
Presents:
THE ILLUSTRATED REFERENCE GUIDE VOLUME 3
CYBERPUNK 2020 CYBERNETICS
Welcome

As the title says, this is an illustrated reference guide to every
Cybernetic
Item ever presented in a Printed Cyberpunk 2020 product, including the
2013
books, Cybergeneration, the Atlas and Ianus books, Interface Magazine,
and Punk
21 Magazine. Every item is given the basic stats, a reference to
the book
it came from to further research it, and for the first time ever for
90% of
them, an image.
There have been a few minor edits, the most major of which have been to drug costs and vehicle stats, to more closely resemble the flavor text, or original image, of the item, or to keep pace with real world technology.
The main reason for this project was that quite simply, in it’s own words, Cyberpunk 2020 is all about Style. And when you add a visual representation to the mix, every item, every piece of gear, is literally an extension, an expression if you will, of the characters style. Without the image, it’s all just numbers on a page. An image makes the choice more important than just stats. Unfortunately, most of the technology found in the sourcebooks is woefully lacking in visual representation, and some of the images that are present are simply not on the same level as others. Wherever possible I tried to use the original image, and in cases where the original image was replaced, or no image existed, I tried fervently to come as close to the item as I could based on it’s description in the source text.
I would especially like to thank Node 16 for compiling the lists of items, without the Cyberpunk 2020 Reference Guide, I never could have done this.
Some Items
represent a significantly higher tech level
than others, particularly items from When Gravity Fails, the
Cybergeneration
books, the Firestorm books, Interface 2.2 and the Ianus books. It is up
to the
GM to decide which of these items to allow in his game, they should be
included
with caution.
FASHIONWARE
COSMETIC CYBERWARE
Cyberware Surg. Description Cost H.L Book

Biomonitor
N +2 to Resist Torture & Drugs 100 1 CP20

Advanced Biomonitor
MA Includes ability broadcast information over 2km 200 (1d6/2)-1 CB3

Skinwatch
N Subdermal timepiece 50 1 CP20

Light Tattoo
N
Decorative tattoo 1-20 .5 CP20

Dermatech Logo-Line Tattoo
N Logo
Tattoos 10-200 .5 Chr4

Shift-tacts
N Color changing contact lenses 1-200 .5 CP20

ChemSkins
N Color/pattern changing skin tints 200 1d6/2 CP20

Synthskins
N Color/pattern changing artificial skin 400 1d6 CP20
Synthskin Tuning Chips
N Stores different patterns/colors for Synthskin 100 0 CP20


Transparent Skin
M ATTR -1,
-4 for face 1000/m 3d6/m Chr3

Mood Skin
N Changes color based on mood 200/m 1d6/m Chr3

Nu-Tek TVSkin
M Your skin can become a vidscreen 600 1d6+4 Chr4


Techhair
M Color/light emitting artificial hair 1-200 2 CP20

Kill Display
N 3 digit display 100 1 Chr2

Turn-On Nails
N Color change nails 25/200 1 Chr3

Show-Off Nails
N Pattern
changing nails 45/425 2 Chr3
CYBERNETIC SYSTEM
CUSTOMISATION OPTIONS
Cyberware Surg. Description Cost H.L Book


Unusual Optic Coloration
N +2000eb if already attached to body 50/Optic 0 Chr1

Limblite
N +Control Chip 700eb/Processor (1d6-1hc) 1000eb 750 1-2 Chr1

Custom Cyberware
N Modified cyberware 400% 0 Chr1

Unusual Colorations
N +2000eb if already attached to body 25/inch2 0 Chr1

Etched Design
N -2000eb if done before installation 20-3000 0 Chr1

Electromagnetic Shielding
N -500 rads from radiation damage to cyberware 50-200% 0 DS

Waterproofing
N 100 meters, Streetwise 20 to find, +1EV to limbs 200% 0 SF

Wetwiring
N 200
meters, Streetwise 20/25 to find 300% 0
SF
NEURALWARE
Cyberware Surg. Description Cost H.L Book

Neuralware Processor
M Basic processor. Must have for all systems 1000 1d6 CP20
Advanced Processor (CIA)
M INTx2 chips of +8 skill, -1 INT after 24 hrs, diff 35 2000 1d6 RM

Kerenzikov Boosterware
N Adds +1 to Initiative for every level up to +2 500 1d6/2d6 CP20

Speedware (Sandevistan)
N Adds +3
to Initiative for 5 turns 1600
1d6/2 CP20

Boostmaster
N +1 REF with both types of boosterware 650 1d6/2 SOF

Ubermensch Speedware
N Adds +2 to Initiative for 5 turns 1600 1d6/2 ET

Tactile Boost
N Increased sensitivity. +2 to touch Awareness 100 2 CP20
Tactile Boost Linkage
N Links Tactile Boost to Sexual Implant (addictive) 150 0 Chr2

Olfactory Boost
N +2 Awareness/track via smell. Locate scent 50% 100 2 CP20

Taste Boost
M Heightened sense of taste 100 2 Chr4

Pain Editor
N Allows Endurance checks at 2 diff levels lower 200 2d6 CP20
Ubermensch Pain Editor
N As Pain Editor, but only works 75% of the time 200 2d6 ET

Cybermodem Link
N Allows direct connection to a cybermodem 100 1 CP20

Vehicle Link
N +2 to direct cybercontrolled vehicle operation 100 3 CP20

Smartgun Link
N +2 to Smartgun attacks 100 2 CP20

Machine/Tech Link
N Allows control of autofactories, & machines 100 2 CP20

DataTerm Link
N Allows downloading from DataTerms 100 2 CP20

Universal Link
N Combined linkage 400 4 I1.3

Interface Plugs
M Allows direct connection to smartguns, etc. 200 1d6 CP20

Mag-Duct Spots
N As interface plugs, but only a +1 bonus 220 1d6/2 Chr1

LiveWires
M Prehensile interface cables 400/200 2d6 Chr3

Model 100 Plugs
MA +2 vs Black Ice, -2 for anything else 100 2d6 Chr3

Subdermal Smartgun Link
M Weapon only version of Mag-Duct Spots (+1) 220 1d6/2 UK

Chipware Socket
N Holds 10 chips. Can "run" number of chips =INT 200 1d6/2 CP20
ChipLok
- Locks chips in place 150 - Chr4
Braindance Adaptor
N Allows chipware socket to run Braindance 100 0 I2.1

Super Compact Braindance
CR Braindance recorder that fits on back of head 15,000 2d6 Chr3
Braindance Plugs
M Allows connection to Braindance Recorder 200 1d6 RB

Pacemaker Coprocessor
N Restarts heart when attacked by ICE 150 2 Chr3

Cyber-Detection Computer
M Reconnaissance/Detection device, need M/T link 3000 1d6+3 Chr4

Echolocation System
N Can see in complete darkness, -1 Awareness 800 1d6/2 Chr4

Lockdown
N Uses cyberaudio to locate snipers 300 1d6 Chr4

Neural ULF Transceiver
N Send and receive voice/data. Range 15km/unlim 200 1d6/2 SF

Positronic Enhancer
MA +2 to INT, 10% chance of overload and fits 2000 1d6 I1.3

Wirehead Unit
M Stimulates the pleasure centres of the brain 1500 0 I2.1

Feintware
M Slows
life signs for 1-6 hrs, 20+ Medtech
to tell 1000 2d6 RM
IMPLANTS
Cyberware Surg. Description Cost H.L Book

Nasal Filters
M Stops gases, fumes. 70% effective 60 2 CP20

Gills (Fresh water)
MA Water breathing system, good for 4 hours 400 3d6 CP20
Saltwater Gills
MA Saltwater breathing system, good for 4 hours 600 3d6 SF
Gill Toxin Filters
M Filters toxins for 1 & 1/2 hours 200 2 SA

Independent Air Supply
MA Good for 10 to 25 minutes 300 2d6 CP20
Independent Air Supply +
MA Air for 20 to 50 minutes 600 2d6 SA

Mr Studd Sexual Implant
MA All night, every night. +1 to Seduction checks 300 2d6 CP20
Midnight Lady Implant
MA Sexual implant. +1 to Seduction checks 300 2d6 CP20

Contraceptive Implant
N Good for 5 years. 98% effective 100 .5 CP20

Subdermal Pocket
M 2"x4" space with Realskinn zipper. Diff to spot 200 2d6 CP20

Adrenal Booster M Boosts REF by +1 for 1d6+2 turns, 3x per day 400 2d6 CP20

Motion Detector
M 20sq/m area. 70% effectiveness. 200 2d6 CP20

Subdermal Armor
CR Armors torso to SP 18. Diff Awareness to spot 1200 2d6 CP20
Subdermal Torso Armor
CR 6 / 8 SP, Diff 35+/32 to spot, no REF/ATTR loss 350/500 1d2 / 1d3 Chr2
Subdermal Torso Armor
CR 10 SP, Diff 30 to spot, no REF/ATTR loss 650 1d6/2+1 Chr2
Subdermal Torso Armor
CR 12 / 14 SP, Diff 25 to spot, no REF/ATTR loss 800/1000 1d6/1d6+2 Chr2
Subdermal Torso Armor
CR 16 SP, Diff 20 to spot, no REF/ATTR loss 1100 1d6+3 Chr2
Subdermal Torso Armor
CR 18 SP, Diff 20 to spot, 50% chance -1 ATTR 1200 2d6 Chr2
Subdermal Torso Armor
CR 20 SP, Diff 15 to spot, -1 REF & ATTR 1450 2d6+2 Chr2
Subdermal Torso Armor
CR 22 SP, Diff 10 to spot, -2 REF & ATTR 1750 3d6 Chr2
Orbital Subderm Torso Armor
CR 20 SP, Diff 15 to spot, -1 ATTR, no REF loss 11,600 2d6+2 Chr2
Orbital Subderm Torso Armor
CR 22 SP, Diff 10 to spot, -2 ATTR, -1 REF 14,000 3d6 Chr2
Orbital Subderm Torso Armor
CR 22 SP, Diff 10 to spot, -2 ATTR, no REF loss 28,000 3d6 Chr2

Subdermal Skull Armor
MA 4 / 6 SP, Diff 35/30 to spot, 40% unprotected 300/550 1d2 / 1d3 Chr2
Subdermal Skull Armor
MA 8 / 10 SP, Diff 25/20 to spot, 40% unprotected 750/1000 1d6/1d6+2 Chr2
Subdermal Skull Armor
MA 12 SP, Diff 15 to spot, 50% chance of -1 ATTR 1200 1d6+3 Chr2
Subdermal Skull Armor
MA 14 SP, Diff 10 to spot, -1 ATTR, 40% unprotected 1400 2d6 Chr2

Digital Recorder
M 2hrs storage from any digital source 200 2 CP20

Audio/Video Recorder
M 2hrs storage from video, audio links 300 2 CP20

Radar Sensor
M 100m range. Needs cyberoptic. 70% effective 200 2 CP20

Doc Richter Seismic Sensor
M 40m range. Senses vibrations. 75% 220 1d6/2 CP20

Sonar Implant M 50m range. For water only. 70% effective 300 2 CP20
Military Sonar
M 50m range. For water only. 95% effective. P Avail 700 2 SF

Radiation Detector
M 10m range. 80% effective 200 2 CP20

Chemical Analyzer
M 5m range. 70% effective 200 2 CP20

T-Maxx Cyberliver
MA +4 vs ingested drugs and poisons 450 1d6 Chr1
T-Maxx 2 Cyberliver
MA As above but with fluid rerouting system 850 1d6 Chr1

Decentralized Heart
CR +2 to Death Saves for Torso wounds 1300 1d6+4 Chr1

E-Monitor
N Detects changes in pressure and air 185 1 Chr1

Gyro-Stabilizer
N +1 to balancing maneuvers 1000 1d6 Chr1

OptiShield
M Anti-Dazzle, SP8, 2 spaces for optic options 300 1d6+2 Chr1
OptiShield Options
N T2, T2+, TE, LL, IR, Time/day 100+ 50% HC Chr2

Cyberoptic Eyepatch
M 2 options. Diff. Awareness to spot what it is 330 2d6/3 P3

Pacesetter Heart
MA MA and BODY +1 when on 900 1d6 Chr1
Pacesetter 2000 Heart
MA MA and BODY +2 when on 985 1d6 Chr1

Variable-Chambered Heart
N Cyberheart option, x2 hold breath, +1 Endurance +450 +1d6/2 Chr4

Rebreather/Enhanced Lungs
MA Can hold breath for 15 mins 700 1d6+1 Chr1
Enhanced Lungs Series 2
CR Can hold breath for 5-30 mins. 200m depth 5000 1d6 SF
Enhanced Lungs Series 3
CRx2 Entire lungs replaced. Good down to 1000m 7500 1d6+2 SF

Wet Drive
MA Holds 1MU of stored data 320 1d6 Chr1
Extra Memory
M +1MU 175 0 Chr1

Super High Density RAM
CR 40MU, 1 CPU, download via plus 1MU/second I1.2

Wetdrive Access Link
M Internal link to wetdrive 200 1d6/2 Chr2

Wearman Mk.2
N Usable
without cyberaudio 200 0 Chr1

Subdermal Viewscreen
M Similar to Times Square Marquee 250 1d6/2 Chr2

Zetatech Bodycomp
MA Equal to E-Book 1750 1d6+4 Chr2

Eye Color Gland Control
M Change eye color in 1d6 mins 250 1 Chr2

Autoinjector
M Holds 5 doses, +200eb to wire to Biomonitor 750 1d6/2 Chr3

Cell-Phone Implant
MA Implanted cell phone 500 3 Chr3

Cam-O-Skin
N -1
Awareness/20m, 8 patterns, takes 1hr 850
1d6/2 Chr3

Endo-Frame (Basic)
SCR BOD+3, +1 HH dam, 10 points/limb, EV +1 12,000 2d6+1 Chr3
Endo-Frame (Orbital)
SCR BOD+3, +2 all dam, 12 points/limb 25,000 2d6+3 Chr3

Bodyweight Vein Clips
MA +2 on all Death Saves 700 1d6 Chr4

Militech Cyberdoc
MA Counteracts drugs, etc 5000 1d6-1 CB2

BoozeMaster
M +1 to resist alcohol 100/75 1 PAC

GPS Module
N Determine position to 17cm. Needs T2 or T2+ 450 1 SF
GPS Module w/screen
M As above but with subdermal viewscreen 600 1d6/2 SF

OTEC Ear Valve
MA Pressure equalization system 150 1 SF

Feel Good Endorphin Trigger
M 1d10 if hurt, 8-10=+3 Stun/Death; 1=intoxicated 500 1d6 SW

Flashlight Implant
M Patch of synthskin, 3m range 90 1 I1.4

Strobe
M Diff 10 - 15 to blind for 1d6 hours. ROF 1/2 150 1.5 I1.4

Life Scan Body Monitor
M +1 COOL, +4 1st Aid, +1 to Death Saves 4000 1d6 I1.4

Self-Destruct
MA
Activates when dead and moved, 5m radius
1250 1d6 P2
VOICE BOX
Cyberware Surg. Description Cost H.L Book

Dakai/Cyphire New Throat
CR Hold 3 implants/options at 1/4 Eb, 0 HC, 15 SDP 850 2d6 Chr4

Cybervocal "BoxAlter"
CR 1 option, 1 voice 400 1d6+2 I1.3

Voice Synthesizer
M Can mimic (60%) up to 10 recorded sounds 600 1d6 CP20

AudioVox
M For special effects. +2 to Performance 700 2d6 CP20

Forked Tongue
M A Vox/NT
option, +1 to persuasion/seduction
350 2 Chr1

Voice Pattern
M A Vox/NT option, allows voice pattern emulation 350 2
Chr1

Scramble
N A Vox/NT options, scrambles voice 50 2 Chr4

Volume
N Whisper to megaphone, deaf for 1d6 turns, 5m 75 2 I1.3

Armor
N New Throat only, 20SP 150 1d6 I1.3

Subsonic
N Only
heard with subsonic hearing 150 1d6
I1.3
NANOTECH ENHANCEMENTS
Cyberware Surg. Description Cost H.L Book


Muscle and Bone Lace
N Raises BODY by +2 1500 1d6/2 CP20
Advanced M & B Lace
N Increases BODY +1 1000 1-2 Chr4
Advanced M & B Lace
N Increases BODY +3 3000 1d6+1 Chr4

Skinweave
N Armors whole body to SP 12. Diff 20 to spot 2000 2d6 CP20
Upgraded Skinweave
N 6 / 8 SP, no ATTR loss, Diff 35+/30 to spot 1000/1250 1d6/1d6+1 Chr2
Upgraded Skinweave
N 10 SP, no ATTR loss, Diff 25 to spot 1600 1d6+3 Chr2
Upgraded Skinweave
N 12 SP, 50% chance -1 ATTR loss, Diff 20 to spot 2000 2d6 Chr2
Upgraded Skinweave
N 14 SP, -1 ATTR loss, Diff 20 to spot 2400 2d6+2 Chr2
Upgraded Skinweave
N 16 SP, -2 ATTR loss, Diff 15 to spot 2750 2d6+4 Chr2

Lifesaver Skinweave
N +1
healing per day
4500 1d6/2+1 Chr1

Chem Weave
N +4 to Chemical Saves, pallid skin is 8SP vs acid 2000 1d6+3 DS

Thermal Weave
N Silvery skin increases Heat resistance to 107oF 1500 1d6+3 DS

Rad Weave
N Silvery skin provides radiation protection of 1 RSP 1500 2d6 DS

Vac Weave
MA Protection against decompression, need optics 5000 1d6 DS
Vac Weave Filter Valves
M Cavities fitted with valves for vacuum survival 300 8 DS
Vac Weave "Cyber-Lung"
MA Provides 15 minutes of air for us in vacuum 700 1d6+1 DS

Shark Weave (Partial)
N SP 12 to specified area, 1d6/3* damage 4000 1d6 SA

Shark Weave (Full Body) N SP 12 and can cause 1d6/3* damage 12,000 3d6 SA
Weave Maintenance
N Required after a Critical or higher wound is taken 500 0 DS

Nanowear Ozoneshield
N Modification of Skin Weave, protects against UV 2000 1 TTB

Thermaskin
N Insulation to 0oC, sweats at 27oC 2000 1/2d6 I2.2

Thermal Insulation
N Protects
vs hot & cold weather, +5 SP
flame/cold 1000 1d6 KCJ

Nanosurgeons
N Doubles natural Healing rate 6000 1d6/2 CP20

Anti-Plague Nanotech
N +3 vs diseases and biowar agents 1750 .5 Chr1

Nanooptical Upgrade
N +2 night vision 1500 1d6/2 Chr2

Armor Weave
N +1 BODY, SP 18, -1 REF+MA, need MBL,SKW 4000 1d6 Chr2

Nano-Groomers
N +2 - +4 to Personal Grooming 400 0.5 Chr3

Nitrogen Binders
N Reduces depressurization by up to 100% 1400 1-2 Chr4
Nitrogen Binders Upkeep
N Needed once every 3 months 400 - Chr4

NanoAuditory Rebuild
N Enhanced Hearing Range & Level Damper 1500 1d6/2 Chr4

Diet-Mite
N Screens what you eat passing on what's needed 1000 1d6/2 LU

Erased Fingerprints
N Fingerprints erased 100 0 WS
Altered Fingerprints
N Fingerprints are altered 300 0 WS
Alterable Prints
M Programmable Nanotech altered prints (20 secs) 550 1 WS

Altered Retinas
M Retinas altered 800 0.5 WS
Programmable Retinas
M Project
different
pre-set patterns (1 min) 1600 1 WS
BIOWARE ENHANCEMENTS
Cyberware Surg. Description Cost H.L Book

Grafted Muscle
MA +1 increase to BODY, max increase is +2 1000/+1 2d6 CP20

Enhanced Antibodies
N Improves Healing by +1 point per day 3000 1d6/2 CP20

Toxin Binders
N +4 to Poison/Drug Saves 3000 1d6/2 CP20

Speed Grafts
MA +2 MA 750 1d6 Chr2

Alpha TuffBone Skeletal Enh
M BOD +1 for lift, carry, BTM vs HH/Melee 1300 1d6/2 Chr4
Beta TuffBone Skeletal Enh
M BOD +2 for lift, carry, BTM vs HH/Melee, ATT -1 2800 1d6 Chr4

Hemological Replacement
M +1 MA, Endurance,+4min breath, -1 poison/dis 1300 1d6/2 Chr4

NeoAppendix
MA +2 to Wilderness Survival for food 500 1d6/2 Chr4

Sunblocker Sunscreen
M Prevents sunburn, reduces skin cancer risk 250 1 Chr4

NeoLungs
CR Hold breath twice as long as normal 1000 1d6 Chr4

Lung Weave
N Toughens lungs for using LBM. 4000 1d6/2 SA

Neural Bridge
MA Ambidexterity, no -3 penalty with off hand 600 1d6+2 Chr4

Circulatory Sphincters
MA +2 to Stun/Shock Saves after a Serious+ wound 3200 1d6 Chr4

Poison Glands- Teeth
MA Natural fangs that inject poison when you bite 500/1000 3d6 Chr4

Poison Glands- Hands
MA Can be used to coat Rippers or Wolvers 500-1100 2d6+3 Chr4

Tailored Pheromones-Love
M +1 to Seduction. Nasal filters 60% effective 1000 1d6/2 Chr4

Tailored Pheromones-Gullible
M +1 to Persuasion. Nasal filters 60% effective 2000 1d6/2 Chr4

Tailored Pheromones-Confu
M -1 INT & Initiative (1m). Nasal filters 60% effec 2500 1d6/2 Chr4

"Kaloric" Secondary Gut
MA Stores 2 days worth of food 750 1d6/2 Chr4

"Freezeban" Bioconstruct
MA +1 Wilderness Survival/Endurance in -10oC 650 1 Chr4

Quickclot Hemofibrinic Node
MA Wound states treated as one less, 10% stroke 3000 1d6 Chr4

Flashlite Implant
M Non-glare, semi-focused glow, 1m range 290 1-2 Chr4

Replitech Toxin Screen
MA 90% chance of vomiting if toxins are eaten 3400 1d6/2 Chr4

T-Maxx Ileocecal Siphon
MA Function without water for 24 to 48hrs 500 1 Chr4

Altered DNA
N DNA altered using a tailored retrovirus 3000 0 WS

Full-Spectrum Booster
N +4 vs illness/infection/poison/drugs, +1 Healing 7500 1/2d6+1 NEO

Sabre Serum RNA Mod
N +2 MA, +3 BOD, +2 REF, +1 Heal, 60 day wait NA Special I1.2

Muscle Enhancement
N +1 to BT, but not for BTM 1000 1d6/3 DS

Reflex Boost
N +1 REF (max +2). 25% chance of -1 Stun/level 3500 1d6+3 DS

Enhanced Sight
M 2 max: IR, UV, LL, Tele, Image Enh, Color Shift 1200 2 each DS

Enhanced Hearing
M 2 max: Amplified Hearing, or Enhanced Range 1200 2 each DS

Enhanced Sense of Smell
M Same effects as Olfactory Boost 1200 2 DS

IHAG Nictating Membrane
N Can see in difficult conditions. Replace 6-8 mth 300 1d6/3 SF

Sinus Reconstruction
CR
Provides pressure equalization. 200m depth
1500 1d6/2 SF
BIOTECH BIOENGINEERING
x2 if cyber
Cyberware Surg. Description Cost H.L Book
Preparatory DNA Mapping
N Required for all biotech 2700 0 ES+
Permanent REF Increase
N Max +1 5000 1d6+3 ES+
Permanent BOD Increase
N Max +2 3400/+1 0 ES+
Permanent ATT Increase
N Max +3 1600/+1 1/+1 ES+
Permanent MA Increase
N Max +4 2700/+1 1d6/2 /+1 ES+
Reduced Oxygen Demand
N Can breathe smog 5900 1 ES+
UV Resistance
N No sunscreen needed 7600 1d6 ES+
Toughened Skin
N SP6 Soft Armor, can't be told from normal skin 8300 0 ES+
TAKE ONE A DAY MAX
Cyberware Surg. Description Cost H.L Book

Endurance
- Ignore fatigue 12 hrs, x2 food, 1d3-1d6 damage 1200 - ES+
Ignore Pain
- +4 to Stun Saves for 12 hours, -2 tactile sense 1800 - ES+
Anti-Trauma
- +2 to Death Saves for 12 hours 4000 - ES+
RNA MEMORY TABS
Over one/day = 80% lose 2d6 skill/amnesia
Cyberware Surg. Description Cost H.L Book

Skill +1
- Lasts for 3 hours, 1d10>1 or -1 in skill 600 - ES+
Skill +2
- Lasts for 3 hours, 1d10>2 or -1 in skill 1800 - ES+
Skill +3
-
Lasts
for 3 hours, 1d10>3 or -1 in skill 5000 - ES+
IMPLANTED
BODY WEAPONS
Cyberware Surg. Description Cost H.L Book

Scratchers
N Hands. 1d6/3* damage. Near Impossible to spot 100 2d6 CP20

Rippers
M Hands. 1d6+3* damage. Difficult to spot 400 3d6 CP20


Wolvers
M Hands. 3d6* damage 600 3d6+1 CP20

Big Knucks
M Hands.
1d6+2 damage 500 3d6 CP20

Slice N' Dice
M Hands. 2d6# damage 700 3d6 CP20

Cybersnake
MA Self controlling cyberweapon. 1d6* damage 1,200 4d6 CP20
Cybersnake Mk2
MA 2d6 eviscerate damage on critical hit or internal 1,600 4d6 CP20

Gang Jazzler
M 3 surges, immobilize for 1d10+1 mins 600 2d6+3 Chr1

Bonespike
MA Pop up
bone spike. 1d6+4* damage 1,000 2d6
Chr3

Stinger
M Finger mounted Hypodermic needle (3 doses) 400 1d6+3 Chr4


BigRipp
MA 2d6* damage (break on 1 or 1-3 on a parry) 1200 3d6+1 Chr4

NovelTech Spitfire Flamer
MA EX +0 - P Varies 4 1 ST 4m 1000 4d6 ER

Implanted Fangs (Vampires)
N Mouth. Implanted canines, 1d6/3* damage 200 3d6 CP20
Poison Vampires
N Mouth. 1d6/3* damage plus poison/drug injector 400 3d6 CP20
Retractable Vampires/Sgrin
MA Mouth. 1d6/3* to 1d6* bite damage. Retractable 500 2d6+2 Chr2
Extended Canines
CR Mouth. 1d6/2+1* damage. Retractable 1000 3d6+2 Chr2
Spitting Cobra
M Vampires that spit chemicals 6ft, as airgun pellet 400 4d6 Chr3
Retractable Spitting Cobra
MA Retractable vampires that spit chemicals 6ft 700 4d6 Chr3

Sharkgrin Special
N Mouth. Implanted carbo-glas teeth, 1d6/2* damage 200 3d6 CP20
Extended Sharkgrin Special
CR Mouth. 1d6* damage. Retractable 1400 4d6 Chr2
Retractable Vampires/Sgrin
MA Mouth. 1d6/3* to 1d6* bite damage. Retractable 500 2d6+2 Chr2

NewTeeth
M Ceramic teeth: MEL -1 NA C 1-2* NA 1 VR touch 200 1d6/2 Chr4

PowerJaw
MA Myomer jaw muscles, +2 to bite damage 100 +1-2 Chr4

Mandibles
MA 2d6 damage bite, look normal except for eating 1200 5d6 I2.2

Cyberjaw - K9
MA SP 6 metal jaw. 1d6* bite damage 2750 3d6+2 P2
Cyberjaw - Conga
MA SP 6 metal jaw. 1d6+2* bite damage 2770 3d6+2 P2
Cyberjaw - Needler
MA SP 6 metal jaw. 1d6+3* bite damage 2800 3d6+2 P2
Cyberjaw - Pit Bull
MA SP 6 metal jaw. 2d6* bite damage 2870 3d6+2 P2
Cyberjaw - Shark Maw
MA SP 6 metal jaw. 2d6+1* bite damage 2930 3d6+2 P2
Cyberjaw - T-Rex
MA SP 6 metal jaw. 3d6* bite damage 3000 3d6+2 P2
RealSkinned Cyberjaw
MA Jaw
looks real,
70% effective (Diff Awareness) 0 -1d6 P2
CYBEROPTICS
Cyberware Surg. Description Cost H.L Book

Cyberoptic
MA Basic eye module (4 option spaces per eye) 500 2d6 CP20
Quick Change Optic
MA Removable, but only 3 options 1000 2d6+3 P1

Remote Eye
MA 1 space left, 100m transmission 1500 3d6 Chr2

Optical Interface
MA Interface plug behind the optic 600 2d6+2 Chr3

Bug Eye
MA Can hold 6 Options 750 3d6 Chr3


Third Eye
CR -1 ATTR/eye, max 2 extra 750 3d6+ Chr3

Revelation Cyberoptic
MA Early model. +1 Notice, ATTR -1,-2 700 3d6-1 Chr3

Soviet Cyberoptic
MA 1 option space per eye, 50% chance of -1 ATTR 100 2-3d6 Chr4

Kiroshi MonoVision
MA 6 option spaces, +1 Notice, +Initiative vs Ambush 650 3d6 Chr4

Vacuum Proof Optic
MA 4
option spaces, used with Vac Weave 600
2d6 DS
CYBEROPTIC OPTIONS
Take 1 space unless noted otherwise
Cyberware Surg. Description Cost H.L Book

Color Shift
N Allows color changes, special fashion effects 300 .5 CP20

Image Enhancement
N +2 Awareness when using visual search 300 1 CP20

Teleoptics
N Telescope ability to 20x 150 .5 CP20

Micro-optics
N Microscope 150 .5 CP20

Anti Dazzle
N Immune to flash, laser blinding 200 .5 CP20


Times Square Marquee
N LED Screen in vision field for messages 300 1 CP20
Times Square Plus
N Allows visual information retrieval (3 spaces) 500 2 Chr1
Video Imager
N Receives vid images (2 spaces) 350 2 Chr1
Time/Day Display
N Time and date, no spaces 100 1 Chr2
Cyberoptic Compass
N 1 space, 2 for logocompass 300 1 Chr3
Interferometry System
M 10x vision all the time 400 1 Chr3

Targeting Scope
+1 on all Smartgun attacks 400 2 CP20

Low Lite
N See in dim light, almost total darkness 200 .5 CP20

Thermograph Sensor
N See heat patterns, temperature readings 200 1 CP20

Infrared
N See in total darkness, using heat emissions 200 1 CP20

Ultraviolet
N See in
darkness, using UV flash 200 1 CP20

Digital Camera
N Shoots up to 20 images (2 spaces) 300 .5 CP20
MicroVideo Optic
N Video record up to 20 min (2 spaces) 300 .5 CP20

Dartgun
N Holds 1 poison dart. Range 1m (3 spaces) 200 2 CP20

Dodgeball
N +1 to Hand to Hand skill after 30 secs 440 1 Chr1

Tear Gas Sprayer
N 1m range (2 spaces) 200 2 Chr1

Video Cam/Transmitter
N Live
feed 1m range (4 spaces) 330 1 Chr1

Laser-Comm Optic
M 50m range, and can blind. Code chips are 175eb 425 1 Chr3


Verbal Eyes (Basic)
M Displays images, -1 space 750 3 Chr3
Verbal Eyes (Vid Image)
M 3 spaces, + Video Imager 1000 5 Chr3
Verbal Eyes (Cust. image)
M 4 spaces, Times2 + 1200 5 Chr3

Double-Slit Pupils
N Allows clear vision through air-water boundary (1) 200 .5 Chr4

Hydrosubsidium Aquagoggs
N Synthetic nictitating membranes, good to 200m 200 1 SF

Live Feed Optic
M 2 mile range 1000 1 I2.1

Optical Capacitor Laser
N 2d6
damage, 1 shot, .5m range (3 spaces)
800 3 P1
CYBERAUDIO
Cyberware Surg. Description Cost H.L Book

Cyberaudio
M Basic hearing module (6 option spaces) 500 2d6 CP20

Spectrum Cyberaudio
MA Early model. -1 balance, +1/+2 Awareness 650+ 3d6-2+ Chr3

Soviet Cyberaudio
M Only 2
option spaces, 50% chance of -1 ATTR
100 2-3d6 Chr4
CYBERAUDIO OPTIONS
Take 1 space unless otherwise noted
Amplified Hearing
N +1 Awareness using auditory cues. SWx2 200 1 CP20
Radio Link
N Radio communication up to 1 mile 100 1 CP20
Phone Splice
N Full cellular communication (large city only) 150 1 CP20
Scrambler
N Cannot understand with out a descrambler 100 .5 CP20
Bug Detector
N Detects taps, bugs up to 3m. 60% effective 200 .5 CP20
Voice Stress Analyzer
N +2 to Human Perception, Interrogation skills 200 1 CP20
Sound Editing
N +2 Awareness to overhear specific conversation 150 .5 CP20
Enhanced Hearing Range
N Ability to hear super & subsonic ranges. SWx2 150 2 CP20
Wearman
N Stereo music system 100 .5 CP20
Radar Detector
N Beeps if radar encountered, fixes source (40%) 150 .5 CP20
Homing Tracer
N Can follow tracer up to 1Km distant 200 .5 CP20
Tight Beam Radio Link
N Allows untappable radio com within line of sight 200 1 CP20
Wide Band Radio Scanner
N Picks up transmissions on all bands 100 2 CP20
Micro-recorder Link
N Transmits to recorder in body or via plugs 100 .5 CP20
Digital Recording Link
N Transmits sounds to a digital recorder 100 .5 CP20
Level Damper
N Automatic noise compensation. -25% from SW 300 .5 CP20
Fax+ 1000 Alert
N Alerts user to incoming faxes 100 0 Chr3
ShareChecker™ Link
N Share
information using T2, screen
or audio 100
.5 ET
CYBERLIMBS
Cyberware Surg. Description Cost H.L Book





Standard Cyberarm
CR 20/30 SDP, 4 option spaces, 1d6 punch 3000 2d6 CP20



Standard Cyberleg
CR 20/30 SDP, 3 option spaces, 2d6 kick 2000 2d6 CP20


Artificial Shoulder Mount CR Mount up to 2 extra arms. 25 SDP 1500 2d6 CP20


Romanova Cyberlegs
CRx2 +1 to
Wardrobe & Style 5000 4d6 Chr3

Enable Cyberarm
CR Early model. 23/33 SDP, REF -1 500 2d6+2 Chr3

Enable Cyberleg
CR Early model. 28/35 SDP, REF -1, MA -2 700 3d6+3 Chr3


SuperSized Arm
CR SDP 30/40, -2 REF, +1EV, 2d10/3d6, SP 20 4000+ 2d6 Chr3

Independent Cyberhand
MA 1d10 crush, 7/10 SDP, 1 option space 750 1d6 Chr1

Orbital Crystal Cyberarm
CR 50/60 SDP, 4 option spaces, 1d6 punch 7000 2d6 Chr1
Orbital Crystal Cyberleg
CR 50/60 SDP, 3 option spaces, 2d6 kick 6000 2d6 Chr1

Corvette Cyberlegs (basic)
CR +3 MA, +1 on movement rolls 4500 3d6 Chr4
Corvette Cyberlegs (advan)
CR/M +8 MA, +2 on movement rolls 5000/500 3d6+4 Chr4

Soviet Cyberleg
CR SDP 30/40, 3d10 kick, 5% failure, 2 spaces 875 2-3d6 Chr4


Soviet Cyberarm
CR SDP 30/40, 3d6 punch, 2d10 crush, 5% failure 669 2-3d6 Chr4

Speeding Bullet Legs
CRx2 MA 16, leap 10m, 1 option space left per leg 4500 4d6 SOF

SovWear Cyberarm
CR 30/40 SDP, 3d6/6d6 damage, 3 spaces, UR 1000 2d6 SOF

SovWear Cyberleg
CR 30/40 SDP, 6d6 kick, 2 spaces, UR 1500 2d6 SOF

Biomechanical Arm
CR 10/15 SDP, 1d6 punch, 1d6 crush, 1/2 dam normal NA 1d6 I1.2

Cyber Bar Leg
CR Built in wet bar 3000 2d6 I1.3

Tentacle Arm
CR 8x70 cm tentacles, SDP 5 each. SDP 20 shoulder 4000 5d6 I2.2

Extendable Tentacle Arm
CR Same as
above plus can extend to 150 cm
6000 5d6 I2.2
CYBERLIMB OPTIONS

Quick Change Mount
N Allows 1 turn changing of cyberlimb 200 2 CP20

Hydraulic Rams
N SDP 30/40, 3x normal damage (1 space) 200 3 CP20

Thickened Myomar
N SDP 25/35, 2x normal damage (1 space) 250 2 CP20

Reinforced Joints
N SDP +5 200 1 CP20

Microwave/EMP shielding
N Limb not as susceptible to EMP, Microwaves 300 1 CP20

Plastic Covering
N In colors, transparent, etc 1-200 1 CP20

RealSkinn
N Limb looks real. 70% effective (Diff Awareness) 200 -1d6/2 CP20

Superchrome
N Highgloss metallic covering 200 3 CP20
Armor N Armors cyberlimb to SP 20 200 2 CP20

Leg Boosters
N +3m leaps (2 spaces) 500 1d6 Chr3


Fleshweave
M Takes 1 option space. +50% repair costs 200+20% 0 Chr3

Extra Twist Joint Addition
N +2 Athletic type rolls, MArt Grapples & Escapes 30%,+10% 1 Chr4

360 Rotating Joints
N +1 to Escaping, some TECH repairs (.5 spaces) 120 2 Chr4

Tentacle Arm Sheath
N Hides tentacles, resembles cyberarm, 2 openings 800 0 I2.2

Locking Joints
N 25+ Strength Feat to move (.5 spaces) 100 .5 Chr4


Double-Jointed
N +1 Grapple, Holds, Chokes, Escapes (.5 spaces) 1000 1d6/2 Chr4

Extending Leg Units
N Alters height -1 to +3 ft. +1MA (2 spaces) 400 4 Chr4
Extension Hand
N Hand extends up to 1m 350 2 CP20

Spiked Limb Cover
N +1d6
grapple/holding damage 200 2 I1.4
CYBERHANDS
ATTACH TO CYBERLIMBS (Use 1 space)
Cyberware Surg. Description Cost H.L Book

Standard Hand
N Resembles normal hand 150 0 CP20
Modular Hand
N Choose any 4 modular tools 600 2 CP20

Ripper Hand
N Standard hand with Rippers. 1d6+3* damage 600 2d6 CP20

HammerHand
N Hydraulic Ram fist does 1d10 damage 600 2d6 CP20

BuzzHand
N Electric chainsaw. 2d6+2* damage 600 2d6 CP20

Tool Hand N Fingers contain screwdriver, wrench, drill, etc 200 2 CP20

Grapple Hand
N Extends rocket-propelled grapple, 30m line 350 3 CP20

Spike Hand
N Palm spike. 1d6+3AP damage 500 2d6 CP20

Mace Hand
N 2d6+1/1d10-2 damage, 1m range 300 3 Chr1

Cyberhand Coverings
N Same range as listed in for cyberlimbs 100 1/2 usual Chr1

Custom Cyberhand
N Varies 900 Varies Chr2

Web Hand
N +2 swim, +1-2m/turn, 1d6* damage 250 2 Chr3/SA

IEC Venom Hand
N 4 needles, slash for 1d6-1 damage 600 2d6 Chr3

Medical Modular Cyberhand
N/MA Mono scalpel, air-hypo, stapler, probe ,etc 975 1d6/2 Chr4

Dynamax Grapplefist
N 50m cable, 2 spaces, 2d6+2 crush 1050 2d6 I1.1/PAC

Mini-Camera in Palm
N It's a camera 1000 1d6 I1.1

Surveillance Hand
N Remote cyberhand 1500 1d6 I2.1

Drill Hand
N 3d6 damage, 1/2 hard, 1/4 soft SP 700 3 P1

Travel Hand
N 4 options in fingers 500 2 P1


Gouge Master
N 2d6+3AP, 2d6*, 2 spaces, 20m cable and reel 550 2d6 P3
Gouge Master Winch
N High speed winch for reeling the cable in 100 2 P3

Lightning Fist
N
Electricity. Stun -1, or 2d6+1 damage 900
2d6 RPI
CYBERFEET
ATTACH TO CYBERLIMBS (Use 1 space)
Cyberware Surg. Description Cost H.L Book

Standard Foot
N Resembles normal foot 200 0 CP20

Talon Foot
N Extends toe blades. 1d6* damage 600 2d6 CP20

Tool Foot
N Toes contain screwdriver, wrench, drill, etc 300 2 CP20

Web Foot
N Doubles swimming speed, +3 to Swim skill 500 2 CP20/SA

Grip Foot
N For better gripping strength. +2 to Climb 500 2 CP20

Spike Heel Foot
N Heel spike for lethal kicks. 2d6AP damage 500 2d6 CP20


Skate Foot
N Allows an MA 20. Use Athletics or skate skill 440 1d6 Chr1

Anchoring Cyberfeet
N Anchors use to ground. 4 uses (2 spaces each) 400 3 Chr2

Catspaw Stealth Foot
N +1 to Stealth skill 150 1 Chr4
FINGERS
ATTACH TO CYBERHANDS
Cyberware Surg. Description Cost H.L Book

Dartgun
N 3m range 100 2 Chr1

Lockpick
N Pick for mechanical locks 50 .5 Chr1

Mini Light
N 25m beam, batteries 1eb 105 .5 Chr1
IR/UV Flashlight
N 10m range 200 1 Chr3

Finger Bomb
N 2d6+3, 3m radius 150 2 Chr1

Wirecutters/Scissors
N 1d6/3 damage 150 1 Chr1

Mace Sprayer
N 2 bursts, -4 REF & Notice for 1d6 turns 150 2 Chr1

Quick Change Mount
N Click and turn mount, mod =120eb 150 1 Chr2

VidCam (+ 1 option)
N IR - 200eb, Teleoptic - 225eb, or Lowlite - 100eb 400+ 2 Chr2

Self-Propelled Grenade
N 7m range, 2d6 over 2m (25eb) 200 2 Chr2

Aip Hypo
N 4 doses, air containers 3eb 200 1 Chr2

Tracking Device
N 3m range, 2 bugs, 3 km transmitter 300 .5 Chr2

Lighter
N 2 hours of fuel, 1 eb/refill 105 2 Chr2

Probe Link
N Interface link 150 .5 Chr3
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Parabolic Microphone
N 20x Microphone, for full arms 350 2 Chr3

Flasher
N Diff REF to blind target for 1 min (25eb) 250 1 Chr3

Flare
N 150m altitude, 25m diameter (15eb) 200 2 Chr3

Storage Compartment
N Small space 75 .5 Chr3

Laser Pointer
N 20m 150 .5 Chr3

Flesh Mount
M Allows cyberfingers to be mounted on meat hand 100 1 Chr4

One-Shot Special
N P -2 P E 1d6 (5mm) 1 1 ST 20m 250 2 Chr4

Ballpoint Finger
N Leakproof pen 25 .5 Chr4

Cyberfinger Oxygen Tank
N 30 seconds of oxygen 250 .5 SA

Screwdriver
N Powered screwdriver finger 50 .5 I1.1
Wrench
N Adjustable wrench finger 50 .5 I1.1
Drill
N Adjustable drill finger 50 .5 I1.1
Soldering Iron
N Electric Soldering Iron finger 50 .5 I1.1
Socket Wrench
N Adjustable powered socket wrench finger 50 .5 I1.1
OPTIONS
BUILT INTO CYBERLIMBS (Use 1 space)
Cyberware Surg. Description Cost H.L Book

Cybermodem
N Built in cyberdeck 3000 1 CP20
Cellular Cybermodem
N Built in cellular deck 5000 1 CP20

Storage Space
N 2"x6" storage space. Can be locked 50 .5 CP20

MiniCam
N Pop up Digital Camera (20 shots) 200 2 CP20
MiniVid
N Pop up Mini video (30 minutes) 400 2 CP20
Digital Recorder
N Digital chip recorder. Download or erase chip 300 1 CP20

Techscanner
N 60% effective, -3 to repair difficulty 400 3 CP20

Hidden Holster
N Weapon size based on Body Type 100 1 CP20
Quickdraw Holster
N P class conc. +2 Initiative to fastdraw 200 0 Chr2

Cutting Torch
N Can cut through SP20 100 1d6/2+1 Chr1

Icer
N 2m range 200 1d6/2 Chr1

Limb Link
N Turns pop-up gun into smartgun +1 100 1 Chr1

Magnetic Hands/Feet
N For easier Zero-Gee movement 60 0 Chr1

Watch-Man
N Miniature TV 180 1 Chr1

LCD Screen Readout
N Can be linked to any output device 200 1 CP20

Winch
N 15m cable, pulls up to 1 ton 500 1d6+3 Chr2

Laser Mike
N 60m range, Human Perception -5 400 1d6+2 Chr2

Radio/Cellular Boosterstation
N Runs for 160 hrs, diff 25 encryption (2 spaces) 2650 2 Chr2

ECM Emitter
N Electronic counter-measures emitter (2 spaces) 2950 2 Chr2

CyberPillow
M A pillow in an arm 80 0.5 Chr3

Smartplate Link
N Smartgun= 3x cost 300 2 Chr3

Microwaldo Bracer
N +1 to TECH rolls 800 3 Chr3

"D-Tek" Targeting Network
M Negates movement firing modifiers 1300 1d6+3 SOF2

ULF Antenna
N 100m reel antenna for transceiver - 1 SF

Cyberlimb Light
N Light
built into palm, 3m range (0 spaces)
90 .5 I1.4
CYBERWEAPONS
BUILT INTO CYBERLIMB (Use 1 space)


Grenade Launcher
N Carries 2 grenades of any type 500 2d6 CP20

Micro-Missile Launcher
N Contains 4 mini-missiles, 4d6 damage each 900 2d6 CP20
Micro-torpedo Launcher
N Underwater version of mini-missiles, 4d6 damage 900 2d6 SA

Popup Gun
N Gun size based on Body Type 2-800 2d6 CP20

Flame Thrower
N Range 1m, 4 shots, Damage is 2d6, then 1d6/2 600 2d6 CP20


Weapon Mount & Link
N Mounting plate plus neural link for 1 weapon 100 3 CP20

2 Shot Capacitor Laser
N Shoulder mounted. +3 - - 3d6 2 1 10m 800 2d6 CP20

Derringer N Pistol -1 1d6 (5mm) 2 2 ST 50m 220 1d6 Chr1

Flashbulb
N 4m x 6m 250 1d6/2 Chr1

Gas Jet
N 6 shots, range 2m 275 1d6+3 Chr1

Tazer Grip
N Effects equal to tazer, Stun -2 180 2d6-2 Chr1

Whip
N 1d6/2 or choke 475 2d6 Chr1

Popup Sliver Gun
N P +0 - - 2d6x1d6/2* 7 2 UR 40m 550 1d6+2 Chr1

Tri-Dart Launcher
N 3 darts, 1d6/2 damage, 1/3 SP 300 1d6/2 Chr2


Retractable Monoblade
N 2d6+3# damage 800 1d6+2 Chr2

Survival Blade
N 1d6+3* damage 500 1d6 Chr2


BigRipp
M Carbo-glass blade. 2d6, 1/2SP (break 1-3) 850 3d6+1 Chr4

ChainRipp
N 3d6AP 1250 2d6+4 Chr3

Blitzkrieg Arc-Thrower M EX 0 - R 3d6 (1/2 R 1/2 S) 4 1 ST 10m 1050 2d6 Chr4

High Five/The Palm Bomb
N 20-30 to detect. .477 or 12ga round, 1 shot 355 1d6+3 Chr4

Pop-Up Hand Crossbow
N -2 J E 1d6+2 6 2 VR 25m (3 spaces) 300 2d6 SOF2

Strobe
N Same as
implant version (0 spacs) 150 1.5
I1.4
LINEAR FRAMES
IMPLANTED EXOSKELETON
Cyberware Surg. Description Cost H.L Book



Sigma
MA STR 12, +4 Damage mod 6000 2d6 CP20
Beta
MA STR 14, +6 Damage mod 8000 2d6 CP20
Omega
MA STR 16, +8 Damage mod 10,000 3d6 CP20
GP Exoskeleton (A)
MA STR 18, SDP 15, SP 6, MA 4, REF 5 12,000 4d6 Chr3
GP Exoskeleton (B)
MA STR 21, SDP 20, SP 8, MA 4, REF 5 15,000 6d6 Chr3
Underwater Gamma
MA STR 12/10 10,000 2d6 SA
Underwater Delta
MA STR 14/12 12,000 2d6 SA
Underwater Pi
MA STR
16/14 14,000 3d6 SA
BODY PLATING/EXOARMOR
Cyberware Surg. Description Cost H.L Book

Cowl
MA Skullcap, covers head in SP 25 200 1d6 CP20


Faceplate
CR Protective facemask. SP 25 400 4d6 CP20


Torso Plate
MA Torso protection. SP 25. -3 REF 2000 3d6 CP20

Front Optic Mount
MA Allows up to 5 optics to be mounted. -1 ATTR 1000 4d6 CP20


Sense ext. ("Rabbit Ears")
M Head mounted extensors for audio, optics, etc 500 3d6 CP20

Total Body Plating
CRx2 SP20, REF-3, ATTR/2, -1 Stealth 6800 8d6 Chr2

CyberFacial Remounts
MA/CR SP 6-18, ATTR -1,-2, 15%-50% protect 150-350 1d6-3d6 Chr3

Spyke! Furniture
N 10SP, +10SDP, 1d3+1 to 1d6+1AP 400-600 1-3 Chr3
FULL BODY REPLACEMENTS
Cyberware Surg. Description Cost H.L Book

Alpha Class
CRx2 REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40 40,000 16d6 Chr2

Aquarius (Sub-Marine)
CRx2 REF 10, MA 10, BOD 15, SP 25, SDP 20/30/40 50,000 18d6+2 Chr2

Copernicus (Space-Use)
CRx2 REF 11, MA 10, BOD 12, SP 25, SDP 20/30/40 60,000 19d6 Chr2

Eclipse (Covert Ops)
CRx2 REF 13, MA 13, BOD 12, SP 25, SDP 20/30/40 65,000 21d6+3 Chr2

Enforcer (Security)
CRx2 REF 12, MA 15, BOD 12, SP 30, SDP 25/35/45 55,000 21d6-2 Chr2

Brimstone (Fire-Fighter)
CRx2 REF 11, MA 10, BOD 14, SP 30, SDP 20/30/40 47,000 19d6 Chr2

Gemini (Humanoid)
CRx2 REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40 55,000 16d6+2 Chr2

Wingman (Pilot)
CRx2 REF 15, MA 10, BOD 12, SP 25, SDP 20/30/40 54,000 20d6 Chr2

Samson (Industrial)
CRx2 REF 10, MA 10, BOD 18, SP 25, SDP 20/30/40 50,000 20d6+1 Chr2

Dragoon (Military)
CRx2 REF 15, MA 25, BOD 20, SP 40, SDP 40/50/60 120,000 42d6+3 Chr2.

'Sheol' Hazardous Ops
CRx2 REF 10, MA 10, BOD 18, SP 30, SDP 20/30/40 50,000 18d6+8 Chr3

MD Tech 'Kildare' Medical
CRx2 REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40 46,000 19d6 Chr3

Adrek 'Burroughs' Mars Ops
CRx2 REF 10, MA 10, BOD 12, SP 35, SDP 20/30/40 42,000 16d6+4 Chr3

Militech 'Spyder' Recon
CRx2 REF 12, MA 20, BOD 12, SP 30, SDP 20/30/40 118,105 39d6 Chr3

'Wiseman' Cyberspace Com
CRx2 REF 14, MA 10, BOD 12, SP 25, SDP 20/30/40 91,381 23d6+3* Chr3

Arasaka 'Daioni' PA Convert
CRx2 REF 17, MA 20, BOD 52, SP 80, +6 Initiative 810,000 16d6+30 SW
OPTIONS FOR FULL CONVERSIONS
Stylization
N Customization, possible bonuses to some skills Varies 0
Increased SP
N Max 40 SP, 10-50lbs weight increase 2000/+5 0 Chr2
Increased SDP
N Max +20 SDP, +55lbs/+5 SDP 1500/+5 0 Chr2
Increased REF
M Max 15 2000/+1 2/+1 Chr2
Increased MA
M Max 25 1500/+1 2/+1 Chr2
Increased BODY
M Max 20 1000/+1 2/+1 Chr2
Shielding
MA Electronic shielding. 500 rads protection 2000 6 Chr2
Quick Change Mounts
N Rifles (2), Hvy.Weapons (3) can be mounted 200 2 Chr2
Interchangeable Biopod
CR Organs can be moved to different FBRs 20,000 18d6
Longevity Module
MA Theoretically triples 'borg's lifespan 15,000 1 Chr2
Eelskin
MA 1d6 to 2d6+3 Damage 14,000 1d6 Chr3
Cyber Steriods
2xCR BODx3, +3kg/+1 BOD, runs off power unit below 1500/+1 6d6 Chr3
Back Mounted Power-unit
N +5% weight, 10hrs, 20eb/recharge 200 0 Chr3
Variable Spectrum Light
N No spaces 200 .5 Chr3
Enhanced Thermograph
N Advanced thermograph. 1 space 200 1 Chr3
Blood/IV Supply
N 4 x 1/4 litre containers. 1 space 300 1 Chr3
Reactive Body Plating
MA Detects laser & smart sights, REF>10 dodge 6000 1d6 SOF2
Dummy Facemasks
N Detachable faceplates 25-500 0 SOF2


BODYSCULTPING
SURGICAL BODY MODIFICATIONS
Cyberware Surg. Description Cost H.L Book
Appearance Change - Minor
M Look sort of like you wanted to, Notice 15+ 1200 - CP20
Appearance Change - Major
M Look very much like you wanted, Notice 20+ 2400 - CP20
Appearance Change - Expert
M Look exactly like you wanted, Notice 25+ 3600 - CP20
Appearance Change - Top
MA Top of the line, Notice 30+ to spot the sculpt 5000 - CP20
Increased Attractiveness
M +1 ATTR (maximum ATTR is 10) 600 - CP20
Sex Change - Basic
MA 1 month therapy, 1 week hospital, diff 20 to spot 4200 0 to 1d6 WGF
Sex Change - Advanced
CR Each +5 diff to spot doubles time and cost x2/+5 diff 0 to 1d6 WGF
Ability To Bear Children
MA Includes psychological counselling +5000 0 WGF
Ability To Father Children
MA Includes psychological counselling +1000 0 WGF

EXOTIC BODY MODIFICATIONS
Cyberware Surg. Description Cost H.L Book

Minor Facial Modification
M Alterations to eyes, ears, nose, etc 1000 1d6/2 Chr2

Major Facial Modification
M Major alterations to features 2000 1d6 Chr2

Muzzle, Short
M Like a bear's or tiger's muzzle 2000 1d6 Chr2

Muzzle, Long
MA Like a dog's or horse's muzzle 2500 2d6 Chr2

Mandibles, Extended
MA Semi-prehensile grasping "jaws". 1d6* damage 4000 3d6 Chr2


Natural Fangs
N 1d6* bite damage 500 2d6 Chr2

Natural Claws
N -3 to manipulation rolls. 1d6* damage 1000 1d6+1 Chr2
Retractable Claws
M 1d6* damage 1000 2d6 Chr2
Scratchers
N Low HL due to implantation in hospital 500 1d6 Chr2
Rippers
M Low HL due to implantation in hospital 750 2d6 Chr2

Short Tail
M Bunny tail, etc 250 2 Chr2

Tail
MA Mobile but weak, exerts about 3lbs of force 1500 2d6 Chr20

Combat Tail
MA Heavily muscled. 1d6+Damage Mod. 2500 3d6 Chr2
Stinger Tail
MA Poison injecting stinger. 1d6*+Mod+drug/toxin 3000 3d6 Chr2

Digitgrade Legs
CR 3 joint legs. +1 MA with tail. -2 MA without tail 4000 6d6 Chr2

Fur/Scales/Skinchange
N 10% chance of cancer 10,000 3d6 Chr2

Heavy Scales
N SP 12. 10% chance of cancer 12,000 3d6 Chr2

ExoSkeleton
CR SP 18, MA & REF-2. 10% chance of cancer 20,000 4d6 Chr2

Frame Alteration
CR 25% size change from actual body size 8000 2d6 Chr2

Muscle Pouch
MA Muscles on lower back for hidden tail or tentacles 1500 1d6 SA

Tentacles
MA Weak, can be hidden in pouch, -1 MA in water 1500 2d6 SA
Stinger Tentacles
MA Bio-Toxin 1 (Death/4d6 damage), -1 MA in water 3000 3d6 SA
Black Ink
MA Ink can cloud water, and can be toxic 1200 3d6 SA
EXOTICS PACKAGES
Cyberware Surg. Description Cost H.L Book

KatNip - Feline
MA+ Slit-eyes, pointed ears, tail, synthskin, scratchers 3400 4½d6 Chr2

Rodent
M+ Enlarged ears and eyes, button nose, synthskin 1400 1½d6 Chr2

Rabbit
Mx2 Bunny ears & tail, button nose, whiskers 1250 1d6 Chr2

Reptile
M+ No ears, long tongue, olfactory, fangs, synthskin 2000 4d6 Chr2

Elf
M Pointed ears, thin face, upturned eyebrows 1000 1d6/2 Chr2

Dwarf/Halfling
CR+ Shorter & stockier frame(MA-2), broader features 9000 2½d6 Chr2

Ork/Goblin
CR+ Broad features, longer arms, fangs, synthskin 10,900 6d6 Chr2

Troll/Ogre
CR+ Broad features, fangs, taller, grafted muscle, MBL 12,000 7d6 Chr2

Fishman
MA+ Gills, synthskin, webbing, custom contacts 2000 4½d6 Chr2

Bear Package
CR+ Muzzle, fangs, claws, fur, taller, grafted muscle 24,500 13d6 Chr2

The Superman
CR+ The future of humanity via nano and bioware 19,735 13d6 Chr2

BigKatt
CR+ Muzzle, fangs, claws, tail, digitigrade legs, fur 21,000 19d6 Chr2

Slight Buggy
MA+ Bug-eyes, antennae, scaly synthskin, cyberoptics 3400 6d6 Chr2

Franz Kafka Bughouse
CR+ as above, + mandibles, exoskeleton, scratchers 35,500 15d6 Chr2

Merman
CR+ Gills, skinchange, fishtail, cust. contacts, sonar 18,900 10½d6 Chr2

Sharkman
MA+ Gills, sonar, skinweave & change, muzzle, etc 17,700 12d6 Chr2

LupaForm
Minor Package M+ Pointed ears, dog-nose & eyes, fangs, synthskin 1900 3½d6 Chr2

LupaForm Major Package
CR+ as above, + muzzle, tail, digitgrade legs, fur 20,000 15d6 Chr2

Humanisaurus Rex - Dragon
MA+ Short muzzle, fangs, tail, scales 16,000 9d6 Chr2

Playbeing Addition
MA+
Increased ATT, tactile boost, behavior
chip, etc +3000 3½d6 Chr2
BODYBANK PARTS
Poor Quality 1/2, Excellent Quailty x2 price
Cyberware Surg. Description Cost H.L Book

Arm
CR Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1000 - CP20
Leg
CR Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1200 - CP20
Eyes, Ears
MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1000 - CP20
Heart, Lung
MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1400 - CP20
Liver, Kidney
MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 400 - CP20
Other Organs
MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 400-600 - CP20
Limb/Organ Storage
- 20% chance of being sold before you reclaim it 100/month - CP20
Limb/Organ Storage
- 5% chance of being sold before you reclaim it 200/month - CP20
Vat Grown Limb/Organ
CR/MA Can match any genotype, but takes time to grow x4 - CP20

MODULARWEAR
VERY RARE ELECTRO-MNEMONIC CERAMIC
Cyberware Surg. Description Cost H.L Book

Modular Arm
CR 25 SDP, 17 SP, 2 option spaces, 1d6 punch 4000 1d6+3 KCJ
Modular Leg
CR 30 SDP, 20 SP, 1 option space, 2d6 kick 2200 1d6+3 KCJ
Torso
CR 35 SDP, 21 SP, 1 option space 4000 2d6 KCJ
Ceramic Jaw & Skull
CR 12 SP
head armor, 1 option space 1500
1d6+1 KCJ
JAW & SKULL MODULES
TAKES 1D6+1 DAYS TO ADAPT
Cyberware Surg. Description Cost H.L Book
Mimicry - Generic
N Changes the bone structure 1200 1d6 KCJ
Mimicry - Specific
N Difficult to detect with a casual look 3000+ 1d6 KCJ
Animal Transformation
N Lower jaw transforms into a hybrid animal face 300 1d6+2 KCJ
Vampires (Retractable)
N 1d6/3 damage, same as normal cyberware 250 2d6+2 KCJ
Horns
N Protrude
at will from head, 1d6/2 damage
300 1d6+2 KCJ

LIMB MODULES
TAKES 1D6+1 DAYS TO ADAPT
Cyberware Surg. Description Cost H.L Book
Scratchers
N 1d6/2 damage, Very Difficult to spot 200 1d6+1 KCJ
Rippers
N 2d6 damage, -10 SP to arm during use 800 2d6+2 KCJ
Tentacles
N Splits into 4 tentacles, +5 to grapples, -10 SP 600 2d6 KCJ
Animal Legs
N Transforms legs, +3 MA, 14m leaps, or 1d6 claw 400/pair 2d6 KCJ
Squat
N Reduces limb to half original size, +10 SP 300/limb 2d6 KCJ
Elongation
N Stretch up to 200% size, -15 SP 300/limb 2d6 KCJ
Hollow
N 100 1d6/2 KCJ
Inflate
N Gives apparent BOD 12, -10 SP, +2 Intimidation 300 1d6 KCJ
Spikes
N Covers limb with spikes, +1d6 HTH damage 400 1d6+1 KCJ
Tougher
N +5 SP and SDP, up to 2 levels can be added 300/level 4/level KCJ
Undetectable
N Mimics normal bone structure, can pass Scanway 500/limb 0 KCJ
Electricity Shielding
M Compound shielded against electrical attacks 400/limb 1d6 KCJ
Different Covering
N Same as Synth-skins, same chance of cancer 400 1d6 KCJ
Existing Cyberlimb Options
N Except coverings & anything that affects SP/SDP normal normal KCJ
WHEN GRAVITY FAILS
ADVANCED CYBERWARE
Cyberware Surg. Description Cost H.L Book

Corymbic Implant
MA Accepts six daddys, allows equipment interfacing 500 2d6 WGF
Advanced Cortical Implant
CR Experimental, Eidetic Memory +2. IP cost/2 150,000 3d6 WGF
Moddy Link
N Enables cory implant to accept moddy chips 100 – WGF
Subdermal Moddy Rack
M Holds 3 Moddy and 10 Daddy, difficult to spot 200 1d6 WGF

Behind The Ear Cory Implant
MA As above, but hidden behind ear 1000 2d6 WGF

Nictating Membrane
M Eye protection, +4 to Saves vs eye irritants 400 1d6/2 WGF
AntiDazzle Nict Membrane
M Flash protection, +4 to Saves vs eye irritants 500 1d6/2 WGF

Poison Sac
MA Holds 4 doses, refilled with special applicator 500 2d6 WGF
Poison Gland
MA Holds 8 doses, produces new dose every hour 1200 3d6 WGF

Hollow Vampires
N Linked to poison sac or gland +50 1 WGF

Hollow Claw
M Connected to poison sac/gland, 1d6/3* damage 250 2d6 WGF

Retractable Needle
M Mounted in finger, connected to poison sac/gland 650 2d6 WGF

Water Refiltration System
MA Triples length of survival time without water 2500 1d6/2 WGF

UV Blockers
N UV/IR resistance 1500 1d6/2 WGF

Feature Alteration Implant
N Facial change takes 3 hours, +4 to Disguise rolls 3500 1d6+1 WGF

Sectional Cybernetics Mount
MA Cyberhand and cyberfoot only mount 300 3 WGF
Quick-Change Mount
MA Cyberhand and cyberfoot only mount 450 3 WGF


Biomechanical Cyberoptic
MA 10% chance affected by EMP weapons, 2 options 1000 2 WGF
Biomechanical Cyberaudio
M 10% chance affected by EMP weapons, 3 options 1000 2 WGF
Biomechanical Cyberarm
CR 20% EMP, 1d6 punch, 8 flesh + 8 SDP, 1 option 6000 2 WGF
Biomechanical Cyberleg
CR 20% EMP, 2d6 kick, 8 flesh + 12 SDP, 1 option 4000 2 WGF


Biomechanical Frame Sigma
MA Built into the body, BOD 12, BTM -5 18,000 3d6 CP20
Biomechanical Frame Beta
MA Built into the body, BOD 14, BTM -6 24,000 3d6 CP20
Biomechanical Frame Omega
MA Built
into the body, BOD 16, BTM -7 30,000
4d6 CP20
CHIPWARE
REQUIRE CHIPWARE SOCKET OR PLUGS
Cyberware Surg. Description Cost H.L Book

Adrenaline/Endorphin Surge
- Ignore Pain/Exhaustion, +1 BOD 3 times in 24hrs 800 - Chr1
Ambidexterity Chip
- Makes user ambidextrous 800 - Chr1
APTR Reflex Chips
- Chips reflex and tech based skills varies - CP20
Auditory Recognition Chips
- Require Amp Hearing and Sound Edit (max +2) 150/level Chr3
Business Trip Chip
- +1 Language, Culture, W/S or Business Law 800 - Chr1
Courier Chip
- Imprints data on users brain 600 - Chr1
Crypto Chips
- Randomly generated substitution word code 600 per 2 - Chr3
DeathTrance
- 1-3 minutes to enter. Medtech 25+ to detect life 1000 - Chr1
Digi-Tone ID
- Used with cyberaudio to recognise phone no. 70 - Chr1
Dream Suppressant Chip
- Dream free sleep, lose 1 EMP every week of use 300 - Chr4
Enduro Chip
- +2 bonus to Endurance, ends sea sickness 450 - P3
Facedown Chip
- +1 bonus on Facedown rolls 150 - Chr4
"Fish N' Chips"
- Appetite control device 85 - Chr1
Home Chip
- Very Difficult Cool/Resist Torture roll to resist 940 - Chr4
Increased Neural Feedback
- 1/2 time to "chip in", burns out in 24 hours +400 - Chr1
Independent Action Chip
- Independent action for each arm. Amb+2 optics 250 - Chr1
Major City Map
- Contour map, needs Video Imager/Subd Screen 110 - Chr3
Maximum Lover Chip
- +2 Seduction 1300 - Chr1
Memory Compression
- 3 skills, skill level +3 total +200-400 - Chr1
Mind Games
- Over 300 games available 40 - Chr1
M.O. Chips
- One yes/no answer for INT 15+ roll 1200 bm - Chr1
MRAM Memory Chips
- Chips INT and other cognitive skills varies - CP20
Navigation/Orientation Chip
- Requires Phone Splice/Radio Link, accurate 5m 250 - Chr3
PhotoMemory RAM Chip
- INT roll +2 [15+] to get a specific memory 1600 - Chr1
Police Visual Rec Chip
- Visual ID's on criminals and licenses 200/level - Chr1
Poser Impersonation Chip
- Specific Know [subject] +2, Perform +1 900-1100 - Chr1
Programmable Chipware
- Provides basic knowledge of a procedure 50 - Chr1
Redundancy Loop
- Will screw up at a crucial moment 50-75% - Chr1
Security Chips
- Eraseable/destroyable chips +50/75 - Chr1
Shape Recognition
- Picks out chosen object, requires Time Square + 500 - Chr4
"SomaWare" Sleep Chip
- Normal sleep (after 15 uses COOL 15+ to sleep) 400 - Chr3
Space Chip
- Space Survival +2, Highrider Culture +1 900 - Chr1
Special Operative Chip
- +1 Language, Geography, and one other skill 900 - Chr1
Speedreading Chip
- Requires optic. Half to a third normal reading time 250 - Chr4
Stress Chip
- +1 COOL for morale, +1 EMP interaction 350 - Chr1
Stutter Chipping
- Won't shoot designated (1 turn) friendlies 310 - Chr3
Tourism Chip
- +1 Language, Culture, General Knowledge 750 - Chr1
Visual Recognition Chips
- INT+chip+1d10+Skill. Tech, Corp, Rocker, etc 100/level - Chr1
Weaponmasters MArt Chip
- Arasaka Te, and Thamoc available (max +3) 270/level - Chr3
BEHAVIOUR CHIPS
Cyberware Surg. Description Cost H.L Book

Behaviour chips
- 15+ COOL roll to remove, +5/failed attempt 1000+ 1d6/2 Chr2
Stronger Behaviour Chip
- Lock subject into actions for specific stimuli 2000+ 1d6/2 Chr2
Honey Pilar
- Seductress supreme 1000 1d6/2 WGF
James Bond
- COOL +1 (max 11), user is a top British agent 1000 1d6/2 WGF
Kick Ass
- COOL +2 (11), EMP -2 (1), enhances aggression. 2000 1d6/2 WGF
Perfect Soldier
- COOL +3 (11), EMP -2 (1), INT -2/+2 non-/combat 2000 1d6/2 WGF
Sunny Day
- Feel happy, +4 vs Intimidation, +2 Resist Torture 2000 1d6/2 WGF
Xarghis Khan
-
EMP
1, COOL 10, user wants to torture and kill 4000 1d6/2 WGF
ANIMAL NEURALWARE
STANDARD HUMAN OPTIONS AVAILABLE
Cyberware Surg. Description Cost H.L Book

Basic Processor
M Basic processor. Needed for all Neuralware 500 1d6 Chr3
Reflex Boost
N Adds +1 to REF 500 2d6 Chr3
Sensory Boost (smell/audio)
N Boosted signal from either olfactory or hearing 250 1d6/2 Chr3
Chipslot
N Animal can use as many chips as their INT 100 1d6/2 Chr3
Input Plugs
M As Interface Plugs, requires Link 100 1d6 Chr3
Weapon Link
N +2 to Smartgun attacks 100 2 Chr3
ANIMAL CHIPWARE
STANDARD HUMAN OPTIONS AVAILABLE
Cyberware Surg. Description Cost H.L Book

Stress Chip
- +1 COOL for morale, +1 EMP interaction 100 0 Chr3
Berserk Chip
- +2 to hit, negates COOL rolls, +2 melee damage 100 0 Chr3
Skill Chip (per level)
- Maximum +3 100/level 0 Chr3
Recording Chip
- Records 4 hours of seneory perceptions 1500 0 Chr3
IFF Chip
- Uses special scent, coded badge, or colour to ID 4000 0 Chr3
Watchdog Chip
- Codeword/phrase to disarm/arm guard animal 250 0 Chr3
Behavior Chip
- Perfect Pet - Loyalty +3 500 0 Chr3
ANIMAL CYBEROPTICS
STANDARD HUMAN OPTIONS AVAILABLE
Cyberware Surg. Description Cost H.L Book

Basic Eye
MA Basic eye module (3 option spaces per eye) 400 1d6 Chr3
Infrared
N See in total darkness, using heat emissions 200 2 Chr3
Microscopics
N Microscope 400 3 Chr3
Telescopics
N Telescope ability to 20x 400 3 Chr3
Anti-Dazzle
N Immune to flash, laser blinding 100 1 Chr3
Low-lite
N See in dim light, almost total darkness 200 2 Chr3
Thermograph
N See heat patterns, temperature readings 200 3 Chr3
ANIMAL CYBERAUDIO
STANDARD HUMAN OPTIONS AVAILABLE
Cyberware Surg. Description Cost H.L Book

Basic Audio
M Can have any options 500 1d6 Chr3
Scrambler
N Cannot understand with out a descrambler 100 1 Chr3
Bug Detector
N Detects
bugs up to 3m. 60% effective 150 1
Chr3
ANIMAL CYBERLIMBS
STANDARD HUMAN OPTIONS AVAILABLE
Cyberware Surg. Description Cost H.L Book

Basic Limb
CR Can have 2 options 1000 2d6 Chr3
RealSkinn Covering
N Limb looks real. 70% effective (Diff Awareness) 200 -2 Chr3
Secret Compartment
N 2" x 2" x 4" hidden compartment 100 1 Chr3
Tape Recorder
N Records from connected source 200 1 Chr3
Limb Armor
N Armors cyberlimb to SP 20 300 1 Chr3
Added Cyberlimb Strength
N +1d6 damage; +6 Strength Feat if on all limbs 250 3 Chr3
Popup Gun
N Gun size based on Body Type 200 1d6 Chr3
Cyberweapon
N As cyberweapon, but half Humanity Cost 100% Eb 50% HC Chr3

ANIMAL CYBERWEAPONS
STANDARD HUMAN OPTIONS AVAILABLE
Cyberware Surg. Description Cost H.L Book

Cyberclaws Large+ felines, bears, raptors only,
+1d6 damage 300 2d6 Chr3
Cyberfangs Not for small animals,
+1d6 damage 200 1d6 Chr3
External Weapon Harness BODY 2 min,
size limit as Pop-Up Weapons 200 1d6 Chr3
ANIMAL BIOWARE
STANDARD HUMAN OPTIONS AVAILABLE
Cyberware Surg. Description Cost H.L Book

Muscle and Bone Lace
N +2 BODY 750 1d6/2 Chr3
SkinWeave
N 12 SP, Diff 20 to spot 1000 2d6 Chr3
Grafted Muscle
MA +1
BODY, max increase +2 1000/+1 2d6 Chr3
RANGED CYBERWEAPONS
Cyberware Surg. Description Cost H.L Book

Finger Mace Sprayer
P +0 - E Mace 2 1 ST 1m 150 Chr1

Gas Jet P +0 - C by Gas 6 1 ST 2m 250 Chr1

Finger Dartgun
P -1 - E Poison 1 1 ST 3m 100 Chr1

Flashbulb
P +0 - C COOL 30, 1d6 min - 1 ST 6m 250 Chr1

Tri-Dart Launcher
P +0 - P 1d6/2# 3 3 ST 3m 300 Chr2

Derringer
P -1 P E
1d6 (5mm) 2 2 ST 50m 220 Chr1

Dainamax Grapplefist
P -1 - C 1d6+2/2d6+2 crush 1 1 ST 50m 1050 I1.1/PAC


Gouge Master
P -1/5m- R 1d6+3*/1d6* - - ST 10m 550 P3

Popup Sliver Gun
P +0 J P 2d6x1d6/2* 7 2 UR 40m 550 Chr1

2 Shot Capacitor Laser
RIF +3 N R 3d6 2 1 ST 10m 800 CP20

Flame Thrower
HVY +0 - R 2d6, 1d6/2 x 2 rnds 4 1 ST 1m 600 CP20

Self-propelled Grenade
HVY +0 - R
2d6, 2m 1 1 ST 7m 200 Chr2

Finger Bomb
HVY +0 - R 2d6+3 1 1 ST 3m 150 Chr1

Grenade Launcher
HVY +0 - R (40mm) 2 1 ST 200m 500 CP20

Micro-Missile Launcher
HVY +2 - R 4d6 (micromissile) 4 2 St 200m 900 CP20

Optic Teargas Sprayer
EX +0 - E Teargas 1 1 ST 1m 200 Chr1

Optic Dartgun
EX +0 - E Poison 1 1 ST 1m 200 CP20

NovelTech Spitfire Flamer
EX +0 - P
Varies 4 1 ST 4m 1000 ER

Flasher
EX +0 - C 20+ REF,blind 1min 1 1 ST 2m 250 Chr3

Spitting Cobra
EX +0 - P 1d6 Acid 20 1 ST 6ft 400+ Chr3

Optical Capacitor Laser
EX +0 - R 2d6 1 1 ST .5m 800 P1

Blitzkrieg Arc-Thrower EX +0 - R 3d6 (1/2 real 1/2 stn) 4 1 ST 10m 1050 Chr4

Strobe
EX +0 - C 10/15 blind 1d6 hrs - 1/2 ST 3m 150 I1.4

Pop-Up
Hand Crossbow XBO -2 J E 1d6+2~ 6 2 VR
25m 300 SOF2
HAND-TO-HAND CYBERWEAPONS
Name Type Damage Range Cost HC From

Stinger Punch Drug (3 doses) 1m 400 1d6+3 Chr4

Air Hypo
Punch Drug (4 doses) 1m 200 1 Chr2

Tazer Grip
Punch Stun -2 1m 180 2d6-2 Chr1

Lightning Fist
Punch Stun -2/2d6+1 1m 900 2d6 RPI

Gang Jazzler
Punch Special 1m
600 2d6+3 Chr1

Scratchers
Punch 1d6/3* 1m 100 2d6 CP20

Wirecutters
Punch 1d6/3* 1m 50 1 Chr1

Shark Weave
Punch 1d6/3* 1m 4000 1d6+ SA

Hollow Claw
Punch 1d6/3* + poison 1m 250 2d6 WGF

Venom Hand
Punch 1d6-1/by Drug 1m 600 2d6 CB2


Cyberarm
Punch 1d6 1m
3000 2d6 CP20

Independent Cyberhand
Punch 1d6, 1d10 crush 1m 750 1d6 Chr1

Web Hand Punch 1d6* 1m 250 2 Chr3/sa

Natural Claws
Punch 1d6* 1m 1000 1d6+1 Chr2

Big Knucks
Punch 1d6+2 1m 500 3d6 CP20

Rippers
Punch 1d6+3* 1m 400 3d6 CP20

Spike Hand
Punch 1d6+3@ 1m
500 2d6 CP20

Bonespike
Punch 1d6+4* 1m 1000 2d6 Chr3

Flesharm BiggRipp
Punch 2d6* 1m 3d6 PAC

Cyberarm BigRipp
Punch 2d6#+arm strength 1m 1850 1d6+3 PAC

BuzzHand
Punch 2d6+2* 1m 600 2d6 CP20


Gouge Master
Punch 2d6+3@, 2d6* 1m 550 2d6 P3

Retractable
Monoblade Punch 2d6+3# 1m
800 1d6+2 Chr2

SuperSized Cyberarm
Punch 3d6, 2d10 crush 1m 4000+ 2d6 Chr3

Soviet Cyberarm
Punch 3d6, 2d10 crush 1m 669 2-3d6 Chr4

SovWear Cyberarm
Punch 3d6, 6d6 crush 1m 1000 2d6 SOF

Wolvers
Punch 3d6* 1m 600 3d6+1 CP20

Drill Hand
Punch 3d6, 1/2
h, 1/4 s 1m 700 3 P1

Chain Ripp
Punch 3d6 (1/3SP) 1m 1250 2d6+4 Chr3

High Five/Palm Bomb
Punch 5d6@ or 4d6 touch 355 1d6+3 Chr4

Hammer Hand
Punch 1d10 1m 600 2d6 CP20

Mace Hand
Punch 1d10-2/2d6+1 1/2m 300 3 Chr1

Talon Foot
Kick 1d6* 1m 600 2d6 CP20

Cyberleg
Kick 2d6 1m
2000+ 2d6 CP20

Spike Heel Foot
Kick 2d6@ 1m 500 2d6 CP20

SovWear Cyberleg
Kick 6d6 1m 1500 2d6 SOF

Soviet Cyberleg
Kick 3d10 1m 875 2-3d6 Chr4

NewTeeth
Grapple 1-2*, -1 WA .5m 200 1d6/2 Chr4

Vampires
Grapple 1d6/3* .5m 200 3d6 CP20
Poison Vampires
Grapple 1d6/3* plus poison .5m 400 3d6 CP20
Extended Canines
Grapple 1d6/2+1* .5m 1000 3d6+2 Chr2

Sharkgrin Special
Grapple 1d6/2* .5m 200 3d6 CP20
Extended Sharkgrin
Grapple 1d6* .5m
1400 4d6 Chr2

Spyke Body Plating
Grapple 1d3+1 to 1d6+1 .5m 400+ 1-3 Chr3

Spiked Limb Cover
Grapple +1d6 1m 200 2 I1.4

Mandibles
Grapple 1d6* .5m 4000 3d6 Chr2

Natural Fangs
Grapple 1d6* .5m 500 2d6 Chr2

Cyberjaw - K9
Grapple 1d6* .5m 2750 3d6+2 P2
Cyberjaw - Conga
Grapple 1d6+2* .5m 2770 3d6+2 P2
Cyberjaw - Needler
Grapple 1d6+3* .5m 2800 3d6+2 P2
Cyberjaw - Pit Bull
Grapple 2d6* .5m 2870 3d6+2 P2
Cyberjaw - Shark Maw
Grapple 2d6+1* .5m 2930 3d6+2 P2
Cyberjaw - T-Rex
Grapple 3d6* 3000
3d6+2 P2

Bioware Combat Tail
HH 1d6+str 1m 2500 3d6 Chr2
Stinger Tail
HH 1d6*+str+drug/toxin 1m 3000 3d6 Chr2

Whip
MEL 1d6/2, 1d6 2m 475 2d6 Chr1

Slice N' Dice
MEL 2d6# 2m 700 3d6 CP20

Cybersnake
auto 1d6* 1m 1200 4d6 CP20

Hydraulic Rams
- 3x
normal damage - 200 3 CP20

Thickened Myomar
- 2x normal damage - 250 2 CP20

PowerJaw
- +2 to bite damage - 100 +1-2 Chr4
* Blade 1/2 soft armor, full penetrating damage.
# Monoblade 1/3 soft armor, 2/3 hard armor, full penetrating damage.
@ Standard Armor Piercing 1/2 soft and hard armor, 1/2 penetrating damage.
~ Arrow 1/2 hard and soft armor, full penetrating damage.
HEAT High Explosive Anti-tank 1/2 armor, full penetrating damage. Composite Armour halves the damage.
EAP Extra Armor Penetration 1/4 armor, 1/2 penetrating damage.
FF Fragmentation Flechettes 1/2 soft armor, full damage.
ET Electrothermal Enhancement +50% damage and range, already accounted for in description.
G Gyrojet Ammo Damage increases when used at longer ranges.
r Radar Guided Active Missile Skill +20. Affected by jamming, stealth & chaff.
t Thermal Guided Active Missile Skill +15. Affected by flares and IR smoke.
o Optical Guided Active Missile Skill +15. Affected by smoke & darkness.
LEGEND
CYBERPUNK 2013 & 2020 BOOKS Code No
CP13 Cyberpunk 2013 CP3001
CP20 Cyberpunk 2020 CP3002
BH Blackhand's Street Weapons CP3461
Chr1 Chromebook 1 CP3701
Chr2 Chromebook 2 CP3181
Chr3 Chromebook 3 CP3331
Chr4 Chromebook 4 CP3471
CB1 Corpbook 1 CP3111
CB2 Corpbook 2 CP3151
CB3 Corpbook 3 CP3161
DS Deep Space CP3211
NO Near Orbit CP3301
ER Edgerunners Inc. CP3391
ES Eurosource CP3901
ES+ Eurosource Plus CP3421
SF Firestorm: Stormfront CP3481
SW Firestorm: Shockwave RT03491
HoB Home of the Brave CP3221
LU Listen Up Primitive Screwheads CP3291
LD Live & Direct CP3431
MM Maximum Metal CP3191
NEO Neo Tribes CP3371
NC Night City CP3501
PAC Pacific Rim CP3311
P&S Protect and Serve CP3171
BB R Bartmoss' Brainware Blowout CP3521
NET Rache Bartmoss' Guide To The Net CP3241
RB Rockerboy CP3401
UK Rough Guide to the U.K. CP3281
SOF Solo of Fortune CP 3101
SOF2 Solo of Fortune 2 CP3361
WS Wildside CP3271
ET Euro Tour (c) CP3131
LoF Land of the Free (c) CP 3231
FH Tales from the Forlorn Hope (c) CP3121
WCD When the Chips are Down (a) CP3801
HW Hard Wired (w) CP3201
WGF When Gravity Fails (w) CP3601
ATLAS GAMES SUPPLEMENTS Code No
AB The Arasaka Brainworm (a) AG5000
AFD All Fall Down (a) AG5040
BON The Bonin Horse (a) AG5050
TCB The Chrome Berets (c) AG5025
CF Cabin Fever (a) AG5065
CD Chasing The Dragon (a) AG5035
GW Greenwar (a) AG5055
NCS Night City Stories (c) AG5005
NWP Northwest Passage (a) AG5070
OC The Osiris Chip (a) AG5010
STF Street Fighting (a) AG5020
TTB Thicker than Blood (a) AG5045
WEST END GAMES SUPPLEMENTS Code No
ATM Alice Through The Mirrorshades (a) 12017
IANUS SUPPLEMENTS Code No
DM Dark Metropolis (w) ICP116
GCT Grimm's Cybertales (w) ICP110
NE Night's Edge (w) ICP101
CP Crash Point (a) ICP112
HF Home Front (a) ICP119
KOCJ King Of The Concrete Jungle (a) ICP106
MJ1-2 Media Junkie 1-2 (a, c) ICP107,14
N1-3 Necrology 1-3 (a, c) ICP102,4,5
PG Playground (a) ICP115
PB Premature Burial (a) ICP117
RM Remember Me (a) ICP118
SA Sub Attica (c) ICP120
SUR Survival Of The Fittest (a) ICP103
CYBERGENERATION Code No
CGen Cybergeneration 1st Ed. CP3251
Eco EcoFront CP3341
Med MediaFront CP3351
Vir VirtualFront CP3441
BDay Bastille Day (a) CP3261
MAGAZINES, NETBOOKS, ETC
I1.1 to I2.2 Interface. Vol 1 # 1-4, Vol 2 # 1-2
P1 to P3 Punk '21. # 1, 2, and 3 (UK)
RPI Role Player Independent, July (UK)
KEY
(a) Adventure
(c) Campaign
(w) Alternate World Book
(All Cybernetics created by R. Talsorian games and their respected authors. Cybernetics List Compiled by Node 16, images compiled by Deric Bernier. Images by Deric Bernier, R. Talsorian Games, DC Comics, Marvel Comics, Image Comics, Appleseed, Guyver, Hajime Soryama, Dan Norton, KingBouyah, Vulne Pro, Power Rangers, Laser Tag, Glitchwerk, Duelisto, Codi_t, Crysis, Gears Of War, Halo, Ghost Recon, Torvenius, Nuclear Dawn, OutfoxedTW, Killzone, GI Joe, Praetoris, Gundam, Macross, Flyingdebris, Malaveldt, liquidology, Bionic Commando, Ragaru, Marquis_di_Carabas, FLOWERZZXU, straszak, cooley, mojette, Flytch, graver13, Daichym, Bluefley, 2Face_Tattoo, NeoZoan, Divine_Right, Robocop, okawei, principemm2, xrazorblade_beautyx, Weapon_Brown, Tetra Vaal, Akira, Mospeada, Render422, RyujinDX, Lynx2174, sharp_n_pointy, farhatali, SpiderPrince, Anthony Colard, and other various Manga, Anime, Comic Book, Video Game, Film, Artists, and RPG sources. )