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Introduction
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MERCENARY OPERATlONS
I am a mercenary.
--
>>>>>(As a point of interest, Juan Samuel Pererya posts in these parts under the handle
Matador. If I'm not mistaken, he's posting these days from a Peruvian hospital (or some sim-
ilar place). A few of his postings appear in the Field Pack section of this upload-which, oddly
enough, seems to have been compiled backwards. The Field Pack equipment section is an
older posting; you can tell by the dates. Who knows why it ended up second in the file
sequence? I don't know if Matador will post comments on his own work, but it'll be more inter-
esting if he does.)<<<<<
-Colonel Cobra (12: l9:28/Ol-O2-55)
>>>>>(By the way, since this is a public posting (to be echoed after the usual annotation) I
expect a lot of non-mercs to be perusing these pages. A non-merc myself, I found the contents
interesting stuff. I've read through it once, and log back in every so often to annotate it myself
where necessary.
I think this material is of value to everyone, not just mercs. Pererya says a lot in here about
how we should act and behave toward each other (shadowrunners take note!), so pay atten-
tion. Professionalism shouldn't be limited to self-proclaimed professionals. It's a code we should
all follow. Lord knows I'd feel safer walking the shadow-streets if we did.)<<<<<
-Hatchetman (03: 19:50/01-04-54)
One of the dictionaries on my computer defines the term mercenary in two ways: a) One who
works or acts merely for money or other reward, or b) A professional soldier serving in a foreign
army solely for pay.
I cannot dispute the letter of what each says.
I can, however, explain what the term mercenary
means to me. This may take some time, s o bear with me.
WHAT IS A MERCENARY?
I am a soldier, pure and simple. I am trained in the
ways of modern warfare and schooled in the theories of
the ancients. I d o what people who consider themselves
humane believe is unnecessary in our modern world.
I use force to accomplish an end.
It's a simple, age-old problem. You want something
done. Someone or something stands in your way. But
what you want d o n e is important. It cannot be left
undone. What d o you do? What alternatives d o you
have? What price will you pay to achieve your goal?
>>>>>(Idon't know about this one. Ya see, Matador has >>>>>(Gee, Hatchet, having a quality control prob-
spent a lot of time isolating himself from emotional associ- lem?]<<<<<
ations that could harm him. Despite this, he has an amaz- -'Shroom (09:20: 19/01- 10-55)
ing ability to sympathize and empathize with all types of
people. I've seen it happen. What he does, though, is >>>>>(Fraggin' right I am, and I'm full-throttle tired of it. I
abstracts it. He sympathizes with the situation. He kicked the drek out of a decker two days ago because
empathizes with the plight. He sees the problem as it he skimmed a corporate datastore we were explicitly told
not to skim. What's his excuse? "They're a corp: who's >>>>>(Oh, yeah. Remember that street Sam I mentioned
gonna know?" How about me? How about him? How before who was cleaning his blades while we negotiated
about our employer, since they know exactly when we with a Johnson? Did I mention he had the top of his head
were in there? How about the corp we ran against that shaved, and what little hair remained was down to his
just might be willing to absorb the damage? If the decker shoulder blades and bone white? Did I also mention that
skimmed something damn valuable and the corp finds he had tattooed on his bald head the words BITE MY
out, who'll be twisting in the wind then?)<<<<< SNAKE? During the whole meeting, I could see the
-Hatchetman (1 8:28:20/01-11-55) Johnson looking this guy over and wondering just what
kind of people he was hiring.)<<<<<
>>>>>(Careful,Hatchetman. We know you're blowing off -Hatchetman (20:29:09/0 1-08-55)
steam, but you don't want to b e slammin' deckers
'round these parts.)<<<<< >>>>>(Doeshe actually have a snake?)<<<<<
-Findler-man (1 9: 19:18/01-12-55) -3hroom (09:25:09/01-10-55)
*Play it smart. Know when to say no. Don't allow your- >>>>>(Yeah, a red-and-brown anaconda named
self to be drawn into positions detrimental to your health or Freddi.)<<<<<
security just because it seems to be part of the game. Don't -Hatchetman (18:34:58/01-11-55)
allow yourself to be goaded into acting stupidly. Your
opposition (and perhaps someone on your own side) is In general, ask yourself how another person would
waiting for you to make a mistake. Stay in control. Don't react listening to you, conversing with you, or just watch-
allow yourself to be manipulated or jerked around. ing you. Does everything about you send the message
-Be a professional. Everything I talk about in this that you are smart, alert, serious, skilled, perhaps danger-
book, everything, should become an integral, reflexive ous, and definitely a professional? When you send that
part of your life. None of the advice written here can be message, you'll be surprised by how much easier your
ignored even for a moment. Your life may depend on it. job gets.
More than once I've been in a bad situation, on the losing
side, but Iwalked away in one piece because Imaintained PREPAREDNESS
my professionalism. People respect that, even if they Never take a job blind. Before you agree to the terms
don't respect what you do. I'lldiscuss another big part of of a contract, do your own research, learn everything you
this particular point later on: odds are, you'll be facing can. Check with your contacts. Listen to the people you
other professionals, other mercs, Respect runs both ways. trust. Scan the media, but pay attention to who is saying
what. Everyone, everyone, speaks from a bias or prlvate
>>>>>(True, true, especially in the rnerc's field of opera- agenda of some sort. If you recognize that bias or agenda,
tions. I've watched a merc field commander calmly eat- you can use it to your advantage.
ing lunch with his captured merc adversary with a com-
plete lack of special security precautions or even a hint >>>>>(Yeah-if the government-run radio station isn't
of worry, simply because they're both merc. Boggled my shouting the news about how well its troops are doing in
mind at first, but then I realized it's all part of this code the mountains hunting down the rebels. .
thing. Warfare is hell, and they're the ones who do it for -Media Watcher 11 (21:58:09/01-11-55)
the ones who won't. All this code stuff is just one way of
keeping themselves sane.)<<<<< Take nothing for granted. As part of the contract, your
-Merc-On-Training Wheels (20:42:59/0 1-09-55) client may offer to provide you with everything you need.
Thank him graciously, but let him know in the most pro-
How to Dress fessional way possible that you prefer to make all arrange-
Don't stop reading now. You may think that dis- ments yourself. If he is a professional, he'll understand.
cussing a merc's outfit sounds pretty dumb, but how you Learn everything you can about your target zone,
dress sends a specific message. People base their your area of operations. Use maps, pictures, trideo, first-
responses to you on what they think they know (precon- hand accounts, everything available. Absorb it, file it,
ceptions) and what they experience (perceptions). If I see database it: you'll need it. Research other operations per-
a merc on dress duty looking rumpled, I question his formed in the area. Why did they succeed or fail? What
commitment. If I see an off-duty merc out carousing and were their strengths and weaknesses?
looking like gutter filth, I question his discretion. If I see a
merc walk into the local watering-hole-cum-opposition-
hangout in full-dress khakis, Iquestion his sanity.
>>>>>(Personally, I know I'm in trouble when the team a careful eye on weather and climate projections. It's an
I'm leading has a planning meeting and the response to amateur's mistake to be caught flat-footed by the weath-
my suggestion that we track down and debrief other run- er, but it's amazingly easy to overlook that factor.
ners who've pulled a run against our target is a table full Finally, plan every step of the operation in detail.
of vapid stares. Then some wit says: "We c a n do Consider what you need in terms of manpower, equip-
that?")<<<<< ment, and transportation. Arrange as many of these ele-
-Hatchetman (0420:18101-12-55) ments as possible yourself. Rely on your own contacts
and resources in order to reduce the chance of "unex-
Consider the "why" as well as the "where." Never pected exposure." Again, if your client is a professional,
enter a situation ignorant of local politics. That's the he'll understand your methods. If forced to work with
fastest way to get yourself dead. Why is your employer local resources, inspect those resources personally as
mounting this operation? What short- and long-term early in the operation as possible. Don't trust your life to
results does he expect? Who profits from a successful other people's skill with machinery or inventory. Trust
operation? Who gets hurt? Analyze all the players only your own abilities.
involved, and learn their strengths and weaknesses. Much of this advice assumes that you are in a posi-
Study a breakdown of your timetable. You can often tion of authority. Even if you are not, learn these lessons
determine important information from the time that well. If you take this advice to heart, you can more easily
things occur. For example, does your employer expect educate yourself about the wasp's nest you may land in.
you to wrap up the operation before spring? Why? Keep Preparation is the best defense against any situation.
ORIENTATION AND EXPOSURE Create a secure zone. Your client may provide one for
Control your orientation and exposure by making your you as part of your contract, but you must take steps to
own travel arrangements. Simple, but important. ensure that it truly is secure. Supplement existing physi-
Naturally, you need to inform your client of when and cal, electronic, and magical security with your own.
where you will meet, but you need to establish certain Again, if your client is a professional, he'll understand the
responsibilities early in the relationship. The employer importance of this step to prevent problems and unwant-
hires you to perform a specific function; in order to effec- ed situations down the line.
tively perform all roles appropriate to that function, you Maintain weapon security. Operatives needlessly
must control your own security as much as possible. jeopardize countless operations by failing to maintain
Because self-sufficiency is part of a merc's professionalism, weapon security. Transport your weapons secretly and
your client should understand. Thank him graciously and securely. Don't risk exposure by allowing a local to spot a
use your own travel agent. concealed weapon. If you need to carry one for personal
Your security work really begins when you reach your safety, be smart and discreet. Don't display your weapon,
area of operations. Be aware of everything around you, all and don't use it as a badge of honor-it's not. It's a
the time. Regardless of your location or your assignment, weapon. It kills people. Never forget what it is and why
you were hired to do something that poses a threat to you carry it.
someone. Smart opponents will try to derail your opera- Once you are secure in your zone of operation,
tion before it begins. In the field you are always vulnera- update your research. Use local resources to see if any-
ble, and you must devote constant effort to minimizing thing has changed since your initial research. For exam-
your exposure. ple, always check the terrain. Never assume that your
map is accurate. Things change quickly in this day and
>>>>>(Andyou know, the corps never have their ears to age. Conduct reconnaissance, review your existing intelli-
the ground listening for a buncha steel-toed shadowrun- gence, update your plans, modify your procedures. Stay
ners tromping through the urban jungle, conducting leg- on top of the situation. You are in the zone; what was
work like they were on safari.)<<<<< once paperwork and projections is now real. Your life is
-Jet Jaguar (2951:38/Ol-12-55) on the line.
>>>>>(Geez,Jet, you sitting on the other end of the stick >>>>>(Many mercs (and others) forget that situations are
that's up Hatchetman's butt?)<<<<< dynamic. Engrossed in their own plans, they forget that the
-Found Finster! (1 3:28:29/01-13-55) opposition can and does react to events by taking action.
The situation will change. The operative must forecast the
In merc terms, exposure refers to your vulnerability, change and move before it.)<<<<<
both personally and in terms of the operation. Security is -Jade Horseman (1 7:25:06/ 1 1- 12-55)
paramount. You must keep your operation secure at all
times, beginning long before you reach the operational TYPES OF WORK
zone. Mercs perform three main types of work: corp work,
Never advertise your presence. When you reconnoiter government work, and independent (indi)work. All merc
your operational area to gather information, never reveal operations share common elements, but significant differ-
your identity or purpose. Though sometimes displays are ences distinguish these three types of work. The following
important, even a primary goal, most times you need to descriptions provide an overview of common mercenary
have the lowest possible profile. Your team members working conditions.
should rely on each other and no one else. You serve as
each other's safety net. Never forget that fact. Corporate Work
Discuss your operation only with those people direct- Corporate work has become the mercenary's most
ly cleared by your client. Even if you suspect, by virtue of reliable source of potential income, though available gov-
chain of command or relationship, that a person knows ernment work appears to be on an upswing, possibly in
the details of your operation, keep your own counsel. response to corp work. Corps most often hire mercs to
Make every effort to avoid discussing the operation out- supplement existing corp forces, either security or mili-
side of a secure site. Because those who use electronic tary. The most common assignment is simple site securi-
and magical eavesdropping techniques have reached new ty, protecting a large or small facility. The area of opera-
heights of subtlety and sophistication, you are automati- tion is usually an unstable region that makes the corp ner-
cally vulnerable anywhere outside your secure zone. vous about the safety of its installation. Corps rarely cre-
ate site-security assignments in a country or a major
urban center administered by a stable government, pre-
ferring t o devote their security resources t o areas of
unstable government or intense corporate competition.
Corporate work usually places mercs within the corpo-
ration's chain of command, where they must follow orders
rather than giving them. Corporations often require their
hired soldiers to d o dirty work. If such work violates your
personal code, stay away from corp assignments.
AZTLAN
Today, right now, Aztlan offers one of the biggest
markets for anti-government work in the merc biz. The
rebel forces enjoy generous financial backing, so Aztlan
work tends to pay well.
The h i e s are a brutal people and highly skilled at
war. They pride themselves on self-sufficiency, which
means they don't care for mercenaries and so treat them
poorly. Because the Aztlan problem is effectively a civil
war with external backers, both sides can draw from a
large pool of guerrilla warriors, but these enthusiastic sol-
diers lack training. Mercs act as trained leaden and advi- THE END OF THE MERCENARY
sors, making ripe targets for the opposition.
The battlefield is changing. As I've pointed out, pre-
FAR EAST cious few people still fight all-out wars. Few nations or
Southeast Asia remains a mess. Since the Awakening, corps have or are willing t o spend the vast financial
virtually all political borders have disappeared. Only resources needed For such a venture. As always, manpower
Korea maintains any semblance of cohesion, and even is cheap but the tools of warfare are not. Subterfuge, espi-
that nation seems fragile these days. Warlords dominate, onage, and counterespionage have replaced armies of
and mercs abound. The Far East is a dangerous, changing tanks as the tools for solving national problems.
environment controlled by leaders with no morals and This is good.
few concerns beyond their petty dictatorships. The pay is Sure, ultimately it means less work for me, but it also
good, but the risks are high. means fewer threats to life and limb For everyone else. I'd
rather see the world's problems resolved with small skir-
AUSTRALIA mishes, police actions, and brushfire wars. Better that
A decent amount of merc work exists in Australia, than the alternative.
mainly protecting supply caravans and enclaves against What does this mean for my profession? It means we
local and preternatural forces. The pay is good, but the must adapt. I believe that future battles will be fought by
wildness of the region, especially the rampant magic, is small units wielding incredibly sophisticated weapons
not for the faint of heart. capable of focusing more firepower than you or I can
even imagine, and magic will also play an important part.
AFRICA I foresee that the soldier of the future will be part mage,
Unfortunately, present-day Africa is a mecca for merc part mercenary, and part metal.
work. Small nation-states or city-states and their warlords Mercs like us won't be part of that battlefield.
e m p l o y countless mercs t o sort o u t their internal We will still be part of the battlefield where the real
upheavals. As in Southeast Asia, the region brims over people fight. We'll be where people bleed, and hurt, and
with chaos and danger. But if you didn't thrive on those con- fight for causes they believe in. We'll be standing next to
ditions, you'd have stopped reading this xreed long ago. them, waiting for the charge.
Maybe I'llsee you there.
In the field, reliability means evelything. The Walther PB-120 offers total reliabil- >>>>>(Yeah, but the light load
scrags it for me. Why pack
ity in a low-profile, easy-to-hide, back-up pistol. Constructed primarily of composite something that can barely
scratch a rabbi?)<<<<<
materials, the light but rugged PE120 works like a charm even in the most hostile --Catcher (08: 14:41/8-20-54)
environment. A merc couldn't ask for a better piece. >>->(Scratch a rabbit?
In addition to the standard 10-shot clip, Walther also produces a 15-shot, Remind me to stay away from
the places you frequent.
extended clip for emergency situations. Despite its small size, the weapon can Mkes.)c<<cc
--Crayfish (2051:17/8-2264)
mount standard barrel and top-mounted accessories made by most manufacturers.
+>>>>(Catcher, do what I do:
pack explosive APDS rounds. If
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index you h# that rabbit, there ain't
Light 8 (6) 10 ( 1 5) (c) SA 6L .75 6/36 700Y 2 gsnncf be much left of it.)ccccc
-Watador (08:29:27/9-02-54)
This weapon cannot accept under-barrel accessories.
>*>>(Oh, like it's easy to find
expaoding APDS. I'll just jander
d o w to the Shini-Walgreens. .
.)<<<a<
-Vandal (2029: 1319- 14-54)
SALESPERSON
>>>>>(Like I'm going to pack a
gun like this. Please, kill me
now.(looks wiz, though.))<<<<<
-Rabid Fire
(20: 10:23/9-20-54)
unquestioned leader of the pack. Whether field or dress weapon, the Savalette >>>>>(Word of warning: I've
had same problems with the
Guardian is the heavy sidearm of choice for professionals worldwide. Why pick smartlink. Twice now it's lost
signal after it got jostled. Only
any other gun? for a moment, but long enough
to cause real trouble.)<<<<<
-Wolfman Al
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index (19: l3:29/9-02-54)
Heavy 5 12 (c) SA/BF 9M 3.25 6/36 900Y 2.5
>>>>>(Sure it wasn't just your
Comes with an integral smartgun link. The Guardian offers the equivalent of 1 particular weapon?)<<<<<
point of Recoil Reduction and can fire a single, three-round burst as a Complex Action. -Nay-sayer
The weapon accepts all standard barrel and top-mounted accessories, but cannot (08:41: 1019-03-54)
mount under-barrel accessories. >>>>>(Nope. I replaced my
first one, and a friend had a
similar problem.)<<<<<
-Wolfman Al
(20: l3:U/9-OS-54)
\
SALESPERSON
100 gives the maximum bang for the nuyen. >>>>>(Definitelythe HVAR-
provided you can get away
with slinging an assault rifle.
What happens when you need
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index a little subtlety?)<<<<<
SMG 5 (4) 40 (60) (c)SA/BF/FA 6L 3 (3.25) 9/48 850Y 3 -Findler-Man
(11 :28:35/9-30-54)
The SuperMach 100 fires Light Pistol rounds with the equivalent of 3 points of
Recoil Reduction. In burst mode, it fires six-round bursts that do 12s damage, and has >>>>>(Subtlety? Whisper? Oh,
that's ripe. Bravo, Findler-
a maximum autofire rate of 15 rounds. Apply recoil modifiers as for normal rounds. The
Man!)<<<<<
weapon accepts under-barrel and top-mounted accessories. An empty, 60-round clip -Steel Lynx
costs 25Y. (21:28:09/10-02-54)
>>>>>(A popular weapon,
especially on the streets. I've
seen it in the hands of gangers,
underworld thugs, shadowrun-
ners, you name it. Why do they
need bells and whistles?)<<<<<
Sondor
(08:20:38/9-25-54)
An army needs ordnance, and ordnance requires cash. If money's tight, a
>>>>>(Developing-worldand
little cash needs to go a long way. The Colt M-23 assault rifle, a stripped-down quasi-corporate weapon deal-
ers have picked up the M-23
version of the highly successful Colt M-22A2, is the ideal solution for the sol- and other weapons in bulk and
are selling them in the inner
dier on a budget. A powerful, capable weapon, the M-23 accepts all secondary cities at an inflated price. Keep
that in mind next time your fixer
accessories. Firepower now, expandable later, and no need to compromise! picks up an assault rifle for you
on the cheap.)<<<<<
Type Conceal Ammo Mode Damase Weight Availability Cost Street Index -Findler-Man
3 40 (c) SA/B F/FA 8M 4.5 6/36 950Y 2 (1 1:32: 1419-30-54)
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index
>%>>>(Youlooking for trouble,
lynx? Want to start something?
Assault 2 50 (c) SA/BF/FA 6M 5.0 14/7 days 3,200Y 4
Everywhere I look, I find you
cracking on me. You wanna
The Ares HVAR fires Light Pistol rounds. In burst mode it fires six-round bursts that play, we'll play, but by my
do 12D damage at a maximum autofire rate of 15 rounds. The weapon comes with an rules.)<<<<<
integrated Smartlink II that offers the equivalent of 3 points of Recoil Reduction; apply -Whisper
recoil modifiers as for normal weapons. The HVAR accepts under-barrel and top- (03:03:20/10-03-54
mounted accessories.
>>>>>(Guess Morocco did
wreck you after all.)<<<<<
-Steel Lynx
(10:20:14110-05-54)
SALESPERSON
>>>>>(GradeA+ bang-bang!
This one's a frightening piece
of work. An "associate" of
mine uses the Model 121
extensively. I've backed her
up on a couple of jobs; when
the's fired at anything further
away than a couple of meters,
For the times when a standard round doesn't cut it, pick up the Barret I've heard no gun noise what-
so-ever. Scary.)<<<<<
Model 121 heavy sniper rifle and its custom, armor-piercing ammo. The heav- -Hatchetman
(03:20:45/10-05-54)
iest small-arms round available, Barret ammo works against both soft and hard
>>>>>(You can use the Model
targets. Don't let armor skin slow you down; punch through it and take down 121 right out of the box; I had
to use it that way once. I've
your target.
upgraded mine to use
The Model 121's integral silencer system combines with blow-back recoil Smartlink II hardware and fire
caseless ammo: no casings, no
compensation to give it precision balance in spite of its heavy caliber. Silent, evidence. The Smartlink's
rangefinder makes the long
deadly, and accurate, the Barret guarantees you one shot and one down. shot a breeze. One drawback,
though; the weapon doesn't
come apart easily. You have to
Type Conceal Ammo Mode Damage Weight Availability Cost Street lndex carry it assembled, and the
Sniper - 14 (c) SA 14D 10 14/30days 4,800Y 5 froggin' thing is almost as long
as Iam tall.)<<<<<
This weapon offers the equivalent of 2 points of Recoil Reduction and has a +2 recoil -Nightmare
modifier. It also comes with an integral Smartlink I system. Treat custom ammo as APDS (12: 19:38/10-08-54)
rounds; the ammo costs 2OOY per box of 10, and has the same Availability and Street
lndex as the weapon. A player must make separate tests to acquire each box. >>>>?(Haveyou ever seen one
of the slugs it fires?? I use them
at paperweights.)<<<<<
-Toad (23:08:25/10- 12-54)
>>>>>(Lots of security forces
use this cannon to fire gel
rounds, because it can switch
between those non-lethal
loads and more damaging
standard loads with no trouble.
The optional sling makes it
easy to handle, and it never
One of the world's most common shotguns, the Remington 990 plays a fails. I've staked my life on
it.)<<<<<
variety of roles. Security specialists, law enforcement, and field and site mer- -SPD (1 0:20:23/9-29-54)
cenary units favor the 990 as the ultimate simple, all-purpose shotgun. Years >>>>>(I got my first Remington
scattergun when I was 10. My
of service have proven the 990 a winner at an affordable price. dad spent days deciding
exactly which model to buy for
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index
me. He tried them out, asked
around, and finally decided on
Shotgun 2 8 (m) SA See below' 4 3/48 hrs 650Y 2
the 900 in matte black. I used it
until last year, when I lost it in
*The990 can fire slug or shot rounds (see p. 95, SRII) that do 8s or 10s damage. For a Aztlan. Ah, well.)<<<<<
sawed-off version, increase Concealability to 4 and reduce all Damage Codes by -2. --Matador
(21 :lW3/10-18-54)
>>>>>(Ican just see you: sitting
out on the back porch with yer
scattergun, splattin' those barn
varmints when they crawl out
crt nlght. Yep, yep. You are the
NRA. Gimme some hay to
chew, will ya, Ma?)<<<<<
--Crayfish
(O8:35:48/lO-21 -54)
SALESPERSON
(04:20:39/10-21-54)
The Ares HV MP-LMG fires Light Pistol rounds at the equivalent of 3 points of >>>>>(Backto the HV LMG, I
Recoil Reduction. Apply recoil modifiers as for normal weapons. In burst m d e , it fires still think that super-machine-
six-round bursts that do 15D damage at a maximum autofire rate of 15 rounds. The guns, including bigger mini-
guns, are next to useless as
weapon comes with an integrated Smartlink I1 and accepts under-barrel and top-
man-portable weapons. Too
mounted accessories. much recoil, too little control.
As vehicle-mounted or sta-
tionary weapons, they work
great.)<<<<<
-Pullman Beak
(08:20:30/10-22-54)
>>>[The LAW isn't anti-armor
you're talkinQ4bout tanks. It
The M79B 1 Light Anti-armor Weapon (LAW) is the most common weapon
of its type in the world. Designed as a disposable, telescoping container, the >>(Yeah, but it's only
nt to take out light fortifi-
single-shot LAW is self-contained and cannot accept accessories. Cheap but s and lightly armored
let. For real anti-tank
reliable, the LAW enables its user to take on almost any armored vehicle! ility, upgrade to a true
Fired from a shoulder mount, the LAW vents launch gases through the r AVM. Course, you'd
r have deep pock-
rear of the firing tube, virtually eliminating recoil. A simple, non-adjustable
goose
aperture permits excellent sighting under standard environmental conditions. (05:13:19/10-19-54)
but a half-trained
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index an AVM can take
Missile 4/-• 1 SS 12D 2.5 6/36 700Y 2 or medium tank at a
ess than SKY for the
*Telescoping container can only be fired when fully opened, reducing Concealability to tank plus training for
0. Firing requires a Complex Action. costs at least a hun-
s that much. The
I1 worth the invest-
Use the standard rocket rules for this weapon, p. 99,SRll. This weapon cannot
accept accessories. The rocket does 12D Damage, reducing the Power of its blast by -1
for every half-meter, and is subject to scatter of 2DG + 2. The LAW rocket is not com- (12:36:49/ 10-22-54)
patible with a standard AVR launcher and does not have armor-piercing capability. A 1
x 10-meter blast zone behind the weapon is subject to 10M exhaust blast, reduced by er tried w i n g close
-1 per meter. to a Stonewall or
n to use a LAW?
(21:23:58/10-24-54)
SALESPERSON '
>>>>>(ContinuingDog Boy's
comment under the LAW entry,
if you stand within an MBT's pri-
mary anti-personnel zone,
you're worm food. Both the
LAW and the MAW have a
range of 1,500 meters, well out-
side the APZ. But neither the
A heavier version of the LAW, the Arbelast I1 Medium Anti-armor LAW nor the MAW can pene-
trate MBT armor, so the point is
Weapon (MAW) fires a heavier rocket and warhead. Unlike the LAW, the moot.)<<<<<
K o l o n e l Cobra
MAW'S disposable firing canister does not telescope. The weapon includes a (05: 12:54/ 10-26-54)
permanent, fixed-magnification system and secondary "pop-up" hard sights. >>>>>(Ifyou have the patience
and take the time to aim, LAWS
and MAWSwork great against
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index low-flying aircraft. You proba-
Missile - 1 SS 15D 2.75 8/48 1,200Y 2 bly won't hit your target, but
they don't know that. They see
Use the standard rocket rules for this weapon, p. 99, SRII. This weapon cannot the heat signature and the
accept accessories. The rocket warhead does 15D Damage, reducing the Power of its smoke trail, so they jink away.
blast by -I for every half-meter, and is subject to Scatter of 2D6 + 2. The MAW rocket If they've got cojones they'll
is not compatible with a standard AVR launcher and does not have armor piercing take the time to check their
capability. A 1 x 12-meter blast zone behind the weapon is subject to 12M exhaust dfaplays for locking or tracking
first, but most don't.)<<<<<
blast, reduced by -1 per meter.
--Matador
(06: 13:49/10-29-54)
Great Dragon ATGM (anti-tank guided missile) is a ground-based spinoff of >>>>(Too bad that on the high
end, armor technology is out-
GM's popular Bandit air-to-ground missiles. Fired from a tripod-mounted, pacing armor-piercing tech-
reusable canister, the Great Dragon ATGM has proven an effective battlefield
weapon. An integral, semi-smart tracking system keeps the launched missile
on target, and delayed main-engine ignition helps hide the launcher's loca-
tion. These features, combined with a shaped-charge, armor-piercing war-
:10:09/10-25-54)
head, enable the Great Dragon to stop enemy armor of any size.
>>>>(Remember that the
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index
L-ATGM 4 1 SS 20D 2.75 8/48 1,200Y 2 i-armor weapon. These
nasty fraggers.)<<<<<
*See the Weapon Range Table, p. 87
(12:25: 10110-29-54)
This weapon uses the standard missile rules, p. 99, SRII. This weapon cannot
accept accessories, and includes a fixed Optical Magnification I1 sighting system. The >>>>>[Yeah, but the vehicle-
mounted Bandit AGM doesn't
armor-piercing missile warhead does 2OD Damage, reducing the Power of its blast by
even have the armor penetra-
-5 Blast per meter, and is subject to Scatter of 2D6. A 1 x 12-meter blast zone behind tion of a Great Dragon. I guess
the weapon is subject to 12M exhaust blast, reduced by -1 per meter. being airborne, it needs to be
lighter. . .)c<<<<
-Arnie Leech
(08:26:28/11-05-54)
T
SALESPERSON
SALESPERSON
>>>>>(Continuingfrom com-
ments on the Ballista launcher,
why bother with a soldier? Why
not just use field drones?)<<<<<
-Tony's T i r
(20:41:09/11-08-54)
>>>>>(Eventually,they will.
Custom-designed for the Saeder-Krupp Ballista launcher, Ballista rockets Plenty of people are investing
meganuyen in hyper-expert
and missiles use a variety of warheads and targeting configurations. All types and Al systems for combat
vehicles. Some designers see
of rounds can be mixed and matched within a single magazine. flesh as a weak link; after all,
you can't scare a comput-
Intelligence Damage Blast Weight Cost Availability Street index er.)<<<<<
Mk l 0 14D -7/meter 2.75 --Colonel Cobra
1,000Y 12/21 days 4
Mk I1 5* 14D -7/meter 2.75 (0320: 18/11-09-54)
2,000Y 18/28 days 4
Mk I l l 6 14 D -7/meter 2.75 2,500Y 14/28 days 4
>>>>>We're a long way from
*See Reflected-Energy Designators, p. 85. developing an Al system
capable of processing the
same degree of data that the
The Mk I is an armor-piercing, dumb rocket, used for direct or indirect fire. Apply human mind can handle,
grenade rules given on p. 96, SRII. The Mk II is an armor-piercing, laser-tracking mis- despite what some corps might
sile used for direct and indirect fire. See Reflected-Energy Designators, p. 85 of this want you to think. Even the
book. The Mk Ill is an armor-piercing, semi-smart missile used only for direct fire. best parallel processors ain't
sawy enough.)<<<<<
-Weird Wanda
(18:2950/11- 10-54)
SALESPERSON
SALESPERSON
deliver all the blast you need! Also available in a Mini-6, pistol-style version! I HIT THE FRAG-
Type Conceal Ammo Mode Dunage Weight Availability Cost Street Index ore I make you eat my
Grenade12 3 12 (cf SA Variable ' 5.0 6/36 2,200Y 3
Grenade6 6 6 (c) SA Variable* 2.5 6/36 1 , a Y 3
Laser, Ares has trimmed the price by an astounding 2,000 percent and begun >>>>>(I remember you had a
problem with the original MP
mass production. An ideal weapon for the sophisticated mercenary or security Laser in a posting some time
ago. The MP Laser Ill is a lot
force, the MP-Laser Ill is a self-contained, single-carrier system designed for less nasty than an assault can-
non by a long shot, but it's still
instant reaction to and containment of serious threats. Hip-mounted, peak-dis- way too expensive for most to
buy one. Why the tantrum,
charge battery packs, designed for rapid exchange, can be recharged for
Neon?)<<<<<
future use. -Findler-Man
(20: 17:27/11-12-54)
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index >>>>>(Perhaps I can shed
Sniper - 20 SA 15M 25 24/21 days 120,000Y 3 some light on this. For years,
the Neon Samurai has spread
sfcclnder against Ares Arms,
To determine range, consult the Weapon Range Table (see Rules, p. 87) and cla8ming that the company
decrease the weapon's Power Level by -2 for each range beyond Short (Medium -2, kilied a certain Doctor Elliot
Long -4, Extreme -6). Ballistic Armor has no effect; reduce Impact Armor by half, Mills-Fargo after he created
rounded down. The laser does not pierce armor, and suffers the standard -1 Damage the key patents for the MP
reduction when used against vehicles. Smoke reduces the laser's Power Level by -1 for Laser. This claim is untrue.
every 2 meters of smoke the beam passes through. Recoil modifiers do not apply. Stephen Mills-Fargo, aka
"The Neon Samurai," killed
his own father after a drunk-
en argument.)<<<<<
-Nightfire
(04: 10:20/11- 13-54)
Watch the next level of Ares M P Laser technology in action! Ares Arms
has created the first viable laser system for small and medium-sized vehicles.
The turret-mounted FireLanceTMsystem offers anti-armor capability against
[If you've got proof, go
lightly armored vehicles and low-flying aircraff. Its high recharge rate allows it with B. if you start a orre-
to hit multiple targets with ease, and its focusing and emission system has an
extraordinarily high mean time between failure. Top-notch firepower with a
minimum of field service-buy an Ares laser and you can't go wrong!
Type Conceal Ammo Mock Damage Weight Avabbllity Cost Street tndur
Assault - 40 SA 155 48 Unknown 300,000;YUnknown
To determine range, consult the Weapon Range Table (see Rules, p. 87). Decrease
the weapon's Power Level by -2 for each range beyond Short (Medium -2, Long -4, Samr#ai can rove
Extreme -6). Ballistic Armor has n o effect; reduce Impact Armor by half, rounding
down. The armor-piercing beam suffers the standard -1 Damage Level reduction when . &st betore the
used against vehicles. Smoke reduces the Power Level by -1 far every 4 meters of
smoke the beam passes through. Recoil modifiers d o not apply.
1SALESPERSON '
EX explosive rounds add +2 t o the Power of the weapon, but use all other stan-
dard rules. Tracer rounds can be used only in full-auto weapons, and are loaded
every third round in the clip. Non-smartgun users receive an additional -1 target e e z ! What a r e you,
number modifier a t ranges beyond Short, cumulative with every third round fired (-1
after first three, -2 after six, and so on). When calculating burst damage for three-
round, multiple-round, or short-round bursts. d o not add a bonus to the Power For
the tracer round, but d o increase the Damage Level appropriately. For example, a
sub-machinegun using a 5M round and firing 10 rounds would have a Damage Code
of 1ZD, normally 15D.
>>(Most shadowrunners
't think about clothing,
gh mercs live and die by
mazing how many wild-
, runner-wannabes try to
k around in their Day-Glo
k hairdos and phospho-
tattoos.)<<<<<
No field operation is complete without the proper clothing! Patterson atchetman
(03:20:1 1 /I 1 -08-54)
Fabrics Camo-SpecTMclothing uses computer-designed environmental facsimi-
Maybe they're inten-
le patterning for maximum concealment. Available in a wide variety of pat- unprepared. You know,
and the Art of
terns and weights, Patterson Fabrics is the choice for you! wrunning?" Let the flow
Available patterns include Desert, Snow, Woodland, Urban, and Winter you. Ride the river, don't
Be the wind.)<<<<<
Woodland. All garments have reversible daylnight patterns. histle
(08:28:29/11-09-54)
k (17:29;41/11-11-54)
wonk-heads.
l8:56:22/1 1 - 12-54)
>>>>>(I used this gel drek once
working in the south d France.
We're geared for a lmle night
action, so I'm strapped into a
$et of mll-spec light security
m o r and wnning a full elec-
honics sufte, interlinked with all
my team members, exchang-
When you need something tougher than soft-cloth ballistic armor, step up Ing data at the speed of light.
We penetrate the complex and
to real protection. Kelmar Tech's patented gel-pack technology provides hard- BOOM! my happy feet trigger a
$enfry gun (sorry I ain't gonna
ened protection against penetration along with maximum comfort and flexibil- type in that fraggin' (TMII)
ity. Kelmar gel-packs remain liquid and flexible until the shock wave of a pro- yldtting an HV/LMG. The burst
knocks me back a couple of
8 &rs and leaves me staring
jectile impact solidifies the gel into an impenetrable barrier. As the kinetic
~ Q Wrs.
t Am I alive? Yup. Do I
energy dissipates, the gel liquefies, ready to absorb the next impact. Kelmar's Wr??Oh, yeah. Can I move?
NQWoo. Know why? The gel
military-spec combat armor is the best of the best! besrb't liquefy. It stays hard
b d haves me stiff as a plank.
The tach-heads told me it was
Mil-spec gel packs can be added to any available armor. With the addition of gel- o "rWtiple shock-wave reso-
packs, treat armor as Hardened at its normal Ballistic and Impact ratings. If applicable, b n c*effect." One in a million,
reduce Concealability by half (rounded down). The gel-packs increase all armor's ey said. Never happen
weight by 25 percent, multiply its cost by 5, double its Street Index and Availability they said. I won't play
target number, and quadruple the time required to get it. msb wids.ds.)<<<<<
If a weapon's Power, before burst or autofire modifications, does not exceed the W i g h t Fighter
modified armor's rating, the round does not penetrate and does no damage. If a (08:23:14/11- 10-54)
weapon's Power exceeds the armor's rating, reduce the rating per standard found that mil-spec
Shadowrun rules. Penetration reduces the armor's rating by 1 per penetration.
(10:20:11/11-13-54)
7
SALESPERSON
>>>(sI#ldownrrmen thould-
even think about this stuff
cept In the moat extreme ck-
mstances. It lodulike what
IUtary-gradearmor. I've
people wearing this gem
all Hn accesrorier, and
don't laok human. Makes
The military traditionally k e p t t h e b e s t for t h e m s e l v e s . N o w , Esprit e to think about
Industries of France brings you mil-spec quality o n t h e o p e n market! Esprit's pid Fire
(08:21:28/11-09-54]
n e w line of military-grade combat armor offers full protection, hard a n d soft-
armor integration, energy dispersal, thermal d a m p e n i n g options, intrasuit ered version of
wiring conduits, surface antenna matrices, t h e works. Available in standard o r
custom camouflage patterns, these suits a r e a must for t h e serious fighter. rated weapons, the
ybody else heard
conversation
. . . Has anyone
(21:10d1/08-21-94)
SALESPERSON
>>>>>(One of my best career
moves was to learn moun-
taineering. I feel much more
confident, so I can ascend,
descend, and traverse much
bster and more efficiently.
My exposure is down signifi-
Qantly, and I am a much
Sometimes, getting in is half the battle; Duraflex's full line of climbing Wppier troll.)<<<<<
-Able (04:28:28/11-05-54)
accessories tips the battle in your favor! Built For the soldier on the move, all
>>>>>(WOW! Sorry, I just
Duraflex accessories are compact, efficient, and reliable. Count on Duraflex! flashed on walking down the
street and seeing a troll rap-
Weight Availability Cost Street Index pelling down a skyscraper
AscentIDescent Harness .25 Always 75Y 1 toward me. One question that
AscentIDescent Kit* 2.0 Always 250Y 1 ~ n l just
y occurred to me: how
Rappelling Gloves - Always 70Y 1 easity available is troll- and
Rope (50m) 1.O Always 125Y 1 elk-sized gear? I see so-
called "normal" stuff every-
shy, but what about "Real Big
*Ascent/Descent kit includes descenders, ascenders, carabiners, crampons, and so on Man" Stuff?)<<<<<
as appropriate. -lord Fly
(21:28: 15111-08-54)
All climbing ropes and harnesses hold up to 2,000 kgs. Harness is quick-release.
For climbing rules, see pp. 75-76. >r>MSome things are more
cdmmon than others. For
example, I can simply buy
some climbing ggar at a
gtsabr tensile strength than
anything small folk would buy
for themselves. In general,
though. ork-sized stuff costs 50
percent more and troll-sized
stuff doubles in price. Bulldrek
Eke that keeps my people in
fPte slums.)<<<<<
-Able (O5: 10: 13111- 10-54)
T
SALESPERSON
>>>>>(Truthfully,Iwonder if the
upgrade is worth the price.
Most of the improvements real-
ly only matter to tech-heads.
Fhe weapon feels more alert
(weird sensation), and the
Zange finder linkage becomes
kandy at longer ranges, but I
Available for the first time, the new Smartlink Level II represents a signifi- on't know.)<<<<<
cessing, faster signal referencing, cleaner cross-vendor integration, and formal (Fitz, old boy, for some of
at uncertainty makes the
adherence to the new ADVAT.328 protocol standards make your weapon link-
age faster and better than ever! Smartlink Level I1 components are fully com- (20:18:16/11-13-54)
patible with Level I Smartlink systems!
specs don't say
bout it, but I just
link Level I1 and it
Mount Conceal Weight Availability Cost Street Index
with my vehicle
External
Internal
Toplunder
-
-2
-
.75 6/48 hrs
Weapon
800Y
+250%
2
Weapon
. I get full status
.25 geting info off any
Smartgoggles - 0 .1 4/36 hrs 3,500Y 2 vehicle weapon
rigging, in addition
Essence Cost Availability Cost Street Index tandard basic data
Smartlink .5 6/48,hrs 3,200Y 2 I'm definitely more
with smartlinked
For rules regarding Smartlink Level I1 technology, see p. 84-85. To gain Level II
I found all this
t needed to
advantages, both the smartlink and the smartgun must be Level 11. L f f i that had
ly One we had
'smart," and I
ime to take out
(23:22:41/11-15-54)
(03:27S1/11-22-54)
>>>>>(I've had a lot of success
outfitting forward observers
with various designators. They
spot a target, light it up, and
&en the fight artillery grunts in
$e backfield send up a hand-
ful of target tracking rounds.
l b y grab m e air, look down,
Light up that enemy! Winter Systems offers top-of-the-line target designa- a d well-what-do-you-know,
tMre are the targets shining
tors. Choose the target of allied fire from the safety of your bunker, trench, or brightly. Down they come.
Boom goes the target. Gotta
hideaway with the front-runner in military electronics. From IR lasers to kwe it.)<<<<<
microwave pulse systems, Winter Systems designators are the most accurate -Night Fighter
(08:22:30/11- 19-54)
and reliable model on the market. When precision counts, count on Winter!
>>>>>(Most designators can
Ise compromised, so don't bet
Wle fwm on them or you just
Type Conceal Range Weight Availability Cost Street Index
Low-power ht end up buying that par-
laser sight cula real estate. Smoke
-1 500m .25 6/36 hrs 500Y .9 block@lasers. Chaff-reflective
High-power #particks blown into the air-
laser sight Is microwave and radar. So
-1 1,500111 .25 8/48 hrs 1,400Y 1 Competing beams of
Laser designator -2 5,0001~7 .5 12/14days3,700Y 2 mwave or radar energy.
Microwave NBLvW assume something will
designator work; always plan alterna-
- 8,000 krn 4.5 24/l mth 12,500Y 2 t&eoSccccc
Radar designator - 10,000 km+ 25 24/3 mths 4 8 , 0 0 0 Y 2 --Matador
(O5:08:3O/ 11-22-54)
For rules on using target designators, see p. 85.
>>(Hey, Matty, do you
merc for a living or
ing? Your tone is gettin'
nerves, chwnmer. Scan
(1 3:38:50/ 1 1-24-54
lost again! It instantly cross-references your location against all known naviga-
(04:20: 12111-13434)
tional satellites and, in seconds, provides information on your location accu-
>(I know for a fact that
rate within 2 meters. The system's super-accurate internal digital maps come onia purchased two
LandScan ground-imag-
datasoft jack-equipped, and cover several areas. The system also provides
tellites about five years
several standard coordinate systems and positioning algorithms. Plot, track, es shot them into orbit
and plan your movements using the positions of the moon and sun: no both-
er, no hassle! Fully compatible with the Sony BattleTacTMsystem!
mazonia's overgrowth
is one of thdr dirty lit-
ets. Whatever they did
w the rain forests
that choice in
~>>>>(l"eused the NigMglkler
on several occasions. It's a
pretty good transport, but don't
Iry anyMIng fancy or it'll come
apart. Avoid ground fire and
Aard landings at aN
c;orts.)<<<<<
--Matador
The Artemis Industries NightgliderTMbrings the medium-weight glider to -
(0429:17/11 10-54)
the cutting edge of infiltration operations. Easily deployable from two over- 9.*>2>(1also question the land-
inl)/takeoff information.
sized bags, the NightgliderTMruns on a compact, virtually silent, electric-dri- Landing vertically i s easy,
baause the stall-speed is so
ven turbofan engine. Low noise, radar-absorbing mesh skin, and a flexible and low you can pretty much coast
responsive airframe combine to make a vehicle perfect for midnight runs. The In and land it, like a hang g l i -
arm Taking off is another story.
NightgliderTMcan also carry a fully operational 400-kg load, making it ideal for You can take her up almost
rertkally by redlining the
full-gear tactical strikes. An optional remote operations package lets you leave .$nglne, but that sucks away
$boyt 25 percent of your bat-
it airborne nearby for a quick getaway! bry w e r . It also kicks engine
beat Way up, which wrecks the
wd't 8ignature--but if you've
Handling Speed B/A slg APilot Cost ggt Ih,watts to spare, go for it.
3 15/60 1/o 12 1 45,oOOY Yg)uYl get off the ground
Seating: 1 underslung Access: N/A fa#.p<c<<
Economy: 1 PF per krn Power: Elec1100 -Desert Vet
Cargo: 4 CFs Weight: 200 kgs (20: l4:23/ll- 15-54)
Landlng/Takeoff Profile: Effective VTOL
e airframe was
Additional Features: The glider takes 5 minutes to assemble and disassemble. . It can take a
The CMC multi-purpose utility vehicle (MPUV) is the world's most popular >>>>>(This entry is too vague
about the vehicle's real capa-
light combat vehicle, perfect for every use from light scout to personnel trans- Mlities. I've seen versions
mounting anti-tank weapons,
port. Lightly armored against small-arms fire, the four-wheel drive MPUV can local-area sensor platforms,
*ven light anti-aircraft missiles
handle almost any situation.
or autocannons. The biggest
p W m , in my opinion, is that
'ltt armor is too weak to stand
. Handling speed BIA Sis APilot Cost
up to real weapons and its rel-
513 40/ 1 20' 219 4 0 22,OoOY .civefy poor signature.)<<<<<
Seating: 2 front buckets + 1 rear bench Access: 2 + 2 standard , --Colonel Cobra
Economy: 15 km per liter Fuel: MultiF/ 100 (21:02:21/ 1 1-30-54)
Cargo: 10 CF
Add#iotul Features: Accessories include a radio transceiver, white-light searchlight, i*>>>r(Sure, but trying to
roll ban, and roof pintle mount with access hatch. Some MPUVs come with a single ienprolve signature cripples the
hardpoint. Weapons not included. Wle.The engine can't han-
'Off-road speed is 30/90. 4 e the extra loqd. I knew a
=re unit that sensor-masked
a b m c h of MPUVs. Fraggin'
thin@$ kept overheating. They
couM have installed extra
coolant systems, but that gets
expertrive.)<<<<<
-Tiger Team
(20:%28/12-02-54)
'1
SALESPERSON
SALESPERSON
tanks. C o m e s in amphibious a n d anti-air configurations, making t h e Striker a >>>>>(Ultra,you are weird. I've
never heard of such a thing on
popular vehicle in many theaters of operation. the scale you're talking.
Maybe for small arms, but for
cannon rounds?)<<<<<
Handling Speed B/A sig APllot Cost -Tuber
(20:20:14112-02-054)
6/4 25/75* 5/15 6 2 480,oOoY
Seating: 3 bucket seats Access: 2 front hatches, *>>>>(Not really weird. I've
1 turret hatch worked with plenty of low-bud-
Economy: 1.5 km per liter Fuel: MultiF/600 liters gat countries that bought their
Cargo: 5 CF ECM/ECCM: None vehicles surplus. Want to hear
Senson: None about a logistical nightmare?
Additional Features: Comes with telecommunications system (Rating O), and Of the seven different kinds of
EnviroSeaPM,and medium remote turret. Weapons not included. light combat vehicles they
fielded, none fired the same
*Off-road speed is 15/45.
ammo: Yeeesh.)<<c<<
-4lerc Mania
(l8:28:4l112-030-54)
>>>>>(Seven different cannons
in the same class?? That's stu-
PMI!!)<<<<<
-Weasel
(04:21:40/12-06-54)
SALESPERSON
(18:20:00/12-07-54)
r XX
(02: 19: 10112-10-54)
Fighting a dug-in enemy? S e n d in t h e Steel Lynx. The Winter Systems
Steel Lynx ground-combat d r o n e is a hardened battle machine designed to ed in the APC the whole
ice system.)<<<<<
clear o u t e v e n t h e most defensible position. Lightweight, polyceramic armor
(WOO31112-06-54)
combines excellent small-arms protection with s p e e d a n d maneuverability.
d know these
Arm t h e Lynx a n d go hunting! the payroll at
GRIN>)<<<<<
Handling Speed B/A Sig APilot Store Cost
:28:46/12-07-54)
4/6 40 4/12 5 2 20 CF 15,OOOY
Economy: 3 km per PF Power: 30 PFs
e never claimed oth-
Operational Duration: Limited by power Sensor Package: Standard (I)
Set-up/Breakdown The: 3 minutes
Additional Features: Remote-control gear installed. 8 CF available for sensors, (08:20: 19/12-09-54)
ECM/ECCM equipment, vehicle control gear or weapons. Common installations include
dedicated hardpoints and a micro-turret that can mount an LMC, HVAR, flechette Y! They stole my
weapons, and so on. Replaceable power pack costs 3,000Y. gonna sueill)<<<<<
SALESPERSON
aximum security
The small, silent Ferret RPD-VI makes the perfect low-maintenance perime-
ter-security drone. Equipped with sophisticated sensors and a smart autopilot,
the Ferret can patrol an area quietly, alert central security when it detects an
intruder, and illuminate them with its searchlight or a targeting laser on
demand. Use several to cover acres of ground--nothing gets past the Ferret!
Handling Speed B/A Sig APilot Store Cost rrets only matter if
3/5 10/30 1/3 8 3 1 CF 154,800Y
quiet. If it does-
Economy: 10 km per PF Power: 10 PF
Operational Duration: Limited by power Sensor Package: Security (I)
Set-up/Bnakdown Time: 3 minutes 0:18:4l/l2-W-S4)
Additional Features: Remote-control gear installed. 3 CF available for sensors,
ECM/ECCM equipment, or vehicle control gear. Also includes white-light searchlight.
Laser designator not included (for more information, see p. 85).
>>(After-action reports!!!
about "Some kid with a BB
shot me down?? Or "I'da
him but he outran me
17" Give me a break!
re like toys; hit
>>>>>(Heh-heh. Reminds me d
the time I chased down a well-
equipped rebel force in
Micaragua. One of the
Appaloosas we were after
decided to blow some smoke.
the scout was running at more
100 KPH trailing this long,
Need fast cover? Need a way to break a laser designator's beam? Vehicle black line. Sensors or no
we could have found
smoke generators are the answer to your prayers! Spew smoke on demand s by that smoke. Made
From an externally mounted canister that can be triggered from inside the
14/12-0744)
(0320:
vehicle. Huge, dense clouds cover the battlefield in no time! Special thermal
smoke blocks IR-sensing therrnographic sensor systems, at only 20 percent
over standard costs.
blows fragments
when hit. Dumb
( O M % 12112-08-54)
his section offers combat rules expansions, clarifications, and options in
response to player and gamemaster questions and comments. An expanded
Weapon Range Table that provides ranges for all Shadowrun weapons published
to date, including the new weapons described in this book, appears at the end of
this section.
DEVELOPER NOTES
This sourcebook exposes and explains the shadowy realm of the mercenary. This source-
book is not about playing a mercenary storyline, but about playing a mercenary character within
the Shadowrun storyline. In the former case, all the player characters are mercenaries and the
story objectives have purely mercenary origins and direction. In the latter, the mercenary player
character plays a specific part shaped by his unique experiences, viewpoint, and attitude.
Creative gamemasters may find enough information in this sourcebook t o create a "mercs-onlyw
spin-off of Shadowrun, but this book was not designed with that outcome in mind. (Good luck,
though, to those who decide to g o for it!)
FIELDS OF FIRE 73
FIELDS OF FIRE 74
This book also includes plenty of gear. Mercs like ATHLETIC TESTS
toys as much as street samurai do, and this book pre- The following rules apply to resolving Athletics
sents a hefty cross-section of useful, fun equipment. As Tests, specifically for running, jumping, climbing, swim-
one might expect, the classifications of merc toys and ming and so on. Some of the material below first
street sam toys overlap pretty far. After all, it isn't really, appeared in SRll and other sources. In all instances,
"He who dies with the most toys wins," but, "He who Damage Modifiers (p. 112, SRII) apply.
uses his toys best wins." Some equipment described in
this book duplicates information and gear from previous Climbing
Shadowrun products, because feedback from Characters normally perform one of two types of
Shadowrun players and gamemasters indicated that the climbing: unassisted and assisted. Unassisted climbing is
public wanted more information about a specific item or exactly what it sounds like--the character climbs on the
a game mechanic related to that item's use. To make life strength of his or her own ability. Assisted climbing
easier for players and gamemasters, both existing and involves the use of climbing equipment.
new information has been grouped into one place. Make the Climbing Test (requiring a Complex
With regard to the rules expansions, clarifications, Action) against a target number reflecting the difficulty
and combat options offered in this section, FASA sends of the obstacle being climbed. The gamemaster deter-
abject apologies to those who might have received con- mines the base target number by how easy the surface is
flicting adjudications to these rules questions some time to climb (craggy, sheer, and so on), modified by the
in the past. height of the obstacle and the current environmental
conditions.
CHOOSING OPTIONAL RULES
CLIMBING TABLE
Consider all the rules clarifications, expansions, and Condkion Target Number
options in this sourcebook as optional suggestions for Easily climbable surface
play. As always, gamemasters and players should (i.e.,chain link fence) 3
Broken surface
review these rules before beginning play and agree on
(i.e.,debris, tree, loose stone wall) 5
which ones to use. The gamemaster and players are also Flat surface
the final arbiters of how rules should be interpreted. (i.e.,brick wall, side of old building) 8
Sheer surface
EXPANSIONS AND CLARIFICATIONS (i.e., metal wall, seamless stone) 14
Helm ModiRer
The following expansions and clarifications refer to less than 2 meters No modifier
2-4 meters +2
the existing rules printed in Shadowrun, Second Edition
4+ meters +4
( 1 992). Page references for that book are provided Obstacle is slippery or wet +2
where necessary. Obstacle is greased, gel-treated, and so on + 4
ARMOR DEGRADATION
Characters can normally climb upward a number of
For the sake of simplified bookkeeping, SRll ignored
meters each turn equal to ~ n e - ~ u a r t e
(25
r percent) the
the effects of armor degradation. The following rule
average of their Quickness and Strength (round down).
takes armor degradation into account.
For each success from the Climbing Test, add 2 to the
A character who takes a Moderate wound or greater
average of Quickness and Strength for this calculation.
damage from a non-Stun attack suffers armor damage.
Climbing down is easier: characters can move down a
The armor loses 1 point for every multiple of its appro-
number of meters equal to twice the average of their
priate value represented by the Power of the attack. For
Quickness and Strength. (Characters can, of course, elect
example, a character wearing an armored jacket takes a
to climb down really quickly. See Falling rules, p. 76.)
hit from a submachine gun burst with a Damage Code of
Assisted climbing makes the upward climb slower,
10s. The jacket has a Ballistic Rating of 5. If the character
but allows the character to overcome the conditions list-
takes at least Moderate damage, the attack permanently
ed in the Climbing Table. Assisted climbing requires the
reduces the rating of the armor by 2 points.
use of climbing gear (see Field Pack, p. 56). When using
This rule also applies to Impact armor. Hardened
climbing gear, modify the base target number for the
body or vehicle armor (but not critter armor) degrades at
Climbing Test by -10, making a Climbing Test once
the same rate.
every three minutes to reflect the time it takes to safely
position the climbing gear on the surface being climbed.
Assisted climbing down, known as rappelling, is a Combat Phases. At that time the character is considered to
lot faster. With the proper equipment, rappelling allows have fallen a number of additional meters equal to 2 0
characters to make a controlled descent at close to free- meters times the number of "Falling Actions" (including the
fall speeds and introduces the handy ability to slow the current one) spent in rapid descent. A falling character has
descent and land safely. A rappelling character falls at a an Initiative of 30 for every turn until the character lands.
rate of 2 0 meters per Simple Action expended. Note For t h o s e g a m e m a s t e r s counting in real-time,
that only one of the two Simple Actions available in a remember that a falling body plummets at an accelera-
Combat Phase can be expended in this manner. Yes, this tion rate of about 1 0 meterslper secondlper second.
means that a character can rappel and shoot in the same The falling character drops 10 meters in the first second,
Action Phase, but must add a +4 modifier t o both the 20 more meters in the second, 30 more meters in the
Firearms Test and the Climbing Test. third, and s o on. The reason for the difference in the
Rappelling characters increase the number of meters falling rate values (20 in SRII rules and 10 in real life) is
descended that Action Phase by 1 for each success from a that the SRII Combat Turn takes up an abstract amount
Climbing (4)Test. When the character reaches the bottom of time of between 3 and 5 seconds, depending on
(or his destination), he must make another Climbing (4) what happens. The 20 value seemed like a good com-
Test. On an unsuccessful test, the character falls 4 meters promise. Feel free t o modify it, however.
and takes appropriate damage. See Falling, below.
If the Rule of One applies durlng any Climbing Test, the Holding One's Breath
character plummets t h e full distance t o the ground. A character can hold his or her breath for 30 sec-
Benevolent gamemasters may allow the character to make a onds for each point of his or her Body. A character who
Quickness (6)Test to grab something and prevent the fall. wants to hold his breath longer makes a Body (4)Test.
Each success increases the length of time the character
Falling can hold his breath by 10 percent (round down).
All falls have a Damage Level of "D", with the Power
of the fall's "attack" being one-half the number of meters lumping
fallen (round down). The character may use Body dice Characters can make four types of jumps: standing
for a Damage Resistance Test t o reduce the damage. jumps, running jumps, standing vertical jumps, and run-
Subtract one-half (round down) of the character's impact ning vertical jumps. From a standing start, a character
armor rating from the Power of the fall. Characters may can jump a number of meters equal to his one-half his
also make an Athletics Test against a target number Strength minus his natural Body (unaugmented by
equal to the full distance fallen (in meters). Each success cyberware, bioware, or magic). For a running jump, the
from this test also reduces the Power of the fall by 1. character may add his Quickness (Quickness + Strength
A falling character has a "Falling Action" every 1 0 - Body + 2 = meters jumped).
FIELDS OF FIRE 76
Use the same formulas for jumping vertically from a When the system is operating, any piece of data
standing or running start, but divide the result by 4. known to one member of the "battle network" is known
To increase the distance jumped, a character makes t o all. For example, i f one soldier sees an advancing
a Jumping Test against a target number equal to the enemy unit, all others in the "network" instantly know
number of meters the character is trying to clear. Each that force's composition, direction, heading, and speed.
success increases the distance jumped by 10 percent Other members in the network can use this data as spot-
(round down). ting information and call for indirect fire against that tar-
A failed jump or a jump down may result in falling get, or maneuver t o intercept or ambush those forces.
(see Falling, p. 76). Because all members of the BattleTacTMunit see all infor-
mation simultaneously, the unit can move like a well-
Liftingflhrowing programmed machine and react quickly to changing bat-
A character can lift 25 kilograms per point of his tlefield conditions.
Strength without making any sort of test. To represent The BattleTacTMsystem works in a manner similar to
augmented strength, the character makes a Strength the telecommunication system described on p. xx. Use
Test against a target number equal to the weight of the the ratings given for that system t o represent signal
object being lifted, divided by 10 (round up). Each suc- security and encryption efficiency. I f a system has
cess increases the weight lifted by 10 percent (round BattleTacTMcapability, multiply all prices by 10.
down). Note that this rule applies to a simple lift off the
ground. A character can only lift over his head an object CAMOUFLAGE AND PERCEPTION
that weighs 12 kilograms per point of Strength. In this The modifiers g i v e n below apply t o visual
case, apply the Strength Test normally. Perception Tests made t o detect opponents wearing
Once a character lifts an object over his head, he can camouflage clothing. A moving character qualifies for
throw that object a number of meters equal to the char- the "Action very obvious" modifier (see p. 185, SRII).
acter's Strength, minus the object's weight divided by
50 (round down). To increase the distance thrown, make Situation Modifier
a Strength Test against a target number equal t o the Appropriate camouflage clothing
weight of the object being lifted divided by 10 (round (i.e., woodland in the woods) +4
up). For every 2 successes, the object flies an additional Inappropriate camouflage clothing
meter. (i.e., desert in the woods) -2
AELDS OF ARE 77
COMBAT ACCIDENTS that the attacker is directing fire into an area to force his
The following variant on the Rule of One creates a opponents t o keep their heads down for fear of being
greater chance of provoking accidental mayhem in com- hit. Coveringlsuppression fire usually allows the charac-
bat. In ranged or melee combat, if the player rolls all of ter's teammates to perform some action unopposed.
his dice (Skill dice, Combat Pool dice, Enhancement Each round fired effectively covers a 1-meter area for
dice, everything) and achieves a number of ones equal 10 Combat Phases. Multiple rounds may be targeted at a
to or greater than the number of base Skill dice used for single 1-meter area to increase the effectiveness of the
the test, the result is an "Oops." The gamemaster deter- covering/suppression fire. If the attack covers multiple
mines the appropriate "Oops" for each situation. For areas, these areas must be directly adjacent to another
inspiration, see the Stray Shots optional rule, p. 93, SRII. covered area.
The character may also break, jam, or drop his weapon. If, during the time that the area is covered, a charac-
Be creative. ter enters that area, moves, and thereby exposes himself
Yes, the character can spend Karma t o avoid the to the coveringlsuppression fire, or presents his body to
"Oops" per the rules given on p. 191, SRII. fire within that area in any manner, h e might be hit. If
line of sight can be drawn from the attacker to any part
COVER MODIFIERS of the target during the time the area is covered, the tar-
The SRll rules for ranged combat offer only a rudi- get is potentially vulnerable.
mentary modifier for obscured targets, called Partial To determine if the covering/suppression fire strikes
Cover (-4). The following optional rules expand the uses the target character, resolve a Ranged Attack against the
of that modifier. target by rolling a number of dice equal to the number
Attacking characters who want to use cover to pro- of rounds fired at the area. The Target Number equals a
tect against return fire may choose the amount of cover base of 4 modified only by Cover and any Damage
they use, represented by a +2, +4, or +6 modifier. The Modifier the attacker must add. Every 2 successes gen-
attacking character must also modify the target number erated results in 1 round striking the target, up to a max-
by one-half the cover modifier. For example, a character imum of the number of rounds fired into the area.
partially concealing himself behind + 4 cover must add a
+ 2 modifier to his attack because of that cover. (Hey, CUSTOM WEAPONS
hiding is awkward for you, too.) The owner of a weapon can customize its grip and
Gamemasters may need to determine the amount of balance a t a cost of 100 percent of the base weapon
cover protecting a target, especially when that cover is cost. The work takes a weaponsmith approximately
environmental and coincidental (characters fighting in three days to complete. A weapon customized for a par-
t h e w o o d s , a n a m u s e m e n t park, a n d so on). The ticular character allows him to roll an additional skill die
gamemaster should base the modifier on how much of when using this weapon. A character w h o uses a
the target is visible, using the Partial Cover Table below weapon customized for someone else must subtract 1
as a guideline. die from his skill roll.
The gamemaster should judge how much of the tar-
get can be seen in terms of an overall area. For example, DELAYED ACTIONS AND SHORT MOVES
if the gamemaster judges that the various areas of the Characters who choose t o Delay their Action may
target (big and small) that can be seen through the brush move up to one-half (round up) their Walking rate during
totals about 48.5 percent, the modifier would be +4. the Combat Phase of their original Initiative. When the
character makes the Delayed Action, he may move nor-
mally.
PARTIAL COVER TABLE
Percent of Tuget Vlslble Modlfler Josh, a street samurai, is slowly advancing down a
76-100 N o modifier corridor, watching the door at the end. His Initiative is
51-75 +2 23. and so he Delays his action in Combat Phase 23. At
26-50 +4
that time, he moves 3 meters down the corridor (half
1-25 +6
his normal walking movement). His next action would
0 +8(Blind Fire)
normally take place in Combat Phase 13. He maintains
the Delayed Action, but advances another 3 meters at
that time. He continues to Delay his actions and move
COVERING/SUPPRESSION FIRE until he reaches the door.
A character may declare that he is making a ranged
attack to provide covering/suppression fire. This means
nuclear blast at ground zero, because the nuke only does
"D" damage with no Body Overflow. Though such a
result may look like an oversight, it was a deliberate
choice to avoid the potential disappointment of having a
player character taken down by a single attack, especial-
ly an unexpected attack or one against which the charac-
ter cannot defend himself. In certain situations, however,
this choice becomes ludicrous. In these cases, apply the
following rule.
Normally, after a weapon's Damage Level has been
staged up to "D," additional successes are ignored. If the
Power of the attack is greater than twice (2x) the Body
Rating of the target, the gamemaster may invoke the
Over-Damage rule. With this rule, every 2 additional
successes translate into 1 additional point of damage
applied against the Physical Condition Monitor (if the
attack was Deadly Stun) or Body Overflow (if the attack
was Deadly Physical). For example, using the Over-
Damage rule, assume a character with a Body of 3 is
struck by a 7M attack. The attacker stages the damage
for a final Damage Level of Deadly, with an additional 4
successes remaining in the attacker's favor. The character
takes a Deadly wound and 2 points of Body Overflow,
leaving him with 1 point remaining and ten minutes
until he bleeds to death. If the attacker had achieved 2
additional successes, the poor character would be
instantly dead.
Use this rule cautiously: in addition to conveniently
killing those nasty bad guys, this rule handily kills
favorite player characters who might othewise have nar-
rowly survived to run the shadows another day.
DELAYED GRENADE RULES
Shadowrun grenades can be fired, scatter, and det- LOW-LIGHf AND THERMAL SYSTEMS
onate all within one Combat Phase (a fraction of a sec- The following information elaborates on the funda-
ond). The system resolves grenade attacks in this man- mental characteristics, differences,and capabilities of low-
ner simply to cut down on the bookkeeping required. light and thermographic systems. Theory and application
Ambitious gamemasters and players may want to apply has been streamlined for simplicity and playability.
the following delayed grenade rule.
Grenades detonate 5 Combat Phases after firing. Low-Light Systems
During that time another character with an available Also known as night sight, night vision, or light
action (either a Delayed Action or normal Initiative) may amplification, low-light systems involve an electronic
retrieve the grenade and attempt to throw it back. process that creates a coherent electronic image by
Characters must achieve at least 1 success on a amplifying and processing even the tiniest amount of
Quickness (8)Test to pick up a bouncing, jumping, skit- available light. If no light is available, however, even the
tering, mini-grenade. To pick up a regular-sized best low-light system becomes useless.
grenade, characters must make a successful Quickness The gamemaster has the final say on whether a situ-
(6)Test. If the test is unsuccessful, the character is at an ation offerssufficient light for a low-light system to work.
effective Range of 0 when the grenade detonates. He or she simply decides if light is present. If not, then
Have fun! the low-light system has no light to amplify and there-
fore has no effect. If light is present, even in such faint
INSTANT DEATH AND OVER-DAMAGE sources as moonlight leaking through low cloud cover or
As written, the SRll rules make it effectively impos- traces of a streetlight filtering into an abandoned base-
sible to kill an unwounded character with a single attack. ment, then the low-light system has something to
In fact, an unwounded character can technically survive a amplify.
FIELDS OF FIRE 79
The low-light system itself can provide the light useless for differentiating between the forest and a per-
required for its use as either direcr or area lighting. For son. (Odds are that motion will give the target away, but
example, direct lighting could come from a penlight that that's a different modifier.)
throws a focused beam of light. Even the tiniest glow When characters are using thermographic systems,
from a penlight, which cannot be seen from more than a the gamemaster must consider the relative temperature
few meters away, can illuminate a map, a sign, or similar of objects viewed against the ambient temperature to
small area or object well enough to create an image on determine if the system detects the target. In other
the system's screen. Characters who carry low-light sys- words, objects at a similar temperature show up on the
tems usually attach a penlight or similar pinpoint light display as similar colors, making it difficult to differenti-
source to a helmet or their finger to provide direct, sub- ate between them if they overlap.
tle illumination on demand. By definition, thermographic systems also require
An area light combined with a low-light system is technology and cannot be used when casting magic.
sufficient to allow the person so equipped to move. This Because the user has paid Essence for thermographic
light need not cover a large area; it could be as direction- cybereyes, however, the system becomes an accepted
al as a flashlight that subtly illuminates the area ahead of part of a character's body and can be used to cast magic.
the user. Such a light will be visible for some distance,
but only if the observer is looking into the beam.
Low-light systems are technologically based, and s o
magic cannot be cast through them. The nature of low-
light vision requires an electronic amplification of light,
by definition a translation of the image t o electronic
form. Because low-light cybereyes have been paid for
with Essence, however, the system becomes an accept-
e d part of a character's body and can be used t o cast
magic. Optical low-light systems use high-quality optics,
lenses, and/or mirrors rather than electronic imaging.
Their light-gathering capabilities are limited by the size
of the gathering lens. Effectively fancy telescopes, opti-
cal low-light systems are not portable.
Thermographic Systems
Thermographic systems read heat (infrared energy)
emitted by a target. This type of system provides few
details about the target, because it reveals only degrees of
heat. SRll assumes that modem (2050) thermal systems
actually superimpose the thermographic display over a
basic, amplified low-light display for better detail. The
result provides insufficient data to gain a bonus or modifi-
er, but does allow the user to navigate past obstacles or
differentiate between objects while using the system.
Different systems use different color scales to repre- Natural Low-Light and Thermal Vision
sent the levels of heat, but most use the following stan- Natural low-light or thermographic vision, such a s
dard. Hot objects (an engine block, a pot of boiling t h e vision e l v e s a n d dwarfs a r e born with, or t h e
water) show as white, while cool objects (room temper- enhanced senses available t o a physical adept or critter,
ature) show as black, with every temperature difference is magical in nature. This type of vision works along prin-
in b e t w e e n displaying a s s h a d e s of red o r green. ciples similar t o those of low-light and thermographic
Remember that the system judges "hotn and "cold" in systems, but performs better than any technology can.
relation to the local air or room temperature. For exam- Though a certain biological basis exists to explain this
ple, thermographic systems used outside in the winter visual ability, much of the effect can only be explained
easily spot a person or vehicle, because they will appear through the application of magic.
"hot" compared t o the air temperature. On the other Natural low-light o r t h e r m o g r a p h i c vision is
hand, in the rain forests of South America little difference assumed t o b e always operating, providing vision
exists between the ambient temperature (the forest's enhancements automatically as needed. For example, a
"room temperature") and the radiated body heat of a troll sees exactly what humans see when looking at the
human being, making thermographic systems all but same view, except that every object, person, and so on
is tinged with the heat it radiates. The hotter an object, enforce this restriction to maintain game balance. Only
the more brilliant the color the troll sees. Objects that legitimate current or past members of the League can
are much hotter than their environment appear whiter, work with a dealer.
surrounded by a faint glow. Trolls see this way normally,
and therefore can instantly perceive, process, and inter- OFF-HAND TRAINING
pret what they see. Natural low-light or thermal vision is Off-hand training represents a character's ambidex-
an advantage, not a handicap. trous ability acquired through the Special Skill:
Ambidexterity. A character can only acquire this skill
MAXIMUM RATE OF FIRF. during character creation. It cannot be learned during
The following information offers a comprehensive ver- game play. This Special Skill costs 3 Skill Points per point
sion of the Shadowrun maximum rate of weapon fire. of Skill Rating. The Skill Rating can later be increased
*Regular weapons capable of burst-fire (see p.92, using the normal rules for increasing a General Skill
SRII) fire 3 rounds per burst. A character can fire these (p.190, SRII).
rounds twice within a Combat Phase (See Fire Weapon, This Special Skill is used in a unique way. Any time
p.82, SRII). the character attempts to use his off-hand (non-domi-
*Regular weapons capable of full-auto fire (see pp. nant hand), he must apply a negative modifier to the tar-
92-93, SRII) can fire up to 10 rounds in 1 Combat Phase. get number equal to the appropriate Skill Rating, minus
The firer may use these 10 rounds to make as many full- the Special Skill. So, a character with a Firearms Skill of 5
auto bursts of between 3 and 10 rounds per burst as he and Ambidexterity of 3 attempting to shoot with her off-
wishes, up to a maximum of 10 total rounds that hand must apply a -2 (5 - 3) modifier. An Ambidexterity
Combat Phase. Skill Rating higher than the rating of the skill being used
*Minigun-class weapons can fire up to 15 rounds per has no effect.
Combat Phase using the full-auto mode rules (pp. When using multiple firearms, characters must also
92-93, SRII). The weapon always fires 15 rounds if those apply the Using A Second Fiream modifier (p. 90,SRH).
rounds are available.
Super machinegun-class weapons (new to this Second Weapon I n Melee Combat
sourcebook) fire a maximum of 15 rounds per Combat Characters may learn armed melee combat styles
Phase. They fire six-round bursts in burst-fire mode, and that allow them to use a second weapon. The following
full-auto bursts of between 6 and 15 rounds per burst, rules represent the effects of using a second melee
up to a maximum of 15 rounds per Combat Phase. weapon in combat.
The Shadowrun Combat Turn does not limit the *The second weapon must be physically smaller and
maximum number of rounds that a weapon can dis- lighter than the dominant weapon, unless they are both
charge within that turn. The cyclic or recycle rates of the small weapons (such as knives or daggers).
various weapons are assumed to be high enough to sup- *The character must know how to use each of the
port the rates of fire cited above. A modem-day subma- two weapons individually. (Yes, they may both fall under
chine gun has a cyclic rate of 600 rounds per minute, or the general skill Armed Combat.)
10 rounds per second. Shadowrun weapons have lower .The character must acquire a Special Skill for the
cyclic rates in the interests of game balance, practicality, fighting style (Rapier and Dagger, and so on).
survivability, and sanity. A character using two weapons in combat makes his
Attack Test by rolling a base number of dice equal to the
MERCENARY CONTACTS character's combined individual skills in the two weapons.
The mercenary equivalent of the fixer, known as the The character may add a number of Combat Pool dice up
dealer (same game statistics, different area of influence), to a maximum equal to the Special Skill rating.
serves as the merc's source for weapons and equipment. Resolve damage by finding the average of the two
Even more so than the fixer, the dealer traffics regularly weapons used. First, calculate an unmodified qverage of
in arms and accessories and therefore can more easily the Power of both weapons. If one weapon has a higher
get merc-related equipment, though the player charac- Damage Level than the other, subtract 1 level from the
ter must wait longer to receive it. The dealer has more higher Damage Level and use the result as the Damage.
pipelines to work through than the fixer does, but the For example, a character using a sword with an "M"
flow is slower. Damage Level and a knife with an "L" Damage Level
To reflect this fact, decrease the target numbers for would use an "L" Damage Level.
acquisition through a dealer by -1 and increase the Time Resolve the use of both weapons with a single test
Required by 25 percent (round down). The dealer con- using the Power calculated above. Remember that
tact should only be available to characters with a legiti- Shadowrun melee combat is not resolved blow by blow.
mate mercenary background. Gamemasters should
FIELDS OF FIRE 82
Instead, each Attack Test is an abstraction or amalgama- For every 2 full points of a character's Strength Rating
tion of a series of moves, blows, feints, parries, and coun- above 3, the character gains 1 level of Recoil Reduction,
termoves. All other melee combat rules apply normally. as shown on the Recoil Reduction Table below.
The stats for typical weapons used in two-weapon
combat appear below, abstracted in order to avoid print- SENSOR TARGETING OF HUMANS
ing a list of virtually identical weapons differentiated Vehicle sensors can target people using an effective
only by their names. Signature of 8. See Sensor-Enhanced Targeting, p. 106,
Rlgger Black Book.
Weapon Concealability Reach Damage Weight Cost
Light Sword 4 1 (Str + 1) M .75 700Y
SENTRY GUNS
Long Knife/
Dagger 6 0 (Str+2)L .5 150Y
The SentryTMsystem uses microtronic technology
similar t o t h e tactical c o m p u t e r found o n p. 53,
PHYSICAL AND STUN DAMAGE Shadowtech. A tactical computer is a dedicated system
Characters may use weapons listed as inflicting Stun designed to keep track of all relevant combat data. The
Damage to inflict Physical Damage, such as clubs, fists, and computer derives its information from all available sens-
so on. A character who wishes to inflict Physical Damage ing devices, which means it is not foolproof, If the sen-
using a weapon normally rated as doing Stun Damage sor cannot provide the appropriate information, the
must add a +4modifier to the target number. The Damage computer may not be able t o make correct decisions.
Code of the weapon remains the same, but the attack Each individual extra sensor type (low-light, audio, ultra-
results in Physical Damage rather than Stun Damage. sound) increases the tactical computer's Level by 1.
Access t o a digital softmap of the area adds 2 to the tac-
tical computer's Intelligence.
PULLING PUNCHES
A tactical computer can keep track of, or "mark,"
Characters in melee combat can elect to "pull their
and predict movements of a number of targets equal t o
punches." To pull a punch, the player must state how
its Intelligence Rating. To successfully mark a target, the
many successes are being "pulled" to lessen the blow
tactical computer must make a Success Test pitting its
before the Attack Test is resolved. Increase the target
Intelligence against a target number based on the range
number by + 1 and resolve the test normally. Determine
to the target (using standard shotgun ranges). Apply all
the total number of successes, then subtract the number
appropriate situation modifiers for ranged combat (p.
of successes being "pulled" from that value. Make this
88-90, SRII). The extra successes generated for each tar-
calculation as soon as the successes are generated, but
get serve as the system's Success Level for that target.
before comparing the attacker's total successes t o the
The target can shake the computer's marking by
opponent's total successes.
breaking out of the Sentry system's line of sight. Doing so
Characters can also choose to decrease the effect of
forces the computer to attempt to re-acquire the target
a ranged attack. To d o this, add a + 4 modifier to the tar-
when the target becomes visible again. To attempt to reac-
get number, then follow the rules given above.
quire the target, roll a number of dice equal to the sys-
tem's Intelligence against a Base Target Number 1, modi-
RECOIL AND STRENGTH fied by +1 for every meter the target moved while out of
The following rule suggests a way to allow charac- line of sight and + I for every full Combat Turn that has
ters who possess extraordinary Strength t o suffer less passed. If this test succeeds, the Success Level for that tar-
from firearm recoil than characters with standard get is now based on the successes generated in the test. If
Strength. Because many characters with high Strength the test is unsuccessful, the computer can attempt to re-
Ratings rely heavily on firearms, this rule makes the mark the target on the system's next action. An accurate
game even deadlier. (The troll carrying the light machine map of the area in computer memory or accessible over a
gun should love this rule.) data network (gamemaster's discretion) reduces the target
number of the Re-acquisition Test by -3.
- - - -- -
The targeting feature and trajectory computation adds
an additional number of dice equal to the previously gen-
RECOIL REDUCTION TABLE
erated Success Level for a target to all Ranged Combat
*ngth Recoil Reduction Success Tests against that target. This modifier applies
1-4 None
!5-6 -1 only to those targets marked by the tactical system.
7-8 -2 All system functions are background tasks, requiring
9-10 -3 no actions t o call up or perform. Though an attempt at a
11-12 -4 new marking after a failed re-acquisition does not cost
mLDS OF I R E 83
an action, the computer can only attempt a new marking
during the system's action.
When the SentryTMsystem fires on a target, use a
Skill Rating of 5, adding the following modifiers if using
the Enhanced Targeting option: + 1 Enhanced Targeting
is installed and an additional + 1 per additional integrat-
ed sensor. Resolve this combat per the normal rules.
SMARTLINK LEVEL I1
The Smartlink Level I1 hardware and software represents
an evolutionary increase in smartgun technology. Most of
the changes have no e k t in game terms; the Smartlink
simply feels better and works more efficiently. Srnartlink
Level II offers the Following game system benefits.
*Smartlink Level I1 software can integrate with a
rangefinder t o provide an additional -1 target modifier
FIELDS OF FIRE 84
at long range and a -2 target mdifier at extreme range. All target designators operate on variations of this
*Called Shots (p. 92, SRII) are easier to make with principle. With regard to more complicated designators,
Smartlink Level II. Apply a +4Called Shot modifier when the individual using the target designator is not the indi-
using Smartlink Level II. vidual firing the weapon; that individual could be kilome-
*Smartlink Level I1 can calculate indirect-fire arcs, ters away. The weapon may even be automated and fired
applying a -1 modifier for linked weapons such a s by remote command. The two basic types of target desig-
under-barrel grenade launchers, grenade guns, and the nators are laser sights and reflected-energy designators.
like. This benefit also applies to rocket launchers and
similar systems, but not to missile launchers and other Laser Sight
systems with an inherent Intelligence Rating. The basic laser sight described on p. 240, SRII can
mark a target with a visible red dot at a distance of up to
SMOKE RULES 500 meters a t night and 50 meters during the day.
Smoke can be deployed using a grenade or other Smoke and other environmental conditions, however,
smoke-producing device. The amount of smoke pro- may block this laser sight. Divide the listed range by 2
duced is limited by the size of the device used. How for light rain, mist, or fog, by 4 for heavy rain, mist, fog,
long the smoke lasts depends on the environment. or smoke, and by 1 0 for downpours and very thick
If the smoke is deployed in an area with no wind, smoke. To find a laser sight's day range under these
the smoke lingers in the area of impact until the duration c o n d i t i o n s , d i v i d e t h e listed night r a n g e by 1 0 .
expires. If the smoke is deployed in an area with wind, Characters using a laser sight gain a -1 modifier to their
the smoke cloud will stretch and thin out in the direction ranged combat target number if they can see the dot.
the wind is blowing. Camemasters can use the Scatter The high-powered laser sight is a more powerful
diagram (p. 97, SRII) t o determine wind direction. To version of the basic sight. It offers a night range of 1,500
determine wind speed and its effects on duration, roll meters and a day range of 150 meters. The same envi-
one six-sided die. The result is the number of Combat ronment and target modifier rules apply.
Turns it takes for the center (the bulk) of the smoke to
drift 1 meter in the direction of the wind. Next, divide Reflected-Energy Designators
the smoke's duration by the result of the roll. The result A reflected-energy designator effectively functions
represents the smoke's new duration as it dissipates in as an even higher-powered laser sight, but serves a dif-
the wind. If the characters involved are exchanging gun- ferent purpose. A designator is designed to mark a tar-,
fire or attempting to observe something, the gamemas- get with reflected energy such as laser light, microwave,
ter must determine on a case-by-case basis whether the or radar. A weapon with the appropriate tracking/seeker
characters can see tnrough an area of thinning smoke head can then home in on this reflected energy.
(Light Smoke per p. 89, SRII) or if the bulk of the smoke In all cases, the weapon skill of the character using
obstructs their actions (Heavy Smoke per p. 89, SRII). the designator determines whether the weapon (regard-
less of the type) hits the target. Weapons that home in
SMOKE TABLE on designated targets require that the designator keep
Type Area of Effect Duration Additfonal Effects the beam (laser, microwave, or radar) on the target. For
(in mlnutes) laser designators (which can be top-mounted on a rifle-
Grenade 1 Om radius 2 Obscures vision (p. 89, SRII) sized weapon), t h e designating character uses t h e
Mortar 1 5m radius 4 Obscures vision (p. 8 9 , SRII) Firearms (Rifle)Skill. For microwave or radar designators,
Vehicle use the character's Gunnery Skill. All normal ranged
1Om radius cloud or combat rules apply, but consult the Weapon Range Table
10 x 5 x 4m ribbon 4 Obscures vision (p. 8 9 , SRII) on p. 8 7 of this book for the designator in use. Note that
Thermal - - Contains hot particles,
obscures thermographic
microwave and radar designators can be mounted on a
vision (p. 8 9 , SRII) tripod for field use or vehicle mounted. (To mount one
on a vehicle requires 1 CF or cargo area; see p. 113,
Rigger Black Book.)
TARGET DESIGNATORS Smoke blocks laser designators, and chaff blocks
microwave and radar designators. For game purposes,
Target designators mark a target and assist in aim-
assume that the mere presence of smoke or chaff inter-
ing. The simplest target designator is the laser sight,
vening between the target and the designator blocks the
which emits a beam of visible laser light that strikes the
beam. (Reality is more complex, but this rule is not
target and marks it with a red dot. The dot lets the firer
intended as a military simulation.) The gamemaster must
know exactly where he or she is aiming and allows him
determine on a case-by-case basis the location of emit-
to adjust the shot.
ted smoke or chaff in relation to the position of the des-
FIELDS OF FIRE 85
ignator. Also, for the sake of simplicity, assume that all
missile or rocket weapons have a flight-time of 1,000
meters per Combat Turn.
TELECOMMUNICATIONS SYSTEMS
The Phillips Tacticom system described on p. 58 of
this book is a sophisticated piece of military electronics.
The statistics For the system, however, are also represen-
tative of other brands and systems that serve a similar
function. For example, the statistics For the two master
units work equally well for vehicle systems, the larger
master unit available for vehicles with the available
space (or budget), and the smaller, lighter portable mas-
ter unit fitting into vehicles that offer less room.
This equipment conforms with the Using Equipment
rules, p. 184, SRII. It has an ECMIECCM Rating equal to
the rating of the equipment.
The large master unit has a tactical range of 30 kilo-
meters, the portable master unit a range of 20 kilome-
ters. The manufacturer designed the Tacticom system
with this short range t o ensure signal security and
r e d u c e t h e probability of long-range d e t e c t i o n .
Communication is two-way voice-only. The master units
are encrypted at the rating of the equipment.
Individual team members carry the system's person-
al comm unit: with a range of 12 kilometers, also made
deliberately short for greater security. Note that beyond and linking. This system provides high signal security
12 kilometers these units can receive messages from a and minimal atmospheric interference.
master unit, but cannot respond. .
The microwave link is a small, flat-transmitter WHITE PHOSPHORUS
microwave system that provides greater signal security White phosphorus is a chemical that burns at very
by virtue of its position at line-of-sight to the horizon. high temperatures when exposed t o air. Early smoke
This same feature also creates a disadvantage because grenades spread a curtain of white phosphorus, which
the user must be able t o trace a direct line of sight created smoke, caused secondary-effect casualties, and
between the link's sender and receiver. The microwave ignited combustible materials. Modern (2050) smoke
signal is only marginally affected by weather, and can grenades work on the same principle, but burn a less
only be intercepted by someone or something lying on lethal substance to create smoke.
or very close t o t h e path of t h e microwave beam. Various suppliers still produce white phosphorus
Because the real workings of microwave communication weapons, but their smoke-producing effects are sec-
systems and other systems equally subtle and involved ondary to their incendiary and damage effects. Grenades
a r e beyond t h e effective s c o p e of Shadowrun, and mortar rounds designed to deliver white phospho-
gamemasters should use these guidelines to rule on the rus have two Damage Codes, the first representing the
many and varied circumstances that are bound to arise small blast effect of the actual explosion and the second
during play. representing the lingering effect of the white phospho-
The laser link works on a principle similar t o the rus. The chemical affects all targets within the area of
microwave link, except that communication relies on a effect equally. The phosphorous burns continuously for
laser beam. This system also requires a direct line of 15 Combat Tums, inflicting the indicated damage every
sight, but a tighter beam and virtually nonexistent leak- Combat Turn (resolved at the start of each turn during
age creates higher signal security. Laser links have a the first Combat Phase). Characters can resist this dam-
range out t o the horizon in clear weather, but range age using Body dice only. Impact Armor reduces the
degrades radically in inclement weather. Heavy rain, Power of the attack. White phosphorus is difficult t o
fog, or smoke renders the system virtually useless. extinguish because it re-ignites whenever exposed to
Satellite uplinks bounce the signal off a communica- air. Water diffuses white phosphorus; if an affected area
tions satellite and down to the master unit. The uplink or target can be immersed or doused with water, the
contains all the software necessary for satellite tracking chemical's effects end in 2 Combat Turns.
FIELDS OF ARE 86
W A P O N RANGE TABLE
Heavy Weapons
Medium Machine Gun 0-40
Heavy Machine Gun 0-40
Assault Cannon 0-50
Grenade Launcher 5-50*
Missile Launcher 20-70*
Light Antitank Guided Missile 20-350'
Ballista Missile System 20-loo*
Mortar 150-300*
Projectile Weapons
Bow 0-Str to Str x 10 to Str x 30 to Str x 60
Light Crossbow 0-Str x 2 to Str x 8 to Str x 20 to Str x 40
Medium Crossbow 0-Str x 3 to Str x 12 to Str x 30 to Str x 50
Heavy Crossbow 0-Str x 5 toStrx 15 to Str x 40 to Str x 60
Throwing Knife 0-Str to Str x 2 to Str x 3 to Str x 5
Shuriken 0-Str to Str x 2 to Str x 5 to Str x 7
Grenades
Standard (1D6 meters Scatter) 0-Str x 3 to Str x 5 toStrx 10 to Str x 20
Aerodynamic (2D6 meters Scatter) 0-Str x 3 to Str x 5 to Str x 20 to Str x 30
Launched (3D6 meters Scatter) 5-50* 51-100 101-150 151-300
Vehicle Weapons
Vigilant Rotary Autocannon 0 -100
k b Saaker Air-to-Air Missile
Basic AAM 20 m-700 4,501-15 krn
lmproved AAM 20 m-15 km 12-15 km
Hyundai-CSA Advanced
Air-to-Air Missiles
Basic AAM 20 m-3 km
Improved AAM 20 m-5 km
Ares Dragon's Breath
Semi-smart AAM
Dogfight AAM 20 m-3 km
Attack AAM 20 m-5 km
Mitsubishi-GM Air-to-Ground
Missiles
Bandit AGM 20-350
Super Bandit AGM 20-700
General Products Unguided
Aircraft Rockets
7.62 cm Rockets 0 - 1 50
12.7 cm Rockets 0-300
*Minimum Range Requirement
FIELDS OF FIRE 87
The following i t e m s h a v e b e e n c o m p i l e d from t h e Edition, and The Neo-Anarchists Guide to Real Lik, as well
Shadowrun, Second Edition rulebook, and the Street Samurai a s this volume, Fields of Fire. All notation refers t o t h e
Catalog (Second Edition), Shadowtech, The Rigger Black Shadowrun, Second Edition rules.
book, Virtual Realities, Shadowbe, The Gdmolre, Second
WEAPONS
MELEE WEAPONS
Concealability Reach Damage Weight Availability Cost Street Index
Edged Weapons
Ares Monosword 3 1 (STR + 3)M 4/24 hrs 1,oooY 1
Centurion Laser Axe 2 1 (SWS 6/48 hrs 3,500Y .5
Combat Axe 2 2 (STNS 3/24 hrs 750 2
Thrusting Point NA 0 (STR + 2)L NA NA NA
Survival Knife 6 0 (STR + 2)L 316 hrs 450Y 1
Katana 3 1 (STR + 3)M 4/48 hrs 1,oooY 2
Knife 8 - (SWL 214 hrs 30Y .75
Fineblade Knife (short) 8 - (SWM 5/72 hrs 800Y 3
Long Blade 5 - (STR + 1)M 8/72 hrs 1,500Y 3
Sword 4 1 (STR + 2)M 3/24 hrs 500Y 1
Clubs
AZ- 150 Stun Baton 5 1 8S Stun 1 3/36 hrs 1,500Y 2
Club 5 1 (STR + 1)M Stun 1 216 hrs 1OY 1
QP 8 - (STR + 2)M Stun - 216 hrs 1OY 1
Stun Baton 4 1 6s Stun 1 3/36 hrs 750Y 1
Pole Anns/Staffs
Pole Arm 2 2 (STW 4 4/48 hrs 500Y 2
Staff 2 2 (STR + 2)M Stun 2 3/24 hrs 50Y 1
Other
Forearm Snap Blades 7 0 (SWM 1.5 4/48 hrs 850Y 2
Improved Hand Blades NA 0 (STR + 2)L 0 6/72 hrs +8,50OY 1
Monofilament Whip 10 2 10s - 24114 days 3,oooY 3
Shock Glove 9 0 7s Stun .5 5/48 hrs 950Y 2
Unarmed - - ( S W M Stun - - - -
PROJECTILEWEAPONS
Concealability Str. Min Damage Weight Availability Cost Street Index
Bows
Ranger-X Bow 3 2+ (STR + 4)M 1.5 5/36 hrs 120Y x Str. Min 2
Ranger-X Arrows 4 NA As bow .08 4/36 hrs 18Y 1
Standard Bow 2 1+ (STRMin + 2)M 1 3/36 hrs 100Y x Str. Min. 1
Arrows 3 NA As bow .1 3/36 hrs 1OY 1
Crossbows
Light 2 3 4/36 hrs 1
Medium 2 4 5/36 hrs 1
Heavy NA 5 6/36 hrs 1
Bolts 4 - 5/36 hrs 1
THROWING WEAPONS
Concealability Str. Min -ge Weight Availability Cost Street Index
Non- Aerodynamic
Throwing Knife 9 (SWL .25 2/24 hrs 20Y
Aerodynamic
Shuriken 8 (SWL .25 2/24 hrs 30Y
FIREARMS
Conceal Mode -ge Weight Availability Cost Street Index
PISTOLS
Hold-Out
Morrissey ~ l a n 8 SA 5L .5 817 days 500Y
Raecor Sting 9 ss 4 M (9 .25 1017 days 375Y
Streetline Special 8 SS 4L .5 2/12 hrs 100Y
Tiffani Needler 8 SA 5L .5 7/48 hrs 650Y
Tiffani Self-Defender 8 ss 4L .5 2/12 hrs 450Y
Walther Palm Pistol 9 SS 4L .25 3/12 hrs 200Y
Light
AET NN8 7 SA 6L 1 3/12 hrs 400Y
AET NN8/2 6 SA 6L 1.25 3/12 hrs 450Y
Ares Light Fire 70 5 SA 6L 1 3112 hrs 475Y
Beretta ZOOST 4 SA/BF* 6L 2 5/24 hrs 750Y
Beretta Model 4 0 1T 5 SA 6L 1 3/12 hrs 350Y
Ceska vz/ 120 7 SA 6L 1 3/12 hrs 500Y
Colt American L36 6 SA 6L 1 3/12 hrs 350Y
Executive Action 6 SA/BF 6L 1.5 1417 days 1,150Y
Fichetti Security 500 7 SA 6L 1 3/12 hrs 400Y
Fichetti Security 500a 6 SA 6L 1.25 3112 hrs 450Y
Seco LD- 120 5 SA 6L 1.25 3/12 hrs 400Y
Walther PB- 120 8 (6) SA 6L .75 6/36 hrs 700Y
Machine Pistols
Ares Crusader MP 6 SA/BF 6L 3.25 5/36 hrs 950Y
Ceska Black Scorpion 5 SA/BF 6L 3 5/36 hrs 850Y
Heavy Plstols
AET NN11 4 SA 9M 2.45 - Special
AET NN 12 5 SA/BF w 9 2.2 - Special
AET N N l 5 8 SA 9S(9 2.7 - Special
Ares Predator 5 SA 9M 2.25 3/24 hrs 450Y
Ares Predator ll 4 SA 9M 2.5 4/24 hrs 550Y
Ares Viper Slivergun 6 SA/BF Wf) 2 3/48 hrs 600Y
Browning Max-Power 6 SA 9M 2 3/24 hrs 450Y
Browning Ultra-Power 6 SA 9M 2.25 4/24 hrs 525Y
Colt Manhunter 5 SA 9M 2.5 4/24 hrs 425Y
Hammerli Model 610s 4 SA 6L 2.5 8/24 hrs 1,295Y
Morrissey Alta 6 SA 9M 1 8/48 hrs 1,200Y
Morrissey Elite 6 SA 9M 1 6/48 hrs 950Y
Remington Roomsweeper 8 SA 9S(9 2.5 3/24 hrs 300Y
Ruger Super Warhawk 4 SS 1OM 2.5 3/24 hrs 300Y
Savalette Guardian 5 SA/BF 9M 3.25 6/36 hrs 900Y
SPECIAL WEAPONS
AET Dealanach Taser 4 SA 10s 2 5/24 hrs 1,oooY
Bracer 7 SS 6L .3 1217 days 1,300Y
Defiance Super Shock 4 SA 10s 2 5/24 hrs 1
Gun Cane 219 ss 6L 1 1017 days 500Y
Narcoject Pistol 7 SA As toxin 1.5 612 days 600Y
Narcoject Rifle 4 SA As toxin 3.25 812 days 1,700Y
Net Gun, Normal 4 SA Special 4 8/36 hrs 750Y
Large 3 SA Special 4.5 8/36 hrs 1,150Y
Yamaha Pulsar (taser) 5 SA 10s Stun 2 1217 days 1,350Y
Conceal Mode Damage Weight Availability Cost Street Index
SUBMACHINE CUNS
AET NN22 4 SA/BF/FA 7M 4 Special 1,500Y .75
AK-97 SMWCarbine 4 SA/BF/FA 6M 4 5/3 days 800Y 1
Berretta Model 70 3 BF/FA 6M 3.75 5/3 days 9ooY i
Colt Cobra 5 SA/BF/FA 6M 3 6/36 hrs 700Y 2
Heckler 8. Koch HK227 4 SA/BF/FA 7M 4 4/24 hrs 1,500Y .75
Heckler 8. Koch MP-5TX 5 SA/BF/FA 6M 3.25 5/36 hrs 850Y 1
HK227-S 5 SA/BF 7M 3 10/7 days 1,200Y 2
lngram Smartgun 5 BF/FA 7M 3 4/24 hrs 950Y 1
lngram SuperMach 100 5 (4) SA/BF/FA 6L 3 (3.25) 9/48 hrs 850Y 3
Ingram Warrior- I 0 4 SA/BF 7M 3 3/24 hrs 650Y .9
Sandler TMP 4 BF/FA 6M 3.25 5/36 hrs 500Y 1
SCK Model 100 4 SA/BF 7M 4.5 5/36 hrs 1,oooY 1
Steyr AUC-CSL (SMC)* 5 SA/BF 6M 3.5 10/4 days Special 3
Uzi Ill 5 BF 6M 2 4/24 hrs GOOY .75
RIFLES
Sport Rifles
Remington 750 3 SA 7s 3 3/24 hrs GOOY 1
Remington 950 2 SA 9s 4 3/24 hrs 800Y 1
Ruger 100 2 SA 7s 3.75 3/24 hrs 1,300Y 1
Steyr AUC-CSL Carbine* 3 SA/BF 7s 3.75 10/4 days Special 3 -
Sniper Rifles
Barret Model 12 1 - SA 14D 10 14/30 days 4,800Y 5
Ranger Arms SM-3 - SA 14s 4 12/7 days 4,oooY 4
Walther WA-2 100 - SA 14s 4.5 12/7 days 6,500Y 4
Shotguns
Defiance T-250 4 SA 10s 3 3/24 hrs 500Y 1
Enfield AS-7 3 SA/BF 8s 4 8/8 days 1 ,oooY 1
Franchi SPAS-22 2 (4) SA/BF 10s 4 6/48 hrs 1 .oooY 2
Mossberg 5M-CMDT 2 SA/BF 9s 4.5 12/8 days 1, W Y 2
M o s s k r g CMDT 2 SA/BF 9s 4.25 8/8 days 1,400Y 1
Remington 990 2 SA See below* 4 3/48 hrs 650Y 2
Assauk Rifles
Ares Alpha 2 8M 5.25 8/48 hrs 2,oooY 4
Grenade - Spec. - - - -
AK-97 3 8M 4.5 3/36 hrs 700Y 2
AK-98 (w/grenade launcher) 2 8M 6 8/4 days 2,500Y 4
Colt M-23 3 8M 4.5 6/36 hrs 950Y 2
Colt M22A2 3 8M 4.75 4/3 days 1,WY 2
FN HAR 2 8M 4.5 4/48 hrs 1,200Y 2
H8.K C12A3z 2 8M 5.25 8/4 days 2,200Y 3
Samopal vz 88V 2 8M 5.5 5/36 hrs 1,800Y 2
Steyr AUC-CSL AR* 2 8M 4 10/4 days Special 3
FIELDS OF FIRE 90
Conceal Ammo Mode Damage Weight Availability Cost Street lndex
HEAVY WEAPONS
FN MAG-5 MMG FA 9s 9.5 18/14 days 3,200Y 3
GRENADE LAUNCHERS
Generic Under-Barrel SS grenade +2 kg 8/4 days 1,700Y 3
MGL- 1 2 SA Variable* 5.0 6/36 hrs 2,200Y 3
MGL-6 SA Variable* 2.5 6/36 hrs 1,600Y 3
MISSLE/ROCKET LAUNCHER
Multi-Launcher ss 12/14 days 8,000Y 2
ROCKET LAUNCHERS
M79B1 LAW ss 6/36 hrs 700Y 2
Arbelast II MAW SS 8/48 hrs I,200Y 2
MISSILE LAUNCHERS
Type Intelligence Ammo Mode Damage Weight Availability Cost Street Index-
Great Dragon L-ATGM 4 1 SS 20D 2.75 8/48 hrs 1,200Y 2
Ballista Missile Launcher Missile - 4 (m) 55 14D 6.5 18/30 days 10,500Y 4
MORTARS
Conceal Ammo Mode Damage Weight Availability Cost Street lndex
M - 12 Portable - 1 SS Special 30 12/ 14 days 3,000Y 2
AMMUNITION
MORTAR ROUNDS
Damage Blast Weight Cost Availability Street lndex
High Explosive 18D -1/ .5m 4.0 2OOY 18/ 14 days 3
Anti-Pe~sonnel* 18D -I/ I m 4.0 250Y 18/14days 3
Smoke** - - 3.5 1 75Y 14 days 2
White Phosphorust 15S/12L -I/ I m 4.0 350Y 18/ 14 days 3
Anti-Vehiclett I6D -I/ 4m 4.0 1,200Y 2 1 days 4
FIELDS OF FIRE 91
AMMUNITION, PER 10 SHOTS
Concealability* Damage Weight Availability' * Cost Street Index
APDS 8 See rules .25 14/14 days 70Y 4
Assault Cannon 3 As weapon 1.25 513 days 450Y 2
Belt 100 yeah, right - 12.5 613 days 4,250Y 2
Explosive Rounds 8 See rules .75 3/36 hrs 50Y .8
EX Explosive 8 See rules .75 6/72 hrs 100Y 1.5
Flechette Rounds 8 See rules .5 3/36 hrs 100Y .8
Gel Rounds 8 See rules .25 4/48 hrs 30Y 1
Regular Ammo 8 As weapon .5 2/24 hrs 20Y .75
Stun Rounds 8 See rules 1 4/48 hrs 100Y I
Tracer 8 See rules .5 3/24 hrs 75Y 1
Taser Dart 3 Special .5 6/36 hrs 50Y 1.5
*-1 Concealability per extra 10 rounds of ammo
"Belted ammo: add rounds/100 to Availability
FIREARM AND W E A P O N A C C E S S O R I E S
Mount Concealability Weight Availability Cost Street Index
GENERAL
Bipod Under 2 6/ 12 hrs 400Y 1
Bow Accessory Mount NA 1 2/24 hrs l00Y .9
Concealable Holster - 1 2/24 hrs 100Y .75
Rangefinder Under 1 2/24 hrs 150Y .8
Grenade Link - I 8/48 hrs 750Y 2
Silencer Barrel .2 4/48 hrs 500Y 2
Sound Suppresser Barrel .5 6/48 hrs 750Y 2
Spare Clips - .75 2/24 hrs 5Y .75
Tripod Under 8 l O / l 2 hrs GOOY 1
RECOIL COMPENSATORS AND GYROS
Deluxe Imp. Gyro Mount Under 7 6/48 hrs 7,800Y 1
Gas Vent I1 Barrel .5 2/24 hrs 450Y .8
Gas Vent Ill Barrel .75 2/24 hrs 700Y 1
Gyro Mount, Deluxe - 8 4/48 hrs 6,OOOY 1
Gyro Mount, Standard 6 4/48 hrs 2,500Y 1
Imp. Gas Vent I1 Barrel .25 2/24 hrs 550Y .9
Imp. Gas Vent Ill Barrel .5 2/24 hrs 800Y .9
Imp. Gas Vent IV Barrel .75 2/24 hrs 1 ,oooY 1
Imp. Gyro Mount Under 5 6/48 hrs 3,500Y 1
Shock Pads - .25 2/24 hrs 200Y .75
IMAGING SYSTEMS
Imaging Scopes
Low-Light TOP .25 3/36 hrs 1,500Y .8
Magnification 1 TOP .25 3/36 hrs 500Y .8
Magnification 2 TOP .25 3/36 hrs 800Y .9
Magnification 3 , TOP .25 3/36 hrs 1,200Y 1
Thermographic TOP .25 3/36 hrs 1,500Y .8
Laser Sights TOP .25 6/36 hrs 500Y .9
Ultrasound Sight TOP .25 814 days 1,300Y .8
Ultrasound Goggles NA - 3/36 hrs 1,100Y 1
SMARTLINK (LEVEL I)
Smart Goggles - 1 3/36 hrs 3.OOOY 1
Smartgun, internal - .5 Weapon +loo% Weapon
Smartgun, external Top/under 1 4/48 hrs 600Y 1
SMARTLINK (LEVEL 11)
Smartgoggles - 1 4/36 hrs 3,500Y 2
External Smartgun Top/under 75 6/48 hrs 800Y 2
Internal Smartgun - .25 Weapon +250% Weapon
FIELDS OF FIRE 92
TARGET DESIGNATORS
Conceal Range Weight Availability Cost Street Index
Low-power laser sight -1 500m .25 6/36 hrs 500Y .9
High-power laser sight -1 1,500m .25 8/48 hrs 1,400Y 1
Laser designator -2 5,000m .5 12/14 days 3,700Y 2
Microwave designator - 8,000 km 4.5 2411 mth 12,500Y 2
Radar designator - 10,000 km+ 25 2413 mths 48,000Y 2
EXPLOSIVES
GRENADES
Grenade Type Conceal Damage Weight Avallabllity Cost Street Index
Offensive (HE* or AP) 6 10s (- 1/ meter) .25 4 days 30Y 2
IPE Offensive (HE* or AP) 6 1 5s (-I/meter) .25 514 days 50Y 2
Defensive (HE* or AP) 6 10s (-I/.5 meter) .25 4 days 30Y 2.
IPE Defensive (HE* or AP) 6 1 5s (-1 / .5 meter) .25 514 days 50Y 2
Concussion 6 12M (Stun) (-11 meter) .25 514 days 30Y 2
IPE Concussion 6 16M (Stun) (-1 /meter) .25 514 days 70Y 2
White Phosphorus 6 14M/ 10L (-I/meter) .25 615 days 120Y 3
Smoket 6 - .25 3/24 hrs 30Y 2
Smoke (IR) 6 - .25 4/48 hrs 40Y 2
Flash 6 Special .25 4/48 hrs 4QY 1
Mini-grenade 8 by grenade I +2/by grenade x2 +1
COMMERCIAL EXPLOSIVES, PER KILO
Concealability Rating Welght Availability Cost Street lndex
Commercial 6 3 1 6/48 hrs 6OY 1
Plastic. Compound IV 6 6 1 8/48 hrs 80Y 1
Plastic. Compound XI1 6 12 I 10148 hrs 200Y 2
Accessories
Radio Detonator 8 - .25 4/48 hrs 250Y
Timer 6 - .5 4/48 hrs l00Y
C L O T H I N G AND A R M O R
Conceaiability Ballistic Impact Welght Availability Cost Street lndex
GENERAL
Fine Clothing 0 0 1 Always 500Y 1
Forearm Guards 0 I .2 5/36 hrs 250Y .75
Ordinary Clothing 0 0 1 Always 50Y .8
Riot Shield. Small 1 2 8/14 days 1,500Y 2
Tres Chic 0 0 1 Always 1,000Y 1
ARMOR CLOTHING
Armor Clothing 3 0 2 2/36 hrs 500Y 1
Armor jacket 5 3 2 3/36 hrs W Y .75
Armor Vest 2 1 1 2/36 hrs 200Y .8
Lined Coat 4 2 I 2/24 hrs 700Y .75
Secure Clothing 3 0 1.5 3/36 hrs 450Y .9
Secure jacket 5 3 3 4/36 hrs 850Y .8
Secure Vest 2 1 .75 3/36 hrs 175Y .9
Secure Ultra-Vest 4 3 2.5 3/36 hrs 350Y .9
Secure Long Coat 4 2 2 3/24 hrs 650Y .9
Vest with Plates 4 3 2 3/36 hrs 600Y 1
Armante
"Venetian" dress 1 0 .5 2/48 hrs 3,500Y .75
"Starlight" dress 1 1 .75 2/48 hrs 4,500Y .75
FIELDS OF FIRE 93
Concealability Ballistic impact Weight Availability Cost Street Index
"Ancien" shawl 1 0 .3 2/48 hrs 750Y
"Executive Suite" tux 3 1 1 4/48 hrs 1,100Y
"London Fog" cloak 2 2 1 4/48hrs GOOY
Mortimer of London
"Greatcoat" 4 2 3 6/48 hrs 1 ,OOOY
Vashon Island
"Houndstooth" suit jacket 1.5 .5 1 See Package Cost
"Houndstooth" pants 1 .5 1 See Package Cost
"Houndstooth" suit vest .5 1 .75 See Package Cost
"Houndstooth" sprt. jckt. .5 1.5 1.25 See Package Cost
"Houndstooth" package - - - 7/48 hrs 2,OOOY
"Hunts Ball" jacket .5 1.5 1.25 See Package Cost
"Hunts Ball" skirt .5 1 1 See Package Cost
"Hunts Ball" slacks 1 .5 1 See Package Cost
"Hunts Ball" package - - - 5/48 hrs
Zoe
"Retrovision" skirt suit 3 1 1.5 4/48 hrs
"Country Club" blazer 3 1 1 4/48 hrs
"Highland Laird" kilt 4 2 1.5 6/48 hrs
CAMOUFLAGE
Camo Full Suit 3 1 1.5 4/36 hrs
Camo Jacket 5 3 2 5/36 hrs
FORM-FII+ING BODY ARMOR
Level 1 2 0 .75 3/48 hrs
Level 2 3 1 1.25 4/48 hrs
Level 3 4 1 1.75 4/48 hrs
LEATHER
Real 0 2 1 Always
Synthetic 0 1 1 Always
HEAVY ARMOR
Partial Suit 6 4 10 + Body 8/10 days
Full Suit 8 6 15 + Body 16/14 days
Helmet +1 1+ - 12/14 days
MILITARY GRADE ARMOR
Light Military Armor 10 7 12 + Body 18/1 mth
Medium Military Armor 12 8 14 + Body 24/1 mth
Heavy Military Armor 14 9 I 6 + Body 28/l.5 mths
Heavy Military Helmet +2 +3 3.0 24/1 mth
SECURITY ARMOR
Light Security 6 4 9 + Body 12/10 days
Medium Security 6 5 11 + Body 14/10days
Heavy Security 7 5 13 + Body 16/14 days
Security Helmet +1 +2 - 12/14 days
LIFESTYLE
ENTERTAINMENT
Concealability Weight Availability Cost Street Index
Music
Disk/Chip - Always 2034 .75
Playback Unit 2 Always 200Y .75
Quad Speakers - Always I00Y .75
Video
Disk/Chip - Always 20Y .75
Recorder Package 2 6/48 hrs 1 ,oooY 1.5
Screen 3 Always 1 50Y .75
Transmission Unit 5 8/7 days 4,oooY 2
--
FIELDS OF FIRE 94
Concealability Weight Availability Cost Street Index
Simsense Decks
Truman Dreambox (monoPOV ACT) 3 3 Always 350% .75
Sony Beautiful Dreamer
(monoPOV ACT) 3 3 Always 200Y 1
Sony Beautiful Dreamer I1
(polyPOV ACT) 2 5 Always 1,800Y 1
Fuchi Dreamliner (polyPOV ACT) 2 5.5 Always 2,500Y 1
Truman Paradiso
(polyPOV ACT and DIR-X) - 6 4/36 hrs 75,000Y 1
Fuchi RealSenseTMMasterSim
(Commercial Dir-X) - I2 8/ 1 week 125,OOOY 3
ASlST Dir-X Multiplexer - 7 8/ 1 week 2,500Y + (100Y per channel) 3
Simsense Recordings
(All prices shown are for baseline recordings. Triple prices for full-X. Concealability is 10, Availability is Always. Street lndex is .75)
Cost
ACT Recordings
Cheap or Instructional Recording 1Y/minute
Average Entertainment or Docurnentary 2Y/minute
High-Quality Entertainment or Documentary 2.5Y/minute
Current Hit 3Y/minute
Dir-X Recordings
Average Entertainment or Docurnentary 9OY/minute
High-Quality Eatertainment or Documentary 100Y/minute
Current Hit 1 5OY/minute
ELECTRONICS
Concealability Weight Availability Cost Street lndex
Telecom - 15 Always Memory Cost x 1.5 1
PORTABLE PHONES
Wrist Models 4 - Always .75
With Flip-Up Screen - - Always 1
Handset Unit 3 1 Always .75
Earplug Unit 8 - Always 1.5
Booster Pack 3 2 Always 1
Pocket Secretary 3 .5 Always 1
PERSONAL COMPUTERS
Table Top - 10 Always Memory Cost .75
Pocket 3 1 Always Memory Cost x 5 1
Wrist 4 - Always Memory Cost x 20 1.5
Printer NA 10 Always 1 00Y 1
Computer Memory (Non-Cykr) NA - Always 2OY x M p .75
DATA DISPLAY SYSTEMS (w/max memory capacity)
Data Unit ( 1.000 Mp) 3 2 Always Memory Cost 1
Headset (500 Mp) 4 1 Always Memory Cost x 2 1.5
Heads-Up Display (200 Mp) NA 1 6/7 days Memory Cost x 10 3
WORKING GEAR
FIELDS OF FIRE 95
MEDIA EQUIPMENT
Weight Availability Cost Street lndex
PORTACAMS AND CYBERCAMS
Fuchi VX2200 Portacam 3 2/48 hrs 1 ,000Y i
Fuchi VX2200C Cybercam 5 3/48 hrs 1,300Y 2
Sony HB500 Portacam 3.5 4/72 hrs 2,200Y 2
Sony CB5000 Cykrcam 5.5 5/72 hrs 2,700Y 2
AZT Micro20 Microportacam 2.5 5/72 hrs 2,500-Y 2
AZT Micro25 Microcybercam 2.5 5/72 hrs 3,200Y 2
Bionome Tridlink Adapter 1 2/72 hrs 700Y 1
PORTACAM B A S S
Kodak GAC-25 Shoulder Mount 1 3/48 hrs 200Y 2
Cinema Products SteadicamTM
Shoulder 2 3/48 hrs 1,800Y 2
Chest 3 3/48 hrs 1,800Y 2
Head 2 3/48 hrs 1,800Y 2
AZT Micro30 StaticBrace
(for the Micro20 Portacam Series)
Wrist 1 3/48 hrs 2,200Y 1
Chest 2 3/48 hrs 2,200Y 1
CAMGOGGLES
Fuchi I-C-U Autocam Controller 1.5 5/72 hrs 400Y 2
Zeemandt Luxor Monocular .5 5/72 hrs 700Y 2
Sekrit Sistemz No-Sho Camtroller 1 5/72 hrs 1 ,OOO-Y 2
Smartcam Adapter .5 5/72 hrs 1,500Y 2
TRANSMITTER LINKS
Unsecured Transmitter Links
Short-haul 5 4/72 hrs 4,000Y 2
Long-haul 4 4/72 hrs 6,000Y 2
Uplink 3 4/72 hrs 1 ,000Y 2
Secured Transmitter Links
Short-haul 5 5/72 hrs 6,000Y 3
Long-haul 4 5/72 hrs 9,000Y 3
Uplink 3 5/72 hrs 1,500Y 3
TRIDISYNTHS AND MIXERS
Vertex Netsynth Tridmixer 7 2/48 hrs 8,000Y 1
Fuchi Holo-Edit 7200 9 4/72 hrs 10,000Y 2
Sony TFX- 10000 Imaging Generator 7 8/1 week 1 3,ooOY 2
PIRATE EQUIPMENT
ElectromagneticTransmitters (Radio/lV/3V)
Non-mobile 35 8/1 week 5,500Y 1
Mobile 25 8/2 weeks 7,500Y 2
+ECM Rating ( 1 to 6) - + l/point +2,5OOY/rating point 3
Transmission Sampler 5 8/1 week I,000Y 2
Satellite Injection Uplink Station 20 8/2 weeks 1 ,000Y 2
+ECM Rating ( 1 to 6) - + l/point +3,ooOY/rating point 3
Cable Signal Formatter 3 8/1 week 2,000Y 2
+ECM Rating ( 1 to 6) - + l/point + l,500Y/rating point 3
FIELDS OF FIRE %
Weight Availability Cost Street Index
SIMSENSE GEAR
Simlinks
External (Rating 1- 10) .5 812 weeks 25,000Y + (5kY x Rating) 2
Simths
Truman Reality-500 (monoPOV Baselin 15 811 week
Fuchi RealSenseTM Kosmos XXV 30 812 week
Truman Inner-l 28 812 week
Simth Peripherals
ASlST Enablers:
EC/PC Enabler 6 811 week Rating x 10,000Y 2
Emotive Enabler 7 811 week Rating x 25,000Y' 2
Sense Patch Injector 5 811 week 25,OOOY 2
Signal Peak Controller 5.5 811 week 15,oooY 2
Experience Samplers
MonoPOV ACT Format 13 811 week 15,oOoY 2
MonoPOV Dir-X Format 14 811 week 75,oooY 2
PolyPOV Samplers 10 - +25% per additional POV -
MUSICAL INSTRUMENTS
(None of the M o w are Concealable. Availability is Always. Street lndex is 8.)
Quality Common' Rare'
Cheap 50Y 250Y
Average 500Y 2,500Y
Fine 5,oOOY 25,OOOY
*Actual price = Basic Price x Complexity. Electric instruments and synthesizer controllers reduce Complexity by I(see p. 92, Shadowbeat).
Synthesizers Cost
Cheap (max 8 voices) l 5 0 Y + 25Y per voice.
Average (max I 6 voices) 500Y + 100Y per voice.
Fine (max 3 2 voices) 5,000Y + 500Y per voice.
Autosynths
Skill 1-3 1,000Y per skill point
Skill 4-5 3,000Y per skill point
Skill 6-8 5,000Y per skill point
Skill 9-10 10,000Y per skill point
Synthlink Equipment
Concealability Weight Availability Cost Street Index
Synthlink Controller
Cheap .5 Always
Average .5 Always
Fine .5 3 / 4 8 hrs
FIELDS OF FIRE 97
Cost
Hall 5
Stadium 12,oooY
Superstadium 25,000Y
Direct Digital Output
Built-in DDO +500Y to base price
DDO Adapter +700Y to b e price
Multitrack Samplers
4-track Sampler 1,200Y
8-track Sampler 3,200Y
16-track Sampler 8,OOOY
24-track Sampler 14,400Y
32-track Sampler 22,400Y
Manual Control Only Base Price
Direct Neural Interface Control Only Base Price x 2
Combined ManualIDNI Control Base Price x 2.5
COMMUNICATIONS
Concealability Weight Availability Cost Street Index
Micro-Camcorder 8 - 6/48 hrs 2,500Y 2
Micro-Recorder 9 - 6/48 hrs 1,000Y 2
Micro-Transceiver 18 - 6/48 hrs 2,500Y 2
TACTICAL COMMUNICATION SYSTEM
Conccalabliity Rating Weight Availability Cost Street lndex
Master Unit - 14 75 24/21 days 60,OOOY 3
Portable Master Unit - 14 20 18/14 days 120,000Y 2
Personal Comm Unit 8 14 .5 12/14 days 18,500Y 2
Microwave Link 3 - 1 .o 18/21 days 4,800Y 2
Laser Link 4 - 1 .o 14/2 1 days 2,700M 2
Satellite Uplink - - 2.0 12/21 days 7,500Y 2
SURVEILLANCE MEASURES
Concealability Weight Availability cost Street lndex
Data Codebreaker 2 5 Rating 10 days 10,000Y x Rating 1.5
Dataline Tap 12 - Rating8 days 5,000Y x Rating 1.5
Laser Microphone 5 1 Rating/48 hrs 1,500Y x Rating 1.5
Shotgun Microphone 5 1 Rating/36 hrs 1,000Y x Rating 1
Signal Locator 3 2 Rating/48 hrs 1,000Y x Rating 1.5
Tracking Signal 3 - Rating72 hrs 100Y x Concealability 2
Voice Identifier 2 5 Rating/72 hrs 2,000Y x Rating 2
SURVEILLANCE COUNTERMEASURES
Concealability Weight Avaliability cost Street lndex
Bug Scanner 3 1 Rating48 hrs 500Y x Rating 1.5
Data Encryption System 2 6 Rating/ 14 days 1,000Y x Rating 2
Dataline Scanner 2 6 Rating/ 14 days 1WY x Rating 2
jammer 2 5 Rating / 72 hrs 1 . W x Rating 1.5
Voice Mask 6 - Rating72 hrs 3,000Y x Rating 1.5
White Noise Generator 3 1 Rating72 hrs 1.500Y x Rating 1.5
SECURITY DEVICES
Concealability Weight Availability Cost Street lndex
Identification Scanners
Thumbprint - - Rating/72 hrs 200Lr x Rating 1
Palmprint - - (Rating + 1)/72 hrs 3WY x Rating 2
Retinal - - (Rating + 2)/72 hrs 1,000Y x Rating 3
Maglocks - 7
Rating72 hrs 100Y x Rating 1
PANlCBUllON Hook-Up - - Call Lone Star 1 ,000Y 1
Maglock Passkey (illegal) - 1 (Rating x 2)/ 10 days 10,000Y x Ratlng 3
Restraints
Metal 3 .5 4/48 hrs 1
Plastic 3 - 4/48 hrs 1
Squealer 4 - 6/72 hrs 2
SURVIVAL GEAR
Concealability Weight Availability Cost Street lndex
Chemsuit - 1 (Rating/Rating) days 200Y x Rating 1
Pressure Regulator - .5 6/48 hrs 250Y 2
Ration Bars ( 10 Days) - 1 2/48 hrs 30Y 1
Respirator - 1 4/48 hrs 500Y 2
Survival Kit - 2 2/48 hrs 100Y 1
CLIMBING GEAR
Weight Avaiiabiiity Cost Street Index
Ascent/Dexent Harness .25 Always 75Y 1
Axent/Descent Kit* 2.0 Always 250Y 1
Rappelling Cloves - Always 70Y 1
Rope (50m) I.o Always 125Y 1
FIELDS OF RRE 99
GLOBAL POSITIONING SYSTEM
Concealability Weight Availability Cost Street Index
Nav-DatTM 8 .5 6/48 hrs 700Y 1
CYBERTECH
HEADWARE
Essence Cost Cost Availability Street lndex
Chemical Analyzer .2 2,500Y/Level 4/6 days 1
Chipjack .2 1 .oooY 3/72 hrs .9
Cortex Bomb (illegal) - 500,oooY 20114 days 1
Data Filter .3 5,oooY 6/36 hrs 1.5
Datajaclc (SR rules) .2 1 ,oooY Always .9
Datajack (Shadowtech)
Level I I 500Y Always .9
Level 2 .I5 I,OOOY Always .9
Level 3 .2 2,oooY Always .9
Level 4 .25 4,oooY Always .9
Data Lock .2 1 ,oooY 6/36 hrs 1.5
Datasoft Link 1 1 .oooY 3/24 hrs 1
Encephalon
Level I .5 1 5,oooY 6112 days 2
Level 2 .75 40,OOOY 6/ 12 days 2
Level 3 1.5 75,oooY 6112 days 2
Level 4 1.75 1 15,oooY 6/ 12 days 2
Gas Spectrometer .2 2,000Y/Level 4/5 days 1
Internal Voice Mask 1 7 ,oooY 6/48 hrs 1
Memory M p + 100 M p x IOOY 2/24 hrs 1
Memory (FIFF) Mp/300 M p x ISOY 3/24 hrs .8
Olfactory Booster .2 I,OOOY/Level 618 days 1
Orientation System .5 15,oooY 5/6 days 1.5
Sense Link 2 300,oooY 2/5 days 1
lnternal Transmitter .6 80.000Y 3/5 days 1.5
Softlink (Level I) .I5 1 ,oooY 3/72 hrs .9
Level 2 .2 2,oooY 3/72 hrs .9
Level 3 .25 4,oooY 3/72 hrs .9
Level 4 .3 8,000Y 3/72 hrs .9
SPU: Data Management
Level I I 9,500Y 6/60 hrs 1
Level 2 .I5 19,oooY 6/60 hrs 1
Level 3 .2 28,500Y 6/60 hrs 1
Level 4 .25 38,OOOY 6/60 hrs 1
SPU: Input/Output
Level I I 5,oooY 5/4 days 1.5
Level 2 .I5 7.500Y 514 days 1.5
Level 3 .2 l2,5OOY 5/4 days 1.5
Level 4 .25 22,500Y 5/4 days 1.5
SPU: Math
Level I 1 2,oooY 6/60 hrs 1
Level 2 .I5 5,oooY 6/60 hrs 1
Level 3 .2 1 1 .oooY 6/60 hrs 1
Level 4 .25 23,OOOY 6/60 hrs 1
Tactical Computer
Level I 3.5 350,OOOY 1 2/60 days 4
Level 2 4 900,oooY 12/60 days 4
Level 3-4 CLASSIFIED CLASSIFIED
MATRIXWARE
MPCP See Text See Text 12/60 days 4
Persona Module .3 See Text Varies/ 1 2 days Varies
Hardening .3 See Text Varies18 days Varies
Memory/Storage Mp/300 M p x 1 SOY 3/24 hrs .8
Transfer 1 See Text Varies/ 10 days Varies
Response .2 See Text Varies/ I 4 days Varies
H E L M OF FIRE 102
Essence Cost Cost Availability Street lndex
Skillwires
Rating 1-3 .Ix Rating Rating x 10,000Y 4/ 10 days 1
Rating 4-6 .2 x Rating Rating x 100,000Y 5110 days 1
Rating 7-9 .3 x Rating Rating x 1,000,000Y 12/20 days 1
Skillwire Plus
Level 1-3 Level x .I Level x 15,000Y 4110 days 1
Level 4-6 Level x .2 Level x 1 25,000Y 5/ 10 days 1
Level 7-9 Level x .3 Level x 1,000,000 Y 12/20 days 1
Vehicle Control Rig
Level 1 2 6/48 hrs 1
Level 2 3 8/48 hrs 1.25
Level 3 5 8/48 hrs 1.5
Wired Reflexes
Level 1 2 4/8 days 1
Level 2 3 418 days 1
Level 3 5 8/ 14 days 1
Skillsofts
Concealability Base Price Availability Street lndex
Knowsoft 24 M p x 1SOY 5/4 days 1.25
Activesoft 24 M p x IOOY 6/4 days 1.25
Linguasoft 24 M p x 50Y 6/36 hrs 1.25
Datasoft 24 M p x 100Y 4/4 days 1.25
*More valuable data will cost more.
BIOWARE
Body lndex Base Price Street lndex
Adrenal Pump
Level 1 1.25 3
Level 2 2.5 3
Cerebral Booster
Level 1 .4 6/ 14 days 2
Level 2 .8 6/ 14 days 2
Damage Compensator
Level 1-2 .2/Level 6/6 days 2.5
Level 3-5 .2/Level 10/6 days 2.
Level 6-9 .Z/Level 12/6 days 2.5
Enhanced Articulation .6 5/6 days 1.5
Extended Volume
Level 1 .2 4/4 days 1
Level 2 .3 4/4 days 1
Level 3 .4 4/4 days 1
Mnemonic Enhancer .2/Level 6/7 days 1
Muscle Augmentation .8/Level 6/6 days .9
Nephritic Screen .4 4/4 days 1
Orthoskin
Level 1 .5 8/8 days .8
Level 2 I 8/8 days .8
Level 3 1.5 8/8 days .8
Pain Editor .6 6/6 days I .2
Pathogenic Defense .2/Level 4/4 days 1.5
Platelet Factory .4 5/8 days 1.5
Reflex Recorder
Concentration .I* 5/6 days 1.5
General .25* 8/6 days 1.5
Suprathyroid Gland 1.4 8/ 12 days 2.5
GENE-TECH
Base Price Availability Street lndex
Antibac
Level 1-3 Level x 500Y 4/48 hrs
Level 4-6 Level x 1,000Y 4/48 hrs
Level 7-9 Level x 1,500Y 4/48 hrs
Level 10+ Level x 2,500Y 4/48 hrs
Binder
Level 1-3 Level x 300Y 4/32 hrs
Level 4-6 Level x 6OOY 4/32 hrs
Level 7-9 Level x 900Y 4/32 hrs
Level 10+ Level x 1,500Y 4/32 hrs
Doom SOOY/dose 14/30 days
Gamma-Anthrax 1 80Y/dose 14/30 days
Gene Therapy
Cleansing 6/30 days
Genetic Correction 6/30 days
Reconstruct/Healing 6/30 days
Other 6/30 days
Immunization
Single 40.000Y per treatment 6/20 days
Full Spectrum 300,oooY 6/20 days
Leonization 6/30 days
Myco-Protein It's everywhere
Zeta-lnterpheron
Level 1-3 Level x 400Y 4/32 hrs
Level 4-6 Level x 800Y 4/32 hrs
Level 7-9 Level x I,200Y 4/32 hrs
Level 10+ Level x 2,000Y 4/32 hrs
COMPOUNDS
ACTH 100Y/6 doses 5/ 12 hrs
Atropine 600Y/dose 5/ 12 hrs
Carcerands See Text 41 10 days
Cyanide 360Y/dose 3/48 hrs
DikoteTM 1 ,WY/ I00cm3 6114 days
DMSO IOY+ 2/ 12 hrs
Hyper 1 80Y/dose 4/24 hrs
CYBERDECKS A N D PROGRAMS -
CYBERDECKS
Persona Hardening Memory Storage Load
Radio Shack PCD- 100 2 0 10 50 5
Allegiance Alpha 3 1 10 50 5
Sony CTY-360 6 3 50 100 20
Fuchi Cyber-4 6 3 100 500 20
Fuchi Cyber-6 8 4 100 500 50
Fuchi Cykr-7 10 4 200 1,000 50
Fairlight Excalibur 12 5 500 1.000 100
MAGICAL EQUIPMENT
FOCI
Availability Cost Street Index
Specific Spell Focus 4/48 hrs Rating x 45,000Y 2
Spell Type Focus 5/48 hrs Rating x 75,000Y 2
Spirit Focus 4/48 hrs Rating x 60.000Y 2
Power Focus 6/72 hrs Rating x 105,000Y 2
Spell Lock 2/48 hrs 45,000Y 2
Weapon Foci 8/72 hrs [(Reach + I ) x 100,000YI + 3
Rating x 90,000Y
MAGICAL SUPPLIES
Availability Cost Street lndex
Elemental Conjuration Materials (Force)/24 hrs Force x 1,000Y 1
Medicine Lodge Materials (Rating)/24 hrs Rating x 500Y 1
Fetish Focus 3/26 hrs Rating x 3,00044 1
Ally Conjuring Material (Force)/36 hrs 1,000 per unit 1
Ward Casting Materials (Force)/36 hrs 1,000 per unit 1
Watcher Casting Materials (Force)/36 hrs 1,000 per unit 1
Expendable Fetishes
Combat 2/24 hrs 1
Detection 2/24 hrs 1
Healing 2/24 hrs 1
Illusion 2/24 hrs 1
Manipulation 2/24 hrs 1
Hermetic Library (any magic skill)
Computer Media (disk) (Rating)/-/ days (Rating x Rating) x 1,000Y
Chip (Rating)/7 days (Rating x Rating) x 1,200Y
Hardcopy (Rating)/ I 4 days (Rating x Rating) x 2.000Y
Reusable Fetishes
Combat 3/24 hrs
Detection 3/24 hrs
Healing 3/24 hrs
Illusion 3/24 hrs
Manipulation 3/24 hrs
VEHICLES
Note: Vehicles generally have an Availability equal to Cost/10,000. The base time is equal to 1/2 the Availability (round down) in days.
Street Index is .75 for vehicles that cost less than 10,000Y, 1 for up to 50,000Y. and 2 for more than 50,000Y.
HOVERCRAFT
Chrysler-NissanG 12.3 4 4011 2 0 4 0 5 2 50,OOOY
GMC-Beachcraft Vacationer 4 35/ 1 2 0 4 0 3 3 100,OOOY
GMC-Nissan Hovertruck 4 40112 0 4 0 5 1 100,OOOY
Mostrans KVP- 14T 4 601I80 4 0 3 1 250,OOOY
BOATS
Water Jet Bike
Suzuki Watersport (Standard)
Suzuki Watersport (Electric)
Motorboats
Aztech Nightrunner
Electric
Colorado Craft Cigarette
Marine Technologies Dolphin I1
Harland &. Wolff Classique
Samuvani Criscraft Otter
Zemlya-Poltava Swordsman
Sailboats
Sendanko Marlin
AIRCRAFT
Winged Planes
Cessna C 7 5 0
Embraer-DassaultMistral
Fiat-Fokker Cloud Nine
Hawker-Ridley HS-895 Skytruck
Lear-Cessna Platinum I
iear-Cessna Platinum II
Rotor Craft
Agusta-Cie~aPlutocrat
Ares Dragon
Federated Boeing Commuter
Hughes Aerospace Airstar 2 0 5 0
Hughes WK-2 Stallion
VEHICLE WEAPONS
Note that Availability and Street lndex for vehicle-grade weapons are at the gamemaster's discretion.
Type Ammo Mode Damage Weight cost
Ares Firelance Vehicle Laser "Assault" 40 SA 1 5s 48 300,OOOY
Generic Autocannon Cannon 10 (c) SA 12D 45 12,0000Y
Generic Rocket Launcher Rocket 6 (b) SS as rocket 15 15,OOOY
Water Cannon "Shotgun" "2 0 "SA" 6 M Stun 12 20,OOOY
Vanquisher Minigun HMC Belt ( 100) FA 10s 45 75,OOOY
Vengeance Minigun MMC Belt ( 100) FA 9s 30 50,OOOY
Victory Rotary Assault Cannon Cannon Belt (50) FA 18D 90 90.OOOY
Vigilant Rotary Autocannon Cannon Belt (25) FA 20D 60 125,OOOY
Intelligence Damage Cost
Saab-Saaker A A M (Basic) 6 18D 25,OOOY
(Improved) 7 18D 50.OOOY
Hyndai Advanced AAM (Basic) 8 18D 100,OOOY
(Improved) 9 18D 150,OOOY
Ares Dragon AAM (Dogfight) 8 2OD 500,OOOY
(Attack) 9 2OD 1.500,OOOY
Mitusbishi-CM Bandit ACM
(Bandit) 6 varies
(Super Bandit) 6 varies
General Products Rockets
(7.62 cm) N/ A 3D/rocltet
(12.7 cm) N/A 7D/rocket
FIELDS OF FIRE l I0
I
FIN