Professional Documents
Culture Documents
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.
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.
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
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
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
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
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
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
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.
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
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
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
Tokarev TT33
Cartridge
Sights
Iron sights
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
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
Steyr SPP
Cartridge
Action
Feed system
.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
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).
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.
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
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
5.45x39mm M74
Gas-operated, rotating bolt,
semi automatic, full automatic
Feed system
Sights
Seburo SR50*
Cartridge
Action
Feed system
Sights
Notes
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
Notes
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
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
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
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
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
.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
-2
DV Modifier
+5
Subsonic (SS) +3
Half
Incendiary (I)
+5
High Velocity
(HV)
-3
+3
Explosive
(EX)
+2
+1d10
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
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