
Popup Ranged Weapon Clinic Cyberarm Option. A One-Handed Ranged Weapon (that need not be concealable before its installation) provided by the user is permanently installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be successfully concealed without a Check, and can be drawn and stowed without an Action. While the weapon is “popped up,” the user can't hold anything in this arm's hand. Requires a Cyberarm and takes 2 Option Slots. 500 eb (Expensive) 7 (2d6)
Quick Change Mount Clinic Cyberarm Option. Cyberarm can be installed in an open socket or uninstalled with an Action. The first time you install a brand new Cyberarm, whether using a Quick Change Mount or otherwise, you always accrue Humanity Loss. Reattaching one you've already used before with a Quick Change Mount does not do this. Requires a Cyberarm. 100 eb (Premium) 7 (2d6)
Rippers Clinic Cyberarm Option. Extendable Carbo-glass fingernails. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. 500 eb (Expensive) 3 (1d6)
Scratchers Mall Cyberarm Option. Carbo-glass artificial fingernails that cut on a diagonal slice. A Light Melee Weapon (1d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. 100 eb (Premium) 2 (1d6/2 Round up)
Shoulder Cam Clinic Cyberarm Option. Camera in a popup in the user's shoulder that tracks independently of the user and records video and audio to an onboard Memory Chip or a linked Agent. Camera can be successfully concealed without a Check and can be drawn and stowed without an Action. Requires a Cyberarm and takes 2 Option Slots. 500 eb (Expensive) 7 (2d6)
Slice 'N Dice Clinic Cyberarm Option. Monofilament whip implanted in the user's thumb. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. 500 eb (Expensive) 3 (1d6)
Subdermal Grip Clinic Cyberarm Option. Neuralware Option. Subdermal plate under the palm allows user to make use of Smartguns. A cost-effective alternative to Interface Plugs. Can be installed as the only piece of Cyberware in a meat arm. Requires Neural Link and takes up a Neuralware Option Slot. 100 eb (Expensive) 3 (1d6)
Techscanner Clinic Cyberarm Option. Scanner diagnoses a wide variety of machinery and electronics, assisting the user in repairs or other technical work. User adds +2 to their Basic Tech, Cybertech, Land Vehicle Tech, Sea Vehicle Tech, Air Vehicle Tech, Electronics/ Security Tech, and Weaponstech Skills. Requires a Cyberarm and takes 2 Option Slots. Multiple installations of this option provide user no additional benefit. 500 eb (Expensive) 7 (2d6)
Tool Hand Clinic Cyberarm Option. Fingers contain screwdriver, wrench, small drill, etc. Never be without your Techtool! Can be installed as the only piece of Cyberware in a meat arm. 100 eb (Premium) 3 (1d6)
Wolvers Clinic Cyberarm Option. Extendable Carbo-glass claws in the knuckles. A Heavy Melee Weapon (3d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. 500 eb (Expensive) 7 (2d6)
Cyberleg Hospital Replacement leg. Does not have to be paired. A Cyberleg has 3 Option Slots for Cyberleg or Cyberlimb Options and each comes pre-installed with a Standard Foot that doesn't cost any Humanity Loss or take up a Cyberleg Option Slot.
Most Cyberleg options must be paired to work properly (purchased twice and installed in two different Cyberlegs on a user. Humanity Loss is calculated separately for each purchase).
100 eb (Premium) 3 (1d6)
Standard Foot Clinic Resembles a normal foot. If installed into a meat leg, a Standard Foot doesn't count towards the number of pieces of cyberware installed in a meat leg. Doesn't take up a Cyberleg Option Slot. 100 eb (Premium) 2 (1d6/2 Round up)
Grip Foot Clinic Cyberleg Option. Feet are coated with state-of-the-art traction material. The user negates the normal movement penalty for climbing. Requires two Cyberlegs and must be paired. 500 eb (Expensive) 3 (1d6)
Jump Booster Clinic Hydraulics in legs. Negates movement penalty when jumping.
Requires two Cyberlegs and must be paired.
500 eb (Expensive) 3 (1d6)
Skate Foot Clinic Inline skates built into feet. Can be concealed. Increases movement by 6m/yds when using Run Action. Requires two Cyberlegs and must be paired. 500 eb (Expensive) 3 (1d6)
Talon Foot Clinic Blade mounted in foot. Light Melee Weapon. Can be concealed without a Check. Can be installed as the only piece of Cyberware in a meat leg. 500 eb (Expensive) 3 (1d6)
Web Foot Clinic Thin webbing between toes. Negates movement penalty when swimming. Requires Two Cyberlegs and must be paired. 500 eb (Expensive) 3 (1d6)
Hardened Shielding Clinic Cyberlimb Option. Cyberlimb and installed options cannot be rendered inoperable by EMP effects, like Microwaver pulses, or Non-Black ICE Program effects. Requires Cyberarm or Cyberleg. 1,000 eb (Expensive) 3 (1d6)
Plastic Covering Mall Cyberlimb Option. Plastic coating for Cyberlimb. Available in wide variety of colors and patterns. Requires a Cyberarm or Cyberleg but does not take an Option Slot. 100 eb (Premium) 0 (N/A)
Realskinn™ Covering Mall Cyberlimb Option. Artificial skin coating for Cyberlimb. Requires a Cyberarm or Cyberleg but does not take an Option Slot. 500 eb (Expensive) 0 (N/A)
Superchrome® Covering Mall Cyberlimb Option. Shiny metallic coating for Cyberlimb. +2 to Wardrobe and Style. This bonus only applies once. Requires a Cyberarm or Cyberleg but does not take an Option Slot. Requires a Cyberarm or Cyberleg but does not take an Option Slot. 1,000 eb (V. Expensive) 0 (N/A)

BORGWARE

Name Install Description & Data COST HL BUY SELL
Artificial Shoulder Mount Hospital User can mount 2 Cyberarms under first set of arms. User can only have one Artificial Shoulder Mount installed. 1,000 eb (V. Expensive) 14 (4d6)
Implanted Linear Frame ∑ (Sigma) Hospital An enhanced skeleton and support structure with hydraulic and myomar muscles.
  • User increases their BODY to 12.
  • This increase in BODY changes a Character's HP and Death Save.
  • This cannot increase the user's BODY to 13 or higher.
  • Installation requires BODY 6 and Grafted Muscle and Bone Lace.
1,000 eb (V. Expensive) 14 (4d6)
Implanted Linear Frame ß (Beta) Hospital A heavily enhanced skeleton and support structure with even more hydraulic and myomar muscles.
  • User increases their BODY to 14.
  • This increase in BODY changes a Character's HP and Death Save.
  • This cannot increase the user's BODY to 15 or higher.
  • Installation requires BODY 8 and Two Grafted Muscle and Bone Lace.
5,000 eb (Luxury) 14 (4d6)
MultiOptic Mount Hospital User can mount up to 5 additional Cybereyes into the MultiOptic Mount. Cybereyes sold and installed separately. User can only have one MultiOptic Mount installed. 1,000 eb (V. Expensive) 14 (4d6)
Sensor Array Clinic Twin flattened antennae protruding from the user's head improving their Cyberaudio Suite, sometimes referred to as "Rabbit Ears." User can install up to 5 additional Cyberaudio Options into their Cyberaudio Suite.
User can only have one Sensor Array installed. Requires Cyberaudio Suite but doesn't take up a Cyberaudio Option Slot.
1,000 eb (V. Expensive) 14 (4d6)

CYBERDECK HARDWARE

Name Data COST BUY SELL
Backup Drive While installed on a Cyberdeck, a Backup Drive "saves" Non-Black ICE Attacker, Defender, or Booster Programs that are destroyed by pulling them into the Backup Drive the instant before they meet their end. As a Meat Action, a Netrunner can re-install all Programs "saved" by the Backup Drive onto their deck, if they have the Slots for them. If removed from a Cyberdeck, the Backup Drive erases its contents automatically. Restored Programs with once-per-Netrun restrictions and the like are restored in the exact state they were saved in, so you can't kill your own Armor to refresh it. Yeah, that means you. Takes 2 Hardware Option Slots. 100 eb (Premium)
DNA Lock A Cyberdeck with a DNA Lock can be locked and unlocked using a thumbprint, iris scan, blood sample, or any other biometric method desired. The method varies depending on the model of the DNA Lock. A locked Cyberdeck cannot be accessed without either its biometric key or a DV 17 Electronics/Security Tech Check. Takes 2 Hardware Option Slots. 100 eb (Premium)
Hardened Circuitry A Cyberdeck with Hardened Circuitry cannot be rendered temporarily disabled, rendered inoperable, or destroyed by EMP effects like pulses, or Non-Black ICE Program Effects. 100 eb (Premium)
Insulated Wiring A Cyberdeck with Insulated Wiring cannot catch fire or cause the user's clothing to catch fire as the result of a Program effect. 100 eb (Premium)
KRASH Barrier A Cyberdeck with a KRASH Barrier is immune to any Program Effect that force the Netrunner to Jack Out, safely or unsafely. Takes 2 Hardware Option Slots. 100 eb (Premium)
Range Upgrade A Cyberdeck with a Range Upgrade can connect to an access point from up to 8m away. 100 eb (Premium)

PROGRAMS

BOOSTERS

Name Class ATK DEF REZ Effect Icon COST BUY SELL
Eraser Booster 0 0 7 Increases all Cloak Checks you make by +2 as long as this Program remains Rezzed. A pink glob exuding tiny soap bubbles 20 eb (Everyday)
See Ya Booster 0 0 7 Increases all Pathfinder Checks you make by +2 as long as this Program remains Rezzed. Shimmering silver magnifying glass spinning slowly in place. 20 eb (Everyday)
Speedy Gonzalvez Booster 0 0 7 Increases your Speed by +2 as long as this Program remains Rezzed. A trail of dust appearing behind the Netrunner as they move. 100 eb (Premium)
Worm Booster 0 0 7 Increases all Backdoor Checks you make by +2 as long as this Program remains Rezzed. A golden mechanical worm with neon green eyes 50 eb (Costly)

DEFENDERS

Name Class ATK DEF REZ Effect Icon COST BUY SELL
Armor Defender 0 0 7 Lowers all brain damage you would receive by 4, as long as this Program remains Rezzed. Only 1 copy of this Program can be running at a time. Each copy of this Program can only be used once per Netrun. Transparent golden armor worn by the Netrunner 50 eb (Costly)
Flak Defender 0 0 7 Reduces the ATK of all Non-Black ICE Attacker Programs run against you to 0 as long as this Program remains Rezzed. Only 1 copy of this Program can be running at a time. Each copy of this Program can only be used once per Netrun. A cloud of blinding, glowing, multi-colored lights swirling around the Netrunner 50 eb (Costly)
Shield Defender 0 0 7 Stops the first successful Non-Black ICE Program Effect from dealing brain damage. After stopping this damage, the Shield Derezzes itself. Only 1 copy of this Program can be running at a time. Each copy of this Program can only be used once per Netrun. Flickering silver energy barrier surrounding the Netrunner 20 eb (Everyday)

ATTACKERS

Name Class ATK DEF REZ Effect Icon COST BUY SELL
Banhammer Anti-Program Attacker 1 0 0 Does 3d6 REZ to a Non-Black ICE Program, or 2d6 REZ to a Black ICE Program. A giant glowing white sledgehammer wielded by the Netrunner 50 eb (Costly)
Sword Anti-Program Attacker 1 0 0 Does 3d6 REZ to a Black ICE Program, or 2d6 REZ to a Non-Black ICE Program. Glowing energy katana appearing from the Netrunner's hand 50 eb (Costly)
DeckKRASH Anti-Personnel Attacker 0 0 0 Enemy Netrunner is forcibly and unsafely Jacked Out of the Architecture, suffering the effect of all Rezzed enemy Black ICE they've encountered in the Architecture as they leave. Cartoon stick of dynamite thrown by the Netrunner 100 eb (Premium)
Hellbolt Anti-Personnel Attacker 2 0 0 Does 2d6 Damage direct to the enemy Netrunner's brain. Unless insulated, their Cyberdeck catches fire along with their clothing. Until they spend a Meat Action to put themselves out, they take 2 damage to their HP whenever they end their Turn. Multiple instances of this effect cannot stack. Bolt of crimson fire launched from the Netrunner's hand 100 eb (Premium)
Nervescrub Anti-Personnel Attacker 0 0 0 Enemy Netrunner's INT, REF, and DEX are each lowered by 1d6 for the next hour (minimum 1). The effects are largely psychosomatic and leave no permanent effects. Chrome ball thrown by the Netrunner that sparks with electricity 100 eb (Premium)
Poison Flatline Anti-Personnel Attacker 0 0 0 Destroys a single Non-Black ICE Program installed on the Netrunner target's Cyberdeck at random. Beam of neon green light shot from the Netrunner's finger 100 eb (Premium)
Superglue Anti-Personnel Attacker 2 0 0 Enemy Netrunner cannot progress deeper into the Architecture or Jack Out safely for 1d6 Rounds (enemy Netrunner can still perform an unsafe Jack Out, though). Each copy of this Program can only be used once per Netrun. A mass of sticky red goop fired from the Netrunner's hand 100 eb (Premium)
Vrizzbolt Anti-Personnel Attacker 1 0 0 Does 1d6 Damage direct to a Netrunner's brain and lowers the amount of total NET Actions the Netrunner can accomplish on their next Turn by 1 (minimum 2). A double helix comprised of flickering neon light appearing from the Netrunner's finger 50 eb (Costly)

BLACK ICE

Name Class PER SPD ATK DEF REZ Effect Icon COST BUY SELL
Asp Anti-Personnel Black ICE 4 6 2 2 15 Destroys a single Program installed on the enemy Netrunner's Cyberdeck at random. Golden Egyptian cobra, spitting beams of neon green light 100 eb (Premium)
Giant Anti-Personnel Black ICE 2 2 8 4 25 Does 3d6 damage direct to an enemy Netrunner's brain. The Netrunner is forcibly and unsafely Jacked Out of their current Netrun. They suffer the effect of all Rezzed enemy Black ICE they've encountered in the Architecture as they leave, not including the Giant. A massive pair of feet and ankles towering above the enemy Netrunner 1,000 eb (V. Expensive)
Hellhound Anti-Personnel Black ICE 6 6 6 2 20 Does 2d6 damage direct to the Netrunner's brain. Unless insulated, their Cyberdeck catches fire along with their clothing. Until they spend a Meat Action to put themselves out, they take 2 damage to their HP whenever they end their Turn. Multiple instances of this effect cannot stack. A huge, black metal wolf. Its eyes glow white and fire runs in ripples all over its body. It speaks in a grating, metallic voice, repeating the enemy Netrunner's name 500 eb (Expensive)
Kraken Anti-Personnel Black ICE 6 2 8 4 30 Does 3d6 damage direct to an enemy Netrunner's brain. Until the end of the Netrunner's next Turn, the Netrunner cannot progress deeper into the Architecture or Jack Out safely (The Netrunner can still perform an unsafe Jack Out). A mass of thrashing, orange tentacles protruding from the walls. Their suckers are covered in sticky red goop 1,000 eb (V. Expensive)
Liche Anti-Personnel Black ICE 8 2 6 2 25 Enemy Netrunner's INT, REF, and DEX are each lowered by 1d6 for the next hour (minimum 1). The effects are largely psychosomatic and leave no permanent effects. Metallic skeleton draped in black robes. Its hands are studded with blackened rings that spark with electricity. 500 eb (Expensive)
Raven Anti-Personnel Black ICE 6 4 4 2 15 Derezzes a single Defender Program the enemy Netrunner has Rezzed at random, then deals 1d6 damage direct to the Netrunner's brain. Raven adorned in plate armor wielding a glowing white lance. 50 eb (Costly)
Scorpion Anti-Personnel Black ICE 2 6 2 2 15 Enemy Netrunner's MOVE is lowered by 1d6 for the next hour (minimum 1). The effects are largely psychosomatic and leave no permanent effects. Raven adorned in plate armor wielding a glowing white lance 100 eb (Premium)
Skunk Anti-Personnel Black ICE 2 4 4 2 10 Until this Program is Derezzed, an enemy Netrunner hit by this Effect makes all Slide Checks at a -2. Each Skunk Black ICE can only affect a single Netrunner at a time, but the effects of multiple Skunks can stack. Cartoon skunk that walks on its hind legs, following the Netrunner much too closely 500 eb (Expensive)
Wisp Anti-Personnel Black ICE 4 4 4 2 15 Does 1d6 damage direct to the enemy Netrunner's brain and lowers the amount of total NET Actions the Netrunner can accomplish on their next Turn by 1 (minimum 2). Orb of light with a single minuscule eye crackling with energy 50 eb (Costly)
Dragon Anti-Program Black ICE 6 4 6 6 30 Deals 6d6 damage to a Program. If this damage would be enough to Derezz the Program, it is instead Destroyed. Golden-scaled dragon robot wreathed in electrical discharges 1,000 eb (V. Expensive)
Killer Anti-Program Black ICE 4 8 6 2 20 Deals 4d6 damage to a Program. If this damage would be enough to Derezz the Program, it is instead Destroyed. Robotic samurai with red eyes wielding a glowing katana 500 eb (Expensive)
Sabertooth Anti-Program Black ICE 8 6 6 2 25 Deals 6d6 damage to a Program. If this damage would be enough to Derezz the Program, it is instead Destroyed. Immense hulking cat with glowing white tusks 1,000 eb (V. Expensive)