Cybernetics            
System Diff. to Install Wound Level Caused Cyber Rating Basic Cost System TOU Notes
Misc. Items            
SimNerve Moderate mortal 1/0.5 500 * Used to communicate commands from brain to hardware. Necessary for all cyberware except for Synthflesh II & III
Enhanced SimNerve (ESN) Difficult mortal 1.5 1875    
Syntheflesh Easy stunned 0/0.5 200-650 N/A Fake flesh used to cover cyber. Cyber Value for Grade I only
Fooler Moderate wounded twice 1.5 6000 4D Adds +2D to difficulty of sensors to detect cyberware.
Neural Jack Moderate incapacitated 0.5 1100 3D Used to access cybernetically capable computers via SimNerve
Weapon Jack Moderate incapacitated 1 900 4D +1D to the interfaced weapons skill attempt. When used in conjunction with an eye display system, the system adds +1D+1.
Power Cells -     200 4D  
Testron Body Vision Moderate wounded twice 1.5 6000 N/A Adds +1D to sneak or disguise skill checks.
Organ Replacement Difficult mortal 2.5 50000 7D* Increases a patient's STR by +2.
Broken Heart Difficult mortal 2 50000 7D* Each heart-unit adds +2 pips (convertible to 1D for every 3 pips) to the person's roll versus dying when mortally wounded
NW Personal Jammer Difficult wound 0.5 3600 5D Adds +2D to difficulty to electronic surveillance rolls.
Finger Stinger Moderate stunned 0.5 1000 5D  
NW Adjustable Comlink Moderate wound 1.5 1500 5D  
Motion Scanner Moderate wounded twice 1 2000 6D Adds +2 to Perception for detecting vibrations. Cost: 2000 if implanted into biological hand; 900 if added as a cyberhand module
Element Scanner Moderate wounded twice 1 2100 6D Cost: 2100 if implanted into biological hand;1000 if added as a cyberhand module. Adds +1 to sensor attempts to identify composition of an item.
            .
Olfactory Systems            
McGinley Bloodhound Moderate stunned 0.5 1250 6D Gives a linked user a +2 to any Perception check involving scent.
             
Taste and Vocal            
Dr. Yuk Moderate stunned 0.5 1000 6D Mr. Yuk gives a +2 bonus to taste-based Perception rolls.
NW Persuader Moderate wounded twice 1 10000 4D The Persuader gives a +2 bonus to any vocal attempt of con or persuasion. The Persuader can be detected with a Moderate auditory Perception or higher.
McGinley Smooth Talker Moderate wounded twice 1 12500 5D The McGinley provides a +1D bonus to any vocal attempt of con or persuasion, but is detectable with a Easy roll versus auditory Perception.
             
Tactile Systems            
Furtherman Hypertouch Moderate wounded twice 1 5000 4D When replaced, manual Dexterity is increased by +2 when manipulating small or delicate objects. When combined with Furtherman MicroOptics system, add +3 to skill checks for microscopic manipulation.
             
Auditory Systems            
Furtherman EVD Moderate wounded twice 0.5 1250 5D +2 to hearing Perception rools
Furtherman LF Moderate wounded twice 1 1500 5D +1 to Perception detection low-frequency sounds
Furtherman HF Moderate incapacitated 0.5 1500 5D +1 to Perception detection high-frequency sounds
Ear Tap Moderate wound 1 1800 5D Adds +2 to auditory Perception attempts when receiving frequencies and/or searching for a particular pattern.
NW Sonar Sound Moderate wound 0.5 2800 5D Adds +1 toPerception attempts in dimly-lit conditions when using sonar information.
McGinley SenseDog Line:            
Base Unit Moderate wounded twice 1 4000 6D  
Overseer Module Moderate wounded twice 0.5 1500 6D  
ListenDog Moderate wounded twice 0.5 1250 6D  
             
Optical systems & Visual Enhancers            
Bug Eyes Moderate wound 1.5 2700 4D Gives the user near 270 degree vision. Adds +1D+1 to Perception attempts.
NW Supersight Moderate wounded twice 1 2250 4D +2 to Perception
NW Heat-Seeker Moderate incapacitated 1 2300 4D +1 to Perception in dark; Allows sight in darknesss via infrared
NW Low-Light Moderate wounded twice 1 1900 4D +1 to Perception in dark; Negate all but total darkness
Brodie Telescoptric Moderate incapacitated 1 2300 5D Magnification x25;+2 to Perception at long distances
Brodie LED Difficult incapacitated 1.5 4500 5D Provides LED info thu cyber-eye; interfaces with Scholar Chips
Furtherman Hunter Moderate incapacitated 1.5 3750 5D +2 to weapons skill when used with Simnerve link to weapon
NW Telescoptric Moderate incapacitated 1 1750 4D Magnification x25;+2 to Perception at long distances
NW LED Difficult incapacitated 1.5 3500 4D Provides LED info thu cyber-eye; interfaces with Scholar Chips
NW Hunter Moderate incapacitated 1.5 3250 4D +2 to weapons skill when used with Simnerve link to weapon
Brodie SuperSight Moderate wounded twice 1 2950 6D +2 bonus to use of the Perception rolls.
Brodie Heat-Seeker Moderate incapacitated 1 2350 6D +1 bonus to Perception in low-light or dark conditions
Brodie Low-Light Moderate wounded twice 1 2500 6D +1 to Perception in dark; Negate all but total darkness
Brodie Hunter Moderate incapacitated 1.5 4200 5D +2 to weapons skill when used with Simnerve link to weapon
Furtherman SuperSight Moderate wounded twice 1 2600 5D +2 bonus to use of the Perception rolls.
Furtherman Heat-Seeker Moderate incapacitated 1 2100 5D +1 bonus to Perception in low-light or dark conditions
Furtherman Low-Light Moderate wounded twice 1 2200 5D +1 to Perception in dark; Negate all but total darkness
Furtherman Telescoptric Moderate incapacitated 1 2000 5D Magnification x25;+2 to Perception at long distances
Furtherman LED Difficult incapacitated 1.5 4000 5D Provides LED info thu cyber-eye; interfaces with Scholar Chips
NW Basic Eye -   - 100 4D  
Brodie Basic Eye       150 6D  
Furtherman Basic Eye -   - 125 5D  
Furtherman Bonus View System Moderate incapacitated 1 1800 5D +1 to sight Perceptrion
NW SuperSight Moderate incapacitated 1 2250 4D +2 to Perception
NW MondoVision Moderate incapacitated 1 3300 4D +3 to Perception
Brodie Cyber-Detector Difficult incapacitated 1 6000 5D Adds +2 to Perception attempts to detect cyberware.
NW Range Scope Moderate incapacitated 1 3350 4D Provides +1 to applicable weapons skills.
NW Infrared Moderate wounded twice 1 1900 4D Adds +1 to Perception attempts of heat signatures in dark conditions.]
Furtherman Tracker Moderate incapacitated 1 2000 4D Adds +2 to Perception attempts when shadowing a target
Testron Cats Eye Low-Light Moderate incapacitated 1 2200 4D Adds +2 for Perception attempts in low-light conditions.
Brodie Fiber Telescoptric Difficult incapacitated 1 3400 3D  
NW EyeHUD Difficult incapacitated 1.5 6500 4D Adds +1 to Perception attempts when utilizing applicable information from multiple sensors presented in the display.
Chromespec Moderate wounded twice 1 1000 6D Adds +1D+1 vs. blinding flashes, +1 to visual Perception attempts in high-glare environments.
NW Eye Lite Moderate stunned 0.5 500 5D  
Testron Anti-Glare       500   +1D bonus to the STR roll against blinding attacks.
NW Micro-Optics Moderate incapacitated 1 1750 4D This grants a +1D bonus to Perception when looking for details only visible through magnification.
Brodie MicrOptics Moderate incapacitated 1 2300 6D  
Furtherman MicroOptics Moderate incapacitated 1 2000 5D  
McGinley Watch Dog Line            
Visual Finger Base Unit Moderate wounded twice 1 500 4D  
Advisor Base Unit Moderate incapacitated 1.5 750 4D  
Heel! Base Unit Moderate wounded twice 1 350 4D  
             
Physical Enhancements            
Brodie Equilibrium Difficult mortal 1.5 4300 4D* +1 to acrobatics, beast riding, dodge, melee combat (defensive only) and some other balance related skills.
NW Synthemuscle Moderate incapacitated 1.5 12500 4D* +1D to STR; normally installed to support cyberlimbs
NW Intradermal Plate Moderate mortal 2 22500   STR+2D against all attacks.
Furtherman Adreno-Charger Easy wounded twice 1 4500 4D* Holds the Adrenocharger chemical (5 doses)
Furtherman Endorpho-Charger Moderate incapacitated 1 4500 4D* Holds the Endorphocharger chemical (5 doses)
Becker QuickKill Moderate incapacitated 2.5 9500 5D+ Holds the Becker QuickKill (can hold Endorphocharger or Adrenocharger also) (8 doses)
Brodie Mind-Enhance Injector Difficult mortal 2 8000 5D+ Holds the MindEnhance chemical (5 doses)
NW PainShield Injector Moderate incapacitated 2 7500 5D+ Holds the Painshield chemical
Furtherman NBX Easy wound 0 4000 5D+ Holds the any drug; manually triggered; does not require Simnerve.
             
Prosthetics            
Cyberhands           See rules & table for Cost and bonuses
Brodie Cyberskeleton Difficult mortal 2 30000 9D Base STR+3 to all actions; supports cybernetic muscles
Sheath Moderate wound 0.5 900 2D Concealed sheath for small weapons; can open on command from SimNerve.
Body Club Moderate incapacitated 1.5 3000 4D Damage Value STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for a drained Club). A mishap means the user may have zapped himself.
Brodie ShockFist Moderate wounded twice 1.5 7500 7D 5D electrical attack may be made (touch range only)
Brodie RamFist Moderate wounded twice 1.5 6500 7D RamFist does STR+1D/7D damage.
RamFist Gas Cartridge       400    
Sub-dermal Knuckle Implant Moderate stunned 0.5 800 6D add +1D to brawling blocks and provide +1D+1 physical/ 0 energy for the limb when taking damage from blocking
Sub-dermal Foot Implant Moderate stunned 0.5 1000 6D add +1D to brawling blocks and provide +1D+1 physical/ 0 energy for the limb when taking damage from blocking
Flex-version Knuckle Implant Moderate wound 1 1200 6D  
Flex-version Foot Implant Moderate wound 1 1500 6D  
HeadButt Plate Moderate wounded twice 0.5 1200 4D  
McGinley Venom Moderate wounded twice 1 6500 6D  
- Sleep capsule - - - 500 - Sleep gas: Moderate STR check or unconsciousness for five minutes.
- Acid cartridge - - - 750 - Acid: damage value 4D.
- Nausea - - - 600 - Nausea: Moderate STR check or vomiting for three rounds.
- Paint - - - 75 -  
- Fog - - - 75 -  
Furtherman Cutting Edge Moderate wounded twice 1.5 9000 7D Damage value STR+1D/7D.
Lockpicks Easy stunned 0.5 500 6D  
Scissors Easy stunned 0.5 200 6D  
Microlight Easy stunned 0.5 400 6D  
Interface Jack Easy stunned 0.5 1600 6D  
Rollerboys Moderate wounded twice 1 3000 7D Adds +10 to movement running speed limit. Add +1D to the difficulty if traveling over less than even terrain, +2D if attempting to go uphill.]
Rocketeers Moderate wounded twice 1.5 10000 7D 50 meters vertical limit; 140 meters horizontal limit. Treat like rocket pack.They are usable only by people with the Rocket pack operations skill and, even then, at +2 to the difficulty number.
Clampons Moderate wounded twice 1.5 10000 7D Add +1D+1 to running or climbing skill checks on nonstandard surfaces.
Magnetics Moderate wounded twice 1.5 10000 7D Add +1D+1 to running or climbing skill checks on nonstandard surfaces.
ToolHand Very Difficult wounded twice 1 5000 7D Adds +2 on all repair skills (may specialize for an extra +1)
Magic (Illusion) Very Difficult wounded twice 1 4500 7D  
Artist Kit Very Difficult wounded twice 1 3500 7D  
Medic Hand Very Difficult wounded twice 1 6500 7D Adds +3 on Medic/First aid skills
Cyberarms and cyberlegs           See rules & table for Cost and bonuses
             
Weapons            
Brodie Serpent Easy wound 1 2400 6D Damage Value 3D+1, range 3-8/15/30; ammo 3; ammo cost 35
Furtherman Enforcer Moderate wounded twice 1.5 12500 6D Damage Value 4D, range 3-10/25/50; ammo 12; ammo cost 30
Claws Moderate wounded twice 2 3500 5D Damage Value STR+1D/5D
Electric Claws Moderate wounded twice 2 3500 7D Damage Value STR+2D/7D or STR+1D/5D unpowered; holds ten charges; and takes 30 min to recharge
Razortips Moderate wound 1 2200 4D Damage STR+2; may be filled with poisons, drugs, or acids.
Fangs Easy stunned 0.5 1400 4D Damage Value STR+1; may be filled with poisons, drugs, or acids.
Razor Wire Moderate wound 1 1100 6D Range up to two meters; STR+1D+1/6D damage
Sonic Disruptor Moderate wounded twice 1.5 20000 7D Damage Value: 7D Range: Short: 3-25 Medium: 75 Long: 150 Price: 20000 Ammo: 30 Ammo Price: 125
Neutrino Nullifier Moderate wounded twice 1.5 20000 7D Damage Value: 8D Range: Short: 3-15 Medium: 50 Long: 100 Price: 20000 Ammo: 20
Rocket Digits Moderate wound 1.5 3600 4D Damage Value (per Rocket) 3D+1 Range: 10-25/50/150
Furtherman Cyber-weapon Scope N/A N/A N/A 2500 N/A  
Body Club Moderate incapacitated 1.5 3000 4D Damage Value STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for a drained Club). A mishap means the user may have zapped himself.
Venom Moderate wound 1.5 2700 4D Damage value determined by the toxin (See Dufuss, Somynide and Scud)
             
Armor Chart            
Armor Type       Price Armor Value Notes
Furtherman Mini-shields N/A     2000 +1D+1p / +2e Activated by SimNerve, appears like insect carapaces. TOU/Max Value: +1D+1 physical / +2 energy Mass: N/A Cost: 2000/graft
EMP Shieldin& Level I N/A     3000 +1D Increases the difficulty of attempts to shut down protected electronics
EMP Shielding, Level II N/A     3500 1D+2  
Skill Ware Diff. to Install Wound Level Caused Cyber Rating Cost
NW Chip Reader, vI Moderate incapacitated 0.5 900
-,vII Moderate incapacitated 1 1200
SkillNerve, vl Difficult mortal 1 3500
- vII Difficult mortal 1 6500
- vlll Difficult mortal 1 18000

Back to Cyber Table of Contents
Back to Shatterzone to Star Wars