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Eclipse Phase: Ghost In The

Shell
Welcome
The year is 2035 and global recession has
resulted in the collapse of western economy.
Isolationist Japan has endured due to their strict
policies and have moved out into international
markets, operating with profits beyond
comprehension.
State police forces, unable to keep up in
large part with the new trends in cybercrime have
been augmented with Japanese Section 9 units
with the intention of training local recruits to
continue these duties.

Ghost points are awarded by the Game


Master at the end of a session and are gained or
lost by your actions throughout the session.

Melee Double Attack


Characters that meet the following criteria
can use a special double melee attack for an
additional 1d10 damage.
A score of at least 60 in your chosen
melee skill.
A speed of at least 2.
Equipped with two identical melee
weapons.
The special attack must be declared by the
attacker before they roll and can only be used
once per round (e.g. only on 1 of your 2 turns in
any given round).

I can hear my Ghost whispering to


Section 9 Code Of Conduct
me
Although Section 9 is a special branch of

The Ghost is the human spirit, it's not


law enforcement that get a lot of leeway for their
exactly the ego as defined in the Eclipse Phase
actions they also rely on a veil of secrecy that's
rules but more of an independent identity. To
maintained at all costs. The general public is
some the Ghost is their mind, their humanity,
unaware of the existence of Section 9 and this
consciousness, individuality. What your Ghost
secrecy is one of the things that allows Section 9
means to you is personal and it's unlikely that
to operate as they do.
anyone else will have the same definition of the
As such all operatives follow a very basic
Ghost that you do.
code of conduct designed to allow them to
In game terms this means that the Ghost is operate as freely as possible while keeping the
how in touch you are with your gut feeling, how safety of the division intact.
well your mind and body mesh into one being.
Property damage is allowed so
Having a positive Ghost score allows you a
long as it cannot be traced back to
bonus to any action you take. Every 25 points in
Section 9 operatives.
Ghost gives you a +5 benefit to skills, for a
Killing civilians is never allowed
maximum of +20.
under any circumstances.
Conversely the Ghost can have a negative
Wounding them is acceptable so
score, going against your own nature, ignoring
long as they cannot identify you as
your Ghost and a variety of other situations can
a Section 9 agent.
cause you to lose touch with your Ghost and

The authority afforded to a


you'll no longer hear it whispering to you. In
Section 9 operative must not be
game terms this means for every -25 points in
abused for personal gain.
Ghost you take a -5 penalty to skills for a
Keeping
to these three basic rules at
maximum of -20.
throughout
an
assignment
will result in your team
Being in touch with your Ghost can also
result in you having gut feelings, or hearing your being given a bonus of 500 credits each. Failure
to adhere to these rules may result in a fine to
Ghost whispering to you at key moments.
Similarly, being detached from your Ghost by a fund the necessary blackout and clean up
procedures.
great degree can convey other status effects. It
pays to define your character and what you
believe the Ghost is clearly because it'll help you
gain or lose contact with your Ghost more easily.
(Earn a score of +/-50 to get a special bonus)

Character Generation
In order to make more room for character
growth across the campaign there have been
some changes to character generation and
statistics. In generation these changes are resulted
in lower amounts of points to distribute.
Aptitude Points have been lowered from
105 to a new total of 70. The points can be
distributed in a minimum of 5 points at a time
and each skill must have at least 5 points in.
Customization Points have also been
lowered from 1000 to 500. Additionally it's only
permissible to go as high as 60 points in any skill
during character creation (unless a perk or
background says otherwise). Characters
automatically get 70 points in Language: English.
Reputation Points are no longer
distributed at creation. They are earned through
choosing particular backgrounds and through
play.
Credits remain unchanged; every
character is given 5000 credits at creation.

Backgrounds
Everyone has a past, even if you don't
remember it. You may choose one of the
following backgrounds and receive the bonuses
and disadvantages that it brings. If you wish to
make a custom background, talk with your DM
about making one.

STAND ALONE COMPLEX


An entity born of the vast and infinite net.
You are a copy without an original, not an AI but
not a human either, though you may not know
that. Or perhaps you're the result of a cyberbrain
spontaneously forming a ghostline of its own,
who knows.
Advantages: +30 Interfacing skill, half price
skill points for Infosec, Interfacing, Programming
and Research.
Disadvantages: All social skills cost double.
Cannot start with Originaru.
CONSULTANT
Prior to joining Section 9 you were a
consultant of some kind for organizations around
the world. As such you have expert knowledge of
particular topics.
Advantages: +20 to any two knowledge skills of
your choice, second native language at creation
Disadvantages: Combat skills cost double.
LAW ENFORCEMENT
Section 9 picked you out of local law
enforcement agencies as a candidate to join their
team. You may be the new guy on the team but
your prior experience is invaluable and greater
than most.
Advantages: +10 Pilot Groundcraft, +10
Profession Police, +10 to one knowledge skill of
your choice, +5 rep of your choice.
Disadvantages: Enemy trait

SECURITY CONTRACTOR
Before joining Section 9 you were a
private security contractor with a prestigious
contractor. As a result you're both professionally
Prosthetic Bodies
trained and possess the necessary skills and
None of the stock Eclipse Phase morphs
experience to assist with your assignment to
are
present
in this setting. Instead use the
Section 9.
prosthetic bodies listed below.
Advantages: +10 Networking [Field] skill of
your choice, +1 Moxie
ORIGINARU
Biological
Disadvantages: None
This is the body that everyone is born in.
Everyone starts with one of these. It is the only
SOCIALITE
fully biological body that exists in this setting.
Whether through a hefty trust fund or
Implants: None
inheritance you're one of the rich and famous,
since joining Section 9 your time in the limelight Aptitude Maximum: 20
may be over but the skills you picked up there are Durability: 30
Wound Threshold: 5
still valuable.
Advantages: +10 Protocol skill, +5,000 credits, Disadvantages: None (Genetic defects are
common).
+10 Networking [Hypercorps] skill
CP Cost: 0
Disadvantages: May not start with Originaru
Credit Cost: N/A

KAMEREON
Prosthetic
A fully prosthetic body designed around stealth.
The Chameleon is not a combat focused model
but is equipped with a built in attack barrier.
Implants: Cyberbrain, Therm-optic Camouflage,
Access Jacks, Attack Barrier
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 COG, +5 REF
CP Cost: 30
Credit Cost: 30,000
KABE
Prosthetic
The Wall is a favourite of law enforcement
special tactics teams and is often employed in
high risk breaching situations. Complete with
dermal armour and increased strength this
prosthetic body excels in close quarters combat.
Implants: Cyberbrain, Dermal Armour,
Reinforced Skeleton, Enhanced Musculature
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 9
Advantages: +10 SOM
CP Cost: 35
Credit Cost: 35,000

Advantages: Striking Looks (level 1), +5 SAV,


+5 to 2 aptitudes of the players choice.
CP Cost: 40
Credit Cost: 40,000
KODOMO
Prosthetic
The Child is modelled after a 10 year old and
comes in both male and female varieties. Some
people find an adult wearing a Kodomo to be
distasteful but amongst the poorer social circles
it's not uncommon for the Child to be the only
prosthetic an individual can afford throughout
their lifetime.
Implants: Cyberbrain
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: +5 COO, +5 INT, +5 REF, +5 to
one aptitude of the players choice.
Disadvantages: Social Stigma trait
CP Cost: 25
Credit Cost: 25,000

NISEMONO
Prosthetic
The Pretender is a mass produced prosthetic shell
often provided to workers in extremely hazardous
situations. Their main advantage is that they're
cheap and easily replaced or repaired. They are
visually indistinguishable from one another.
MUSHA
Prosthetic Implants: Cyberbrain
The Warrior is a combat oriented body designed Aptitude Maximum: 20
to also pass for human under scrutiny. These are Durability: 20
commonly used by private security officers and Wound Threshold: 3
soldiers.
Advantages: 4/4 Armour
Implants: Cyberbrain, Access Jacks, Dermal
Disadvantages: -5 to one attribute of the players
Armour
choice, Lemon trait, Social Stigma trait.
Aptitude Maximum: 25
CP Cost: 5
Durability: 40
Credit Cost: 5,000
Wound Threshold: 7
Advantages: +5 COO, +5 REF
GOSEI
Prosthetic
CP Cost: 30
The Synthetic is another cheap Android/Gynoid
Credit Cost: 30,000
that comes in many forms. One of the more
popular amongst collectors is the Jerry, a gynoid
NYOTEI
Prosthetic often kept as a companion because of their ability
The Empress is a common body amongst a wide to form an attachment to their owner and vice
variety of typically female professions ranging
versa.
from secretaries and news casters to prostitutes. Implants: Cyberbrain, Access Jacks, Mnemonic
It's rumoured that the Japanese president wears a Augmentation
heavily modified one of these.
Aptitude Maximum: 30
Implants: Cyberbrain, Access Jacks
Durability: 40
Durability: 30
Wound Threshold: 8
Wound Threshold: 5
Advantages: +5 SAV, +5 INT

Disadvantages: Social Stigma trait, Uncanny


Valley trait
CP Cost: 10
Credit Cost: 10,000
SAIDO
Infomorph
A person's Chroma is their presence on the net. It
does not have a physical form but moves through
cyberspace as a quasi physical entity. The capture
or destruction of a Chroma file can leave a
persons physical form devoid of life and
disconnection from the net can either be fatal or
result in a free floating consciousness. Artificial
Intelligences on the web are considered to be
Chroma Files.
Enhancements: Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Disadvantages: No physical form
CP Cost: 0
Credit Cost: 0

need for prosthetic eyes or cyberbrain. Some


notes on the different parts follow;
Cranial Computer
A small computer with limited storage capacity
that provides most of the functions of a hand held
or desktop computer including a personal
organizer, alarm clock, internet browsing and
personal communications. When linked with the
rest of the biomod package the cranial computer
can monitor health status. Interfacing with the
computer is done via an optical nerve interface.
Medical Sensors
Implanted throughout the body these devices
monitor heart rate, blood pressure, respiration,
temperature, neural activity and other important
medical concerns. These sensors also log
traumatic events related to physical harm and
contain uploaded medical records. They are only
accessible by authorized medical professionals
and are typically only called on in emergencies.

CYBERBRAIN
Semi-Organic Prosthetic
[Moderate]
Traits
The Cyberbrain is an artificial replacement for
Traits are taken from the core Eclipse
Phase book and are identical in function. The Psi the organic brain. In essence the Cyberbrain is
actually an emulation of the original brain as
traits are not selectable.
when a user is fitted with a prosthetic body their
consciousness is uploaded to the device to the
Skills
user there is no interruption of thought and the
Skills carry over from the base Eclipse
original brain is deactivated after the transfer is
Phase book and function identically in this
confirmed as successful.
scenario. However, there have been some
changes in the way skill amounts can be
ENHANCED VISION
Prosthetic
assigned.
[Low]
At character creation the maximum
Prosthetic optics are already superior to human
assignable value per skill is 60 but there are no eyes but with an Enhanced Vision augmentation
restrictions on where the points should be
it's possible for the user to superimpose
distributed. The maximum total during game play additional filters into their vision via the
for any skill is 90, down from the original 99.
augmented reality interface. Vision modes
included are; FLIR (forward looking infra red
including white-hot, black-hot and colour scale),
All augmentations listed from this point onwards 12x zoom capability (not compatible with
are compatible with both biological bodies and thermals) and short-range backscatter. This
provides a +20 to Perception tests involving
prosthetic bodies unless otherwise stated.
vision.
BASIC BIOMODS
Prosthetic
ENHANCED SMELL
Prosthetic
[Moderate Cost but free with most bodies]
Basic Biomods consist of several small machines [Low]
An augmented nasal cavity adds as much as a 0.5
implanted into the body, almost everyone has
square foot of additional olfactory receptors
these modifications even if they prefer their
original body. They monitor the user's health and without changing the outward appearance of a
allow for augmented reality overlays without the user. Enhanced Smell augmentations are also

Augmentations

capable of performing an analysis of inhaled


materials and filtering harmful toxins for short
amounts of time (up to 10 minutes can be spent
in a 100% toxic atmosphere). This provides a
+20 to Perception tests that involve smell.

skin looking smoother and visibly fake, even


plastic like. The users sense of touch is reduced (20 modifier) except on their hands, feet and face.
The armour provided by this augmentation stacks
with worn armour.

EIDETIC MEMORY
Prosthetic
[Low]
This augment is attached to the brain-case of a
cyberbrain and records sensory input. Only
information that the user focuses on is recorded,
for example if a user reads a paper or book they
will remember everything contained within but
they may not remember the colour of every car
that passed them on the street on the way home
(unless they were actually looking for that
information at the time it was presented). No
training is required to use this augmentation and
accessing the stored information is controlled by
software-cyberbrain interface to ensure accurate
and timely recall.

CARAPACE ARMOUR
Prosthetic
[High]
Ceramic plates are secured to the superstructure
of any prosthetic and provide 11/11 armour. Due
to the nature of this modification the user cannot
wear additional armour. The advantage is that
carapace armour does not degrade as it takes
damage but it does remove some mobility and
flexibility.

CHAMELEON SKIN
Prosthetic
[Basic High, Advanced - Expensive]
Therm-optic Camo is often worn but this
augmentation provides the user's skin with the
ability to render them completely invisible to
both visible and thermal vision modes. This does
MATH BOOST
Prosthetic not render equipment or held items invisible and
[Low]
cannot be activated while wearing any clothing.
This implant functions the same as the Math Wiz An advanced model is capable of rendering the
trait (p. 146 EP). An extra APU is implanted onto user's clothes and weapon invisible also. Only
a specialized high bandwidth interface with the worn equipment will be rendered invisible, for
cyberbrain that is automatically utilized for any example a bullet proof vest and held or holstered
mathematical functions.
handgun will be rendered invisible but a rifle
slung via strap or a rappelling line will not.
ADRENAL BOOST
Biological Results in a +20 to Infiltration test if the user is
[High]
completely invisible. Moving at high speed will
A modified adrenal gland available only to
not disrupt the camouflage but excessive body
biological bodies allows for an enhanced stress movement will cause artefacts (e.g. running or
response, flooding the system with
combat will cause artefacts but falling will not).
norepinephrine and adrenaline. Allows the user to
ignore the -10 penalty from 1 wound and
CLAWS
Biological/Prosthetic
provides +10 REF.
[Low]
Cat-like retractable claws are fitted to every
BIOWEAVE ARMOUR
Prosthetic finger of the user. These can either be biological
[Low]
implants for those who require the functionality
Manufactured fibres are woven into the skin of but dislike prosthetics or fully prosthetic
the morph to provide an additional 2/3 armour
implants. They do not affect the users manual
without changing the appearance, texture or
dexterity but the biological implants do require
sensitivity of the skin. It is cumulative with worn some training on the part of the user to learn how
armour.
to reliably use the new addition. These claws are
capable of dealing 1d10+1+(SOM/10) points of
DERMAL ARMOUR
Prosthetic damage and use the Unarmed Combat skill.
[Moderate]
Applicable only to prosthetic bodies/limbs. This CLEAN METABOLISM Semi-Organic
is a replacement of the skin to provide superior [Moderate]
protection of 3 / 4 this comes at the cost of the
This augmentation requires no surgery or

maintenance to install and can be used by both


biological and prosthetic bodies to digest and
break down harmful substances in the gut. This
allows the user to avoid the effects of alcohol or
ingested poisons.
EELWARE
Prosthetic
[Moderate]
Capacitors store a charge, provided by either a
quick charge energy cell or the own users
bioelectric current. The charge can be released
upon contact to provide a powerful shock attack
capable of disabling biologicals and prosthetics
alike. The charge can also damage computer
systems and other electronics. A person struck
with a shock attack must make a DUR+Energy
Armour test or be incapacitated for 1 turn per 10
points of MoF. A person cannot be shocked by
their own Eelware.

or dark, is there a person present but not knowing


the time of day or who the person is) entering or
leaving the state requires approximately 3
minutes and so long as the character has
sufficient air they can survive without food or
water for up to 40 days. Commonly used by
mountain climbers or researchers in the field for
survival purposes in case of an accident.
ENHANCED MUSCULATURE Biological
[High]
The biological muscle mass of the user is
enhanced to a great degree. Apply +5 to SOM.

NEURACHEM
Prosthetic
[Basic High, Advanced Expensive]
A poor man's combat augmentation. This
prosthetic boosts neural connections and
chemical transmitters inside a biological brain.
The basic model provides +1 to Speed while the
ENHANCED RESPIRATION Semi-Biological advanced model grants +2 to speed. After
[Moderate]
activation the Neurachem lasts for 3 turns and the
Augmented lungs are capable of operating in a
user suffers a type of hangover for 1 hour after
range from 0.2 atmospheres to 5 atmospheres
the effects where -20 is applied to all actions.
without the need for decompression procedures.
Additionally users can hold their breath for 30
SMUGGLERS CACHE
Prosthetic
minutes under minimal activity and up to 10
[Low]
minutes while under stress. In conjunction with A compartment is installed into the body in a
an internal oxygen supply this augmentation can location of choice (most often the arms or thigh)
provide the user with 24 hours of breathable air. and is capable of holding a handful of small
items or one small-medium item such as a
GRIP PADS
Prosthetic machine pistol or handgun. These augmentations
[Low]
are often used by smugglers to move drugs or
Grip pads are artificial constructs of the surface weapons or by undercover police officers to
of gecko feet. They are applied to the palms,
conceal ID, monitoring equipment or weapons.
forearms, shins and feet and allow a full size
Anything placed in the cache has a +30 to
humanoid to climb on any surface unless it's
concealment.
specifically coated to prevent the use of grip
pads. Gives a +30 modifier to Climb tests so long TEMPERATURE TOLERANCE Biological
as the pads can come in contact with the surface [Low]
(e.g. no gloves worn).
The biological outer surface of a body is
modified to have a higher temperature tolerance
METABOLIC SUSPENSION
Prosthetic which prevents burns and frostbite and other ill
[Moderate]
effects related to temperatures as low as -30C or
This is a prosthetic modification that can be
as high as 80C. This is often used as a survival
applied to bodies that still possess their biological mechanism by emergency rescue personnel.
digestive and circulatory system. The user can
voluntarily induce a hibernation type state in
TOXIN FILTER
Semi-Organic Prosthetic
which their metabolism operates at only 5%
[High]
capacity and requires a proportionate amount of This augmentation allows the user to avoid the ill
air, water and food. In this state the user retains a effects of stronger toxins than a clean metabolism
dim awareness of the surroundings (e.g. is it light would allow. The toxin filters can protect against

arsenic, cyanide and other nerve agents. Due to (SOM/10) damage with -2 AP. If they user has
the nature of the augmentation it requires regular Eelware then the attack will also inflict shock.
high level maintenance.
PROSTHETIC LIMB
Prosthetic
ACCESS JACKS
Prosthetic [Moderate]
[Low]
In the age of totally artificial bodies prosthetic
Access Jacks are implanted in the back of the
limbs have become extremely advanced and most
neck and provide a direct link between the users feature a modular design that can accommodate
cyberbrain via fiberoptic cable. There are some changes such as skin tone, hand sizes/functions
risks associated with this type of connection
and internal compartments. Some are even
however as an attack barrier may cause physical weaponized with some the most common ones
harm and the user may be more susceptible to a featuring a small concealed pistol or shotgun,
ghost hack than over a wireless connection. The such modifications are extremely popular
big advantage of a direct connection is that it is amongst organized crime members. Special
the only way to guarantee complete privacy.
forces also enjoy the use of modified prosthetic
limbs that conceal useful equipment or weapons
BURNER
Prosthetic or have added flexibility such as a three-hundred[Low]
sixty degree rotating wrist or double hinged
Essentially the Burner is a dead man's switch, it elbow. Prosthetic limbs, whether a part of a
has two different modes. The first mode burns
prosthetic body or a separate attachment can be
away the users memories to prevent information modified in many ways, ask the DM if you have
being extracted from them. The second mode
a specific modification you'd like and work out
burns a users brain entirely, erasing their
what's acceptable and what it should cost.
consciousness. This is exceptionally popular
Regardless of additional functionality a
amongst terrorists and high risk criminals.
prosthetic limb has an extra 3/3 armour as
standard.
GHOSTRIDER MODULE
Prosthetic
[Expensive]
CYBERLIMB
Prosthetic
A Ghostrider module allows a second ghost to
[High]
ride in the same cyberbrain. Depending on the
These prosthetic limbs are incapable of being
users settings they may or may not have access to masked as biological and are outwardly robotic
sensory information but the Ghostrider module in appearance. They still retain the 3/3 armour
ensures that both consciousnesses cannot interact bonus however and also get an additional +5
with each other until the ghostrider is removed. SOM. A Cyberlimb has two major advantages;
they do not transmit pain and as such wounds to
PUPPET SOCK
Prosthetic one only affect that limb (the -10 penalty only
[High]
applies to actions taken with that limb). The
The puppet sock augmentation allows for a body second major advantage is that a Cyberlimb is
to be remote operated at will without hacking. It faster and infinitely more precise than a
doesn't matter whether the cyberbrain is already prosthetic limb (e.g. can screw/unscrew a screw
inhabited by a ghost or not but the body must
or bolt with the exact number of turns necessary)
already be active in order to be remote
but they do not gain extra dexterity in tasks
controlled.
reliant on the users skill (e.g. aiming a weapon).
CYBERCLAWS
Prosthetic
[Low]
Cyberclaws come in a variety of styles but range
between one and three blades bonded to the
skeletal or superstructure of both hands to
provide blades that extend between concealed
slits on the back of a users hands. The blades are
typically six inches long and inflict 1d10+3+

FRACTAL DIGITS
Prosthetic
[Moderate]
Fractal digits allow the users fingers to split into
several robotic strands on command. This allows
the user to interface with electronics, most
notably computers, at an accelerated pace. Any
task actions involving the use of Fractal Digits
takes half as long. Fractal Digits make the hand

count as prosthetic even when applied to a


biological arm, providing 3/3 armour bonus to
the hand.

Booster provides a +30 Initiative, allowing the


user to react to emerging situations faster than
anyone else present. In addition to getting to
move first the user gains 1 extra complex action
on their opening move that can be used just like
any other complex action.

HARDENED SKELETON
Prosthetic
[High]
The users skeleton is reinforced with synthetic
fibres. This grants an extra +5 DUR and allows a INTERCEPTORS
Prosthetic
20% re-roll on each wound suffered, success on [Moderate]
this roll negates the wound.
Interceptors must be installed via high level
maintenance or a medical procedure. Interceptors
inhabit sensory nerves and can operate in two
OXYGEN RESERVE
Prosthetic modes; in stealth mode they are often implanted
[Moderate]
for surveillance purposes and used much the
A small internal oxygen tank is installed in the
same way as wearing a wire, or a wire tap to
torso and can be activated by thought. This tank monitor persons. When in this mode Interceptors
contains enough air for up to 1 hour of
are undetectable by the person implanted with
comfortable breathing even under stress. It can them and can only be found via intrusive surgery.
only be refilled by professional high level
In active mode the Interceptors actually work for
maintenance and is a standard part of normal
the user and monitor the host senses for
maintenance procedure for prosthetic bodies.
predefined conditions, if the criteria are met the
Interceptors will alert the user and focus their
REFLEX BOOSTERS
Prosthetic attention on the source of the alert if they have a
[Expensive]
cyberbrain.
The users spinal column and nervous system is
augmented with superconducting materials. This SKILL MATRIX
Prosthetic
gives the user an advantage of +10 REF and
[Expensive]
improves their SPEED by 1. Reflex boosters
A Skill Matrix is an experimental implant that
require regular high level maintenance in order to functions alongside a cyberbrain and provides
maintain their effectiveness. If the user suffers 3 two small plugs at the back of one ear capable of
or more wounds then the Speed bonus is negated. taking temporary skill infusions in the form of
Skill Plugs. Plugs provide either 25 or 50 points
MEDICHINES
Prosthetic to a preprogrammed skill but not a speciality,
[High]
these Plugs cost either 2500 or 5000 credits
Medichines interface with the users biomods
depending on the skill value they impart. The
medical sensors and attempt to provide
Skill Matrix cannot boost a skill above 80 but can
immediate aid in the case of damage. Physical
provide knowledge the user did not have
harm heals at a rate of 1 DUR per hour however previously (e.g. allow them to speak another
wounds are beyond the scope of the Medichines language). Due to the experimental nature of the
to heal. If the user suffers enough DUR damage Skill Matrix when a Skill Plug is removed from
to be killed the Medichines will put them into a the Matrix it is damaged beyond use.
medical stasis to preserve brain function. This
prevents death so long as the body is recovered SKINLINK
Prosthetic
and attended to by appropriate medical
[High]
personnel. If the user has a biological torso or
Another experimental technology is the Skinlink.
head then a body placed in medical stasis cannot Instead of using access jacks someone with a
be recovered and must be replaced with a
Skinlink can use near field communications to
prosthetic.
remotely operate nearby technology equipped
with NFC by moving their hand within a metre of
NEURAL BOOSTER
Prosthetic the device. The advantage of the Skinlink is that
[High]
it is a wireless technology that can operate even
Available only to Section 9 operatives the Neural if the hand is covered up and cannot be hacked

due to it operating in burst transmission mode


systems are also enhanced and mobility systems
when in use and is completely deactivated when are reinforced to cope with the extra load which
not in use.
can be as high as 1200kg with this modification.
Unlike other armour this type cannot be removed
The following modifications are for cosmetic
at will and required access to trained mechanics
use. Except for bodysculpting, they can be added and a maintenance bay to attach or remove.
to a body within minutes or hours by skilled
Armour of any kind cannot be worn over this
artists.
augmentation.
BODYSCULPTING
Prosthetic
[Low]
An artificial body can be modified with any
physique the user desires through surgical means.
Some of these require upkeep, even if they are
only for show.

INDUSTRIAL ARMOUR
Robotic
[High]
Exterior plating is applied to the body designed
to protect against chemical exposure, extreme
weather, corrosion and industrial accidents. This
provides the user with 10/10 armour rating.
While not bulky the armour is heavy but can be
jettisoned as a major action in a single action
phase.

TATTOOS
Prosthetic
[Trivial]
Ink applied under the outer surface of the skin,
used to display art. This is one body modification LIGHT COMBAT ARMOUR
Robotic
that is popular with almost everyone.
[High]
This armour was developed for police special
PIERCINGS
Prosthetic response squads to be worn beneath standard
[Trivial]
armour, it comes in the form of skeletally
Piercings are very common and can be applied to anchored armour plates that protect vital organs
various parts of the body in multiple forms.
and joints while allowing the user to retain full
mobility. Attaching or removing the armour is no
SCARIFICATION
Prosthetic harder than plugging it in to sockets on the
[Trivial]
relevant parts of the body. This armour stacks
Some people, commonly members of gangs, opt with worn armour and provides 14/12.
to have scars applied to their bodies. This is not a
common practice and is generally regarded with FRACTAL DIGITS
Robotic
distaste.
[Moderate]
The user's fingers are modified to be able to split
SUBDERMAL IMPLANTS
Prosthetic into smaller branched digits allowing super-fast
[Trivial]
operation of input devices. These digits however
Implants are placed under the skin, most
have virtually no strength when split and are only
commonly metal but occasionally plastic. These designed for the one use.
can create bumps, ridges, piercing anchors and
other textures or shapes.
MODULAR DESIGN
Robotic
[Moderate]
The following modifications, marked as
Modular design allows for compatible limbs to
Robotic cannot be disguised to look like a
be removed and replaced with others equipped
natural body, they are visibly mechanical.
with the same modification. This is another
modification common with extreme sports
HEAVY COMBAT ARMOUR
Robotic
enthusiasts as they can equip arms or legs
[Expensive]
specially suited to the task at hand.
The body is modified with heavy duty armour
designed for harsh combat conditions. Designed PNEUMATIC LIMBS
Robotic
to offer protection from heavy weapons this
[Moderate]
armour does not degrade when damaged and
Prosthetic limbs can be modified with pneumatic
gives the user 16/16 armour value. Internal power systems that provide the advantage of

superhuman strength even above that provided by of customisability and accuracy. Images are
standard synthetic limbs. A standard human with typically displayed in green-scale but any colour
pneumatic legs could jump as high as three
is possible.
meters vertically. In addition, strikes delivered
with pneumatic limbs deal an additional 1d10
damage and the full SOM value. Illegally
modified pneumatic systems can be concealed
within limbs to provide a firing mechanism for
unconventional propellant free weapons systems
(detailed later).
TELESCOPIC LIMBS
Robotic
[Low]
Telescopic limbs can extend up to double their
original length while retaining strength and
flexibility. This mod can be installed alongside
the pneumatic limbs modification.

New Armour Rules

Armour now follows a new degrading


rule unless stated in the armour description that it
does not degrade. This new rule is very simple in
practice; any damage received to the player is
absorbed by armour, this value is subtracted from
the armour permanently, examples below:
STRUCTURAL ENHANCEMENT Robotic
Paz has an armour rating of 16/16, he is fired
[High]
upon by an enemy using standard bullets and
This modification is more discrete than other
receives 12 points of damage. Paz new armour
robotic enhancements and can only be noticed
value is 16/4 and no damage is dealt to DUR nor
upon taking damage or very close inspection.
wounds sustained.
Multiple reinforcements throughout the body
Alternately;
provide an extra 10 DUR and increase WT by 2. Paz has an armour rating of 16/16, he is fired
upon by an enemy using armour piercing bullets
WEAPON MOUNT
Robotic
and receives 6 points of damage with -2AP. His
[External, High/Concealed, Expensive]
armour value is now 16/10 and he has taken 2
A robotic weapon mount can be installed on the damage to DUR.
body, most often to the forearm or shoulders.
The same rules apply to energy armour.
These mounts are specifically designed for use
with light weapons such as pistols and
New Hacking Rules
submachine guns and cannot mount heavier
Hacking a system is always risky,
weapons such as assault rifles or shotguns.
sometimes it's just detection but sometimes a
system, whether a cyberbrain or computer
The following modifications are sensor
terminal will be equipped with an Attack Barrier,
systems that are applied to the user's
prosthetic eyes. They give an additional effect a piece of hardware and software that sits on the
network and aggressively defends its home
on top of standard vision. Only one of these
system from intruders.
modifications can be applied to the eyes.
Since network connections fall into wired
or
wireless
attack barriers are designed for one or
FLIR
Sensor
the other and each use specific methods of attack.
[Low]
Forward Looking Infra-Red can be toggled for a
WIRED CONNECTIONS
colour-gradient thermal view.
A wired Attack Barrier is designed to
automatically instigate a high energy discharge
NIGHT VISION
Sensor
against the intruder with the intention of
[Low]
Using a combination of large-aperture lenses and disabling their cyberbrain. It's a kind of mutually
assured destruction device in that it also burns
image enhancement software it's possible to
achieve passive night vision with a high degree out the users network hardware also. The only
defence against a wired Attack Barrier is a

Dummy Barrier, a device worn around the neck Shell universe and have been included in this list
that acts as a go-between on the connection.
along with non fictional firearms.
When the Attack Barrier initiates its discharge the
However each weapon can be modified
Dummy Barrier will absorb the damage but be
with different ammunition types such as armour
destroyed in the process, often exploding when piercing, tracers, etc. They can also be modified
confronted with military grade or illegal Attack with different modifications to the weapon body
Barriers. If the intruder is wearing a Dummy
such as sights and grips to alter or enhance
Barrier no save needs to be rolled but if they are functionality.
not wearing a Dummy Barrier they must make a
REF*2 save to yank the cable(s) from their
access jacks or suffer 1 wound directly to their
cyberbrain.
WIRELESS CONNECTIONS
Weapons
Since an Attack Barrier cannot physically
Assume all weapons listed below feature
harm the intruder over a wireless connection they no pre-fitted modifications unless stated
must employ software based methods to disable otherwise. All weapons damage values will be
the intruder. Most commercial Barriers will only listed after this section.
attempt to crash the intruders networking
software and upload a trace virus to track and
HANDGUNS
apprehend the culprit. However, criminal and
All handguns have an effective range of
military grade Attack Barriers may be more
50 meters (10 squares) and are semi-automatic
vicious in their assault, disabling prosthetics
unless indicated otherwise.
control software or jamming communications
and in extreme cases disabling or killing the
CZ 100
victim via the cyberbrain.
Cartridge 13 + 1 rounds (9mm)
To counter a wireless Attack Barrier the
Caliber 9 mm Parabellum
user can connect through a proxy (usually
Semi-automatic, recoil-operated,
another cyberbrain or AI) or employ their own
Action
locked breech
powerful firewall software to protect against the
attack. If this is the case the victim of the Attack Feed system Detachable Box
Barrier must make a COO+COG check to
determine if they're successful in bringing these CZ 75B FA
defences to bare in time.
Cartridge
9x19mm Parabellum
Action
Short recoil, tilting barrel
Contacts
Rate of fire Semi-automatic
Sometimes you might meet a character
Detachable box magazine, 16
which has useful skills or information for you,
Feed system
round.
sometimes these will be friendly and sometimes
Sights
Front blade, rear square notch
they may be hostile or have goals not aligned
This variant of the CZ75B
with your own. Think before you act, it may not
features a laser sight integrated
always be beneficial to arrest or discard a contact
into the right-side grip of the
in the long run. Keep track of who you talk to if
Notes
weapon and is activated via a
you think they might be useful later on, they may
small pressure sensitive button
prove more useful in a later mission as a source
beneath the trigger guard.
of favours or information rather than as a point
on your arrest record.
Jericho 941
Cartridge .45 ACP
Weapons & Ammunition
Weapons are split into several categories
Action
Short recoil
(Handguns, Submachine Guns, etc.)
10 (.45 ACP) round detachable
Feed system
Weapons marked with an asterisk are
box magazine
fictional weapons that feature in the Ghost In The

Sights

Fixed (Combat)

Sights

Iron sights

S&W 6906
Cartridge 9x19mm Parabellum
Action
Double Action
12 round double stack detachable
Feed system
box magazine.
Sights
Fixed (Combat)

Seburo M5*
Cartridge 5.45x18mm
Action
DA/SA
19+1 round double stack
Feed system
detachable box magazine.
Sights
Fixed (Combat)

Stetchkin APS
Cartridge
Action

Seburo M7 BDA*
9x19mm Parabellum
Cartridge

Feed system

Notes

9x19mm Parabellum.
blowback
20-round detachable box
magazine
Includes detachable buttstock
(increases pistol effective
range to rifle effective range
at cost of mobility)

Action

Short recoil operated


14-round detachable box
Feed system
magazine
Fixed iron sights, front - blade,
Sights
rear - notch
Ruger Super Blackhawk

Beretta M92FS
Cartridge 919mm Parabellum
Detachable box magazine:
Feed system
15 rounds.
Beretta M92FS Compact
Cartridge 919mm Parabellum
Detachable box magazine:
Feed system
13 rounds.
Holdout weapon.
Notes
SIG Sauer P228
Cartridge 919mm Parabellum
mechanically locked, recoil
Action
operated(DA/SA or DAO)
Feed system 13-round box magazine (919)
Sights
Iron sights
SIG Sauer P229
Cartridge .357 SIG (P229 only)
mechanically locked, recoil
Action
operated(DA/SA or DAO)
12-round magazine (.40 S&W
Feed system
and .357 SIG)

Cartridge

.357 Magnum

Action

Single-action revolver

Feed system

6 or 8 round cylinder

AMC AutoMag
Cartridge .45 ACP
Action
short recoil
7-round single-column box
Feed system
magazine
Sights

Adjustable target sights

Colt M1911
Cartridge
Action
Feed system

.45 ACP
Short recoil operation
7-round standard detachable
box magazine

Mateba M-M2007*
Cartridge .357 Magnum
Action
DA/SA
Feed system 6 round cylinder.
Sights

Fixed

Taurus 608
Cartridge .357 magnum
Feed system 8 round cylinder
Adjustable rear, fixed blade front
Sights
sight

H&K VP70M
Cartridge
Action
Feed system

IMI Desert Eagle XIX


Cartridge .50 Action Express
Action
Gas-operated, rotating bolt
7 round detachable box
Feed system magazine

Tokarev TT33
Cartridge

Sights

Iron sights

Beretta 3032 Tomcat


Cartridge .32 ACP
Feed system 7 round detachable box magazine
S&W 36 Chief's Special
Caliber
.38 Special
Action
Double Action
Feed system 5-round cylinder
Sights
Fixed rear, front blade

Action
Feed system
Sights
Notes
Vektor CP1
Caliber
Action
Feed system
Sights

Feed system
Sights
Notes
Beretta M93R
Cartridge
Rate of fire
Feed system
Sights
Glock 17
Cartridge

Walther PPK
Cartridge

Action

7.65x17mm Browning SR (.32


Action
ACP)
Straight blowback
Feed system
7+1 round detachable box
magazine.
Sights
Fixed iron sights, rear notch
and front blade
Holdout weapon.
Glock 33AV*
Cartridge
9x19mm Parabellum
Single action, short recoil
operation
12+1 round detachable box
magazine.
Iron sight

Action
Feed system
Sights
Notes

9x19mm Parabellum
Blowback
18 round Box Magazine

7.6225mm Tokarev
Short recoil actuated, locked
breech, single action
8-round detachable box
magazine
Front blade, rear notch
156 mm (6.1 in) sight radius
Can fire the Mauser C96 7.63
cartridge.

9x19mm Parabellum
3 round burst
20-round box magazine
Iron sights

919mm Parabellum
Short recoil, locked breech,
tilting barrel
Box magazine, 17 rounds
Fixed, adjustable and Tritiumilluminated handgun night
sights

.357 SIG
Short recoil, locked breech,
tilting barrel
Box magazine, 9 rounds
Fixed, adjustable and Tritiumilluminated handgun night
sights
Holdout weapon, internal

recoil compensator.
Beretta Cougar F
Caliber 919 mm
Action
Recoil operated (locked breech)
Feed system 15-round box magazine
Sights
Iron sights

Feed system
Sights
Notes
IMI Uzi
Cartridge
Action
Feed system
Sights

Bond Arms Derringer Snake Slayer


Caliber .410 bore Shot, .45 Colt
Action
Recoil operated (locked breech)
2 round over and under, breech
Feed system
loaded
Sights
Iron sights

Steyr SPP
Cartridge
Action
Feed system

Mauser C96 Carbine


Cartridge
7.6325mm Mauser
Steyr TMP
Action
Short Recoil
Cartridge
10 round internal magazine fed
Action
Feed system by stripper clip or removable
magazine
Feed system
V-notch rear tangent sight
Sights
adjustable up to 1000 meters,
Notes
inverted V front sight
Cannot fire the 7.62mm
Ingram MAC-10
Notes
Tokarev TT round.
Cartridge
Action
S&W Model 37 Airweight
Feed system
Caliber
.38 Special
Action
Double Action
Sights
Feed system 5-round cylinder
Sights
Fixed rear, front blade
Ingram MAC-11
Notes
Holdout weapon.
Cartridge
Action
SUBMACHINE GUNS
Feed system
Submachine Guns share the same
Sights
effective range as pistols (50 meters/10 squares)
and often use the same cartridges. They offer the
distinct advantage of being fully automatic unless CZN-M22*
Cartridge
stated otherwise.
Action
Micro-Uzi
Feed system
Cartridge
919mm Parabellum
Sights
Action
Blowback Open bolt

20 round detachable box


magazines
Iron sights
Holdout weapon.

.45 ACP
Blowback, Open bolt
16 round detachable box
magazines
Iron sights

9x19mm Parabellum
Semi-Automatic, Short recoil,
locking rotating barrel, delayed
blowback
15 round detachable box
magazine

9x19mm Parabellum
Short recoil, locking rotating
barrel, delayed blowback
30-round detachable box
magazine
Foregrip

.45 ACP
Straight blowback
30-round detachable box
magazine
Iron sights

.380 ACP
Blowback
16-rounds box magazine
Iron sights

FN 5.728mm
Blowback, closed bolt
35-rounds box magazine
Iron sights

H&K MP7A1
Cartridge
Action
Feed system
Sights

Cartridge
HK 4.630mm
Action
Gas-operated, short stroke
Feed system
piston, rotating bolt
20-round box magazine
Seburo M85*
Tritium-illuminated flip-up
Cartridge
night sights; handgun and rifle
Action
sights (adjustable)
Feed system

9x19mm Parabellum
Blowback
32 round box magazine

9x19mm Parabellum
Blowback
30 round box magazine

Sa. Vz.61 Skorpion


Seburo USG*
Cartridge
.32 ACP
Cartridge
.45 ACP
Action
Blowback, closed bolt
Action
Straight blowback
10-round straight box
20-round detachable box
Feed system
Feed system
magazine
magazine
Adjustable front post, flip-up
Sights
Fore-mounted Reflex Sight
Sights
rear sight
148 mm (5.8 in) sight radius
Cobray M11/9
Notes
Holdout weapon, folding stock
Cartridge
9x19mm Parabellum
Short recoil, semi-automatic
H&K MP5K
Action
and full automatic.
Cartridge
919mm Parabellum
30-round detachable box
Feed system
Roller-delayed blowback,
magazine
Action
closed bolt
30 round detachable box
Bushmaster Armpistol IMP-221 GUU-4/P
Feed system
magazine
Cartridge
.221 Remington Fireball
Iron sights. Rear: rotary drum;
Action
Short recoil, semi-automatic
Sights
front: hooded post
10-round detachable box
Feed system
Notes
Foregrip
magazine
SOCIMI Model 281
Cartridge
919mm Parabellum
Action
blowback, closed bolt
30 round detachable box
Feed system
magazine
Sights
Iron sights.

ASSAULT RIFLES
Unless stated otherwise, all weapons in
this category are capable of semi-automatic, burst
fire and fully automatic fire modes. Assault rifles
feature a much improved effective range than
pistols and SMGs in that they are effective to 300
meters (60 squares).

Jian She QCW05


Cartridge
Action
Feed system
Sights

AKS-74
Cartridge
Action

Ruger MP9

5.8x21mm DCV05
Blowback, open bolt
50-round box magazine
Flip-up rear sight

Feed system
Sights

5.45x39mm M74
Gas-operated, rotating bolt
30-round detachable box
magazine.
Adjustable iron sights, front
post and rear notch on a scaled

tangent
AKS-74U
Cartridge
Action
Feed system
Sights
Notes

AK74
Cartridge
Action
Feed system
Sights
AK74M
Cartridge
Action
Feed system
Sights
Notes

5.45x39mm M74
Gas-operated, rotating bolt
30-round detachable box
magazine
Flip-up sight and front
cylindrical post
Folding stock. Carbine.

Howa Type 89-F


Cartridge
5.56x45mm NATO
Action
Gas-operated
30-Round STANAG
Feed system
Magazines
Sights
Iron sights
Notes
Bipod

GSDA CR*
5.45x39mm M74
Cartridge
Gas-operated, rotating bolt
Action
30-round detachable box
magazine.
Feed system
Adjustable iron sights, front
Sights
post and rear notch on a scaled
tangent
Notes

5.45x39mm M74
Gas-operated, rotating bolt
30-round detachable box
magazine
Adjustable iron sights, front
post and rear notch on a scaled
tangent
Folding stock.

SIG SG 543
Cartridge
Action
Feed system
Sights
Notes

FAMAS G2
Colt Model 933
Cartridge
Cartridge 5.56x45 mm (.223 Remington)
Action
Action
Gas-operated, rotating bolt

Feed system
Feed system 30 round box magazine.
Other STANAG magazines can be
Notes
used. Carbine.
Sights
Sights
Iron sights
Enfield L85A2
Seburo G57*
Cartridge
5.56x45mm NATO
Cartridge
Action
Gas-operated, rotating bolt
Action
30-round detachable STANAG
Feed system
magazine
Feed system
Telescopic SUSAT, aperture
Sights
iron sights
Sights

5.56x45mm NATO
Gas-operated
20-Round STANAG
Magazines
Iron sights
Bipod, full-automatic only

5.56x45mm NATO
Gas-operated, rotating bolt
30-round detachable
boxmagazine
Rear: rotating diopter drum;
front: hooded post
Carbine

5.5645mm NATO
Lever-delayed blowback
30-round box magazine
(STANAG)
Rear aperture fitted with
tritium night inserts, front
post

.30 cal
Gas-operated, rotating bolt
20 round detachable
boxmagazine
Rear: rotating diopter drum;
front: hooded post

Seburo C26A*
Cartridge
Action

Action

5.5645mm NATO
Lever-delayed blowback
50 round crooked box
Feed system
magazine
Rear aperture fitted with
Sights
tritium night inserts, front
post
Notes
Brass catcher, silencer.

Seburo C30*
Cartridge
Action

5.5645mm NATO
Lever-delayed blowback
50 round crooked box
Feed system
magazine
Illuminated ACOG with
Sights
additional telescopy
attachment
Brass catcher, underbarrel
Notes
40mm grenade launcher

M16A2
Cartridge

5.5645mm NATO
Gas-operated, rotating bolt
Action
(direct impingement)
30-round box magazine
Feed system
(STANAG)

Vektor CR21
Cartridge
Action
Feed system
Sights

5.56x45mm NATO
Gas-Operated, rotating bolt
20 round magazine
Fiber optic illuminated reflex
sight

Lever-delayed blowback
40 round detachable box
Feed system
magazine
Sights
Iron sights

SHOTGUNS
Shotguns are semi-automatic pump action
unless stated otherwise. These weapons have a
maximum range of 25 meters (5 squares) but deal
superior damage when compared to other weapon
types, though their armour penetrating ability is
extremely limited.
Seburo SAS*
Cartridge
Action
Rate of fire
Feed system
Notes
Mossberg 590
Caliber
Action
Feed system
Sights

12 gauge
Pump-action / gas-actuated
Semi-automatic
10+1 round detachable box
magazine
Has a charging handle, does not
use the shortened pump action.
Can be fired one-handed.

12 gauge
pump-action
8 rounds; internal tube
magazine
bead sights

Fabrique National FN2000


Cartridge
5.5645mm NATO
Action
Gas-operated, rotating bolt
Feed system 30 rounds STANAG
1.6 magnified telescopic
Sights
sight, notch back-up sight

Franchi SPAS-12
Cartridge 12 gauge
Action
Pump-action / gas-actuated
Rate of fire Semi-automatic
8+1 rounds, internal tube
Feed system
magazine

Seburo NWB*
Cartridge

Franchi PA8
Cartridge
Action

5.5645mm NATO

12 gauge
Pump-action / gas-actuated

Rate of fire
Feed system

Semi-automatic
5+1 rounds, internal tube
magazine

Sights
Notes

Iron sights
Bipod.

SNIPER RIFLES
Sniper rifles are the ultimate long range
weapons with an effective range of 2000 meters
(400 squares). All sniper rifles are semiautomatic or bolt action only but always come
with an attached high power optical sight as
standard.
LIGHT MACHINE GUNS
PGM Ultima Ratio
LMGs are the bridge between assault
Cartridge 7.62x51mm NATO
rifles and mounted machine guns. They offer
Action
Bolt-action
superior magazine sizes and firepower coupled
5-round detachable box
with moderate mobility but lack the extra
Feed system
magazine
stability of a mounted weapon.
8x Optical sights
All LMGs have an effective range of 200
Sights
Backup iron sights (accessory)
meters (40 squares) but as always can fire beyond
that range at an aim penalty. Unless otherwise
stated all LMGs listed below are fully automatic Mauser Compromisslos
Cartridge .338 Lapua Magnum
only.
Action
Bolt-action
Fabrique Nationale Minimi
5-round detachable box
Feed system
Cartridge
5.56x45mm NATO
magazine
Action
Gas-operated, rotating bolt
Sights
8x Optical sights
200-round M27 disintegratingNotes
Bipod.
Feed system
link belt
Sights
Rear aperture, front post
Seburo ATR*
Can use STANAG magazines.
20x138mm (futurized) antiNotes
Cartridge
Bipod.
armour round
Action
Semi-automatic
M249-E2
5+1 round detachable box
Feed system
Cartridge
5.5645 mm NATO
magazine
Action
Gas-operated, open bolt
12x digital/tracking variable
Sights
Feed system 200 round M27 linked belt
zoom optical sights
Can use STANAG magazines.
Bipod, must be bolted to a solid
Notes
Bipod.
surface prior to firing
(reinforced full prosthetics may
Notes
fire without bolting down).
M60
Smartlink, Eagle-eye GPS
7.6251mm NATO (.308
Cartridge
uplink.
Winchester)
Action
Feed system

Gas-operated, short stroke gas


AK74M Sniper
piston, open bolt
Cartridge
200 round disintegrating belt
with M13 Links
Action

5.45x39mm M74
Gas-operated, rotating bolt,
semi automatic, full automatic

Feed system

Sights

Seburo SR50*
Cartridge
Action
Feed system
Sights
Notes

30-round RPK-74 detachable


telescopic sight
box magazine
Notes
Bipod.
Adjustable iron sights, front
post and rear notch on a scaled Blaser R93 LRS2
tangent
Caliber .338 Lapua
8x optical sights.
Action
bolt-action
Feed system 4-rounds detachable box magazine
detachable aperture type iron
Sights
sights day or night 8x optics

Seburo ADSR*
.50 BMG
Bolt-action
5-round detachable box
magazine
8x Optical sights
Bipod

Seburo SR50SD*
Cartridge 7.62x51mm NATO
Action
Bolt-action
5-round detachable box
Feed system
magazine
Sights
8x Optical sights
Bipod, silencer. Police
Notes
marksman variant of the
military .50 rifle.
Seburo CSR*
Cartridge
Action
Rate of fire
Feed system
Sights
Notes

.50 BMG
Gas-operated, rotating bolt
Bolt-action
6+1-round detachable box
magazine
2.5X telescopic sight
Bipod

Walther WA2000
Cartridge 7.62x51mm NATO
Action
Gas-operated, rotating bolt
Rate of fire Semi-automatic
6-round detachable box
Feed system
magazine
Sights
Schmidt & Bender 2.510X

Cartridge
Action
Feed system
Sights
Notes

20x138mm (futurized)
APFSDS
Semi-automatic
5 round detachable box
magazine
12x digital/tracking variable
zoom optical sights
Tachikoma pod ring mount,
Smartlink

Norinco Type 84S


Cartridge
5.56x45mm NATO
Action
Gas-operated, rotating bolt
Feed system 20 round box magazine
Adjustable iron sights, 8x
Sights
optical sight
CYBORG WEAPONS
The following weapons are usable by
cyborgs (of varying degrees) only. All of these
weapons are considered highly illegal by law
enforcement agencies the world over with severe
punishments for those caught in possession of
one (whether installed or not). However, Section
9 privileges can usually get around this.
Genesis DB ARMGUN*
Cartridge 7.62x51mm NATO, 12 gauge
Action
Gas-operated, rotating bolt
Semi-automatic (shotgun),
Rate of fire
Full-auto (machine gun)
Internalised magazine. 12
Feed system
shells, 50 rounds 7.62
Sights
None

Notes

Full combat cyborgs,


androids/gynoids only.

Genesis Pneumatic Armgun Variable*


Cartridge Variable.
Action
Pump action, pneumatic.
Rate of fire Semi-automatic
Feed system Internalised tube magazine.
Sights
None
Masked prosthetic required,
Notes
undetectable.
Soviet Tri-Barrel Armgun*
Cartridge 23x75mm
Action
N/A
Rate of fire Semi-automatic, burst
Feed system Breech loaded, 3 rounds.
Sights
None
Full combat cyborgs,
Notes
androids/gynoids only. Hidden
blade concealed in forearm.
General Electric MP134
Cartridge 7.62x51mm NATO
Action
Gas-operated, rotating bolt
Rate of fire Full-auto (machine gun)
Internalised magazine. 12
Feed system
shells, 50 rounds 7.62
Integrated thermal optics
Sights
smartlinked to the user.
Full combat cyborgs,
Notes
androids/gynoids only.
Smartlink
Seburo PSMG*
Cartridge
Action
Rate of fire
Feed system
Sights
Notes

.50 BMG, 20mm HEDP


grenades
Gas-operated, rotating bolt
Full-automatic (MG), Semiautomatic (GL)
100 round detachable box
magazine, 6+1-round tube
magazine.
Iron sights.
Smartlink. Full combat cyborg
only. Equipped as standard on

MSDF Type 303 BARM suits.


Empire SG4 12g*
Cartridge 12 gauge
Action
Pump-action / gas-actuated
Rate of fire Semi-automatic
8+1 rounds, internal tube
Feed system
magazine
Notes
Prosthetic right arm required.

HEAVY WEAPONS
The weapons listed here are heavy
weapons usually designed for designed for
destroying heavily armoured vehicles. These
weapons can be highly destructive and should be
used with caution and/or restraint when
employed.
RPG-7
Caliber
85mm
Maximum range ~ 920 m (self detonates)
Sights

Milkor MGL
Cartridge
Action

PGO-7 (2.7x) and UP-7V


(Telescopic sight)
Red dot reflex sight on
Picatinny rails

4046mm grenade
Double action
3 rounds/sec (MGL) (rapid
fire)
18-21 rounds/min (sustained),
Rate of fire
Semi-Automatic only (for
multiple shots must have 2+
speed)
Maximum range 400 m
6-round, revolving, swing
Feed system
out-type cylinder
Armson OEG Collimator
Sights
sight in quadrant.

is in flight.

Seburo SARR*
Caliber
85mm Microjet
Maximum range ~ 500 m
Feed system 5 round internal magazine.
Sights

Kenbishi Prototype Seburo AMPL*


Cartridge
4051mm grenade
Action
Double action
Rate of fire
Semi-Automatic only
Maximum range 400 m
Clip-loaded 7 round
Feed system
disintegrating link belt.
Sights
M2A1 reflex sight
Fires non-lethal rapidly
hardening adhesive foam
dispersed through a small
concussive charge fused to
detonate before contact to
maximize the effectiveness of
Notes
the payload. Extremely heavy
(loaded weight in excess of
200kg) must be vehicle
mounted (usually airborne,
but capable of being wielded
by BARM suits.

No physical, smartlink only.

The semi-automatic recoilless


rifle can fire a variety of
ammunition types and is
Notes
intended for anti-armour
operation. Very popular with
special forces due to
versatility and portability.
M141 SMAW-D HEDP
Caliber
83.5 mm (fires 83 mm rockets)
Effective range 15500 m
Notes
Disposable, bunker buster.
FGM 148 Javelin
Caliber
127mm
Effective range 75-2500 m
Imaging infrared guidance, can
be used in direct attack or topNotes
down fire modes. Disposable
missile tube, reusable CLU.
FIM-92A Stinger
Caliber
70mm
Effective range 4.8 km
Infrared homing guidance
system. UV anticountermeasure sensor on
Notes
missile. Requires one full turn
(1 Speed, if 2 can fire in same
turn) to acquire lock.

Seburo AT5*
Caliber
85mm
Maximum range ~ 1000 m (self detonates)
NVIR equipped with
guidance laser module
capable of operating in both
Empire Pz.7
Sights
visible and IR ranges. Can
mark targets for other
Caliber
launchers using shared beam
Effective range
frequency.
Notes
Missile is highly
Sights
manoeuvrable but the laser
module leaves the user open
Notes
to retaliation while the missile

60mm Tandem Warhead


15-500 m (920 m maximum
range, self detonating)
6x telescoping optical
Disposable launch tube,
reusable firing unit. Massive
beyond-armour effect.

and is contained in a courier


satchel. Deploys full spectrum
sensory countermeasures
including; optical flash,
auditory bang, olfactory
irritant (malodourant), chaff,
IR + UV strobe and cycling
cybercomm jammer. Due to
the wide variety of bodies and
systems it's possible for targets
to avoid some of the effects
(e.g. autistic mode will negate
the cybercomm jammer).
There is no save against this
weapon's effects.

GRENADES
Grenades are thrown weapons with a
range determined by SOM*4. Such weapons
typically have an overlap with heavy weapons
warheads in terms of payload style though are
usually far less destructive over a wide area.
M67 Fragmentation
Type
Explosive fragmentation
5 m (fatal 2x damage), 15 m
Effective range
(injury 1x damage)
No.77 WP
Type

White Phosphorus Incendiary


5 m (fatal 2x damage), 20 m
Effective range
(injury 1x damage)

AN M18 Smoke Grenade


Soviet TBG
Type
Non-lethal smoke marker
Type
Cloud dictated by wind
Effective range
Effective range pattern, usually in excess of 10
meters.
Notes
Comes in various colours.
MK3A2 Concussion
Type
Concussion
Effective range 5m (outdoor), 20m (indoor)
Uses the overpressure wave to
Notes
cause casualties and an be used
as a demolition device.
Empire LA Gas
Type
Tear gas
Effective range 25 m
Produces burning sensation in
moist areas of the body (eyes,
nose, throat, sunburns, etc) and
incapacitates those affected
Notes
with vomiting and coughing.
Requires WIL+SAV check to
resist effect for each round
spent inside the area of effect.
Seburo D-Burst*
Type
Digital
Effective range 20 m
Notes
Prototype anti-cyberized
grenade, weighs almost 5kg

Notes

Thermobaric
10 m
Stick grenade, impact
detonation. Uses the intense
overpressure wave to cause
damage within the area of
effect. Secondary burns,
asphyxiation due to vacuum
effect are common for
survivors of the initial blast.

Damage Values
Damage values and armour penetration
values for various rounds are listed below.
Specialised ammunition as listed in the following
section may change these values.
Calibre

AP

Damage Value
(DV)

HK 4.6x30mm

-2

1d10

5.45x18mm

-2

1d10

5.45x39mm
M74

-2

1d10+3

5.56x45mm
(.223
Remington)

1d10+8

5.56x45mm
NATO

-3

1d10+7

.221
Remington
Fireball

-1

5.8x21mm
DCV05

-3

FN 5.7x28mm

1d10+2

12 Gauge

2d10 (+1d10
within 3 tiles)

20mm HEDP

-5

3d10

1d10

40x46mm
Grenade

5d10

-5

1d10

7.62x25mm
Tokarev

-2

1d10

40x51mm
AMPL

Special, see
ammunition
types notes

7.62x51mm
NATO

-2

3d10+5

.30 Cal

-2

7.63x25mm
Mauser

-2

7.65x17mm
Browning SR
(.32 ACP)

2d10
Adhesive, see
ammunition
types

60mm Tandem

-5

6d10

1d10+1

70mm AA

-3

7d10

1d10

83.5mm HEDP

-5

8d10

-2

-2

1d10

85mm
Microjet

8d10+5
(+1d10 per 100
metres)
25d10+10

-2

3d10+5

127mm
Missile

-10

7.62x51 NATO
(.308
Winchester)
.32 ACP

-2

1d10

Ammunition Types

.338 Lapua
Magnum

6d10+7

.357 SIG

-2

1d10

.357 Magnum

1d10+2

.380 ACP

-2

1d10

Ammunition comes in varying types as


well as sizes. This diversity is a factor in what
makes modern firearms so effective. Certain
ammuntion types are more effective against
certain types of targets below the meanings of
the abbreviations and their purpose is explained.

.38 Special

-2

1d10

9x19mm
Parabellum

-2

1d10

.45 ACP

-2

1d10

.45 Colt

-2

1d10

.50 BMG

20d10+1

Subsonic

20x138 AAR
(Futurized)
20x138
APFSDS
(Futurized)
23x75mm
.410 bore Shot

FMJ Full Metal Jacket


FMJ ammunition is the most common
type, it means that the projectile (not the shell)
has a full coating of metal (usually copper) which
allows it to be an effective all-round ammunition
type.

BTHP Boat Tail Hollow Point


+3 (modifies -Half Base DV
Also called HPBT ammunition. These
base
(modifies base bullets have a teardrop type shape designed to
ammunition) ammunition)
reduce turbulence in their wake. As a hollowpoint
the round features a hollow dip in its point that
-10
25d10+10
makes the round expand upon impact but not
fragment for maximum damage against soft
-10
25d10+10
targets.
FMJBT Full Metal Jacket Boat Tail
Just as with the hollowpoint mentioned
previously, this type of round has a teardrop
-2
5d10
shape designed to lower turbulence in its wake
2
1d10 (+1d10
and provide higher accuracy.
within 3 tiles)

SBT Spire Boat Tail


stopping power in a single round.
This type of round has an elongated point
that allows it excellent ballistics characteristics at AAR (Futurized) Anti Armour Round
the cost of weighing slightly more.
(Futurized)
AAR rounds are designed to defeat
AP Armour Piercing
modern vehicle armour. It features a hardened
Designed specifically for piercing through penetrator core in a sliding tube casing designed
military grade armour. These rounds feature a
to trigger reactive armour systems thus allowing
hardened core or nose that enable them to cut
the core to penetrate.
through kevlar and ceramic armour with more
ease than a normal round.
APFSDS Armour Piercing Fin stabilised
Discarding Sabot
APFMJ Armour Piercing Full Metal Jacket
An armour piercing, fin sabilised (like an
These types of round combine the
RPG or missile) projectile is held within a
characteristics of FMJ and AP ammunition to
container that breaks apart after launch (the
result in a round where the armour piercing tip is sabot) this allows irregularly shaped ammunition
also coated, resulting in excellent capabilities.
to be fired from weapons in the same manner as a
bullet.
SP Soft Point
A soft-point bullet is a type of semijacketed round where the lead core is exposed.
Subsonic
This provides a similar benefit to a hollowpoint
Subsonic ammunition is specifically
round but with greater penetration.
designed and primed for use with silencers.
Thanks to modern propellants the hit to
performance isn't as great as in the past but it still
FMJ-FP Full Patch
considerable.
Full Patch is simply a different way of
saying Full Metal Jacket.
Incendiary
Loaded with an impact fused white
WFNGCHC Wide Flat Nose Gas Check Hard phosphorous shell, ignites on contact with the
Cast
target to deal additional damage.
This type of round features a sliding cap
on the base of the round (Gas Check) and has a Explosive
wide flat nose designed to provide more kinetic
Fused to explode after penetrating the
force to the target on impact. These rounds are
target, these rounds maximise internal damage.
also Hard Cast, meaning the metal used in their
construction has been hardened through various High Velocity
means.
Hot loaded rounds require a B-Kit
weapon or else the intense pressure in the
SWC Semiwadcutter
chamber and barrel will cause severe damage to
SWC rounds feature the rounded nose of the weapon which will result in jams or even the
a revolver bullet but a sharp shoulder. Wadcutter weapon exploding.
rounds are typically used for target shooting and
SWC bullets are designed to enable feeding from Buck Shot
a magazine.
Buck Shot is a group of rounded pellets
contained within a single shell and fired all at
once from the same barrel. Shot is excellent
Barnes Barnes X-Bullet
against soft targets especially at close range
Made of a homogenous alloy these rounds where it becomes even more deadly.
feature a grooved hollow point that make them
expand (to the base of the indent) much like the AMPL Anti Multiped (Latent)
petals of a flower. This leads to incredible
An air activated adhesive compound in

highly compressed canisters. It's primary use, as


the name implies, is as an anti multiped tank
weapon, the adhesive expands rapidly upon
impact and hardens almost instantly. Armour
does not factor into the effectiveness of this type
of round and any multiped hit by this weapon
must make a SOM*2 check or suffer a special
2d10 Adhesive damage against the chosen aspect
of the vehicle (designated by the shooter at the
time of firing).
HEDP High Explosive Dual Purpose
Made by casing a High Explosive Anti
Tank round within a fragmentation shell. The
fragmentation effect is secondary to the primary
purpose of penetrating a vehicle's armour.

Armour Piercing (AP)


Type
AP Modifier
Armour
Piercing (AP)

-2

DV Modifier
+5

Subsonic (SS) +3

Half

Incendiary (I)

+5

High Velocity
(HV)

-3

+3

Explosive
(EX)

+2

+1d10

Hold Out Weapons

Weapons indicated as being hold out are


Grenade
rolled for separately if a character is searched for
Whether thrown or launched, grenades are weapons. If the character is carrying multiple
a way of delivering varying payloads to a target hold out weapons they are all rolled for
location.
separately. Each attempt to find a hold out
weapon suffers a -30 modifier.
RPG Rocket Propelled Grenade
Just like grenades, these deliver a
Weapon Attachments
payload, usually explosive or fragmenting to a
Weapons come in several types; barrel,
target but are powered by a rocket motor affixed
rail,
grip,
magazine and sights. With the
to the rocket itself.
exception of rails, you may only use one of any
given type. You do not need a rail to add
Missile
additional rails to your weapon.
Missiles, unlike Rockets, are guided
projectiles that, through various means, can lock
on to and identify targets and intelligently attack Underbarrel Rail
A basic rail attachment that fits all
those targets either via operator guidance or built
weapon types and allows for a single attachment
in rules. Missiles also maintain powered flight
to be equipped beneath the barrel of the weapon.
and usually have a secondary motor which
initialises in the terminal (or intercept) phase of
Quad Rail
their flight.
This modification encircles the barrel of a
weapon to provide four rails for attachments
Microjet
underneath, left, right and on top.
Gyroscopically stabilised ammunition
propelled via a small rocket motor embedded in
the projectile itself. It's perhaps easiest to think of B-Kit
This modification allows a weapon to fire
these as RPGs for guns.
High Velocity ammunition. Due to
reinforcements applied throughout the weapon it
Ammunition Modifiers
will be considerably heavier and incompatible
Ammunition modifiers change the way a with barrel and grip attachments.
base ammunition type behaves. If the base
ammunition type already contains the modifier Extended Magazine
(e.g. AP in APFMJ) then the modifier has already
This attachment replaces the standard
been applied and will not benefit from being
magazine with one that has double the
applied again.
ammunition capacity of the original.

Imaging Scope
Much like a smartlink the IS integrates
with the users augmented reality overlay but
provides a live video feed from a gun mounted
flexible camera. The cam is capable of white-hot
and low-light enhancement modes but does not
provide a colour feed.

from firing.
Smartlink
This rail attachment integrates with the
users AR overlay and provides a targeting
reticule and ammunition counter in their vision.
Apply a +10 modifier to all attack tests with the
weapon. The Smartlink is required to make use of
the Smartmag.

Gyromount
This attachment is a replacement of a
weapon's pistol grip and a foregrip with
Smartmag
specialised gyro-stabilised floating joints.
Only usable with semi-automatic firing.
Negates all movement penalties but introduces a This 10 round magazine allows a smartlinked
-10 aim penalty per 100 metres to the target.
user to select which, of two, ammunition types to
fire each shot. Popular with snipers who may
Flash Suppressor
have to engage soft and hard targets.
Screws onto the end of the barrel. Does
nothing to alter the report of the weapon but
Assault Jacket
instead makes the muzzle flash barely noticable.
A strap-on jacket that protects the weapon
Does not affect the performance of the weapon, from dust and other environmental hazards while
provides a +20 modifier to be detected visually simultaneously providing light camouflage and
when firing.
catching ejected brass. This attachment is
required for an unholstered weapon to enter
Laser Sight
optical camo with the user.
Rail mounted laser sight comes in visible
spectrum and infra-red ranges with several colour Feats
choices for visual spectrum sights. Provides a
Feats are specialist functions that can be
+10 aim modifier but does not stack with
added to your character for a larger amount of rez
smartlink. The laser sight has the distinct
points than normal stats but provide a
advantage of being able to paint a target for laser
considerably larger bonus in more specialised
guided ordinance.
areas. Below you'll find the traits and the bonuses
they confer. Every feat costs 100 rez.
Biometric Safety
A grip modification that keys a weapon's
Cyberwarfare Specialist
safety to the owners biometric signature. It takes
Cyberwarfare Specialist requires an
approximately one second for the system to
Infosec skill of at least 75.
disengage the safety after the weapon is picked
The Cyberwarfare Specialist feat attaches
up.
to your Infosec skill and allows the user to
attempt a hack of a live target once per session
Shock Safety
for a particular purpose. To perform a
An addition to a Biometric Safety system
Cyberwafare attack the player must declare their
that delivers a powerful electrical shock to
intention at the start of their turn. Rolls are then
unauthorised users. Anyone shocked must make a
made to hack the target (in the normal manner)
DUR+Energy Armour save or be disabled for 1
but the player takes no penalties (penalties still
turn per 10 MoF.
apply to the target). If successful the action the
player declared will take effect instantly
Silencer
(regardless of the target's turn in combat).
Silencers attach to the end of a weapon's
Examples of actions are;
barrel and largely eliminate the sound produced
Hacking the target's eyes to erase your
by firing. Using standard ammunition with one
presence, they simply cannot see you.
produces a quiet-moderate sound level while
Hack the target's motor controls and have
using subsonic ammunition removes all sound
them perform an action such as surrendering or

shooting themselves or allies.


Hack the target's sensorium and scramble
their perceptions (-60 to perception, must make
check each turn or be disabled).
Eagle Eye Uplink
This feat requires a cyberbrain and
prosthetic eyes and an appropriate weapons skill
of at least 60. At any time the player has a
smartlinked weapon they may declare their
intention to activate the Eagle Eye Uplink. The
player must forfeit their turn and remain
unwounded until their next turn whereupon their
weapon skill will default to 99 and all
environmental penalties are removed. If the
player moves, is damaged or misses the effect
ends.

extra processing power for any task. The decision


to call upon Old Timers must be declared along
with the action, at which time the task will
automatically complete at the beginning of the
next turn.
Old Timers can only be used once per
session.

Braindive
This feat requires an Infosec skill of 75
and access jacks. The player must be connected
to the target by cable to attempt a Braindive.
The Braindive can be executed any time
the requirements are met but the intention must
be declared before rolls are made.
Braindiving a target gives the player
direct access to the core of the target, their ghost.
If the Braindive is successful then the player has
Infallible Body
absolute control over the target's cyberbrain for a
This feat requires a WIL of 25 or higher. split second.
When the player suffers damage which would
Examples of usage include; burning out
normally disable their body they may declare
the cyberbrain, resulting in instant and absolute
Infallible Body (must be done at the time damage death. Retrieving all of the target's memories, this
is taken). While active the player gets one turn
comes with the risk of personality merging (roll
(to their full speed value) to act freely and
against WIL, highest MoS wins). Confirming
immediately. While active normal weapons
whether or not a ghostline is present in the
restrictions do not apply; the player may, for
cyberbrain.
example, fire a normally vehicle mounted antiarmour rifle one handed. For this one turn the
player is impervious to all sources of damage and
And I stood before him, and I sang unto
all status effects.
her, and it appeared to listen. His very
countenance rippled like the sea, and the sound
Personal Unit
of my own voice came back to me, distorted. For
This feat requires the team to have a think a moment I thought she was mocking me, or it
tank attached during deployment and a vehicle
was nonsapient and mimicking me. Then I
skill of at least 75.
understood: the sounds were not important; it
Personal Unit gives the player a +20
was how I affected his sounds and how she
bonus for all actions when directly piloting a
affected mine that transmitted the message.
think tank and assigns a personal unit which will
What's more important, the data or the
not hesitate to sacrifice itself to save or shield the jazz? Sure, sure, 'Information should be free' and
player from fatal damage when operating
all that- but anyone can set information free. The
autonomously.
jazz is in how you do it, what you do it to, and in
A personal unit is individually more
almost getting caught without getting caught. The
intelligent than any other think tank operating the data is 1's and 0's. Life is the jazz.
same AI and gets a +10 to all it's skills when
"Bravery is not a function of firepower."
operating autonomously at the cost of being more
excitable and spontaneous in its actions.
Old Timers
Requires the player outlay 50,000 credits
as well as the regular rez cost.
Old Timers allows the player to call upon

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