Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0,...

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Plastic Warriors 0004 2.0 , , & Updated for Cybertechnology, Virtual Realities 2.0, Rig- ger 2, and Shadowrun, Third Edition! Conversions By Gurth

Transcript of Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0,...

Page 1: Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0, Rig- ger 2, and Shadowrun, Third Edition! Conversions By Gurth

Plastic Warriors 00042.0

�, �, � & �

Updated for Cybertechnology, Virtual Realities 2.0, Rig-ger 2, and Shadowrun, Third Edition!

Conversions By Gurth

Page 2: Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0, Rig- ger 2, and Shadowrun, Third Edition! Conversions By Gurth

C O N T E N T SGENERAL NOTES.......................

Book Dates................................Previous Releases.....................

Updates..................................Book Data..................................

CONVERSION NOTES................Cyberdecks................................Full ’Borgs..................................Vehicles.....................................Weapons...................................

CHROMEBOOK 1...........ELECTRONICS & MISCELLANEOUS TECHWARE

Advanced Communications Suitcase.....................................Line Tap Detector......................Linozap™..................................Office Communications Suite....Cab Hailer..................................Headgear™ Cybermodem Helmet.......................................Life/Support®............................Net­Runner™ Cybermodem Utility Suit...................................Smartlock Door Security System.......................................Mini­Printer................................Paper Shredder.........................EBM Carfaxx© 2002..................Sonar Scanner...........................Auto Punchout...........................DataTel’s Mapmaker®...............Netrunner Flip Switch................Deck Security System...............Image Wallet..............................Newsviewer...............................DPI Drumsticks..........................Sleep Inducer............................Fireproof Clothing......................Digital Recording Studio............Digital Weapon Uplink...............DUD Smartgun Controller.........Cybercam EX.1..........................ID Badgemaker..........................Speedholster.............................Detcord High Explosive.............Temperfoam Furniture...............Advanced Alarm Removal Kit....Personal Body Alarm.................

Diving Suit.................................IR Combat Cloak.......................Slosh Bag..................................Travel Kit....................................Medieval Armor.........................Power Grid® Solar­Electric Panel.........................................Shower­in­a­Can........................Flavored Cigarettes...................Bar­in­a­Briefcase......................

VEHICLES....................................Bensen Cascade ......................BMW 9018s ..............................Harley­Davidson Thundergod ...Kundalina Roadworks Shiva® . .Pedicab .....................................Ambunaught .............................Arasaka Riot­VIII .......................GM/Hyundai Worker Bee ..........Bell Spy­Eye 18 ........................Sikorsky­Mitsubishi Dragon ......AV­9 ..........................................Punknaught ..............................

CYBERWARE..............................Psiberstuff® Independant Cyberhand.................................Kiroshi® OptiShields®...............Digits® Cyberfingers ................Dartgun Cyberfinger Darts........Finger Bomb..............................Watch­Man®..............................Skate Foot®...............................Whip..........................................LimbLink....................................Magnetic Feet/Hands ...............Gas Jet......................................Flashbulb™...............................Wet Drive ..................................Voice Pattern.............................Forked Tongue...........................Mace Hand................................Icer™.........................................Cutting Torch.............................Derringer....................................Rebreathers...............................Decentralized Heart...................Pacesetter® Sport Heart...........Pacesetter 2000™ Overdrive Heart..........................................T­MAXX “Cyberliver”..................

TimesSquare Plus™..................Wearman Mark II.......................Tazer Grip..................................E­Monitor...................................Mag­Duct™ Spots.....................Gyro­Stabilizer...........................Dodgeball™...............................Video Cam/Transmitter..............Video Imager.............................Frequency Changer...................Cyberoptic Teargas Sprayer......Lifesaver™ Skinweave..............Anti­Plague Nanotech................Gang Jazzler.............................

WEAPONS...................................Militech Crusher SSG................Budgetarms Laser­Niner............Malorian Arms Sliver Gun..........Colt Alpha­Omega.....................Glock Thirty Machine Pistol.......Setsuko­Arasaka “PMS” Advanced SMG.........................Goncz­Taurus Pistol...................Malorian Arms Heavy Flechette Pistol..........................................Militech M­31a1 Advanced Infantry Combat Weapon...........Militech Mini­Grenade LauncherMilitech Mini­Grenade LauncherHEP (High­Explosive Cratering) grenade.....................................Fragmentation grenade.............Anti­Personnel Flechette...........Beretta M­24 Advanced SMG....EMP Grenade............................DCR Rifle Grenade....................22mm Muzzle Adaptor...............FEN Dz 22 “Saucer Grenades”.FEN Dz25 “Det Card”................Malorian Arms Sub­Flechette Gun............................................Multi­Flechette Ammo................GPz­78 Mini­grenade................Kendachi Dragon.......................Biotech­Askari Motion Restraints..................................Militech Military/Police Shotgun.Stundart Pistol...........................Stundart Rounds.......................Rostovic Wrist Racate...............

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Rostovic Wrist Racate Ammunition................................Techtronica Black­Zap Glove.....Darra­Polytechnic M­9 Assault Rifle...........................................Hollow­Point Ammunition..........Militech Mini­Gat Machine Carbine......................................H&K G­6 Advanced Squad Automatic...................................Militech­10 SMG........................Federated Arms 454 DA “Super Chief”.........................................Malorian Arms 3516...................APEX Mobile Point Defense System.......................................Federated Arms Light Assault 15...............................................Stein & Wasserman Model F “Cyborg Assault” Weapon System.......................................HEP (High­Explosive Cratering)Armor­Piercing Incendiary.........Acid Shell...................................Kendachi Mono­Two..................Kendachi M­33 Powersword......

FASHION......................................Psiberstuff Cyberarm.................Nu­Tek Wearman Series............Uniware.....................................Image Fashionware...................ICON America...........................Gibson Battlegear......................Takanaka ¬Exec¬ Line............Eji of Japan................................

SERVICES....................................CHIPWEAR..................................

Security & Operative Chips....M.O. Chips.................................Courier Chips ............................Security Chip.............................Digi­Tone ID...............................Special Operative Chip..............Poser Impersonation Chip.........

Storage, Entertainment and Information Chips....................

PhotoMemory RAM Chip...........Memory Compression...............Programmable Chipware ..........Mind Games®...........................Business Trip Chip.....................Tourism Chip.............................Space Chip ...............................

Mister Lover Chip.......................Biofeedback Chips..................

Stress Chip................................Adrenalin/Endorphin Surge.......Increased Neural Feedback Option........................................Ambidexterity Chip....................Deathtrance...............................Redundancy Loop.....................“Fish N’ Chips”...........................

Visual Recognition Chips.......Techie Chip................................Corporate Officer Chip...............Police.........................................Military.......................................Rocker.......................................Secretarial.................................

HOUSING.....................................Araska Sleep Facility.................Security Services, Inc. Professional Apartments...........Harris & Company Masterpiece.Silverhand Studios.....................New American Motor’s Drifter....

SOFTWARE.................................Wolf ..........................................Guard­Dog ................................Bulldog and Smarteye ..............Termite ......................................Psychodrome.............................Vampyre II and Bunnies ...........Fatal Attractor ...........................

CHROMEBOOK 2...........CYBERWARE..............................

Dynalar Technologies “Digits” Cyberfingers .............................Kiroshi OptiShield Options.........Winch.........................................Cytech Custom Cyberhands......Anchoring Cyberfeet..................Quickdraw Armholster...............Kill Display.................................Cyphire Tri­Dart Launcher.........Wetdrive Access Link ...............Color Gland Control...................Gradiated Subdermal Armor (Torso).......................................Subdermal Armor (Skull) ..........Subdermal Viewscreen..............Zetatech BodyComp..................Nanooptical Upgrade.................Retractable Vampires................Total Body Plating......................

Cyphire Remote Eye..................Upgraded Skinweave.................

EQUIPMENT................................Biotechnica Nutrisupplement.....Biotechnica Nymph Perfume.....Geotech Enviroscanner.............Nikkon America Campod...........SecSystems Protection Field.....Mead Electronic Notebook........DataTel 2350A Vidphone ..........Microtech Virtual Reality BBS ...Frostech Portable Cryogenic Case..........................................Portable Electropack.................Kiroshi Optics Remote CyberCam 20............................SecSystems Detention Collar....DDI Prayerware.........................SecSystems Maglock................

Computers & Periphals...........Zetatech “E­Book” Microcomp...EBM “PCX” Minicomp................Microtech IIKL­4 WorkStation... .Telectronics “Black Book” Microcomp.................................Language Processors................WorldSat Communications Flopscreen™.............................Direct Dataware EXPERT Series Computer Skill Programs ..................................Datatel “Treasurer” Datawatch...Tritech Datashielding.................Kiroshi Optics Heads­Up Display.......................................Datatel Modem Units ................Zetatech CompuMods™ ...........Hybrid™ Wearable Computer....MedicGear Combat Medical Armor.........................................

Security Scanners & Equipment................................

Telectronics Tattletale® Voice Stress Analyzer.........................CCI BRl­3014 Window TremblerBug Detector..............................Bug Jammer..............................Arasaka “Komaku” Laser Mikes.Omega Phone Tap By Tritech....Arasaka OmniTec Radar Detector.....................................Telectronics “Scout” Signal Tracker.......................................

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Arasaka JetSetter Executive Briefcase....................................NachtJager Gas.........................WorldSat Communications Linear Beam Commlink.............Arasaka ECM Comm­Scrambler..................................Tritech “Mumbler” White Noise Generator..................................Telectronics ScanMan™ Full Indentity Scanner.......................Arasaka “Scanway” Scanner Gates.........................................

Cyberdecks & Net­Stuff..........Raven Microcyb Net­Vision™ IG­Algorithm Glasses ...............Zetatech Deckmate ..................Zetatech D2­3000 Armdeck.......

Music­Tech & Instrumentation........................

DPI “Black Box” Backup Synthamp..................................DPI Body Rythm™ Dance Bracelets....................................Washburn Soundmachine Guitar.........................................

Chameleon Clothing and Stealth Armor...........................

Militech M96 “Ghostsuit” Chameleon Clothing..................Gibson Battlegear “Sneak Suit”.Militech M73 “Mirage Gear” Environmental Assimilation System.......................................Armored Stockings....................

Holography...............................Holoscreen Holographic Viewers .....................................DataTel Holotanks.....................Eastman KodaGraphix Holographic Cameras................Eastman Arts Mindscape® Cyberholo Art Imager................

Remotes & Drones...................Remote Control Systems ..........Bell “Bumblebee” Remote Rotocraft ...................................Mitsubishi “Rover” Wheeled Remote .....................................Militech RPV­400 Light Combat Tiltrotor Remote ........................2­barrel HMG Chaingun............Light Armor­Piercing/High 

Explosive ammo (LAPHE).........Arasaka RDAK Spy & Assassination Remote ..............

Consumer Electronics.............Autotanner.................................Phone Upgrades........................Rush® Virtual Entertainment System.......................................Total Environment™..................Multi­Player Adaptor..................Video Wall™..............................SegAtari Virtual Villains.............Scholar™ Home Learning System ......................................

WEAPONS...................................Tsunami Arms Ramjet Rifle.......Ramjet ammo............................Polymer One­Shot Cannon.......Militech Cyborg Rifle..................Stein & Wasserman “Tri­Star” Revolver.....................................#000 Triplex ammo....................Pursuit Security Incorporated Webgun.....................................Carbosteel Wire Net..................FEN Dz­55 Det­Web..................Rhinemetall EMG­85 Kinetic Energy Railgun..........................Luigi Franchi “King Buck” Multi­Magnum.....................................Underbarrel Capacitor Laser.....Techtronica M40 “Pulse Rifle”....Nova .338 Citygun.....................Colt­Mauser M2X Cannon.........Extra High Impact ammunition. .Militech AM­3 “Anti­Matter Rifle”Militech Urban Missile LauncherMicro­Missile Pod......................Militech PDU­3 Multi­Purpose Perimeter Defense Unit.............Tsunami Arms “Airhammer” 5.3mm Air Pistol........................Kendachi Fragmentation Flechette....................................Flechette....................................JellSluggs..................................Gas............................................Practice......................................Techtronica Model 009 Volt Pistol..........................................Arasaka “Nauseator” Riot Control Device™.......................IMI “ChainKnife”.........................

Slamdance Inc. Spawnblade.....Kendachi Monowhip..................Kendachi Monowire...................Taser Wallet...............................Mystic Technologies Spring Knife..........................................Drug­a­Thug™...........................Taser II™...................................Skunker.....................................

Ammunition..............................Dual­Purpose Rounds...............API – Armor­Piercing Incendiary..................................Kendachi Fragmentation Flechettes..................................Rubber Bullets...........................Stinger Shotgun Shells..............Gas Shotgun Shells...................Flare Shotgun Shells.................Smoke Shotgun Shells..............Flash Shotgun Shells.................

Propelled/Hand Grenade Types.........................................

Urban Technologies Slasher.....Splatshell...................................Militech Muzzle Adaptor............Militech 25mm Pistol­Grenades.Micromissiles.............................Scatter Grenade........................Stench Bomb.............................Flashbang Grenade...................Spraypaint Grenade..................

Weapon Modifications.............Nine­Eleven Chip.......................Security Chipping......................Gun­Cam...................................Electrothermal Ammo Enhancement............................

TEAMS.........................................Sphere ......................................Lifetime Escort Service .............C­Team .....................................Cybernetic Intervention Services ....................................Orion .........................................Autojoks ....................................

FULL BODY REPLACEMENT.....Alpha Class ..............................Aquarius ...................................Copernicus ...............................Eclipse ......................................Enforcer ....................................Brimstone .................................

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Gemini ......................................Wingman ..................................Samson ....................................Dragoon ....................................

Options for Full Body Conversions.............................

Stylization .................................Increased SP ............................Increased SDP .........................Increased Stats .........................Shielding ...................................Quick­Change Mounts ..............Interchangable Biopod ..............Longevity Module .....................

VEHICLES....................................Aerodynes................................

AV­3 “Aerocop” .........................Family Flier ...............................Nissan Ford FanMaster ............Mach .........................................Swan .........................................

Ground Cars.............................Crowder ....................................The Max Interceptor .................The Toyo­Chevrolet ’17 Chevy ..

Motorcycles..............................The Ashigaru ............................The Bermuda ............................The Darkwing ...........................

Aircraft and Mini­Jets..............GD F­36 Comet ........................MDD F­33 Wasp .......................Fed­Boeing Falcon ...................GD Hummingbird ......................Lockheed­Cessna Pinto ...........

Airships.....................................India Sky­Barge ........................“Madison Avenue” Blimp ...........Sky Queen Cruise­Liner ...........

EXOTICS......................................Minor Exotic Package Deals...

Me­Yow .....................................Hickory, dicoky, dock ................Do the Bunney Hop ..................Hiss­s­s­s­s ...............................

Fantasy Packages....................Elf .............................................Dwarf or Halfling .......................Ork/Goblin ................................Troll/Ogre ..................................Fishman ....................................Graftables .................................

Major Exotic Packages............

The Bear Necissities .................The Superman ..........................Hold That Tiger! ........................Bug Out! ...................................

Slightly Buggy.........................Bughouse................................

Aquaforms ................................Merman...................................Sharkman...............................

The Faithful Dog (p.109)............Minor.......................................Major.......................................

Here There Be Dragons ...........Playbeing .................................

CHROMEBOOK 3...........EQUIPMENT, ITEMS, AND STUFF..........................................

Midnight Arms Smartgoggle Mirrorshades..............................Utopian “Small Wonders” NanoAgents...............................Arc Furnace...............................Communications Accessories. . .Raven® Interface Monitor..........Telectronics® Micromanipulator Rig.............................................

Medtech....................................Archaesthetic.............................RapiDetox..................................Blood Substitute .......................LPTU™ Limb Preservation and Transport Unit ...........................Bodyweight Portable Intern UnitAesculapius Incorporated Cybercast..................................

Masetto Tech Clothing............‘Alessio’ Coveralls......................‘Lano’ Armour Coveralls............‘Guercio’ Helmet........................‘Gianni’ Helmet..........................‘Pinamonte’ Boots......................‘Ciampolo’ Gloves......................‘Francesca’ Tech Scanner.........‘Farinata’ Tech Tool Kit..............‘Venedico’ Electronics Tool Kit...Raven® “Tripod” Waldo Set.......Raven® “Spider” MicroWaldo Bracer........................................Techtronica “Mite” Diagnostic Remote......................................CTS, plc ‘Pembroke’ Techscanner..............................Tool Kits by Buchsterhude 

Gmbh.........................................Fax Plus 1000™ Fax Machine...ThunderArc Industries Three­D Holophone.................................More Cell Phone Options!.........Miniature Copier........................Datatel Rotowrighter..................Telectronics® Modulation Chip .Yamaha RX4000 “Hurricane” Ultrasynth..................................Midnight Arms Smart Glove ......Arasaka R­101 Lie Detector.......

The Great Outdoors.................Everest VentureWare Grapple Line............................................Everest VentureWare Climbing Spikes........................................Esporma Environment Suit........The Automapper™ by ThunderArc................................Geotech Enviroscanner.............

Pharmaceuticals......................Militech Combat Drugs .............Trauma Drugs ...........................Surveillance Kit..........................Visual Adaptor ..........................SecSystems Detection Wand....Optitech MagViewer..................IEC Domitic System...................Virtual Ventures, Ltd. ................Royo Bodyfree Masks................Optical Remote..........................IEC Solodrinker.........................

CYBERWARE..............................Sycust “FleshWeave”.................Dynalar Technologies “Digits®” Cyberfingers..............................Cyclops International “Bug Eye”Raven Microcyb Supercompact Braindance Recorder.................Smartgun 2® SmartPlate Weapons Link ...........................Leg Boosters.............................Cyberoptic Compass.................Mediaware Cellular Phone........Kiroshi® Laser­Comm Optic......LiveWires...................................SuperSized Arms.......................The Bonespike...........................Bodyweight AutoInjector............Bodyweight Pacemaker Coprocessor..............................Dynalar Web Hand....................

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Fresco’s Personal Nano­Groomers...................................CapsuleCo CyberPillow™.........CyberPillow Cases by KraftMatrix.................................Cyphire “Spitting Cobra”............Optical Interface........................Kiroshi Optics Cyberoptic Interferomerty System...............Kiroshi Optics “Tricloptics™” Third Eye Cyberoptic Implant....Dynalar Technologies “Endo­Frame” CyberSkeletal Enhancement............................Husqvarna ChainRipp®.............Dermatech Cam­O­Skin............Slamdance Spyke!™ Furniture..Wyzard Technologies “Romanova” Cyberlegs..............Wyzard Technologies Verbal­Eyes™ series “Windows of the Soul”..........................................Cyberfacial Remounts...............

Retro Cyberware......................Kiroshi Model 100 Interface Plugs..........................................BioDyne Systems “Enable” cyberlimbs.................................General Products Exoskeleton Series........................................AuraSound “Spectrum” cyberaudio implant....................Gene­Teck’s See­It™ transparent skin.........................Dermatech Mood Skin...............Life Vision “Revelation” cyberoptic implant......................Lead’s Turn­On Nails.................Lead’s Show­Off Nails...............BioTec Σ “SomaWare” Sleep Induction Chip............................Direct Dataware Navigation/Orientation Chip ......Direct Dataware Crypto Chips...DataEdge Inc. Stutter Chipping.New Martial Arts Forms ............Auditory Recognition Chips.......

VEHICLES....................................Bensen Violator Hovercycle ......Takaya Daimyo .........................Cadence Industries Wanderer . .Mitsubishi Portabike .................New American Autoworks 

Roadcar ....................................Scion Technologies Dunemaster ..............................GMI HovTransport ....................Tetracorp Fei Lien 100 Aerodyne ..................................Hyundai Minicopter ...................New American Motors Nautilus Mini Road­Home .......................Kundalini Roadworks “Dart” ......Kundalini “Torpedo” Police Interceptor Cycle .......................ATF­37B Thunderhawk .............New American Motors “Armadillo” Armored Road­Home ........................................New American Autoworks “Vulture” Heavy Tow Truck ........Sport Eurasia “Microbike” .........Brennan “Hermes” Courier Motorcycle ................................M­62 “Volcano” SAM Launcher.Bell UH­10 PAPC ......................Spinelli Autotech “Nomad” ........Brennan Cycles “Ares” Combat Bike ...........................................BMW Burowagen HSR .............

Vehicular Options....................Civilian Navigation System .......Puncture­Proof Tires ................Bulletproof Glass ......................Mini­Comp ................................Winch System ...........................External Vidcam .......................Chute ........................................Loudspeaker .............................Ram ..........................................Gas Spectrometer ....................Radiation Detector ....................Homing Beacon/Tracer .............Firing Port .................................Mine Layer ................................Minelayer Munitions Options.....

COMPUTERS, CYBERDECKS, SOFTWARE AND PERIPHERALS............................

Daemon Netrunning .................New Personal Computers.......

Zetatech® PS­4040 Portastation...............................Zetatech® PDA+........................Microtech “PCZ Super” Laptop. .Wyzard Electronics “HandBox” 

Personal Comp..........................New Cyberdecks......................

EBM PNI 210.............................Zetatech Parraline 5700............Raven Microcyb Rook................Lang Conpro­II Masterdeck.......Zetatech Parraline 5800............EBM PNI 412.............................Omnibus Cyberspace Explorer One............................................PCT Danzig...............................Raven Microcyb Eagle...............Zetatech Virocana.....................Raven Microcyb Kestrel.............EBM PNI 724π...........................Jeweldecks................................Raven Microcyb Owl..................Dantech Cacciaguida................Aztec 600 Assault Programmer.Lang presents “The Green Knight”.......................................

Computer Improvements........Protective/Utility Items ..............Hardware Options .....................Option Slot Items ......................

Cybermodem Enhancements.Tight­Beam Radio Relay ...........Batteries ...................................Zetatech Diagnet™ ...................Dead Man’s Handle ..................EBM 99080 “Muse” ...................Datawalls & Code Gates ..........

Software....................................Flip Switch 2.0 ..........................Dummy .....................................Multinetter .................................Cascade ...................................π in the Face .............................Clairvoyance (SeeYa 3.0) .........Hellburner .................................Thug .........................................George ......................................Looking Glass ...........................Dazzler .....................................Pile Driver .................................Sledgehammer .........................Flare Gun ..................................Ball and Chain ..........................Dupré ........................................Cry Baby ...................................Evil Twin  and Shadow ..............Typhoid Mary ............................Possessor .................................

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Exorcist  to Stationary ...............Threat .......................................Knevil ........................................Terminator  to Black Sky ...........Cartographer ............................Dogcatcher ...............................Outjack .....................................

CYBERPETS................................Animal Stats .............................Animal Cyberware ....................Berserk Chip..............................IFF Chip.....................................Watchdog Chip..........................External Weapon Harness.........Sample Animals.........................The Digital Watchdog ...............Perfect Pets ..............................The Cyberpred ..........................Animal Eyes ..............................

ROBOTS, CYBERFORMS, FULL ’BORGS AND POWERED ARMOR........................................

Bots...........................................Brandt­Neumann Washbot........Carolli M­bot..............................Carolli V­bot...............................

Mini­Cyberforms......................Mini­Cyberform Model A­2 “Tarantula” ................................Mini­Cyberform Model B­2 “Centipede” ...............................Mini­Cyberform Model A­3 “Beetle” .....................................

Full Body Conversions............Moore Technologies “Sheol” Hazardous Operations Full Conversion ...............................MD Tech, Inc. “Kildare” Medical Full Conversion .........................Adrek Robotics “Burroughs” Mars Operations Standard Full Conversion ...............................Militech Cybernetics International “Spyder” Reconnaissance Duty Full Conversion ...............................Raven Microcybernetics “Wiseman” Cyberspace Commando Full Conversion .....

New Full­’Borg Options...........Eelskin ......................................CyberSteroids ...........................

Powered Armor........................

Arasaka Mfg. Type­17k “Guardian” Assisted Combat Personal Armor .........................Militech & Trauma Team Tb/0 “Lifeline” Assisted Combat Personal Armor .........................

WADs (Working Assistant Droids).......................................

Duroi/Janvier “Frelon”................Fiat “Nova”.................................International Electric “Newport Mk. II”.........................................Duroi/Janvier “Scarabee”...........

CHROMEBOOK 4...........CYBERWARE& CHIPWARE.......

Extra Twist™ Joint Addition.......Dynalar Technologies “Digits” Cyberfingers .............................

Flesh Mount............................One­Shot Special....................Ballpoint Finger.......................

NovelTech Corvette Cyberlegs. .Donner Savage Medical Modular Hand............................Catspaw™ Stealth Foot.............Sycust Extending Leg Units.......Sycust Joint Options..................Soviet Cyberware......................Dynalar NewTeeth.....................Dynalar PowerJaw.....................Dakai Soundsystems NewThroat.................................Dakai Soundsystems Scramble.Kiroshi Monovision....................Bodyweight Variable­Chamber Heart Option..............................Nikkon America Double­Split Pupil...........................................Bodyweight Vein Clips...............Stinger.......................................BigRipp......................................High Five, AKA The Palm BombRadine Laboratories Blitzkrieg™ Arc Thrower............Dermatech Logo­Line™ TattoosTechtronica Echolocation System Coprocessor.................Nu­Tek TVSkin...........................Militech Cyber­Detection Computer (MCDC).....................Taste Boost................................Lockdown..................................Shape Recognition Chipware....

ChipLok.....................................Facedown Chip..........................Speedreading Chip....................Home Chip.................................Dream Suppressant Chip..........

BIOWARE & NANOTECH...........Otec Nitrogen Binders...............Advanced Muscle and Bone Lace...........................................Replitech “TuffBone” Skeletal Enhancement and Bodyweight, Inc. “Metaheme” Hemological Replacement ............................Biotechnica NeoAppendix.........NanoAuditory Rebuild................Biotechnica “Sunblocker” Sunscreen ................................Biotechnica NeoLung ...............Dornier­Bauer Biotechnische Neural Bridge and Circulatory Sphincters .................................Revolution Genetics Poison Glands.......................................Revolution Genetics Tailored Pheromones..............................N­A C “Kaloric” Secondary Gut, “Freezeban” Bioconstruct and “QuickClot” Hemofribrinic Nodes........................................Revolution Genetics Flashlite Implant.......................................Replitech Toxin Screen and T­MAXX Ileocecal Siphon.............Physiology Tailoring and Adaptations................................Bioenhancement Tablets...........Neurochemical Memory Tabs ...

VEHICLES....................................Cycles........................................

Mitsuzuki C21 Kenada ..............Mitsuzuki MSX900 “Bakushin” ..Honda R400 Trail ......................VMW “Volksrad” ........................Kundalina Roadworks GSR1200 Tetsuo ......................

Cars, Vans, Trucks...................Toyo­Chevrolet Hopper .............VMW Cohort .............................GMI Sierra Hatch ......................GMI Sierra GL ..........................Mitsuzuki Fuji ............................Mitsuzuki Bushi .........................Gaz/Lada Cossack ...................

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Toy­Chevrolet Corpora .............MAC­Deux “Monster” ................Kundalina Roadworks “Bedouin” Truck ........................Imperial Metropolitan Agriculture Nomad ....................Spinelli Autotech Shiltron Twin Cab ...........................................MacLaren/Jaguar XJ220C­P Police Interceptor ......................Spinelli Autotech Spirit ..............Tetracorp DR2100 Multi­fuel Longnose ..................................

Military Vehicles.......................Paneurope VBL APC ................Paneurope Zobel (EuroLAV II) .

Hovers/GEVs............................Kundalina Roadworks Gevhog .Cadence Industries HoverVan . .

Aerodynes................................Bell­Boeing Aircar .....................British Aerospace AV FAB ........Mexican Metals Llama ..............MacLaren/Jaguar Sports Aerodyne ..................................

NETGEAR & SOFTWARE...........Shadowdeck to Microtech Residence..................................

Programs..................................New Programming Modifier: Code Optimization ....................Mirror ........................................Weed ........................................Ninja .........................................Red­Out ....................................The Audio Virus ........................Translator 2000 .........................DeckShield One ........................Igor ...........................................Guest Book ...............................A Picture’s Worth ......................Superballs .................................Swarm ......................................Grid Wave .................................Scribe .......................................

FASHION......................................Leisurewear ..............................

RecreaTech Powerblades.......Shock Touch™ Personal Protection Gloves....................

EQUIPMENT................................Tritech Echolocation Goggles....Pressure Trigger........................Protective Headgear Insert........TechJager Anti­Pursuit Liquids. .Stephenson Technologies Sound Optimization System......Nano­Paper...............................Wutani Sensors Motion Tracker.EnduroDrink...............................Wall Speakers............................ArmorSaver Drink......................Thermite­in­a­Tube....................TechJager Plug­in Air Foulers. . .Kevlar Backpacks......................Bodyweight InterFlex™ Cybergenics Machine................Bodyweight InterFlex Prime™. . .

SOURCEBOOK UPDATESRunning Gear...........................

Chrysler­Nissan Python Turbo ..Eurocar 3000 ............................Fledermaus PKF40 Ausf. B ......McDonnell Douglas C111 ..........Bell Boeing V­22B Osprey ........Bell F­152 Autogyro ..................Honda Metrocar ........................McDonnell­Douglas AV­4 Tactical Urban Assault Vehicle .AV­6 Combat Assault Vehicle ...Toyo­Chrysler Omega ...............Toyota Avante ...........................

Tech Specs...............................UH­90 Utility/Squad Helicopter .Yakurichi­Ural BR70 Heavy Transporter ...............................All­Terrain Bike ..........................

Project 3....................................Ares Coyote Attack Helicopter . .

Aztechnology GCR­50 ..............Beechcraft Model 2400 Starship 10 ................................Dune Buggy ..............................GMC­Beachcraft Striker ...........Mil­62 ........................................Mostrans KVT­2 ........................Patrol Vehicle ............................Piper Montebank ......................Suzuki 500ET ...........................

Paranoid Animals of North America.....................................

Aston Martin “Whisper” G12P ...BMW “VIP” 9000L ....................Ferrari “Ghost” 679 ...................Jaguar XXJ10 ...........................Mazda “Commando” XV ...........Mercedes “Mirage” Limousine . .Porsche “Cannon Ball” 971 .......

SAMPLE CHARACTERS. .Cyberpirate..........................182Former Simsense Star...............Free Trader..........................185Technomancer.....................186

EQUIPMENT TABLES......Lifestyle...................................Biotech....................................Melee Weapons......................Projectile Weapons.................Firearms..................................Weapon Accesories................Ammunition and Explosives....Clothing and Armor.................Cyberware..............................Bioware...................................Chips.......................................Security and Countermeasures...................Cyberdecks and Programs (SRII)......................................Cyberdecks and Programs (SR3)................................233Vehicles (SRII)........................Vehicles (SR3)........................

Credits

Conversions, Writing, Editing, Layout, etc. etc. etc.

Gurth <[email protected]>

Traditional Thanks

The Chromebook designers — without them,

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S

this book wouldn’t exist in the first place.James Ojaste for writing The Shop, which

allowed me to create the Rigger 2 vehicle stats much faster than when I would have had to do all calculations by hand.

Jani Fikouras for the color version of Rogue.

Traditional Greets in No Particular Order

Joe & Sue Cotton, Lady Jestyr, the former BOE (Garmt Meulendijks, Hilde Hoogland, Michel Platteeuw, Martijn Weezepoel), Danny Schog (non-BOE :), Marc Heerkens, Dvixen, Ed Mayhall, Martin & Karina Steffens, Erik Jameson, Adam J., the GenCon ’98-ers (Bull, Mongoose, Tony Glinka, Loki, Bookworm, Jett, Rookie, Tim Kerby, Chris Maxfield, K, Herc, Caric, NightLife, Tricia Jones, Jon Szeto, Steve Kenson, Vael, Shadorat (okay, so I don’t remember talking to you…:), Zach Bush, Teeg, Victor Fisher, but certainly not that girl who played in our SR tournament team), Mark Steedman, all on NERPS and ShadowRN, and not to mention whoever I forgot (who I’m not going to mention): .

Geek Code v3.1:GAT/! d–(dpu) s:– !a>? C+(++)@ U P L E? W(++) N o? K– w+ O V? PS+ PE Y

PGP- t(+) 5++ X++ R+++>$

tv+(++) b++@ DI? D+ G(++) e h! !

r(–––) y?

Now I Feel You’ve Left Me Standing In A World That’s So Demanding

Chromebook, Cyberpunk 2020, and a whole load of other terms probably used in this book, are trademarks or registered trademarks of R. Talsori-an Games.

Shadowrun and Matrix are registered trade-marks of FASA Corporation. Many other names and terms mentioned in this book are trademarks of FASA Corporation.

Either way, no violation of anybody’s trade-marks or copyrights is intended (though I’m sure you can find that even if you don’t look very hard).

This file may not be distributed in any way (as software or in hardcopy form) if you intend to charge money for it, or will gain any other profit from it except deep, personal satisfaction from knowing that you’ve Done The Right Thing™.

To any other legal stuff I can only say that I’m not a lawyer and don’t exactly feel like writing a 240-page book with trademark warnings, copy-right notices, and other bullshit just to keep every-body happy.

ANYWAY… you’re not allowed to modify this file except for your own personal use. You may modify the file all you like, as long as you don’t give modified copies to anyone else. The reason for this condition is because I want to see my work distributed complete and not in parts or whatever. For this reason, and this reason alone, I, the per-son you know as [email protected], claim copyright © 1995 to 1999 on this file and its contents.

Plastic Warriors Net Presence

To contact Plastic Warriors, send an email to [email protected], preferably with something like “Plastic Warriors” or the title of a Plastic Warri-ors book in the subject line.

On the world wide web, visit the all-new site at http://shadowrun.html.com/plasticwarriors.

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SAAS

o, what’s this all about, then? Chromebooks? What the hell are those anyway? And how useful are they in Shad-owrun?

As most Cyberpunk 2020 players can tell you, they’re probably the coolest sourcebooks around for that particu- lar game system, with loads of goodies, weapons, cyberware, drugs, chips, hous-ing — you name it, if it’s useful in a dark future, it’s probably in one of the Chromebooks.

FASA has never introduced equi- val-ents of most Chromebook items, even though almost all are very usable in Shad-owrun after a few modifications. One per-son even commented that he avoided playing Shadowrun in part be-cause Cyberpunk had the Chrome- books, and Shadowrun didn’t. Until he found earlier versions of these adaptations…

What this book attempts to do is to convert virtually all Chromebook items to Shadowrun. Some are more powerful than the Shadowrun equivalents, but should not pose a problem if applied with a little thought. To use these conver-sions effectively you’ll need the Chromebooks, otherwise a lot of what appears in these pages will make little sense.

Short HistoryThese conversions first came about in late 1993 or early ’94,

when I bought the first Chromebook with an eye on integrating it into my Shadowrun campaign. I had never played Cyberpunk 2020, I’d never even seen the rulebook up close, but started converting anyway; this was never published but was used in my own campaign. Later, I decided to buy the Cyberpunk 2020 main rulebook, which gave me some insight into the actual game mechanics behind the Chromebook equipment. Chrome-book 2 followed some time later again, using the newly-learned game mechanics from Cyberpunk 2020 to update the earlier Chromebook 1 conversions. The results were uploaded, as AS-CII files, to the cerebus.acusd.edu ftp site, in June 1994—at the time, the place to go for Shadowrun files on the Internet.

Later again, in early 1995, I bought the Chromebook 3, which had recently been released, and started conversions for it as well. I took the opportunity to revise the earlier conversions, making the Shadowrun items more loyal to what they do in Cy-berpunk. Then Chromebook 4 conversions were added in 1997 (but not released), and finally in 1998-99 the whole set of con-versions was updated to conform to FASA’s recent releases that overhauled and/or added major rules for cyberware, the Matrix, vehicles, and eventually the whole system.

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—Gurth

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G E N E R A L N O T E S

Each item from the three Chromebooks is listed below, in the following format: the item’s name is listed at the start of the description. Behind this, in brackets, is the page of the Chromebook on which the item can be found.

Next, at the right-hand side of the line is Shad-owrun’s Legality rating (see pp. 101 to 108 of Shadowtech). Since SR3 revised the legality code (see p. 274, SR3), the letter for the legality code under SR3 rules follows in parentheses after the Shadowtech code. The numerical rating stays un-changed.

Next follow the alterations to the description of the item, needed for Shadowrun, Second Edition and Shadowrun, Third Edition, or the note “No changes.” which means that the item’s description from the Chromebook in question can be used without modifications. If the description lists “Not available,” it means that the item is not usable in Shadowrun. After this come the Shadowrun game statistics. All statistics are for the second and third editions of Shadowrun—there are very few differ-ences, but any there are will be clearly indicated.

Also listed are some items that appear in the de-scriptions of other items in the Chromebooks. These mainly consist of new ammunition and gren-ade types.

Book DatesFor gamemasters running a campaign where

new sourcebooks are introduced when the cam-paign’s timeline matches the dates in the source-books, the following dates are suggested for intro-ducing the Chromebooks into the campaign.

Chromebook 1: 2052Chromebook 2: 2053Chromebook 3: 2055Chromebook 4: 2057

It is recommended items from the books be-come available over time, so that for example by the end of 2053, all items from Chromebooks 1 and 2 will be available, while halfway into 2055, players will be able to get about half the items from Chromebook 3 as well.

Previous ReleasesThe conversions for the Chromebook and

Chromebook 2 were first released as ASCII files around June 1994 on the (now defunct) cerebus.a-cusd.edu ftp site, and after that they were incorpor-ated into a single file together with the Chrome-book 3 conversions and released in 1995 on the Plastic Warriors site.

The current file also has conversions for Chromebook 4 and updates the previous release to correspond to the rules laid out in the Shadowrun books Cybertechnology, Virtual Realities 2.0, and Rigger 2, as wel as the third edition of the main rules.

Items in this book that have been changed from the previous version are marked with a symbol.

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Updates

For many items, mainly Matrix-related gear and vehicles, two sets of data are given. The reason for this is that Virtual Realities 2.0 has changed the Matrix rules so much that new rules and game stats are needed compared to SRII and the original Virtual Realities rules (which are basically the same). The same happened with vehicles when Rigger 2 was published.

In cases where two sets of game stats are given, the ones under the heading SRII are for use with the older rules; for vehicles, this means Shadowrun Second Edition and/or the Rigger Black Book, while for matrix-related items it means Shadowrun Second Edition and/or the original Virtual Realities.

For Matrix-related items, SR3 indicates stats for use with Shadowrun, Third Edition and/or Virtual Realities 2.0 (even if used with second-edition rules) while for vehicles it indicates stats for use with Shadowrun, Third Edition and/or Rigger 2.

Any data or rules that is not preceded by such a heading applies no matter which set of rules is used.

However, due to the differences in the systems, there can be some variation in what an item actu-ally does or how much it costs in each of the sys-tems. For example, some vehicles have become a lot more expensive in Rigger 2, while others are much cheaper.

Players should use the stats for the rules they are using, not the stats that give the highest bonuses! For example, using Rigger 2 stats the ’51 Chevy (page 88 of this book) has bet-ter speed and range, a higher Body, and costs less than the Rigger Black Book version of the same car; some players might be tempted to refer to the SR3 data for such a vehicle even when using Shad-owrun Second Edition or Rigger Black Book rules—gamemasters should pay attention to prevent this kind of munchkinism.

The Plastic Warriors Errata can be downloaded in HTML format from:

http://shadowrun.html.com/plasticwarriors/errata.htmlThat file is always the most up-to-date, and will

show which changes are made necessary because of new sourcebooks released by FASA.

Book DataThe books for which conversions are presented

here should be available from most game stores, and are published by R. Talsorian Games, Inc., P.O. Box 7356, Berkeley, CA 94707, USA. You are strongly encouraged to buy them if you intend to use these adaptations in a Shadowrun game.

R. Talsorian Games nor FASA Corporation have anything to do with these conversions, so don’t bother them about it. Instead, questions, remarks, and so on can be addressed to [email protected].

Talsorian stock no. ISBN CopyrightChromebook 3701 0-937-279-17-X © 1991 by R. Talsorian Games, Inc.Chromebook 2 3181 0-937279-29-8 © 1992 by R. Talsorian Games, Inc.Chromebook 3 3331 0-937279-49-8 © 1994 by R. Talsorian Games, Inc.Chromebook 4 3471 0-937279-81-1 © 1996 by R. Talsorian Games, Inc.

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C O N V E R S I O N N O T E S

Just so you know how this all came to be. I must place a note here that all this is on a “I did it like this (most of the time)” basis, and not “this is writ-ten in stone.”

CyberdecksSince Virtual Realities 2.0 has come out after

the original release of these conversions, two sets of cyberdeck stats are needed: one for use with Shadowrun, Second Edition and/or the original Vir-tual Realities, and one for the revised Virtual Real-ities 2.0 and Shadowrun, Third Edition.

Shadowrun, Second Edition Stats

For cyberdeck stats, I took the Data Walls strength as the base for both the MPCP rating and Hardening of the Shadowrun deck. I multiplied the Data Walls rating by .75 to find the MPCP, and used the remaining part as Hardening.

Memory is used to find the deck’s Active and Storage Memory ratings: the CP2020 deck’s Memory is multiplied by the Shadowrun deck’s MPCP rating and out comes the deck’s Active Memory. The CP2020 deck’s Memory is then di-vided by 2 and multiplied by the square of the MPCP and becomes the Storage Memory rating. Memory ratings are normally rounded off to the nearest multiple of 5 megapulses.

The CP2020 Speed rating is used to find the level of Response Increase, Load, and I/O. The Speed is exactly equal to the level of Response In-crease, or at least as far as possible (to get level 2 response increase, you need an MPCP rating of 8). Any Speed left over is used to find Load and I/O ratings as follows: the remaining Speed is multi-plied by 7.5 to find the Load rating, while to find the I/O, multiply the remaining Speed by 5. If Speed is 0 or less, I took it to be 1 to calculate Load and I/O ratings.

Usually.

SHADOWRUN STAT EQUALS CP2020 STAT(S)MPCP Data Walls × .75Hardening Data Walls × .25Active Memory Memory × MPCPStorage Memory Memory × .5 × MPCP2

Response Speed [note: maximum Re-sponse is MPCP × 4]

Load (Speed – Response) × 7.5I/O (Speed – Response) × 5

As a sample conversion, if you have a deck with Speed +3, 20 MU memory, and Data Walls +5, it would look like this (approximately):

Data Walls +5 translates to an MPCP of 5 x .75 = 3.75 = 4. There is 1 point of Data Walls left, which goes to a Hardening rating of 1. The Speed is +3, so the deck would have 3 levels of Response Increase; since the maximum pos-sible is 1, there are 2 points left over. 2 x 7.5 = 15, so the Load rating is 15. The I/O rating is then 2 x 5 = 10. The deck has 20 MU memory, which translates to 20 x 4 = 80 Mp Active Memory, and 20 x .5 x 42 = 20 x .5 x 16 = 10 x 16 = 160 Mp Storage.

Shadowrun, Third Edition & Virtual Realities 2.0 Stats

All cyberdecks listed in the Chromebook Con-versions should be considered off-the-shelf decks that anybody can buy in a shop, and as such their costs are calculated using the tables on page 89 of Virtual Realities 2.0. The way to calculate the Shadowrun stats is as follows:

SHADOWRUN STAT EQUALS CP2020 STAT(S)MPCP Data WallsHardening Data Walls × .25 (round up or

down as you prefer)Active Memory Memory × MPCP x 10Storage Memory Memory × 5 × MPCP2

Response Speed [note: maximum Re-sponse is MPCP ÷ 4]

I/O (Speed – Response) × 50

Other ratings, such as those for Persona pro-grams and the ASIST interface, are calculated from the Shadowrun stats or decided upon depending on the Cyberpunk description of the deck. Persona programs are generally equal to 75% of the MPCP rating, rounded down. Evasion and Masking pro-grams are not normally installed in the decks (and the decks also have no slots for them if they aren’t present); these may be found in “assault” decks

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intended for hot-shot corp deckers, though. Simil-arly, only assault decks will have Hardening and the other good stuff deckers want… Most decks have cool ASIST filters, too. All decks come with Basic casing, providing 1 point of Impact armor. Unless mentioned otherwise, of course.

Availability is equal to the deck’s cost divided by 55,000 (round nearest, minimum is 4) and a re-quired time of 7 days. Street Index is 1 for all decks. Costs for cyberdecks do not include the 10% reduction for buying a complete deck.

Full ’BorgsThe ’borg’s Shadowrun Attributes are converted

from the varying CP2020 stats as follows:

SHADOWRUN STAT EQUALS CP2020 STAT(S)Body Body ÷ 2 (round down)Quickness Movement Allowance × 0.4

(round off normally)Strength Lift ÷ 50 (round off nor-

mally)Ballistic armor average of all SPs ÷ 10

(round off normally)Impact armor average of all SPs ÷ 10

(round off normally)

Essence Cost is based on the Essence cost of four cyberlimbs, a cybertorso, and a cyberskull (from Cybertechnology), plus the Essence cost of the “accessories” the ’borg is equipped with.

VehiclesJust as Virtual Realities 2.0 forced a revision of

cyberdeck stats, Rigger 2 made it necessary to re-design the vehicle stats. The original ones are in-cluded as well, for those who don’t own Rigger 2 and still use Shadowrun, Second Edition or Rigger Black Book vehicle rules.

Shadowrun, Second Edition & Rigger Black Book Stats

Parts of these are easy, parts are tough. For starters, the CP2020 game stats have changed over the time the various Chromebooks came out, so the vehicles in Chromebook 1 have only basic stats such as top speed, armor ratings, and the number of people that can ride in it. By Chrome-book 3, stats also include maneuverability, accel-eration/deceleration, cargo, special equipment, and so on.

To convert this all to Shadowrun stats, things like speeds are easy: converting the CP2020 speed from miles per hour to meters per 3-second turn is done easily enough by multiplying by 1.6 and then dividing by 1.2—in short, by multiplying the miles per hour speed by 1.33. This is Shadowrun’s Max Speed. Cruise Speed is generally one-third this number, of for aircraft, between one-third and one-half the Max Speed.

Body is calculated by dividing the vehicle’s SDP

(Structural Damage Points) by 25, rounding off to the nearest whole number. Armor is found by di-viding the vehicle’s SP (Stopping Power) by 10, rounding off.

Signature, Autopilot, and cargo/storage ratings are more difficult, and are generally arbitrarily set, taking into account the corresponding values (if any) from the CP2020 stats.

Handling is taken from the Maneuverability stat, by using Handling = 4 – (Maneuver ÷ 2). Fuel ca-pacity was determined by taking the maximum range of the vehicle, and then by using a suitable economy rate, fuel capacity can be calculated. For vehicles from Chromebook 2, fuel efficiency rates are given, so these were converted directly. The fuel type is IC for most vehicles, MultiF for CHOO-H2-powered ones, and Elec or ImpElec for most of the others.

Seating and access are pretty obvious by look-ing at the pictures, stats, and descriptions. Sensors and ECM/ECCM were also decided upon using fuzzy-logic (that is, depending on the mental health of the author, currently prevailing wind dir-ection, time of day, and/or position of the moon). Special equipment is easy enough to convert to Shadowrun by using corresponding accessories from the Rigger Black Book.

Shadowrun, Third Edition & Rigger 2 Stats

Each vehicle was designed using the system on pages 108 through 147 of Rigger 2, using an ap-propriate chassis and engine as the basis, and se-lecting design options and vehicle modifications as appropriate to the ones listed in the Chromebooks. Attempts were made to get stats that were as close as possible to the SRII/Rigger Black Book stats, though this was not alway fully possible.

Some new chassis and engines needed to be in-troduced, as it proved impossible to create satis-factory versions of absolutely all vehicles with the ones provided in Rigger 2.

WeaponsThese are a bit difficult, because both Cyber-

punk and Shadowrun don’t have consistent dam-ages. For example in Shadowrun, a typical subma-chine gun does 6M damage, while a heavy pistol does 9M. In real life, they’d probably fire the same ammo, but the SMG has a longer barrel, so it would do greater damage (because the bullet has a higher velocity when it leaves the weapon). Sim-ilarly, in Cyberpunk a 10 mm medium SMG has a damage of 2D6+3, similar to a medium pistol, but a 7.62 mm assault rifle does 6D6+2.

What I have done is as follows: the CP2020 weapon type was converted to the closest Shad-owrun equivalent, usually according to the table below. If the CP2020 damage is average for the weapon type, I used an average Shadowrun dam-age; a high CP2020 damage means a high Shad-owrun damage, and so on.

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Chromebook 1

L E C T R O N I C S &

M I S C E L L A N E O U S T E C H W A R EE

Advanced Communications Suitcase (p. 4) LegalThis suitcase contains a Pocket Computer with 100 Mp memory, a handset cellphone with booster pack, a

printer (all items p. 259, SRII/p. 287, SR3), and the equivalent of a Radio Shack PCD-100 cyberdeck, in the tortoise variety, i.e. no plugging in (p. 262, SRII); for SR3, consider this an MPCP-2/3/0/0/3 deck with 10 Mp active memory, 50 storage, and an IO speed of 5. Add 800¥ for short-wave radio. For SRII, this radio is the equivalent of the headware radio (p. 260, SRII), while for SR3 it’s equivalent to a rating 2 transceiver (p. 290, SR3).

Conceal Rating Weight Availability Cost Street Index3 — 6 8/48 hrs 8,000¥ 1.5

Line Tap Detector (p. 4) 4P-E2(V)This device is a rating 1 Bug Scanner (p. 258, SRII/p. 292, SR3).

Conceal Rating Weight Availability Cost Street Index7 1 — 4/24 hrs 60¥ .8

Linozap™ (p. 4) 4-E2(V)This device can only be used with telephone lines using old-fashioned copper cables to transmit signals. In

most areas, fiber-optic lines are in use today. If a copper line is tapped, this device will clear the bug on a roll of 2 to 6 on 1D6. If a 1 is rolled, the tap is still operative; multiple attempts may be made. Linozap does not indicate whether the line has been successfully cleared, and so the gamemaster may make this roll secretly. If applied against a person, the Linozap™ does 6S Stun damage, using the Shock Weapons rules from page 103, SRII/p. 124, SR3.

Conceal Rating Weight Availability Cost Street Index5 — .75 6/4 days 350¥ 2

Office Communications Suite (p. 5) LegalNo changes.

Conceal Rating Weight Availability Cost* Street Index— — — 10/10 days 10,000¥ 2.5

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* +11,000¥ for office vid system

Cab Hailer (p. 5) LegalActivation charges are 10¥ per month, plus fares.

Conceal Rating Weight Availability Cost Street Index10 — — upon payment 150¥ 1

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Headgear™ Cybermodem Helmet (p. 6) as cyberdeckThis helmet houses a cyberdeck. The helmet has armor ballistic 1, impact 1. The user must have a data-

jack in order to use the Cybermodem helmet. There is a chance that the deck inside the helmet gets dam-aged. Whenever the wearer of this helmet gets shot at by a weapon with a base Wound Level of Serious or Deadly, roll 1D6. If the roll is a 1, the cyberdeck has been shot. Treat it as a piece of cyberware, and roll for damage as described on page 40 of Shadowtech. Light damage adds +1 to all target numbers, Moderate damage adds +2, Serious damage adds +4, and Deadly damage adds +8. A Destroyed result means the cy-berdeck has been destroyed completely.

SRII STATSConceal Ballistic Impact WeightAvailability Cost Street Index

— 1 1 4.5 6/8 days 9,000¥ 1.1Persona Hardening Memory Storage Load I/O

2 1 20 20 15 5

SR3 STATSActive Storage Street

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Index2/1/1/0/1 1 200 200 Cool No 100 0 4/7 days 12,855¥ 1

Life/Support® (p. 6) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index4 — 1.5 5/36 hrs 500¥ .9

Net-Runner™ Cybermodem Utility Suit (p. 7) 2-CD(S)This suit has a built-in cyberdeck (see below for stats) with Response Increase +1. A second model (the

Cellular) has built-in satlink equipment and program (p. 33, Virtual Realities or p. 88, Virtual Realities 2.0), though it still needs an external antenna. This second model also gives anyone with Thermographic vision a +1 to spot the wearer. Either suit can get damaged in the same way as the Headgear™ Cybermodem Helmet (see above).

SRII STATSConceal Ballistic Impact Weight Availability Cost Street Index

2 3 2 3.25 5/14 days 10,000¥* 1Persona Hardening Memory Storage Load I/O

2 1 40 40 8 5* the Cellular costs 14,500¥

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response AvailabilityCost Street In-dexStandard 3/2/2/0/2 1 600 900 Hot No 50 0 4/7 days 28,005¥ 1Cellular 3/2/2/0/2 1 600 900 Hot No 50 0 4/7 days 30,270¥ 1

Smartlock Door Security System (p. 8) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— 1-8 — 5/72 hrs rating x 250¥ 1.5

Mini-Printer (p. 8) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index3 — .5 always 125¥ 1

Paper Shredder (p. 8) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — 2.5 always 500¥ 1

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EBM Carfaxx© 2002 (p. 8) LegalNo changes.

SRII STATSBase Time: 3 hoursSkill: Electronics (B/R) or appropriate Vehicle (B/R) skilltarget number: 3Parts cost: 500¥Equipment needed: Vehicle ToolkitCF: 1

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 3Maximum Rating: NACF Consumed: 1 CFLoad Reduction: 1 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: 500¥Parts Availability: 2/6 hrsStreet Index: 0.8Maximum Rating: NABase Time: 1 hourSkill: Electronics B/R SkillTarget Number: 2Equipment Needed: Vehicle ToolkitCF Consumed: 1 CFLoad Reduction: 1 kg

Sonar Scanner (p. 8) LegalTo detect movement of someone using Stealth skill to hide, the Sonar Scanner rolls three dice (its rating)

against a target number equal to the character’s Stealth skill result in an Open Test (p. 11, Shadowbeat/p. 42, Rigger 2/p. 39, SR3). If the scanner rolls more successes, the character has been detected. In case of a tie, both roll again.

Conceal Rating Weight Availability Cost Street Index4 3 .2 5/48 hrs 50¥ 1.2

Auto Punchout (p. 8) 3-CD(S)

SRII STATSA decker using this device may roll a number of dice equal to twice his Willpower when trying to jack out

while under attack by Black IC (p. 21, Virtual Realities/p. 171, SRII).The Punchout must be located between the decker and his cyberdeck. Installing it requires a successful

Computer (B/R) roll with a target number of 3. The user’s Initiative is reduced by –5 when this device is present.

Conceal Rating Weight Availability Cost Street Index— — .1 8/14 days 330¥ 5

SR3 STATSIn function this is much the same as an ICCM filter (Virtual Realities 2.0 p. 86), but it reduces the decker’s

Initiative by –5 when switched on.

SOFTWARE TASKRating: MPCP RatingMultiplier: 3

COOK TASKTime: MPCP Rating × 2 daysTest: Avg. Computer B/R and Biotech (MPCP Rating) TestParts: OCC @ Auto Punchout pro-gram sizeTools: Personal computer (memory: Auto Punchout program size); Micro-tronics Shop; Optical-Chip Encoder

INSTALLATION TASKTime: MPCP Rating × 2 daysTest: Avg. Computer B/R and Biotech (MPCP Rating) TestParts: PLC @ MPCP Rating2; DTC @ MPCP Rating2; Bioscanner @ 5,000¥Tools: Microtronics ShopOff-The-Shelf Cost: (MPCP rating2 × [(PF × 2) + 40] + (MPCP rating × 50)¥; PF Basis: MPCP

DataTel’s Mapmaker® (p. 9) LegalThe Mapmaker can use the chips for the orientation system (p. 63, Shadowtech).

Conceal Rating Weight Availability Cost* Street Index4 — 1 4/4 days 500¥ 1

* +400¥ for Navstar satellite link system

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Netrunner Flip Switch (p. 9) 4-CD(S)No changes.

SRII STATSConceal Rating Weight Availability Cost Street Index

— — — 4/24 hrs 1,350¥ .9

SR3 STATSSOFTWARE TASKRating: MPCP ratingMultiplier: 2

COOK TASKTime: Program rating × 2 daysTest: Computer B/R (Program Rating) TestParts: OCC @ program sizeTools: Personal Computer (Memory: flip switch rating); Microtronics Shop; Optical Chip Encoder

INSTALLATION TASKTime: Program Rating × 1 daysTest: Computer B/R (Program Rating) TestParts: PLC @ Program Rating2; DTC @ Program RatingTools: Microtronics KitOff-The-Shelf Cost: MPCP Rating2 × (PF + 10)¥; PF Basis: MPCP Rating

Deck Security System (p. 9) 3-CD(S)No changes.

SRII STATSConceal Rating Weight Availability Cost Street Index

Retinal — 1 — 6/4 days 1,000¥ 1.6Thumbprint — 2 — 4/4 days 400¥ 1.5

SR3 STATSSOFTWARE TASKNone

COOK TASKNone

INSTALLATION TASKTime: 12 hoursTest: Computer B/R (4) TestParts: Appropriate deck security sys-tem (retinal @ 1,000¥ or thumbprint @ 400¥).Tools: Microtronics KitOff-The-Shelf Cost: Parts cost + 100¥

Image Wallet (p. 10) LegalThe thumbprint scanner is rating 1 (see pp. 86-87, Neo-Anarchists’ Guide to Real Life/p. 235, SR3).

Conceal Rating Weight Availability Cost Street Index8 1 .1 4/36 hrs 250¥ 1

Newsviewer (p. 10) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index4 — .1 3/36 hrs 100¥ 1

DPI Drumsticks (p. 11) LegalCan be linked to a synthlink (p. 246, SRII/no equivalent in SR3). When using this device, the Impact the

character generates is increased by +1 (p. 11, Shadowbeat).

Conceal Rating Weight Availability Cost Street Index4 — .25 3/36 hrs 800¥ 1

Sleep Inducer (p. 11) LegalIf applied to an unwilling subject, the target rolls a Willpower (4) test, and the Sleep Inducer rolls a test us-

ing its rating, against a target number equal to the target’s Willpower. If the Inducer rolls more successes, the target falls asleep for a number of hours equal to the net number of successes rolled. If the target rolls more successes, he stays awake.

Conceal Rating Weight Availability Cost Street Index6 4 .5 6/4 days 85¥ 2

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Fireproof Clothing (p. 11) LegalThis clothing has an Impact rating against fire damage only. Note that this rating is not halved when resist-

ing fire damage, and the clothes have a Fire Resistance Rating of 5 (see p. 72, Tech Specs). The armor ratings are added together as more items are worn. This clothing does not protect against any other type of damage in any way. The Overcoat also gives any weapon concealed under it a +2 on Concealability.

Conceal Ballistic Impact Weight Availability Cost Street IndexCoat 8 0 2 1 4/48 hrs 220¥ 2Jacket 8 0 2 1 4/48 hrs 200¥ 2Shirt 8 0 1 .5 4/48 hrs 130¥ 2Hat 8 0 1 — 4/48 hrs 130¥ 2Skirt 8 0 1 1 4/48 hrs 150¥ 2Pants 8 0 2 1.5 4/48 hrs 150¥ 2Overcoat 8 0 2 2 4/48 hrs 500¥ 2Note: these costs are for Ordinary Clothing. Multiply the costs by 5 for Fine Clothing and by 10 for Très Chic Cloth-ing.

Digital Recording Studio (p. 12) LegalFunctions as a combination mixer/sampler/polycorder (pp. 94-96, Shadowbeat). The mixer has 16 input

and 4 output channels. The sampler has 16 tracks.

Conceal Rating Weight Availability Cost Street Index— — — 8/14 days 12,000¥ 1.1

Digital Weapon Uplink (p. 12) 4P-CA(N)This system gives the user data concerning his weapon, as mentioned in the description, but does not

give a modifier to the target number when firing the weapon.A weapon fitted with this system must be connected to smart goggles, a smartlink, a datajack (datajacks

from Shadowtech require that the user has an I/O SPU or encephalon as well), or a heads-up display (p. 259, SRII/p. 287, SR3).

Mount Conceal Rating Weight Availability Cost Street IndexTop or Under –1 — .5 6/6 days 500¥ 2

DUD Smartgun Controller (p. 12) 3P-CA(N)This system, when built into a weapon equipped with either an Internal or External Smartgun Link, allows

the user to fire his weapon when he is not holding it. The system recognizes the voice of the owner, and the owner has to say "Fire" aloud in order for the weapon to fire. The weapon will fire in the mode it is currently in, and will fire the maximum number of rounds allowed for that mode. Double all recoil modifiers.

All weapons which recognize the character as their owner will fire on command, which means it is not pos-sible to fire a specific weapon. In case someone else wants to command the weapon, this device has a rating 3 voice recognition system (p. 87, Neo-Anarchists’ Guide to Real Life/p. 236, SR3).

Mount Conceal Rating Weight Availability Cost Street IndexTop or Under –1 3 .25 8/6 days 5,000¥ 2.5

Cybercam EX.1 (p. 13) LegalA set of camgoggles (p. 89, Shadowbeat). The wearer has +1 on all target numbers when wearing this

device because he or she is looking through the camera.

Conceal Rating Weight Availability Cost Street Index2 — 2.2 4/48 hrs 1,200¥ 1.25

ID Badgemaker (p. 13) LegalTo forge a card, the character needs to make a test in the Special Skill of Forgery (or use Intelligence,

adding +4 to the target number). The target number is set by the gamemaster, depending on how realistic the forgery is to be. The target number of the forger becomes the target number of anyone who wants to spot if the card is forged, but that person must add the rating of the device used to forge the card.

To forge a badge, make an Open Test with Forgery skill and roll the ID Badgemaker’s rating as compliment-ary dice (in SRII, roll the dice in addition to the character’s skill dice), and remember the result. To spot if a badge is forged, requires a Perception test against a target number equal to the result of the test made to forge the badge.

Conceal Rating Weight Availability Cost Street Index3 3 1 5/48 hrs 500¥ 2

21

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Speedholster (p. 13) LegalA pistol-sized weapon (Concealability 4 or higher) held in a speedholster may be quick-drawn (SRII p. 82/p.

107, SR3) in a Free Action. This requires a Reaction (4) test to successfully draw the weapon; if the test fails, the weapon cannot be drawn in a Free Action but must be drawn normally (the character may not spend a Simple Action to try quick-drawing it again).

A weapon’s Concealability is increased by +1 if it is held in this holster.

Conceal Rating Weight Availability Cost Street Index+2 — .25 4/24 hrs 200¥ 1.25

Detcord High Explosive (p. 13) 3-I(J)This includes one Radio Detonator in each 10 meter package.

Conceal Rating Weight* Availability Cost* Street Index6 6 5 10/48 hrs 900¥ 1.5

* Per 10 meters

Temperfoam Furniture (p. 13) LegalNo changes.

Conceal Rating Weight Availability Cost* Street Index— — varies 2/24 hrs 80¥ to 140¥ .5

* Per piece of furniture

Advanced Alarm Removal Kit (p. 14) 3-E1(U)Using this kit gives a –2 modifier to the target number for removing the casing of keypads, cardreaders,

and print scanners and also when dealing with door/window alarms (pp. 86, 87 and 89, Neo-Anarchists’ Guide to Real Life/pp. 234-235, SR3).

Conceal Rating Weight Availability Cost Street Index2 — 3 8/12 hrs 2,900¥ 5

Personal Body Alarm (p. 14) LegalBreaking this card in half triggers the nearest PANICBUTTON™ alarm system. Purchase of the card costs

40¥, subscription is an additional 30¥ per month. Use the rules for lifestyle payments to decide if the card re-mains valid if a character misses one or more payments.

Conceal Rating Weight Availability Cost Street Index— — — on payment 40¥ —

+ 30¥/month

Diving Suit (p. 15) LegalNo changes.

Conceal Ballistic Impact Weight Availability Cost* Street IndexDiving Suit — 2 1 10 10/10 days 6,000¥ 3* +100¥ per 30-minute Liquid Breathing Medium tank

IR Combat Cloak (p. 15) LegalA character using purely thermographic vision has a +4 modifier to all Perception tests to spot or attack

the wearer of this cloak. Characters using partly (natural) thermographic vision only get a +2.

Conceal Ballistic Impact Weight Availability Cost Street IndexIR Combat Cloak +4/+2 0 0 2 6/48 hrs 450¥ 2

Slosh Bag (p. 16) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index2 — 2 4/72 hrs 65¥ 1

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Travel Kit (p. 16) LegalThe “first aid kit” is a Medkit (p. 265, SRII/p. 304, SR3).

Conceal Rating Weight Availability Cost* Street Index3 — 5 always 500¥ 1

* +10¥ for 10 extra pajamas

Medieval Armor (p. 16) LegalNo changes.

Conceal Ballistic Impact Weight Availability Cost Street IndexStandard — 2 3 10 8/48 hrs 3,500¥ 1Maximillian — 3 4 14 10/4 days 10,600¥ 1

Power Grid® Solar-Electric Panel (p. 16) LegalNo changes.

Conceal Rating Weight Availability Cost* Street Index2 — 1 4/36 hrs 100¥ 1.1

* +25¥ for extension cord

Shower-in-a-Can (p. 16) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index8 — .5 2/12 hrs 3¥ 1

Flavored Cigarettes (p. 16) LegalNo changes.

AddictionToleranceStrength Speed Vector Duration Availability Cost/pack Street Index3M 1 20 immediate inhalation 3D6+3 minutes always 2¥ .8

Effects: +1 Willpower, –1 Charisma, relaxant, Tranq (2)Crash Effects: –1 Willpower, irritability, anxiety

Bar-in-a-Briefcase (p. 16) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index3 — 5 6/36 hrs 100¥ .75

V E H I C L E S

Bensen Cascade (p. 18)The Cascade can leap up to three meters off the ground after a successful Handling test. The number of

successes generated is the height of the jump, in meters (maximum 3 meters). Another Handling test is re-quired to land correctly. If either test is failed, make a Crash Test. Jumping up and landing take place in the same Combat Phase.

SRII STATSHandling Speed B/A Sig Apilot Cost

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Cascade 7 115/350 2/1 2 2 200,000¥Seating: twin bucket seats + bench Access: 2 standard + hatchbackEconomy: 5 km per liter Fuel: IC/300 litersCargo/Storage: 3 CF trunk + 2 CF underseat Accessories: APPS™, datajack link

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 180 10 4 1 0Autonav Pilot Sensor Cargo Load

2 — 0 46 360Seating: 2 bucket + 2 bench Setup/Breakdown: NoneEntry Points: 2 doors + 1 trunk Landing/Takeoff: NAFuel: Diesel (400 liters) Economy: .5 km/literPoint Value: 580 Cost: 145,000¥Template: Medium Hovercraft Reference: Chromebook 1Other Features: APPS™, concealed armor (1), datajack port, turbocharging (2)

BMW 9018s (p. 19)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

9018s 3/8 90/280 4/2 2 3 500,000¥Seating: twin + quad bucket seats Access: 2 + 2 standardEconomy: 20 km per liter Fuel: IC/80 litersCargo/Storage: 4 CF trunkAccessories: Rigger control gear, plus anything desired (at appropriate cost)

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/8 190 14 4 2 0Autonav Pilot Sensor Cargo Load

3 — 0 4 180Seating: 2 bucket + 2 bucket + 2 bench Setup/Breakdown: NoneEntry Points: 2+2 doors + 1 trunk Landing/Takeoff: NAFuel: Gasoline ((80 liters) Economy: 7 km/literPoint Value: 1,212 Cost: 121,200¥Template: Limousine Reference: Chromebook 1Other Features: Datajack port, rigger adaptation, turbocharging (2)

Harley-Davidson Thundergod (p. 20)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Thundergod 4/5 50/150 1/0 3 2 15,000¥Seating: 1 front + 1 rear Fuel: MultiF/10 litersEconomy: 60 km per liter Options: Datajack link plus rigger control gear available

forCargo/Storage: 4 CF underseat + 2 CF per sidebox 4,000¥. This reduces the underseat storage to 0 CF.

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/5 100 4 2 0 2Autonav Pilot Sensor Cargo Load

0 — 0 1 80Seating: 2 bucket (1 front, 1 rear) Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (44 liters) Economy: 13.65 km/literPoint Value: 194 Cost: 15,000¥Template: Chopper Reference: Chromebook 1Other Features: improved suspension (1), off-road suspension (1)Options: Datajack port, rigger control adaptation, and sensors (1) increases cost to 23,750¥ and reduces Load to 58 kg.

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Kundalina Roadworks Shiva® (p. 21)No changes.

SRII STATSHandling Speed B/A* Sig Apilot Cost

Shiva® 2/6 70/210 1/1 2 2 12,000¥Seating: 1 front + 1 rear Access: Full canopy*Economy: 40 km per liter Fuel: IC/10 litersCargo/Storage: 1 CF underseatAccessories: Datajack link, improved suspension (1), performance tires* The rider and passenger are completely enclosed within the hull of the bike. The armor of the bike protects them as well as the bike.

SR3 STATSHandling Speed Acceleration Body Armor Signature

2/6 140 16 2 0 2Autonav Pilot Sensor Cargo Load

1 — 0 0 40Seating: 1 bucket Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: NAFuel: Gasoline (30 liters) Economy: 13.2 km/literPoint Value: 194 Cost: 12,000¥Template: Racing Bike Reference: Chromebook 1Other Features: Datajack port, improved suspension (1), performance tires

Pedicab (p. 22)The fare is usually 1¥ per kilometer, with heavy people (trolls for example) paying extra. If the Pedicab it-

self is fired upon, roll 1D6. If the roll is 1 to 4, there is only cosmetic damage (no matter what the Damage Level of the weapon firing at the "vehicle"). A roll of 5 or 6 means the Pedicab takes damage as normal.

SRII STATSHandling Speed B/A Sig Apilot Cost

Pedicab 3/7 10/30* 1/0 10 0 1,200¥Seating: 1 front + 1 rear Cargo/Storage: 1 CF sidebox* Proper motivation can get the speed up to 15/45

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/7 20* 1 1 0 10Autonav Pilot Sensor Cargo Load

0 — 0 1 50Seating: 2 bucket (1 front + 1 rear) Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: NA Economy: NAPoint Value: ? Cost: 1,200¥Template: none Reference: Chromebook 1Other Features: none* Proper motivation required to get up to maximum speed

Ambunaught (p. 23)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Ambunaught 4/8 30/95 5/4 1 2 200,000¥Seating: twin bucket seats + 4 stretchers + bench Access: 2 standard + double-sized rearEconomy: 15 km per liter Fuel: MultiF/80 litersCargo/Storage: 5 CF in assorted stowage lockers Accessories: Crash cage, EnviroSeal™ (gas + water

seal), lifeAdditional features: Rear area contains medical gear and support system (16 man-hours)room for four stretchers and two paramedics.

25

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SR3 STATSHandling Speed Acceleration Body Armor Signature

4/6 64 6 7 8 2Autonav Pilot Sensor Cargo Load

2 — 0 6 1570Seating: 1 bucket, 2 buckets, 4 stretchers Setup/Breakdown: NAEntry Points: 2 doors + 1 double-sized gate Landing/Takeoff: NAFuel: Diesel (800 liters) Economy: 2 km/literPoint Value: 1,137 Cost: 200,000¥Template: Wheeled APC Reference: Chromebook 1Other Features: Concealed armor, EnviroSeal™ (gas), life support (16 man-hours), roll bars

Arasaka Riot-VIII (p. 24)The water cannon normally uses the Light Pistol ranges, but using the steam option reduces this to Taser

ranges. Normally, the water cannon does damage as described in SRII, p. 253, but when using steam the damage is increased to 6S Stun plus 6L Physical, and the target is not knocked over. Impact armor is used for both water and steam, but is only half effective (round down). The grenade launcher on the roof is treated as a normal grenade launcher, but belt-fed with space for 18 grenades.

SRII STATSHandling Speed B/A Sig Apilot Cost

Riot-VIII 4/9 55/160 8/3 1 3 250,000¥Seating: twin bucket seats + 6 folding bench Access: 2 standard + 1 rear hatchEconomy: 10 km per liter Fuel: IC/100 litersCargo/Storage: 300 CF Accessories: Datajack link, micro turret with water can-

nonSensors: Enhanced (1) (enough water for 50 shots), rigger control gear

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/6 85 8 7 6 0Autonav Pilot Sensor Cargo Load

3 — 1 10 2058Seating: 1 bucket, 9 bench Setup/Breakdown: NAEntry Points: 1 hatch + 1 rear ramp Landing/Takeoff: NAFuel: Diesel (800 liters) Economy: 1.9 km/literPoint Value: 1,336 Cost: 335,000¥Template: Wheeled APC Reference: Chromebook 1Other Features: Datajack port, remote micro turret, rigger adaptation, turbocharging (1)

GM/Hyundai Worker Bee (p. 25)The secondary arms, when used to punch, have a damage code of 10D Stun and +2 Reach.

SRII STATSHandling Speed B/A Sig Apilot Cost

Worker Bee 4/10 10/30 2/2 1 3 150,000¥Seating: single bucket seat Access: open topEconomy: 10 km per liter Fuel: MultiF/100 litersCargo/Storage: 1 CF trunk Sensors: Advanced (3)

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/12 20 3 3 0 2Autonav Pilot Sensor Cargo Load

2 3 1 1 2,000Seating: 1 bucket Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Diesel (500 liters) Economy: 1 km/literPoint Value: ? Cost: 150,000¥Template: special Reference: Chromebook 1Other Features: Crane (Strength 3), mechanical arms (Strength 3), remote-control interface

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Bell Spy-Eye 18 (p. 26)

SRII STATSOptional IR baffling gives the vehicle a Security I (1) ECM system, and increases the signature by +1. It

also adds +2 to the target numbers of anyone using purely thermographic vision to target or spot the heli-copter. This costs 35,000¥.

Handling Speed B/A Sig Apilot CostSpy-Eye 18 2 185/370 3/1 4 2 500,000¥Seating: twin + twin bucket seats Access: 2 + 2 standardEconomy: 1 km per liter Fuel: IC/500 litersCargo/Storage: 4 CF Sensors: Security I (4)Landing/Take-off Profile: VTOL/VTOL Accessories: Bucket seats have Armor 2, integrated

controls

SR3 STATSIR baffling is level 1 thermal baffles (p. 130, Rigger 2). It adds 18,750¥ to the cost and lowers Load to 435

kg.Handling Speed Acceleration Body Armor Signature

4 245 10 4 1 3Autonav Pilot Sensor Cargo Load

2 — 4 13 458Seating: 2 buckets, 2 buckets Setup/Breakdown: NAEntry Points: 2+2 doors Landing/Takeoff: NAFuel: Jet (2,000 liters) Economy: .25 km/literPoint Value: 3,386 Cost: 850,000¥Template: Utility Helicopter Reference: Chromebook 1Other Features: Concealed armor, armored bucket seats (2)

Sikorsky-Mitsubishi Dragon (p. 27)Armament is not included in the helicopter’s price.

SRII STATSHandling Speed B/A Sig Apilot Cost

Dragon 4 280/560 8/9 2 4 5,000,000¥Seating: twin bucket seats +20 bench Access: 2 standard + double-sized rearEconomy: 1 km per liter Fuel: 1,000 litersCargo/Storage: 900 CF Landing/Take-off Profile: VTOL/VTOLSensors: Security II (5) ECM/ECCM: Military I (4)/Security III (3)Accessories: Crash cage, datajack link, 8 Hardpoints (forward-firing), rigger control gear

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 350 13 7 9 3Autonav Pilot Sensor Cargo Load

4 — 5 51 494Seating: 2 bucket seats + 20 folding bench Setup/Breakdown: NAEntry Points: 2 doors + 1 double-sized Landing/Takeoff: NAFuel: Jet (1,000 liters) Economy: .2 km/literPoint Value: 6511 Cost: 5,000,000¥Template: Cargo Helicopter Reference: Chromebook 1Other Features: Datajack port, ECM (4), ECCM (3), 1 firmpoint (external, forward-firing), 3 hardpoints (external, forward-firing), rigger adaptation

27

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AV-9 (p. 28)This vehicle has two remotely-controlled micro turrets (one mounted to the right and one to the left, with a

180° traverse each), with a Grenade Launcher (belted ammunition, firing mode FA) and 120 rounds of ammo each. There is one Firmpoint per wing, each mounted to fire forward.

The basic AV-9 airframe (without any modules) has a cockpit with the two crewmembers sitting behind each other under a full canopy; other seating is provided by the interchangeable modules. The AV-9 is Vec-tored-Thrust Vehicle.

SRII STATSHandling Speed B/A Sig Apilot Cost

AV-9 5 270/530 7/5 2 4 30,000,000¥Seating: 1 + 1 bucket seats Access: full canopyEconomy: 1 km per liter Fuel: 600 litersCargo/Storage: 5 CF Landing/Take-off Profile: VSTOL/VSTOLSensors: Military II (7) ECM/ECCM: Military II (5)/Military II (5)OPTIONS:Gunship module: Seating: 1 + 1 bucket seats; Access: full canopy; each weapon system is provided with an additional 5 CF of dedicated ammo storage; 2 extra forward-mounted HardpointsTroop carrier module: Seating: 1 + 1 bucket seats + 6 bench; Access: full canopy + 2 standard; Storage: 300 CFCommand module: Seating: 1 + 1 bucket seats + 4 bucket seats; Access: full canopy + 1 standard

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 530 35 6 5 1Autonav Pilot Sensor Cargo Load

4 — 7 66 8,730Seating: 1 + 1 ejection seats Setup/Breakdown: NAEntry Points: full canopy Landing/Takeoff: VTOLFuel: Jet (3,000 liters) Economy: .2 km/literPoint Value: 9,070 Cost: 30,000,000¥Template: Thunderbird Reference: Chromebook 1Other Features: ECM (5), ECCM (5), 2 firmpoints (external, forward-firing, fitted with LMGs and 200 rounds), 2 remote micro-turrets (with FA grenade launcher, 180° arc of fire, 120 rounds)Gunship Module: increases LMG ammo capacity to 500 rounds each.Troop Carrier Module: adds 4 reinforced bench seats and 2 rear doors.Command Module: adds 4 bucket seats and rear door.

Punknaught (p. 29)Not (yet) available…

C Y B E R W A R E

Note: For various systems, the Essence costs is in parentheses. The Essence loss only apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence cost is 0.

Psiberstuff® Independant Cyberhand (p. 31) LegalDamage from a punch with a cyberhand is (str+1)M Stun, or (str)L Physical, at the player’s choice. A cy-

berhand can accept additional hand-mounted cyberware up to .5 Essence without an extra Essence cost; cy-berfingers (p. 29) do not count against this limit. A smartlink installed in an arm with a cyberhand costs .4 Es-sence, the remaining .1 Essence going off the .5 points that the hand can accept.

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CHROMEBOOK

Essence Cost Availability Cost Street Index.3 3/4 days 50,000¥ 1

Kiroshi® OptiShields® (p. 31) LegalThese shield the wearer’s eyes from dust and dirt, and also provide flare compensation. They can not be

integrated into a cybereye, but accept up to .3 Essence points of vision enhancement without extra Essence loss (this adds to the .5 points for cybereyes, giving a character with cyber-eyes and OptiShields .8 Essence to spend without extra Essence loss).

Essence Cost Availability Cost Street Index.05 5/48 hrs 1,000¥ 1

Digits® Cyberfingers (p. 32)These cannot be installed in an organic hand.

a) Dartgun 5P-CC(R)This finger fires a single dart at the following ranges: Short 1, Medium 2, Long 3, Extreme 5. See below for

the darts.

b) Lockpick 6-CA(N)No changes.

c) Light Pen LegalNo changes.

d) Mini Light LegalBatteries cost 10¥ each.

e) Finger Bomb 3-CC(R)See below for details on the bomb. It costs a Simple Action to remove the bomb from the finger holding it.

The bomb must be removed from the finger before it can be thrown.

f) Scissors/Wire Cutters 5P-CA(N)Damage when used as a weapon is 4L; use Impact armor. Cutting through a wire requires a Strength test

with a target number equal to the Barrier Rating of the wire. This item consists of two fingers.

g) Mace Sprayer 4P-CB(Q)This can be loaded with two doses of any aerosol poison. To hit the target, make a melee attack. If the

character using the mace sprayer has more successes, he successfully delivers the poison. The poison must be of a type that can be delivered through the air.

Essence Cost Availability Cost Street IndexDartgun — 8/48 hrs 1,000¥ 2.5Lockpick — 6/48 hrs 500¥ 1.5Light pen — 4/36 hrs 450¥ .9Mini light — 4/36 hrs 250¥ .9Finger bomb — 10/7 days 1,500¥ 3Scissors/Wire cutters — 6/48 hrs 500¥ 1.25Mace sprayer — 8/6 days 1,500¥ 2.5

Dartgun Cyberfinger Darts (p. 32) As WeaponThese darts can be fired from the dartgun cyberfinger (p. 32, Chromebook). They do 3L damage, and are

resisted with one-half Impact armor. Each dart can hold one dose of poison, which must be applied before the dart is loaded into the finger. The stats below are for a pack of 10.

Conceal Damage Weight Availability Cost Street Index10 3L .1 6/48 hrs 20¥ .5

Finger Bomb (p. 32) 3-I(J)This grenade can be fitted inside a finger bomb cyberfinger (p. 32, Chromebook). It is a non-aerodynamic

grenade (p. 96, SRII/p. 119, SR3)

Conceal Damage Power Level Weight Availability Cost Street Index10 8M –2 per meter .1 6/6 days 35¥ 1.5

29

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Watch-Man® (p. 33) LegalNo changes.

Essence Cost Availability Cost Street Index— 3/36 hrs 1,800¥ 1

Skate Foot® (p. 33) LegalA character using skate feet may move a number of meters up to his or her Quickness multiplied by 3

when “walking.” When “running,” the character may move up to his or her Quickness multiplied by 10, in meters. All modifiers to target numbers due to attacker movement are doubled. The character must have Athletics skill, or Athletics (Skating), otherwise a Quickness test with a target number of 4 (modified for ter-rain, gamemaster’s discretion) is needed to keep from falling every action the skate feet are used.

Extending or retracting the wheels takes an Activate Cyberware Free Action. If the user is wearing shoes with soles, the wheels can not be extended. Skate Feet can only be installed if the character has two cyber-legs.

Essence Cost Availability Cost Street Index— 4/24 hrs 10,000¥ 1

Whip (p. 34) 3-CC(R)This may be installed in either a normal arm or a cyberarm. Whipping someone does 6L damage with +2

Reach, but if used to strangle an opponent, the user must first roll an Armed Combat skill test with a +3 mod-ifier to the target number. If successful, the whip is around the opponent’s neck, and he takes 5M Stun dam-age at the end of every turn. Armor does not defend against this damage. If the attack misses because of the +3, the target takes normal damage.

Essence CostDamage Reach Availability Cost Street Index(.25) 6L/5M +2 12/7 days 4,000¥ 2

LimbLink (p. 34) 4P-CA(N)A cybergun linked to this system installed is turned into a smartgun, but this is not as good as a real

smartgun (only a –1 on the target number). If the arm already has a smartlink installed, this item is not needed. The limb link only provides smartgun circuitry for cyberguns, not for hand-held weapons.

Essence Cost Availability Cost Street Index(.15) 5/4 days 1,000¥ 1

Magnetic Feet/Hands (p. 34)Use the magnetic cyberlimb system from page 32 of Cybertechnology.

Gas Jet (p. 34) 3-CC(R)This gives the same effect as a toxin exhaler (p. 32, Shadowtech), but instead of a Quickness (4) test, an

Unarmed Combat (4) test is needed. Any type of gas can be used in this weapon, and it contains enough gas for 6 doses.

Essence Cost Availability Cost Street Index(.5) 8/6 days 3,000¥ 2.5

Flashbulb™ (p. 35) 4P-CB(Q)Successful use of this light requires a normal Unarmed Combat skill test. If the target does not generate

enough successes, he must make a Quickness (6) test in order to shield his eyes. Sunglasses reduce the tar-get number by 1, while characters with flare compensation or OptiShields® are never affected. Failure of this test means the target is blinded for 1D6 minutes (+8 to all target numbers, but of course no other visibility modifiers). Maximum range of the light is 6 meters.

Essence Cost Availability Cost Street Index(.3) 6/72 hrs 2,500¥ 2

Wet Drive (p. 35)Not available.

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CHROMEBOOK

Voice Pattern (p. 35) 2-CB(Q)This system can be used to deceive voice recognition systems (p. 87, Neo-Anarchists’ Guide to Real Life/p.

236, SR3), and also (gamemaster’s discretion) to fool other people. It is available in ratings 1 through 6.

RatingEssence Cost Availability Cost Street Index1 .25 3/36 hrs 35,000¥ 1.12 .3 4/48 hrs 50,000¥ 1.13 .35 5/60 hrs 65,000¥ 1.254 .45 6/72 hrs 85,000¥ 1.55 .6 8/6 days 110,000¥ 1.75

Forked Tongue (p. 35) LegalThe user gets a –1 modifier to target numbers of Social Skill and Charisma tests. This does not help magi-

cians in countering the Drain caused by summoning spirits or for astral abilities.

Body Cost Availability Cost Street Index.35 5/72 hrs 12,500¥ 2

Mace Hand (p. 36) 3-CC(R)A punch with a mace hand does (str+2)M Stun damage, and gives the user a +1 Reach. The user does

have a +2 modifier to all target numbers with that hand, except for making unarmed melee attacks. The mace hand will accept additional cyberware with an Essence cost up to .3 without additional Essence loss. Spurs or hand razors mounted on the mace hand also get the +1 Reach modifier.

Essence Cost Availability Cost Street Index(.5) 8/5 days 10,000¥ 3

Icer™ (p. 36) LegalHitting a target requires an Unarmed Combat Success Test. On a successful Called Shot to the head, the

target is blinded for 1D6 turns.

Essence Cost Damage Availability Cost Street Index(.4) 6M 4/24 hrs 2,000¥ 1.25

Cutting Torch (p. 36) LegalThis torch can penetrate barriers of most materials except brick, stone, or concrete. When using it to cut

through barriers, the barrier’s Rating is reduced by 1 every action the torch is used. It does 8S damage if used in combat. Use one-half Ballistic armor (round down) to defend against this attack. The torch has a Fire-setting Rating of 4 (see the fire rules in Tech Specs).

Essence Cost Availability Cost Street Index(.4) 6/48 hrs 3,500¥ 2

Derringer (p. 36) 7P-CB(Q) + E(E)No changes.

Type Conceal Ammo Mode Damage Weight Essence Availability Cost Street IndexLight Pistol 12 2 (m) SA 6L .5 (.2) 8/7 days 220¥ 2

Rebreathers (p. 36) LegalThe character can hold his or her breath for 90 seconds longer than normal, for a total of (Body × 30) +

90 seconds, and has a –1 modifier on stamina-based tests (see p. 76, Fields of Fire). However, the rebreath-ers also function as a rating 3 Tracheal Filter (p. 33, Shadowtech).

Body Cost Availability Cost Street Index.75 5/4 days 95,000¥ 1

Decentralized Heart (p. 37) LegalThe character may roll three additional dice when checking for Deadly Wounds and Permanent Damage

(p. 113, SRII/pp. 127-128, SR3).

Body Cost Availability Cost Street Index2 14/24 days 130,000¥ 4

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Pacesetter® Sport Heart (p. 37) LegalThe character may roll an additional die in all Athletics-based Success Tests, while his Body and Quickness

are increased by 1. This Quickness modifier only applies to how far the character may move in a turn, not to other things.

After four minutes, roll 1D6. If the roll is less than the character’s natural Body attribute, there is no effect. Roll again every four minutes, but add 1 to the die roll for every additional roll made. If the roll exceeds the character’s natural Body, natural Body is halved for the next four minutes.

Body Cost Availability Cost Street Index1.3 10/10 days 90,000¥ 3

Pacesetter 2000™ Overdrive Heart (p. 37) LegalAs the above Pacesetter Sport, but +2 Body and Quickness, and +2 dice for Athletics-based Success Tests.

Check every two minutes.

Body Cost Availability Cost Street Index1.6 14/10 days 98,500¥ 3.5

T-MAXX “Cyberliver” (p. 37) LegalThe character gets a number of extra dice, equal to the Cyberliver’s rating, when resisting toxins and for

making Addiction tests. The maximum rating is equal to the character’s natural Body.

Body Cost Availability Cost Street IndexT-MAXX .1 + (level × .1) 6/4 days level × 60,000¥ 1.1T-MAXX II .1 + (level × .15) 6/4 days level × 120,000¥ 1.1

TimesSquare Plus™ (p. 38) 6P-CA(N)This piece of cyberware is needed to be able to use visual recognition chips (see page 47 of this book) to

the full. It is linked to a cybereye, and can be incorporated in it.

Essence Cost Availability Cost Street Index.3 6/72 hrs 15,000¥ 1.5

Wearman Mark II (p. 38) LegalThis is a set of stereo implant speakers. Any normal audio player, whether disk or chip, can be modified

(for a 50¥ fee) to be compatible with this system, after which the speakers can be used to listen, privately, to the recording on the chip or disk.

Essence Cost Availability Cost Street Index— 2/12 hrs 200¥ .75

Tazer Grip (p. 38) 5-CB(Q)This gives the target a shock of 6S Stun, and uses the Shock Weapon rules (p. 103, SRII/p. 124, SR3).

Essence Cost Availability Cost Street Index(.25) 8/8 days 3,000¥ 2

E-Monitor (p. 38) LegalThis device rolls a number of dice equal to its rating, against a target number of 4 when in use.

Essence Cost Availability Cost Street Index.2 4/5 days level × 2,000¥ 1

Mag-Duct™ Spots (p. 38) LegalFunctions like a datajack with a data flow rate of 15 (p. 45, Shadowtech).

Essence Cost Availability Cost Street Index.2 2/6 hrs 2,200¥ 1

Gyro-Stabilizer (p. 38) LegalThis gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain

standing after taking damage (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3).

Essence Cost Availability Cost Street Index.1 5/48 hrs 10,000¥ 1.2

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CHROMEBOOK

Dodgeball™ (p. 39) 4-CB(Q)This device, which can be integrated in a cybereye, gives one extra die to roll for Armed and Unarmed

Combat skill tests, but only if the user has spent at least three Simple Actions to observe the movement of his intended target.

Essence Cost Availability Cost Street Index.3 6/72 hrs 14,500¥ 1.5

Video Cam/Transmitter (p. 39) LegalIn SRII, range is 1.5 kilometers. In SR3, it has a Flux rating of 2.

Essence Cost Availability Cost Street Index.8 6/48 hrs 33,000¥ 1

Video Imager (p. 39) LegalThe user can receive video images and project them onto his retina, or can store them in headware

memory. It also allows the user to project images stored in headware memory on his retina.

Essence Cost Availability Cost Street Index.25 4/48 hrs 3,500¥ 1.5

Frequency Changer (p. 39) LegalFunctions as a commlink of rating 6 (p. 76, Street Samurai Catalog/p. 298, SR3).

Essence Cost Availability Cost Street Index.25 4/48 hrs 30,000¥ 1.35

Cyberoptic Teargas Sprayer (p. 39) LegalMounted inside a cybereye. Hitting a target requires a Quickness (6) test (the target number drops to 4 if

the target is surprised). See the CS grenade (p. 25, Running Gear) for details on the tear gas. Only one shot is stored; range is 1 meter.

Essence Cost Availability Cost Street Index.2 6/24 hrs 2,000¥ 1

Lifesaver™ Skinweave (p. 39) 4P-BB(Q)With this item installed, a character with a Deadly wound does not take an extra box of damage every 10

minutes, but takes one every 15 minutes instead. Healing time is also reduced by 10%. However, each time the character takes a Deadly wound (and thus, each time the Lifesaver has to become active), the Lifesaver’s Damage Level goes up by one category (see page 6 of Shadowtech).

Body Cost Availability Cost Street Index2 12/10 days 45,000¥ 2

Anti-Plague Nanotech (p. 39) LegalThe user gets two extra dice to resist diseases and biological weapons (such as doom and gamma-an-

thrax, pp. 80-81 of Shadowtech).

Body Cost Availability Cost Street Index.4 6/7 days 17,500¥ 1.5

Gang Jazzler (p. 40) 2-CC(R)Delivers a 9D Stun electrical shock, using the Shock Weapons rules, p. 103 of SRII/p. 124, SR3. If the tar-

get rolls all ones on his Resistance Test, the damage is Physical instead of Stun.

Essence Cost Availability Cost Street Index.2 10/24 days 6,000¥ 1

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W E A P O N S

Militech Crusher SSG (p. 42) 5P-F(F)This weapon fire shotgun rounds but uses Light Pistol ranges. Increase the target number at Medium

range by +1, at Long range by +2, and at Extreme range by +4 (telescopic sights do not alter these modifi-ers). Damage at Short and Medium ranges is 6S, at other ranges it is 8M.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCShotgun 5 6 (c) SA 6S/8M 3 6/48 hrs 1,450¥ 1.5 —

Budgetarms Laser-Niner (p. 42) 5-G(G)This weapon has a built-in laser sight. The 35-round clip lowers concealability by 1. This weapon fires

caseless rounds (p. 77, Fields of Fire).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCLight Pistol 5 15/35 (c) SA/BF/FA 6L 1.5 4/36 hrs 675¥ 1.2 —

Malorian Arms Sliver Gun (p. 42) 3P-J(K)This pistol does not use ordinary ammunition. Instead, it requires batteries and a ceramic block. Batteries

last for 18 minutes, while the ceramic block must be replaced after 7 shots. A ceramic block costs 25¥, while a battery costs 7¥. The weapon makes no more noise than a normal pistol with silencer. It uses the Flechette rules, and Heavy Pistol ranges. The cybergun-version costs 1,550¥, costs .6 points of Essence, and has a Leg-ality rating of 3P-CC.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 4 7 (c) SA 6S(f) 2.5 6/72 hrs 1,375¥ 3 —

Colt Alpha-Omega (p. 43) 7P-E(E)Comes with a rating 1 gas vent installed on the barrel and an internal smartlink.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 4 10 (c) SA 9M 2.5 5/24 hrs 500¥ 1 1

Glock Thirty Machine Pistol (p. 43) 4-G(G)This Glock has many plastic parts, giving it a +1 on Concealability when being checked by a metal detect-

or. The 30-round clip decreases Concealability by 1. It has a rating 2 gas vent.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 6 20/30 (c) SA/BF 9M 2.5 6/36 hrs 705¥ 2 2

Setsuko-Arasaka “PMS” Advanced SMG (p. 44) 4-G(G)This weapon comes with an internal smartlink and sound suppressor. There is a model without the smart-

link, costing 950¥. Both fire caseless ammo (p. 77, Fields of Fire).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCSMG 4 40 (c) SA/BF 6M 3.5 4/72 hrs 1,150¥ 1 —

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CHROMEBOOK

Goncz-Taurus Pistol (p. 44) 6P-E(E) or 4-G(G)The 30-round clip reduces concealability by 1.

Standard version (Legality: 6P-E(E)):Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 6 15/30 (c) SA 9M 2 4/48 hrs 500¥ 1 —

Selective-fire version (Legality 4-G(G)):Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 6 15/30 (c) SA/FA 9M 2 8/72 hrs 700¥ 1.75 —

Malorian Arms Heavy Flechette Pistol (p. 45) 4P-E(E)This weapon comes with an internal smartlink as standard. The weapon uses two magazines: one 25-

round clip holding the bullets, and a 200-shot “fuel tank” holding the liquid propellant. It uses its own am-munition, and can not use any other weapon’s ammunition. Furthermore, the only ammunition this weapon can fire is equal to needle ammo (p. 30 of Neo-Anarchists’ Guide to Real Life). The liquid propellant costs 30¥ to fill the magazine (i.e. .15¥ per shot), while the needle ammo costs its normal price.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 5 see above SA 9M 2.5 9/48 hrs 1,595¥ 2 —

Militech M-31a1 Advanced Infantry Combat Weapon (p. 45) 1-G(G)This weapon has a built-in (i.e. non-removable) under-barrel Militech Mini-Grenade Launcher (see below),

in the 4-shot variety. The M-31a1 is a super machinegun (p. 81, Fields of Fire) firing SMG ammo, but using as-sault rifle ranges.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle 1 150 (c) SA/BF/FA 6M 6.5 20/28 days 1,695¥ 4.5 —

Militech Mini-Grenade Launcher (p. 46) 2-J(K)If fitted to another weapon, it lowers the concealability of that weapon by 2.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCGrenade Launcher3 4 (m) SA grenade 3.5 10/6 days 2,550¥ 3 —

Militech Mini-Grenade Launcher (p. 46) 1-J(K)The user can fire any grenade in the drum, although it costs a Simple Action to select the grenade type. A

smartlinked weapon can select ammo types as a Free Action. If fitted to another weapon, it reduces the Con-cealability of that weapon by 4.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCGrenade Launcher1 16 (c) SA grenade 5 24/12 days 4,750¥ 5 —

HEP (High-Explosive Cratering) grenade (p. 46) 2-I(J)One-half of the damage (round up) is Physical, while the other half (round down) is Stun. This grenade

only exists as a mini-grenade for grenade launchers.

Per grenade:Conceal Damage Power Level Weight Availability Cost Street Index

8 10S –1 per meter .1 9/5 days 60¥ 2.5

Fragmentation grenade (p. 46) 2-I(J)This grenade is similar to an Defensive AP Grenade. It only exists as a mini-grenade, for grenade launch-

ers.

Per grenade:Conceal Damage Power Level Weight Availability Cost Street Index

8 10D(f) –1 per .5 meter .1 8/4 days 50¥ 3

35

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Anti-Personnel Flechette (p. 46) 2-I(J)This is not really a grenade, but more a flechette round fired from a grenade launcher. It uses the flechette

ammo rules (p. 93, SRI/p. 116, SR3I), but does not suffer the normal minimum ranges for grenade launchers (p. 88, SRII/p. 110, SR3), nor does it scatter as a grenade would. It also uses the shotgun rules for the spread of the shot (see Shotguns, p. 95, SRII or p. 117, SR3, with a choke of 10). It is only available for grenade launchers.

Per grenade:Conceal Damage Power Level Weight Availability Cost Street Index

8 10D(f) — .1 9/14 days 100¥ 3.5

Beretta M-24 Advanced SMG (p. 46) 4-G(G)The non-smartlinked version costs 950¥.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCSMG 4 50 (c) BF/FA 7M 3.5 6/4 days 1,250¥ 1.25 —

EMP Grenade (p. 47) 1-I(J)Anyone within 4 meters of the explosion point must roll for cyber-system damage as if he or she has taken

a Deadly wound (see page 39, Shadowtech). Everyone within 10 meters must do the same, but only for a Serious wound. Only electronic cyberware systems can be damaged by this grenade: items such as dermal plating, bone lacing, and so on can not be damaged. Headware memory that is damaged loses all informa-tion stored in it.

Everyone within ten meters from the explosion have a +4 modifier due to orientation loss, on all target numbers for the next 3 turns, reduced by 1 turn for every two successes on a Body(6) test.

Note: the physics behind a grenade like this are somewhat dodgy, so if you prefer a game based as far as possible in realism, you might want leave it out of your campaign.

Per grenade:Conceal Damage Power Level Weight Availability Cost Street Index

6 special — .3 10/10 days 400¥ 4

DCR Rifle Grenade (p. 47) 2-I(J)The grenade uses the SMG ranges. The anti-tank grenade does not suffer from Damage Level reduction

against vehicles.

Per grenade:Conceal Damage Power Level Weight Availability Cost Street Index

Anti-Tank 4 16D –8 per meter .5 8/8 days 100¥ 2Concussion 4 12M Stun –1 per meter .5 8/8 days 50¥ 2Defensive 4 10S –1 per .5 meter .5 8/8 days 50¥ 2Offensive 4 10S –1 per meter .5 8/8 days 50¥ 2

22mm Muzzle Adaptor (p. 47) 4-J(K)This adapter is needed to fire the DCR Rifle Grenades listed above.

Mount Conceal Rating Weight Availability Cost Street IndexBarrel — — — 6/48 hrs 100¥ 3

FEN Dz 22 “Saucer Grenades” (p. 47) 2-I(J)These use the ranges for aerodynamic grenades (p. 96, SRII/p. 119, SR3).

Per grenade:Conceal Damage Power Level Weight Availability Cost Street Index

7 8S –1 per meter .25 6/10 days 65¥ 3

FEN Dz25 “Det Card” (p. 47) 1-I(J)No changes.

Conceal Rating Weight Availability Cost Street Index10 4 .02 8/5 days 120¥ 4

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Malorian Arms Sub-Flechette Gun (p. 48) 3-G(G)The 30-round clip reduces Concealability by 1. This weapon has a rating 3 improved gas vent, and fires

only caseless ammo (p. 77, Fields of Fire).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCSMG 3 10/30 (c) BF/FA 6M 4 4/24 hrs 795¥ 1 3

Multi-Flechette Ammo (p. 48) 4-L(M)Use Impact armor to resist this ammo, however it can only punch through a maximum armor rating of 3.

Roll 1D6 for the number of darts that hit for each bullet fired, and treat the shot as a burst of that number of rounds. The damage per dart is one-half (round down) the Power Level of the weapon that fires it, while the Damage Level is one less than that of the firing weapon (though not below L). As an example, this ammo fired from a 9M pistol would do 4L damage per dart.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 see above .5 5/48 hrs 100¥ 1

GPz-78 Mini-grenade (p. 48) 1-I(J)This small grenade is aerodynamic(p. 96, SRII/p. 119, SR3), and can not be fired from a grenade launcher.

Per grenade:Conceal Damage Power Level Weight Availability Cost Street Index

8 8M –1 per .5 meter .1 4/60 hrs 40¥ 1.5

Kendachi Dragon (p. 48) 1-J(K)It costs one Complex Action to ignite this weapon, and in this action it may not be fired. In any following

actions, it can be fired without problems. Turning it off costs a Simple Action. If the weapon is a smartgun controlled through a smartlink, it still costs a Complex Action to turn on, but only a Free Action to switch off.

The Dragon uses any flammable liquid as its ammunition. Based on the fuel, the Damage Code may be adjusted (gamemaster’s discretion). Impact Armor is used to defend against fire, but use only half its rating (round down). The ranges for this weapon are: Short NA; Medium 0-1; Long 2-3; Extreme 4. This weapon has a Firesetting Rating of 6 (see page 72, Tech Specs, for details).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCSpecial 3 4 (m) SS 10M 4.25 10/5 days 1,660¥ 4.5 —

Biotech-Askari Motion Restraints (p. 48) LegalThis grenade traps any character who is in the area of effect (one meter radius), as if entangled in a small

net fired from a net gun (p. 72, Street Samurai Catalog). It is an non-aerodynamic grenade.

Per grenade:Conceal Rating Weight Availability Cost Street Index

6 — .5 6/48 hrs 60¥ 2

Militech Military/Police Shotgun (p. 48) 5P-F(F)The first set of stats below are for the 12-gauge version, while the second set is for 10-gauge models. Both

use the same ammo.

10 gauge model:Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCShotgun 2 6 (m) SA 10S 4.5 4/60 hrs 800¥ 1 —

12 gauge model:Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCShotgun 2 8 (m) SA 8S 4.5 4/60 hrs 800¥ 1 —

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Stundart Pistol (p. 49) 5P-E(E)This weapon uses the Shock Weapons rules, p. 103 of SRII/p. 124, SR3, but does not use the normal taser

ammunition. Instead, it fires a round that works on the same principle but is of Heavy Pistol caliber. These rounds can not be fired from other Heavy Pistols. It can also use normal HP ammo, but if this is done, roll 1D6. On a roll of 1 to 5, the round misfires and causes 9M damage to the firer (armor is only half effective), which also destroys the pistol. When normal HP ammo is fired, the weapon has a base Damage Code of 9M, modified by the ammunition type. With its own shock ammo, it uses the listed Damage Code. The ammuni-tion is listed below.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 3 2 (b) SS 10S Stun 3.5 8/4 days 1,090¥ 2 —

Stundart Rounds (p. 49) As WeaponThese are only available for Heavy Pistols, and were developed for the Stundart Pistol (above). They can

be fired from normal pistols, but have a 1 to 5 in 1D6 chance of misfiring in such weapons, delivering a 10S Stun + shock attack against the firer (no armor can be used to resist this with). They only work properly in the Stundart Pistol. If fired from a normal pistol, it uses the damage code listed below, and uses the Shock Weapons rules on p. 103, SRII/p. 124, SR3. These rounds have an expiry date listed on the package, which is usually 2D6 months after purchase.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 10S Stun .75 6/72 hrs 80¥ 2

Rostovic Wrist Racate (p. 49) 1-J(K)This weapon uses its own, special ammunition. See below for details.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCShotgun 6 6 (m) SA/BF 9S 2.5 18/20 days 3,800¥ 3.5 —

Rostovic Wrist Racate Ammunition (p. 49) As WeaponThese are sold in packets of six, not ten. They can only be fired from the Rostovic Wrist Racate.

Per 6 rounds:Conceal Damage Power Level Weight Availability Cost Street Index

5 9S –3 per meter 1.25 14/20 days 200¥ 3.5

Techtronica Black-Zap Glove (p. 49) 4-B(B)This weapon uses Shock Weapons rules, p. 103 of SRII/p. 124, SR3. A character wearing this glove has a

Damage Code of (str+1)M Stun if the taser circuitry is not used, or 9S Stun if used as a taser. Cyberware which is built into the hand wearing the glove (like hand razors, spurs, smartlinks, etc.) cannot be used.

Conceal Reach Damage Weight Availability Cost Street Index4 0 9S Stun 1 6/48 hrs 1,200¥ 2.2

Darra-Polytechnic M-9 Assault Rifle (p. 50) 2-G(G)Equipped with a rating 1 telescope sight, this weapon fires caseless ammo (p. 77, Fields of Fire).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle 3 40 (c) SA/FA 8M 3.75 3/36 hrs 1,300¥ .9 —

Hollow-Point Ammunition (p. 50) As WeaponThese rounds increase the Damage Level by 1 (6M becomes 6S, and so on), but Ballistic armor gets +2 on

its rating to defend against these. If Ballistic is 0, it does not get the +2 bonus.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 +1 Damage .5 4/24 hrs 25¥ .8

Militech Mini-Gat Machine Carbine (p. 50) 1-J(K)This weapon uses Light Pistol ammo, but SMG ranges; ammo is caseless (p. 77, Fields of Fire). It has the

rate of fire of a minigun (p. 81, Fields of Fire).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCSMG 1 120 (c) BF/FA 6L 5.75 20/14 days 2,695¥ 5 —

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H&K G-6 Advanced Squad Automatic (p. 51) 2-H(H)This LMG comes equipped with an internal smartlink II (p. 57, Fields of Fire) and rating 2 thermographic

telescope sight. It fires caseless SMG ammo (p. 77, Fields of Fire) at super machinegun rates (p. 81, Fields of Fire).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCLight MG — 100 (c) FA 7M 7 14/21 days 2,050¥ 3.5 —

Militech-10 SMG (p. 51) 1-G(G)This SMG comes equipped with a Militech Mini-Grenade Launcher (p. 46, Chromebook) with 4-round in-

ternal magazine, sound suppressor and rating 1 telescope sight. Since this weapon is made mostly of plastic, its concealability is increased by 1 if checking for detection by metal detectors.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCSMG 2 30 (c) BF/FA 6M 7 5/72 hrs 3,455¥ 3 —

Federated Arms 454 DA “Super Chief” (p. 52) 5P-E(E)This weapon uses Heavy Pistol ammo, but Shotgun ranges. This weapon is equipped to fire Firepower™

ammo (p. 26, Running Gear), which is already figured into the Damage Code.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 3 5 (cy) SS 12M 3.5 5/36 hrs 1,375¥ 1.25 —

Malorian Arms 3516 (p. 52) 6P-E(E)This weapon requires that the arm with which the gun is fired is a cyberarm, and that the user has at least

Strength 4. A character without a cyberarm has a +4 modifier to his target number, while a character with a Strength lower than 4 gets a modifier of +([4 – Strength] × 2). All these are cumulative. The weapon comes equipped with an internal smartlink II (p. 57, Fields of Fire). It fires Firepower™ ammo (p. 26, Running Gear), which is already figured into the Damage Code.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy 4 6 (c) SS 12M 3 — 4,525¥ — —

APEX Mobile Point Defense System (p. 53) 2P-J(K)This device contains a “Smart” gun system (p. 89 of Neo-Anarchists’ Guide to Real Life/p. 236, SR3), has a

Firearms skill of 6, covers the full 360°, and has an Initiative of 15+2D6. It also includes an assault rifle (not removable), firing at minigun rates, and with 400 rounds of belted ammunition. The mounting provides 6 points of recoil compensation. The outside of the unit has a Barrier Rating of 6.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle — 400 (belt) FA 8M 20 11/21 days 25,000¥ 4 6

Federated Arms Light Assault 15 (p. 54) 2-G(G)This weapon has its concealability raised by +1 when being checked by metal detectors due to its plastic

construction. It comes with a rating 1 telescope sight; the version with internal smartlink costs 700¥. Both weapons fire caseless ammo (p. 77, Fields of Fire).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle 3 30 (c) BF/FA 8M 3.5 4/36 hrs 400¥ 1.25 —

Stein & Wasserman Model F “Cyborg Assault” Weapon System (p. 54) 1-G(G)It costs a Simple Action to select an ammo type, or a Free Action if the weapon is controlled through a

smartlink. Although it is an Assault Rifle, it uses Sporting Rifle ammo. The weapon is equipped with a 22 mm Muzzle Adaptor (p. 47, Chromebook).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle 4 8 (c) SS 8S 4 10/5 days 1,650¥ 2.5 —

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HEP (High-Explosive Cratering) (p. 54) As WeaponThis ammunition increases its Power Level by 1, as with regular explosive rounds, but one-half (round up)

of the damage is Physical, while the remaining half is Stun. As an example, a character who would take a Moderate wound from this ammo, takes two boxes of Physical and one box of Stun damage instead. Armor is only one-half effective (use Ballistic and round down). These rounds can misfire in the same way as explosive ammo (p. 93, SRII/p. 116, SR3).

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 +1 Power .75 5/36 hrs 60¥ 1.1

Armor-Piercing Incendiary (p. 54) 2-L(M)This ammunition uses the normal rules for APDS ammo (p. 63, Street Samurai Catalog, p. 277, SRII or p.

116, SR3), but also have a Firesetting rating of 2. If a burst is fired, add +1 to this rating per round fired (three rounds have a Firesetting rating of 5, etc.). See page 72, Tech Specs.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 see above .25 16/14 days 80¥ 4.5

Acid Shell (p. 54) As WeaponDefense against these rounds uses the Impact value of armor. These rounds do normal damage, but if the

Power Level of the attack (without any reductions due to armor) exceeds the total Ballistic plus Impact ra-tings of the target, both the Ballistic and Impact values are permanently reduced by –1. Against barriers, if the Power exceeds twice the Barrier Rating, the base Barrier Rating goes down by –1. These rounds can mis-fire in the same way as explosive ammo (p. 93, SRII/p. 116, SR3), but instead of damaging the firer, they wreck the weapon.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 as weapon .5 14/8 days 100¥ 4

Kendachi Mono-Two (p. 55) 5-BThis weapon is sold in sets of two: one long and one short sword. They cannot be bought separately.

Conceal Reach Damage Weight Availability* Cost* Street Index*Long sword 3 1 (str+3)M 1 5/48 hrs 1,650¥** 2.1Short sword 5 0 (str+1)M .75* per set of one long sword and one short sword** 1700¥ for weapons with colored laser

Kendachi M-33 Powersword (p. 55) 3-BThis sword breaks if all ones are rolled on any Armed Combat Success Test when using this weapon. Im-

pact armor is used to defend against this sword, but is only one-half effective (round down).

Conceal Reach Damage Weight Availability Cost Street Index4 1 (str+1)S 3 8/14 days 1,860¥ 3

F A S H I O N

Psiberstuff Cyberarm (p. 57) LegalNo changes. Also see Limbs on p. 249, SRII or Cyberlimbs on p. 301, SR3

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Essence Cost Availability Cost Street Index1 6/72 hrs 170,000¥ 1

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Nu-Tek Wearman Series (p. 58) LegalNo changes.

Conceal Ballistic Impact Weight Availability Cost Street IndexJacket — 0 0 1 3/48 hrs 300¥ .9Skirt — 0 0 .75 3/48 hrs 200¥ .9

Uniware (p. 59) LegalA weapon concealed under an Armored Trenchcoat has its Concealability increased by +2.

Conceal Ballistic Impact Weight Availability Cost Street IndexVest — 0 0 .5 8/4 days 50¥ 1.2Pants — 0 0 1 8/4 days 70¥ 1.2Boots — 0 0 1 4/4 days 60¥ 1.2Skirt — 0 0 .75 8/4 days 70¥ 1.2Blouse/Shirt — 0 0 .75 8/4 days 40¥ 1.2Dress — 0 0 1.5 6/4 days 100¥ 1.2Torso Armor 8 2 2 2 10/4 days 300¥ 1.3Legpads 8 2 2 1.5 9/4 days 300¥ 1.3Utility Belt — 0 0 .5 5/4 days 30¥ 1.1Jumpsuit — 0 0 1.5 8/4 days 150¥ 1.2Armored Jacket 7 3 2 1.5 10/4 days 800¥ 1.3Armored Trenchcoat 7 4 3 2 10/4 days 900¥ 1.3

Image Fashionware (p. 60) LegalNo changes.

Availability Cost Street IndexTrademarks & Logos 4/24 hrs 100¥ 1Stars & Shapes 2/24 hrs 50¥ 1Heat-sensitive Color Changers 3/24 hrs 120¥ 1

ICON America (p. 61) LegalA weapon held in the Gun Belt counts as being held in a holster for quickdrawing it (p. 82, SRII). A weapon

concealed under the Long Duster has its concealability increased by 50%, if its concealability is 4 or greater.

Conceal Ballistic Impact Weight Availability Cost Street IndexBomber Jacket — 0 2 1.5 always 900¥ .9Tunic — 0 1 1 always 660¥ .8Pants — 0 0 1 always 750¥ .8Miniskirt — 0 0 .5 always 300¥ .8Long Skirt — 0 0 1 always 600¥ .8Gun Belt — 0 0 .25 3/24 hrs 180¥ .9“Gunfighter” Hat — 0 0 .5 always 300¥ .8Long Duster — 0 1 1.5 always 1,500¥ .8Boots — 0 0 1 always 450¥ .8Half Boots — 0 0 .75 always 300¥ .8

Gibson Battlegear (p. 62) LegalThe armor ratings of these items are added together when more than one is worn; for example, wearing a

T-shirt and denim jacket gives armor 3/1.

Conceal Ballistic Impact Weight Availability Cost Street IndexAcid-washed Jeans10 2 1 1 4/48 hrs 300¥ 1T-Shirt 10 1 0 .5 4/48 hrs 100¥ 1Denim Jacket 9 2 1 1 4/48 hrs 1,500¥ 1

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CHROMEBOOK

Takanaka ¬Exec¬ Line (p. 63) LegalA weapon concealed under the Top Coat, Full Armored Topcoat, Cape, or Opera Cloak adds +2 to its Con-

cealability.

Conceal Ballistic Impact Weight Availability Cost Street IndexJacket — 0 0 1 6/72 hrs 800¥ .9Vest — 0 0 .75 6/72 hrs 500¥ .9Pants — 0 0 1 6/72 hrs 700¥ .9Top Coat — 0 0 1.5 6/72 hrs 1,000¥ .9Full Armored Topcoat10 4 1 2.5 8/72 hrs 2,000¥ .9Matching Briefcase — 0 0 1.5 5/72 hrs 600¥ .8Monogram Shirt — 0 0 .75 7/72 hrs 200¥ 1.1Tie — 0 0 — 6/72 hrs 100¥ .9Cravat — 0 0 .5 6/72 hrs 100¥ .9Scarf — 0 0 .25 6/72 hrs 75¥ .9Cologne — — — — 6/72 hrs 150¥ .9Sword Case — — — .5 8/72 hrs 300¥ 1Cape — 0 0 1.5 6/72 hrs 900¥ .9Opera Cloak 10 3 1 2.5 8/72 hrs 1,200¥ .9

Eji of Japan (p. 64) LegalA weapon concealed under the armored cloak has its concealability increased by +2.

Conceal Ballistic Impact Weight Availability Cost Street IndexDesigner’s Jeans — 0 0 1 always 50¥ .75Lamb’s Wool Sweater— 0 0 1 always 60¥ .75Armored Cloak 14 2 1 1.5 always 500¥ .75

S E R V I C E S

Change all eurodollar (eb) prices to nuyen on a 1:1 ratio.

C H I P W E A R

All these chips must be plugged into a chipjack or softlink. Use the normal rules for skillsofts (p. 48, Shad-owtech or pp. 295-296, SR3). The “Memory” rating is how much memory the data on the chip requires when uploaded into headware memory.

SECURITY & OPERATIVE CHIPS

M.O. Chips (p. 73) 1-CC(R)These allow the character to ask the gamemaster one yes/no question for every two successes rolled on

an Intelligence (8) test, about the criminal or his actions. The character must make a Willpower (5) test when he first uses the chip. If he fails, his personality will shift to that of the criminal. The character will remain this way until the chip is removed (which he will not want to happen); if the character receives regular therapy, a

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Willpower (6) test may be made once per week. If successful, the character regains his personality.

Type Rating Memory Availability Cost Street IndexKnow — 300 Mp 10/14 days 12,000¥ 10

Courier Chips (p. 73)Not available.

Security Chip (p. 73) LegalA Computer (B/R) test with a target number of 12 allows a character to retrieve the data from an erased

Type I chip. The stats below are added to the normal ones of the chip in question.

Type Rating Memory Availability Cost Street Index— — — +1/×1.5 Type I: 50¥ +.25

Type II: 75¥

Digi-Tone ID (p. 73) 5-CB(Q)A character with cyberears can, after plugging in this chip, recognize a digital tone phone signal. The sig-

nal can be displayed on a cybereye (if the user is equipped with a display link), or are relayed to the brain dir-ectly (if the user is equipped with an Encephalon, Softlink, Chipjack, or I/O SPU). A successful roll, pitting the rating of the chip against a target number as for a Perception Test, is needed to recognize the number dialed.

Type Rating Memory Availability Cost Street IndexKnow 1-6 rating × 2 Mp rating/4 daysrating x 70¥ 1

Special Operative Chip (p. 73) LegalThis chip gives the user the following skills: Language of selected country 4, Geography 4, and your choice

of Survival 4, or Police Practices 4, or Etiquette (Selected Country) 4, or Military Organisation 4. In order to use the Survival and Etiquette skills, skillwires are needed; for the other skills, a datasoft link (knowsoft link in SR3) is required.

SRII STATSType Rating Memory Availability Cost Street Index

special 4 500 Mp 8/6 days 60,000¥ 2

SR3 STATSType Rating Memory Availability Cost Street Index

special 4 144 Mp 8/6 days 14,400¥ 2

Poser Impersonation Chip (p. 73) 3-CB(Q)This chip gives the following skills: Behavior (Specialization: Subject Person) 6 and Acting 4. For an extra

price, the chip also has the skill Habits (Specialization: Subject Person) 6. This chip requires skillwires to use the Acting skill, and a datasoft link (knowsoft link in SR3) for the other skills.

SRII STATSWithout Habits skill:

Type Rating Memory Availability Cost Street IndexActive see above 320 Mp 20/20 days 30,000¥ 1

With Habits skill:Type Rating Memory Availability Cost Street IndexActive see above 440 Mp 24/20 days 40,000¥ 1

SR3 STATSWithout Habits skill:

Type Rating Memory Availability Cost Street IndexActive see above 80 Mp 20/20 days 9,600¥ 1

With Habits skill:Type Rating Memory Availability Cost Street IndexActive see above 112 Mp 24/20 days 14,400¥ 1

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STORAGE, ENTERTAINMENT AND INFORMATION CHIPS

PhotoMemory RAM Chip (p. 74) LegalThis chip gives the user a –2 modifier on the target number to remember specific things, as long as they

have been recorded in the chip. See the mnemonic enhancer, p. 25 of Shadowtech for more information.Starting or stopping the recording device in the chip is a Free Action. No additional hardware is required,

since the chipjack or softlink can handle the I/O-functions required. This datasoft can only be accessed through a datajack if the user has an I/O processor or encephalon installed.

Type Rating Memory Availability Cost Street IndexData “–2” — 6/72 hrs 16,000¥ 1.25

Memory Compression (p. 74) as chipData compression on the chips themselves, in much the same way as using a data management SPU.

Data on such a chip takes up 25% less space than normal (100 Mp of data only takes up 75 Mp on a data compression chip, for instance), but system load delay (page 44, Shadowtech) is increased by +1. These chips cannot be combined with any other form of data compression.

Type Rating Memory Availability Cost Street Indexany — –25% +2/×2 +3,000¥ +.5

Programmable Chipware (p. 74)Not available.

Mind Games® (p. 74) LegalNo changes.

Type Rating Memory Availability Cost Street IndexKnow — game-dependent always 500¥ to 1,000¥ .6

Business Trip Chip (p. 74) LegalThis chip gives the following skills: Language of selected country 4, Etiquette (Selected Country) 4, and a

choice of Wardrobe/Style 4 or Business Law 4, as applicable to the inhabitants of the country. This chip re-quires skillwires to use the Etiquette skill, and a datasoft link (knowsoft link in SR3) for the other skills.

SRII STATSType Rating Memory Availability Cost Street Index

special 4 424 Mp 6/4 days 42,500¥ 1

SR3 STATSType Rating Memory Availability Cost Street Index

special 4 128 Mp 6/4 days 12,000¥ 1

Tourism Chip (p. 74) LegalThis chip gives the following skills: Language of selected country 4, Etiquette (Selected Country) 4 and

General Knowledge (Selected Country) 4. This chip requires skillwires to use the Etiquette skill, and a datasoft link (knowsoft link in SR3) for the other skills.

SRII STATSType Rating Memory Availability Cost Street Index

special 4 344 Mp 6/4 days 42,500¥ 1

SR3 STATSType Rating Memory Availability Cost Street Index

special 4 128 Mp 6/4 days 12,000¥ 1

Space Chip (p. 74)Not available.

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Mister Lover Chip (p. 74) Legal

SRII STATSIncreases Charisma and Social Skills by its rating, but only when attempting to seduce another person.

Type Rating Memory Availability Cost Street IndexActive 1-3 rating × 5 mp 5/48 hrs rating × 100¥ .9

SR3 STATSWorks as a complimentary skill (p. 97, SR3) to Charisma and Social Skills tests, but only when attempting

to seduce another person.Type Rating Memory Availability Cost Street IndexActive 1-6 rating × rating 5/48 hrs Mp × 100¥ .9

× 2 Mp

B IOFEEDBACK CHIPS

Stress Chip (p. 75) LegalThis chip gives +1 Willpower to resist stress or stressful situations only.

Type Rating Memory Availability Cost Street Indexspecial — 20 Mp 4/36 hrs 3,500¥ 1

Adrenalin/Endorphin Surge (p. 75) 4-CAWound penalties are reduced by the rating of the chip; this means that the total modifiers to target num-

bers and Initiative due to wounds are reduced by the rating. For example, a character with a Moderate wound and Serious Stun damage normally has a +5 on his target numbers and –5 Initiative. With a rating 3 chip, this would become +2 on target numbers and –2 on Initiative. The chip can not make negative modifiers positive, or positive modifiers negative: the above wounds, with a rating 6 chip, would become +0 and –0, not –1 and +1, respectively.

Once every 8 hours, the user can stimulate adrenaline production, giving the bonuses of a level 1 adrenal pump (p. 19, Shadowtech). The character must roll a Resistance Test against fatigue, in exactly the same way as with a level 1 Adrenal Pump. The user must roll a Willpower (4) test (plus injury modifiers) to activate the adrenaline production. If the character has a working adrenal pump already, this extra adrenaline surge has no effects, but the character must still resist the fatigue of the extra adrenaline. This also goes the other way around.

Type Rating Memory Availability Cost Street Indexspecial 1-6 rating × 150 Mp (rating+5)/72 hrsrating x 12,500¥ 2

Increased Neural Feedback Option (p. 75) as normal chipThis is basically a one-time skill chip. It can be of any type, but the chip burns out after 4D6 minutes of

use. It has the bonus of reducing softlink system load delay (p. 46, Shadowtech) by half (round up).

Type Rating Memory Availability Cost Street Indexany 1-10 as normal as normal half normal 1.1

Ambidexterity Chip (p. 75) LegalA chip that holds the Special Skill of Ambidexterity at its rating; see page 81, Fields of Fire. Calculate the

memory and price per the normal rules for skill chips (p. 248, SRII/p. 296, SR3).

Type Rating Memory Availability Cost Street IndexActive 1-5 as normal as normal as normal 1.25

Deathtrance (p. 75) LegalLife functions can be detected on a Biotech (6) test.

Type Rating Memory Availability Cost Street IndexActive 1 50 20/10 days 5,000¥ .9

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Redundancy Loop (p. 75) as normal chipAt a crucial moment, both the player and the gamemaster make a skill test against the same target num-

ber. The roll which yields the least successes is used.

Type Rating Memory Availability Cost Street Indexany 1-10 as normal as normal 75% of normal .9

“Fish N’ Chips” (p. 75) LegalNo changes.

Type Rating Memory Availability Cost Street Indexspecial — 20 Mp 4/4 days 1,000¥ 1

VISUAL RECOGNITION CHIPS

In order to use one of these chips, the character makes an Intelligence test, adding the chip’s rating to the character’s Intelligence. (In SR3: the chip is used as a complementary skill, as explained on page 97, SR3.) The target number is determined according to the following table (this is only a guideline. Gamemasters may alter target numbers as appropriate).

Task difficulty Target numberEasy 2 or 3Average 4 or 5Difficult 6 to 8Very Difficult 9 or higher

To make full use of these chips, TimeSquare Plus cyberware (p. 38, Chromebook) is needed. If this is not present, the chip functions at one-half its normal rating (round down), and add +4 to the target number.

Techie Chip (p. 76) LegalNo changes.

Type Rating Memory Availability Cost Street IndexKnow 1-10 as normal 6/4 days as normal 1.5

Corporate Officer Chip (p. 76) LegalNo changes.

Type Rating Memory Availability Cost Street IndexKnow 1-10 as normal 10/4 days as normal 1.5

Police (p. 76) 4-CB(Q)No changes.

Type Rating Memory Availability Cost Street IndexKnow 1-10 as normal 10/4 days as normal 2.5

Military (p. 76) 4-CC(R)No changes.

Type Rating Memory Availability Cost Street IndexKnow 1-10 as normal 12/6 days twice normal 2.5

Rocker (p. 76) LegalNo changes.

Type Rating Memory Availability Cost Street IndexKnow 1-10 as normal 5/4 days as normal 1.5

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Secretarial (p. 76) LegalNo changes.

Type Rating Memory Availability Cost Street IndexKnow 1-10 as normal 8/4 days as normal 1.5

H O U S I N G

Araska Sleep Facility (p. 78/79)These are coffin hotels (see Cheap Hotel, p. 25 of Sprawl Sites, and Seattle On 30¥ A Night, pp. 49-53,

Neo-Anarchists’ Guide to Real Life). Each cubicle’s walls are Barrier Rating 8, while the doors are Barrier Rat-ing 6. The normal lock is a simple sliding pin, while the heavy-duty lock is a rating 3 cardreader Maglock, re-quiring the credstick of the person renting the cubicle, instead of a normal keycard. The prices are as follows:

Cubicle rent: 40¥ per night.Electrical outlet: 10¥ per hour of useIn-cubicle trideo: 50¥ deposit and 5¥ feeIn-cubicle radio: 25¥ deposit and 2.5¥ feePrivate telephone (voice-only): 10¥ fee + .75¥ per minuteHeavy-duty lock: 100¥ deposit and 10¥ feePrivacy option: 1,000¥ deposit and 100¥ fee

Getting at the trideo or radio requires an Electronics skill test, with a target number of 8 (= the Barrier Rating of the cubicle). The casing has a rating 1 Anti-tamper system. See Keypads, p. 86 of Neo-Anarchists’ Guide to Real Life or p. 235, SR3. To find equipment such as a gun or similar piece of hardware, make an Etiquette (Street) skill test with a target number of 5, If successful, make the usual Availability test. If not suc-cessful, nobody is present to sell guns to the character. Finding someone to do a crime has a target number between 3 and 8 (or higher), depending on the severity of the crime. Finding a street doc has a target num-ber of 10.

Security Services, Inc. Professional Apartments (p. 80-82)Rent: 2,500¥ per apartment per monthExtra furniture: 20¥ to 50¥ fee per piece of furnitureUpgraded food service: 100¥ per week or 20¥ per mealExtra pressure and/or IR-sensors: 2,000¥Use of the heavy safe: 100¥ per 10 pages of documents

The phone lines are tapped by a rating 4 dataline tap (p. 258, SRII/p. 292, SR3). The security consists of the following: the ultrasonic sensor is a rating 6 vibration detector (p. 87, Neo-Anarchists’ Guide to Real Life); the IR-beams are IR lasers (p. 17, Neo-Anarchists’ Guide to Real Life; also see that page for the pressure de-tectors built into the doors and windows).

The safe in the apartment is Barrier Rating 12, while the safe in the guard’s room is Barrier Rating 18.

Harris & Company Masterpiece (p. 83-85)Buying an apartment: at least 800,000¥Retinal and Print scanners: see p. 258, SRII, pp. 86-87, Neo-Anarchists’ Guide to Real Life or p. 235,

SR3The apartment’s walls are Barrier Rating 24, the windows are Barrier Rating 14, while the armored shut-

ters are also of Barrier Rating 24. Inside the building are vibration detectors and IR lasers. The electrical de-fense system rolls 6 dice against a target number based on the Taser range table (p. 88, SRII/p. 111, SR3), plus any normal modifiers for ranged combat. It delivers damage within the following limits: 1L to 10S. Within these limits, any Power Level between 1 and 10, and any Damage Code between L and S can be chosen. The

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CHROMEBOOK

exact damage is set by the owner, and can be changed at any time. Damage is always Stun, and uses the Shock Weapon rules (p. 103, SRII/p. 124, SR3).

The computer system (with its own LTG#) usually consists of a CPU with a number of SPUs attached to it, and various Datastores, Slave Nodes and I/O-Ports also included. There usually is a SAN, although some sys-tems are not connected to the Matrix. Whatever the computer, the following IC will almost always be in-stalled: Access, Barrier, Scramble, Killer, Trace and Report, and/or Blaster. Some owners also install Black IC. In Virtual Realities 2.0/SR3 terms, the computer is at least a medium-security orange host, rolled up ran-domly using the rules and tables on pages 62 through 65 in Virtual Realities 2.0.

Silverhand Studios (p. 86-88)Rent is 600¥ per month.

Each year an artist spends in such a community gives the character a one-point reduction in the Karma cost to increase any one artistic skill.

New American Motor’s Drifter (p. 88/89)The modular repair system gives the user a –1 target number for Technical Skills when repairing the Drift-

er.

SRII STATSHandling Speed B/A Sig Apilot Cost

Drifter 4/8 35/105 3/1 2 2 90,000¥Seating: Twin bucket seats + bench Access: 2 + 1 standardEconomy: 5 km per liter + 1 PF per km Fuel: MultiF/230 liters + 320 PFCargo/Storage: 10 CF in assorted lockers

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 70 2 4 1 3Autonav Pilot Sensor Cargo Load

2 — 0 10 120Seating: 2 bucket seats + bench Setup/Breakdown: NAEntry Points: 2 doors + 1 door Landing/Takeoff: NAFuel: Methane (1,000 bars) + Electric (320 PF) Economy: 1.15 km/bar (Methane), 1 km/PF (Electric)Point Value: 1,668 Cost: 167,000¥Template: Van Reference: Chromebook 1Other Features: Concealed armor, living amenities (basic, 3 people)

S O F T W A R E

Wolf (p. 91)

SRII STATSThis gray IC is usually disguised as white IC, un-

til it attacks. To identify it as Wolf, the decker must successfully execute an Analyze utility against the IC. If the utility succeeds, the IC is detected as ac-tually being Wolf, and Wolf gets no bonuses. If the utility fails, Wolf gets an extra 1D6 for Initiative and –1 to all its target numbers during the first turn it attacks. In all next turns, it has normal Initi-ative and target numbers. It fights like Killer, but

has Moderate staging (p. 20, Virtual Realities).Wolf is mobile.

Target: BodLoad Rating: Rating + 1

SR3 STATSNot available (treat it as Killer).

Guard-Dog (p. 91)

SRII STATSThis white IC is most often encountered in I/O

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ports and SANs. If it detects someone using that node, it reports that to the system. It is then up to the system operator to decide whether or not the system is being threatened. To see if Guard-Dog detects a decker, it must roll an opposed test, between its rating and the decker’s Masking rat-ing. If the test yields at least one success, the decker has been detected, and his presence is re-ported to the system operator. The IC then stops interrogating the decker. If the initial test fails, the IC may attempt again on its next action, but with a +2 to its target number for each new attempt.

Guard-Dog is normally not visible, except as a flicker at the horizon or edge of the node. If detec-ted (by Analyze or similar software), it appears near the decker.

Guard-Dog is not mobile.Target: MaskingLoad Rating: 1/3 Rating (round down)

SR3 STATSOnce activated, this white IC makes a test

against the decker’s Detection Factor every time the decker makes a System Test. If the Guard Dog Test is successful, the system operator is warned that a decker may be active in the system. The sysop can then decide to take action or not. Note that Guard Dog does not directly trigger either a passive or active alert.

Bulldog and Smarteye (p. 91)Not available.

Termite (p. 91)

SRII STATSTermite is considered a Combat Utility, and is

used to break through Barrier IC. It is only effective against Barrier, and can not be used to attack oth-er IC. It attacks the Barrier in the same way as Killer.Size: (Rating2) Mp

SR3 STATSTermite is an Operational Utility, and can be

used to lower the target number for Access Tests in Logon-type system operations only. However, it cannot work together with other programs that normally do this job (like Deception).Multiplier: 1System Operations: Logon to Host, Logon to LTG, Logon to RTG

Psychodrome (p. 91/92)

SRII STATSThis Black IC always causes Stun damage. If the

decker manages to jack out, the IC rolls a test us-ing its rating against a target number equal to the decker’s Willpower. This test is unresisted. The decker is unconscious for a number of hours equal to the number of successes generated.

If the decker has jacked out, he must make a Willpower test with a target number equal to the rating of the Psychodrome IC that knocked him

out, once per day. If he fails, he can not jack in to the Matrix that day. If he achieves at least three successes, he need not roll again until he is knocked out of the Matrix again by another Psy-chodrome.

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CHROMEBOOK

SR3 STATSA form of non-lethal black IC that attacks just

like any other of its kind, doing Stun damage. If it causes Deadly damage to its target, the target re-main unconscious for (IC Rating) hours, minus one hour per success on a Willpower (IC Rating) test. A decker who has been dumped from the Matrix in this way must roll a Willpower (IC Rating) test each day, if he fails he cannot make himself jack into the Matrix that day. Once a roll is made, he can enter the Matrix normally, until the next time he gets hit in a similar manner.

Vampyre II and Bunnies (p. 92)Not available.

Fatal Attractor (p. 92)

SRII STATSThis gray IC appears as the persona of another

decker, and is very friendly to its target. It accom-panies its target for 1D6+1 turns, but then attacks like Blaster, with Serious staging (p. 20, Virtual Realities).

Fatal Attractor is mobile.Target: EvasionLoad Rating: 2 × Rating

SR3 STATSWhen activated, this gray IC looks like another

persona for 1D6+1 turns, after which it attacks like Blaster. Detecting that it is IC requires a successful Analyze IC or Analyze Persona system operation.

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Chromebook 2

C Y B E R W A R E

Note: For various systems, the Essence costs is in parentheses. The Essence loss only apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence cost is 0.

Dynalar Technologies “Digits” Cyberfingers (p. 4)These cannot be installed in an organic hand.

a) Quick Change Mount 5P-CC(R)Can only be installed in a cyberhand or cyberarm. Cost of modifying a cyberfinger is 20¥.

b) Vidcam LegalFunctions as a cyberoptic (p. 89, Shadowbeat), but reduce the Impact of all Pix Tests (pp. 40-41, Shadow-

beat) by –4 due to the unstable mounting in the finger. The finger can be fitted with one of the following: Thermographic 200¥, Magnification (10×) 225¥, Low-light 100¥. Images are stored in headware memory, or in external memory through a Datajack.

c) Self-propelled Grenade 2-CC(R)Use the following ranges: Short 0-1, Medium 2-3, Long 4-5, Extreme 6-7. The explosion (on impact) does

6M damage, Power Level Reduction –3 per meter. The grenades cost 25¥ each, Availability 6/72 hrs, Street In-dex 2.5.

d) Air Hypo LegalThis can be used to inject poisons, but hitting an unwilling target requires an Unarmed Combat skill test.

Replacement air containers are 3¥ each, Availability 3/12 hrs, Street Index 1.

e) Tracking Device 4-E1(U)The tracking devices are rating 2 (see p. 258, SRII/p. 292, SR3), price 100¥, Availability 4/5 days, Street In-

dex 2.25, and can be tracked on any Signal Locator. The finger uses the following ranges to shoot the track-ing devices: Short NA, Medium 0-1, Long 2, Extreme 3.

f) Lighter LegalHas a Firesetting Rating of 2 (see Tech Specs, page 72). Extra fuel is 1¥ per refill.

Essence Cost Availability Cost Street IndexQuick Change Mount — 2/12 hrs 150¥ 1Vidcam .15 5/10 days 8,000¥ 1.5Self-Propelled Grenade .15 12/8 days 2,000¥ 3.5Air Hypo .15 3/24 hrs 600¥ 1.25Tracking Device .15 9/7 days 1,500¥ 2.5

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CHROMEBOOK 2Lighter .15 2/12 hrs 250¥ .9

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Kiroshi OptiShield Options (p. 5) LegalThese options can only be built into the Kiroshi OptiShield (p. 31, Chromebook). They cannot be fitted into

a cybereye. The Essence Cost is subtracted from the .3 points of Essence that the OptiShields can accom-modate. Once .3 points are filled, no more options can be installed.

Essence Cost Availability Cost Street IndexTimesSquare .05 5/36 hrs 3,000¥ 1TimesSquare Plus .15 8/72 hrs 15,000¥ 1.5Magnification (1) .1 6/48 hrs 2,500¥ 1Magnification (2) .1 6/48 hrs 4,000¥ 1Magnification (3) .1 8/48 hrs 6,000¥ 1Low-light .1 6/36 hrs 3,000¥ 1.25Infrared* .1 6/36 hrs 3,000¥ 1.25Time/Day Display .05 4/24 hrs 1,000¥ .9* functions as thermographic (p. 260, SRII/p. 300, SR3)

Winch (p. 5) LegalThe winch can lift a number of kilograms up to 50 times the character’s Strength. If the character lifts

more than 25 times his or her Body in kilograms, he or she takes 6M damage (resisted using natural Body) and loses 1 point off his or her natural Body rating for 1D6 days.

Essence Cost Availability Cost Street Index— 4/60 hrs 5,000¥ 1.1

Cytech Custom Cyberhands (p. 5) LegalDouble-jointedness gives a –1 modifier to the target number when trying to escape from bindings.

Essence Cost Availability Cost Street Index— 5/4 days 9,000¥ 1

Anchoring Cyberfeet (p. 5) LegalThe spikes can penetrate Barrier Rating 4 or less. Replacement spikes cost 1,200¥.

Essence Cost Availability Cost Street Index— 3/4 days 4,000¥ 2

Quickdraw Armholster (p. 6) As WeaponQuick-drawing a weapon from this holster is a Free Action. Only pistols and knives can be held in the hol-

ster.

Essence Cost Availability Cost Street Index— 6/72 hrs 400¥ 1.3

Kill Display (p. 6) LegalNo changes.

Essence Cost Availability Cost Street Index.3 5/60 hrs 1,000¥ .9

Cyphire Tri-Dart Launcher (p. 6) 3P-CC(R)Fires three darts of the same type as the dartgun cyberfinger (p. 32, Chromebook), out to the same

ranges.

Essence Cost Availability Cost Street Index.5 10/60 hrs 3,000¥ 3

Wetdrive Access Link (p. 6)Not available.

Color Gland Control (p. 6) LegalWill not fool retina scanners, and cannot be used with cybereyes.

Essence Cost Availability Cost Street Index.02 4/36 hrs 2,500¥ 1

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CHROMEBOOK 2

Gradiated Subdermal Armor (Torso) (p. 7) variesThis functions the same as dermal plating (p. 261, SRII/p. 302, SR3), but also providing Ballistic and Im-

pact armor (this armor is cumulative with any worn armor). Levels 8 and 9 reduce the user’s Reaction by 1. To avoid this loss, subdermal armor made from high-tech orbital materials can be used; this costs 8 times as much as the normal variant.

Level Concealability Essence Body Ballistic Impact Availability Cost Street Index Legality1 12 .1 +0 0 1 3/10 days 3,500¥ .9 9P-CA2 11 .3 +0 1 1 3/10 days 5,000¥ 1 8P-CA3 10 .5 +1 1 1 4/12 days 6,500¥ 1 6P-CA4 9 .8 +1 1 2 4/12 days 8,000¥ 1.1 6P-CA5 8 1 +2 1 2 4/12 days 10,000¥ 1.1 5P-CA6 6 1.2 +2 2 2 5/12 days 11,000¥ 1.2 4P-CA7 5 1.4 +2 2 3 5/12 days 12,000¥ 1.3 3P-CA8 4 1.6 +3 2 3 6/12 days 14,500¥ 1.4 3-CA9 3 1.9 +3 3 3 8/12 days 17,500¥ 1.5 2-CA

Subdermal Armor (Skull) (p. 7)Not available.

Subdermal Viewscreen (p. 8) LegalThis system works as a data unit (p. 259, SRII/p. 287, SR3), but does not have its own memory. Instead, it

can display the contents of the user’s headware memory or that of chips plugged into the user’s datajack, chipjack, or softlink.

Essence Cost Availability Cost Street Index.25 3/24 hrs 500¥ 1

Zetatech BodyComp (p. 8) LegalHardened systems are not available. Installing this unit into a cyberlimb uses the limb’s storage space, but

reduces Essence cost to .05 (there’s still some cabling needed to connect it to the rest of the user’s systems). The multi-processor option is not available, but for 1,250¥ extra the BodyComp can be linked to the user’s headware memory.

Essence Cost Availability Cost Street Index.8 3/24 hrs 9,000¥ 2

Nanooptical Upgrade (p. 8) LegalGives the user the equivalent of cybernetic low-light vision. Cannot be installed in a cybereye.

Body Cost Availability Cost Street Index.2 6/48 hrs 7,500¥ 1.25

Retractable Vampires (p. 9) LegalBiting an opponent requires an Unarmed Combat attack.

Damage Essence Cost Availability Cost Street IndexRetractable Vampires(str–1)L .2 5/48 hrs 500¥ 1Sharkgrin (str÷2)L .1 5/48 hrs 500¥ 1Extended Canines (str)L .1 5/48 hrs 1,000¥ 1Sharkgrin Special (str+1)L .2 5/48 hrs 1,400¥ 1

Total Body Plating (p. 9) 4P-CA(N)Adds 3 to the user’s Body Attribute Rating, and also provides the entire body with armor Ballistic 3 and Im-

pact 3, though this armor is not cumulative with worn armor (except when layering armor, as per page 94 of the Neo-Anarchists’ Guide to Real Life). The user gets –1 Quickness and a +2 modifier to the target numbers of all Stealth skill tests. The built-in nanotechnological machines heal 1 box of damage per day on a success-ful Body (6) test. Annual maintenance is 6,800¥.

Essence Cost Availability Cost Street Index3 6/14 days 68,000¥ 1.1

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Cyphire Remote Eye (p. 9) LegalThis eye is removable, and comes with built-in camera and transmission equipment. The user must have a

headware radio or radio receiver if the images transmitted by the camera are to be recorded. Recording one minute of video takes up 1 Mp, while about 60 still shots can be stored in 1 Mp. Detaching the eye costs a Simple Action, and the user must have at least one hand free. Essence Cost below is for one eye, and the eye can hold up to .2 Essence Points in additional cyberware.

Essence Cost Availability Cost Street Index.15 6/48 hrs 15,000¥ 2

Upgraded Skinweave (p. 9) 5P-BA(N)Not compatible with orthoskin (p. 17, Shadowtech) or other cyber-implant armors.

Level Concealability Body Cost Ballistic Impact Availability Cost Street Index1 12 .5 1 0 8/8 days 25,000¥ .82 10 1 1 1 8/8 days 60,000¥ .83 8 1.5 2 1 8/8 days 100,000¥ .94 6 2 2 2 9/8 days 150,000¥ 15 6 2.5 3 2 10/10 days 225,000¥ 1.26 4 3 3 3 12/14 days 300,000¥ 1.5

E Q U I P M E N T

Biotechnica Nutrisupplement (p. 11) LegalAfter the first week, every additional two weeks of use cause the loss of 1 point off the user’s natural

Body, which come back at a rate of 1 point per week when the user is back on normal food. If Body drops be-low 0, the user dies shortly afterward, unless hospital treatment is given.

Conceal Rating Weight Availability Cost Street Index— — .5 always 10¥ .8

Biotechnica Nymph Perfume (p. 11) LegalGives a –1 target number modifier when trying to seduce or persuade members of the opposite sex.

Conceal Rating Weight Availability Cost Street Index— — — always 200¥ .9

Geotech Enviroscanner (p. 11) LegalWorks as a hand-held chemical analyzer (p. 60, Shadowtech). It has the chemical reference program built

into its on-board memory.

Conceal Rating Weight Availability Cost Street Index6 4 1 4/24 hrs 1,400¥ 1.2

Nikkon America Campod (p. 11) LegalA portacam with a portacam base (p. 89-91, Shadowbeat).

Conceal Rating Weight Availability Cost Street Index— — 2 4/72 hrs 2,000¥ 1

SecSystems Protection Field (p. 12) LegalCharacters coming within 2 meters must roll a Willpower (4) test to come closer. Anyone within half a

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CHROMEBOOK 2meter takes 6L Stun damage each turn.

Conceal Rating Weight Availability Cost Street Index8 6L Stun 1.5 6/36 hrs 750¥ 1.5

Mead Electronic Notebook (p. 12) LegalA pocket computer (p. 259, SRII/p. 287, SR3) with 30 Mp memory.

Conceal Memory Weight Availability Cost Street Index4 30 Mp 1 always 3,000¥ 1

DataTel 2350A Vidphone (p. 12)A tabletop telephone, with the features listed.

Conceal Memory Weight Availability Cost Street Index2 — 1 always 150¥ .75

Microtech Virtual Reality BBS (p. 12)The Creator program gives a –1 modifier to the target number to program a reality filter (p. 52, Virtual

Realities or p. 84, Virtual Realities 2.0). The actual BBS is not available.

Conceal Rating Weight Availability Cost Street Index— –1 — 6/7 days 10,000¥ 1

Frostech Portable Cryogenic Case (p. 13) LegalHas Ballistic and Impact armor ratings (2/2).

Conceal Rating Weight Availability Cost Street Index2 2/2 2 6/12 hrs 250¥ 1.2

Portable Electropack (p. 13) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index3 — 2 always 100¥ 1

Kiroshi Optics Remote CyberCam 20 (p. 13) LegalNote that this is a normal camera, and not what Shadowbeat calls a cybercam.

Conceal Rating Weight Availability Cost Street Index— — 1 2/48 hrs 1,350¥ 1

SecSystems Detention Collar (p. 13) 5P-E2(V)The collar can deliver a 6S Stun electrical shock against which armor does not defend. The drug causes 6D

Stun damage.

Conceal Rating Weight Availability Cost Street Index4 — .5 8/10 days 260¥ 3

DDI Prayerware (p. 13) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index7 — — on payment 120¥ —

SecSystems Maglock (p. 13) LegalA rating 3 maglock. Add 80¥ for the camera.

Conceal Rating Weight Availability Cost Street Index3 3 1 4/72 hrs 300¥ 1

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COMPUTERS & PERIPHALS

Zetatech “E-Book” Microcomp (p. 14) LegalBasically, this is a wrist computer with 12 Mp memory with no frills. It has a chipslot for standard chips,

and it can accept other attachments. The cyber model adds a –1 target number to any Technical skill test that can be computer-assisted.

Conceal Memory Weight Availability Cost Street IndexE-Book 4 12 Mp — always 4,800¥ 1.5Cyber model 4 12 Mp — 3/36 hrs 6,720¥ 2

EBM “PCX” Minicomp (p. 14) LegalA pocket computer with 25 Mp memory. The CPU does not have an Intelligence stat. The Cyber-PCX adds a

–1 target number to any Technical skill roll that can be computer-assisted.

Conceal Memory Weight Availability Cost Street IndexPCX 3 25 Mp 1 always 2,500¥ 1Cyber-PCX 3 25 Mp 1 3/24 hrs 3,500¥ 1.5

Microtech IIKL-4 WorkStation (p. 15) LegalA table-top computer with 40 Mp memory. The cybernetic version offers no special benefits.

Conceal Memory Weight Availability Cost Street IndexIIKL-4 — 40 Mp 10 always 800¥ .75Cyber model — 40 Mp 10 3/36 hrs 1,120¥ 1

Telectronics “Black Book” Microcomp (p. 15) LegalA wrist computer with 12 Mp memory, but also with a built-in hand-held phone with booster pack (which

can be used by the computer to access other computer systems). It is normally controlled through a data-jack, though it can be used without due to the small keyboard.

Conceal Rating Weight Availability Cost Street Index4 — — always 5,750¥ 1.6

Language Processors (p. 15) LegalThese processors are considered to have a skill rating of 4 in the chosen language. They do not allow the

computer to speak (they do have voice-recognition ability), but text entered into the machine can be trans-lated at a rate of (rating) words per second. Installing one takes a base time of 5 hours, and a Computer (B/R) skill test with target number 5.

Conceal Rating Weight Availability Cost Street Index— 4 — always +40% 1

WorldSat Communications Flopscreen™ (p. 16) LegalNo changes.

Per square meter:Conceal Rating Weight Availability Cost Street Index

— — 1 always 4,500¥ 1.1

Direct Dataware EXPERT Series Computer Skill Programs (p. 15)Not available.

Datatel “Treasurer” Datawatch (p. 16) LegalHas 1 Mp of memory.

Conceal Memory Weight Availability Cost Street Index12 1 Mp — always 55¥ 1.5

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CHROMEBOOK 2

Tritech Datashielding (p. 17) LegalInstalling this requires an Electronics (B/R) skill test with target number 4, and a base time of 5 hours.

Conceal Rating Weight Availability Cost Street Index— — +1 5/48 hrs +20% 1.2

Kiroshi Optics Heads-Up Display (p. 17) LegalSpotting the wire of the mirrorshades requires a Perception (10) test. Note that none of the HUDs has in-

ternal memory.

Conceal Rating Weight Availability Cost Street IndexGoggles — — 1 8/7 days 150¥ 3.5Monocle — — — 8/7 days 200¥ 3.5Mirrorshades — — — 8/7 days 300¥ 3.5

Datatel Modem Units (p. 17)Not available.

Zetatech CompuMods™ (p. 18)

a) Voice Stress Analyzer Package LegalRequires (rating2 × 3) Mp memory. In SRII, this gives the user one extra die per rating point to roll on Inter-

rogation skill tests; in SR3, it functions as a complimentary skill to the user’s Interrogation skill (p. 97, SR3).

b) Lie Detector Package LegalAs Voice Stress Analyzer (effects are cumulative).

c) Bug Detector Package LegalRequires (rating2 × 2) Mp memory, and functions as a rating bug scanner of its rating (p. 258, SRII/p. 292,

SR3).

d) Bug Jammer Package 4P-E1Requires (rating2) Mp memory, and functions as a jammer of its rating (p. 258, SRII/p. 292, SR3).

e) Radar Detector Package LegalRequires (rating2 × 2) Mp memory, and rolls a number of dice equal to its rating, against a target number

5, to detect radar signals.

f) Signal Tracker Package LegalRequires (rating2 × 2) Mp memory, and functions as a standard signal locator of its rating (p. 258, SRII/p.

292, SR3).

g) Medscanner Package LegalRequires (rating2 × 5) Mp memory. In SRII it gives the user a number of extra dice equal to its rating, to

roll on Biotech (First Aid) skill tests; in SR3, it functions as a complimentary skill to the user’s Biotech skill (see p. 97, SR3).

h) Techscanner Package LegalAs Medscanner Package, but for all B/R-skills (each skill requires a separate program).

i) Drug Analyzer LegalRequires (rating2 × 4) Mp memory, and can analyze unknown substances or determine the purity of

known substances on a successful test, rolling a number of dice equal to its rating, against a target number set by the gamemaster.

j) Credit Transactor Package LegalRequires 1 Mp memory.

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Rating Availability Cost Street IndexVoice Stress Analyzer 1-3 (rating × 2)/48 hrs rating × 300¥ 2Lie Detector 1-3 (rating × 3)/48 hrs rating × 600¥ 2Bug Detector 1-10 rating/48 hrs rating × 600¥ 1.5Bug Jammer 1-10 rating/72 hrs rating × 600¥ 1.5Radar Detector 1-10 rating/72 hrs rating × 450¥ 1.5Signal Tracker 1-10 rating/48 hrs rating × 900¥ 1.5Medscanner 1-4 rating/24 hrs rating × 750¥ 1.5Techscanner 1-4 rating/24 hrs rating × 750¥ 1.5Drug Analyzer 1-4 rating/48 hrs rating × 225¥ 2Credit Transactor — 2/24 hrs 750¥ 1

Hybrid™ Wearable Computer (p. 19) LegalThe computer built into this suit has 25 Mp memory. The MedicWear model functions as a medkit (p. 263,

SRII/p. 304, SR3) in addition to the normal functions.

Conceal Rating Ballistic Impact Weight Availability Cost Street IndexHybrid™ 6 — 0 0 2 10/8 days 3,000¥ 2MedicWare 6 Biotech: 3 0 0 2 10/8 days 3,500¥ 2

MedicGear Combat Medical Armor (p. 19) 6P-K(L)This armor has a medkit (p. 263, SRII/p. 304, SR3) built-in, as well as a rating 2 drug analyzer and rating 2

techscanner (see page of this book for both; skill for techscanner must be selected on purchase). The suit also has a drug injector with 5 doses of 10 different injected drugs, a respirator with pressure regulator (p. 258, SRII/p. 295, SR3), and the gloves can be electrified. If this is used as a taser, a melee attack is needed, with a +1 modifier to the target number, doing 6S Stun + Shock Weapon rules (p. 103, SRII/p. 124, SR3). There is enough charge for 3 attempts/attacks.

Conceal Rating Ballistic Impact Weight Availability Cost Street Index5 see above 3 1 4 10/14 days 3,400¥ 2

SECURITY SCANNERS & EQUIPMENT

Telectronics Tattletale® Voice Stress Analyzer (p. 20) LegalGives the user a –1 target number modifier for Interrogation skill tests.

Conceal Rating Weight Availability Cost Street Index8 –1 .5 3/48 hrs 400¥* 1.8

* The interfaced version costs 500¥

CCI BRl-3014 Window Trembler (p. 20) LegalSubtract this device’s rating from that of a laser microphone (p. 258, SRII/p. 292, SR3) aimed at the sur-

face to which the window trembler is attached. If the microphone’s rating is reduced below 1 by this means, it is unable to “hear” what is going on.

Conceal Rating Weight Availability Cost Street Index9 1-10 — (rating+1)/4 daysrating x 120¥2.5

Bug Detector (p. 20) 5P-E1(V)A rating 2 bug scanner (p. 258, SRII/p. 292, SR3).

Conceal Rating Weight Availability Cost Street Index3 2 1 2/48 hrs 1,000¥ 1.5

Bug Jammer (p. 20) 3P-E1(U)A rating 2 jammer (p. 258, SRII/p. 292, SR3).

Conceal Rating Weight Availability Cost Street Index2 2 5 2/72 hrs 2,000¥ 1.5

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CHROMEBOOK 2

Arasaka “Komaku” Laser Mikes (p. 20) 6P-E1(U)A rating 4 laser microphone (p. 258, SRII/p. 292, SR3). No version for cybercams exists.

Conceal Rating Weight Availability Cost Street Index5 4 1 4/48 hrs 6,000¥* 1.5

* 7,500¥ for fixed version

Omega Phone Tap By Tritech (p. 21) 6P-E2(V)A rating 6 dataline tap (p. 258, SRII/p. 292, SR3), which can monitor up to 10 lines at the same time.

Conceal Rating Weight Availability Cost Street Index5 6 .5 10/10 days 35,000¥ 2

Arasaka OmniTec Radar Detector (p. 21) LegalRoll a number of dice equal to the rating of the detector, against a target number equal to 8 minus the

radar’s Flux rating to detect radar signals. If three or more successes are rolled, it indicates the direction from which the signals come as well.

Conceal Rating Weight Availability Cost Street Index7 4 1 4/72 hrs 2,000¥ 1.5

Telectronics “Scout” Signal Tracker (p. 21) LegalA rating 3 signal locator (p. 258, SRII).

Conceal Rating Weight Availability Cost Street Index3 3 2 3/48 hrs 3,000¥ 1.5

Arasaka JetSetter Executive Briefcase (p. 21) LegalThe briefcase has armor Ballistic 3 and Impact 3, which may be added to the wearer’s normal armor (from

his clothing), if the gamemaster agrees that the briefcase is in a position to absorb attacks. A rating 5 keypad maglock (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3) is fitted to the briefcase. For 200¥ extra, a si-lent alarm and NachtJager gastrap can be installed (see below for NachtJager gas).

Conceal Rating Weight Availability Cost Street Index— — 4.5 4/36 hrs 2,000¥ 1.2

NachtJager Gas (p. 21) 6P-M1(X)Normally delivered by air, anyone breathing in this gas takes 8D Stun damage immediately.

Rating Speed Vector Availability Cost/dose Street Index8D Stun Immediate Air 4/12 hrs 100¥ 2

WorldSat Communications Linear Beam Commlink (p. 22) LegalAllows untappable, eavesdrop-proof communication for up to 1,500 meters, as long as both parties are

within sight of each other and are not blocked by any object with a Barrier Rating 4 or higher. Installation has a base time of half an hour and requires an Electronics (B/R) test, with target number 6.

Conceal Rating Weight Availability Cost Street Index— — — 6/72 hrs 2,000¥ 2.5

Arasaka ECM Comm-Scrambler (p. 22) LegalFunctions as a level 6 crypto circuit HD (p. 77, Street Samurai Catalog).

Conceal Rating Weight Availability Cost Street Index4 6 1 6/36 hrs 30,000¥ 1.2

Tritech “Mumbler” White Noise Generator (p. 22) 8P-E1(U)A rating 4 white noise generator (p. 258, SRII/p. , SR3).

Conceal Rating Weight Availability Cost Street Index3 4 1 4/72 hrs 6,000¥ 1.5

Telectronics ScanMan™ Full Indentity Scanner (p. 22) 4-E2(V)Rolls a number of dice equal to its rating against a target number 4 (this target number increases to 6 if

61

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the subject has undergone body sculpting).

Conceal Rating Weight Availability Cost Street Index4 5 2.5 14/14 days 21,000¥ 5

Arasaka “Scanway” Scanner Gates (p. 23) 8P-E1(U)Weapons Detector: a rating 5 automatic weapons detection system (p. 92, Neo-Anarchists’ Guide to Real Life/p. 237, SR3).Cyberware Detector: a rating 5 cyberware detector (p. 237, SR3). This device does not detect weaponry.Chemicals and Explosives Detector: a rating 5 chemical detection system (p. 93, Neo-Anarchists’ Guide to Real Life).

For combinations of the above, add up the costs of each separate detector. A large screen costs 500¥.

Conceal Rating Weight Availability Cost Street IndexWeapons — 5 — 6/7 days 25,000¥ 1Cyberware — 5 — 8/7 days 50,000¥ 1Chemicals — 5 — 9/7 days 350,000¥ 1

CYBERDECKS & NET-STUFF

Raven Microcyb Net-Vision™ IG-Algorithm Glasses (p. 24)Not available.

Zetatech Deckmate (p. 24)Not available.

Zetatech D2-3000 Armdeck (p. 25) 4P-CD(S)A cyberdeck with the stats listed below. It comes with the netrunner flip switch (p. 9, Chromebook) and

also functions as a wrist computer, though in that mode it uses the deck’s Storage memory to stash its data. Comes with a vidscreen.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

3 1 45 70 15 10 4/7 days 22,200¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index4/3/0/0/3 0 600 1,200 Cool No 150 1 4/7 days 67,465¥ 1

MUSIC-TECH & INSTRUMENTATION

DPI “Black Box” Backup Synthamp (p. 25) LegalDatachips are 100¥ each.

Conceal Rating Weight Availability Cost Street Index4 — 3 6/48 hrs 8,000¥ 1.3

DPI Body Rythm™ Dance Bracelets (p. 26) LegalTo use these, the character needs a synthlink.

Conceal Rating Weight Availability Cost Street Index— — — always 400¥* 1

* Per pair; for amps see p. 94, Shadowbeat

Washburn Soundmachine Guitar (p. 26) LegalIncreases the Impact Rating of a single player (not of a band) by +1.

Conceal Rating Weight Availability Cost Street Index— +1 3.5 5/60 hrs 1,000¥ 1

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CHROMEBOOK 2

CHAMELEON CLOTHING AND STEALTH ARMOR

Militech M96 “Ghostsuit” Chameleon Clothing (p. 27) LegalFunctions as a suit treated with ruthenium polymers (p. 94, Shadowtech), giving a +4 modifier to Percep-

tion Test target numbers when the wearer is standing still, +2 if he is moving.

Conceal Ballistic Impact Weight Availability Cost Street Index“Ghostsuit” +4 2 1 3 6/14 days 53,000¥ 8Helmet — +1 +0 1.5 8/14 days 6,000¥ 8

Gibson Battlegear “Sneak Suit” (p. 28) LegalGives a +4 modifier to the target number for an observer’s Perception Test (visual or thermographic) to

spot anyone wearing a sneaksuit in darkness, shadows, or low light conditions. Any hit doing Serious or Deadly damage to the wearer overheats the suit, making it inoperative. If more than one piece of this set is worn, add up the armor ratings, but only use the highest Concealability modifier.

Conceal Ballistic Impact Weight Availability Cost Street IndexSneak Suit +4 1 0 1 8/5 days 1,560¥ 3Flak Vest +2 2 1 1.5 8/5 days 1,375¥ 2Combat Helmet — +1 +0 1.5 10/5 days 1,185¥ 2.5Space Suit +4 1 1 10 14/7 days 25,000¥ 4.5Diving Suit +4 0 0 2 12/7 days 35,000¥ 3.5

Militech M73 “Mirage Gear” Environmental Assimilation System (p. 28) LegalIf the wearer is standing still, observers get a +2 modifier to all target numbers to spot him, +1 if he is

moving.

Conceal Ballistic Impact Weight Availability Cost Street Index“Mirage Gear” +2 1 0 1.5 5/48 hrs 1,050¥ 3Combat Helmet — +1 +0 1 9/4 days 700¥ 2.5Flak Vest — 2 1 1.5 7/4 days 1,275¥ 2.5

Armored Stockings (p. 28) LegalAdd the stockings’ armor rating to that of other armor present.

Conceal Ballistic Impact Weight Availability Cost Street IndexArmored Stockings 15 +1 0 — 6/72 hrs 110¥ 1.1

HOLOGRAPHY

Holoscreen Holographic Viewers (p. 29)Not available.

DataTel Holotanks (p. 29) LegalNo changes.

Conceal Rating Weight Availability Cost Street IndexTabletop — — 5 4/48 hrs 500¥ 1.2Desktop — — 15 4/48 hrs 1,000¥ 1.2Holotank — — 100 5/48 hrs 5,000¥ 1.2

Eastman KodaGraphix Holographic Cameras (p. 30) LegalNo changes.

Conceal Rating Weight Availability Cost Street Indexnormal — normal always 2× normal +1

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Eastman Arts Mindscape® Cyberholo Art Imager (p. 30) LegalGives an extra die to roll for painting or drawing skills. Requires the artist to jack into the device.

Conceal Rating Weight Availability Cost Street Index— +1 — always 6,000¥ 1

REMOTES & DRONES

Remote Control Systems (p. 30)See the Rigger Black Book, SRII, Rigger 2, and/or SR3 for details on remote control decks.

Bell “Bumblebee” Remote Rotocraft (p. 31)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Bumblebee 5 80/160 1/1 4 2 8,000¥Operational Duration: Fuel-limited Set-up/Breakdown Time: 5 minutesStore: 6 CF Landing/Take-off Profile: VTOL/VTOLEconomy: 10 km per PF Fuel: 40 PFSensors: Standard (1)

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 107 7 1 1 7Autonav Pilot Sensor Cargo Load

— 2 1 0 10Seating: None Setup/Breakdown: 5 minutesEntry Points: None Landing/Takeoff: VTOLFuel: Electric (160 PF) Economy: 2.5 km/PFPoint Value: 1,068 Cost: 27,000¥Template: Small rotary-wing UAV Reference: Chromebook 2Other Features: Engine customization (Speed, level 1, alreadyfactored in)

Mitsubishi “Rover” Wheeled Remote (p. 31)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Rover 6/9 20/60 2/2 3 2 9,000¥Operational Duration: Fuel-limited Set-up/Breakdown Time: 2 minutesStore: 10 CF Cargo/Storage: 1 CF storageEconomy: 10 km per liter Fuel: MultiF/30 litersSensors: Enhanced (2) Accessories: Micro-turret

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 40 2 2 2 5Autonav Pilot Sensor Cargo Load

— 2 2 0 22Seating: None Setup/Breakdown: 2 minutesEntry Points: None Landing/Takeoff: NAFuel: Methane (150 bars) Economy: 2 km/barPoint Value: 890 Cost: 22,250¥Template: Wheeled remote patrol vehicle Reference: Chromebook 2Other Features: Mini-turret

Militech RPV-400 Light Combat Tiltrotor Remote (p. 31)

SRII STATSHas one centerline Hardpoint (2 CF dedicated ammo storage) and one Firmpoint, both firing forward. The

Hardpoint is normally fitted with a 2-barrel HMG Chaingun (see below).

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CHROMEBOOK 2Handling Speed B/A Sig Apilot Cost

RPV-400 4 140/280 3/3 4 4 150,000¥Operational Duration: Fuel-limited Set-up/Breakdown Time: 10 minutesStore: 40 CF Cargo/Storage: 4 CF storageEconomy: 2.5 km per liter Fuel: IC/300 litersSensors: Advanced (3) Landing/Take-off Profile: VTOL/VTOLAccessories: centerline Firmpoint, centerline Hardpoint (allforward-firing)

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 187 6 3 3 4Autonav Pilot Sensor Cargo Load

— 4 3 4 32Seating: None Setup/Breakdown: 10 minutesEntry Points: None Landing/Takeoff: VTOLFuel: Jet (800 liters) Economy: 0.9 km/literPoint Value: 4,248 Cost: 265,500¥Template: Large tilt-wing UAV Reference: Chromebook 2Other Features: centerline Firmpoint, centerline Hardpoint (allforward-firing)

2-barrel HMG Chaingun (p. 31) 1-H(H)This weapon fires at minigun rates (p. 81, Fields of Fire). It can be loaded with two ammunition belts, and

the gunner can switch between them by spending a Simple Action (a Free Action for a smartlinked weapon).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHMG — 2× belt FA 10S 20 26/21 days 6,500¥ 2 —

Light Armor-Piercing/High Explosive ammo (LAPHE) (p. 31) 2-L(M)Treat this ammo as APDS, but give it +1 Power Level like Explosive ammo. It can also misfire like Explos-

ive. It is only available for heavy machine guns.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 see above .75 16/14 days 100¥ 2.5

Arasaka RDAK Spy & Assassination Remote (p. 32)A Hold-out or Light Pistol can be fitted in the rear of the vehicle, but ammo capacity and ranges are halved

(round down). Comes with a 5-dose “stinger.”

SRII STATSArmor is not hardened.

Handling Speed B/A Sig Apilot CostRDAK 4 12/36 1/1 18 1 12,000¥Operational Duration: 5 hours Set-up/Breakdown Time: noneStore: 1 CF (or in your pocket)Economy: .5 km/PF Fuel: ImpElec/40 PFSensors: Standard (1)

65

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SR3 STATSHandling Speed Acceleration Body Armor Signature

4 12 1 0 0 8Autonav Pilot Sensor Cargo Load

— 1 1 0 5Seating: None Setup/Breakdown: NoneEntry Points: None Landing/Takeoff: NAFuel: Electric (40 PF) Economy: .5 km/PF (idle: 2 min/PF)Point Value: 295 Cost: 2,950¥Template: Micro Walker Reference: Chromebook 2Other Features: none

CONSUMER ELECTRONICS

Autotanner (p. 33) LegalGives no advantages or disadvantages.

Conceal Rating Weight Availability Cost Street Index3 — 1 always 200¥ .9

Phone Upgrades (p. 33) LegalAvailability = always and Street Index = 1 for all these items except as noted below.

a) Voicemail (40¥/month)No changes.

b) Fax Interface (150¥)No changes.

c) Digital Recorder (150¥)Records on optical chips, and requires 1 Mp per minute of sound. See p. 99, Shadowbeat.

d) ECM Scrambler (2500¥, Availability 6/36 hrs)Functions as a rating 1 crypto circuit HD (p. 77, Street Samurai Catalog).

e) Video Option (450¥)Not available for ear-plug phones.

f) Emergency Autodialer (25¥)No changes.

g) Conference Calling (50¥/month)No changes.

h) Split Line (100¥)No changes.

i) Cybermodem InterfaceNot available.

j) Privacy Plus™ (3,000¥)The ECM and the bug detector are both rating 1. The 20-number memory costs 50¥.

Rush® Virtual Entertainment System (p. 34) LegalDatajack required for use.

Conceal Rating Weight Availability Cost Street Index3 — 4.5 always 500¥ .8

Total Environment™ (p. 34) LegalNo changes.

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CHROMEBOOK 2Conceal Rating Weight Availability Cost Street Index

— — .75 always 1,000¥ .8

Multi-Player Adaptor (p. 34) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — — always 100¥ .6

Video Wall™ (p. 34) LegalRequires at least a 2m × 2m space of wall to be effective.

Conceal Rating Weight Availability Cost Street Index— — 5 always 3,500¥ 1

SegAtari Virtual Villains (p. 34) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — — always 150¥ .9

Scholar™ Home Learning System (p. 34)Not available.

W E A P O N S

Tsunami Arms Ramjet Rifle (p. 36) 1-J(K)Can only fire its own special ammo (see below). The weapon comes equipped with a bipod (under-barrel

mount), rating 1 recoil compensation by the free-floating barrel, magnification 3 telescope sight (top mount) and an internal smartlink II (p. 57, Fields of Fire). Damage is 10S at short range, 12S at medium range, 14S at long range, and 16S at extreme range.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCSniper Rifle — 9 (c) SA/BF* see above 5 16/14 days 7,380¥ 4 1* Can fire one burst per Complex Action

Ramjet ammo (p. 36) As WeaponCan only be fired by the Tsunami Arms Ramjet Rifle (above). Use Ballistic armor value to defend against

this round, but if any damage remains after the Body Resistance Test, one extra box of damage is taken by the target (no Resistance Tests for this extra damage).

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 normal .5 8/72 hrs 100¥ 2

Polymer One-Shot Cannon (p. 36) 5P-F(F)Holds a single HEP round (see Chromebook, p. 54; already figured into Damage Code), and can not be re-

loaded. If the Rule of One is invoked, the weapon explodes, doing 6M damage to the firer (no armor resists). It is a Heavy Pistol, but uses Shotgun ranges.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 5 1 SS 5S 1.5 3/12 hrs 190¥ .6 —

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Militech Cyborg Rifle (p. 36) 3-J(K)This weapon fires LMG ammo, but uses assault rifle ranges. It includes a rating 2 gas vent on the barrel.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle 2 30 (c) SA 6S 7.5 10/7 days 800¥ 2.5 2

Stein & Wasserman “Tri-Star” Revolver (p. 37) 5P-E(E)This weapon comes with a top-mounted laser sight.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 3 6 (cy) SS 10M 2.5 6/24 hrs 375¥ 1.5 —

#000 Triplex ammo (p. 37) As WeaponThese rounds are only available for Heavy Pistols. They fire three pellets in a shotgun pattern with a choke

of 5 (p. 95, SRII). Roll 1D6÷2 to find how many pellets hit a target, then treat the shot as a burst of the num-ber of pellets that hit. Each pellet does 6L damage. For example, a hit with 2 pellets causes 8L damage, while all three cause 9M.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 6L/pellet .5 4/60 hrs 50¥ 1.25

Pursuit Security Incorporated Webgun (p. 37) LegalTreat as a netgun using large nets (p. 72, Street Samurai Catalog). Adapting the weapon for carbosteel wire

nets costs 100¥.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 3 1 (m) SS as net 3.5 6/3 days 500¥ 2.5 —

Carbosteel Wire Net (p. 37) 5P-E2(V)Anyone hit by this net takes 10S Stun damage, per the Shock Weapons rules (p. 103, SRII/p. 124, SR3), in

addition to being entangled.

Per net:Conceal Damage Weight Availability Cost Street Index

5 10S Stun 1 6/48 hrs 100¥ 2

FEN Dz-55 Det-Web (p. 37) 4-I(J)This web contains 2 kilograms of rating 6 explosive, delivering an 8D explosion to the target.

Conceal Damage Power Level Weight Availability Cost Street Index5 8D –1 per meter 2 10/72 hrs 450¥ 3

Rhinemetall EMG-85 Kinetic Energy Railgun (p. 38) 1-J(K)Use the following ranges: short 0-150 m, medium 151-500 m, long 501-1,000 m, extreme 1,001-2,000 m.

The weapon has a built-in gyro mount (rating 5, plus providing (3/1) armor) and internal smartlink II (p. 57, Fields of Fire). A minimum Body of 5 is needed to fire the weapon, otherwise increase all target numbers by +((5 – Body) × 2). When not using the gyro mount, add +4 to all target numbers, regardless of the user’s Body Attribute.

The ammo unit costs 1,200¥, Availability —, Street Index —. After each shot, the rifle may not be fired un-til after the end of the next turn, in order for it to recharge.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Cannon — 5 (m) SS 25D 35 — 113,700¥ — 5

Luigi Franchi “King Buck” Multi-Magnum (p. 38) 6-F(F)Each barrel can be fired separately (requiring a Simple Action per barrel), or all can be fired at once (re-

quiring a Complex Action). There is no need to switch between modes. When firing multiple barrels, treat it as a burst of the appropriate number of rounds.

Type Conceal Ammo Mode Damage Weight Availability Cost Street IndexShotgun 1 4 (m) SA 9S 7 12/4 days 800¥ 2.1

Underbarrel Capacitor Laser (p. 39) 2-J(K)Clips to the under-barrel mount of another weapon. It uses the Light Pistol ranges, but has its Power Level

decreased by 2 for every step beyond short range (medium –2, long –4, extreme –6). Use one-half Impact ar-

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CHROMEBOOK 2mor to defend against the laser. Smoke reduces the laser’s Power Level by –1 for every meter the beam passes through. The laser has no recoil.

The laser normally uses a battery as power pack. This battery provides 2 charges, costs 250¥, Availability 12/8 days, Street Index 4. The power pack provides 20 shots, weighs 4 kg, and costs 2,500¥ (Availability 16/14 days, Street Index 2.5).

No Microwaver exists.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCLight Pistol –2 2 or 20 SA 10M 5 24/21 days 95,000¥ 3.5 —

Techtronica M40 “Pulse Rifle” (p. 39) 3P-J(K)Use the Shotgun ranges for this weapon. When it is fired, the firer rolls a normal Firearms skill test against

the range-determined target number. If it hits an electronical device, the weapon rolls 5 dice against the base target number for the range (4 for short, 5 for medium, etc.). The device being fired at rolls a number of dice equal to the M40’s target number against a target number 5. If the M40 has more successes, the electronics are damaged or destroyed (gamemaster’s discretion). If the target is alive, the M40 delivers an attack, with the damage depend-ing on the range to the target, in addition to the other lis-ted effects (in all cases, Alpha and Beta-grade cyberware are allowed a damage resistance test, see p. 98-99, Street Samurai Catalog). For cyberware damage, see pages 93 to 96 of the Street Samurai Catalog and pages 39 and 40 of Shadowtech.

The M40 uses a 6-shot battery for “ammunition.” This costs 50¥, Availability 10/7 days, Street Index 3.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle 1 6 (c) SS special 8.5 — 3,500¥ — —

Nova .338 Citygun (p. 40) 6P-E(E)Comes with two clips of Regular ammo. It cannot use barrel-mounted accessories, since the gas porting on

the barrel prevents this. The gas porting gives it a firing rate of SA, instead of SS.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 5 7 (c) SA 10M 2.5 4/24 hrs 460¥ 1 —

Colt-Mauser M2X Cannon (p. 40) 2-HIf the target is missed (i.e. no successes are rolled on the Gunnery skill test to fire this weapon), the firer

must resist 6L Stun damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is dropped. The M2X has a magnification 2 telescope sight (top mount) and shock pads (stock mount).

Though this is an assault cannon, it uses HMG ranges.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Cannon — 8 (c) SS 18D 23 20/14 days 6,100¥ 2 1

Extra High Impact ammunition (p. 40) As WeaponUse one-half (round up) the armor’s Ballistic rating to defend against these rounds. If the total armor rat-

ing is greater than one-quarter the Power Level of the attacking weapon, add +2 to the Power to determine the target number for the target’s Resistance Test. Take this example: Joe is shot by an assault cannon (18D) firing EHI ammo. He is wearing a light security armor (Ballistic 5), so this provides him with 5 ÷ 2 = 3 points of armor, making his Resistance Test target number a pretty hard 15. But because the armor rating of 5 is greater that one-quarter of 18 (18 ÷ 4 = 4.5), he gets another +2 to his target number, setting it at 17… If the armor rating is greater than one-half the Power Level of the weapon, do not add the +2 Power Level.

This ammo is only available for assault cannons.

Conceal Damage Weight Availability Cost Street Index3 see above 1.5 8/4 days 1,000¥ 2.25

69

Range Damage No. of cyberwaresystems damaged

Short (1-10m) 8D Physical all presentMedium (11-20m) 6D Stun 2D6–5Long (21-50m) 4D Stun 1D6–2Extreme (51-100m) 4S Stun 1D6–4

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Militech AM-3 “Anti-Matter Rifle” (p. 41) 1-J(K)If the target is missed (i.e., no successes are rolled on the Gunnery skill test to fire this weapon), the firer

must resist 6L Stun damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is dropped.

If the firer is standing up during firing, he must roll a Body test, target number 6, to avoid being knocked over. If knocked over, the target is automatically missed, and the firer must resist 6M Stun, in addition to the 6L Stun for missing the target.

The AM-3 has a magnification 3 telescope sight (top mount), shock pads (stock mount), internal smartlink, and a gas vent rating 2 (barrel mount). It uses Missile Launcher ranges, though the weapon is an assault can-non.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Cannon — 5 (c) SS 20D 26 20/14 days 8,000¥ 3 3

Militech Urban Missile Launcher (p. 41) 3-H(H)Fires only Micromissiles (p. 49, Chromebook 2).

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCAssault Rifle 3 12 (c) SA missile 3.5 10/7 days 4,500¥ 2 —

Micro-Missile Pod (p. 41) 3-H(H)Fires only Micromissiles (p. 49, Chromebook 2), and must be clipped to the under-barrel mount of another

weapon. A modification to the weapon is needed, costing 50¥, after which the under-barrel mount can only be used for the micro-missile pod.

Type Conceal Ammo Mode Damage Weight Availability Cost Street IndexAssault Rifle –2 1 (m) SS missile .75 8/5 days 2,000¥ 1.9

Militech PDU-3 Multi-Purpose Perimeter Defense Unit (p. 42) 4-I(J)This device is equipped with passive thermal sensor, a magnetic door contact, a tripwire, and a normal

time delay (2 seconds to 2 minutes). The thermal sensor is rating 4, while the tripwire is rating 1 (see Re-mote Sensors, page 79 of Tech Specs, for details).

Conceal Damage Power Level Weight Availability Cost Street Index8 10S –2 per .5 meter .25 10/7 days 150¥ 2.5

Tsunami Arms “Airhammer” 5.3mm Air Pistol (p. 42) 9P-E(E)The weapon has three modes: Target, Combat, and Overload. Switching between them costs a Simple Ac-

tion (a Free Action for a smartgun). The damage done depends on the modes: 6L in Target mode, 7M in Com-bat mode, and 10M in Overload mode. The air reservoir is treated as a clip for changing purposes, the rounds are contained in a cylinder. The weapon can only use its own ammunition, described below.

Two models exist: the normal model has a five-shot cylinder, an under-barrel laser sight, and a 10-shot camera on the top mount (this camera takes a picture every time a shot is fired). The second model (the Mark 2) has a seven-shot cylinder, and an internal smartlink.

Mark 1:Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 5 5 (cy) SA see above 1.5 11/14 days 325¥ 2.5 —

Mark 2:Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy Pistol 6 7 (cy) SA see above 1.5 12/14 days 400¥ 3 —

Kendachi Fragmentation Flechette (p. 42) As WeaponOnly available for the Airhammer pistol (p. 42, Chromebook 2). Treat as needle ammo (p. 30, Neo-Anarch-

ists’ Guide to Real Life), but gives +1 Power because it is also an explosive round (and can misfire as such; see p. 93, SRII/p. 116, SR3).

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

9 +1 Power .15 6/48 hrs 15¥ 2

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CHROMEBOOK 2

Flechette (p. 42) As WeaponOnly available for the Airhammer pistol (p. 42, Chromebook 2). Shatters if fired at hard cover (i.e. does no

damage in such a case), and Ballistic armor is only one-fourth (round up) effective against it. It should not be confused with the normal Shadowrun flechette ammunition.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

9 normal .15 6/48 hrs 15¥ 2

JellSluggs (p. 42) As WeaponOnly available for the Airhammer pistol (p. 42, Chromebook 2); treat as gel rounds, but these rounds will

not penetrate hard cover or hardened armors.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

9 –2 Power, .25 8/60 hrs 20¥ 1.5Stun damage

Gas (p. 42) As WeaponOnly available for the Airhammer pistol (p. 42, Chromebook 2). This round creates a cloud of gas, 4 meters

in diameter. The gas must be selected before purchase of the round. Roll for the availability of the gas separ-ately.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

9 special .25 8/4 days 40¥ 2

Practice (p. 42) As WeaponOnly available for the “Airhammer” pistol (p. 42, Chromebook 2). Treat as regular ammo, except for the re-

duced damage.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

9 3L .15 4/24 hrs 15¥ 1.5

Techtronica Model 009 Volt Pistol (p. 43) 5P-F(F)This weapon uses the Shock Weapons rules (p. 103, SRII/p. 124, SR3). The energy pack costs 25¥, Availab-

ility 5/24 hrs, Street Index 1. The Power Level is reduced by –1 at medium range, long –3, and extreme –6, and by –1 per meter of smoke the beam passes through.

Type Conceal Ammo Mode Damage Weight Availability Cost Street Index RCHeavy 3 6 (c) SS 10S Stun 3.5 8/72 hrs 1,950¥ 2.5 —

Arasaka “Nauseator” Riot Control Device™ (p. 43) LegalThis device affects an area as if it were a shotgun with a choke of 2. The device rolls 6 dice against a tar-

get number 4, everyone within 25 meters of the device must roll a Body(6) test (use natural Body, without cyberware modifiers). The number of successes rolled are compared. If the device has more, consult the fol-lowing table for the effects:

Net successes Effects on target1 +2 penalty to all target numbers for 1D6 turns after leaving affected area

2 or 3 +4 penalty to all target numbers, Quickness and Strength reduced by 1, all for 2D6 turns after leaving affected area

4+ unconscious for 1D6 minutes (no actual damage taken)

Creatures with wide-band hearing get a +2 modifier to the Body Test target number. Targets equipped with hearing improvements also get modifiers to the Body test, per the next table:

Cyberware ModifierHigh Level Hearing +2Low Level Hearing +1Hearing Amplification +2Damper –4Select Sound Filter –rating (if switched on)

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Conceal Rating Weight Availability Cost Street Index— 6 25 14/7 days 19,000¥ 4

IMI “ChainKnife” (p. 44) 3P-B(B)Use one-half Impact armor rating against this knife.

Conceal Reach Damage Weight Availability Cost Street Index6 0 (str+5)L .75 6/48 hrs 120¥ 1.2

Slamdance Inc. Spawnblade (p. 44) 5-B(B)If used to stab normally, it does normal damage for a knife (i.e. (str)L). If a target has been hit successfully

(he must have taken damage from the attack), the user may trigger the blade. This does an additional Light wound, which may not be resisted. Once opened, removing the knife requires a Biotech test with a target number 5. Any other means of removal, or if the Biotech roll is failed, causes another Light wound. Using the knife to stab while in its extended form makes its Damage Code (str–1)L.

Conceal Reach Damage Weight Availability Cost Street Index8 0 (str)L .5 4/72 hrs 100¥ 1.1

Kendachi Monowhip (p. 44) 1-J(K)This weapon uses the rules for monofilament whips (p. 103, SRII/p. 121, SR3).

Conceal Reach Damage Weight Availability Cost Street Index9 3 10S — 26/14 days 3,500¥ 3

Kendachi Monowire (p. 44) LegalSee p. 89, Neo-Anarchists’ Guide to Real Life. The data below is per meter of wire.

Conceal Rating Weight Availability Cost Street Index— — — 8/7 days 60¥ 2.5

Taser Wallet (p. 45) LegalBeyond 2 meters the thief must roll a Body or Willpower test (whichever is higher) with target number 10,

each turn. One success if sufficient to hold on to the item. A Willpower (4) test is needed to avoid crying out.

Conceal Rating Weight Availability Cost Street Index10* — — 5/48 hrs 165¥ 1.5

* this is the target number to spot (from the outside) that the wallet contains a taser-device.

Mystic Technologies Spring Knife (p. 45) 6P-DWhen used to stab, the knife does (str+2)L damage. It can be launched in a Simple Action, and uses the

following ranges: short 0-1, medium 2, Long 3, Extreme 4-5. When launched, it does 5L damage.

When used to stab:Conceal Reach Damage Weight Availability Cost Street Index

8 0 (str+2)L .75 4/12 hrs 125¥ 1.2

When used to shoot:Type Ammo Mode Damage RCspecial 1 (m) SA 5L —

Drug-a-Thug™ (p. 45) As DrugHitting an unwilling opponent requires a melee attack. If the attack hits, the drug is delivered, and the tar-

get must resist its effects.

Conceal Reach Damage Weight Availability Cost Street Index6 0 drug .5 3/8 hrs 150¥ 2

Taser II™ (p. 45) 6-C(C)Uses the Shock Weapons rules (p. 103, SRII/p. 124, SR3).

Conceal Reach Damage Weight Availability Cost Street Index7 0 5S Stun .5 4/24 hrs 300¥ 1

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CHROMEBOOK 2

Skunker (p. 45) As GasFunctions much like a toxin exhaler (p. 42, Shadowtech), but a melee attack is needed to deliver the gas

on the target. For 5-10¥, the gas can be mixed with odiferous chemicals creating additional effect equal to the stench bomb (p. 49, Chromebook 2).

Conceal Rating Weight Availability Cost Street Index7 — .25 5/60 hrs 70¥ 1.3

AMMUNITION

Dual-Purpose Rounds (p. 46) 3-L(M)Ballistic armor is only one-half (round up) effective, but the rounds do normal damage. If an unarmored

target is hit and damage is done (i.e., the target does not remove all damage), an additional box of damage is taken by the target.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 see above .5 16/14 days 80¥ 4

API – Armor-Piercing Incendiary (p. 46) 2-L(M)This ammunition uses the normal rules for APDS ammo (p. 63, Street Samurai Catalog/p. 277, SRII/p. 116,

SR3), but also have a Firesetting rating of 2. If a burst is fired, add +1 to this rating per round fired (three rounds have a Firesetting rating of 5, etc.). See page 72, Tech Specs for details.

Note: this ammo is exactly the same as the API ammo in the Chromebook, page 54.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 see above .25 16/14 days 80¥ 4.5

Kendachi Fragmentation Flechettes (p. 46) As WeaponTreat these as needle ammo (p. 30, Neo-Anarchists’ Guide to Real Life), not as flechette, and also give a

+1 to the Power Level of the weapon. They can misfire in the same way as explosive rounds (p. 93, SRII/p. 116, SR3).

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 +1 Power .5 12/10 days 100¥ 4.5

Rubber Bullets (p. 47) As WeaponAt ranges over 3 meters, the round does normal damage, but all damage is Stun (a 6M round becomes 6M

Stun, etc.), and is resisted using Impact armor. At ranges up to 3 meters, one-half (round up) the damage is Physical, the other half is Stun.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 Stun .5 3/12 hrs 10¥ .75

Stinger Shotgun Shells (p. 47) As WeaponOnly available for Shotguns. Beyond 3 meters ranges, damage is Stun, as with rubber bullets (above). Up

to 3 meters, use the normal Damage Code for the shotgun.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 Stun .5 4/18 hrs 30¥ 1

Gas Shotgun Shells (p. 47) As WeaponOnly available for Shotguns. This round does no damage, but delivers a cloud of gas (4 meters diameter

around the impact point). The type of gas must be chosen before purchase.

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 gas .5 6/48 hrs 50¥ 1.1

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Flare Shotgun Shells (p. 47) As WeaponOnly available for Shotguns. Works like a micro flare (p. 46, Street Samurai Catalog/p. 295, SR3). Damage

is 6M if fired against a living target. The flare also has a Firesetting Rating 5 (see p. 72, Tech Specs).

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 6M .5 4/24 hrs 50¥ 1

Smoke Shotgun Shells (p. 47) LegalOnly available for Shotguns. Does no damage, but fills an area 6 meters in diameter around the point of

impact with heavy smoke (p. 89, SRII/p. 112, SR3).

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 none .5 3/12 hrs 40¥ .8

Flash Shotgun Shells (p. 47) LegalOnly available for Shotguns. Does no damage, but produces a flash on impact, similar to that of a flash

pak (p. 45, Street Samurai Catalog).

Per 10 rounds:Conceal Damage Weight Availability Cost Street Index

8 none .5 4/24 hrs 60¥ 1

PROPELLED/HAND GRENADE TYPES

Urban Technologies Slasher (p. 47) 3-L(M)Only available for Shotguns, MMGs, HMGs, and Grenade Launchers. The slugs are considered to have

spread out at the muzzle of the barrel. The length of the wire depends on the weapon type: Shotgun 1 m, MMG 2 m, HMG and Grenade Launcher 2.5 m. The rounds travel only 50 meters for Grenade Launchers, and only 10 meters for all other weapons.

Determine a target number for anyone in the path of the wire, adding a +2 for everyone standing in front of each new target. The firer rolls only one Success Test, and the successes are compared to the target num-ber for each target separately. Anyone in the path of the wire takes 11S damage (not staged for the firer’s successes), using one-half (round down) Impact Armor to resist.

Per round:Conceal Damage Weight Availability Cost Street Index

8 11S .1 14/10 days 75¥ 2.5

Splatshell (p. 47) As WeaponOnly available for grenade launchers. Each shell contains 20 balls, each of which can contain any sort of li-

quid. These are fired in a shotgun pattern with a choke of 4 (page 95, SRII/p. 117, SR3).

Per round:Conceal Damage Weight Availability Cost Street Index

8 splatballs .1 6/48 hrs 10¥* 1* plus cost of splatballs

Militech Muzzle Adaptor (p. 48) LegalThis device is required to fire Militech 25 mm pistol-grenades (p. 48, Chromebook 2); having it fitted costs

about 50¥.

Mount Conceal Weight Availability Cost Street IndexBarrel — — 4/48 hrs 200¥ .9

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CHROMEBOOK 2

Militech 25mm Pistol-Grenades (p. 48)These grenades require the Militech muzzle adaptor (above). The range to which the grenade can be fired

depends on the Power Level of the firing weapon: a Power Level of 6 or less means that the grenade uses the Light Pistol ranges, while Power Level 7 or higher uses Shotgun ranges. All stats below are for a single round.

a) HEP (Cratering) 4-I(J)One-half (round up) of the damage is Physical, while the remaining half is Stun. Armor is only one-half ef-

fective (use Ballistic and round down).

b) Incendiary 3-I(J)Has a Firesetting Rating of 6.

c) Offensive Frag 4-I(J)No changes

d) Defensive Frag 4-I(J)No changes

e) Smoke/Tear Gas LegalFills a 3 meter radius area around the point of impact with Dense Smoke (p. 89, SRII) or tear gas. Tear gas

counts as Light Smoke for visibility purposes, and adds +4 to all target numbers of anyone inside it. If the eyes are shielded, reduce this modifier to +2. If the whole face is shielded (by using a gas mask, for instance), there is no modifier.

f) Concussion 4-I(J)No changes.

g) Flash Bomb 4-I(J)The base target number modification for all those looking in direction of flash is +4, reduced by 1 for

every 5 meters away from the point of ignition. Flare Compensation reduces the modifier by 50% (round down).

Type Conceal Damage Power Level Weight Availability Cost Street IndexHEP (Cratering) 8 4S — .1 4/6 days 30¥ 1.5Incendiary 8 6M –6 per meter .1 8/7 days 30¥ 2Offensive Frag 8 6S –3 per meter .1 5/7 days 25¥ 2Defensive Frag 8 6M –3 per meter .1 5/7 days 20¥ 2Smoke/Tear Gas 8 gas — .1 6/7 days 20¥ 2.5Concussion 8 8M Stun –2 per meter .1 5/6 days 15¥ 2Flash Bomb 8 4L –1 per meter .1 4/72 hrs 15¥ 1.2

Micromissiles (p. 49) 1-JUse the rules for missiles (p. 99, SRII/p. 120, SR3); they can target persons as well as vehicles. For HEP-

missiles, one-half the damage (round up) is Physical, the other half is Stun, using one-half Ballistic armor.Use the Assault Rifle range table, but with a minimum range of 10 m. All stats below are for single mis-

siles.

ConcealIntelligence Damage Power Level Weight Availability Cost Street IndexNormal 10 2 12M –6 per meter .25 14/14 days 500¥ 2Anti-Armor 10 2 12M –12 per meter .25 16/14 days 750¥ 2HEP 10 2 14M — .25 12/14 days 200¥ 2

Scatter Grenade (p. 49) LegalThis grenade has a six-second (two turn) delay, which can not be changed. After ignition, it fills an area of

5 meters radius around the ignition point with thermographic smoke (p. 89, SRII/p. 112, SR3). The cloud lasts for 5 turns (15 seconds) in calm winds.

Conceal Damage Power Level Weight Availability Cost Street Index6 — — .25 3/48 hrs 70¥ 1.5

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Stench Bomb (p. 49) LegalAnyone in the area must roll a Willpower (8) test every turn. If no successes are rolled, the person must

leave the area on his next action. Characters with a switched-on olfactory booster (p. 62, Shadowtech) add the booster’s rating to the target number, while characters with some sort of filter mask may have a lower target number (gamemaster’s discretion).

Conceal Damage Power Level Weight Availability Cost Street Index6 — — .25 3/48 hrs 20¥ .8

Flashbang Grenade (p. 49) 1-I(J)This grenade emits a bright flash, and a concussion effect. The flash gives a +5 modifier to all target num-

bers of all people looking at the detonation; this modifier is reduced by 1 for every 5 meters distance from the grenade. Flare compensation reduces the modifies by 50% (round down).

Conceal Damage Power Level Weight Availability Cost Street Index6 12M Stun –2 per meter .25 8/6 days 80¥ 2.25

Spraypaint Grenade (p. 49) LegalNo changes.

Conceal Damage Power Level Weight Availability Cost Street Index6 — — .25 2/3 days 20¥ .9

WEAPON MODIFICATIONS

Nine-Eleven Chip (p. 50) LegalThis device is a PANICBUTTON™, which alerts the local police force. Response times depend on the part of

town.

Mount Conceal Rating Weight Availability Cost Street IndexTop or Under –1 — — call Lone Star 1,750¥ —

Security Chipping (p. 50) LegalAn Electronics B/R (10) test is needed to break the lock, with a base time of 15 minutes.

Mount Conceal Rating Weight Availability Cost Street IndexTop or Under — 10 — 4/72 hrs 1,250¥ 1

Gun-Cam (p. 50) LegalNo changes.

Mount Conceal Rating Weight Availability Cost Street IndexTop or Under -1 — .25 3/36 hrs 100¥ 1.2

Electrothermal Ammo Enhancement (p. 50) 1-JThis modification to the weapon adds a 100-shot battery inside the weapon (battery cost 150¥, Availability

6/48 hrs, Street Index 1). Only weapons using cased ammo can use this modification, and only if the weapon fires at Single-Shot or Semi-Automatic mode. If a Burst-Fire or Full-Automatic weapon is rebuilt to ET, roll 1D6 every Combat Phase the weapon is fired. If the roll is less than, or equal to, the number of rounds fired in that Combat Phase, the gun explodes, exposing the firer to an attack by all remaining ammo (treat as a Burst of the number of rounds left in the weapon).

Weapons with this modification have their Power Level and all ranges increased by 50% (round up). Apply Power Level modifiers (like the +1 from Explosive rounds) to the new Power Level. For example, rebuilding an Ares Predator to ET costs 450¥ for the weapon, plus 675¥ for the modification. Damage would become 14M, while ranges become short 1-8, medium 9-30, long 31-50, extreme 51-90.

As an added bonus, the weapon is insulated from electrical shocks: any electrical attack on the weapon will not harm it. Against magical electrical effects, the gun counts as a Highly Processed Object (target num-ber 10 or higher).

The cost of the modification is usually equal to 150% of the new-price of the weapon, and has an Availabil-ity of 10/7 days, and Street Index of 2.

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CHROMEBOOK 2

T E A M S

Convert all prices from eurodollar (eb) to nuyen (¥) on a one-to-one ratio. Stats for NPCs are for humans; apply metahuman Attribute modifiers as appropriate.

The BI and In Attributes stand for Body Index and Initiative Dice, respectively. If an “H” appears behind the NPC’s armor ratings, the armor is Hardened—that is, attacks with a Power Level less than or equal to the armor’s rating will cause no damage to the wearer at all.

Sphere (p. 52)Codelock Safeboxes™ have a Barrier Rating 8.

Sphere Driver/RepresentativeB Q S C I W E M R BI In Armor4 4 4 3 3 3 3.4 — 3 — 3+1D6 3/2

Skills: Athletics 4, Car 6, Etiquette (Corporate) 2, Firearms 3, Unarmed Combat 2, Winged 2Cyberware: Chipjack, Cybereyes with Flare Compensation and Low-light, Datajack, Vehicle Control Rig (1)Gear: Light Armor Jacket (3/2), Pocket Computer (50 Mp), Sternmeyer Stakeout 10 [Shotgun, 10 (m), SA, 9S, 10/20/50/100, 50 Regular rounds], Vehicle (type and model vary)Threat/Professional Rating: 2/3

Lifetime Escort Service (p. 53)

Average EscortB Q S C I W E M R BI In Armor4 4 4 4 3 3 5.8 — 3 .6 3+1D6 4/2

Skills: Biotech (First Aid) 2, Car 4, Etiquette (Corporate) 3, Etiquette (Street) 5, Firearms 3, Stealth 3, Unarmed Combat 4Cyberware: Chipjack, Cybereyes with TimeSquare PlusBioware: Tracheal Filter (3)Gear: Colt Alpha-Omega [HP, 10 (c), SA, 9M, 5/20/40/60, Internal Smartlink, Laser Sight, Silencer, 3 clips Regular ammo], Concealable Holster (Pistol), Concealable Holster (SMG), HK MP-2013 [SMG, 35 (c), SA/BF/FA, 6M, Laser Sight, Sound Suppresser, 5 clips Regular ammo], Knife [4L], Lined Coat (4/2)Threat/Professional Rating: 3/3

C-Team (p. 54)Air-mobile units have a standard Hughes WK-2 Stallion (p. 53, Rigger Black Book or p. 159, Rigger 2).

Standard C-Team LeaderB Q S C I W E M R BI In Armor

4(6)4(5) 4(5) 2 3 3 .45 — 3(6) .8 6+2D6 6/5 HardenedSkills: Athletics 4, Cybertechnology 2, Firearms 4, Gunnery 1, Leadership 3, Military Theory 4, Unarmed Combat 3Cyberware: Chipjack, Cyberarms (both arms), Cyberears with Damper, Cyber-eyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Smartlink, Wired Reflexes (1)Bioware: Muscle Augmentation (1)Gear: Assault Rifle with 15 clips Regular, Heavy Pistol with 5 clips Regular, MetalGear (6/5 Hardened)Threat/Professional Rating: 5/3

Heavy Weapon/Demo TrooperB Q S C I W E M R BI In Armor5 5 5(6) 2 3 4 1.75 — 4(6) 2.65 6+2D6 6/5 Hardened

Skills: Athletics 3, Demolitions 4, Firearms 4, Gunnery 5, Military Theory 2, Stealth 1, Unarmed Combat 3Cyberware: Chipjack, Cyberarm (right or left) with Increased Strength (1) and Smartlink, Cyberears with Damper, Cybereyes with Flare Compensation, Low-light and Thermographic, 2× Datajack, Wired Reflexes (1)Bioware: Adrenal Pump (1), Muscle Augmentation (1), Tracheal Filter (3)Gear: LMG with 800-round belt Regular or Grenade Launcher with 25 assorted grenades, MetalGear (6/5 Hardened), Plastic Explosives, Radio Detonator, Submachine Gun with 7 clipsThreat/Professional Rating: 5/3

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Commo/ECM TrooperB Q S C I W E M R BI In Armor4 4(5) 4(5) 2 4 3 1.55 — 4(6) .8 6+2D6 6/5 Hardened

Skills: Cybertechnology 2, Electronics 4, Electronics (B/R) 5, Firearms (B/R) 1, one Vehicle skill (conc. Remote Oper-ations) 3Cyberware: Chipjack, Cyberears with Damper, Cybereyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Radio with Commlink-VIII and Crypto Circuit HD (7), Smartlink, Wired Reflexes (1)Bioware: Muscle Augmentation (1)Gear: Assault Rifle with 10 clips Regular, Electronics Toolkit, Head-up Display (50 Mp), MetalGear (6/5 Hardened), Remote Control Deck (2), Weapons Toolkit, Wrist Computer (100 Mp)Threat/Professional Rating: 3/3

Common TrooperB Q S C I W E M R BI In Armor4 4 4 2 5 3 .45 — 4(6) 0 6+2D6 6/5 Hardened

Skills: Armed Combat 4, Athletics 4, Demolitions 4, Firearms 4, Gunnery 4, Military Theory 2, Stealth 4, Unarmed Combat 4Cyberware: Chipjack, Cyberarms (both arms), Cyberears with Damper, Cyber-eyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Smartlink, Wired Reflexes (1)Gear: Assault Rifle with 20 clips Regular, Knife [4L], 4 Offensive Grenades, MetalGear (6/5 Hardened), Ration Bars (20 days), 3 Smoke or Gas Grenades, Survival KitThreat/Professional Rating: 5/3

Cybernetic Intervention Services (p. 57)Team makeup is the same as a standard C-TEAM (above), but with the extra equipment below:

EMP grenade (p. 47, Chromebook), Biotech-Askari motion restraint bombs (p. 48, Chromebook), Sharpwire net underbarrel mount (p. 58, Chromebook 2), Pursuit Security, Inc. webgun (p. 37, Chromebook 2), Techtron-ica M-40 pulse rifle (p. 39, Chromebook 2)

Sharpwire Net Under-Barrel Mount (p. 58) LegalClips to the under-barrel mount of a weapon, and is a one-shot net gun (treat as a normal net, p. 72,

Street Samurai Catalog), which can not be reloaded. This weapon uses Taser ranges.

Mount Conceal Weight Availability Cost Street IndexUnder –2 2 5/4 days 450¥ 2

Gauss Field Projector EX (p. 58)Not available.

Orion (p. 58)

Team LeaderB Q S C I W E M R BI In Armor

5(6)5(6) 5(6) 3 5 5 .7 — 5 1.6 5+2D6 6/5 HardenedSkills: Armed Combat 5, Athletics 6, Etiquette (Corporate) 4, Etiquette (Street) 5, Firearms 6, Leadership 6, Military Theory 4, Stealth 7, Unarmed Combat 5Cyberware: Boosted Reflexes (1), Bone Lacing (1), Chipjack, 2× Datajack, Muscle Replacement (1), Olfactory Booster (4), Smartlink, Vehicle Control Rig (1)Bioware: Orthoskin (2), Pain EditorGear: Arasaka WSA [Heavy Pistol, 15 (c), SA, 9M, 5/15/30/50, Internal Smartlink, Silencer, 3 clips Regular ammo], MetalGear (6/5 Hardened), Militech Bulldog [Shotgun, 21 (c), SS/BF/FA, 9S, 10/20/50/100, Internal Smartlink, 5 clips APDS]Pocket Computer (50 Mp), Smartgoggles with Low-light, Tanaka *Exec* Line suit (0/0), Wrist-Model Phone with Flip-Up ScreenThreat/Professional Rating: 4/3

MedTechB Q S C I W E M R BI In Armor4 4 4 3 4(5) 4 4.3 — 4 0 4+1D6 3/1

Skills: Biology 5, Biotech 7, Cybertechnology 6Cyberware: Cyberhand with Air Hypo, 2x Datajack, Encephalon (1), Skillwires (3), Softlink (2)Gear: Malorian Arms Sub-Flechette Gun [SMG, 10/30 (c), BF/FA, 6S(f), Improved Gas Vent (3), 5 clips Flechette], MedicGear Combat Medical Armor, Medkit, Medkit Supplies, Skillsofts [Firearms 3, Unarmed Combat 3, Stealth 3], Smartgoggles with Low-light and Thermographic, Stabilization Unit (2)Threat/Professionality Rating: 3/3

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CHROMEBOOK 2

Basic OperativeB Q S C I W E M R BI In Armor5 5 5 3 4 4 4.3 — 4 0 4+1D6 6/5 Hardened

Skills: Armed Combat 4, Athletics 5, Etiquette (Street) 4, Firearms 4, Stealth 6, Unarmed Combat 5Cyberware: Chipjack, Datajack, Muscle Replacement (1), Retractable SpursGear: 4× AFR-7 Flash Grenade, 4× Defensive Grenade, 2× EMP Grenade, Federated Arms Light Assault 15 [AR, 30 (c), SA/BF, 8M, 15/40/100/250, Internal Smartlink, 10 clips APDS], MetalGear (6/5 H)Threat/Professional Rating: 4/3

NetrunnerB Q S C I W E M R BI In Armor4 4 3 4 5 4 4.1 — 4 .6 4+1D6 3/0

Skills: Computer 8, Computer (B/R) 7, Cybertechnology 5, Electronics 6Skillsofts: Firearms (SMG) 3, Stealth 4Cyberware: 3× Datajack, Encephalon (1), Skillwires (4)Bioware: Pain EditorGear: Armor Clothing (3/0), Fuchi Cyber-6 Cyberdeck [Bod-5, Evasion-5, Masking-5, Sensors-5, Analyze-4, Attack-6, Deception-6, Sleaze-6, Slow-5], Militech Viper [SMG, 40 (c), SA/BF/FA, 6M, 10/40/80/150, 5 clips Regular]Threat/Professionality Rating: 4/3

Autojoks (p. 61)

A Typical AutojokB Q S C I W E M R BI In Armor3 3 2 4 5 4 5.2 — 4 0 4+1D6 5/3

Skills: Computer (Software) 6, Computer (B/R) 7, Electronics 6, Etiquette (Street) 4, Firearms (Pistol) 4, Unarmed Combat 3Cyberware: Chipjack, 3× DatajackGear: Arasaka WSA [Heavy Pistol, 15 (c), SA, 9M, 5/15/30/50, Internal Smartlink, Silencer, 3 clips Regular ammo], Concealable Holster, Fuchi Cyber-4 Cyberdeck [Response Increase (2), Bod-6, Evasion-6, Masking-8, Sensors-7, Ana-lyze-5, Attack-6, Browse-8, Deception-6, Medic-5, Mirrors-4, Sift-3, Sleaze-6]Threat/Professional Rating: 4/3

F U L L B O D Y

R E P L A C E M E N T

Full borgs are described adequately on pp. 63-65 of Chromebook 2, but the following additions need to be made for their use in Shadowrun.

Full ’borgs can only be created by clinics capable of cybermancy. Since there are about 5 or 6 of these in the world, don’t expect to see ’borgs on every street corner just yet… Even if, due to the character taking custom-grade cyberware, the Es-sence cost drops to or below 6, cybermancy is still required.

Body, Quickness, and Strength are those listed in the ’borg’s stats; these figures totally replace those of the original character (hey, you are repla-cing almost all of your meat…). The character’s Mental Attributes remain as they were.

If the character had any bioware or cyberware

before being transformed into a full borg, the gamemaster decides for each item whether or not it can stay. Mostly, things that don’t affect the brain and/or digestive system must be removed while others can be left in place, though the doctors may simply decide to remove everything. Instead of each ’borg having a rating that indicates for how many Body and Essence points of bioware and cy-berware can be installed, the ’borg has been given an Essence cost, very simple. You can install as much extra cyberware and bioware as you want (up to gamemaster’s discretion, as always) but must pay the normal Body or Essence costs for it, getting yourself further in trouble as far as cybermancy is concerned…

All full ’borgs come equipped as standard with

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an automatic-medication system and an invoked memory stimulator (see Cybertechnology page 80 for both). These are not listed in their descriptions but you can bet your ass they’re included in the overall product. Yes, even if the ’borg’s Essence cost is less than 6.

Although all full ’borgs have a nuyen price listed in their description, ignore this. FASA has given no prices for cybermancy because it’s so damn ex-pensive that no runner can pay for it anyway, and anyone foolish enough to pay for a shadowrunner getting a full body conversion can pay the bill for the ’ware involved easily.

The Essence costs given below have been calcu-lated by adding up all the cyberware fitted into the ’borg in question. Each ’borg is assumed to have four cyberlimbs, a cybertorso, a cyberskull, a data-jack, and an invoked memory stimulator (a total cost of 6.7 Essence), onto which the other bits are added. Essence cost is for standard-grade cyber-ware; if you want alpha, beta, or delta grade simply multiply the entire ’borg’s Essence cost by the ap-propriate multiplier for that cyberware. Most full ’borgs would be built at least as beta-grade, to cut down on the Essence loss, and thereby making he surgeon’s task easier. Full ’borgs are not available as second-hand models.)

Alpha Class (p. 66)Body: 6Quickness: 7 ×3Strength: 10Essence Cost: 10.7Unarmed Combat Damage: (str+1)M StunArmor (B/I): 3/3

Aquarius (p. 67)Body: 8Quickness: 7 ×3 (underwater: 7 ×4)Strength: 12Essence Cost: 14.75Unarmed Combat Damage: (str)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Sonar: 1 km range. If a full-power sonar pulse (“ping”) is directed at a human at close range (20 m), the person must resist 10L Stun dam-age. Essence cost: .3

Spotlights: 100 m range, varies depending on conditions. When used at close ranges, can function the same way as a flash grenade (p. 44, Street Samurai Catalog). This only works above water. Essence cost: .4

Weapon OptionsElectrified Hull: Use requires a successful melee

attack. Damage is 10S Stun + Shock Weapon rules (p. 103, SRII/p. 124, SR3). This electrifies the entire surface of the borg. Essence cost: .6

Other OptionsCaterpillar Drive: Maximum speed is approx. 45

km/h (equivalent to Quickness 35, counts as running) underwater. Essence cost: 1.2

Long-Range Radio: Range 50 km, with 10 chan-nels. Essence cost: .75

Copernicus (p. 69)The dual-purpose limbs can act just like arms,

but at a +2 modifier to all target numbers due to inferior dexterity.

Body: 6Quickness: 7 ×3Strength: 10Essence Cost: 17.9Unarmed Combat Damage: (str)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Flare Compensation: Essence cost: .1Radar Sensor: 2 km range. Essence cost: .3Radio Beacon: 100 km range. Essence cost: 1

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CHROMEBOOK 2Spotlights: 500 m range, varies depending on

conditions. When used at close ranges, can function the same way as a flash grenade (p. 44, Street Samurai Catalog). Essence cost: .4

Other OptionsDual-Purpose Limbs: These can act just like arms,

but at a +2 modifier to all target numbers due to their inferior dexterity. Essence cost: 1 per limb

Electromagnetic Shielding: Hardened surface and heat-reflective surface. Essence cost 1

Grapple Line: 20 m range, otherwise treat as grapple gun (p. 43, Street Samurai Catalog/p. 195, SR3). Essence cost: .7

Gyroscope: Gives the user an additional die for all Athletics-based skill tests, and also an addi-tional die to remain standing after taking dam-age (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3). Essence cost: .1

Maneuver Verniers and Back Thruster: This sys-tem gives –2 modifier to the target number of any test made to maneuver in zero-G, and al-lows acceleration of 5 m/s2. There are 20 seconds of burn for the thruster, and 12 hours of maneuvering for the verniers. Refuelling pods cost 5,000¥ each. Essence cost: 2

Magnetic Hands & Feet: Essence cost: .2Toolhand: Contains a powerful screwdriver, a vac-

solderer, a micro-probe, and a small wirecutter. Essence cost: .3

Eclipse (p. 71)Body: 6Quickness: 9 ×3Strength: 10Essence Cost: 17.6Unarmed Combat Damage: (str)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Damper: p. 260, SRII/p. 299, SR3. Essence cost: .1Hearing Amplification: p. 78, Street Samurai Cata-

log. Essence cost: .2Homing Tracer: A standard signal locator, p. 258,

SRII/p. 292, SR3. Essence cost: .2Radio with level 4 Crypto Circuit HD: p. 260,

SRII/p. 298, SR3 and p. 77, Street Samurai Catalog. Essence cost: .75 for radio, .1 for Crypto Circuit HD

Weapon OptionsDartgun, Finger-Bomb, Gas Sprayer, and Lock-Pick

Fingers: see p. 32, Chromebook. Essence cost: —

Retractable Monoblade: A retractable hand blade, p. 36, Cybertechnology/p. 302, SR3. Essence cost: .25

Silenced Pop-Up Gun: A Light Pistol cybergun (p. 86, Street Samurai Catalog) with silencer and smartlink. Essence cost: .35 for pistol, .1 for si-lencer, .25 for smartlink

Venomhand: Not available.Other Options

Chameleon Covering: The whole body is covered

in ruthenium polymers (p. 94, Shadowtech) giving observers a +4 modifier to target num-bers to spot the Eclipse. Essence cost: —

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ECM Generator: Gives the Eclipse an ECM/ECCM rating of 4 (p. 184, SRII/p. 289, SR3). Essence cost: .7

Gyro-Balancer: Gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after taking damage (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3). Essence cost: .1

Grip Foot: Gives the user an extra die for Athletics (Climbing) skill tests. Essence cost: .6

IR Thermal Dam: Gives all observers using Ther-mographic vision a +5 modifier to all target numbers to spot the Eclipse. Essence cost: .5

Pain Editor: p. 26, Shadowtech. Body cost: .6Secret Spaces: 5 cm × 15 cm × 5 cm large, one in

each leg. Essence cost: —Sound Canceller: Gives all listeners a +3 modifier

to all target numbers to hear the Eclipse. Es-sence cost: .5

Stealth Foot: Gives the user an extra die for Stealth skill tests in order to move silently. Es-sence cost: .2

Wired Reflexes level 1: p. 261, SRII/p. 302, SR3. Essence cost 2

Enforcer (p. 73)Body: 6Quickness: 10 ×4Strength: 10Essence Cost: 15.6Unarmed Combat Damage: (str+2)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Thermographic, Low-light, and Flare Compensa-tion: p. 260, SRII/p. 300, SR3. Essence cost: .2

Vision Magnification level 1: p. 85, Street Samurai Catalog/p. 300, SR3. Essence cost: .1

Video Recorder: A Video Link, p. 84, Street Samurai Catalog. Essence cost: .5

Weapon OptionsGrenade Storage: Can hold 3 hand grenades or

bombs of any type. Essence cost: .3Leg Holster: Can hold any type of pistol or small

SMG (gamemaster’s decision), as well as a spare clip of ammo. Essence cost: .4

Taser Grips: Cyberarm Tasers, p. 36, Cybertechno-logy. Essence cost: 0

Other OptionsBlack Book Micro-Computer: See p. 15, Chrome-

book 2. Essence cost: .4Boosted Reflexes level 1: p. 87, Street Samurai

Catalog/pp. 302-303, SR3. Essence cost: .5Headware Memory: 120 Mp headware memory, to

store video images. Essence cost: 1.2Light Bars: Cannot be used as blinders, just as

signals. Essence cost: .2Striptape Dispenser: Holds 12 plastic restraints (p.

258, SRII/p. 294, SR3). Essence cost: .2

Brimstone (p. 74)Body: 7Quickness: 7 ×3Strength: 11Essence Cost: 16.15Unarmed Combat Damage: (str)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Hearing Amplification with Damper and level 5 Select Sound Filter: pp. 78 and 82, Street Samurai Catalog and p. 260, SRII/p. 299, SR3. Essence cost: .2 for Hearing Amplification, .1 for Damper, .2 for Select Sound Filter.

Radar Sensor: 100 m range. Essence cost: 1Radio: p. 260, SRII/p. 298, SR3. Essence cost: .75

Other OptionsCO2 Fire Extinguisher: If used as a weapon, target

must roll a Quickness (6) test to avoid being blinded for 1D6÷2 turns. Essence cost: .7

Light Bars: These can not be used to blind, just as signals. Essence cost: .2

Pain Editor: p. 26, Shadowtech. Body Cost: .6Waterhose System: See water cannon, p. 253,

SRII/p. 307, SR3. Essence cost: 1.3

Gemini (p. 76)To notice that this is not a real human requires a

Perception (10) test. If using thermographic vision or a Scanman, or other such sensors, the target number drops to 3. Astral perception immediately reveals the Gemini to be a ‘borg. The actual Body and armor ratings can not be increased.

Body: 6Quickness: 7 ×3Strength: 10Essence Cost: 11.7Unarmed Combat Damage: (str)M StunArmor (B/I): 3/3

OPTIONS PACKAGESOther Options

“Disguise” Option: This allows the cyborg to alter its skin tone and facial features, effectively giv-ing the borg 2 extra dice to roll on a skill test to disguise itself. This is not a standard feature, but costs 10,000¥. Essence cost: .5

Sexual Implant: No changes. Essence cost: .5

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CHROMEBOOK 2

Wingman (p. 77)Body: 6Quickness: 7 ×3Strength: 10Essence Cost: 16.8Unarmed Combat Damage: (str–1)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Flare Compensation: p. 260, SRII/p. 300, SR3. Es-sence cost: .1

Locator Beacon: A radio signal with 100 km range. Essence cost: .3

Optical Magnification level 3: p. 85, Street Samurai Catalog/p. 300, SR3. Essence cost: .2

TimeSquare Plus: p. 38, Chromebook. Essence cost: .3

Weapon OptionsLeg Holster: Can hold any pistol or small SMG,

plus one clip of ammo. Essence cost: .4Survival Blade: A retractable spur, p. 261, SRII/p.

302, SR3. Essence cost: .3Other Options

Datajacks: Two extra datajacks, p. 260, SRII/p. 298, SR3. Essence cost: .2 per datajack

Gyroscope: Gives the user an additional die for all Athletics-based skill tests, and also an addi-tional die to remain standing after taking dam-age (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3). Essence cost: .1

Parachute: Cannot work under 70 m. Essence cost: 1

Vehicle Control Rig level 2: p. 261, SRII/p. 302, SR3. Essence cost: 3

Samson (p. 79)Body: 9Quickness: 7 ×3Strength: 14Essence Cost: 15.8Unarmed Combat Damage: (str+2)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Flare Compensation: p. 260, SRII/p. 300, SR3. Es-sence cost: .1

Radiation Detector: No changes. Essence cost: .7TimeSquare Plus: p. 38, Chromebook. Essence

cost: .3Other Options

Arc Welder: Can cut through Barrier Rating 12, and does 8D damage if used as a weapon (use one-half Impact armor). Has a Firesetting rat-ing of 6. Essence cost: 1.2

Radiation Shielding: No changes. Essence cost: —Techscanner: Allows the user to roll 1 extra die for

any Build/Repair skill. Essence cost: .6Toolhands: No changes. Essence cost: .3 per hand

Dragoon (p. 81)Use the full Impact armor value against lasers,

instead of halving it. The Behavioral Inhibitor Pro-gram does what is described on p. 82 of the Chromebook 2, but also effectively halves the Bor-g’s Intelligence stat (rounding up).

Body: 10Quickness: 17 ×4Strength: 16Essence Cost: 19.9Unarmed Combat Damage: (str)M StunArmor (B/I): 4/4 (Hardened)

OPTIONS PACKAGESSensor Options

Cyberaudio: has the following audio installed (cannot be changed): hearing amplification, damper, eadio, crypto circuit HD (9), commlink (6). Total Essence cost: 1.45

Front Optic Mount: has the following optics in-stalled (cannot be changed): low-light, thermo-graphic, electronic magnification (3), flare compensation, TimeSquare Plus. Total Essence cost: .9

Twin Sensory Booms: No changes. Essence cost: —

Weapon Optionsnone installed, but all four limbs have quick-

change mounts.Other Options

Ambidexterity Subprocessor No changes. Essence cost: .1

Ammo Hopper: No changes. Essence cost: —Autoinjector: No changes. Essence cost: .1Black Box Recorder Every minute of recording re-

quires 1 Mp; comes with 60 Mp memory. Es-sence cost: 1

Chipware Socket: Level 4 skillwires with built-in chipjack (p. 261, SRII/pp. 298 and 302, SR3). Total Essence cost: .8

Combat Crystal: +1 to Initiative and 1 extra die for Perception tests. Essence cost: .4

Chronometer: No changes. Essence cost: —Environmental Assimilation System: If the Dra-

goon is standing still, observers get a +2 modi-fier to all target numbers to spot it, +1 if it is moving. Essence cost: 1.1

IFF Transponder: No changes. Essence cost: .15Interchangable Biopod: No changes. Essence cost:

2IR Thermal Dam: Gives all observers using Ther-

mographic vision a +5 modifier to all target numbers to spot the Dragoon. Essence cost: .5

Locator Beacon: A rating 5 standard tracking sig-nal (p. 258, SRII/p. 292, SR3). Essence cost: .05

Micro-Computer: No changes. Essence cost: .4Pain Editor: p. 26, Shadowtech. Body cost: .6Satellite Link: No changes. Essence cost: .5Shielding: No changes. Essence cost: —

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OPTIONS FOR FULL BODY CONVERSIONS

Stylization (p. 84)A monstrous appearance can give a –1 or –2 modifier to tests made to intimidate people (p. 90, Shad-

owrun Companion/pp. 93-94, SR3). Price varies.

Increased SP (p. 84)Each point of Ballistic armor costs 2,000¥, each point of Impact armor costs 1,500¥.

Increased SDP (p. 84)Not available.

Increased Stats (p. 85)Attribute increases have costs as shown below. These increases are in addition to any other cyber or

bioware increases that may be fitted to the ’borg. Essence Cost is per +1 increase; Quickness increase car-ries over to Reaction as normal.

Attribute Max increase Essence Cost Availability Cost Street IndexBody +4 .5 — 10,000¥ —Quickness +5 .5 — 15,000¥ —Reaction +3 .5 — 20,000¥ —

Shielding (p. 85)No changes. Essence cost: —; price: 20,000¥.

Quick-Change Mounts (p. 85)Weapons do not take up “spaces.” 2,000¥, Essence cost: —.

Interchangable Biopod (p. 85)No changes. Essence cost: 2; price: 200,000¥.

Longevity Module (p. 85)No changes. Essence cost: 1.4; price: 150,000¥.

V E H I C L E S

AERODYNES

All aerodynes are vectored thrust low-altitude vehicles, similar to T-birds but for civilian applications. They are extremely uncommon in Shadowrun, for this reason double their Availability target number and time, as well as their Street Index.

CHASSIS AND ENGINESTo facilitate the design of many of the vehicles from the Chromebooks under the Rigger 2 rules, some new

chassis and engines need to be added.

Starting Max Landing/ DesignHandlingBody Armor CF CF Autonav Sensor Seating Entry ptsTakeoff Pts

Aerodyne (S) 4 3 0 3 25 2 0 2b 2 VSTOL 950Aerodyne (M) 5 4 0 5 40 2 0 2b+1B 2 VSTOL 1,650Aerodyne (L) 5 5 0 7 150 2 0 2b+2b+1B 2+2 VSTOL

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CHROMEBOOK 22,000

Zeppelin (M) 6 11 0 750 7,500 1 1 2b 2 VTOL 3,000Zeppelin (L) 8 15 0 1,250 30,000 1 1 2b 2 VTOL 6,000

SPEED ACCEL LOAD ECONOMY Fuel Size DesignStarting Max Starting Max Starting Max Sig Starting Max (Starting) Pts

(in km/l)(in km/l) (in liters)JET PROPELLERSAerodyne (S) 45/150 45/600 14 21 250 800 5 0.5 1.1 500 600Aerodyne (M) 50/150 50/570 12 19 350 1,000 4 0.35 1 650 850Aerodyne (L) 50/160 50/500 9 16 500 1,300 3 0.25 0.75 750 1,100Zeppelin (M) 60 250 6 23 5,000 15,000 2 0.75 2 2,000 500Zeppelin (L) 40 200 3 16 5,000 40,000 2 0.5 1.5 2,000 750

JET TURBINESAerodyne (S) 80/200 80/650 28 70 3,000 10,000 2 0.2 0.3 700 1,000Aerodyne (M)100/225100/700 25 65 5,000 15,000 1 0.1 0.3 1,000 1,500Aerodyne (L) 100/200100/650 20 55 7,500 22,500 1 0.1 0.25 1,200 2,200Zeppelin (M) 105 375 8 23 7,000 20,000 1 0.25 0.5 2,000 750Zeppelin (L) 70 350 5 17 7,000 50,000 1 0.10 0.25 2,000 1,000

AV-3 “Aerocop” (p. 87)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Aerocop 4* 330/465* 4/2 4* 3 1,500,000¥Seating: twin bucket seats (ejection) + twin bench Access: 2 standardEconomy: .5 km per liter Fuel: IC/1,200 litersCargo/Storage: 5 CF trunkAccessories: crash cage, computer link to police HQ, loudspeaker, police strobe lights, radio, spotlight* when on the ground (using its wheels), the AV-3 has Handling 4/8, Speed 80/200, and Signature 7

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 100/310 65 4 2 1Autonav Pilot Sensor Cargo Load

3 — 0 0 4,670Seating: 2 ejection bucket seats + 2 bench Setup/Breakdown: NAEntry Points: 2 Landing/Takeoff: VSTOLFuel: Jet (1,000 liters) Economy: .1 km/literPoint Value: 3,720 Cost: 1,860,000¥Template: Aerodyne (M) Reference: Chromebook 2Other Features: Concealed armor, crash cages (front seats only),electronics port, remote mini turret (excl. weapon)

Family Flier (p. 88)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Family Flier 5 100/200 3/1 0 2 500,000¥Seating: twin + quad bucket seats Access: 2 standard + double-size rearEconomy: 1 km per liter Fuel: IC/400 litersCargo/Storage: 4 CF trunk Accessories: APPS™

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 100/225 33 4 1 1Autonav Pilot Sensor Cargo Load

2 — 0 4 4,320Seating: 2 bucket + 2 bucket + 2 bucket Setup/Breakdown: NAEntry Points: 2 doors + 2 double-sized Landing/Takeoff: VSTOLFuel: Jet (1,070 liters) Economy: .3 km/literPoint Value: 3,738 Cost: 935,000¥

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Template: Aerodyne (M) Reference: Chromebook 2Other Features: APPS™, concealed armor

Nissan Ford FanMaster (p. 89)No changes.

SRII STATSThe FanMaster can not float if more than 100 CF of cargo is loaded. The enclosed-van model costs 20,000¥

extra.Handling Speed B/A Sig Apilot Cost

FanMaster 5* 35/135* 3/2 4 2 200,000¥Seating: triple bucket seats Access: 2 standardEconomy: 8 km per liter Fuel: IC/100 litersCargo/Storage: 300 CF storage Accessories: boat hull modification* in water, Handling is 6, and Speed is 3/7.

SR3 STATSThe FanMaster can not float if more than 250 kg of cargo is loaded. The enclosed-van model costs 20,000¥

extra.Handling Speed Acceleration Body Armor Signature

4 90 10 4 2 2Autonav Pilot Sensor Cargo Load

2 — 0 100 750Seating: 3 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Diesel (400 liters) Economy: 2 km/literPoint Value: 866 Cost: 220,000¥Template: Medium Hovercraft Reference: Chromebook 2Other Features: Concealed armor, hovercraft water seals

Mach (p. 89)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Mach 3 265/665 2/1 2 3 1,300,000¥Seating: twin bucket seats Access: 2 standardEconomy: .5 km per liter Fuel: IC/1,200 litersCargo/Storage: 2 CF trunk Accessories: audio and video entertainment system

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 100/445 65 4 1 1Autonav Pilot Sensor Cargo Load

3 — 0 5 5,020Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: VSTOLFuel: Jet (1,200 liters) Economy: .3 km/literPoint Value: 3,990 Cost: 1,500,000¥Template: Aerodyne (M) Reference: Chromebook 2Other Features: Audio and video entertainment system, concealed armor

Swan (p. 90)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Swan 5 135/265 3/2 4 3 800,000¥Seating: twin + single bucket seats Access: 2 standardEconomy: .6 km per liter Fuel: IC/1,200 litersCargo/Storage: 5 CF trunk Accessories: APPS™, crash cage

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CHROMEBOOK 2

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 100/265 45 4 2 1Autonav Pilot Sensor Cargo Load

3 — 0 5 4,830Seating: 2 bucket seats + 1 bucket seat Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: VSTOLFuel: Jet (1,200 liters) Economy: .3 km/literPoint Value: 3,810 Cost: 1,450,000¥Template: Aerodyne (M) Reference: Chromebook 2Other Features: APPS™, crash cage

GROUND CARS

Crowder (p. 91)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Crowder 5/10 25/55 1/1 6 1 9,000¥Seating: twin bucket seats Access: 2 standardEconomy: 2 PF per km Fuel: Elec/250 PFCargo/Storage: 2 CF trunk

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 75 4 3 0 5Autonav Pilot Sensor Cargo Load

0 — 0 2 40Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Electric (320 PF) Economy: 1 km/PFPoint Value: 255 Cost: 25,500¥Template: Commuter/Subcompact Reference: Chromebook 2Other Features: none

The Max Interceptor (p. 92)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Max Interceptor3/8 65/240 2/2 2 2 140,000¥Seating: twin bucket seats + bench Access: 2 standardEconomy: 8 km per liter Fuel: MultiF/160 litersCargo/Storage: 2 CF trunkAccessories: both bucket seats have Armor 2, fire extinguisher, loudspeaker, police radio, police strobe light, satellite uplink for onboard computer, spotlight

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SR3 STATSHandling Speed Acceleration Body Armor Signature

3/8 160 12 3 1 2Autonav Pilot Sensor Cargo Load

2 — — 2 5Seating: 2 bucket seats + 1 bench Setup/Breakdown: NAEntry Points: 2 standard Landing/Takeoff: NAFuel: Gasoline (160 liters) Economy: 8.1 km/literPoint Value: 514 Cost: 51,500¥Template: Sportscar Reference: Chromebook 2Other Features: Armored bucket seats (armor 2), fire extinguisher, loudspeaker, police radio, police strobe light, satellite uplink for onboard computer, spotlight

The Toyo-Chevrolet ’17 Chevy (p. 92)Note that this vehicle is now called the ’51 Chevy.

SRII STATSHandling Speed B/A Sig Apilot Cost

’51 Chevy 3/7 40/120 2/0 5 1 35,000¥Seating: twin bucket seats + twin bench Access: 2 + 2 standardEconomy: 12 km per liter Fuel: MultiF/40 litersCargo/Storage: 6 CF trunk

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/7 120 6 3 0 4Autonav Pilot Sensor Cargo Load

1 — 0 6 60Seating: 2 bucket seats + 2 bench Setup/Breakdown: NAEntry Points: 2+2 doors Landing/Takeoff: NAFuel: Methane (500 bars) Economy: 1 km/barPoint Value: 165 Cost: 16,500¥Template: Sedan Reference: Chromebook 2Other Features: none

MOTORCYCLES

The Ashigaru (p. 93)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Ashigaru 3/8 40/95 1/0 6 1 3,500¥Seating: 1 front + 1 rear Cargo/Storage: 1 CF underseatEconomy: 1 PF per km Fuel: ImpElec/280 PF

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 63 4 2 0 5Autonav Pilot Sensor Cargo Load

1 — 0 1 25Seating: 1 bench Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Electric (115 PF) Economy: .5 km/PFPoint Value: 70 Cost: 3,500¥Template: Scooter Reference: Chromebook 2Other Features: none

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CHROMEBOOK 2

The Bermuda (p. 94)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Bermuda 3/5 60/205 2/0 2 1 15,000¥Seating: 1* Cargo/Storage: 0 CF*Economy: 25 km per liter Fuel: MultiF/20 litersAccessories: off-road suspension (1)* the standard model can carry only one passenger. For 1,000¥ extra, the bike can be fitted with a special seat which allows carrying another passenger or 4 CF of cargo.

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/5 137 10 2 0 2Autonav Pilot Sensor Cargo Load

1 — 0 0 50Seating: 1 bucket Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (30 liters) Economy: 16 km/literPoint Value: 209 Cost: 10,500¥Template: Racing Cycle Reference: Chromebook 2Other Features: none

The Darkwing (p. 94)No changes.

Handling Speed B/A Sig Apilot CostDarkwing 4/4 40/135 2/1 3 1 9,000¥Seating: 1 Cargo/Storage: 1 CF underseatEconomy: 30 km per liter Fuel: MultiF/20 liters

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/4 90 4 2 1 4Autonav Pilot Sensor Cargo Load

1 — 0 1 40Seating: 1 bucket Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Methane (300 bars) Economy: 2 km/barPoint Value: 254 Cost: 12,500¥Template: Off-Road Bike Reference: Chromebook 2Other Features: Concealed armor, off-road suspension (1)

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A IRCRAFT AND MINI-JETS

GD F-36 Comet (p. 95)If a Comet takes Serious damage or higher, roll 2D6 each turn. If the roll is 4 or less, the computers lose

control and the Comet crashes.

SRII STATSThe aircraft carries a centerline hardpoint and one firmpoint on each wing. All are mounted forward. The

hardpoint has 3 CF of dedicated ammo storage, and is normally fitted with a Victory rotary assault cannon (p. 124, Rigger Black Book). Each firmpoint has 1 CF of dedicated ammo storage.

Handling Speed B/A Sig Apilot CostF-36 1 830/1,860 7/2 5 3 4,500,000¥Seating: single bucket seat (ejection) Access: 1 canopyEconomy: .5 km per liter Fuel: 2,000 litersCargo/Storage: 1 CF underseat Landing/Take-off Profile: STOL/STOLSensors: Military I (6) ECM: Military I (4)Accessories: centerline Hardpoint (forward), fly-by-wire system,2 wing-mounted Firmpoints (forward)

SR3 STATSThe aircraft carries a centerline hardpoint and one firmpoint on each wing. All are mounted forward. The

hardpoint has 3 CF of dedicated ammo storage, and is normally fitted with a Victory rotary assault cannon (p. 92, Rigger 2) with 1,000 rounds of ammunition.

Handling Speed Acceleration Body Armor Signature2 150/1,865 55 7 2 5

Autonav Pilot Sensor Cargo Load3 — 6 1 1,190

Seating: 1 bucket seat (ejection) Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: STOLFuel: Jet (2,500 liters) Economy: .3 km/literPoint Value: 14,845 Cost: 16,500,000¥Template: Jumpjet Fighter Reference: Chromebook 2Other Features: Drive-by-wire (increases Acceleration), 2× external firmpoint, internal hardpoint

MDD F-33 Wasp (p. 96)No changes.

SRII STATSComes with a forward-mounted centerline Hardpoint (with 3 CF of dedicated ammo storage), as well as

two firmpoints (with 1 CF of ammo storage each) on each wing. All fire forward. The hardpoint normally mounts a Vigilant rotary autocannon (p. 124, Rigger Black Book).

Handling Speed B/A Sig Apilot CostF-33 2 730/1,660 8/2 3 3 3,500,000¥Seating: single bucket seat (ejection) Access: 1 canopyEconomy: .5 km per liter Fuel: 2,500 litersCargo/Storage: 2 CF underseat Landing/Take-off Profile: STOL/NormalSensors: Military I (6) ECM: Military II (5)

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CHROMEBOOK 2

SR3 STATSComes with a forward-mounted internal hardpoint mounting a Vigilant rotary autocannon (p. 92, Rigger 2)

with 500 rounds of ammo, as well as two firmpoints on each wing.

Handling Speed Acceleration Body Armor Signature3 150/1,105 55 7 2 5

Autonav Pilot Sensor Cargo Load3 — 6 2 1,205

Seating: 1 bucket seat (ejection) Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: STOLFuel: Jet (3,350 liters) Economy: .3 km/literPoint Value: 12,005 Cost: 12,500,000¥Template: Jumpjet Fighter Reference: Chromebook 2Other Features: 4× external firmpoint, internal hardpoint

Fed-Boeing Falcon (p. 96)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Falcon 4 135/400 4/1 4 2 2,500,000¥Seating: twin buckets seats + 6 bench Access: 2 standard + double size rearEconomy: 2 km per liter Fuel: 600 litersCargo/Storage: 50 CF cargo Landing/Take-off Profile: VSTOL/VSTOLSensors: Enhanced (2)

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 135/280 20 6 1 4Autonav Pilot Sensor Cargo Load

2 — 2 50 495Seating: 2 bucket seats + 6 folding benches Setup/Breakdown: NAEntry Points: 2 doors + 1 double-sized Landing/Takeoff: VSTOLFuel: Jet (600 liters) Economy: 2 km/literPoint Value: 1,391 Cost: 350,000¥Template: Twin Engine (Jet Propeller) Reference: Chromebook 2Other Features: Concealed armor

GD Hummingbird (p. 97)Taking off from a skyscraper requires a Handling Test, with a +4 modifier to the target number. Failure

means a crash (either into the ground or into the skyscraper).

SRII STATSHandling Speed B/A Sig Apilot Cost

Hummingbird 3 400/800 4/2 2 3 1,500,000¥Seating: twin + eight bucket seats Access: 2 standardEconomy: .25 km per liter Fuel: 4,000 litersCargo/Storage: 5 CF storage Landing/Take-off Profile: VTOL/VSTOLSensors: Enhanced (2) ECM: Security II (2)Accessories: EnviroSeal™, fire extinguisher, Life Support System (100 man-hours), telecom with 100 Mp, wet-bar

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SR3 STATSHandling Speed Acceleration Body Armor Signature

3 535 30 6 2 3Autonav Pilot Sensor Cargo Load

3 — 2 4 400Seating: 2 bucket seats + 8 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: VSTOLFuel: Jet (2,400 liters) Economy: .5 km/literPoint Value: 2,968 Cost: 1,113,000Template: Twin Engine (Turbine) Reference: Chromebook 2Other Features: Concealed armor, EnviroSeal™, fire extinguisher, life support system (100 man-hours), telecom with 100 Mp, wet-bar

Lockheed-Cessna Pinto (p. 98)No changes.

SII STATSHas two forward-mounted hardpoints in the fuselage, and carries two firmpoints under each wing, also for-

ward-firing. Each hardpoint and each firmpoint has 2 CF of dedicated ammo storage. Each hardpoint is nor-mally fitted with a Victory rotary assault cannon (p. 124, Rigger Black Book).

Handling Speed B/A Sig Apilot CostPinto 3 265/600 6/2 4 2 10,500,000¥Seating: twin + twin bucket seats (ejection) Access: 2 canopiesEconomy: 1.25 km per liter Fuel: 2,000 litersCargo/Storage: 4 CF underseat Landing/Take-off Profile: STOL/STOLSensors: Military II (7) ECM/ECCM: Military I (4)/Military I (4)Accessories: all bucket seats have Armor 2, Integrated Controls

SR3 STATSHas two forward-mounted hardpoints in the fuselage, and carries one firmpoint under each wing, also for-

ward-firing. Each hardpoint is fitted with a Victory rotary assault cannon (p. 92, Rigger 2) with 2,000 rounds of ammunition.

Handling Speed Acceleration Body Armor Signature3 135/400 20 6 2 4

Autonav Pilot Sensor Cargo Load2 — 7 4 1,400

Seating: 2 ejection bucket seats + 2 ejection bucket seats Setup/Breakdown: NAEntry Points: 2 canopies Landing/Takeoff: STOLFuel: Jet (2,000 liters) Economy: 1.25 km/literPoint Value: 6,387 Cost: 6,400,000¥Template: Twin Engine (Jet Propeller) Reference: Chromebook 2Other Features: Armored bucket seats (level 2), ECCM (4), ECM(4), 2× firmpoint, 2× hardpoint

AIRSHIPS

India Sky-Barge (p. 99)

SRII STATSCan carry up to 6,000 CF worth of cargo, strung underneath the ship, without speed loss. Speed is de-

creased to 30/60 when carrying up to 10,000 CF underneath the ship.

Handling Speed B/A Sig Apilot CostIndia 6 40/80 6/6 7 2 10,000,000¥Seating: twin + quad bucket seats Access: 2 standardEconomy: 1 km per liter Fuel: MultiF/12,000 litersCargo/Storage: 2 CF underseat Landing/Take-off Profile: VTOL/VTOL

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CHROMEBOOK 2

SR3 STATSHandling Speed Acceleration Body Armor Signature

6 80 6 11 6 2Autonav Pilot Sensor Cargo Load

2 — 1 338 11,270Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: VTOLFuel: Jet (12,000 liters) Economy: 1 km/literPoint Value: 6,170 Cost: 925,500¥Template: Jet Propeller Medium Zeppelin Reference: Chromebook 2Other Features: concealed armor, living amenities (improved, 6 people)

“Madison Avenue” Blimp (p. 100)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Madison Avenue6 20/45 5/1 9* 3 2,500,000¥Seating: 1 bench Access: 1 hatchEconomy: .5 km per liter Fuel: IC/2,000 litersAccessories: 6 m × 12 m electronic projection screens,spotlights, video cameras* Signature drops to 2 when the projection screens are turned on.

SR3 STATSHandling Speed Acceleration Body Armor Signature

6 45 8 8 1 2Autonav Pilot Sensor Cargo Load

1 — 1 52 830Seating: 1 bench Setup/Breakdown: NAEntry Points: hatch Landing/Takeoff: VTOLFuel: Jet (2,000 liters) Economy: .5 km/literPoint Value: 1,835 Cost: 183,500¥Template: Jet Propeller Zeppelin Reference: Chromebook 2Other Features: Concealed armor, electronic port

Sky Queen Cruise-Liner (p. 100)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Sky Queen 5 55/135 10/9 7 4 20,000,000¥Seating: twin + twin bucket seats Access: 2 + 4 standardEconomy: .1 km per liter Fuel: 32,000 litersCargo/Storage: 50 CF Accessories: 3 bars, crew compartment for 20 people,

sleeping accommodations for 150 people, 2 restaurants

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 135 5 15 9 1Autonav Pilot Sensor Cargo Load

4 — 1 215 37,500Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 4 doors Landing/Takeoff: VTOLFuel: Jet (32,000 liters) Economy: .1 km/literPoint Value: 22,981 Cost: 5,745,000¥Template: Turbine Large Zeppelin Reference: Chromebook 2Other Features: Concealed armor, ECM (3), internal rocket mounts (6), living amenities (basic, 20 people; high, 150 people)

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E X O T I C S

Cyberpunk 2020 uses different names for sur-gery, so use the following conversion chart to change them over to Shadowrun terms. See page 53 of Cybertechnology and page 114 of SRII for de-tails about these types of surgery. (Unfortunately, SR3 doesn’t include details for elective surgery, so you’ll have to refer to one of the other books.)

Cyberpunk ShadowrunNegligible (N) Minor CosmeticMinor (M) Minor InvasiveMajor (MA) Major InvasiveCritical (CR) Drastic Invasive

As far as therapy is concerned, use the rules giv-en on pp. 101-102 of Chromebook 2, but convert the Eurodollar (eb) prices to nuyen on a 1:1 ratio. The “Humanity Points Regained” part of the Ther-apy Costs And Effects table is not used.

The table for exotic cyberware (p. 102 of Chromebook 2) remains in use, but convert the prices as listed above. The “HL” section of the table is converted as follows: divide the maximum that can be rolled on the listed dice by 20 to find the Body or Essence cost of the item (HL = 3D6, for in-stance, gives a Body or Essence cost of (3 × 6) ÷ 20 = .9). All items are considered to be bioware (thus having a Body cost), except for natural fangs and claws, retractable claws, digitigrade legs, exo-skeleton, frame alteration, behavior chip, and speed grafts. These therefore have an Essence cost.

The surgery type and cost is determined accord-ing to the rules on p. 114, SRII, and p. 6, Shadow-tech). Availability is 6/7 days, and Street Index is 1 for all conversions.

The notes remain large unchanged, though some need minor adjustments:

B: Mandibles: do (str)L damage in melee com-bat, but have –1 Reach.

C: Natural Fangs: do no damage.D: Natural Claws: +2 to all Target Numbers re-

quiring use of fingertips.G: Combat Tail: does (str)M Stun damage in

melee combat, with a +1 Reach. Tails with poison stingers do (str)L for the stingers, plus the poison damage. A stinger tail costs 500¥ more than a reg-ular tail.

H: Digitigrade Legs: if acquired without a tail, reduces the number of meters that may be moved per turn by half (though actual Quickness and

Movement Multiplier remain the same) whenever the user is on his feet. If acquired with a tail, the legs allow one extra meter of movement. Digiti-grade Legs cost 100,000¥, not 4,000¥.

I: Fur/Scales/Skinchange: if 3 or less is rolled on 2D6, the subject develops cancer. Curing takes 1D6 months and costs 2,000¥ to 12,000¥.

J: Heavy Scales: gives Ballistic and Impact ar-mor ratings of 1, cumulative with worn armor.

K: Exoskeleton: gives Ballistic and Impact ar-mor ratings of 2, cumulative with worn armor, and reduces Quickness by 2 (never below 1).

M: Behavior Chip: removing a chip requires a Willpower(6) test; each new attempt gets a +1 to the Target Number, with a maximum of +6. The chips have the following ratings (see p. 87, Shad-owtech): Addiction 6M, Tolerance 1, Strength 10. These things are almost BTLs, and are not so very legal in most places.

N: ArmorWeave: an addition to orthoskin (p. 17, Shadowtech) and bone lacing (p. 42, Shadow-tech), this gives the user +1 Body, +1 Impact ar-mor, and –1 Quickness. The subject must already have orthoskin and bone lacing (both of any level) to buy armorweave.

O: Speed Grafts: Increases the Movement Mul-tiplier for running by +1.

MINOR EXOTIC PACKAGE DEALS

Me-Yow (p. 104)Surgeries: Minor Cosmetic, 2× Major InvasiveTotal surgery cost: 51,000¥Body cost: 1.95Essence cost: —Price: 13500¥

Hickory, dicoky, dock (p. 104)Surgeries: Minor Cosmetic, Major InvasiveTotal surgery cost: 26,000¥Body cost: 1.05Essence cost: —Price: 11,000¥

Do the Bunney Hop (p. 105)The bunny tail has a Body Cost of .1, cost 250¥)Surgeries: 2× Minor CosmeticTotal surgery cost: 2,000¥Body cost: .25Essence cost: —Price: 1,200¥

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CHROMEBOOK 2

Hiss-s-s-s-s (p. 105)The olfactory boost is a level 3 olfactory booster

(p. 62, Shadowtech) installed separately, and not included in the minor facial modification.

Surgeries: Minor Cosmetic, Minor Invasive, Drastic Invasive

Total surgery cost: 256,000¥Body cost: 1.05Essence cost: .8Price: 14,500¥

FANTASY PACKAGES

Some races will need frame alteration in addi-tion to anything listed below; use common sense: a troll converted into a dwarf…?

Elf (p. 105)Surgeries: Minor CosmeticTotal surgery cost: 1,000¥Body cost: .15Essence cost: —Price: 1,000¥

Dwarf or Halfling (p. 105)–1 Quickness due to shorter legs, and Movement

Multiplier becomes 2.Surgeries: Minor Cosmetic, Major InvasiveTotal surgery cost: 26,000¥Body cost: .15Essence cost: .6Price: 9,000¥

Ork/Goblin (p. 106)–1 Charisma.Surgeries: Minor Invasive, Major Invasive,

Drastic InvasiveTotal surgery cost: 276,000¥Body cost: 1.2Essence cost: 1.2Price: 20,500¥

Troll/Ogre (p. 106)–1 Charisma.Includes muscle replacement (1) and dermal

plating (1), p. 261, SRII.Surgeries: Minor Cosmetic, Major Invasive, 2×

Drastic InvasiveTotal surgery cost: 526,000¥Body cost: .15Essence cost: 2.7Price: 35,500¥

Fishman (p. 106)Includes a rating 6 artificial gill (a variant of the

air filtration system, p. 261, SRII/p. 302, SR3).Surgeries: 2× Minor Cosmetic, Drastic InvasiveTotal surgery cost: 252,000¥Body cost: 1.05Essence cost: .6Price: 101,000¥

Graftables (p. 106)includes orthoskin (1), bone lacing (1), and wol-

vers (Tech Specs p. 17)Surgeries: 2× Major Invasive, Drastic InvasiveTotal surgery cost: 300,000¥Body cost: 1.4Essence cost: 1.4Price: 104,250¥

MAJOR EXOTIC PACKAGES

The Bear Necissities (p. 106)Includes muscle augmentation level 2.Surgeries: 3× Drastic InvasiveTotal surgery cost: 750,000¥Body cost: 3.1Essence cost: 1.8Price: 113,500¥

The Superman (p. 107)Includes muscle augmentation (2), bone lacing

(2), boosted reflexes (1), pain editor, Pacesetter 2000 heart, rebreather lungs, Lifesaver SinkWeave, speedgrafts, and retinal modifications (low-light and thermographic).

Surgeries: 6× Drastic InvasiveTotal surgery cost: 1,500,000¥Body cost: 6.25Essence cost: 2.05Price: 426,750¥

Hold That Tiger! (p. 107)Surgeries: Minor Invasive, 3× Drastic InvasiveTotal surgery cost: 755,000¥Body cost: 2.1Essence cost: 3Price: 115,000¥

Bug Out! (p. 108)

Slightly Buggy

Includes cybereyes.Surgeries: Minor Invasive, 2× Major InvasiveTotal surgery cost: 55,000¥Body cost: 1.2Essence cost: .2Price: 17,000¥

Bughouse

Includes boosted reflexes (1), olfactory booster (3), cybereyes with low-light, and cyberears.

Surgeries: 4× Drastic InvasiveTotal surgery cost: 1,000,000¥Body cost: 1.5Essence cost: 3Price: 64,500¥

Aquaforms (p. 108)

Merman

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The gill is a rating 6 artificial gill (a variant of the air filtration system, p. 261, SRII/p. 302, SR3).

Surgeries: 2× Drastic InvasiveTotal surgery cost: 500,000¥Body cost: .9Essence cost: 1.8Price: 116,000¥

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CHROMEBOOK 2

Sharkman

The gill is a rating 6 artifical gill(a variant of the air filtration system, p. 261, SRII/p. 302, SR3). In-cludes orthoskin (2).

Surgeries: Major Invasive, 2× Drastic InvasiveTotal surgery cost: 525,000¥Body cost: 2.8Essence cost: 1.2Price: 187,500¥

The Faithful Dog (p.109)

Minor

No changes.Surgeries: Minor Cosmetic, Drastic InvasiveTotal surgery cost: 501,000¥Body cost: 1.05Essence cost: .6Price: 11,500¥

Major

No changes.

Surgeries: Minor Invasive, Major Invasive, 2× Drastic Invasive

Total surgery cost: 530,000¥Body cost: 2.1 (2.4 with Long Muzzle)Essence cost: 2.4Price: 117,000¥ (117,500¥ with Long Muzzle)

Here There Be Dragons (p. 109)No changes.Surgeries: Minor Invasive, Major Invasive,

Drastic InvasiveTotal surgery cost: 530,000¥Body cost: 2.1Essence cost: .6Price: 16,000¥

Playbeing (p. 110)Playbeings usually have a Charisma of 5 or high-

er.Surgeries: Minor Invasive, Major InvasiveTotal surgery cost: 30,000¥Body cost: 0Essence cost: .6Price: 30,000¥

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Chromebook 3

Q U I P M E N T , I T E M S , A N D

S T U F FEMidnight Arms Smartgoggle Mirrorshades (p. 3) 4P-CA(N)

Can hold two vision-enhancing options such as low-light or thermographic, each option costing the same as for goggles, as on page 257 of SRII or p. 290, SR3. Only available in smartlink level 1 technology (p. 261, SRII/p. 282, SR3).

Conceal* Rating Weight Availability Cost Street Index5 — — 3/36 hrs 4,500¥ 1

* Concealability indicates how easy it is to notice that this is a set of smart goggles and not simply mirror shades.

Utopian “Small Wonders” NanoAgents (p. 4) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — — 4/60 hrs 500¥ 2

Arc Furnace (p. 4) LegalConsumes about 300¥ worth of power per day.

Conceal Rating Weight Availability Cost Street Index— — — 6/7 days 10,000¥ 1

Communications Accessories (p. 4) Legal

Fibre-Optic CableCosts about 0.10¥ per meter for normal-quality cable. High-quality cable gives +1 Reaction to all deckers

and IC, as long as the entire cable route consists of this type of cable, which costs 1¥ per meter.

Conceal Rating Weight Availability Cost Street Index— — — always 0.10¥ 1

Repeaters

SRII STATSThis is a dedicated data line junction (p. 12, Virtual Realities), and is used purely for signal amplification.

The “right glitch” requires a successful Computer (10) test in the repeater’s node.

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CHROMEBOOK 3SR3 STATS

Not available.

JunctionsNot available (in Virtual Realities, use a dataline junction instead).

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Raven® Interface Monitor (p. 5) LegalGives a –1 target number modifier while repairing cyberware.

Conceal Rating Weight Availability Cost Street Index5 –1 1 6/48 hrs 8,000¥ 1

Telectronics® Micromanipulator Rig (p. 5) LegalRequires a datajack and encephalon (p. 49, Shadowtech) to use. It eliminates “Bad Working Conditions”

and “Inadequate Tools” penalties for all Build/Repair tasks except vehicle- and magical-related ones (see page 183, SRII/p. 95, SR3).

Conceal Rating Weight Availability Cost Street Index— — — 8/72 hrs 3,000¥ 3

MEDTECH

Archaesthetic (p. 6) LegalLowers the doctor’s target numbers for surgery by 1 once correctly connected, which requires a Biotech

(5) test.

Conceal Rating Weight Availability Cost Street Index— –1 1 6/7 days 10,000¥ 4

RapiDetox (p. 6) LegalThe user must roll a Biotech skill test, with a target number equal to the poison’s Power Level or Strength

Rating. Once test may be made per turn, with the substance being neutralized three turns after a successful roll.

Conceal Rating Weight Availability Cost Street Index— — 5 5/4 days 1,500¥ 3

Blood Substitute (p. 6)Not available: assume this is always used when needed. If used on a magician, it counts as high-tech

treatment, so the +2 modifier for treating a magician is not used, meaning a check for Magic loss must be rolled.

LPTU™ Limb Preservation and Transport Unit (p. 6)As for blood substitute, it’s easiest to assume such things are always used.

Bodyweight Portable Intern Unit (p. 7) LegalIf coupled to a medkit (p. 263, SRII/p. 304, SR3), this device increases the medkit’s skill rating by 1. By it-

self, it has a Biotech skill of 1, working in the same way as a medkit.

Conceal Rating Weight Availability Cost Street Index2 1 2 3/24 hrs 120¥ 1.5

Aesculapius Incorporated Cybercast (p. 7) LegalGives a +2 modifier to all actions carried out with the limb, but days spent wearing it count as resting, and

therefore healing. Hospitals rent them out at around 200¥ a day.

Conceal Rating Weight Availability Cost Street Index3 +2 1.5 3/12 hrs 3,000¥ 2

MASETTO TECH CLOTHING

‘Alessio’ Coveralls (p. 7) LegalNo changes.

Conceal Ballistic Impact Weight Availability Cost Street Index‘Alessio’ Coveralls — — — — always 200¥ 1

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CHROMEBOOK 3

‘Lano’ Armour Coveralls (p. 7) LegalNo changes.

Conceal Ballistic Impact Weight Availability Cost Street Index‘Lano’ Coveralls 6 3 2 1 always 1,600¥ 1

‘Guercio’ Helmet (p. 8) LegalComes with a flare-compensating visor and built-in respirator.

Conceal Ballistic Impact Weight Availability Cost Street Index‘Guercio’ Helmet — — +1 1 3/48 hrs 600¥ 2

‘Gianni’ Helmet (p. 8) 4P-CA(N)Has built-in smart goggles (level I).

Conceal Ballistic Impact Weight Availability Cost Street Index‘Gianni’ Helmet — — +1 1 4/48 hrs 3,500¥ 2

‘Pinamonte’ Boots (p. 8) LegalNo armor values.

Conceal Ballistic Impact Weight Availability Cost Street Index‘Pinamonte’ Boots — — — — always 50¥ 1

‘Ciampolo’ Gloves (p. 8) LegalNo changes.

Conceal Ballistic Impact Weight Availability Cost Street Index‘Ciampolo’ Gloves — — — — always 40¥ 1

‘Francesca’ Tech Scanner (p. 8) LegalNo modifiers to Wardrobe & Style or Reputation-like things. It simply counts as a Computer toolkit (p. 259,

SRII/p. 288, SR3), even though tech-minded people will probably think you’re really cool if you use one of these.

Conceal Rating Weight Availability Cost Street Index3 — 5 5/48 hrs 1,200¥ 2

‘Farinata’ Tech Tool Kit (p. 9) LegalAgain no modifiers to Wardrobe & Style or Reputation-like things. This one is a Vehicle toolkit (p. 259,

SRII/p. 288, SR3).

Conceal Rating Weight Availability Cost Street Index3 — 5 5/48 hrs 350¥ 2

‘Venedico’ Electronics Tool Kit (p. 9) LegalOnce more, no modifiers to Wardrobe & Style or Reputation-like things. It is an Electronics toolkit (p. 259,

SRII/p. 288, SR3).

Conceal Rating Weight Availability Cost Street Index3 — 5 5/48 hrs 1,350¥ 2

Raven® “Tripod” Waldo Set (p. 10) LegalThe user must jack into the waldo, and can then effectively perform work requiring two people. No modifi-

ers or anything.

Conceal Rating Weight Availability Cost Street Index— — 25 10/7 days 8,000¥ 3.5

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Raven® “Spider” MicroWaldo Bracer (p. 11) LegalThe user must jack into this waldo as well, and it basically provides another pair of hands. A cyberarm ver-

sion is also available.

Normal version:Conceal Rating Weight Availability Cost Street Index

— — 2 6/72 hrs 7,000¥ 3

Cyberarm version:Conceal Rating Weight Availability Cost Street Index

— — 2 8/72 hrs 8,000¥ 3.25

Techtronica “Mite” Diagnostic Remote (p. 11) LegalNo changes.

Normal version:Conceal Rating Weight Availability Cost Street Index

— — 1 6/72 hrs 4,000¥ 3

Cyberarm version:Conceal Rating Weight Availability Cost Street Index

— — 1 8/72 hrs 5,000¥ 3.25

CTS, plc ‘Pembroke’ Techscanner (p. 12) LegalAn Electronics toolkit (p. 259, SRII/p. 288, SR3) that gives a –1 to the target number of any task involving

fixing something that came out before the update chip became available.

Conceal Rating Weight Availability Cost Street Index— –1 5 9/72 hrs 1,500¥ 3.5

* +100¥ per month subscription update

Tool Kits by Buchsterhude Gmbh (p. 12) LegalNo modifiers to skills or target numbers in any way. It is a simple toolkit.

Conceal Rating Weight Availability Cost Street Index— — 5 6/48 hrs 1,000¥* 2

* 1,500¥ for high-style. Multiply prices by 2 for vehicle toolkit, or by 3 for electronic, computer, or cyberware toolkit.

Fax Plus 1000™ Fax Machine (p. 12) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index6 — .5 always 300¥ 1

ThunderArc Industries Three-D Holophone (p. 13) LegalThe Matrix-style icon (persona) chips cost 500¥ apiece.

Conceal Rating Weight Availability Cost Street Index— — 1 3/24 hrs 9,000¥ 1.25

More Cell Phone Options! (p. 13) Legal

Tight BeamThis has a range of about 1.5 kilometers. (In SR3, it has a Flux Rating of 2.)

Call WaitingNo changes.

Call ForwardingNo changes.

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CHROMEBOOK 3Weight Availability Cost Street Index

Tight Beam 3 2/12 hrs 200¥ 2Call Waiting — always 50¥* —Call Forwarding — always 50¥* —* per month

Miniature Copier (p. 13) LegalHas a 1 Mp memory for storing images.

Conceal Rating Weight Availability Cost Street Index3 — .5 2/12 hrs 230¥ .8

Datatel Rotowrighter (p. 13) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index8 — .25 always 20¥ 1

Telectronics® Modulation Chip (p. 13)Not available.

Yamaha RX4000 “Hurricane” Ultrasynth (p. 14) LegalThis synthesizer adds +4 the Impact (see Shadowbeat), but every extra element controlled gives a cumu-

lative –2 to Impact (three effects give a +0 to Impact, five elements give –4). If the user tries to control more elements than twice his or her Intelligence Attribute Rating, roll a Willpower (4) test to avoid passing out un-der the strain. This fine quality-rated synthesizer has 8 voices built in.

Conceal Rating Weight Availability Cost Street Index— +4 — always 9,380¥ 1

Midnight Arms Smart Glove (p. 14)Not available.

Arasaka R-101 Lie Detector (p. 15) 3P-E1(U)This machine makes an opposed test between its rating and the subject’s Willpower. In SRII, the number of

net successes on the machine’s part reduce the target number for Interrogation skill tests on a one-to-one basis. In SR3, the R-101 functions as a complimentary skill to the user’s Interrogation skill (p. 97, SR3).

Conceal Rating Weight Availability Cost Street Index2 6 3 14/20 days 5,000¥ 4

THE GREAT OUTDOORS

Everest VentureWare Grapple Line (p. 15) LegalThe line can support a weight of 500 kg. It uses Shotgun ranges when fired.

Conceal Rating Weight Availability Cost Street Index2 — 3 always 240¥ 1

Everest VentureWare Climbing Spikes (p. 15) LegalThese spikes lower the target number for climbing tests by 1 (see p. 75, Fields of Fire). If used as a

weapon, the spikes do (str+1)L damage.

Conceal Rating Weight Availability Cost* Street Index3 –1 — 2/24 hrs 75¥ 1

* 140¥ total cost for interface control

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Esporma Environment Suit (p. 16) LegalThe suit provides a Barrier Rating of 6 to corrosive chemicals. Closing one “breathing” panel costs a

Simple Action. The sealed suit has a wearing time of 45 minutes, plus 15 minutes per two panels kept open. Every 15 minutes over the duration, the wearer must roll a Body (4) test, otherwise all his or her Physical At-tributes are halved for as long as he or she continues to wear the suit.

Conceal Ballistic Impact Weight Availability Cost Street IndexEsporma 1 2 1 5 6/4 days 7,250¥ 3

The Automapper™ by ThunderArc (p. 16) LegalThe interface port (60¥) can be used by anyone with a datajack.

Conceal Rating Weight Availability Cost Street Index7 — .5 6/48 hrs 600¥ 1

Geotech Enviroscanner (p. 16) LegalUse the rules for gas detection systems (p. 88, Neo-Anarchists’ Guide to Real Life), but this scanner de-

tects only biological and radioactive contamination within 7 meters.

Conceal Rating Weight Availability Cost Street Index5 3 1 8/7 days 45,000¥ 3

PHARMACEUTICALS

Militech Combat Drugs (p. 17)

Prime 3-M1(X)AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index

2M 4 6 1 turn injection 1D6+1 hours 14/7 days 500¥ 3Effects: +2 Intelligence, +1 WillpowerCrash Effects: distractions, concentration difficulties, +2 target numbers for all skill use, –1 Willpower [resist all with one Willpower (4) test] for 1D6÷2 hours

Timewarp 3-M1(X)AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index

4P 3 5 1 turningestion, injection1D6+1 minutes 14/7 days 300¥3

Effects: +2 InitiativeCrash Effects: 6L Stun damage [resist with Willpower]

Berserker 3-M1(X)AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index

6P 3 3 immediate injection 1D6+1 minutes 14/7 days 400¥ 3Effects: +1 Body, +1 Strength, +1 Willpower, +1 ReactionCrash Effects: 6L damage [resist with Body]Permanent Effects: Essence reduced by 1D6÷20 [resist with Willpower (6) test]

Trauma Drugs (p. 17)

Sedative 4P-M1(X)AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index

— — — 1 turn injection 1D6+1 minutes 4/6 hrs 40¥ 2Effects: 8D Stun damage [resist with Willpower]

Stim 4P-M1(X)AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index

— — — 1 turn injection 1D6+1 minutes 4/6 hrs 50¥ 2Effects: negates injury modifiers to target numbers only, not to initiativeCrash Effects: Light Stun wound

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CHROMEBOOK 3

Surge 4P-M1(X)AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index

2P 4 5 1D6 minutes injection 1D6+1 hours 4/6 hrs 75 2Effects: ignore food and sleeping needs, –1 target number to resist any Stun damage.Crash Effects: all Attributes are halved [sleep 5 hours to get rid of this reduction]

Trauma I 4P-M1(X)AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index

4P 2 10 immediate injection 1D6+1 turns 4/6 hrs 60¥ 2Effects: as Trauma Patch

Surveillance Kit (p. 18) 4P-E1(U)This kit contains the following equipment (all p. 258, SRII/p. 290, SR3 unless otherwise noted):a) 20 micro-transceivers, 10 micro-camcorders, 10 micro-recorders, and multi-band receiver with chip re-

corder (not listed in SRII).b) 20 tracking signals (rating 3, conceal 5) and a signal locator (rating 5)c) A shotgun microphone (rating 3) and a laser microphone (rating 3)d) A portacam (p. 88, Shadowbeat/p. 292, SR3) with 20 Mp memory to store images

Conceal Rating Weight Availability Cost Street Index— — 6.5 6/5 days 98,000¥ 2

Visual Adaptor (p. 18)Not available: most portacams can have such options installed anyway.

SecSystems Detection Wand (p. 18) LegalSee the rules for weapon detection on page 92 of the Neo-Anarchists’ Guide to Real Life or p. 237, SR3.

Conceal Rating Weight Availability Cost Street Index4 2 .5 2/12 hrs 10,000¥ 1

Optitech MagViewer (p. 18) LegalNo changes.

Conceal Rating Weight Availability Cost* Street Index4 20x 1 always 375¥ .8

* +100¥ for IR, +125¥ for low-light, +75¥ for digital camera with 5 Mp memory

IEC Domitic System (p. 19) LegalCost is 2D6×50¥ per square meter. Most systems are linked to the Matrix, but are almost completely Blue

systems.

Availability Cost Street Index2/48 hrs 2D6x50¥ —

Virtual Ventures, Ltd. (p. 19)This company puts the user into a Matrix system scuplted to represent the history being portrayed. The

customer can either jack into their system from his home (provided he has some sort of cyberdeck), or from Virtual Ventures’ offices.

Prices given on the table on page 19 of Chromebook 3 are in nuyen for 3, 6, and 12 hour trips.

Royo Bodyfree Masks (p. 20) LegalGives no modifiers to skills or Attributes. Filter masks are 50¥ extra.

Conceal Rating Weight Availability Cost Street Index8* — — always 600¥ 1

* this is to spot that the character is wearing a mask

Optical Remote (p. 20) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — — 4/12 hrs 100¥ .7

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IEC Solodrinker (p. 20) LegalConvert all prices from eb to nuyen at a 1:1 ratio. Availability for all is Always, Street Index is .75.

C Y B E R W A R E

Note: For various systems, the Essence costs is in parentheses; in such a case, the Essence loss only ap-ply when the system is installed in a natural limb; when placed in a cyberlimb, Essence cost is 0.

Sycust “FleshWeave” (p. 21) LegalInstead of being a retro-fit, this is a complete limb. Repairs cost 50% more than normal, and the limb

counts as both bioware and cyberware, so it has both an Essence and a Body Cost. In case of the user taking a Deadly wound, check twice for damage to the limb—once for the cyberware part and once for the bioware part.

Essence CostBody Cost Availability Cost Street Index.5 .5 6/36 hrs 120,000¥ 1.5

Dynalar Technologies “Digits®” Cyberfingers (p. 22) per finger

Cyberfinger Probe Link LegalA datajack with data flow rate of 30 (p. 45, Shadowtech) mounted in your finger.

Parabolic Microphone 6P-E1(U)Has a rating 1 shotgun microphone (p. 258, SRII/p. 292, SR3) built into the finger.

Flasher LegalFunctions as a flash pak (p. 45, Street Samurai Catalog/p. 283, SR3). Replacement bulbs are 25¥.

IR/UV Flashlight LegalNo changes.

Flare LegalFunctions as a micro flare (p. 46, Street Samurai Catalog/p. 295, SR3). Replacement flares cost 75¥.

Ranges are Short 1-2m, Medium 3-15m, Long 16-40m, Extreme 41-80m.

Storage Compartment LegalNo changes.

Laser Pointer LegalEffective to 20 meters during the day, 200 meters at night.

Essence Cost Availability Cost Street IndexProbe Link (.15) 2/12 hrs 1,500¥ 1Microphone (.15) 2/48 hrs 3,500¥ 1.5Flasher (.15) 4/36 hrs 750¥ 1Flashlight (.15) 4/36 hrs 200¥ 1Flare (.15) 6/48 hrs 200¥ 1.5Storage (.15) 4/48 hrs 150¥ 1Laser Pointer (.15) 5/36 hrs 750¥ 1.25

Cyclops International “Bug Eye” (p. 23) LegalThis set of eyes can hold up to .6 points of extra vision enhancements without additional Essence loss.

Essence Cost Availability Cost Street Index.25 2/24 hrs 7,500¥ 1

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CHROMEBOOK 3

Raven Microcyb Supercompact Braindance Recorder (p. 23) LegalA full-X simsense rig (p. 97, Shadowbeat/p. 302, SR3), which needs to be connected to external memory

(recording 2 hours of wet record simsense requires 21,600 Mp of memory, which would cost 72 Essence points…!). It does come with its own specialized datajack, though.

Essence Cost Availability Cost Street Index1.8 8/12 days 600,000¥ 3

Smartgun 2® SmartPlate Weapons Link (p. 23)Not available: all normal smartlinks in Shadowrun work this way already.

Leg Boosters (p. 24) LegalAdds three meters to the distance the character can jump (see p. 76, Fields of Fire).

Essence Cost Availability Cost Street Index— 6/6 days 5,000¥ 1

Cyberoptic Compass (p. 24) LegalCan be integrated into a cybereye. The information the compass provides is projected onto the user’s ret-

ina, so a TimesSquare is not required. Available in two models: normal and logcompass. The latter is a pro-grammable inertial compass that keeps track of the user’s changes in direction from a fixed bearing or point.

Normal model:Essence Cost Availability Cost Street Index

.1 4/24 hrs 3,000¥ .9

Logcompass:Essence Cost Availability Cost Street Index

.2 6/24 hrs 3,000¥ .9

Mediaware Cellular Phone (p. 24) LegalA headware telephone, p. 260, SRII/p. 298, SR3

Essence Cost Availability Cost Street Index.5 3/24 hrs 5,000¥ .9

Kiroshi® Laser-Comm Optic (p. 24) LegalTo successfully send a message, a Quickness test is required, using Light Pistol ranges to find the base tar-

get number. To understand the message, the user must have TimesSquare, subdermal screen, or cyberears. Replacement chips cost 175¥. This device can be fitted into a cybereye.

Essence Cost Availability Cost Street Index.3 6/60 hrs 4,250¥ 1.5

LiveWires (p. 24) LegalEssentially, this is a datajack with a data flow rate of 50 (p. 45, Shadowtech) mounted on a user-control-

lable cable.

Essence Cost Availability Cost Street Index.35 3/48 hrs 4,000¥ .9

SuperSized Arms (p. 25) LegalThese arms give a –1 target number modifier to intimidate opponents, but all reflex-based actions with the

arms have a +2 target number. Unarmed combat damage is (str+2)M Stun.

Essence Cost Availability Cost Street Index1 made to order120,000¥ to 150,000¥ —

The Bonespike (p. 25) 3-BInflicts (str–1)M damage, and has a concealability of 9 when retracted.

Body Cost Availability Cost Street Index.3 5/72 hrs 10,000¥ 1.5

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Bodyweight AutoInjector (p. 25) As DrugFor and additional 200¥, the AutoInjector can be wired to a Biomonitor. The reservoir can be refilled by

making a successful Biotech (3) skill test.

Essence Cost Availability Cost Street Index.1 2/6 hrs 750¥ .9

Bodyweight Pacemaker Coprocessor (p. 26) LegalAllows the character to make a second natural Body test to see if his or her condition stabilizes after tak-

ing a Deadly wound (p. 115, SRII/p. 129, SR3).

Essence Cost Availability Cost Street Index.2 6/24 hrs 1,500¥ 2

Dynalar Web Hand (p. 26) LegalCharacters get +1 die for Athletics (Swimming) skill tests for every pair of limbs equipped with a web

hand. It can only be mounted on a cyberarm or cyberhand.

Essence Cost Availability Cost Street Index— 4/36 hrs 10,000¥ 1

Fresco’s Personal Nano-Groomers (p. 26) LegalThe first package gives two dice to roll, with an additional die per extra package bought (max. 4 dice).

Whenever someone makes a skill test in an attempt to improve a character’s appearance, roll these dice and halve their number of successes. (In SR3, this make them essentially a complimentary skill, as per the rules on page 97 of SR3.)

Body Cost Availability Cost Street Index.2 per package 3/12 hrs 4,000¥ .8

CapsuleCo CyberPillow™ (p. 26) LegalNo changes.

Essence Cost Availability Cost Street Index— always 800¥ .75

CyberPillow Cases by KraftMatrix (p. 26) LegalNo changes.

Essence Cost Availability Cost Street Index— always 100¥ .75

Cyphire “Spitting Cobra” (p. 27) 4-CA(N)Effective range is 2 meters. If fitted into retractable Vampires (p. 9, Chromebook 2), cost is 7,000¥.

Essence Cost Availability Cost Street Index.1 3/36 hrs 4,000¥ 2

Optical Interface (p. 27) LegalA set of two cybereyes with a datajack (with a data flow rate of 60; see p. 45, Shadowtech) built into one

of the eyes. The eyes cannot accept additional vision enhancements without extra Essence loss.

Essence Cost Availability Cost Street Index.2 3/36 hrs 6,000¥ 1

Kiroshi Optics Cyberoptic Interferomerty System (p. 27) LegalMust be fitted into cybereyes, and functions as rating 1 optical magnification.

Essence Cost Availability Cost Street Index.1 5/48 hrs 3,000¥ 1

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CHROMEBOOK 3

Kiroshi Optics “Tricloptics™” Third Eye Cyberoptic Implant (p. 28) LegalOne or more cybereyes in your forehead. Each eye can accommodate up to .25 points of Essence in addi-

tional vision enhancements.

Per eye:Essence Cost Availability Cost Street Index

.1 2/24 hrs 5,000¥ .9

Dynalar Technologies “Endo-Frame” CyberSkeletal Enhancement (p. 28) LegalApart from setting off all metal detectors, the character gets +2 Body. The design does not come in sec-

tions, instead the whole body is done at once. This stuff is only available in Alpha (or higher) grade cyber-ware; the stats below are for Alpha-grade, but you will have to roll for Availability as normal even after locat-ing the clinic (see p. 98, Street Samurai Catalog).

Essence Cost Availability Cost Street Index1.25 6/14 days 100,000¥alpha clinics

Husqvarna ChainRipp® (p. 29) 1-B(B) + CA(N)Damage is (str)S, using one-half Ballistic armor to resist.

Essence Cost Availability Cost Street Index(.6) 8/72 hrs 12,500¥ 1.5

Dermatech Cam-O-Skin (p. 30) LegalUse the rules for camouflage clothing from page 77 of Fields of Fire or pp. 283-284 of SR3.

Body Cost Availability Cost Street Index1.5 6/72 hrs 8,500¥ 2

Slamdance Spyke!™ Furniture (p. 30) 2-A(A)Can only be added to dermal plating, dermal sheathing, cyberlimbs, or other types of cyberware that

either add armor plates to the skin or replace a major part of the anatomy by metal. If there are spikes on the arms or legs, add +1 to the Power Level of unarmed melee attacks per pair of limbs.

The spike plates add Ballistic 1, Impact 1 armor to the area they are installed in, cumulative with other ar-mor, but this is only applicable to called shots made against that part of the body; they do not add that ar-mor rating against attacks made against the whole of the target.

Essence Cost Availability Cost Street IndexHead — 6/48 hrs 4,000¥ 1Shoulders & Upper Chest — 6/48 hrs 5,000¥ 1Arms (both) — 6/48 hrs 4,500¥ 1Legs (both) — 6/48 hrs 6,000¥ 1

Wyzard Technologies “Romanova” Cyberlegs (p. 31) LegalThese add 10 to 15 centimeters to your height, and don’t give any penalties for running in spiked heels.

For two legs:Essence Cost Availability Cost Street Index

2 6/7 days 250,000¥ 1

Wyzard Technologies Verbal-Eyes™ series “Windows of the Soul” (p. 32) Legal

Basic OptionSimply cybereyes. If the character already has cybereyes, this is a retrofit at the same cost (but no extra

Essence loss).

Video Imager OptionA video camera mounted in the eyes. Requires headware memory to store images.

Customised Images OptionA set of cybereyes with built-in TimesSquare Plus™ (p. 38, Chromebook) and customizable images; other-

wise it is as the Basic option, above.

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Essence Cost Availability Cost Street IndexBasic .2 3/24 hrs 7,500¥ .9Video Imager .5 4/48 hrs 22,000¥ 1Customized .5 4/48 hrs 24,000¥ .9

Cyberfacial Remounts (p. 33) LegalEvileye can accept vision enhancements up to .25 points of Essence for that eye only (each enhancement

is at half its normal Essence cost, because it is fitted into only one eye).Jigsaw can accept up to .25 Essence points of vision enhancements (again, each enhancement is at half

its normal Essence cost) and up to .25 points of Essence worth of other headware.Twoface can accept up to .5 Essence points of vision enhancements (each enhancement is at its normal

Essence cost because both eyes are covered), up to .2 points of hearing enhancements, and up to .5 points of Essence worth of other headware.

All three models also provide armor, like helmets, though a helmet can be worn over the cyberware.

Essence Cost Ballistic Impact Availability Cost Street IndexEvileye .15 +0 +1 6/48 hrs 15,000¥ 1Jigsaw .25 +1 +1 6/48 hrs 25,000¥ 1Twoface .5 +1 +1 8/48 hrs 35,000¥ 1

RETRO CYBERWARE

Though Shadowrun doesn’t mention any actual dates from which cyberware became common, it is sug-gested to add approximately 25 years to all dates mentioned in this section of the Chromebook 3.

Kiroshi Model 100 Interface Plugs (p. 33) LegalThese have a data flow rate of only 10 (see page 45, Shadowtech).

Essence Cost Availability Cost Street Index.25 3/24 hrs 1,000¥ 1

BioDyne Systems “Enable” cyberlimbs (p. 34) LegalThe user’s Reaction is reduced by 1 per limb implanted.

Essence Cost Availability Cost Street Index1 6/7 days 100,000¥ 1

General Products Exoskeleton Series (p. 34) LegalQuickness for movement purposes is set at 4, no matter what the user’s actual Quickness is, with the

movement multiplier for running being ×2. Each model has its own Strength (which replaces the user’s Strength Attribute), and also armors the wearer: Series-A has Strength 9 and armor Ballistic 1/Impact 2; Series-B has Strength 11 and armor 1/3.

Essence Cost Availability Cost Street IndexSeries-A 2 6/14 days 240,000¥ 2Series-B 2.5 8/14 days 300,000¥ 2

AuraSound “Spectrum” cyberaudio implant (p. 35) LegalAny Attribute/skill roll involving balance has a +1 target number modifier for a character with a Spectrum

implant. Using an enlarged ear gives a –1 modifier to the target number for any audio-based Perception test; omnidirectional audio scalp implants give a –2 modifier.

Essence Cost Availability Cost Street IndexEnlarged ear .3 4/24 hrs 4,500¥ 1Omnidirectional +.5 +1/normal +1,500¥ normal

Gene-Teck’s See-It™ transparent skin (p. 35) LegalReduce Charisma by –2 if the face is transparent, but only for dealings with other people who have visual

contact with the character; this does not affect magical abilities. Also gives the user a Severe Sunlight Al-lergy.

Essence Cost Availability Cost Street Index.5 per m2 4/24 hrs 1,000¥ per m2 .9

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CHROMEBOOK 3

Dermatech Mood Skin (p. 35) LegalReduce Body by –1 every 4 months for a year. It will not drop lower than 1, but if it would, reduce the char-

acter’s Racial Maximum for Body instead.

Essence Cost Availability Cost Street Index.25 per m2 4/36 hrs 200¥ per m2 .8

Life Vision “Revelation” cyberoptic implant (p. 36) LegalCharacters with Revelation eyes get a –1 modifier to visual-based Perception tests.

Essence Cost Availability Cost Street Index.25 3/24 hrs 6,000¥ .8

Lead’s Turn-On Nails (p. 36) LegalNo changes.

Per pair of limbs:Essence Cost Availability Cost Street Index

.05 always * .75* 25¥ per nail, 200¥ for set of 10; 50¥ for coloring pen

Lead’s Show-Off Nails (p. 36) LegalNo changes.

Per pair of limbs:Essence Cost Availability Cost Street Index

.1 always * .75* 45¥ per nail, 425¥ for set of 10; 90¥ for coloring pen

BioTec Σ “SomaWare” Sleep Induction Chip (p. 37) LegalThis chip is addictive, in the same way as a drug is. One chip can be used over and over again.

AddictionToleranceStrength Speed Vector Duration Availability Cost/dose Street Index4M 15 10 25 seconds chip 8 hours 2/6 hrs 400¥ 1

Effects: user falls asleep for duration of chipAddiction Effects: user can’t sleep without chip

Direct Dataware Navigation/Orientation Chip (p. 37)Not available.

Direct Dataware Crypto Chips (p. 37) LegalThis is an extra for language chips. It cannot be used separately, but must be encoded in the same chip as

the language. Prices are per chip; naturally, both people must use chips with the same encoding to under-stand each other.

Type Rating Memory Availability Cost Street IndexLingua any +10 Mp +1/normal +600¥ normal

DataEdge Inc. Stutter Chipping (p. 38) 6P-CA(U)To use this thing, you must have a cyberware smartlink of any level; designating someone as a “friendly”

requires a Complex Action. The chip must be slotted into a chipjack or softlink. The chip requires 1 Mp of the user’s headware memory to store each friendly. The 20 Mp size of the chip is for the program that handles the designation and storing of friendlies.

Type Rating Memory Availability Cost Street IndexKnow — 20 Mp 4/48 hrs 3,100¥ 1.5

New Martial Arts Forms (p. 38)See Tech Specs for details about unarmed combat using the rules below. Costs are as for normal Act-

ivesofts.

Block Choke Dodge Escape Grapple Hold Kick Strike Sweep ThrowArasake-Te +1 +2 +1 +1 +1 +1 +1 +1 +1Thamoc +1 +2 +2 +1 +1

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Auditory Recognition Chips (p. 39) LegalSee the Visual Recognition Chips on page 47 of this book and page 76 of the Chromebook for details on

these chips’ usage. The only difference is that these are used to recognize sounds instead of pictures.

Type Rating Memory Availability Cost Street IndexKnow 1-10 normal 7/4 days normal 1.5

V E H I C L E S

Bensen Violator Hovercycle (p. 40)No minimum skill required.

SRII STATSHandling Speed B/A Sig Apilot Cost

Violator 4 65/200 1/0 2 2 100,000¥Seating: 1 front + 1 rear Cargo/Storage: 4 CF storageEconomy: 2 km per liter Fuel: IC/320 litersAccessories: Datajack link, radio

SR3 STATSHandling Speed Acceleration Body Armor Signature

3 200 9 3 0 3Autonav Pilot Sensor Cargo Load

1 — 0 5 390Seating: 1+1 bucket seats Setup/Breakdown: NAEntry Points: Landing/Takeoff: NAFuel: Methane (2,560 bars) Economy: 0.25 km/barPoint Value: 368 Cost: 100,000¥Template: Small Hovercraft Reference: Chromebook 3Other Features: Datajack port, electronics port

Takaya Daimyo (p. 41)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Daimyo 3/8 65/200 2/0 4 3 44,000¥Seating: front + rear twin bucket seats Access: 2 standard + open topEconomy: 40 km per liter Fuel: IC/12 litersCargo/Storage: 2 CF underseat + 5 CF trunk Accessories: Anti-theft system (2), cellular phone, crash

cage, entertainment system

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/8 137 10 3 0 2Autonav Pilot Sensor Cargo Load

3 — 0 6 50Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + open top Landing/Takeoff: NAFuel: Gasoline (60 liters) Economy: 8 km/literPoint Value: 280 Cost: 28,000¥Template: Sedan Reference: Chromebook 3Other Features: Anti-theft system (2), crash cage, electronics port

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CHROMEBOOK 3

Cadence Industries Wanderer (p. 42)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Wanderer 6/10 35/105 2/2 3 3 50,000¥Seating: twin bucket seats + 3 bench Access: 2 + 1 standardEconomy: 25 km per liter Fuel: MultiF/30 litersCargo/Storage: 25 CF storage Accessories: Anti-theft system (4), cellular phone, crash

cage, environmental control system, fold-down bed (sleeps two), radio

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/10 107 4 4 2 2Autonav Pilot Sensor Cargo Load

3 — 0 232 430Seating: 2 bucket seats + 3 bench Setup/Breakdown: NAEntry Points: 2 doors + 1 door Landing/Takeoff: NAFuel: Diesel (250 liters) Economy: 4 km/literPoint Value: 517 Cost: 52,000¥Template: Van Reference: Chromebook 3Other Features: Anti-theft system (4) with shock option, concealed armor, crash cage, electronics port, EnviroSeal™ (gas), living amenities (basic, 2 people)

Mitsubishi Portabike (p. 42)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Portabike 3/9 10/35 1/0 7 0 250¥Seating: 1Economy: 1 PF per km Power: Elec/215 PF

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 22 3 1 0 5Autonav Pilot Sensor Cargo Load

0 — 0 0 10Seating: 1 Setup/Breakdown: 1 minuteEntry Points: open Landing/Takeoff: NAFuel: Electric (125 PF) Economy: 2 km/PFPoint Value: ? Cost: 250¥Template: none Reference: Chromebook 3Other Features: none

New American Autoworks Roadcar (p. 42)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Roadcar 4/8 35/105 1/0 3 1 11,000¥Seating: twin bucket seats Access: 2 standardEconomy: 35 km per liter Fuel: MultiF/30 litersCargo/Storage: 3 CF trunk Accessories: Crash cage

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SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 71 6 3 0 4Autonav Pilot Sensor Cargo Load

1 — 0 3 0Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Methane (450 bars) Economy: 2.125 km/barPoint Value: 179 Cost: 18,000¥Template: Commuter/Subcompact Reference: Chromebook 3Other Features: Crash cage

Scion Technologies Dunemaster (p. 43)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Dunemaster 4/3 45/135 2/1 1 1 40,000¥Seating: twin bucket seats Cargo/Storage: 2 CF cargoEconomy: 25 km per liter Fuel: IC/40 litersAccessories: Long-range radio, roll bars

Handling Speed B/A Sig Apilot CostDust Devil 5/4 35/105 2/2 1 1 46,000¥Seating: twin buckets seats Cargo/Storage: 2 CF cargoEconomy: 20 km per liter Fuel: IC/40 litersSensors: Standard (1) Accessories: Long-range radio, pintle mount, roll bars

SR3 STATSDunemasterHandling Speed Acceleration Body Armor Signature

4/3 90 10 3 1 2Autonav Pilot Sensor Cargo Load

1 — 0 13 255Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (80 liters) Economy: 12 km/literPoint Value: 269 Cost: 32,500¥Template: Sand Buggy Reference: Chromebook 3Other Features: Concealed armor, roll bars

Dust DevilHandling Speed Acceleration Body Armor Signature

4/3 71 9 3 2 2Autonav Pilot Sensor Cargo Load

1 — 1 11 98Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (80 liters) Economy: 12 km/literPoint Value: 368 Cost: 92,000¥Template: Sand Buggy Reference: Chromebook 3Other Features: Concealed armor, pintle mount, roll bars

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CHROMEBOOK 3

GMI HovTransport (p. 44)Normal weaponry consists of two pintle-mounted Vindicator miniguns (p. 58, Street Samurai Catalog), one

firing to the left and one to the right, and a turret-mounted Vengeance minigun (p. 124, Rigger Black Book/p. 92, Rigger 2).

SRII STATSHandling Speed B/A Sig Apilot Cost

HovTransport 5 65/200 4/4 4 2 720,000¥Seating: twin bucket seats + 10 bench Access: 2 standardEconomy: 0.5 km per liter Fuel: IC/1,280 litersSensors: Advanced (3) ECM: Security I (1)Accessories: Crash cage, datajack link, EnviroSeal™, life support Cargo/Storage: 10 CF storagesystem (10 man-hours), micro-turret, rigger control gear

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 133 5 5 4 1Autonav Pilot Sensor Cargo Load

2 — 3 32 198Seating: 2 bucket seats + 6 bench seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Diesel (1,280 liters) Economy: .5 km/literPoint Value: 3,377 Cost: 2,120,000¥Template: Large Hovercraft Reference: Chromebook 3Other Features: Crash cage, datajack port, EnviroSeal™ (gas), life support (10 man-hours), 2× pintle mount with Vindicator minigun, rigger adaptation, small turret with Vengeance minigun

Tetracorp Fei Lien 100 Aerodyne (p. 45)A vectored-thrust vehicle.

SRII STATSHandling Speed B/A Sig Apilot Cost

Fei Lien 100 4 300/600 2/3 1 3 1,290,000¥Seating: front + rear twin bucket seats Access: 2 + 2 standardEconomy: 1 km per liter Fuel: IC/1,250 litersCargo/Storage: 5 CF trunk Landing/Take-off Profile: VTOL/VTOLAccessories: Anti-theft system (4), cellular phone, crash cage, datajack link, ejection seats, EnvrioSeal™, seat massagers, VR holosystem

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 400 25 4 3 1Autonav Pilot Sensor Cargo Load

3 — 0 5 4,590Seating: 2 bucket seats (ejection) + 2 bucket seats (ejection) Setup/Breakdown: NAEntry Points: 2+2 doors Landing/Takeoff: VSTOLFuel: Jet (1,250 liters) Economy: .2 km/literPoint Value: 4,176 Cost: 1,044,000¥Template: Aerodyne (M) Reference: Chromebook 3Other Features: Anti-theft system (4) with shock option, concealed armor, crash cage, datajack port, electronics port, EnviroSeal™ (gas)

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Hyundai Minicopter (p. 46)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Minicopter 4 70/160 1/1* 2 1 155,000¥Seating: single bucket seat Access: full canopyEconomy: 4 km per liter Fuel: MultiF/80 litersCargo/Storage: 2 CF storage Landing/Take-off Profile: VTOL/VTOLSensors: Standard (1)* Armor is not Hardened.

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 107 15 3 1 4Autonav Pilot Sensor Cargo Load

1 — 1 2 18Seating: 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VTOLFuel: Jet (250 liters) Economy: .4 km/literPoint Value: 340 Cost: 85,000¥Template: Autogyro Reference: Chromebook 3Other Features: Concealed armor (not hardened)

New American Motors Nautilus Mini Road-Home (p. 46)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Nautilus 6/10 35/105 2/1 1 0 32,000¥Seating: twin bucket seats + bench Access: 2 standardEconomy: 30 km per liter Fuel: MultiF/20 litersCargo/Storage: 5 CF storage Accessories: Fold-down bed, one-person/week water

supply, radio, refrigerator, small bathroom, trideo

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/10 71 2 4 1 3Autonav Pilot Sensor Cargo Load

0 — 0 240 600Seating: 2 bucket seats + 2 bench Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Methane (1,000 bars) Economy: .6 km/barPoint Value: 280 Cost: 28,000¥Template: Van Reference: Chromebook 3Other Features: Concealed armor, electronics port, living amenities (Basic, 1 person)

Kundalini Roadworks “Dart” (p. 46)

SRII STATSNormal Handling is 4/8, but for Handling tests involving stability, it is 3/6.

Handling Speed B/A Sig Apilot CostDart 4/8 (3/6) 55/160 1/1 3 1 10,000¥Seating: 1 front + 1 rear Access: full canopyEconomy: 50 km per liter Fuel: IC/9 litersCargo/Storage: 1 CF storage

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CHROMEBOOK 3

SR3 STATSNormal Handling is 4/6, but for Handling tests involving stability, it is 3/6.

Handling Speed Acceleration Body Armor Signature4/6 (3/6) 105 10 2 1 2Autonav Pilot Sensor Cargo Load

0 — 0 1 60Seating: 1 + 1 bucket seats Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: NAFuel: Gasoline (36 liters) Economy: 12 km/lPoint Value: 234 Cost: 16,500¥Template: Chopper Reference: Chromebook 3Other Features: none

Kundalini “Torpedo” Police Interceptor Cycle (p. 47)Normal Handling is 4/6, but for Handling tests involving stability, it is 3/5.

SRII STATSHandling Speed B/A Sig Apilot Cost

Torpedo 4/6 (3/6) 65/190 1/2 3 2 36,000¥Seating: 1 Access: full canopyEconomy: 45 km per liter Fuel: IC/10 litersSensors: Standard (1) Accessories: 2 forward-firing Firmpoints (no weapons in-

stalled), long-range radio

SR3 STATSHandling Speed Acceleration Body Armor Signature4/6 (3/6) 128 10 2 2 2Autonav Pilot Sensor Cargo Load

1 — 1 0 118Seating: 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: NAFuel: Gasoline (36 liters) Economy: 12 km/literPoint Value: 395 Cost: 70,000¥Template: Chopper Reference: Chromebook 3Other Features: 2× firmpoint

ATF-37B Thunderhawk (p. 48)Comes with 2 Victory rotary assault cannons, one on each of the forward-firing hardpoints.

SRII STATSHandling Speed B/A Sig Apilot Cost

ATF-37B 3 600/1385 8/2 5 5 12,500,000¥Seating: single bucket seat Access: full canopyEconomy: .5 km per liter Fuel: 8,500 litersSensors: Military II (7) ECM/ECCM: Military III (6)/Military II (5)Landing/Take-off Profile: Normal/NormalAccessories: crash cage, datajack link, ejection seat, EnviroSeal™, 4 forward-firing Firmpoints, 2 forward-firing Hardpoints (one Victory cannon with 1 CF dedicated ammo storage each), life support system (10 man-hours), rigger control gear

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SR3 STATSHandling Speed Acceleration Body Armor Signature

3 925 80 7 2 5Autonav Pilot Sensor Cargo Load

5 — 5 0 6,825Seating: ejection seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: StandardFuel: Jet (8,850 liters) Economy: .3 km/literPoint Value: 5,340 Cost: 3,337,500¥Template: Jet Fighter Reference: Chromebook 3Other Features: Crash cage, datajack port, EnviroSeal™ (overpressure), ECCM (5), ECM (7), 3× external firmpoint (forward-firing), 2× external hardpoint (forward-firing), life support system (10 man-hours), rigger adaptation

New American Motors “Armadillo” Armored Road-Home (p. 49)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Armadillo 6/10 35/105 4/3 1 1 85,000¥Seating: triple + twin bucket seats Access: 2 standardEconomy: 30 km per liter Fuel: IC/25 litersCargo/Storage: 10 CF storageAccessories: Anti-theft system (2), 2 fold-down beds, galley, radio, six-person/week water supply, small bathroom, trideo with satellite dish

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/10 71 4 4 3 2Autonav Pilot Sensor Cargo Load

1 — 0 230 210Seating: 3 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Diesel (250 liters) Economy: 4 km/literPoint Value: 354 Cost: 35,500¥Template: Van Reference: Chromebook 3Other Features: Anti-theft system (2), living amenities (Basic, 2 people)

New American Autoworks “Vulture” Heavy Tow Truck (p. 50)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Vulture 6/11 35/105 5/4 2 0 215,000¥Seating: twin bucket seats Access: 2 standardEconomy: 20 km per liter Fuel: IC/40 litersAccessories: Heavy winch, long-range radio, micro-turret (comeswithout weapons), remote-controlled tow connector

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CHROMEBOOK 3

SR3 STATSHandling Speed Acceleration Body Armor Signature

5/12 71 3 5 4 1Autonav Pilot Sensor Cargo Load

0 — 0 0 6,967Seating: 2 bucket seats Setup/Breakdown: Entry Points: 2 doors Landing/Takeoff: Fuel: Diesel (750 liters) Economy: 3 km/literPoint Value: 5,567 Cost: 557,000¥Template: Tractor Reference: Chromebook 3Other Features: Concealed armor, internal firmpoint (remote micro turret), winch (5)

Sport Eurasia “Microbike” (p. 50)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Microbike 4/12 35/105 1/0 5 0 1,000¥Seating: 1Economy: 50 km per liter Fuel: MultiF/4.5 liters

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 71 8 2 0 4Autonav Pilot Sensor Cargo Load

0 — 0 0 60Seating: bucket seat Setup/Breakdown: 1 minuteEntry Points: open Landing/Takeoff: NAFuel: Methane (175 bars) Economy: 1.25 km/barPoint Value: 55 Cost: 2,750¥Template: Scooter Reference: Chromebook 3Other Features: none

Brennan “Hermes” Courier Motorcycle (p. 50)The 1 CF cargo is contained in a detachable courier case. The case has a rating 4 keypad maglock (p. 86,

Neo-Anarchists’ Guide to Real Life/p. 235, SR3), and has a Barrier Rating of 5. The case types available are hot/cold (100¥), med transport (200¥), high security (with rating 5 cardreader maglock and Barrier Rating 7, 300¥), and a biohazard transport case (400¥).

SRII STATSHandling Speed B/A Sig Apilot Cost

Hermes 3/6 30/95 1/0 2 0 12,500¥Seating: 1 Cargo/Storage: 1 CF cargo (see above)Economy: 90 km per liter Fuel: MultiF/5 litersAccessories: Cellular phone, radio

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 64 8 2 0 4Autonav Pilot Sensor Cargo Load

0 — 0 1 60Seating: bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Methane (300 bars) Economy: 1.44 km/barPoint Value: 121 Cost: 6,500¥Template: Scooter Reference: Chromebook 3Other Features: Cellular phone, electronics port, radio

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M-62 “Volcano” SAM Launcher (p. 51)This vehicle has two 5-shot missile launchers, which are normally loaded with SAMs (p. 59, Street Samurai

Catalog). They can, however, also fire other missiles. Each missile can be aimed at a different target if re-quired. Each launcher can fire all its missiles in one Combat Phase, with no recoil.

SRII STATSHandling Speed B/A Sig Apilot Cost

Volcano 3/4 20/55 6/4 5 2 9,500,000¥Seating: 1 + 2 bucket seats Access: 1 front hatch, 1 double-size rear hatchEconomy: 2 km per liter Fuel: IC/240 litersSensors: Security II (5)Accessories: Amphibious operations package (1), EnviroSeal™, fire extinguisher, life support system (10 man-hours), small turret with twin 5-barrel missile launcher, vehicle smoke generator (6-shot model)

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/4 36 5 7 4 1Autonav Pilot Sensor Cargo Load

2 — 2 0 2,530Seating: 3 bucket seats Setup/Breakdown: NAEntry Points: 1 hatch + 1 double-size Landing/Takeoff: NAFuel: Diesel (800 liters) Economy: 2 km/literPoint Value: 1,481 Cost: 460,000¥Template: Tracked APC Reference: Chromebook 3Other Features: Amphibious operations package (1), EnviroSeal™ (gas), fire extinguisher, life support system (10 man-hours), small turret with twin 5-barrel missile launcher, vehicle smoke generator (6-shot model)

Bell UH-10 PAPC (p. 52)Designed for the CAS Army.

SRII STATSHandling Speed B/A Sig Apilot Cost

UH-10 5 90/180 8/4 5 4 1.85M¥Seating: twin bucket seats Access: Full canopyEconomy: .5 km per liter Fuel: 3,200 litersSensors: Military I (6) ECM: Military I (4)Landing/Take-off Profile: VTOL/VTOL Accessories: Ejection seats

SR3 STATSHandling Speed Acceleration Body Armor Signature

5 120 10 7 4 3Autonav Pilot Sensor Cargo Load

4 — 6 30 5,000Seating: 2 ejection bucket seats Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VTOLFuel: Jet (6,400 liters) Economy: .25 km/literPoint Value: 6,329 Cost: 4,000,000¥Template: Cargo Helicopter Reference: Chromebook 3Other Features: ECM (4)

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CHROMEBOOK 3

Spinelli Autotech “Nomad” (p. 53)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Nomad 4/2 45/135 2/1 3 2 55,000¥Seating: twin bucket seats Access: 2 standardEconomy: 25 km per liter Fuel: MultiF/30 litersCargo/Storage: 80 CF rear Accessories: Amphibious operations package (1), crash

cage, EnviroSeal™, long-range radio

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/2 89 5 4 1 3Autonav Pilot Sensor Cargo Load

2 — 0 17 530Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Methane (1,230 bars) Economy: .65 km/barPoint Value: 670 Cost: 67,000¥Template: Pickup Reference: Chromebook 3Other Features: Amphibious operations package, concealed armor, crash cage, EnviroSeal™ (gas), off-road suspension (1)

Brennan Cycles “Ares” Combat Bike (p. 54)The cannon is a fully-automatic Assault Cannon (p. 255, SRII).

SRII STATSHandling Speed B/A Sig Apilot Cost

Ares 3/7 40/125 1/1 1 1 21,000¥Seating: 1 Cargo/Storage: 1 CF storageEconomy: 40 km per liter Fuel: IC/5 litersOptions: without cannon, the bike costs 17,500¥ Accessories: Hardpoint (forward-firing) with automatic

assault cannon and 1 CF of dedicated ammunition stor-age

SR3 STATSWithout cannon, the bike costs 29,250¥.

Handling Speed Acceleration Body Armor Signature3/6 84 7 2 1 2

Autonav Pilot Sensor Cargo Load1 — 0 2 50

Seating: 1 bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (20 liters) Economy: 10.35 km/literPoint Value: 234 Cost: 35,750¥Template: Off-Road Motorcycle Reference: Chromebook 3Other Features: Concealed armor, hardpoint (forward-firing with full-automatic assault cannon), sidecar (small)

BMW Burowagen HSR (p. 55)This vehicle was manufactured from 2044 to 2051, and this is the model 2047.

SRII STATSHandling Speed B/A Sig Apilot Cost

Burowagen HSR3/10 50/145 3/1 2 4 900,000¥Seating: twin + quad bucket seats Access: 2 + 2 standardEconomy: 30 km per liter Fuel: MultiF/10 litersCargo/Storage: 5 CF trunkAccessories: Anti-theft system (4), APPS™, datajack link, EnviroSeal™, entertainment system, satellite uplink, video display system, rigger control gear

SR3 STATSHandling Speed Acceleration Body Armor Signature

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3/8 100 11 4 1 2Autonav Pilot Sensor Cargo Load

4 — 0 5 310Seating: 2 bucket seats + 4 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Gasoline (60 liters) Economy: 8 km/literPoint Value: 1,213 Cost: 184,000¥Template: Limousine Reference: Chromebook 3Other Features: Anti-theft system (4), APPS™, concealed armor, datajack port, electronics port, EnviroSeal™ (gas), entertainment system, satellite uplink, video display system, rigger adaptation

VEHICULAR OPTIONS

Civilian Navigation System (p. 56)Not available (treat this as a rating 1 navigation system).

Puncture-Proof Tires (p. 56)See Runflat Tires, p. 118, Rigger Black Book and p. 146, Rigger 2.

Bulletproof Glass (p. 56)Not available.

Mini-Comp (p. 56)Not available (just chuck in a normal computer).

Winch System (p. 56)

SRII STATSNo changes.

Base Time: 2 daysSkill: Appropriate Vehicle B/R SkillTarget Number: 5Parts Cost: 1,500¥Equipment Needed: Vehicle ShopCF: 2

SR3 STATSSee page 146 of Rigger 2.

External Vidcam (p. 56)The camera stores its images on any chip you care to plug into it. See p. 99, Shadowbeat for memory re-

quirements of video systems.

SRII STATSBase Time: 1 daySkill: Appropriate Vehicle B/R SkillTarget Number: 3Parts Cost: 500¥Equipment Needed: Vehicle ToolkitCF: None

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 1 pointMaximum Rating: NACF Consumed: 0Load Reduction: 0 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: 500¥Parts Availability: 4/48 hrsStreet Index: 1Maximum Rating: NABase Time: 1 daySkill: Appropriate Vehicle B/R SkillTarget Number: 3Equipment Needed: Vehicle ToolkitCF Consumed: 0Load Reduction: 0 kg

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CHROMEBOOK 3

Chute (p. 56)

SRII STATSWhen deployed, the vehicle

loses 100 off its current speed per turn, until it stops. A Handling test is required to prevent crashing in the Combat Phase the chute is de-ployed. Deploying the chute is a Simple Action, or a Free Action for a jacked-in rigger. Repacking the chute takes 4 turns (12 to 20 seconds).

Base Time: 2 daysSkill: Appropriate Vehicle B/R SkillTarget Number: 5Parts Cost: 2,000¥Equipment Needed: Vehicle ShopCF: 3

SR3 STATSWhen deployed, the vehicle has

its Acceleration stat increased by 100, but for deceleration purposes only; it cannot gain speed when the chute is deployed. A Handling test is required to prevent crashing in the Combat Phase the chute is deployed. Deploying the chute is a Simple Action, or a Free Action for a jacked-in rigger. Repacking the chute takes 4 turns (12 to 20 seconds).

DESIGN SPECIFICATIONSDesign Cost: 8 pointsMaximum Rating: NACF Consumed: 3Load Reduction: Body × 25 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: 2,000¥Parts Availability: 8/7 daysStreet Index: 2.25Maximum Rating: NABase Time: 2 daysSkill: Appropriate Vehicle B/R SkillTarget Number: 5Equipment Needed: Vehicle FacilityCF Consumed: 4Load Reduction: Body × 25 kg

Loudspeaker (p. 56)No changes.

SRII STATSBase Time: 1 daySkill: Appropriate Vehicle B/R SkillTarget Number: 2Parts Cost: 150¥Equipment Needed: Vehicle ToolkitCF: None

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 0 pointsMaximum Rating: NACF Consumed: 0Load Reduction: 0 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: 150¥Parts Availability: 2/12 hrsStreet Index: .75Maximum Rating: NABase Time: 1 daySkill: Appropriate Vehicle B/R SkillTarget Number: 2Equipment Needed: Vehicle ToolkitCF Consumed: 0Load Reduction: 0 kg

Ram (p. 56)A vehicle that is being rammed by another vehicle equipped with a ram gets a +1 modifier to the target

number in its Resistance Test (see Ramming, p. 107, SRII, p. 47, Rigger 2, or p. 145, SR3).

SRII STATSBase Time: 3 daysSkill: Appropriate Vehicle B/R SkillTarget Number: 4Parts Cost: 1,000¥Equipment Needed: Vehicle FacilityCF: 2

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 2 pointsMaximum Rating: NACF Consumed: 2Load Reduction: 100 kg

CUSTOMIZATION SPECIFICATIONSParts Cost: 1,000¥Parts Availability: 5/36 hrsStreet Index: 1Maximum Rating: NABase Time: 3 daysSkill: Appropriate Vehicle B/R SkillTarget Number: 4Equipment Needed: Vehicle FacilityCF Consumed: 2Load Reduction: 100 kg

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Gas Spectrometer (p. 57)This device uses the rules for the cyberware gas spectrometer (p. 61, Shadowtech). Maximum level is 6. It

can be linked to a life support system (p. 117, Rigger Black Book or p. 128, Rigger 2).

SRII STATSBase Time: 1 daySkill: Appropriate Vehicle B/R SkillTarget Number: 4Parts Cost: level × 1,000¥Equipment Needed: Vehicle ToolkitCF: 1

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 1 point per levelMaximum Rating: 6CF Consumed: 0Load Reduction: 5 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: level × 1,000¥Parts Availability: rating/36 hrsStreet Index: 1Maximum Rating: 6Base Time: 2 hoursSkill: Electronics B/R SkillTarget Number: 4Equipment Needed: Electronics ToolkitCF Consumed: 1Load Reduction: 5 kg

Radiation Detector (p. 57)As for the gas spectrometer (p. 61, Shadowtech), but this one detects radiation. It is available in ratings 1

through 6.

SRII STATSBase Time: 1 daySkill: Appropriate Vehicle B/R SkillTarget Number: 4Parts Cost: level x 250¥Equipment Needed: Vehicle ToolkitCF: 1

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 1 point per levelMaximum Rating: 6CF Consumed: 0Load Reduction: 5 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: level × 250¥Parts Availability: rating/36 hrsStreet Index: 1Maximum Rating: 6Base Time: 2 hoursSkill: Electronics B/R SkillTarget Number: 4Equipment Needed: Electronics ToolkitCF Consumed: 1Load Reduction: 5 kg

Homing Beacon/Tracer (p. 57)Functions as a standard tracking signal (p. 258, SRII/p. 292, SR3), using the cost, Availability, and Street

Index figures for that. Installation time and costs are negligible.

Firing Port (p. 57)Any weapon up to LMG size can use such a firing port. It is possible to shoot through the firing port from

the outside, but at a +8 modifier to the target number. Anyone firing a weapon from a firing port receives the Running Attacker modifier, regardless of the actual speed the vehicle moves with, and in addition to any oth-er movement modifiers incurred by the vehicle.

SRII STATSBase Time: 1 day per portSkill: Appropriate Vehicle B/R SkillTarget Number: 4Parts Cost: 50¥Equipment Needed: Vehicle ShopCF: None

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 1 pointMaximum Rating: NACF Consumed: 0Load Reduction: 0 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: 50¥Parts Availability: 4/4 daysStreet Index: 1.5Maximum Rating: NABase Time: 24 hoursSkill: Appropriate Vehicle B/R SkillTarget Number: 4Equipment Needed: Vehicle ShopCF Consumed: 0Load Reduction: 1 kg

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CHROMEBOOK 3

Mine Layer (p. 57)To determine the scatter of each mine, roll a number of D6s equal to the vehicle’s current speed divided

by 10. Detecting these mines requires the detection gear to make a roll against a target number equal to the number of meters it is from the mine, divided by 10. They’re also visible to the naked eye on a Perception (4) test. The dispenser always deploys all mines it holds in one Complex Action.

SRII STATSBase Time: 5 daysSkill: Appropriate Vehicle B/R SkillTarget Number: 5Parts Cost: 3,000¥ for the dis-penser, +1,000¥ per CF devoted to mine storageEquipment Needed: Vehicle FacilityCF: 2 for the mine dispenser, add 1 CF for every 5 mines stored. The mine dispenser itself holds no mines.

SR3 STATSDESIGN SPECIFICATIONSDesign Cost: 250Maximum Rating: NACF Consumed: 2 CF for the mine dispenser, add 1 CF for every 5 mines stored. The mine dispenser it-self holds no mines.Load Reduction: 500 kg

SR3 STATSCUSTOMIZATION SPECIFICATIONSParts Cost: 250,000¥Parts Availability: 28/30 daysStreet Index: 4Maximum Rating: NABase Time: 2 hoursSkill: Appropriate Vehicle B/R SkillTarget Number: 5Equipment Needed: Vehicle ToolkitCF Consumed: 2 CF for the mine dispenser, add 1 CF for every 5 mines stored. The mine dispenser it-self holds no mines.Load Reduction: 750 kg

Minelayer Munitions Options (p. 57) 2-I

Anti-Personnel MineConcealability is 16 or higher when buried. For a character stepping directly on the mine, armor does not

resist the damage, but it does for anyone else in the blast radius.Conceal Damage Power Level Weight Availability Cost Street Index

4/16 7D(f) –1 per meter .1 10/7 days 350¥ 3

Antitank MineThis mine has an armor-piercing anti-vehicle warhead. Concealability is 16 when buried.

Conceal Damage Power Level Weight Availability Cost Street Index4 14D –7 per meter 15 10/7 days 400¥ 3

Directional A-P MineThis mine has two Damage Codes: the first is in a 30° cone in the direction it is deployed in, the second is

a normal sphere-shaped blast radius.Conceal Damage Power Level Weight Availability Cost Street Index

4 cone: 8D(f)–1 per 4 meters .5 10/7 days 100¥ 3sphere: 8S–1 per 2 meters

O M P U T E R S ,

C Y B E R D E C K S , S O F T W A R E A N D P E R I P H E R A L SC

Daemon Netrunning (p. 58)This nothing more than using a smart frame (p.

44, Virtual Realities/p. 107, Virtual Realities 2.0) to infiltrate a system. This normally involves making the frame appear like it belongs there, so you’ll need two new options, available only to frames:

Disguise and Doppleganger.

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DisguiseThis option can be made in any required rating,

from 1 upward. It adds (rating × 3)% to a frame’s size, and also adds one-half its rating (round up) to the target number to program the frame. It allows the frame to take on the identity of another pro-gram, including codes, passwords, and appear-ance of the imitated program.

In Virtual Realities, to do this requires the frame to make a test using its Analyze or Sensor rating (as appropriate to the thing being imitated, IC or decker) against a target number equal to the IC’s rating or the decker’s Evasion. If the test suc-ceeds, the frame looks like what it tries to re-semble. Keep track of the number of successes rolled by the frame.

In Virtual Realities 2.0, the frame uses its DINAB rating to make the same test.

For IC to spot that the frame is not what it ap-pears to be requires an Opposed Test between the Disguise rating and the IC rating. If the IC has more net successes than the number rolled by the frame on its Analyze or Sensor test, it recognizes the frame for what it is. Deckers use their Sensor rating to make the same test.

DopplegangerAs for Disguise, Doppleganger can be made in

any rating required. It adds (rating × 5)% to the frame’s size, and increases the target number for programming the frame by its rating. It functions in the same way as Disguise, but a frame with Doppleganger not only looks like something else, but can also act like it, albeit at a rating equal to the number of successes rolled on the imitation test, and never at a higher rating than the item being imitated.

NEW PERSONAL COMPUTERS

Zetatech® PS-4040 Portastation (p. 61) LegalA table-top computer with 30 Mp memory, 10 slots for extra memory chips, a printer, a scanner, a 4-hour

internal power supply, and 3 option slots (see p. 70, Chromebook 3). It comes in a solid briefcase (has armor Ballistic/Impact 2/2).

Conceal Memory Weight Availability Cost Street Index— 30 Mp 3 always 1,600¥ .75

Zetatech® PDA+ (p. 62) LegalA pocket computer with 20 Mp memory and a rating 4 voice recognition scanner (p. 87, Neo-Anarchists’

Guide to Real Life/p. 236, SR3) so it can recognize its owner.

Conceal Memory Weight Availability Cost Street Index4 20 Mp 1.1 always 3,000¥ 1

Microtech “PCZ Super” Laptop (p. 62) LegalA table-top computer with 30 Mp memory, 5 clots for extra memory chips, a scanner, a printer, and 2½-

hour power supply. It has one empty option slot.

Conceal Memory Weight Availability Cost Street Index1 30 Mp 3 always 750¥ .75

Wyzard Electronics “HandBox” Personal Comp (p. 63) LegalA pocket computer without on-board memory; instead you plug in a memory chip as needed. None of the

extras on page 63 of Chromebook 3 are available. The computer is, however, cyber-controlled if you plug it into a datajack.

Conceal Memory Weight Availability Cost Street Index3 — 1 2/6 hrs 6,700¥ 1.25

NEW CYBERDECKS

EBM PNI 210 (p. 63) 4P-CD(S)No changes.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

2 0 20 20 8 3 4/7 days 7,590¥ 1

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CHROMEBOOK 3SR3 STATS

Active StorageMPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index

2/1/0/0/1 0 200 200 Tortoise No 0 0 4/7 days 7,400¥ 1

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Zetatech Parraline 5700 (p. 63) 4P-CD(S)Comes with a vidscreen.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

2 1 20 20 8 3 4/7 days 8,200¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index3/2/0/0/2 0 300 450 Cool No 50 0 4/7 days 17,890¥ 1

Raven Microcyb Rook (p. 64) 4P-CD(S)Comes with satlink gear installed (p. 33, Virtual Realities/p. 88, Virtual Realities 2.0) and has a level 1 cas-

ing.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

2 1 20 20 8 3 4/7 days 11,500¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index3/2/0/0/2 0 300 450 Cool No 50 0 4/7 days 20,555¥ 1

Lang Conpro-II Masterdeck (p. 64) 4P-CD(S)

SRII STATSWhen trying to control a slave module, this deck gives a –1 to the decker’s target number. This deck also

has a satlink as standard.Persona Hardening Memory Storage Load I/O Availability Cost Street Index

8 3 120 480 8 3 6/7 days 328,500¥ 1

SR3 STATS Has casing level 1, satlink interface, system-control rig emulator (Internal, p. 78, Corporate Security Hand-

book), and provides a –1 target number modifier when making Slave testsActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index10/6/6/0/6 3 1,500 7,500 Hot Yes 200 0 24/7 days 1,972,940¥ 1

Zetatech Parraline 5800 (p. 64) 4P-CD(S)Comes with a vidscreen and level 1 response increase. It can also move independently through the Matrix

in “tour” more, but can only go through Blue nodes (or hosts) and datalines, and even then only moves in random directions.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

5 2 75 190 15 5 4/7 days 58,500¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index6/4/0/0/4 1 900 5,400 Cool Yes 100 1 4/7 days 153,795¥ 1

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CHROMEBOOK 3

EBM PNI 412 (p. 65) 4-CD(S)Comes with a vidscreen, printer, and a rating 4 thumbprint scanner (p. 86, Neo-Anarchists’ Guide to Real

Life/p. 235, SR3). For an extra 400¥ this deck has moving, abstract designs on the outer panels.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

3 1 30 45 15 5 4/7 days 18,000¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index4/2/0/0/2 0 400 800 Hot No 100 0 4/7 days 49,590¥ 1

Omnibus Cyberspace Explorer One (p. 65) 4P-CD(S)

SRII STATSNot available.

SR3 STATSOriginals cost about 150,000 nuyen.

Active StorageMPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index

2/1/0/0/1 0 200 200 Tortoise No 25 0 4/7 days 8,250¥ 1

PCT Danzig (p. 65) 4-CD(S)If you ever roll a all ones while in the Matrix, roll 1D6: 4-5 = you are immediately dumped; 2-3 = you are

dumped and your deck is burned beyond repair; 1 = take a Light Physical wound immediately (no Resistance test!), you’re dumped, and your deck is burned. If the deck is moved around carelessly, roll 3D6. If the roll is 4 or less, the deck falls apart. If you move it urgently, this happens on a 3D6 roll lower than 7.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

2 1 20 20 8 3 4/7 days 7,625¥ 1

SR3 STATSActual price is 19,720¥, but listed cost is because this is a cheap deck.

Active StorageMPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index

3/2/0/0/2 1 300 450 Cool No 30 0 4/7 days 17,748¥ 1

Raven Microcyb Eagle (p. 66) 4-CD(S)The deck does (str+2)L damage if used as a melee weapon. It also has level 1 response increase, a rating

5 thumbprint scanner (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3) and satlink gear.

SRII STATSThe deck is armored to ballistic/impact ratings 3/3

Persona Hardening Memory Storage Load I/O Availability Cost Street Index5 1 100 250 15 5 4/7 days 90,135¥ 1

SR3 STATSThis deck has a casing level 3.

Active StorageMPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index

5/3/3/0/3 2 1,000 2,500 Cool No 100 1 4/7 days 143,970¥ 1

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Zetatech Virocana (p. 66) 4P-CD(S)This is both a cyberdeck and a conventional (table-top) computer. The computer uses the cyberdeck’s

memory as it needs to, and has a printer and a scanner. The whole assembly is locked by a rating 4 thumb-print scanner (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3), and the deck has level 1 response in-crease and a vidscreen built-in.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

6 2 120 360 8 3 4/7 days 94,700¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index8/6/0/0/6 0 1,600 12,800 Cool No 250 0 10/7 days 441,330¥ 1

Raven Microcyb Kestrel (p. 66) 4P-CD(S)The thumbprint scanner is rating 6, and the deck has satlink gear as standard.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

3 1 30 45 30 10 4/7 days 30,000¥ 1

SR3 STATSThe casing is level 1.

Active StorageMPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index

4/2/0/0/2 1 400 800 Cool No 150 1 4/7 days 61,465¥ 1

EBM PNI 724π (p. 67) 4-CD(S)For 200¥ extra, the coating is ColorChange™. The palm lock is a handprint scanner, rating 6 (p. 86, Neo-

Anarchists’ Guide to Real Life/p. 235, SR3), and the deck has level 1 response increase.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

5 2 100 250 23 8 4/7 days 65,400¥ 1

SR3 STATSThis deck has a level 2 casing.

Active StorageMPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index

7/4/4/0/4 2 1,400 4,900 Hot No 150 1 10/7 days 378,460¥ 1

Jeweldecks (p. 67) 4-CD(S)The minimum price is half a million nuyen, with average price so far being 2.7 million… These decks are

not really upgradable.

SRII STATSJust because you might like to know, the construction cost of this deck in Virtual Realities is 5,692¥. The

model listed here has level 1 response increase.

Persona Hardening Memory Storage Load I/O Availability Cost Street Index4 1 60 120 8 3 — see above —

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index5/3/0/0/3 0 750 1,875 Hot No 100 0 — half a million nuyen and UP!

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CHROMEBOOK 3

Raven Microcyb Owl (p. 67) 3P-CD(S)The coating is made of ruthenium polymers (p. 94, Shadowtech). The deck’s beeper uses an encrypted

signal, which can be duplicated on an Electronics B/R (4) test. Add +2 to the target numbers of any tests made to upgrade this deck.

SRII STATSThe deck comes with satlink gear, and always has a Sleaze-3 program running, hardwired into the deck,

and as such taking up no memory of any kind.Persona Hardening Memory Storage Load I/O Availability Cost Street Index

3 1 30 45 8 3 4/7 days 25,550¥ 1

SR3 STATSThe deck comes with satlink interface, and always has a Sleaze-4 (not 3) program running, hardwired into

the deck, and as such taking up no memory of any kind.Active Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index4/2/0/2/2 1 400 800 Hot No 50 0 4/7 days 67,700¥ 1

Dantech Cacciaguida (p. 68) 4P-CD(S)Has a vidscreen, and has a baked-in reality filter (p. 52, Virtual Realities/pp. 69, 72 and 82 of Virtual Real-

ities 2.0) that transforms everything into classical images. The filter can be switched on and off, though.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

4 1 40 80 8 3 4/7 days 29,100¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index5/3/0/0/3 0 500 1,250 Cool No 50 0 4/7 days 91,650¥ 1

Aztec 600 Assault Programmer (p. 69) 4P-CD(S)

SRII STATSThis deck does not have the Deckmate system, but does have the other options described. It also has a

vidscreen, level 1 response increase, and the outer casing has armor ratings Ballistic/Impact 4/4.Persona Hardening Memory Storage Load I/O Availability Cost Street Index

4 1 100 200 8 3 4/7 days 37,400¥ 1

SR3 STATSHas a level 3 casing, a satlink interface, and a vidscreen.

Active StorageMPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index

5/3/3/3/3 2 1,250 3,125 Hot Yes 100 1 4/7 days 157,795¥ 1

Lang presents “The Green Knight” (p. 69) 4P-CD(S)No immunity is provided against any programs. The deck has a vidscreen.

SRII STATSPersona Hardening Memory Storage Load I/O Availability Cost Street Index

6 3 60 180 8 3 4/7 days 95,000¥ 1

SR3 STATSActive Storage

MPCP Hardening Memory Memory ASIST ICCM I/O Response Availability Cost Street Index8/6/0/0/6 2 800 3,200 Cool Yes 50 0 12/7 days 511,290¥ 1

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COMPUTER IMPROVEMENTS

Protective/Utility Items (p. 69)

Power Strip 2020 As DeckThis protects the user from Black IC by dumping

him. The device rolls an opposed test against the IC’s rating each time Black IC attacks the decker, using 4 dice for the Power Strip. If the Strip wins, the decker is dumped and takes no damage, but if the IC wins it can damage the decker as normal.

SRII STATSConceal Rating Weight

— 4 —Availability Cost Street Index6/7 days 5,000¥ 1

SR3 STATSThis is much like an ICCM filter as far as func-

tion is concerned. The difference is that Power Strip 2020 has it own rating, independent of MPCP or any other components in the deck. When the decker comes under attack by Black IC, it rolls a test using its rating in dice, against the Ice’s rating as the target number. If the test succeeds, the decker is dumped and suffers from dump shock (page 124, Virtual Realities 2.0/p. 227, SR3) but is subject to none of the effects of the Black IC. Note that the Power Strip even attempts to dump the decker if the IC did not attack successfully. The device can be switched on and off by the decker spending a Free Action; however if it is not switched on in a Combat Phase before the Ice at-tacks, the decker does not receive the benefits.

The maximum rating Power Strip that can be in-stalled is equal to the MPCP rating, and Power Strip counts against the same limit as Persona pro-grams. For instance, take an MPCP 6/3/4/3/3 deck—the Persona programs add up to 13 points, with the limit of their total rating being 18, so a Power Strip of a maximum rating of 5 can be installed in this deck. Decks equipped with a Power Strip can-not be run in “Power Strip Mode.”

SOFTWARE TASKRating: Power Strip RatingMultiplier: 5COOK TASKTime: Power Strip Rating × 3 daysTest: Avg. Computer B/R and Biotech (Power Strip Rating) TestParts: OCC @ Power Strip program sizeTools: Personal Computer (Memory: Power Strip size); Microtronics Shop; Optical Chip EncoderINSTALLATION TASKTime: Power Strip rating × 2 daysTest: Avg. Computer B/R and Biotech (Power Strip rating) TestParts: PLC @ Program Rating2; DTC @ Program Rat-ing2

Tools: Microtronics KitOff-The-Shelf Cost: Power Strip Rating2 × [(4 × PF) + 120]¥; PF Basis: Power Strip rating

SmartstripNot available.

Hardware Options (p. 70)Not available.

Option Slot Items (p. 70)

ModemsNot available.

Memory Upgrades LegalEvery memory board adds 10 Mp to the com-

puter’s memory.

External Memory Modules LegalSee Memory Upgrades, above. Weight is 0.25

kg.

Dataports LegalNo changes.

ChipreaderNot available (standard on most Shadowrun

computers).

DatabasesNot available.

Availability Cost StreetIndex

Memory Upgrades always 200¥ .75External Memory always 200¥ .75Dataports always 100¥ .75

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CHROMEBOOK 3

CYBERMODEM ENHANCEMENTS

Tight-Beam Radio Relay (p. 71)Not available; use the rules for satellite linkup

from p. 33 of Virtual Realities or p. 30 of Virtual Realities 2.0 if the need for such a device arises.

Batteries (p. 71)Not available.

Zetatech Diagnet™ (p. 71)Gives a –1 target number to the skill test re-

quired to design a utility, as long as the utility’s rating is less than or equal to Diagnet™’s. It must be run on a computer with enough memory to store both Diagnet™ and the utility being written.Size: (rating2) × 6 MpCost: Size × 5,000¥

Dead Man’s Handle (p. 71)The decker’s Initiative is reduced by –3 (but

never below 1). If the user gets hit by Black IC, normally preventing him from jacking out, he may now roll a Quickness test with a target number 6. If this test achieves at least one success, the decker can jack out before the IC actually hits him.

SRII STATSBase Time: 1 dayCook Time: None requiredAppropriate Skill: Computer B/RSkill Target: 6Cost: MPCP × 1,000¥Required Tools: Mictrotronics Tool KitUpgrade Procedure: Install new unitLimits: None

SR3 STATSSOFTWARE TASKRating: MPCP RatingMultiplier: 4COOK TASKTime: MPCP Rating × 1 dayTest: Computer B/R (MPCP Rating) TestParts: OCC @ program sizeTools: Personal Computer (Memory: Dead Man’s Handle program size); Microtronics Shop; Optical Chip EncoderINSTALLATION TASKTime: 1 dayTest: Computer B/R (MPCP Rating) TestParts: PLC @ MPCP Rating; DTC @ MPCP RatingTools: Microtronics KitOff-The-Shelf Cost: MPCP Rating × 1,000¥

EBM 99080 “Muse” (p. 71)The MUSE memory functions as a second set of

Storage memory. The decker can store files here as normal, but to open or close it costs a Simple Action. If closed, IC that affects the deck’s memory (Hog, Tar Pit, etc.) cannot affect the MUSE.

SRII STATSBase Time: Mp ÷ 75 (round down)

Cook Time: None requiredAppropriate Skill: Computer B/RSkill Target:4Cost: 3¥ per MpRequired Tools: Mictrotronics Tool KitUpgrade Procedure: Replacement: Full Value (Full memory replacement)Limits: None

SR3 STATSSOFTWARE TASKNoneCOOK TASKNoneINSTALLATION TASKTime: Memory Size ÷ 75 days (round up)Test: Computer B/R (Memory Size ÷ 75, round up) TestParts: OMC @ Memory Size; DTC @ Memory Size ÷ 7.5 (round up)Tools: Microtronics KitOff-The-Shelf Cost: Mp × 8¥

Datawalls & Code Gates (p. 72)Not available.

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SOFTWARE

Flip Switch 2.0 (p. 72)Also see the Flip Switch on page 9 of Chrome-

book 1 (and p. of this book).

SRII STATSThe decker has a +2 penalty to all visual Per-

ception tests for real-world things, and –5 Initiat-ive. Roll for all Initiative using Matrix Reaction, rather than physical-world Reaction.Options: one-shotSize: rating2 Mp

SR3 STATSMultiplier: none (see below)Options: none

To use this program, the flipswitch hardware must be installed in the cyberdeck. It then func-tions as described on page 72 of Chromebook 3; executing Flip Switch 2.0 requires a Complex Ac-tion, but no tests. Flip Switch 2.0 has no real rat-ing, but uses up 30 Mp of memory. When Flip Switch 2.0 is active, the decker receives a +2 modifier to all Perception tests (whether made in the Matrix or outside it), and subtracts 1D6 from his or her Matrix initiative dice—should this take the decker to 0D6 initiative, halve the decker’s Re-action rating and roll 1D6 for initiative as normal.

Dummy (p. 72)

SRII STATSNot available.

SR3 STATSMultiplier: 4Options: DINAB, limit, one-shot

This utility looks like nother utility when activ-ated. The decker rolls a Control test, subtracting the Dummy utility’s rating from the target number. For other deckers to spot that Dummy is not what it appears to be, they need more successes on their Analyze Icon test than were rolled for the dummy utility.

Multinetter (p. 72)Not available.

Cascade (p. 73)

SRII STATSThis program functions like Attack, but instead

of damaging the opposing decker, it erases 1D6 Mp from the opponent’s Active memory per extra success. If used against data in a Datastore, it erases 1D6 Mp of the attacked file per extra suc-cess; it cannot be used against IC.Options: area-effect, link, mobility, one-shot, penet-rationSize: rating2 × 2 Mp

SR3 STATSMultiplier: 4

Target: deckers, filesOptions: area, chaser, DINAB, limit, one-shot, optim-ization, penetration, stealth, targeting

An offensive utility that attacks like an Attack program when used, but erases 1D6 Mp out of the decker’s active memory per net success. If used against files, it erases 1D6 Mp from the file.

π in the Face (p. 73)

SRII STATSNot available.

SR3 STATSMultiplier: 3Options: one-shot, squeeze

Make a Control Test, subtracting π In The Face’s rating from the target number. If the test suc-ceeds, the host will start calculating pi, adding a modifier to all its target numbers equal to one-half the number of net successes rolled by the decker on the Control Test.

Clairvoyance (SeeYa 3.0) (p. 73)Not available.

Hellburner (p. 74)

SRII STATSNot available.

SR3 STATSMultiplier: 25Options: one-shot, targeting

HellBurner works against hosts in much the same way Blaster IC does against deckers (or their cyberdecks, to be more accurate). Make a Control Test using HellBurner’s rating; if successful the host’s hardware will take damage, starting at Light but staged up according to the number of suc-cesses rolled—use a condition monitor to keep track of this, and add the normal target number modifiers to all tests made by the host or the IC in it. If damage reaches Deadly level, the host shuts down immediately, and cannot be restarted until some of the hardware has been replaced (taking 2D6 hours at least).

HellBurner is very uncommon on the street, but has been reported in use by a number of hot-shot corporate deckers.

Thug (p. 74)

SRII STATSThis is an Attack program that always comes

with the Mobility option.Options: area-effect, one-shot, penetration, stagingSize: rating2 × 3 MP

SR3 STATSMultiplier: 8Target: deckers, frames, IC, SKs

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CHROMEBOOK 3Options: none

This functions like an Attack-S program (p 98, Virtual Realities 2.0/p. 221, SR3) with Chaser and DINAB (at the same rating as the Thug utility) built into it as standard.

George (p. 74)Relocate under another name, so see page 176

of SRII, page 97 of Virtual Realities 2.0, and/or page 220 of SR3.

Looking Glass (p. 74) Not available.

Dazzler (p. 75)

SRII STATSNot available.

SR3 STATSThis black IC attacks like Killer, causing only

damage to the deck and not the decker, but when it causes the deck’s condition monitor to reach or exceed Deadly damage, it generates what appears like an entirely new host for the decker. This will usually appear very similar to the one the decker was just in, but everything that happens in it is il-lusionary and does not affect the real host—any damage taken in this “host,” for instance, is gone as soon as the decker jacks out. On its first action after the decker gets hung up in this host, Dazzler triggers a built-in Trace to find the decker’s physic-al location.

To see through the fake host requires the deck-er to roll an Intelligence test (no utilities help) against the Dazzler IC’s rating, +3 (because of the damage suffered by the cyberdeck). One success is sufficient to realize the “host” is not real, but the decker can only leave the host by jacking out.

Pile Driver (p. 75)

SRII STATSAn Attack program with the Penetration and

Serious staging options built into it as standard.Options: area-effect, link, mobility, one-shotSize: (rating+5)2 × 3 Mp

SR3 STATSMultiplier: 4Options: none

An Attack-S program with the Penetration op-tion built into it as standard. Add +1 to the utility’s rating before adding the multiplier.

Sledgehammer (p. 75)

SRII STATSAn Attack program with the Moderate staging

option built in.Options: area-effect, link, mobility, one-shot, penet-rationSize: (rating+2)2 × 2 Mp

SR3 STATSNot available (use Attack-Moderate instead).

Flare Gun (p. 75)

SRII STATSNot available.

SR3 STATSMultiplier: 3Options: none

Executing Flare Gun requires a Files Test, modi-fied by the Flare Gun’s rating. The decker must have a message composed (which is done by buf-fering messages, as explained under Speak A Word, page 121, Virtual Realities 2.0/p. 224, SR3). This message is sent to all deckers in the same host if the Files Test is successful.

Ball and Chain (p. 75)

SRII STATSSimilar to Slow, this utility affects only other

deckers.Options: area-effect, link, mobility, one-shotTarget: EvasionSize: rating2 × 4 Mp

SR3 STATSMultiplier: 5Targets: deckersOptions: area, DINAB, one-shot

Similar to Slow, this utility affects only other deckers.

Dupré (p. 76)

SRII STATSNot available.

SR3 STATSMultiplier: 1Options: none

This utility functions like Decrypt (p. 96, Virtual Realities 2.0/p. 220, SR3), except that every time it has made a successful Decrypt Access, Dcrypt File, or Decrypt Slave system operation it gets a –1 modifier to its target number to use the same op-eration on that same host, up to a maximum of –8. Add the host’s Access rating to the size the utility occupies in the cyberdeck’s memory after each successful test.

Note: Dupré requires the decker and/or game-master to keep track of which modifier applies to which host. A major revision of the host’s security would negate the modifier, and deckers can erase the modifier for a host by spending a Simple Ac-tion per host.

Cry Baby (p. 76)

SRII STATSThis white IC pretends to be data, but once

downloaded it will set off any Trace-type IC in any

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nodes the decker passes through if it rolls at least one success on a test (using its rating for the num-ber of dice) against the decker’s MPCP rating. In order to dump it from the deck, the decker must kill it or reboot the deck. This IC has a size of (rat-ing2) MP when in a cyberdeck.Load Rating: 1/2 rating (round down).

SR3 STATSMake a Cry Baby Test against the decker’s De-

tection Factor every time he makes a System Test. If successful, Cry Baby installs itself in the deck’s active memory, taking up memory equal to its rat-ing, squared. Once there it decreases the deck’s Trace Factor by its rating. Removing Cry Baby from memory requires a Computer (Software) Test against Cry Baby’s rating; this costs a Complex Ac-tion.

At the gamemaster’s discretion, Cry Baby can be programmed to only work in systems belonging to certain companies or organizations—for ex-ample, a Cry Baby that will only work if it is in a Mitsuhama system. This feature adds 1 to the ef-fective rating to determine the size it takes up in the cyberdeck’s memory.

Evil Twin (p. 76) and Shadow (p. 77)Not available.

Typhoid Mary (p. 77)

SRII STATSTyphoid Mary is gray IC that attacks like a Killer-

M (p. 171, SRII), and will dump the decker as nor-mal if it inflicts Deadly damage to the deck.

However, if Typhoid Mary is successfully at-tacked by the decker, but less than Deadly dam-age is caused to it, Typhoid Mary “crashes,” ap-pearing as if it has taken Deadly damage. At this point, roll a test using Typhoid Mary’s rating against the deck’s MPCP rating plus its Hardening rating. Each success allows Typhoid Mary to delete one utility from the deck’s active memory, chosen randomly.Target: BodLoad Rating: 1.5 × rating

SR3 STATSTyphoid Mary is white IC that attacks like a

Killer (p. 41, Virtual Realities 2.0/p. 228, SR3), and will dump the decker as normal if it inflicts Deadly damage to the deck.

However, if Typhoid Mary is successfully at-tacked by the decker, but less than Deadly dam-age is caused to it, Typhoid Mary “crashes,” ap-pearing as if it has taken Deadly damage. At this point, roll a test using Typhoid Mary’s rating against the deck’s MPCP rating plus its Hardening rating. Each success allows Typhoid Mary to delete one utility from the deck’s active memory, chosen randomly.

Possessor (p. 77)

SRII STATSNot available.

SR3 STATSMultiplier: 15Target: ICOptions: chaser, DINAB, limit, one-shot, optimiza-tion, sensitive

A special offensive utility, that attacks as nor-mal, but once it crashes IC, that IC comes under control of the decker, who can let it perform its normal functions as if he were the host. Any dam-age done by Possessor to the IC is gone, and re-mains gone when Possessor is released from the IC. Each Possessor can only control one piece of IC, and once the IC is released, it will start performing its normal functions again. If an attack is made against either Possessor or the Ice it controls, roll 1D6; 1-3 = IC gets hit, 4-6 = Possessor gets hit.

Possessor is reportedly in use by combat deck-ers from major corporations.

Exorcist (p. 77) to Stationary (p. 78)Not available.

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CHROMEBOOK 3

Threat (p. 79)

SRII & SR3 STATSThis black IC does no damage, but gives the

decker a nagging feeling that his meat body is in danger. Roll for damage as normal, and let the player apply it to the decker’s Stun Condition Mon-itor; this damage is removed as soon as the decker jacks out, or when the Threat IC is destroyed or shut down. Once the decker has taken “damage” from the Threat, he must roll a Willpower test to avoid jacking out.

Knevil (p. 79)

SRII STATSNot available.

SR3 STATSMultiplier: 4Options: none

A variant of the Rigger Protocol Control Emula-tion; to use this utility, the decker must have a System-Control Rig Emulator installed in his deck (see page 78, Corporate Security Handbook). When executed, the decker can jack into a rigged vehicle, but must use the rules on page 105 of the Corporate Security Handbook to battle it out with any rigger who might already be plugged into the same vehicle. When the decker in actual control of the vehicle, use the same rules.

Terminator (p. 79) to Black Sky (p. 80)Not available.

Cartographer (p. 80)

SRII STATSThis program has the Mobility option built in,

and once activated, it seeks out the CPU and asks it for a system map. Treat this exactly as a Trace program with regards to the time taken to retrieve the map.Options: one-shotSize: rating2 × 4 Mp

SR3 STATSMultiplier: 6

Options: one-shotUse of this utility requires an Access test in a

Complex Action, subtracting Cartographer’s rating from the target number. On a successful test, the decker knows a number of steps in the security sheaf equal to the number of successes rolled; for example, with four successes the decker would re-ceive information about the first four steps. This information consists only of the trigger points, not the IC or other measures taken at those steps.

Before making the test, the decker may choose to assign successes to discovering the action taken at each step, in which case that data is also given for a number of steps equal to the successes allocated, provided they were less than or equal to the number of steps about which the decker gets information. For example, if a decker decides to al-locate 3 successes to getting IC data, and then rolls 5 successes, he will get data for only two steps because he only has two successes assigned to the trigger points of the security sheaf.

Subsequent successful tests add to the original number of successes.

Dogcatcher (p. 80)Not available.

Outjack (p. 80)

SRII STATSNot available.

SR3 STATSMultiplier: 6Options: none

This program must be loaded into active memory in order to work, and rolls a test using its rating for the number of dice each time the decker takes Physical damage. The target number is 10 minus the number of boxes of damage taken by the decker. If the test succeeds, the decker is auto-matically jacked out. OutJack will not work if the damage is illusionary, such as might be caused by certain Illusion spells, and it will not unplug the decker he is being held in the Matrix by Black IC. A decker dumped from the Matrix by OutJack still suffers from dump shock, but subtracts OutJack’s rating from the Power Level.

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C Y B E R P E T S

Animal Stats (p. 82)Many of the animals in the Chromebook 3 don’t appear in any Shadowrun book, so stats for these are in

the table below.

ANIMAL B Q S C I W E R Initiative AttacksBaboon 4 3×3 4 — 3/4 2 6 5 5+2D6 6MCheetah 3 12×5 3 — 2/4 2 6 6 6+3D6 8MChimp 4 4×3 6 — 4/4 3 6 5 5+2D6 8MDog, Medium 2 4×4 2 — 2/4 2 6 4 4+1D6 4MDolphin 5 4×4 4 3 4 3 6 4 4+3D6 7MGorilla 8 3×3 10 — 4/4 3 6 5 5+1D6 8S, +1 ReachLion 8 5×4 7 — 3/4 2 6 6 6+3D6 10S, +1 ReachOtter 2 4×4 1 — 2/4 2 6 5 5+2D6 5L, –1 Reach

Note: Running multiplier on land is 2Rabbit 1 3×3 0 — 1/4 2 6 4 4+1D6 3L, –1 ReachRaptor 1 6×5 2 — 2/6 2 6 5 5+3D6 5L, –1 Reach

Note: Running multiplier on land is 2Raptor, Large 2 5×5 2 — 2/6 2 6 4 4+3D6 5M

Note: Running multiplier on land is 2Rodent, Small 1 3×3 0 — 1/3 2 6 5 5+1D6 2L, –2 ReachSquirrel 1 5×3 0 — 1/4 2 6 4 4+1D6 4L, –1 Reach

Animal Cyberware (p. 83)Follow the rules for fitting cyberware into critters on page 220 of SRII and/or page 6 of Critters (which

comes with the Shadowrun Gamemaster Screen, Third Edition). For this reason, animals are usually modified by putting bioware into them, even though this costs more in monetary terms.

The Animal Cyberware table on pages 84-85 of Chromebook 3 is not used. If you want to put cyberware into a critter, use any normal cyberware you want to put into the animal. Following are some of the special kinds of cyberware that Chromebook 3 gives for animals; these can only be used for animals, not for (meta)humans. Things not listed below are not available.

Animals can use skill chips in exactly the same way (meta)humans can.

Berserk Chip (p. 84) LegalThis chip gives the animal a –2 modifier to its target numbers to make attacks, and also gives it +1 Power

for those attacks. The animal’s Professionality Rating is automatically set to 4, and the test to see if the anim-al turns on its handler (SRII p. 220/Critters p. 6) gets a +3 modifier to the die roll. The chip can also be used by (meta)humans, but in this case make an opposed test between the user’s Willpower and the chip’s rating. If the chip gets more successes, the character can use the chip.

Type Rating Memory Availability Cost Street IndexActive 2 20 Mp 6/4 days 2,000¥ 1.25

IFF Chip (p. 84) LegalTo successfully recognize someone requires a Perception test on the animal’s part, adding the chip’s rating

to the number of dice rolled. It can also be used by (meta)humans. The memory requirements are as for nor-mal skillsofts (p. 248, SRII).

Type Rating Memory Availability Cost Street IndexKnow 1 to 10 standard 5/4 days Mp x150¥ 1.25

Watchdog Chip (p. 84) LegalNo changes.

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CHROMEBOOK 3

Type Rating Memory Availability Cost Street IndexKnow 3 30 Mp 6/4 days 4,500¥ 1.25

External Weapon Harness (p. 84) As WeaponThe animal’s Body must be at least 2 to be able to use this. The weapon size is limited by the next table:

Body Max. weapon size2-3 Light pistol4-5 Heavy pistol6-7 SMG8-9 LMG10+ any

Essence Cost Availability Cost Street Index.5 6/36 hrs 2,000¥ 1.25

Sample AnimalsBelow follow the sample animals from Chromebook 3. Costs are including surgery, healing costs, training,

you name it, except for the animal it is to be put into.

The Digital Watchdog (p. 85)This package involves a softlink (1), a Watchdog chip (usually plugged into the softlink), and cyberears.

This costs the animal .35 Essence points and Major Invasive Surgery. Training includes Identity 3 and Loyalty 6 skills, while total cost is 50,000¥.

Perfect Pets (p. 86)The animal gets a softlink (1), a tailored behavorial chip, and Loyalty 3 skill. Essence cost is .15, nuyen

cost is 13,000¥.

The Cyberpred (p. 86)Modifications normally consist of muscle augmentation (2), orthoskin (2), and pain editor bioware, with cy-

berware being retractable hand razors, cybereyes (with low-light, thermographic, and flare compensation), softlink (2), and olfactory boost (6). Body cost is 3.2, Essence loss is .9, while cost is 510,000¥.

Animal Eyes (p. 87)This package has cybereyes with low-light and video link with internal transmitter, datajack (1), and

cyberears. Essence cost is .9, money cost is 70,000¥.

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O B O T S , C Y B E R F O R M S ,

F U L L ’ B O R G S A N D P O W E R E D A R M O RR

None of these are common in any sense of the word in Shadowrun.

BOTS

Brandt-Neumann Washbot (p. 88) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — 1.5 12/7 days 4,250¥ 2

Carolli M-bot (p. 88) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — 12 14/10 days 11,500¥ 2

Carolli V-bot (p. 89) LegalNo changes.

Conceal Rating Weight Availability Cost Street Index— — 6 12/7 days 6,500¥ 2

M INI-CYBERFORMS

Mini-Cyberform Model A-2 “Tarantula” (p. 90)The injector can hold any liquid substance, and can penetrate Impact armor with a maximum rating of 4.

The Tarantula can be controlled by any normal remote control deck, and has a high Autopilot rating because of the ceretronic core (see p. 89, Chromebook 3).

SRII STATSHandling Speed B/A Sig Apilot Cost

Tarantula 3/4 10/20 1/0 7 3 14,000¥Operational Duration: 8 hours Set-up/Breakdown Time: noneStore: 1 CF Sensors: Standard (1)

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/4 13 1 0 0 8Autonav Pilot Sensor Cargo Load

— 3 1 0 5Seating: none Setup/Breakdown: NAEntry Points: none Landing/Takeoff: NAFuel: Electric (40 PF) Economy: .75 km/PFPoint Value: 622 Cost: 6,220¥Template: Micro Walker Reference: Chromebook 3Other Features: Remote-control interface, rigger adaptation

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CHROMEBOOK 3

Mini-Cyberform Model B-2 “Centipede” (p. 91)The mandibles inflict 4M damage (versus Impact armor) on a successful hit, but have a –1 Reach. The air-

gun’s rounds are treated as needle ammunition (p. 30, Neo-Anarchists’ Guide to Real Life), and refer to p. 59, Chromebook 2 for information on the micro missiles. The Centipede’s outer coating gives a +3 penalty to sound, vision, or thermal-based Perception tests to spot the Centipede.

SRII STATSAdapting the Centipede for zero-G operations costs 12,500¥, after which it can move at speed 10/25

through space.Handling Speed B/A Sig Apilot Cost

Centipede 4/4 8/15 1/0 6 3 25,000¥Operational Duration: 30 days Set-up/Breakdown Time: noneStore: 3 CF Sensors: Enhanced (1)

SR3 STATSAdapting the Centipede for zero-G operations costs 12,500¥, after which it can move at speed 17 through

space.Handling Speed Acceleration Body Armor Signature

4/4 10 1 0 0 8Autonav Pilot Sensor Cargo Load

— 3 1 0 5Seating: none Setup/Breakdown: NAEntry Points: none Landing/Takeoff: NAFuel: Electric (3,000 PF) Economy: 1 km/PFPoint Value: 1,825 Cost: 18,250¥Template: Micro Walker Reference: Chromebook 3Other Features: Remote-control interface, rigger adaptation

Advanced Air Gun:Type Conceal Ammo Mode DamageLight Pistol — 0 (c) SS 4L

Missile launcher:Type Conceal Ammo Mode DamageAssault Rifle — (m) SS missile

Mini-Cyberform Model A-3 “Beetle” (p. 92)The buzzsaws do 6L damage, going against one-half Impact armor. The Beetle’s outer coating gives a +2

penalty to sound or thermal-based Perception tests to spot the Beetle. The Beetle’s ablative armor gives it an armor rating of 3 (vehicle armor) against laser attacks only. Adapting it for zero-G is similar to doing the same for a Centipede.

SRII STATSHandling Speed B/A Sig Apilot Cost

Beetle 4/5 5/10 1/0 7 3 25,000¥Operational Duration: 30 days Set-up/Breakdown Time: noneStore: 2 CF Sensors: Standard (1)

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/4 7 1 0 0 8Autonav Pilot Sensor Cargo Load

— 3 1 0 5Seating: none Setup/Breakdown: NAEntry Points: none Landing/Takeoff: NAFuel: Electric (3,000 PF) Economy: 1 km/PFPoint Value: 1,819 Cost: 18,190¥Template: Micro Walker Reference: Chromebook 3Other Features: Remote-control interface, rigger adaptation

Laser:Type Conceal Ammo Mode DamageLight Pistol — 2 SA 8M

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FULL BODY CONVERSIONS

Refer to the adaptations on page of this book for details on what’s what with these.

Moore Technologies “Sheol” Hazard-ous Operations Full Conversion (p. 93)

Body: 9Quickness: 7 ×3Strength: 14Essence Cost: 12.9Unarmed Combat Damage: (str+1)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Times Square Plus: p. 38, Chromebook. Essence Cost: .3

Radiation Detector: 10 meters range. Essence Cost: .4

Toxin Scanner: a Chemical Analyzer (p. 60, Shad-owtech). Essence Cost: .2

Other OptionsRadiation Shielding: provides almost complete

protection against radiation. Essence Cost: —Toxin Shielding: provides a complete EnviroSeal™

system. Essence Cost: —Acid Shielding: provides almost complete protec-

tion from all known acids. Essence Cost: —Squirters: these use the following ranges: Short 1-

2, Medium 3, Long 4, Extreme 5 meters, and have a 5-shot “magazine.” Essence Cost: —

MD Tech, Inc. “Kildare” Medical Full Conversion (p. 95)

Body: 6Quickness: 7 ×3Strength: 10Essence Cost: 15.45Unarmed Combat Damage: (str)M StunArmor (B/I): 2/2

OPTIONS PACKAGESSensor Options

Medical Scanner: a built-in medkit (p. 263, SRII/p. 304, SR3). Essence Cost: .3

Times Square Plus: p. 38, Chromebook. Essence Cost: .3

Micro-Optics: no changes. Essence Cost: .1Enhanced Thermographic Sensor: gives the Kil-

dare cybernetic thermographic vision (p. 89, SRII/p. 112, SR3). Essence Cost: .2

Phone Splice: a headware telephone (p. 260, SRII/p. 300, SR3). Essence Cost: .5

Radio Link: a headware radio (p. 260, SRII/p. 298, SR3). Essence Cost: .75

Image Enhancement: Electronic magnification level 2 (p. 85, Street Samurai Catalog/p. 300, SR3). Essence Cost: .1

Amplified Hearing: Hearing amplification (p. 78, Street Samurai Catalog/p. 299, SR3). Essence Cost: .2

Other OptionsStim System: no changes. Body Cost: .5Medical Shielding: no changes. Essence Cost: —Left and Right Medical Hands: the laser scalpel

does (str)L when used as a weapon, the stand-ard scalpel does (str÷2)L, while the buzz saw does (str–1)L. Essence Cost: .3 per hand

Injector Reservoir: no changes. Essence Cost: .1 per reservoir

Blood/IV Supply: no changes. Essence Cost: .1 per reservoir

Adrek Robotics “Burroughs” Mars Op-erations Standard Full Conversion (p. 97)

Body: 6Quickness: 7 ×3Strength: 10Essence Cost: 11.75Unarmed Combat Damage: (str+1)M StunArmor (B/I): 4/4

OPTIONS PACKAGESSensor Options

Radio Beacon/Detector: a headware radio (p. 260, SRII/p. 298, SR3) combined with a rating 4 tracking signal (p. 258, SRII/p. 292, SR3). Es-sence Cost: .8

Other OptionsGoop Ball Launcher: each shot can seal up to a 5

cm hole, but does no damage. It holds 1 shot, and uses Taser ranges. Essence Cost: .25

Radiation Shielding: provides almost complete protection against radiation. Essence Cost: —

Sand Feet: No changes. Essence Cost: —Temperature Control: this system gives the Bur-

roughs +1 Impact armor to resist heat-based weapons and spells. Essence Cost: —

Increased SP: not available.

Militech Cybernetics International “Spyder” Reconnaissance Duty Full Conversion (p. 99)

Body: 6Quickness: 13 ×3Strength: 10Essence Cost: 21.2Unarmed Combat Damage: (str)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Front Optic Mount: a set of cybereyes, with the following options: flare compensation, low-light, optical magnification (3), smartlink, ther-mographic (all p. 260, SRII/pp. 298-302, SR3), and Times Square Plus (p. 38, Chromebook). Essence Cost: 1.1

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CHROMEBOOK 3Right Head Sensory Extension: mounts a single

cybereye, a single cyberear (p. 260, SRII/pp. 299-300, SR3), and a video link with internal transmitter (p. 84, Street Samurai Catalog). Es-sence Cost: .85

Left Head Sensory Extension: mounts a single cybereye with low-light, a single cyberear (p. 260, SRII/pp. 299-300, SR3), and a video link (p. 84, Street Samurai Catalog). Essence Cost: .55

Right Shoulder Sensory Extension: mounts a single cybereye with flare compensation and low-light, and a single cyberear (p. 260, SRII/pp. 299-300, SR3). Essence Cost: .2

Left Shoulder Sensory Extension: mounts a single cybereye, a single cyberear (p. 260, SRII/pp. 299-300, SR3), and a LOS tight-beam laser communicator. Essence Cost: .4

Acoustic Alarm System: a rating 3 select sound fil-ter (p. 82, Street Samurai Catalog/p. 299, SR3), hearing amplification (p. 78, Street Samurai Catalog/p. 299, SR3), and damper (p. 260, SRII/p. 299, SR3). Essence Cost: .7

Military Radio: a headware radio (p. 260, SRII/p. 298, SR3) with crypto circuit HD level 6 (p. 77, Street Samurai Catalog) and commlink-VIII (p. 76, Street Samurai Catalog). Essence Cost: .9

Parabolic Microphone: a rating 5 shotgun micro-phone (p. 258, SRII/p. 292, SR3). Essence Cost: .2

Cellular Phone: a headware telephone (p. 260, SRII/p. 298, SR3). Essence Cost: .5

Satellite Uplink: no changes. Essence Cost: —Raser™ Scanner: negates all camouflage modifi-

ers. Essence Cost: .2A/V Recorder: a level 2 softlink (p. 46, Shadow-

tech). Essence Cost: .2Sniffer: a rating 4 olfactory booster (p. 62, Shad-

owtech). Essence Cost: .2Radiation Detector: rating 3. Essence Cost: .2Remote Targeting Link: no changes. Essence Cost:

.25Motion Detectors: rating 4. Essence Cost: .3Magnetometer: a rating 2 MAD. Essence Cost: .4Radar Suite: rating 3. Essence Cost: .4Laser Detector: rating 3. Essence Cost: .25

Weapon OptionsQuick-Change Mount: this pod holds one Militech

M31a1 rifle with grenade launcher (p. 45, Chromebook). Essence Cost: —

Other OptionsVariable Spectrum Spotlight: has a 1-5 on 1D6

chance of blinding unshielded organic eyes. Es-sence Cost: —

EMP Shielding: level 4 shielding against electrical shocks. Essence Cost: .5

Gyro-Balancer: –2 target number to any test made involving balance. Essence Cost: .3

Parasail: cannot work under 60 meters. Essence Cost: —

Climbers: -2 target number for climbing tests. They do (str)M damage in melee combat. Es-sence Cost: .3

Grappling/Rapelling Cable: no changes. Essence

Cost: —IR Thermal Dam: +4 target number to spot the

Spyder by thermographic vision only. Essence Cost: —

Environmental Assimilation System: Allows the Spyder to camouflage itself in almost any ter-rain. See p. 77, Fields of Fire. Essence Cost: .1

Expert System: not available.

Raven Microcybernetics “Wiseman” Cyberspace Commando Full Conver-sion (p. 104)

Body: 6Quickness: 7 ×3Strength: 10Essence Cost: 22.1Unarmed Combat Damage: (str)M StunArmor (B/I): 3/3

OPTIONS PACKAGESSensor Options

Video Imager: p. 39, Chromebook. Essence Cost: .25

Net-Vision: not available.Times Square Plus: p. 38, Chromebook. Essence

Cost: .3Micro Video Optic: a video link (p. 84, Street

Samurai Catalog). Definitely not unlimited re-cording time. Essence Cost: .5

Micro Recorder Link: included in the micro video optic’s system.

Phone Splice: a headware telephone (p. 260, SRII/p. 298, SR3). Essence Cost: .5

Scrambler: a rating 4 crypto circuit HD (p. 77, Street Samurai Catalog). Essence Cost: —

Tight Beam Radio Link: a headware radio (p. 260, SRII/p. 298, SR3). Essence Cost: .75

Other OptionsINT-3 Computer: p. 8, Chromebook 2. Essence

Cost: .5DataShielding: p. 17, Chromebook 2. Essence

Cost: .4Wet Drive Access Link: a level 1 encephalon (p.

49, Shadowtech). Essence Cost: .5TechScanner & CTD CompuMods: allows the Wise-

man to read (and write) credsticks and key-cards. Essence Cost: .3

Chip Ports: A rating 4 softlink (p. 46, Shadowtech). Essence Cost: .3

Chronometer: no changes. Essence Cost: .05Cybermodem Link: a level 4 datajack (p. 45,

Shadowtech). Essence Cost: .25Cellular Cybermodem: not cellular, but this is a C2

deck (pp. 54-59, Shadowtech) with the follow-ing stats. This deck comes with a level 6 per-sona module (p. 55, Shadowtech).

Persona Hardening Memory Storage6 2 240 1440

Load I/O ResponseEssence Cost23 8 1 7.4

Extra Databanks: these extra 720 Mp are already figured into the Storage of the deck.

Auto Punchout Option: p. 8, Chromebook. Essence Cost: .2

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Flip Switch: p. 9, Chromebook. Essence Cost: .2

NEW FULL-’BORG OPTIONS

Eelskin (p. 107)This system works like a taser.

Conceal Reach Damage Weight Availability Cost Street Index— — 10S Stun — 6/7 days 1,400¥ 2

CyberSteroids (p. 107)Not available.

POWERED ARMOR

Powered armors are full-body, powered suits that are worn by combat soldiers, and are a step up from the military armors presented in Fields of Fire (p. 54) Someone must sit inside one, and most are made in “hu-man” size, so dwarves and trolls will not normally fit into them.

For game purposes, powered armors are treated like normal clothing, except that they can give modifiers to Attributes, and have lots of things—such as weapons—built into them. The suit’s weight is not a burden to the person inside it, but it will be to anyone trying to lift the suit up. All powered armors have Hardened ar-mor.

If a weapon has belted ammunition stored anywhere on the armor, it can use that ammo at all times; oth-erwise, the weapon uses normal clips.

Arasaka Mfg. Type-17k “Guardian” Assisted Combat Personal Armor (p. 108)This suit adds +5 to the wearer’s Strength.

Head Right arm Left arm Right leg Left leg TorsoHUD (150 Mp) Grapple gun Heavy Machine Gun Black Book 10 clips Flechette

Life-sign monitorThermographic Ingram Valiant LMG Ares Viper pistol 100 rounds LMG ammo for Viper

Cellular phoneLaser detector (4) Volt Pistol Retina Scanner (3) ammo Smoke grenade Mapmaker + GPSRadio Fire Extinguisher Flash Pak 10 Plastic RestraintsSearchlight

Conceal Ballistic Impact Weight Availability Cost Street Index— 3 3 138 30/2 months 76,260¥ 4

Militech & Trauma Team Tb/0 “Lifeline” Assisted Combat Personal Armor (p. 110)This suit adds +6 to the wearer’s Strength. The climbing claws add -1 target number for climbing tests.

The Lifeline is equipped with EnviroSeal™ and 10 man-hours of life support.

Head Right arm Left arm Right leg Left leg TorsoHUD (300 Mp) Militech M-31 rifle Grapple gun Flask Pak Smoke grenade MedkitCrypto Circuit (4) Fire extinguisher Mini Comp 10 Climber claws Climber clawsRadio Medkit Power saw [6S]Ares Viper pistol Basic toolkit Climber clawsSearchlight Climber claws

Conceal Ballistic Impact Weight Availability Cost Street Index— 4 4 158 30/2 months 99,000¥ 4

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CHROMEBOOK 3

WADS (WORKING ASSISTANT DROIDS)

WADS are treated like any other drone. Construction of them, as given in Chromebook 3, is not possible. All come with remote contol gear installed.

Duroi/Janvier “Frelon” (p. 113/116)Head Right arm Left arm Right leg Left leg TorsoRadio Tool suite Tool suite Fire extinguisher Goop-ball dispenser Envrionment-al/ Crypto Circuit (4) Emergency breather Grapple gun Slap-patch Tech scannerSearchlight (white) supplies (2× half- dispenserSearchlight (IR) hour units) Grapple gun

Tool suiteCost: 67,280¥

Fiat “Nova” (p. 113/117)Head Right arm Left arm Right leg Left leg TorsoRadio Grapple gun Grapple gunCrypto Circuit (3)Sonar rangefinderSearchlight (armor 1/1)Cost: 78,390¥

International Electric “Newport Mk. II” (p. 114/118)Head Right arm Left arm Right leg Left leg TorsoCellular phone Tool suite Tool suite Fire extinguisherCamera MaintenanceSearchlight (white) computerSearchlight (UV) PhoneCost: 56,440¥

Duroi/Janvier “Scarabee” (p. 115/119)Head Right arm Left arm Right leg Left leg TorsoCamera Fire extinguisher Grapple gun Climber claws Climber clawsRadio Tool suite Tool suiteSearchlight (armor 1/1)Cost: 76,640¥

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Chromebook 4

C Y B E R W A R E & C H I P W A R E

Extra Twist™ Joint Addition (p. 3) LegalThe user gets a +4 penalty to all target numbers with the limb for one week after installation; reduce the

penalty by 1 for every success on a Reaction (6) test. If a Reaction, Quickness (and, in SR3, a test using a skill based on one of these attributes), or Athletics test ever rolls all ones, the character loses use of the limb for 1D6 turns (apply the Rule of Six to this roll).

Per limb, the character gets a –1/2 target number (rounded against the character: –0 with one limb, –1 with two or three limbs, and –2 with four limbs) for all Athletics skill tests except for running, and also for making grapples and escapes from being held in unarmed melee combat.

Essence Cost Availability Cost Street Index— 6/6 days +30% of limb 1

Dynalar Technologies “Digits” Cyberfingers (p. 4)

A) Flesh Mount Legal

Cyberfingers can only be installed in a meat hand by also installing the flesh mount in the hand; one mount is required per finger. With the flesh mount installed, use the listed Essence Cost for the finger; the mount itself costs no Essence as this is calculated into that of the finger.

B) One-Shot Special 6-CC(R)

A one-shot Hold-Out pistol. Halve all ranges for the weapon, and use the average of the character’s Quick-ness Attribute Rating and Firearms Skill Rating to fire it. Reloading takes one Complex Action.

C) Ballpoint Finger Legal

Refills are 2¥.

Essence Cost Availability Cost Street IndexFlesh Mount — +1/normal 100¥ 1One-Shot Special .15 8/5 days 500¥ 2Ballpoint Finger .15 3/24 hrs 250¥ .8

NovelTech Corvette Cyberlegs (p. 5) LegalA set of two cyberlimbs. Both systems add +2 to the Power Level of any kick made by the character. The

Basic system adds 3 to the character’s Quickness for movement purposes only, the Advanced system adds 3 to Quickness and +1 to the Running Multiplier. Upgrading from Basic to Advanced costs 25,000¥.

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CHROMEBOOK 4

Essence Cost Availability Cost Street IndexBasic System 2 6/6 days 225,000¥ 1.5Advanced System 2.2 8/6 days 250,000¥ 1.5

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Donner Savage Medical Modular Hand (p. 5) LegalUsing this hand negates the +4 modifier for not having a medkit handy during first aid.

Essence Cost Availability Cost Street Index.35 5/4 days 58,500¥ 2

Catspaw™ Stealth Foot (p. 5) LegalMust be installed in both feet, and adds 1 die to Stealth skill tests to remain unnoticed while walking.

Essence Cost Availability Cost Street Index— 4/7 days 7,500¥ 1.5

Sycust Extending Leg Units (p. 6) LegalWhen extended, Quickness is increased by +1 for determining walking speed only. Cannot be used with

legs/options mentioned, nor with hydraulic jacks (p. 43, Shadowtech).

Essence Cost Availability Cost Street Index— 9/14 days 40,000¥ 1.25

Sycust Joint Options (p. 6) LegalPer two limbs so equipped, double-jointed gives the character a –1 target number modifier when making

grapple melee attacks, and a –1 target number to escape from them. Moving a locked joint requires a suc-cessful Strength (10) test; this is not an opposed test—the character whose joint is locked does not actually do anything. Reaction is reduced by –1 for every locked joint. 360° rotating joints give a –1 target number to escape from bindings.

Essence Cost Availability Cost Street IndexDouble Joints* — 6/6 days 100,000¥* 1.25Locking Joint — 6/6 days 5,000¥ 1.25360° Rotating Joint — 6/6 days 6,000¥ 1.25* Per two limbs

Soviet Cyberware (p. 7) VariesAll normal cyberware (except specific brand names) is available from Russia; divide the nuyen cost by

1D6, and there is a 1–3 on 1D6 chance of a 10% extra Essence cost. Roll for each piece of cyberware indi-vidually.

Dynalar NewTeeth (p. 7) LegalDamage from a successful bite attack is (Str)L.

Essence Cost Availability Cost Street Index.05 3/24 hrs 2,000¥ 1

Dynalar PowerJaw (p. 7) LegalIncrease the Power Level of bite damage by +2.

Essence Cost Availability Cost Street Index.1 3/24 hrs 1,000¥ 1

Dakai Soundsystems NewThroat (p. 8) LegalCan hold up to .5 Essence points of voice-related pieces of cyberware (not bioware) without additional Es-

sence cost. The throat area is considered to have a Barrier Rating of 4.

Essence Cost Availability Cost Street Index.25 6/10 days 8,500¥ 2

Dakai Soundsystems Scramble (p. 8) LegalWorks as an internal voice mask, but at a rating of 3D6.

Essence Cost Availability Cost Street Index.1 6/60 hrs 10,000¥ 1

Kiroshi Monovision (p. 9) LegalGives a –1 target number for Perception and surprise tests to notice something in the character’s peri-

pheral vision. It can accept up to .3 Essence points of vision improvements without extra Essence loss to the

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CHROMEBOOK 4user.

Essence Cost Availability Cost Street Index.3 4/48 hrs 6,500¥ 1

Bodyweight Variable-Chamber Heart Option (p. 9) As heartCan be installed in a natural heart. Gives +1 Body for stamina tests; using the Pacesetter® heart’s (p. 37,

Chromebook) overdrive when this option is in use automatically causes a heart attack (10 boxes of Physical and Stun damage).

Body Cost Availability Cost Street Index1 10/10 days 45,000¥ 3

Nikkon America Double-Split Pupil (p. 10) LegalNo changes.

Essence Cost Availability Cost Street Index.05 5/36 hrs 2,000¥ 1

Bodyweight Vein Clips (p. 10) LegalAdd one extra minute to the time between taking overflow damage boxes (from 10 to 11 minutes per

box).

Body Cost Availability Cost Street Index.75 8/7 days 7,000¥ 1.75

Stinger (p. 10) 5P-CA(N)No changes.

Essence Cost Availability Cost Street Index.1 6/60 hrs 2,000¥ 1.35

BigRipp (p. 11) 2-B(B)Damage is (Str+2)M; if mounted along the forearm it has –1 Reach. Cyberarm mounting costs 8,500¥.

Essence Cost Availability Cost Street Index.4 3/72 hrs 12,000¥ 1

High Five, AKA The Palm Bomb (p. 11) 1-E(E)To use this weapon, make a melee attack. The device can be found in a model that fires shotgun shells (9S

damage) and one that uses heavy pistol rounds (9M damage); either has a 1-shot internal magazine. When used as a ranged weapon, either uses Taser ranges and adds +1 to the target number at Short, +2 at Medi-um, +4 at Long, and +6 at Extreme range; Concealability is 11 and this weapon must be fitted to a cyber-hand or cyberarm.

Essence Cost Availability Cost Street IndexHeavy Pistol model — 12/14 days 3,550¥ 2Shotgun model — 14/14 days 3,550¥ 2.5

Radine Laboratories Blitzkrieg™ Arc Thrower (p. 12) 3P-CC(R)Must be installed in a cyberlimb. Use taser ranges, doing 10S Stun damage on a successful hit; use the

shock weapons rules, SRII p. 103/p. 124, SR3, and the Cyberware And Shock Weapons rules, Tech Specs p. 72.

Essence Cost Availability Cost Street Index— 6/4 days 2,100¥ 1.5

Dermatech Logo-Line™ Tattoos (p. 13) LegalNo changes.

Essence Cost Availability Cost Street Index.05 2/4 hrs 100-2,000¥ .75

Techtronica Echolocation System Coprocessor (p. 13) LegalRequires cybereyes with video imager (Chromebook 1), voice modulator with tonal shift, and cyberears;

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the coprocessor’s Essence cost cannot be taken from the “free” Essence space provided by the eyes and ears. Once installed, it works like an ultrasound sight (p. 36, Street Samurai Catalog/p. 282, SR3).

Essence Cost Availability Cost Street Index.1 3/36 hrs 1,800¥ 1

Nu-Tek TVSkin (p. 14) LegalA battery costs 20¥.

Essence Cost Availability Cost Street Index.5 2/60 hrs 6,000¥ .9

Militech Cyber-Detection Computer (MCDC) (p. 14) 4-CB(Q)Identification requires a test using the computer’s level against the Signature of the target; modify the tar-

get number as for vehicle sensors trying to acquire a target (see SRII p. 104 to 109, Fields of Fire p. 83, Rig-ger Black Book p. 106, Rigger 2 p. 28, and/or SR3 p. 135). The number of successes determines the informa-tion the user receives about the targets, using the Perception Success Table on page 186 of SRII or p. 232 of SR3. Every sensory cyberware enhancement adds +1 to the computer’s level, as for a tactical computer (p.53, Shadowtech).

Essence Cost Availability Cost Street IndexLevel 1 1 8/7 days 300,000¥ 3Level 2 1.5 9/7 days 400,000¥ 3Level 3 2 10/10 days 575,000¥ 3.5

Taste Boost (p. 15) LegalIntelligence tests must be rolled to identify substances (target number at gamemaster’s discretion); any

kind of olfactory boost reduces the target number by one-half its rating (round the final target number up). This device is not as capable as the chemical analyzer (p. 60, Shadowtech), but when both are implanted used together, the taste boost lowers the chemical analyzer’s target number by 1.

Essence Cost Availability Cost Street Index.2 4/6 days 1,000¥ 1

Lockdown (p. 15) 2P-CB(Q)Requires an Intelligence (10) test to locate the shooter’s position; every two shots fired reduce the target

number by 1. A display link can be used in place of the Times Square, and hearing amplification or select sound filter in place of enhanced hearing. A tactical computer adds its effective rating to the number of dice rolled, and a full Lockdown system gives the tactical computer two extra dice (although these are not added when the tactical computer aids the Lockdown system).

Essence Cost Availability Cost Street Index— 16/21 days 30,000¥ 3

Shape Recognition Chipware (p. 15) LegalThe character must have a display link, Times Square Plus, or encephalon to use this system. Recording

an item on a blank chip takes up 1D6×50 Mp per item.

Essence Cost Availability Cost Street Index.25 8/72 hrs 5,000¥ 1.75

ChipLok (p. 15) LegalNo changes.

Essence Cost Availability Cost Street Index— 4/24 hrs 150¥ 1.25

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CHROMEBOOK 4

Facedown Chip (p. 16) LegalThis Knowsoft adds an extra die to the character’s Charisma or Willpower for making facedown tests (p.

90, Shadowrun Companion).

Type Rating Memory Availability Cost Street IndexKnowsoft +1 50 Mp 5/4 days 7,500¥ 1.5

Speedreading Chip (p. 16) LegalRequires cybereyes and skillwires, and divides reading time by its rating. Maximum rating is equal to the

character’s Intelligence.

Type Rating Memory Availability Cost Street IndexActivesoft 1-10 normal 6/4 days normal 1.25

Home Chip (p. 16) LegalResisting the chip requires a successful Willpower test using the chip’s rating as the target number.

Type Rating Memory Availability Cost Street Indexspecial 1-10 normal 5/5 days normal 1.5

Dream Suppressant ChipFor every two weeks of use, the character loses one point of Charisma temporarily, which can be regained

by sleeping normal for one night.

Type Rating Memory Availability Cost Street Indexspecial — — 8/7 days 3,000¥ 2

B I O W A R E & N A N O T E C H

Otec Nitrogen Binders (p. 17) LegalAdds 2 to the character’s Body for purposes of resisting shaking off nitrogen narcosis (p. 159, Cyberpir-

ates) when diving, and also reduces decompression time for decompression sickness (p. 158, Cyberpirates) by 50% . The user must undergo upkeep every 3 months, at a cost of 4,000¥.

Body Cost Availability Cost Street Index.6 6/4 days 32,000¥ 1.5

Advanced Muscle and Bone Lace (p. 17) See belowAdds its level to the user’s Body. Unlike the bone lacing in Shadowtech (p. 42), this is bioware and does

not add to the user’s armor rating. Cybernetic and bioware bone lacing cannot be combined.

Level Body Cost Availability Cost Street Index Legality1 .5 6/14 days 10,000¥ 1.5 6P-BA(N)2 1.5 7/14 days 15,000¥ 1.5 6P-BB(Q)3 2.5 8/14 days 30,000¥ 1.75 5P-BC(R)

Replitech “TuffBone” Skeletal Enhancement and Bodyweight, Inc. “Metaheme” Hemological Replacement (p. 18)

See Genetek “TuffBone” skeletal enhancement and Clavisware “Metaheme” hemological replacement on

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pages 40 and 38 of Paranoid Animals of North America.1

1 Hey, can we help it that Talsorian picked up on Morninman’s bioware net.supplement after Plastic War-riors did the Shadowrun conversions? :)

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CHROMEBOOK 4

Biotechnica NeoAppendix (p. 19) LegalGives an extra die to roll for finding food when using Survival skill.

Body Cost Availability Cost Street Index.3 5/7 days 15,000¥ 2

NanoAuditory Rebuild (p. 20) LegalEquivalent to hearing amplification and damper cyberware (Street Samurai Catalog p. 78, SRII p. 247,

and/or p. 299, SR3).

Body Cost Availability Cost Street Index.3 6/72 hrs 9,000¥ 1.5

Biotechnica “Sunblocker” Sunscreen (p. 20)See Biomod, Inc. “Sunblocker” sunscreen on page 41 of Paranoid Animals of North America.

Biotechnica NeoLung (p. 21)See extended volume on page 31 of Shadowtech.

Dornier-Bauer Biotechnische Neural Bridge and Circulatory Sphincters (p. 22)See ConGen neural bridge and circulatory sphincters on pages 35 and 38 of Paranoid Animals of North

America.

Revolution Genetics Poison Glands (p. 23) 3-BB(Q)The poisons have the following effects:Hallucinogens: adds +4 to all of target’s target numbers for 10 turns; the target is allowed a Body (6)

test, every success reduces the intoxication time by 1 turn.Nausea: adds +4 to all of target’s target numbers for 10 turns and gives a Light Stun wound; the target is

allowed a Body (6) test, every success reduces the intoxication time by 1 turn.Somatic: the target must resist 5M Stun damage every turn for 5 turns.Biotoxin: the target must resist 5S Physical damage.

Type Body Cost Availability Cost Street IndexTeeth .3 8/10 days 5,000¥* 1.5Hands .5 8/10 days 5,000¥** 1.5*10,000¥ for Biotoxin I**8,000¥ for hallucinogen, 11,000¥ for Biotoxin I

Revolution Genetics Tailored Pheromones (p. 23) LegalThese work like the tailored pheromones on page 18 of Shadowtech, but they only give extra dice in their

particular “field”: Love adds dice for seducing other people, while Gullibility adds dice for Negotiation tests and similar persuasion attempts. Confusion pheromones are a special case in that it subtracts its level from the Intelligence and Reaction of anyone within 1 meter of the user. Cultured versions have their effectiveness doubled.

Level Body Cost Availability Cost Street Index1 .2 12/14 days 10,000¥ 22 .3 12/14 days 22,500¥ 2

N-A C “Kaloric” Secondary Gut, “Freezeban” Bioconstruct and “QuickClot” Hemo-fribrinic Nodes (p. 24-25)

See Myogi SK “Kaloric” secondary gut, Shukutei Biomed “Freezeban” bioconstruct and “QuickClot” hemo-fribrinic nodes on pages 39, 45 and 38 of Paranoid Animals of North America.

Revolution Genetics Flashlite Implant (p. 26) LegalNo changes.

Body Cost Availability Cost Street Index.1 6/4 days 2,900¥ 1.5

Replitech Toxin Screen and T-MAXX Ileocecal Siphon (p. 27-28)See Genetek toxin screen and ConGen ileocecal siphon on pages 39 and 45 of Paranoid Animals of North

America.

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Physiology Tailoring and Adaptations (p. 29) See belowThis stuff comes from Japan, not Europe. It is only available in beta-grade and higher clinics, and is always

custom bioware (already factored into the Body and nuyen costs). The +1 Racial Body Maximum adds 1 to the maximum Body the character can have (normally 6 for humans, it would become 7 by this “bioware”), but does not add 1 to the character’s actual Body—that requires the normal expenditure of Good Karma to achieve. Each of these enhancements may be taken only once.

Type Body Cost Availability Cost Street Index Legality+1 Reaction .3 16/30 days 200,000¥ 4 6P-BC(R)+1 Racial Body Maximum 0 16/30 days 300,000¥ 4 Legal+1 Attractiveness —not available—+1 Quickness .3 16/30 days 200,000¥ 4 5P-BC(R)Reduce Oxygen Lungs .3 16/30 days 200,000¥ 4 LegalUV Resistance .2 16/30 days 175,000¥ 4 LegalSkin Armor (Ballistic 2) .75 16/30 days 250,000¥ 4 5P-BA(N)

Bioenhancement Tablets (p. 29) 4P-M1(X)Effects are as follows:Endurance: ignore Stun wounds for 12 hours (the damage is there, but you don’t feel it until it reaches

Deadly Stun), but double your food and water needs. At the end of the 12 hours, resist 5M physical damage with the lesser of Body or Willpower. The Stun damage taken is also applied at that time, and “healing” time for it is tripled.

Ignore Pain: gives 2 extra dice to resist Stun damage for 12 hours, but also reduces the number of dice for tactile Perception tests by 1.

Anti-Trauma: for 12 hours, adds 1 die to Body tests made for healing and to resist permanent damage after taking a Deadly wound.

All these drugs are addictive: Addiction 4P, Tolerance 3, Strength 4. Costs and Availability are at the game-master’s discretion.

Neurochemical Memory Tabs (p. 29)Not available.

V E H I C L E S

CYCLES

Mitsuzuki C21 Kenada (p. 30)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

C21 Kenada 2/6 69/205 1/0 1 0 15,100¥Seating: 1 Storage: 1 CF underseatEconomy: 85 km per liter Fuel: IC/10 litersOptions: Datajack link (3,000¥)

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CHROMEBOOK 4

SR3 STATSHandling Speed Acceleration Body Armor Signature

2/6 138 16 2 0 2Autonav Pilot Sensor Cargo Load

0 — 0 1 50Seating: bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (53 liters) Economy: 16 km/literPoint Value: 269 Cost: 13,500¥Template: Racing Cycle Reference: Chromebook 4Other Features: none

Mitsuzuki MSX900 “Bakushin” (p. 31)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

MSX900 3/6 85/255 1/0 1 0 13,200¥Seating: 1 Storage: 1 CF underseatEconomy: 75 km per liter Fuel: IC/8.5 litersOptions: Datajack link (2,600¥)

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 170 13 2 0 2Autonav Pilot Sensor Cargo Load

0 — 0 1 50Seating: bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (42 liters) Economy: 15.2 km/literPoint Value: 270 Cost: 13,500¥Template: Racing Cycle Reference: Chromebook 4Other Features: none

Honda R400 Trail (p. 32)Available in electric and multifuel (methane) models.

SRII STATSHandling Speed B/A Sig Apilot Cost

R400 Electric 4/2 53/160* 1/0 5 0 6,000¥Seating: 1 Storage: 1 CF underseatEconomy: 1 PF per km Fuel: ImpElec/250 PFAccessories: Off-road suspension (1)* Off-road speed 43/130

Handling Speed B/A Sig Apilot CostR400 MultiF 4/2 53/160* 1/0 5 0 6,000¥Seating: 1 Storage: 1 CF underseatEconomy: 80 km per liter Fuel: MultiF/8 litersAccessories: Off-road suspension (1)* Off-road speed 43/130

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/3 90 6 2 0 5Autonav Pilot Sensor Cargo Load

0 — 0 1 15Seating: bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Electric (320 PF) Economy: 2 km/PFPoint Value: 493 Cost: 25,000¥Template: Off-Road Motorcycle Reference: Chromebook 4Other Features: Off-road suspension (2)

Methane Variant

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Handling Speed Acceleration Body Armor Signature4/3 90 6 2 0 4

Autonav Pilot Sensor Cargo Load0 — 0 1 60

Seating: bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Methane (320 bars) Economy: 2 km/barPoint Value: 266 Cost: 13,500¥Template: Off-Road Motorcycle Reference: Chromebook 4Other Features: Off-road suspension (2)

VMW “Volksrad” (p. 32)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Volksrad 5/3 27/80* 1/0 3 0 2,300¥Seating: 1 Storage: 1 CF underseatEconomy: 90 km per liter Fuel: MultiF/7 litersAccessories: Off-road suspension (1)* Off-road speed 17/50

SR3 STATSHandling Speed Acceleration Body Armor Signature

5/3 53 5 2 0 4Autonav Pilot Sensor Cargo Load

0 — 0 0 60Seating: bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Methane (310 bars) Economy: 2 km/barPoint Value: 190 Cost: 9,500¥Template: Scooter Reference: Chromebook 4Other Features: Off-road suspension (2)

Kundalina Roadworks GSR1200 Tetsuo (p. 33)No changes

SRII STATSHandling Speed B/A Sig Apilot Cost

GSR1200 2/8 91/272 1/1 1 1 25,000¥Seating: 1 Storage: 2 CF underseatEconomy: 95 km per liter Fuel: IC/9 litersSensors: Standard (1)

SR3 STATSHandling Speed Acceleration Body Armor Signature

2/6 181 17 2 0 2Autonav Pilot Sensor Cargo Load

1 — 1 1 38Seating: bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (61 liters) Economy: 14 km/literPoint Value: 403 Cost: 20,500¥Template: Racing Cycle Reference: Chromebook 4Other Features: none

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CHROMEBOOK 4

CARS, VANS, TRUCKS

Toyo-Chevrolet Hopper (p. 33)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Hopper 4/8 22/66 1/0 3 1 16,250¥Seating: twin bucket seats + folding bench Access: 2 + 2 standardEconomy: 60 km per liter Fuel: MultiF/8 litersStorage: 3 CF (5 CF with bench folded down) trunk

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 100 6 3 0 4Autonav Pilot Sensor Cargo Load

1 — 0 6 60Seating: 2 bucket seats + folding bench Setup/Breakdown: NAEntry Points: 2 + 2 doors Landing/Takeoff: NAFuel: Methane (500 bars) Economy: 1 km/barPoint Value: 75 Cost: 7,500¥Template: Sedan Reference: Chromebook 4Other Features: none

VMW Cohort (p. 33)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Cohort 4/8 35/105 1/0 2 1 22,000¥Seating: twin bucket seats + folding bench Access: 2 standard + hatchbackEconomy: 40 km per liter Fuel: IC/12 litersStorage: 5 CF (7 CF with bench folded down) trunk

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 105 8 2 0 2Autonav Pilot Sensor Cargo Load

1 — 0 6 60Seating: 2 bucket seats + folding bench Setup/Breakdown: NAEntry Points: 2 doors + double-sized trunk door Landing/Takeoff: NAFuel: Gasoline (60 liters) Economy: 8 km/literPoint Value: 90 Cost: 9,000¥Template: Sedan Reference: Chromebook 4Other Features: non

GMI Sierra Hatch (p. 34)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Sierra Hatch 4/8 35/105 1/1 2 2 27,900¥Seating: twin bucket seats + folding bench Access: 2 + 2 standard + hatchbackEconomy: 40 km per liter Fuel: MultiF/12 litersStorage: 5 CF (7 CF with bench folded down) trunk Accessories: anti-theft system (2), APPS™Options: Datajack link (2,500¥)

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SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 105 6 2 1 4Autonav Pilot Sensor Cargo Load

2 — 0 4 145Seating: 2 bucket seats + folding bench Setup/Breakdown: NAEntry Points: 2 doors + 2 doors + double-sized trunk door Landing/Takeoff: NAFuel: Methane (500 bars) Economy: 1 km/barPoint Value: 186 Cost: 19,000¥Template: Sedan Reference: Chromebook 4Other Features: Anti-theft system (2), APPS™ (driver’s seat only), concealed armor

GMI Sierra GL (p. 34)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Sierra GL 5/9 35/105 1/1 2 2 40,700¥Seating: twin bucket seats + folding bench Access: 2 + 2 standardEconomy: 40 km per liter Fuel: MultiF/12 litersStorage: 5 CF (7 CF with bench folded down) trunk Sensors: 1Accessories: anti-theft system (2), APPS™, datajack link

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 105 6 2 1 4Autonav Pilot Sensor Cargo Load

2 — 1 4 133Seating: 2 bucket seats + folding bench Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Methane (500 bars) Economy: 1 km/barPoint Value: 261 Cost: 26,500¥Template: Sedan Reference: Chromebook 4Other Features: Anti-theft system (2), APPS™ (driver’s seat only), concealed armor, datajack port

Mitsuzuki Fuji (p. 34)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Fuji 4/8 33/100 2/1 3 2 17,450¥Seating: front/rear twin bucket seats Access: 2 + 2 standardEconomy: 50 km per liter Fuel: IC/10 litersStorage: 6 CF trunk Accessories: Anti-theft system (2), crash cage for all

four seats

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 100 8 3 1 2Autonav Pilot Sensor Cargo Load

2 — 0 4 245Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Gasoline (60 liters) Economy: 8 km/literPoint Value: 201 Cost: 20,500¥Template: Sedan Reference: Chromebook 4Other Features: Anti-theft system (2), concealed armor, crash cage

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CHROMEBOOK 4

Mitsuzuki Bushi (p. 35)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Bushi 4/8 27/80 2/2 2 1 27,000¥Seating: twin front + triple rear bucket seats Access: 2 + 2 standardEconomy: 55 km per liter Fuel: IC/9 litersAccessories: Anti-theft system (2), crash cage for front two seats Options: Datajack link (6,000¥)

SR3 STATSA datajack port costs 2,500¥.

Handling Speed Acceleration Body Armor Signature4/8 80 8 3 2 2

Autonav Pilot Sensor Cargo Load1 — 1 2 38

Seating: 2 bucket seats + 2 bench Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Gasoline (60 liters) Economy: 8 km/literPoint Value: 326 Cost: 33,000¥Template: Sedan Reference: Chromebook 4Other Features: Anti-theft system (2), concealed armor, crash cage

Gaz/Lada Cossack (p. 36) No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Cossack 5/4 33/100* 3/2 1 0 34,000¥Seating: twin bucket seats + twin bench Access: 2 + 2 standardEconomy: 30 km per liter Fuel: MultiF/25 litersSensors: 1Cargo: 40 CF rear Accessories: Off-road suspension (1)*Off-road speed 23/70

SR3 STATSHandling Speed Acceleration Body Armor Signature

5/4 67 6 3 2 4Autonav Pilot Sensor Cargo Load

0 — 1 26 98Seating: 2 bucket seats + 2 bench Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Methane (500 bars) Economy: 1.61 km/barPoint Value: 458 Cost: 46,000¥Template: Sedan Reference: Chromebook 4Other Features: Concealed armor, off-road suspension (1)

Toy-Chevrolet Corpora (p. 36)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Corpora 4/8 35/105 2/2 1 2 41,000¥Seating: front/rear twin bucket seats Access: 2 + 2 standardEconomy: 40 km per liter Fuel: IC/8 litersStorage: 5 CF trunk Sensors: 1Accessories: Anti-theft system (2), datajack link, radio

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Handling Speed B/A Sig Apilot CostCorpora Sport 4/8 35/105 2/2 1 2 46,000¥Seating: front/rear twin bucket seats Access: 2 standardEconomy: 40 km per liter Fuel: IC/8 litersStorage: 5 CF trunk Sensors: 1Accessories: Anti-theft system (2), APPS™, datajack link, radio

SR3 STATSCorporaHandling Speed Acceleration Body Armor Signature

4/8 71 8 3 2 2Autonav Pilot Sensor Cargo Load

2 — 1 5 138Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 standard Landing/Takeoff: NAFuel: Gasoline (40 liters) Economy: 8 km/literPoint Value: 208 Cost: 31,500¥Template: Sedan Reference: Chromebook 4Other Features: Anti-theft system (2), concealed armor, datajack port, electronics port

Corpora SportHandling Speed Acceleration Body Armor Signature

4/8 71 12 3 2 2Autonav Pilot Sensor Cargo Load

2 — 1 5 138Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 standard Landing/Takeoff: NAFuel: Gasoline (40 liters) Economy: 8 km/literPoint Value: 276 Cost: 41,500¥Template: Sedan Reference: Chromebook 4Other Features: Anti-theft system (2), APPS™ (front seats), concealed armor, datajack port, electronics port

MAC-Deux “Monster” (p. 37)Originally produced in 2056, and has a pintle mount (normally unarmed) on the roof hatch.

SRII STATSHandling Speed B/A Sig Apilot Cost

Monster 4/8 44/133 7/2 1 3 240,000¥Seating: triple bucket seats + folding bench Access: 2 standard + roof hatchEconomy: 8 km per liter Fuel: IC/160 litersStorage: 4 CF storage Sensors: Standard (1)Accessories: Anti-theft system (3), APPS™, EnviroSeal™, pintle Options: Rigger control gear (17,000¥)mount

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/8 89 3 6 2 2Autonav Pilot Sensor Cargo Load

3 — 1 304 5,228Seating: 3 bucket seats + folding bench Setup/Breakdown: NAEntry Points: 2 doors + hatch Landing/Takeoff: NAFuel: Diesel (425 liters) Economy: 3 km/literPoint Value: 905 Cost: 226,500¥Template: Heavy Transport Reference: Chromebook 4Other Features: Anti-theft system (3), APPS™ (all seats), EnviroSeal™ (gas), concealed armor, living amenities (basic), pintle mount (without weapon)

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CHROMEBOOK 4

Kundalina Roadworks “Bedouin” Truck (p. 38)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Bedouin 6/2 27/80 4/2 1 3 105,000¥Seating: twin + quad bucket seats Access: 2 + 1 standardEconomy: 20 km per liter Fuel: MultiF/40 litersCargo/Storage: 60 CF cargo/2 CF storage Sensors: Enhanced (2)Accessories: Anti-theft system (5), off-road suspension (2),pintle mount with LMG

SR3 STATSHandling Speed Acceleration Body Armor Signature

6/2 53 5 4 2 4Autonav Pilot Sensor Cargo Load

3 — 2 19 565Seating: 2 bucket seats + 4 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 1 door Landing/Takeoff: NAFuel: Methane (1,000 bars) Economy: .81 km/barPoint Value: 1,236 Cost: 124,000¥Template: RV Reference: Chromebook 4Other Features: Anti-theft system (5), concealed armor, electronics port, off-road suspension (2), pintle mount with LMG

Imperial Metropolitan Agriculture Nomad (p. 38)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Nomad 6/2 33/100 3/2 1 2 51,000¥Seating: triple bucket seats Access: 2 + 1 standard + double-size rearEconomy: 25 km per liter Fuel: MultiF/20 litersCargo: 40 CF cargo Accessories: off-road suspension (2)

SR3 STATSHandling Speed Acceleration Body Armor Signature

6/2 67 4 4 2 4Autonav Pilot Sensor Cargo Load

2 — 0 40 1,060Seating: 3 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 1 door + 1 gate Landing/Takeoff: NAFuel: Methane (835 bars) Economy: .58 km/barPoint Value: 786 Cost: 79,000¥Template: RV Reference: Chromebook 4Other Features: concealed armor, living amenities (basic, 2 people), off-road suspension (2)

Spinelli Autotech Shiltron Twin Cab (p. 38)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Shiltron 6/9 31/93 3/1 1 2 40,000¥Seating: front/rear twin bucket seats Access: 2 standard + 1 double-sizedEconomy: 25 km per liter Fuel: IC/20 litersCargo: 40 CF cargo Options: (total cost of vehicle rises to 55,000¥) Anti-

theft system (3), autopilot (2), datajack link, sensors (1)

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SR3 STATSA version without the anti-theft system, autonav, datajack port, and sensors costs 26,500¥ (262 points),

and has Load 1,080 kg.Handling Speed Acceleration Body Armor Signature

4/10 62 6 4 1 2Autonav Pilot Sensor Cargo Load

2 — 1 40 1,058Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 1 gate Landing/Takeoff: NAFuel: Gasoline (96 liters) Economy: 5 km/literPoint Value: 347 Cost: 35,000¥Template: Van Reference: Chromebook 4Other Features: Anti-theft system (3), concealed armor, datajack port

MacLaren/Jaguar XJ220C-P Police Interceptor (p. 39)The passenger area is Barrier Rating 6.

SRII STATSHandling Speed B/A Sig Apilot Cost

XJ220C-P 3/6 75/225 4/3 3 2 165,000¥Seating: twin crash cage bucket + bucket seat Access: full canopyEconomy: 55 km per liter Fuel: IC/10 litersStorage: 10 CF trunk Sensors: Advanced (3)Accessories: Anti-theft system (3), crash cages for front seats,rigger control gear

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 151 12 3 3 2Autonav Pilot Sensor Cargo Load

2 — 3 10 130Seating: 2 bucket seats + 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: NAFuel: Gasoline (65 liters) Economy: 8.8 km/literPoint Value: 848 Cost: 85,000¥Template: Sedan Reference: Chromebook 4Other Features: Anti-theft system (3), concealed armor, crash cages (front seats), datajack port, electronics port, rigger adaptation

Spinelli Autotech Spirit (p. 40)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Spirit 3/6 44/133 4/4 4 3 235,000¥Seating: twin bucket + quad crash cage bucket seats Access: 2 + 2 standardEconomy: 20 km per liter Fuel: IC/21 litersCargo/Storage: 6 CF trunk Accessories: Crash cage for four rear seats,

EnviroSeal™Sensors: Advanced (3) ECM: Security I (1)Options: Datajack link, hardpoint with full-automatic grenade launcher with 30 rounds

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CHROMEBOOK 4

SR3 STATSHandling Speed Acceleration Body Armor Signature

3/6 89 11 4 4 2Autonav Pilot Sensor Cargo Load

3 — 3 6 13Seating: 2 bucket seats + 4 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Gasoline (53 liters) Economy: 8 km/literPoint Value: 1,666 Cost: 416,500¥Template: Limousine Reference: Chromebook 4Other Features: Concealed armor, crash cages (rear seats), datajack port, ECM (1), EnviroSeal™ (gas), internal hardpoint (full-automatic grenade launcher with 30 rounds)

Tetracorp DR2100 Multi-fuel Longnose (p. 40)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

DR2100 6/10 45/135 6/4 2 2 200,000¥Seating: twin bucket seats Access: 2 standard + roof hatchEconomy: 5 km per liter Fuel: MultiF/415 litersStandard Load: 1,500 CF Sensors: Enhanced (2)Accessories: EnviroSeal™, life-support (20 man-hours) Options: Pintle mount (500¥ + weapon cost), rigger con-

trol gear (14,000¥)

SR3 STATSA pintle mount costs 500¥, a datajack port plus rigger adaptation is 6,000¥ and reduces Load to 11,095

kg.Handling Speed Acceleration Body Armor Signature

5/10 90 3 5 4 2Autonav Pilot Sensor Cargo Load

2 — 2 305 11,105Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 standard + hatch Landing/Takeoff: NAFuel: Diesel (695 liters) Economy: 3 km/literPoint Value: 2,003 Cost: 200,500¥Template: Heavy Transport Reference: Chromebook 4Other Features: Concealed armor, EnviroSeal™ (gas), life support (20 man-hours), living amenities (basic, 1 person)

MILITARY VEHICLES

Paneurope VBL APC (p. 41)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

VBL 4/4 31/93 3/4 4 3 1,450,000¥Seating: twin bucket seats + bench Access: 2 standard + double-sized rearEconomy: 5 km per liter Fuel: IC/140 litersCargo: 200 CF rearSensors: Security I (4) ECM: Military I (4)Accessories: Ablative vehicle armor (1), amphibious operations Options: Pintle mount with grenade launcher

(5,000¥), heavypackage (1), datajack link, off-road suspension (1), 8 smoke machine gun (5,000¥), or medium machine gun

(1,700¥)dischargers* Off-road speed is 26/68, water speed is 21/63

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SR3 STATSHandling Speed Acceleration Body Armor Signature

4/4 62 7 7 4 2(3)Autonav Pilot Sensor Cargo Load

3 — 4 3 2,180Seating: 2 bucket seats + bench Setup/Breakdown: NAEntry Points: 2 doors + gate Landing/Takeoff: NAFuel: Diesel (350 liters) Economy: 2 km/literPoint Value: 3,059 Cost: 765,000¥Template: Wheeled APC Reference: Chromebook 4Other Features: Ablative armor (1), amphibious operations package (1), datajack port, ECM (4), pintle mount, thermal baffling (1), 8× smoke discharger

Paneurope Zobel (EuroLAV II) (p. 41)This is not a low-altitude vehicle (the “LAV” in the name actually stands for Light Armored Vehicle), but a

normal, wheeled APC.

SRII STATSHandling Speed B/A Sig Apilot Cost

EuroLAV II 4/4 27/80* 3/4 5 3 1,050,000¥Seating: twin bucket seats + bench Access: 2 standard + double-sized rearEconomy: 5 km per liter Fuel: IC/140 litersCargo: 200 CF rearSensors: Security II (5) ECM: Military I (4)Accessories: Ablative vehicle armor (1), amphibious operations Options: Pintle mount with grenade launcher

(5,000¥), heavypackage (1), datajack link, off-road suspension (1), 8 smoke machine gun (5,000¥), or medium machine gun

(1,700¥)dischargers* Off-road speed is 22/65, water speed is 17/50

SR3 STATSHandling Speed Acceleration Body Armor Signature

4/4 53 5 7 4 2Autonav Pilot Sensor Cargo Load

3 — 5 12 2,395Seating: 2 bucket seats + bench Setup/Breakdown: NAEntry Points: 2 doors + gate Landing/Takeoff: NAFuel: Diesel (250 liters) Economy: 2.8 km/literPoint Value: 2,916 Cost: 730,000¥Template: Wheeled APC Reference: Chromebook 4Other Features: Ablative armor (1), amphibious operations package (1), datajack port, ECM (4), off-road suspension, 8× smoke discharger

HOVERS/GEVS

Kundalina Roadworks Gevhog (p. 42)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Gevhog 5 40/120 1/0 1 0 16,100¥Seating: 1 front + 3 rear Storage: 10 CF rearEconomy: 3 km per liter Fuel: IC/215 litersOptions: Datajack link (6,240¥)

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CHROMEBOOK 4

SR3 STATSHandling Speed Acceleration Body Armor Signature

3 80 5 3 0 2Autonav Pilot Sensor Cargo Load

0 — 0 10 300Seating: 1 bucket seat + 3 bucket seats Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (400 liters) Economy: 1.625 km/literPoint Value: 375 Cost: 93,750¥Template: Small Hovercraft Reference: Chromebook 4Other Features: none

Cadence Industries HoverVan (p. 42)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

HoverVan 5 33/100 2/2 1 2 105,000¥Seating: front/rear twin bucket seats Access: 2 standard + double-sized rearEconomy: 2 km per liter Fuel: IC/320 litersCargo: 55 CF rear

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 67 5 4 2 2Autonav Pilot Sensor Cargo Load

2 — 0 55 1,330Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + gate Landing/Takeoff: NAFuel: Diesel (400 liters) Economy: 1.6 km/literPoint Value: 598 Cost: 150,000¥Template: Medium Hovercraft Reference: Chromebook 4Other Features: Concealed armor, electronics port

AERODYNES

Bell-Boeing Aircar (p. 43)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Aircar 3 240/480 2/1 1 4 3,000,000¥Seating: twin + quad crash cage bucket seats Access: 2 double-sizedEconomy: .75 km per liter Fuel: 2,850 litersCargo/Storage: 0 CF Landing/Take-off Profile: VTOL/VTOLSensors: Advanced (2) Accessories: EnviroSeal™

SR3 STATSHandling Speed Acceleration Body Armor Signature

3 320 9 5 1 2Autonav Pilot Sensor Cargo Load

4 — 2 0 180Seating: 2 bucket seats + 4 bucket seats Setup/Breakdown: NAEntry Points: 2 double-sized Landing/Takeoff: VSTOLFuel: Jet (2,850 liters) Economy: .75 km/literPoint Value: 4,870 Cost: 1,217,500¥Template: Aerodyne (L) Reference: Chromebook 4Other Features: Concealed armor, crash cages for all seats, EnviroSeal™ (overpressurization)

British Aerospace AV FAB (p. 44)No changes.

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SRII STATSHandling Speed B/A Sig Apilot Cost

AV FAB 4 150/300 10/3 1 4 8,400,000¥Seating: twin crash cage ejection seats + quad bucket seats Access: 2 standardEconomy: .5 km per liter Fuel: 5,100 litersStandard Load: one 500 CF cargo container Landing/Take-off Profile: VTOL/VTOLSensors: Enhanced (3) ECM: Security III (3)Accessories: Crash cage for ejection seats, EnviroSeal™, life Options: rigger control gear (42,000¥)support (16 man-hours), small turret with Victory rotary assaultcannon (1,100 rounds)

Handling Speed B/A Sig Apilot CostAV FAB military 4 180/360 10/4 1 4 13,500,000¥Seating: twin crash cage ejection seats + quad bucket seats Access: 2 standardEconomy: .5 km per liter Fuel: 5,100 litersStandard Load: one 250 CF cargo container Landing/Take-off Profile: VTOL/VTOLSensors: Military I (6) ECM: Military I (4)Accessories: Crash cage for ejection seats, EnviroSeal™, lifesupport (16 man-hours), small turret with Victory rotary assaultcannon (1,100 rounds), rigger control gear, 8× smoke discharger

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 200 20 5 3 0Autonav Pilot Sensor Cargo Load

4 — 3 0 6,745Seating: 2 ejection bucket seats + 4 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: VSTOLFuel: Jet (6,400 liters) Economy: .25 km/literPoint Value: 7,661 Cost: 4,800,000¥Template: Aerodyne (L) Reference: Chromebook 4Other Features: Concealed armor, crash cage for ejection seats, ECM (3), EnviroSeal™ (gas), life support (16 man-hours), small turret with Victory rotary assault cannon (1,100 rounds)

Military VersionHandling Speed Acceleration Body Armor Signature

4 240 20 5 4 0Autonav Pilot Sensor Cargo Load

4 — 6 3 6,555Seating: 2 ejection bucket seats + 4 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: VSTOLFuel: Jet (6,400 liters) Economy: .25 km/literPoint Value: 9,151 Cost: 6,000,000¥Template: Aerodyne (L) Reference: Chromebook 4Other Features: Concealed armor, crash cage for ejection seats, datajack port, ECM (4), EnviroSeal™ (gas), life support (16 man-hours), rigger adaptation, small turret with Victory rotary assault cannon (1,100 rounds), 8× smoke discharger

Mexican Metals Llama (p. 45)This company would perhaps best be renamed “Aztlan Metals.”

SRII STATSHandling Speed B/A Sig Apilot Cost

Llama 4 60/133 1/0 3 1 330,000¥Seating: front ejection seat + rear bucket seat Access: full canopyEconomy: .75 km per liter Fuel: 1,700 litersStorage: 7 CF storage Landing/Take-off Profile: VTOL/VTOLAccessories: Datajack link

SR3 STATSHandling Speed Acceleration Body Armor Signature

4 89 21 3 0 5Autonav Pilot Sensor Cargo Load

1 — 0 1 240Seating: ejection bucket seat + bucket seat Setup/Breakdown: NA

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CHROMEBOOK 4Entry Points: canopy Landing/Takeoff: VSTOLFuel: Jet (1,700 liters) Economy: .75 km/literPoint Value: 1,742 Cost: 435,500¥Template: Aerodyne (S)Other Features: Datajack port

MacLaren/Jaguar Sports Aerodyne (p. 45)No changes.

SRII STATSHandling Speed B/A Sig Apilot Cost

Sports Aero. 3 500/1,080 2/1 3 5 15,000,000¥Seating: twin crash cage ejection seats Access: full canopyEconomy: .5 km per liter Fuel: 2,400 litersSensors: Enhanced (3) Landing/Take-off Profile: VTOL/VTOLAccessories: Anti-theft system (8), crash cage for both ejection seats, datajack link

SR3 STATSHandling Speed Acceleration Body Armor Signature

3 720 65 5 1 1Autonav Pilot Sensor Cargo Load

5 — 3 0 4,875Seating: 2 ejection bucket seats Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VSTOLFuel: Jet (2,800 liters) Economy: .3 km/literPoint Value: 7,115 Cost: 1,800,000¥Template: Aerodyne (M) Reference: Chromebook 4Other Features: Anti-theft system (8) with shock option, concealed armor, crash cages, datajack port, engine customization (speed, level 1, already factored in)

N E T G E A R & S O F T W A R E

Shadowdeck to Microtech Residence (p. 46-48)

Not available.

PROGRAMS

Program costs are calculated per Virtual Realit-ies 2.0, by multiplying the square of the program’s rating by the Multiplier listed to find the program’s size in megapulses, and then using the Program Prices Table on page 107 to find the Availability, Cost, and Street Index.

New Programming Modifier: Code Optimization (p. 48)

In Shadowrun, Second Edition and Virtual Real-ities, Code Optimization means that the rating of

the program is increased by 50% for design pur-poses, but the actual memory taken up by the pro-gram is only one-half the actual rating. Also see Options on page 42 of Virtual Realities.

In Virtual Realities 2.0, this option already ex-ists; see the Optimization option on page 104 of that book.

Mirror (p. 49)When an attack hits the decker’s persona while

Mirror is in active memory, the decker may roll a test using Mirror’s rating against the rating of the attacking utility or IC. Reduce the attacker’s suc-cesses by those achieved on the Mirror Test; if there are any excess successes in favor of Mirror, the original attacker suffers an attack from his or her own program, with a number of successes equal to one-half (round down) the excess suc-cesses on the Mirror Test.

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Mirror loses 1 Rating Point every time it is used, whether successfully or unsuccessfully. A decker may load a fresh copy in memory in the normal way.

Note: Do not confuse Mirror with the Mirrors utility that already exists in Shadowrun.

SRII STATSOptions: one-shotSize: Rating2 × 5 Mp

SR3 STATSType: DefensiveMultiplier: 5Options: one-shot, optimization

Weed (p. 49)

SRII STATSTo use Weed, the decker must roll a test using

Weed’s rating against a target number equal to the System Rating of the node it is used in. Every two successes reduce the initiative of all IC in that node by –1. If used in the CPU, the initiative of all IC in the system is reduced in this way, not just the IC in the CPU.Options: mobility, one-shotSize: Rating2 × 3 Mp

SR3 STATSType: Offensive (special)Multiplier: 3Target: HostsOptions: DINAB, one-shot, optimization

Deckers use Weed to attack the host’s ability to control IC. The decker rolls a Control test, using Weed to reduce the target number. Every 2 net successes on this test reduce the initiative of all IC in the host by –1; this is cumulative with previous successful Weed attacks. However, every 2 suc-cesses also add 1 to the Security Tally, in addition to the tally’s normal increase.

System operators or deckers may delete Weed from a system by performing a Disinfect operation against the host’s Control rating.

Ninja (p. 49)

SRII STATSNinja is an Attack utility that works against the

lower of the target’s Bod and Evasion ratings, or the node’s Security Rating for IC. It always has the Serious-staging option added in. (See Virtual Real-ities p. 43. For SRII users, the program always causes at least Serious damage to its target when it hits; extra successes add one box per success as normal.)Options: area-effect, mobility, one-shot, penetrationTarget: Bod or Evasion (against deckers), Security Rating (against IC)Size: (Rating+3)2 × 3 Mp

SR3 STATSType: OffensiveMultiplier: 4

Target: Deckers, frames, IC, SKsOptions: area, chaser, DINAB, limit, one-shot, optim-ization, penetration, targeting

Ninja is an Attack (Serious) utility with the Skulk option at a level equal to one-half (round up) Ninja’s rating. For this reason, multiply the utility’s rating by 1.5 and round up before calculating the program’s cost.

Red-Out (p. 49)Treat as Restrict, p. 37 of Virtual Realities or p.

99 of Virtual Realities 2.0.

The Audio Virus (p. 50)When a decker makes a successful attack using

The Audio Virus, it plays an old tune. The exact ef-fects are up to the gamemaster, though –1 Intelli-gence and the loss of one initiative die is recom-mended, as well as losing 1 point off Reaction for every 2 successes rolled for the virus.

The song to be played can be selected by the decker, and the list of available songs can be mod-ified. Every minute of music adds 1 megapulse to the program’s memory requirement.

SRII STATSOptions: area-effect, one-shotTarget: EvasionSize: Rating2 × 9 Mp

SR3 STATSType: OffensiveMultiplier: 9Target: DeckersOptions: area, one-shot, optimization, targeting

Translator 2000 (p. 50)Not available.

DeckShield One (p. 50)Against attacks by Blaster, and other IC or utilit-

ies that attempt to destroy the decker’s cyber-deck, add DeckShield One’s rating to the target number for the IC’s effects. For example, Blaster’s target number is the deck’s MPCP; on a deck with DeckShield One in active memory, the target num-ber is the MPCP rating plus DeckShield One’s rat-ing.

Every time DeckShield One helps defend against IC, its rating is reduced by 1. This can be restored to full by loading a new copy into active memory.

SRII STATSOptions: noneSize: Rating2 × 5 Mp

SR3 STATSType: OffensiveMultiplier: 5Options: none

Igor (p. 51)Not available.

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CHROMEBOOK 4

Guest Book (p. 51)Not available.

A Picture’s Worth (p. 52)Not available.

Superballs (p. 52)

SRII STATSRoll a Superballs Test against a target number

equal to the target’s Sensors rating (if the target is a deckers) or the node’s Security Rating (when tar-geting IC). Every two successes add +1 to the tar-get numbers and –1 to the initiative for the target for as long as Superballs remains active.

Deckers may make a Sensor Test, with a target number equal to Superballs’ rating. Every success cancels one of Superballs’ successes, and thus the target number and initiative penalties.Options: mobilitySize: Rating2 × 3 Mp

SR3 STATSRoll a Superballs Test against a target number

equal to the target’s Sensors rating (if the target is a deckers) or the host’s Control rating (when tar-geting IC). Every two successes add +1 to the tar-get numbers and –1 to the initiative for the target for as long as Superballs remains active.

Deckers may make a Sensor Test, with a target number equal to Superballs’ rating. Every success cancels one of Superballs’ successes, and thus the target number and initiative penalties.Type: DefensiveMultiplier: 3Options: area, DINAB, one-shot, optimization

Swarm (p. 52)Treat as Hog (p. 36, Virtual Realities/p. 98, Vir-

tual Realities 2.0).

Grid Wave (p. 53)

SRII STATSTo use Grid Wave, roll an Open Test (Shadow-

beat p. 11) using its rating. Any decker present in the node (including the character who activated Grid Wave) now rolls an Open Test using his deck’s Evasion; all active IC rolls its rating in a similar test, and the node itself rolls its System Rating.

Anything that fails to achieve a result equal to or higher than Grid Wave’s result is crashed—deck-ers are dumped from the Matrix, while IC disap-pears and must be reloaded by the system operat-or. Should the node fail its test, it instantly goes offline in its entirety (without the normal warnings and safe shut-down period) and takes 1D6+4 minutes to reboot; every decker in the node is automatically dumped.

After the initial node, Grid Wave moves out to the next node(s), where the above repeats itself, then to the nodes after that, and so on. For every “step,” it loses 1 off its rating; once its rating reaches 0, it will not continue further. For example, rating 4 Grid Wave is activated in a node. In all nodes linked to the first node, it is rating 3; in all nodes that can be reached from these, it is rating 2, and so on.Options: noneTarget: Node’s Security RatingSize: Rating2 × 30 Mp

SR3 STATSTo use Grid Wave, roll an Open Test using its

rating. Any decker present in the host (including the character who activated Grid Wave) now rolls an Open Test using his deck’s Evasion; all active IC rolls its rating in a similar test, and the host itself rolls its Control rating.

Anything that fails to achieve a result equal to or higher than Grid Wave’s result is crashed—deck-ers are dumped from the Matrix, while IC disap-pears and must be reloaded by the system operat-or. Should the host fail its test, it instantly goes off-line in its entirety (without the normal warnings and safe shut-down period) and takes 1D6+4 minutes to reboot; every decker in the host is automatically dumped.Type: OffensiveMultiplier: 30Target: anything and everythingOptions: DINAB, one-shot, optimization

Scribe (p. 53)Not available.

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F A S H I O N

In this section, convert eurodollar (eb) to nuyen (¥) prices by multiplying them by 2. Availability is Always for all items and Street Index is 1. Armor ratings can be found by dividing the SP (Stopping Power) value by 10 and rounding to the nearest whole number; this is the value for both the Ballistic and Impact ratings of the armor. For example, an SP 15 armor costing 200 eb would have Ballistic 2/Impact 2, and cost 400¥.

Leisurewear (p. 56)

RecreaTech Powerblades Legal

Give a –1 modifier to the target number of Athletics (Skating) tests, while the power-assisted roller action adds 2 to the character’s Running Multiplier.

Concealability Rating Weight Availability Cost Street Index— — 2.5 3/48 hrs 400¥ 1

Shock Touch™ Personal Protection Gloves 5-B(B)

Use the Shock Weapon rules, SRII page 103 or SR3 page 124, for these gloves.

Conceal Reach Damage Weight Availability Cost Street Index9* 0 6S Stun — 5/48 hrs 720¥ 2

* to spot the taser

E Q U I P M E N T

Tritech Echolocation Goggles (p. 68) LegalTreat as ultrasound goggles with a built-in ultrasound sight. The goggles cannot be linked to a weapon, but

a character does get the ultrasound visibility bonuses while wearing them.

Concealability Rating Weight Availability Cost Street Index— — .5 3/36 hrs 2,500¥ 1

Pressure Trigger (p. 69) LegalCost is per square meter.

Concealability Rating Weight Availability Cost Street Index8 — — 6/4 days 150¥ 3

Protective Headgear Insert (p. 69) LegalFunctions as a helmet.

Concealability Ballistic Impact Weight Availability Cost Street Index

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CHROMEBOOK 49 +1 +1 .25 8/7 days 50¥ 1.75

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TechJager Anti-Pursuit Liquids (p. 69) 3-M2(Y)Effects are as follows:Stickum: characters stepping in the liquid must make a Strength (8) test to get free.BadFumes: characters must make a Body or Willpower (whichever is higher) test to avoid nausea.FireFun: the fire causes 6M damage for 10 turns.

Type AvailabilityCost/LiterStreet IndexStickum 6/72 hrs 400¥ 2BadFumes 6/72 hrs 500¥ 2FireFun 8/72 hrs 700¥ 3

Stephenson Technologies Sound Optimization System (p. 70) LegalIf the speakers are positioned for maximum effect, add +2 to the band’s Impact Rating. Positioning them

takes a Musical Production (8) skill test.

Concealability Rating Weight Availability Cost Street Index— +2 — 8/7 days 10,000¥ 1

Nano-Paper (p. 70) Legal

Concealability Weight Availability Cost Street IndexPaper — — 8/14 days 30¥ per sheet 3Light 8 — 5/72 hrs 10¥ 1.5

Wutani Sensors Motion Tracker (p. 71) LegalSee the rules for motion sensors on page 99 of the Corporate Security Handbook and/or page 234 of SR3.

Concealability Rating Weight Availability Cost Street Index6 2 4 4/72 hrs 770¥ 3

EnduroDrink (p. 71) LegalGives a +1 Body and Willpower bonus for two hours after consumption, but only to resist fatigue, not

against other kinds of damage.

Availability Cost Street Index2/3 hrs 8¥ per can .75

Wall Speakers (p. 72) LegalNo changes.

Concealability Rating Weight Availability Cost Street Index12 — — Always 250¥ 1

ArmorSaver Drink (p. 72) LegalFunctions like a one-shot dermal armor repair kit (see Dermal Plating on page 47 of Cybertechnology).

Availability Cost Street Index6/72 hrs 50¥ per can 2

Thermite-in-a-Tube (p. 72) 4P-M1(X)Cuts through metal or stone barriers with a maximum of Barrier Rating 20, at a rate of 2 points per turn.

Causes 8M damage for 10 turns to organic targets.

Availability Cost Street Index5/7 days 90¥ per tube 3.5

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CHROMEBOOK 4

TechJager Plug-in Air Foulers (p. 73) 2-M2(Y)No changes.Burnt Almond Scent (700¥): the target must resist 5S Physical damage.Wintergreen (550¥): adds +4 to all of target’s target numbers for 7D6 minutes; the target is allowed a

Body (6) test, every success reduces the intoxication time by 1 minute.Potpourri (550¥): the target must resist 5M Stun damage every turn for 5 turns.Spring Breeze (650¥): adds +2 to the character’s target number to resist Interrogation tests for 2D6

hours, minus 1 hour for every success on a Willpower test.Hickory Smoke (575¥): adds +4 to all of target’s target numbers after 1D6 hours, and also gives a Light

Stun wound at that time; the target is allowed a Body (6) test, every success reduces the intoxication time by 1 turn.

Concealability Rating Weight Availability Cost Street Index4 — — 8/10 days see above 3

Kevlar Backpacks (p. 73) LegalProtects only against attacks from behind; the backpack does not ease encumbrance.

Type Conceal Ballistic Impact Weight Availability Cost Street IndexW/out inserts — 1 0 .5 5/72 hrs 50¥ 1.5With inserts — 3 2 2 5/72 hrs 100¥ 1.5

Bodyweight InterFlex™ Cybergenics Machine (p. 74) LegalNo changes.

Concealability Rating Weight Availability Cost Street Index— — — 6/7 days 2,800¥ .9

Bodyweight InterFlex Prime™ (p. 75) LegalNo changes.

Concealability Rating Weight Availability Cost Street Index— — — 6/7 days 4,400¥ .9

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Sourcebook Updates

This section provides updated game statistics for vehicles, cyberdecks, and programs published in earlier Plastic Warriors books. They are listed in the same order as in the book they originally appeared in.

RUNNING GEAR

Chrysler-Nissan Python Turbo (p. 31)Handling Speed Acceleration Body Armor Signature

3/8 195 18 3 0 1Autonav Pilot Sensor Cargo Load

2 — 0 2 40Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Gasoline (130 liters) Economy: 8.55 km/literPoint Value: 499 Cost: 75,000¥Template: Sports Car Reference: Running GearOther Features: Roll bars, turbocharging (level 1, alreadyfactored in)

Eurocar 3000 (p. 31)The 3000 Convertible has Entry Points 2 doors + open, and costs 67,000¥.

Handling Speed Acceleration Body Armor Signature3/8 180 10 3 0 2

Autonav Pilot Sensor Cargo Load3 — 0 4 30

Seating: 2 bucket seats + bench Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Gasoline (155 liters) Economy: 9 km/literPoint Value: 619 Cost: 62,000¥Template: Sports Car Reference: Running GearOther Features: APPS™ for all seats

Fledermaus PKF40 Ausf. B (p. 32)Handling Speed Acceleration Body Armor Signature

3 880 50 7 1 5Autonav Pilot Sensor Cargo Load

4 — 6 1 1,564Seating: 1 ejection bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VTOLFuel: Jet (2,500 liters) Economy: .25 km/literPoint Value: 11,655 Cost: 7,300,000¥Template: Jump Jet Fighter Reference: Running GearOther Features: Drive-by-wire system (level 2, already factoredin), ECCM (3), ECM (4), 3× firmpoint (forward-firing), hardpoint(forward-firing, with Vanquisher minigun with 1,000 rounds)

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CHROMEBOOK 4

McDonnell Douglas C111 (p. 33)Handling Speed Acceleration Body Armor Signature

All variants: 4 120 10 7 4 3Autonav Pilot Sensor Cargo Load

Commuter 3 — 1 9 570Executive 3 — 1 45 1,470Security 3 — 1 16 825Seating: Commuter: 2 bucket seats + 12 bucket seats

Setup/Breakdown: NAExecutive: 2 bucket seats + 6 bucket seatsSecurity: 2 bucket seats + 10 bench

Entry Points: door + gate Landing/Takeoff: VTOLFuel: Jet (1,000 liters) Economy: .35 km/literPoint Value: 1,755/1,755/1,966 Cost: 440,000¥/660,000¥/1,230,000¥Template: Cargo Helicopter Reference: Running GearOther Features: Security variant has 2× firmpoint (forward-firing),pintle mount (firing to the left), remote mini-turret

Bell Boeing V-22B Osprey (p. 50)Handling Speed Acceleration Body Armor Signature

All variants: 5 340 13 5 0 4Autonav Pilot Sensor Cargo Load

Cargo 3 — 1 3 250Commuter 3 — 1 9 400Executive 3 — 1 33 1,000Seating: Cargo: 2 bucket seats + 15 folding bench

Setup/Breakdown: NACommuter: 2 bucket seats + 14 bucket seatsExecutive: 2 bucket seats + 10 bucket seats

Entry Points: 2 doors + gate Landing/Takeoff: VTOLFuel: Jet (900 liters) Economy: 1 km/literPoint Value: all variants: 1,376 Cost: 344,000¥/344,000¥/516,000¥Template: Tilt-Wing Reference: Cyberpunk 2020/Running GearOther Features: none

Bell F-152 Autogyro (p. 50)F-152Handling Speed Acceleration Body Armor Signature

4 320 10 3 0 4Autonav Pilot Sensor Cargo Load

1 — 4 1 15Seating: 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VTOLFuel: Jet (200 liters) Economy: .4 km/literPoint Value: 990 Cost: 620,000¥Template: Autogyro Reference: Cyberpunk 2020/Running GearOther Features: Engine customization (level 4, already factored in), firmpoint (forward-firing)

Bell-15Handling Speed Acceleration Body Armor Signature

4 320 10 3 0 4Autonav Pilot Sensor Cargo Load

1 — 0 1 15Seating: 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VTOLFuel: Jet (200 liters) Economy: .4 km/literPoint Value: 454 Cost: 113,500¥Template: Autogyro Reference: Cyberpunk 2020/Running GearOther Features: Engine customization (level 4, already factored in)

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Honda Metrocar (p. 51)Handling Speed Acceleration Body Armor Signature

4/8 40 6 3 0 4Autonav Pilot Sensor Cargo Load

0 — 0 2 40Seating: bench Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: NAFuel: Methane (500 bars) Economy: 2 km/barPoint Value: 60 Cost: 6,000¥Template: Commuter/Subcompact Reference: Cyberpunk 2020/Running GearOther Features: none

McDonnell-Douglas AV-4 Tactical Urban Assault Vehicle (p. 51)Can be fitted with up to three additional bucket or bench seats.

Handling Speed Acceleration Body Armor Signature5 300 35 4 6 1

Autonav Pilot Sensor Cargo Load2 — 0 20 4,520

Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors + gate Landing/Takeoff: VSTOLFuel: Jet (2,000 liters) Economy: .3 km/literPoint Value: 4,120 Cost: 1,030,000¥Template: Aerodyne (M) Reference: Cyberpunk 2020/Running GearOther Features: none

Military/Security VariantHandling Speed Acceleration Body Armor Signature

5 300 35 4 6 1Autonav Pilot Sensor Cargo Load

2 — 0 19 4,500Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors + gate Landing/Takeoff: VSTOLFuel: Jet (2,000 liters) Economy: .3 km/literPoint Value: 4,130 Cost: 2,600,000¥Template: Aerodyne (M) Reference: Cyberpunk 2020/Running GearOther Features: 2× firmpoint (forward-firing)

AV-6 Combat Assault Vehicle (p. 51)Handling Speed Acceleration Body Armor Signature

5 420 30 4 9 0Autonav Pilot Sensor Cargo Load

3 — 2 50 6,605Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors + gate Landing/Takeoff: VSTOLFuel: Jet (3,800 liters) Economy: .25 km/literPoint Value: 6,290 Cost: 3,950,000¥Template: Aerodyne (L) Reference: Cyberpunk 2020/Running GearOther Features: Datajack port, 2× firmpoint (forward-firing), remote mini-turret (chin), rigger adaptation

Toyo-Chrysler Omega (p. 52)Handling Speed Acceleration Body Armor Signature

4/8 100 6 3 0 4Autonav Pilot Sensor Cargo Load

1 — 0 3 160Seating: 2 bucket seats + bench Setup/Breakdown: NAEntry Points: 4 doors + trunk Landing/Takeoff: NAFuel: Methane (825 bars) Economy: 2.1 km/barPoint Value: 435 Cost: 43,500¥Template: Sedan Reference: Cyberpunk 2020/Running GearOther Features: none

Toyota Avante (p. 52)Handling Speed Acceleration Body Armor Signature

3/8 190 16 3 1 2

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CHROMEBOOK 4Autonav Pilot Sensor Cargo Load

1 — 0 5 45Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Gasoline (125 liters) Economy: 7.2 km/literPoint Value: 473 Cost: 120,000¥Template: Sportscar Reference: Cyberpunk 2020/Running GearOther Features: Concealed armor, datajack port

TECH SPECS

UH-90 Utility/Squad Helicopter (p. 20)Handling Speed Acceleration Body Armor Signature

4 180 16 4 3 2Autonav Pilot Sensor Cargo Load

3 — 3 10 470Seating: 2 bucket seats + 6 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 double-sized Landing/Takeoff: VTOLFuel: Jet (1,000 liters) Economy: .2 km/literPoint Value: 2,054 Cost: 1,300,000¥Template: Utility Helicopter Reference: Cyberpunk 2020/Tech SpecsOther Features: ECM (1), EnviroSeal™ (gas, overpressurization), 2× firmpoint (forward-firing), life support system (60 man-hours), remote mini-turret (under-nose)

Yakurichi-Ural BR70 Heavy Transporter (p. 20)Use the normal rules for nitrous oxide injectors (p. 121, Rigger 2) instead of the text on page 20 of Tech

Specs.

Handling Speed Acceleration Body Armor Signature3/6 100 3 6 4 2

Autonav Pilot Sensor Cargo Load4 — 3 5 5,155

Seating: 2 ejection bucket seats Setup/Breakdown: NAEntry Points: 2 doors + roof hatch Landing/Takeoff: NAFuel: Diesel (1,200 liters) Economy: 3 km/literPoint Value: 3,646 Cost: 365,000¥Template: Heavy Transport Reference: Cyberpunk 2020/Tech SpecsOther Features: Concealed armor, datajack port, improved suspension (1), living amenities (basic, 2 people), nitrous oxide injectors (6), rigger adaptation

All-Terrain Bike (p. 35)Handling Speed Acceleration Body Armor Signature

3 * ** 1 0 6Autonav Pilot Sensor Cargo Load

0 — 0 1 20Seating: 1 bucket seat Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: none Economy: NAPoint Value: special Cost: 650¥Template: special Reference: Tech SpecsOther Features: none* Speed is equal to three times the rider’s Quickness Attribute Rating.** Acceleration is equal to the rider’s Strength Attribute Rating.

PROJECT 3

Ares Coyote Attack Helicopter (p. 19)Handling Speed Acceleration Body Armor Signature

5 267 30 5 12 2Autonav Pilot Sensor Cargo Load

5 — 7 2 975

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Seating: 1 bucket seat + 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VTOLFuel: Jet (4,000 liters) Economy: .3 km/literPoint Value: 9,124 Cost: 5,702,500¥Template: Attack Helicopter Reference: Project 3 (Aaron Wigley)Other Features: Datajack port, ECCM (4), ECM (4), electronics port (1), EnviroSeal™ (overpressurization), life support (40 man-hours), remote micro turret (rear), remote small turret (chin), rigger adaptation

Aztechnology GCR-50 (p. 19)Handling Speed Acceleration Body Armor Signature

4/4 15 2 2 3 7Autonav Pilot Sensor Cargo Load

— 1 1 2 20Seating: None Setup/Breakdown: 5 minutesEntry Points: None Landing/Takeoff: NAFuel: Electric (70 PF) Economy: .75 km/PFPoint Value: 392 Cost: 3,920¥Template: Large tracked crawler Reference: Project 3 (Aaron Wigley)Other Features: none

Beechcraft Model 2400 Starship 10 (p. 20)Handling Speed Acceleration Body Armor Signature

5 135/390 24 6 1 4Autonav Pilot Sensor Cargo Load

4 — 1 0 100Seating: 2 bucket seats + 9 bucket seats Setup/Breakdown: NAEntry Points: 1 door + 1 emergency door Landing/Takeoff: STOLFuel: Jet (2,000 liters) Economy: 2.5 km/literPoint Value: 1,396 Cost: 349,000¥Template: Twin engine propeller Reference: Project 3 (Aaron Wigley)Other Features: Concealed armor

Dune Buggy (p. 20)Handling Speed Acceleration Body Armor Signature

5/4 120 14 3 0 0Autonav Pilot Sensor Cargo Load

1 — 0 18 260Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: open Landing/Takeoff: NAFuel: Gasoline (60 liters) Economy: 10.4 km/literPoint Value: 329 Cost: 33,000¥Template: Sedan Reference: Project 3Other Features: off-road suspension (2), off-road tires, roll bars, turbocharging (2)

GMC-Beachcraft Striker (p. 20)Handling Speed Acceleration Body Armor Signature

4 130 8 3 6 1Autonav Pilot Sensor Cargo Load

3 — 3 4 350Seating: 1 ejection bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: NAFuel: Gasoline (750 liters) Economy: .5 km/literPoint Value: 1,810 Cost: 1,132,000¥Template: Small hovercraft Reference: Project 3Other Features: Armored seat (2), datajack port, hovercraft water seals, rigger adaptation, remote mini-turret, roll bars

Mil-62 (p. 21)Handling Speed Acceleration Body Armor Signature

4 320 20 5 8 3Autonav Pilot Sensor Cargo Load

3 — 6 0 358Seating: 1 bucket seat + 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: VTOLFuel: Jet (4,500 liters) Economy: .25 km/liter

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CHROMEBOOK 4Point Value: 5,270 Cost: 3,300,000¥Template: Attack helicopter Reference: Project 3Other Features: Datajack port, ECCM (1), ECM (4), 2× firmpoint (forward-firing), remote micro-turret (chin), rigger adaptation

Mostrans KVT-2 (p. 21)This vehicle uses the rules for large ships in Cyberpirates, pages 162 through 167.

Handling Speed Acceleration Hull BulwarkSignature5 105 3 5 4 2/2

Autonav Pilot Sensor Sonar Cargo Load3 — 4 0 2,500 7,000

Accommodation: 8 Setup/Breakdown: NAEntry Points: front ramp, 4 standard entry points, rear ramp Landing/Takeoff: NAFuel: Gas Turbine (10 kiloliters) Economy: 100 km/kiloliterOther Features: Datajack port, EnviroSeal™ (overpressurization), Reference: Project 3hovercraft water seals, life support (1,500 man-hours), rigger adaptation

Patrol Vehicle (p. 22)See the Generic Surveillance Drone on page 156 of Rigger 2.

Piper Montebank (p. 22)Handling Speed Acceleration Body Armor Signature

2 60/333 21 3 0 2(4)Autonav Pilot Sensor Cargo Load

2 — 0 11 275Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: STOLFuel: Jet (450 liters) Economy: 3 km/literPoint Value: 1,390 Cost: 350,000¥Template: Single-engine propeller Reference: Project 3 (Aaron Wigley)Other Features: Datajack port, drive-by-wire (2, already factored in), electronics port, thermal baffles (2)

Suzuki 500ET (p. 22)Handling Speed Acceleration Body Armor Signature

3/6 180 17 2 2 2Autonav Pilot Sensor Cargo Load

3 — 0 1 10Seating: 1 bucket seat Setup/Breakdown: NAEntry Points: canopy Landing/Takeoff: NAFuel: Gasoline (30 liters) Economy: 10 km/literPoint Value: 359 Cost: 18,000¥Template: Racing Cycle Reference: Project 3Other Features: performance tires, roll bars

PARANOID ANIMALS OF NORTH AMERICA

Aston Martin “Whisper” G12P (p. 10)Handling Speed Acceleration Body Armor Signature

4/8 250 18 3 3 2Autonav Pilot Sensor Cargo Load

3 — 0 4 65Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors Landing/Takeoff: NAFuel: Gasoline (130 liters) Economy: 9.9 km/literPoint Value: 867 Cost: 130,000¥Template: Luxury sportscar Reference: Paranoid Animals of North America (Steam-

er)Other Features: APPS™, concealed armor

BMW “VIP” 9000L (p. 10)Handling Speed Acceleration Body Armor Signature

4/8 160 12 3 3 2

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Autonav Pilot Sensor Cargo Load3 — 0 5 85

Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Gasoline (70 liters) Economy: 9.6 km/literPoint Value: 625 Cost: 94,000¥Template: Luxury sedan Reference: Paranoid Animals of North America (Steam-

er)Other Features: Anti-theft system (4), APPS™, concealed armor

Ferrari “Ghost” 679 (p. 10)Handling Speed Acceleration Body Armor Signature

3/5 270 18 3 1 2Autonav Pilot Sensor Cargo Load

4 — 0 2 45Seating: 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + open Landing/Takeoff: NAFuel: Gasoline (105 liters) Economy: 9 km/literPoint Value: 1,362 Cost: 205,000¥Template: Luxury sportscar Reference: Paranoid Animals of North America (Steam-

er)Other Features: Anti-theft system (10), APPS™, EnviroSeal™ (gas), improved suspension, roll bars

Jaguar XXJ10 (p. 11)Handling Speed Acceleration Body Armor Signature

4/8 160 11 3 6 2Autonav Pilot Sensor Cargo Load

3 — 0 6 30Seating: 2 bucket seats + 2 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 doors Landing/Takeoff: NAFuel: Gasoline (50 liters) Economy: 10 km/literPoint Value: 769 Cost: 120,000¥Template: Luxury sedan Reference: Paranoid Animals of North America (Steam-

er)Other Features: APPS™, concealed armor, EnviroSeal™ (gas)

Mazda “Commando” XV (p. 11)Handling Speed Acceleration Body Armor Signature

4/7 133 10 3 3 2Autonav Pilot Sensor Cargo Load

3 — 0 4 125Seating: 2 bucket seats + bench Setup/Breakdown: NAEntry Points: 2 doors + double-sized Landing/Takeoff: NAFuel: Gasoline (120 liters) Economy: 12 km/literPoint Value: 680 Cost: 110,000¥Template: Luxury sedan Reference: Paranoid Animals of North America (Steam-

er)Other Features: APPS™, concealed armor, roll bars

Mercedes “Mirage” Limousine (p. 11)Handling Speed Acceleration Body Armor Signature

4/6 160 10 4 1 2Autonav Pilot Sensor Cargo Load

4 — 0 10 100Seating: 2 bucket seats + 4 bucket seats Setup/Breakdown: NAEntry Points: 2 doors + 2 double-sized Landing/Takeoff: NAFuel: Gasoline (300 liters) Economy: 12.4 km/literPoint Value: 1,699 Cost: 350,000¥Template: Luxury limousine Reference: Paranoid Animals of North America (Steam-

er)Other Features: APPS™

Porsche “Cannon Ball” 971 (p. 11)Handling Speed Acceleration Body Armor Signature

4/8 270 18 3 0 2Autonav Pilot Sensor Cargo Load

3 — 0 2 50

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CHROMEBOOK 4Seating: 2 bucket seats + bench Setup/Breakdown: NAEntry Points: 2 doors + open Landing/Takeoff: NAFuel: Gasoline (100 liters) Economy: 7.5 km/literPoint Value: 642 Cost: 120,000¥Template: Luxury sportscar Reference: Paranoid Animals of North America (Steam-

er)Other Features: APPS™, roll bars

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Sample CharactersSome sample charactes, all of them making use of the Chromebooks for equipment, cyberware, vehicles, and so on, as well as using some things from regular Shadowrun sourcebooks. All characters were created using Shadowrun, Third Edition character generation rules, and will need some adjusting for use with second edition rules.

CYBERPIRATE

RACE (D)Dwarf

ATTRIBUTES (A) DICE POOLSBody: 6 Combat: 8Quickness: 6Strength: 7Charisma: 4Intelligence: 5Willpower: 6Body Index: 0.6Essence: 5.45Magic: —Reaction: 5Initiative: 5+1D6

ACTIVE SKILLS (B) KNOWLEDGE SKILLSCyber-Implant Weapons: 4 Famous Pirates: 4Diving: 5 Motorboat Background: 3Etiquette (Maritime): 3(5) Navigation: 3Heavy Weapons: 4 Pirate Bars: 3Intimidation: 4 Pirate Identification: 4Motorboat: 6 Politics: 2Ship: 3 Sea Monsters: 2Shotguns: 5 Smuggling Routes: 4Throwing: 4

CYBERWAREMace HandNikkon America Double-Split Pupil

BIOWAREOtec Nitrogen Binders

CONTACTS3 other CyberpiratesFenceFixerMafia BossMechanicSnitch

GEARArasaka OmniTec Radar Detector3× Biotech-Askari Motion RestraintsDDI PrayerwareEverest VentureWare Grapple Line10× FEN Dz 22 “Saucer Grenades”

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CHROMEBOOK 4

Goncz-Taurus Pistol, selective-fire version (with 3× 30-round clip and 100 rounds Multi-Flechette ammunition)

2× GPz-78 Mini-grenadeMilitech Crusher SSG (with 5 clips and 50 rounds

Regular ammunition)Militech Military/Police Shotgun 12 gauge model

(with 20 rounds Flare ammunition and 50 rounds Regular ammunition)

Optitech MagViewerPolymer One-Shot CannonSlamdance Inc. SpawnbladeTelectronics “Scout” Signal Tracker

LIFESTYLES STARTING CASHLow (12 months) 1,822¥ + (3D6x100¥)

PLAYING A CYBERPIRATECyberpirates can be found all over the world,

stealing cargo from ships—or simply the ships themselves—to stay alive. They’re in it for the money, and because it’s the only way they know to make a living.

(See Cyberpirates for more information.)

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FORMER SIMSENSE STAR

RACE (C)Elf

ATTRIBUTES (D) DICE POOLSBody: 3 Combat: 6Quickness: 6Strength: 3Charisma: 6Intelligence: 4Willpower: 5Body Index: 0.2Essence: 3.33Magic: —Reaction: 5Initiative: 5+1D6

ACTIVE SKILLS (B) KNOWLEDGE SKILLSAthletics: 5 BTL Dealers: 1Bike: 3 English: 6Car: 3 English Read/Write: 3Computer: 2 Electronics Back-ground: 3Diving: 3 Legendary Simsense Stars: 4Electronics (Simsense): 1(3) Media Personalit-ies: 5Etiquette (Corporate): 1(3) Simsense Produc-tion: 5Etiquette (Media): 3(5)Etiquette (Street): 1(3)Pistols: 2Submachine Guns: 1Unarmed Combat: 1Special SkillsActing (Simsense): 5(7)Dancing: 4

CYBERWAREColor Control GlandMediaware Cellular PhoneRaven Microcyb Supercompact Braindance Re-corderVoice Pattern (3)Wearman Mark II

BIOWAREFresco’s Personal Nano-Groomers (Hollywood Hair™)

CONTACTSBodyguard (level 1)Club Owner (level 1)Decker (level 1)Media Producer (level 1)Street Mage (level 1)

GEARArmor Jacket (Designer-quality)Bodyweight InterFlex Prime™Budgetarms Laser-Niner (with 3, 15-round clips

and 50 regular rounds)DocWagon™ Contract (Platinum)Kundalini Roadworks “Dart”Tres Chic ClothingTruman Paradiso simsense deck

LIFESTYLESHigh (6 months)Low (12 months)

STARTING CASH8,896¥ + (3D6x100¥)

PLAYING A FORMER SIMSENSE STAR

The Former Sim-sense Star used to be on top of the world. She played in a num-ber of well-known sim-sense recordings, and she is still often recog-nized by fans of her work. Unfortunately, something caused her to lose her job—per-haps she said or did something she should-n’t have, or maybe the studio found someone else they liked better than her. Whatever the case, she ended up out of work and with a grudge against her for-mer employer. As a result, she took to the shadows in an attempt to pay them back for dumping her like garbage.

Former Simsense Stars often have ac-cess to some people they knew when they were in “the business,” and usually have enough money to make up for their relat-ive lack of shadow-running skills. While it is true that money can’t buy everything, it can buy equipment needed to keep you alive until you learn how to do that without that gear to fall back on. The Former Sim-sense Star is now learning how to do just that.

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CHROMEBOOK 4

FREE TRADER

RACE (D)Ork

ATTRIBUTES (B) DICE POOLSBody: 7 Combat: 7Quickness: 6 Control: 9Strength: 5Charisma: 3Intelligence: 4Willpower: 5Body Index: 0Essence: 3.55Magic: —Reaction: 5Initiative: 5+1D6 (9+3D6 when rigging)

ACTIVE SKILLS (C) KNOWLEDGE SKILLSCar: 5 Border Guard Proced-ures: 3Car Build/Repair: 3 Mafia Territory: 3Gunnery: 4 Smuggling Routes: 5Launch Weapons: 3 Yakuza Territory: 3Negotiation: 4 Who Wants What: 4Stealth (Hiding): 4(6)Submachine Guns: 4Vector Thrust Aircraft: 5

CYBERWAREDatajackTazer GripVehicle Control Rig (2)

CONTACTSCorporate Official (level 1)Fence (level 2, in home town)Fence (level 1, in different city)Mafia Boss (level 1)Yakuza Boss (level 1)

GEARBell-Boeing Aircar (second-hand; with datajack

port, rigger adaptation, and standard armor (3); minus 4 bucket seats. CF: 24, Load: 405 kg)

Contraband (100,000¥ worth in whatever form you like)

DataTel’s Mapmaker® (with Navstar satellite link system)

ID BadgemakerMilitech-10 SMG (with 5 clips, 60 rounds regular

ammunition, 90 rounds HEP ammunition, and 10 fragmentation grenades)

Nova .338 Citygun (with 6 clips and 54 rounds regular ammunition)

Spinelli Autotech “Nomad” (with datajack port and rigger adaptation)

ThunderArc Automapper™Travel Kit (with 10 extra pajamas)

LIFESTYLES STARTING CASHLow (6 months) 21,683¥ + (3D6x100¥)Middle (4 months)

PLAYING A FREE TRADERFree Traders are a vital part of the shadow

community, supplying it with everything that is either not legally available, or costs too much on the normal market. If somewhere there’s a need for something, there will be at least one Free Trader risking life and limb to get it there and sell it to the local fences and fixers.

A Free Trader needs to be well-connected in all the areas he plans to smuggle contraband between, in order to first of all know what is wanted and what is offered for sale, as well as to stay one step ahead of the law enforcement and border guards trying to prevent him from deliver-ing the goods.

Since border security can be tight in North America, many Free Traders use low-altitude vehicles (LAVs) to make their runs. Often they are highly modified, with rigger controls, weapon mounts, and uprated engines to increase the chances of survival when (it’s usually not “if”) the Free Trader gets spotted. The Free Traders doing the best business can afford T-birds like the GMC Banshee, but many have to make do with modi-fied commercial vehicles, which do have the ad-vantage that they do not attract as much atten-tion in cities.

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TECHNOMANCER

RACE (E) MAGIC (A)Human Full Magician

ATTRIBUTES (C) DICE POOLSBody: 3 (4) Combat: 7Quickness: 5 Spell: 7Strength: 4Charisma: 3Intelligence: 4Willpower: 5Body Index: 0Essence: 5.15Magic: 5Reaction: 4Initiative: 4+1D6

ACTIVE SKILLS (D) KNOWLEDGE SKILLSAssault Rifles: 4 English: 6Aura Reading: 3 English Read/Write: 3Conjuring: 6 Electronics Back-ground: 3Cyber-Implant Weapons: 3Magic Background: 4Etiquette (Street): 1(3) Math: 5Interrogation (Machine- Modern Technology: 3

Aided): 3(4) Psychology: 2Pistols: 3 Spirit Types: 3Sorcery: 5

CYBERWAREGradiated Subdermal Armor (level 3)Kiroshi® OptiShields® (with Low-Light, Magnifica-tion (3), and TinesSquare Plus)Psiberstuff® Independant Cyberhand (with Wol-vers)

SPELLS CONTACTSAnalyze Device: 6 Fixer (level 1)Chaos: 4 Street Mage (level 2)Combat Sense: 4 Talismonger (level 1)Lightning Bolt: 5Magic Fingers: 5Stealth: 4

GEARArasaka JetSetter Executive Briefcase (with silent

alarm and NachtJager gas trap)Darra-Polytechnic M-9 Assault Rifle (with laser

sight and 3 clips and 120 rounds hollow-point ammunition)

2× Elemental Conjuring Materials (6)

2× Expendable Spell Focus (Detection Spells, Force 5)

2× Expendable Spell Focus (Illusion Spells, Force 4)

Hermetic Library (Conjuring, rating 6)Hermetic Library (Sorcery, rating 6)Miniature CopierMitsuzuki BushiOptitech MagViewer (with Digital Camera, IR, and

Low-Light)Ordinary ClothingSecSystems Protection FieldSleep InducerStein & Wasserman “Tri-Star” Revolver (with 50

rounds #000 Triplex ammunition and Speedhol-ster)

Telectronics “Black Book” MicrocompTelectronics Tattletale® Voice Stress AnalyzerThunderArc Industries Three-D Holophone

LIFESTYLE STARTING CASHMiddle (3 months) 4,427¥ + (3D6x100¥)

PLAYING A TECHNOMANCERUnlike many magicians, the Technomancer

makes active use of all the latest technology; most magicians do use modern technology—it is hard not to when living in the Sixth World—but Technomancers try to integrate magic and tech-nology as far as possible. They use electronic items as fetishes and foci, learn spells that affect, or can be used with, technological devices, and many even have cyberware implanted into their bodies.

However, they are not burnouts, and try to keep a careful balance between invasive techno-logy and their magical capabilities, so as to avoid losing their abilities altogether. Still, this does not stop them from using any non-implant technology they feel is necessary to accomplish their goals. Some even attempt to learn decking or rigging skills, with varying success.

Technomancers are relatively rare in the shad-ows, and in the world in general in fact, but many believe they are the wave of the future—after all, they reason, technology will march on and magic will have to somehow integrate with it if it is to survive as well.

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Equipment Tables

Following are the game stats for all items from the four Chromebooks, plus those from the other Plastic Warriors releases, updated to include Paranoid Animals of North America and the conversions for Black-hand’s Street Weapons. The Book notation gives the book in which the item can be found, together with the relevant page number in that book: BSW = Blackhand’s Street Weapons 2057, CB1 = Chromebook 1, CB2 = Chromebook 2, and CB3 = Chromebook 3, CB4 = Chromebook 4, P3 = Project 3, PA = Paranoid Animals of North America, RG = Running Gear; TS = Tech Specs. (For items that appear in multiple books, only one is listed.)

Firearm names often have a code following them to indicate any accessories that come standard with the weapon. This code is as follows: b = bipod, c = caseless ammo, et = electro-thermal ammo enhancement, g# = gas vent level #, l = laser sight, ll = low-light, m# = magnification level #, p = shock pads, r# = in-ternal recoil compensation level #, rf = rangefinder, rg = rangefinder grenade link, ss = silencer/suppresser, s# = smartlink level #, t = thermographic. Codes are separated by commas to avoid confusion between sim-ilar ones.

LIFESTYLEGeneral Items Concealability Rating Weight Availability Cost Street Index BookArmament Suitcases

Armament Briefcase — amor 0/2 1.5 4/36 hrs 500¥ 2 RG p.28Computer Case — — 1.5 4/36 hrs 450¥ 2 TS p.29Guitar Case — — 3.5 5/36 hrs 700¥ 2 TS p.29Keyboard Case — — 3 6/36 hrs 700¥ 2 TS p.29Large Suitcase — — 3 6/36 hrs 600¥ 2 TS p.29Small Suitcase — — 2.5 5/36 hrs 500¥ 2 TS p.29Tool Case — — 1 4/36 hrs 400¥ 2 TS p.29Violin Case — — 2 6/36 hrs 650¥ 2 TS p.29

ArmorSaver Drink — — — 6/72 hrs 50¥ per can 2 CB4 p.72Autotanner 3 — 1 always 200¥ .9 CB2 p.33Bar-In-A-Briefcase 3 — 5 6/36 hrs 100¥ .75 CB1 p.16Biotech Nutrisupplement — — .5 always 10¥ .8 CB2 p.11Biotech Nymph Perfume — — — always 200¥ .9 CB2 p.11Bodyweight InterFlex™ Cybergenics Machine — — — 6/7 days 2,800¥ .9 CB4 p.74Bodyweight InterFlex Prime™ — — — 6/7 days 4,400¥ .9 CB4 p.75Boyo Bodyfree Masks 8 — — — 600¥ 1 CB3 p.20

Filter mask +50¥DDI PrayerWare 7 — — on payment 120¥ — CB2 p.13EnduroDrink — — — 2/3 hrs 8¥ per can .75 CB4 p.71Everest VentureWare Climbing Spikes 3 –1 — 2/24 hrs 75¥ 1 CB3 p.15Everest VentureWare Grapple Line 2 — 3 always 240¥ 1 CB3 p.15Flavored Cigarettes — — — always 2¥ per pack .8 CB1 p.16Folding Pocket Optical Binoculars 8 7× — always 50¥ 1 P3 p.17Image Fasionware

Heat-sensitive Color Changers — — — 3/24 hrs 120¥ 1 CB1 p.60Stars & Shapes — — — 2/24 hrs 50¥ 1 CB1

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EQUIPMENT TABLES

p.60Trademarks & Logos — — — 4/24 hrs 100¥ 1 CB1 p.60

Life/Support® 4 — 1.5 5/36 hrs 500¥ .9 CB1 p.6Nano-Paper — — — 8/14 days 30¥ per sheet 3 CB4 p.70

Light 8 — — 5/72 hrs 10¥ 1.5 CB4 p.70

RadTech Rechargeable Battery Pack 11 — .1 2/36 hrs 50¥ .8 RG p.94RadTech SmartWheel — +1 — 6/36 hrs 90¥ 1.2 RG p.95RadTech Surface Imaging Sonar/SmartLogic — –2 .1 6/36 hrs 210¥ 1.2 RG p.95RecreaTech Powerblades — — 2.5 3/48 hrs 400¥ 1 CB4 p.56Shower-In-A-Can 8 — .5 2/12 hrs 3¥ 1 CB1 p.16Skunker 7 — .25 5/60 hrs 70¥ 1.3 CB2 p.45Sleep Inducer 6 4 .5 6/4 days 85¥ 2 CB1 p.11Slosh Bag 2 — 2 4/72 hrs 65¥ 1 CB1 p.16Sonic-II SkateBoard 2 — 2 8/48 hrs 750¥ 2 RG p.95Spider-IX SkateBoot 2 — 2 9/60 hrs 1,900¥ 2.1 RG p.95Swiss Army Kife — — — always 30¥ 1 P3 p.17Taser Wallet 10 — — 5/48 hrs 165¥ 1.5 CB2 p.45TechJager Anti-Pursuit Liquids

BadFumes — — — 6/72 hrs 500¥ 2 CB4 p.69FireFun — — — 8/72 hrs 700¥ 3 CB4 p.69Stickum — — — 6/72 hrs 400¥ 2 CB4 p.69

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LIFESTYLE (continued)General Items Concealability Rating Weight Availability Cost Street Index BookTechJager Plug-in Air Foulers

Burnt Almond Scent 4 — — 8/10 days 700¥ 3 CB4 p.73Hickory Smoke 4 — — 8/10 days 575¥ 3 CB4 p.73Potpourri 4 — — 8/10 days 550¥ 3 CB4 p.73Spring Breeze 4 — — 8/10 days 650¥ 3 CB4 p.73Wintergreen 4 — — 8/10 days 550¥ 3 CB4 p.73

Temperfoam Furniture — — varies 2/24 hrs 80¥ to 140¥ .5 CB1 p.13Thermite-in-a-Tube — — — 5/7 days 90¥ per tube 3.5 CB4 p.72Travel Kit 3 — 5 always 500¥ 1 CB1 p.16Utopian “Small Wonders” NanoAgents — — — 4/60 hrs 500¥ 2 CB3 p.4

ENTERTAINMENT Concealability Rating Weight Availability Cost Street Index BookDataTel Holotanks

Desktop — — 15 4/48 hrs 1,000¥ 1.2 CB2 p.29Holotank — — 100 5/48 hrs 5,000¥ 1.2 CB2 p.29Tabletop — — 5 4/48 hrs 500¥ 1.2 CB2 p.29

Eastman Arts Mindscape® Cyberholo Art Imager — +1 — always 6,000¥ 1 CB2 p.30Eastman KodaGraphix Holograpgic Camera normal — normal always 2x normal +1 CB2 p.30Newsviewer 4 — .1 3/36 hrs 100¥ 1 CB1 p.10Rush® Virtual Entertainment System 3 — 4.5 always 500¥ .8 CB2 p.34

Multi-player Adaptor — — — always 100¥ .6 CB2 p.34Total Environment — — .75 always 1,000¥ .8 CB2 p.34Video Wall™ — — 5 always 3,500¥ 1 CB2 p.34Virtual Villains — — — always 150¥ .9 CB2 p.34

Stephenson Technologies SoundOptimization System — +2 — 8/7 days 10,000¥ 1 CB4 p.70

Wall Speakers 12 — — Always 250¥ 1 CB4 p.72

ELECTRONICS (memory capacityConcealability Rating Weight Availability Cost Street Index BookIn parentheses where applicable)Advanced Communications Suitcase 3 — 6 8/48 hrs 8,000¥ 1.5 CB1 p.4Cab Hailer 10 — — upon payment 150¥ 1 CB1 p.5Computer Upgrades

Dataports — — — always 100¥ .75 CB3 p.70External Memory — — .25 always 200¥ .75 CB3 p.70Memory Upgrades (+10 Mp) — — — always 200¥ .75 CB3 p.70

DataTel RotoWrighter 8 — .25 always 20¥ 1 CB3 p.13DataTel “Treasurer” Datawatch (1 Mp) 12 — — always 55¥ 1.5 CP2 p.16EBM Carfaxx® 2002 — — — — 500¥ — CB1 p. 8EBM “PCX” Minicomp

Cyber-PCX (25 Mp) 3 — 1 3/24 hrs 3,500¥ 1.5 CB2 p.14PCX (25 Mp) 3 — 1 always 2,500¥ 1 CB2 p.14

Enhanced SunglassesFlare Compensation 12 — .1 5/24 hrs 2,000¥ 1.5 P3 p.13Smartgun 12 — .1 4/24 hrs 1,950¥ 1 P3 p.13Thermographic 12 — .1 4/24 hrs 2,600¥ 1.25 P3 p.13

Fax Plus 1000™ Fax Machine 6 — .5 always 300¥ 1 CB3 p.12Hybrid™ Wearable Computer (25 Mp) 6 — 2 10/8 days 3,000¥ 2 CB2 p.19

MedicWare 6 Biotech: 3 2 10/8 days 3,500¥ 2 CB2 p.19

IEC Domitic System — — — 2/48 hrs2D6x50¥/sq. meter — CB3 p.19Image Wallet 8 1 .1 4/36 hrs 250¥ 1 CB1 p.10

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EQUIPMENT TABLES

Kiroshi Optics Heads-Up DisplayGoggles — — 1 8/7 days 150¥ 3.5 CB2 p.17Mirrorshades — — — 8/7 days 300¥ 3.5 CB2 p.17Monocle — — — 8/7 days 200¥ 3.5 CB2 p.17

Language Processors — 4 — always +40% 1 CB2 p.15Mastoid Commo 8 — — 2/12 hrs 1,000¥ .6 RG p.49Mead Electronic Notebook (30 Mp) 4 — 1 always 3,000¥ 1 CB2 p.12Microtech IIKL-4 Workstation

Cyber model (40 Mp) — — 10 3/36 hrs 1,120¥ 1 CB2 p.15IIKL-4 (40 Mp) — — 10 always 800¥ .75 CB2 p.15

Microtech “PCZ Super” Laptop (30 Mp) 1 — 3 always 750¥ .75 CB3 p.62Miniature Copier 3 — .5 2/12 hrs 230¥ .8 CB3 p.13Mini-Printer 3 — .5 always 125¥ 1 CB1 p.8Office Communications Suite — — — 10/10 days 10,000¥ 2.5 CB1 p.5Optical Remote — — — 4/12 hrs 100¥ .7 CB3 p.20Orientation Unit 6 — .5 5/4 days 1,500¥ 1 P3 p.13Paper Shredder — — 2.5 always 500¥ 1 CB1 p.8

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LIFESTYLE (continued)ELECTRONICS (memory capacityConcealability Rating Weight Availability Cost Street Index BookIn parentheses where applicable)Phone Upgrades

Call Forwarding — — — always 50¥/month — CB3 p.13Call Waiting — — — always 50¥/month — CB3 p.13Conference Calling — — — always 50¥/month 1 CB2 p.33Digital Recorder — — — 6/36 hrs 2,500¥ 1 CB2 p.33ECM Scrambler — — — always 25¥ 1 CB2 p.33Emergency Dialer — — — always 150¥ 1 CB2 p.33Fax Interface — — — always 150¥ 1 CB2 p.33Privacy Plus™ — — — always 3,000¥ 1 CB2 p.33Split Line — — — always 100¥ 1 CB2 p.33Tight Beam — — 3 2/12 hrs 200¥ 2 CB3 p.13Video Option — — — always 450¥ 1 CB2 p.33Voicemail — — — always 40¥/month 1 CB2 p.33

Pocket Commo 7 — .1 always 500¥ .5 RG p.50Power Grid® Solar-Electric Panel 2 — 1 4/36 hrs 100¥ 1.1 CB1 p.16Pressure Trigger 8 — — 6/4 days 150¥ 3 CB4 p.69Techtronics “Black Book” Microcomp (12 Mp) 4 — — always 5,750¥ 1.6 CB2 p.15ThunderArc Industries Three-D Holophone — — 1 3/24 hrs 9,000¥ 1.25

CB3 p.13Tritech Datashielding — — +1 5/48 hrs +20% 1.2 CB2 p.17Tritech Echolocation Goggles — — .5 3/36 hrs 2,500¥ 1 CB4 p.68Wutani Sensors Motion Tracker 6 2 4 4/72 hrs 770¥ 3 CB4 p.71Wyzard Electronics “Handbox” Computer 3 — 1 2/6 hrs 6,700¥ 1.25

CB3 p.63Zetatech “E-Book” Microcomp

Cyber model (12 Mp) 4 — — 3/36 hrs 6,720¥ 2 Cb2 p.14E-Book (12 Mp) 4 — — always 4,800¥ 1.5 CB2 p.14

Zetatech CompuMods™Bug Detector — 1-10 — rating/48 hrsrating x600¥ 1.5 CB2 p.18Bug Jammer — 1-10 — rating/72 hrsrating x600¥ 1.5 CB2 p.18Credit Transactor — — — 2/24 hrs 750¥ 1 CB2 p.18Drug Analyzer — 1-4 — rating/48 hrsrating x225¥ 2 CB2 p.18Lie Detector — 1-3 — (rating x3)/48 hrsrating x600¥ 2

CB2 p.18Medscanner — 1-4 — rating/24 hrsrating x750¥ 1.5 CB2 p.18Radar Detector — 1-10 — rating/72 hrsrating x450¥ 1.5 CB2 p.18Signal Tracker — 1-10 — rating/48 hrsrating x900¥ 1.5 CB2 p.18Techscanner — 1-4 — rating/24 hrsrating x750¥ 1.5 CB2 p.18Voice Stress Analyzer — 1-3 — (rating x2)/48 hrsrating x300¥ 2

CB2 p.18Zetatech® PDA+ (20 Mp) — — 1.1 always 3,000¥ 1 CB3 p.62Zetatech® PS-4040 Portastation (30 Mp) — — 3 always 1,600¥ .75 CB3 p.61

WORKING GEAR Concealability Rating Weight Availability Cost Street Index BookArc Furnace — — — 6/7 days 10,000¥ 1 CB3 p.4Barbed Wire (per 100 meters) — 3L 20 always 25¥ .75 P3 p.53Buchsterhude GmbH Tool Kits — — 5 6/48 hrs 1,000¥ 2 CB3 p.12CTS, PLC ‘Pembroke’ Techscanner — –1 5 9/72 hrs 1,500¥ 3.5 CB3 p.12Duct Tape — — — always 10¥ per 35 meters 1 P3 p.17‘Farinata’ Tech Tool Kit 3 — 5 5/48 hrs 350¥ 2 CB3 p.9

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EQUIPMENT TABLES

‘Francesca’ Tech Scanner 3 — 5 5/48 hrs 1,200¥ 2 CB3 p.8Frostech Portable Cryogenic Case 2 armor 2/2 2 6/12 hrs 250¥ 1.2 CB2 p.13Geotech Enviroscanner 5 3 1 8/7 days 45,000¥ 3 CB3 p.16Geotech Enviroscanner 6 4 1 4/24 hrs 1,400¥ 1.2 CB2 p.11Kendachi Monowire — — — 8/7 days 60¥ per meter 2.5 CB2 p.44Microtech Virtual Reality BBS — –1 — 6/7 days 10,000¥ 1 CB2 p.12Monowire (per meter) — — — always 2¥ 1 P3 p.17Portable Electropack 3 — 2 always 100¥ 1 CB2 p.13Portable Fire Extinguisher 2 4 9 2/12 hrs 150¥ .8 P3 p.74Raven® Interface Monitor 5 –1 1 6/48 hrs 8,000¥ 1 CB3 p.5Raven® “Spider” Microwaldo Bracer

Cyberarm version — — 2 8/72 hrs 8,000¥ 3.25 CB3 p.11Normal version — — 2 6/72 hrs 7,000¥ 3 CB3 p.11

Raven® “Tripod” Waldo Set — — 25 10/7 days 8,000¥ 3.5 CB3 p.10Razor Wire (per 100 meters) — 3M 25 3/48 hrs 75¥ 1 P3 p.53Swiss Army Chronograph — — — always 120¥ 1 P3 p.18Techtronica “Mite” Diagnostic Remote

Cyberarm version — — 1 8/72 hrs 5,000¥ 3.25 CB3 p.11Normal version — — 1 6/72 hrs 4,000¥ 3 CB3 p.11

Telectronics® Micromanipulator Rig — — — 8/72 hrs 3,000¥ 3 CB3 p.5‘Venedico’ Electronics Tool Kit 3 — 5 5/48 hrs 1,350¥ 2 CB3 p.9

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LIFESTYLE (continued)MEDIA EQUIPMENT Concealability Rating Weight Availability Cost Street Index BookDigital Recording Studio — — — 8/14 days 12,000¥ 1.1 CB1 p.12Fibre-Optic Cable — — — always 0.10¥ per meter 1 CB3 p.4Kiroshi Optics Remote Cybercam 20 — — 1 2/48 hrs 1,350¥ 1 CB2 p.13Nikkon America Campod — — 2 4/72 hrs 2,000¥ 1 CB2 p.11WorldSat Communications Flopscreen™— — 1 always 4,500¥ 1.1 CB2 p.16

MUSICAL INSTRUMENTS Concealability Rating Weight Availability Cost Street Index BookDPI “Black Box” Backup Synthamp 4 — 3 6/48 hrs 8,000¥ 1.3 CB2 p.25

Datachips — — — 6/48 hrs 100¥ 1.3 CB2 p.25

DPI Body Rythm™ Dance Bracelets (per pair) — — — always 400¥ 1 CB2 p.26DPI Drumsticks 4 — .25 3/36 hrs 800¥ 1 CB1 p.11Washburn Soundmachine Guitar — +1 3.5 5/60 hrs 1,000¥ 1 CB2 p.26Yamaha RX4000 “Hurricane” Ultrasynth— +4 — always 9,380¥ 1 CB3 p.14

BIOTECH

DRUGS AddictionToleranceStrength Speed Vector Availability Cost Street Book(dose) Index

Alcohol 2M 3 50 1D6 min. ingestion Always 1-10¥ .8 RG p.71Amphetamines 5P 3 6 5 min. ingestion 4/3 hrs 75¥/50 tablets 1.5 RG p.79Barbiturates 4M,3P 3 5 10 min. ingestion 4/3 hrs 1¥ .8 RG p.71Benzodiazepines 2M,2P 5 5 10 min. ingestion 4/3 hrs 1¥ .9 RG p.71Bioenhancement Tablets 4P 3 4 immediate ingestion — gamemaster’s discretion — CB4 p.29Brown Study 1M 4 10 30 min. ingestion 6/6 hrs 35¥ 3 RG p.79Butaqualide 5M 3 10 1D6 min. ingestion 5/1 hr 20¥ 2.5 RG p.71Caffeine 1M 3 50 30 min. ingestion Always 5¥/100 tablets 1 RG p.79Chloral Hydrate 4M,3P 3 5 30 sec. injection 5/4 hrs 2¥ 1 RG p.71Cocaine 6P 3 5 immediate inhalation 4/1 hr 10¥ 2 RG p.79Diamond-Four 2P 2 10 immediate injection 10/48 hrs 1,500¥ 3.5 RG p.74Ecstacy 4M 4 20 2 min. inhalation 5/7 hrs 150¥ 4 RG p.75

2 min. injection30 min. ingestion

Endorphins 4P 4 5 1D6 min. injection 6/3 hrs 30¥ 3 RG p.79FoolKiller 5P 2 10 immediate inhalation 8/3 hrs 35¥ 2.5 RG p.74Genesios Three 2M 5 20 1D6 turns injection, 14/14 days 1,000¥ 8.5 RG p.75

ingestionGlutethimide 3M,4P 4 3 10 min. ingestion 5/4 hrs 3¥ 1 RG p.72Heroin 5M,5P 3 3 1 turn injection 5/2 hrs 20¥ 2.5 RG p.77Hydromorphone 4M,4P 5 7 1 min. injection 5/6 hrs 250¥ 1.5 RG p.77J 1M 1 50 1 min. ingestion 10/3 hrs 600¥ 4 RG p.80LSD 1M 2 4 20 min. ingestion 4/7 hrs 5¥/dose or 1.5 RG p.75

200¥/100 tabletsMarijuana 3M 3 10 2D6 min. inhalation 6/1 hr 4¥ .5 RG p.72

1D6 min. ingestion 20¥MDA, MDMA 2M 2 6 20 min. ingestion 4/7 hrs 10¥ 1.7 RG p.76Meperidine 4M,4P 5 4 1 min. injection, 6/56 hrs 500¥ 2.5 RG p.78

ingestionMescaline 2M 2 4 5 min. air 4/5 hrs 80¥ 2 RG p.76Methadone 2M,3P 3 5 1 min. inhalation 5/6 hrs 50¥ 2 RG p.78Methaqualone 4M,4P 4 2 10 min. ingestion 4/3 hrs 3¥ 1.2 RG p.72Methylphenidate 3P 5 4 5 min. or ingestion, 4/3 hrs 25¥ 1.8 RG p.80

1 min. inhalation,injection

Morphine 4M,4P 4 10 1 min. injection 4/3 hrs 150¥ 1.25 RG p.78Musk 3M 3 20 2D6 hrs injection 3/1 hr 250¥ 2 RG p.74Nicotine 3M 1 20 immediateinhalation, Always 2¥/pack .8 RG p.72

dermal,ingestion

NuYou 6M 3 10 3D6 hrs injection 4/2 hrs 350¥ 3 RG p.74Opium 4M,4P 3 15 10 min. inhalation 6/2 hrs 50¥ 1.25 RG p.78Paxium 2M 4 20 2D6 min. ingestion 3/1 hr 5¥ 2.5 RG p.73Phencyclidine 5M 4 2 2 min. injection 8/14 hrs 25¥ 2.5 RG p.76Phenmetrazine 5P 4 5 5 min. ingestion 5/3 hrs 75¥/10 tablets 1.5 RG p.80

1 min. injectionRibopropylmethionine 8P 2 2 3 min. injection 10/7 hrs 100¥ 3 RG p.76Schwarzeneine 6P 4 5 1D6 min. injection 8/3 hrs 45¥ 3.5 RG p.73Shades 5M 2 5 30 min. ingestion 4/1 hr 30¥ 2 RG p.73Sonniene 4M 3 5 2D6 min. ingestion 4/1 hr 80¥ 3 RG p.73Spaz 5P 1 5 immediateair, ingestion 8/24 hrs 10¥ 1.5 RG p.80Triphetamines 2M 4 5 1 min. ingestion 5/3 hrs 25¥/50 tablets 1.5 RG p.81Zen 5M 3 10 10 min. inhalation 5/10 hrs 120¥ 3 RG p.77

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EQUIPMENT TABLES

BIOTECH (continued)Miscellaneous Concealability Rating Weight Availability Cost Street Index BookAesculapus Incorporated Cybercast 3 +2 1.5 3/12 hrs 3,000¥ 2 CB3 p.7Archaesthetic — –1 1 6/7 days 10,000¥ 4 CB3 p.6Bodyweight Portable Intern Unit 2 1 2 3/24 hrs 120¥ 1.5 CB3 p.7RapiDetox — — 5 5/4 days 1,500¥ 3 CB3 p.6

MELEE WEAPONSConceal Reach Damage Weight Availability Cost Street Index Book

Axe 2 1 (str)S 2.5 2/4 hrs 60¥ 1 BSW p.2Bayonet 8 0 (str)L .25 2/8 hrs 35¥ .8 TS p.22Bayonet/Survival Knife 8 0 (str)L .25 2/8 hrs 35¥ .8 BSW p.2Bear-Knife 3 0 (str+2)M 1 6/48 hrs 2,000¥ 1 P3 p.44Bio-Injector 8 0 5L — 14/7 days 15,000¥ 3 TS p.29Bio-Injector 8 0 5L + drug .5 10/96 hrs 15,000¥ 1 PP3 p.9Bowie Knife 6 0 (str+2)L 1 3/24 hrs 50¥ .8 P3 p.74Brass Knuckles 10 0 (str+1)M Stun .2 2/24 hrs 20¥ .75 BSW p.2Brass Knuckles 16/4 0 (str+1)M Stun .2 2/24 hrs 20¥ .75 P3 p.9Broadsword 4 1 (str+1)M 2 6/48 hrs 1,000¥ 3 P3 p.47Bullwhip 8 2 (str)L 1 6/48 hrs 100¥ 1 P3 p.46Cane Knife 2 1 (str+1)M 1 10/7 days 600¥ 2 P3 p.10Cane Sword 2 1 (str+1)M 1 10/7 days 600¥ 2 P3 p.10Cat With Nine Tails 5 2 (str+2)M 3 6/48 hrs 1,000¥ 3 P3 p.46Club 5 1 (str+1)M Stun 1.5 2/6 hrs 10¥ 1 P3 p.44Chainsaw — 1 6S 4 3/6 hrs 500¥ 1 BSW p.2Decapitator battleaxe — 2 (str+4)S 11 6/48 hrs 2,000¥ 3 P3 p.43Devil’s Star mace — 2 (str)S 10 6/48 hrs 1,500¥ 3 P3 p.44DinaTech F5C 8 0 (str÷2)L or (str)L — 10/14 days 350¥ 3 P3 p.56Drug-A-Thug™ 6 0 drug .5 3/8 hrs 150¥ 2 CB2 p.45Dynatech Industries Hand Taser 7 0 9S Stun .5 5/36 hrs 500¥ 2 BSW p.6Entrenching Tool 3 0 (str)M .75 3/16 hrs 50¥ 1 BSW p.2Excalibur Nightstick 5 1 1 4/48 hrs 1,800¥ 2 BSW p.2

Basic-type (str+1)M StunMace-type maceTaser-type 8S Stun

Fashion Gloves — 0 (str+1)M Stun .2 4/36 hrs 350¥ 1 P3 p.16Flail 3 2 (str+1)M Stun .75 4/12 hrs 50¥ 1 P3 p.10Flogger whip 6 2 (str)M 1 6/48 hrs 500¥ 3 P3 p.46Gasher battleaxe 2 1 (str)S 2 6/48 hrs 1,000¥ 3 P3 p.43Gutter dagger 8 0 (str)M .5 6/48 hrs 1,000¥ 1 P3 p.44Halberd 2 2 (str)S 6 6/48 hrs 1,000¥ 3 P3 p.46IMI “Chainknife” 6 0 (str+5)L .75 6/48 hrs 120¥ 1.2 CB2 p.44Katana 3 1 (str+3)M 2 6/48 hrs 2,000¥ 3 P3 p.47Kendachi M-33 Powersword 4 1 (str+1)S 3 8/14 days 1,860¥ 3 CB1 p.55Kendachi MonoKatana® 3 1 (str+4)M 1 8/5 days 1,200¥ 2.5 RG p.52Kendachi Monoknife® 7 0 (str+1)L .5 6/60 hrs 200¥ 1 RG p.52Kendachi Mononaginata 2 1 (str+2)L .5 6/60 hrs 300¥ 1 RG p.52Kendachi Monosword Cane 2/10 0 (str+1)M .75 8/72 hrs 1,020¥ 1 BSW p.3Kendachi Mono-Two 5/48 hrs 1,650¥ 2.1 CB1 p.55

Long Sword 3 1 (str+3)M 1Short Sword 5 0 (str+1)M .75

Kendachi Monowhip 9 3 10S — 26/14 days 3,500¥ 3 CB2 p.44Kitchen Sink — 0 ((2× Strength)–6)S10 always 100¥ 1 P3 p.57

StunLance — 2 (kph÷5)M 2 4/12 hrs 60¥ 1 P3 p.10Long Spear 2 2 (str)S 4 6/48 hrs 1,000¥ 3 P3 p.46Longsword 4 1 (str+2)M 2 6/48 hrs 1,000¥ 1 P3 p.47Mace 2 1 (str)M 5 6/48 hrs 700¥ 3 P3 p.44Mace 4 1 (str+1)M Stun 1 2/6 hrs 40¥ 1 P3 p.10Mersch MX-23 Stunlance 2 2 point: (str+2)L 3 5/48 hrs 2,500¥ 1 RG p.22

taser: 9S StunMilitech Electronics Taser II™ 7 0 5S Stun .5 4/24 hrs 300¥ 1 BSW p.7Mjolnir warhammer — 2 (str+4)D 15 6/48 hrs 2,000¥ 3 P3 p.45Morning Star 2 1 (str+1)M 7 6/48 hrs 1,000¥ 3 P3 p.44Mystic Technologies Spring Knife 8 0 (str+2)L .75 4/12 hrs 125¥ 1.2 CB2 p.45Mystic Technologies Nunchaku/Blade 4 1 .5 3/8 hrs 800¥ .75 BSW p.3

Nunchaku (str+2)M StunSword (str+3)M

Naginata 2 1 (str+1)L 1.5 4/12 hrs 50¥ 1 BSW p.2Nomad Smartwhip 6 2 (str+3)L 1 6/72 hrs 600¥ 1 BSW p.3Nunchaku/Tonfa 7 1 (str+2)M Stun .5 3/8 hrs 40¥ .75 BSW p.2Powell Knife Pistol 8 0 (str)L .5 5/48 hrs 250¥ 1 P3 p.10

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Rapier 5 1 (str+2)M 2 6/48 hrs 1,000¥ 3 P3 p.47

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EQUIPMENT TABLES

MELEE WEAPONS (continued)Conceal Reach Damage Weight Availability Cost Street Index Book

Rippers cyberweapons 6 0 (str÷2)M — 5/3 days 8,000¥ 1 TS p.16Scimitar 4 1 (str+2)M 1.5 6/48 hrs 1,000¥ 3 P3 p.47Scratchers cyberweapons — 0 (str+1)L — 4/3 days 5,000¥ 1 TS p.17Scythe — 2 (str+1)S 7 6/48 hrs 1,000¥ 3 P3 p.46Shock Touch™ Personal Protection

Gloves 9 0 6S Stun — 5/48 hrs 720¥ 2 CB4 p.56

Shortsword 5 1 (str)M 2 6/48 hrs 1,000¥ 3 P3 p.47Skull Crusher warhammer 2 1 (str)S 5 6/48 hrs 1,000¥ 3 P3 p.45SlamDance, Inc. Hyper-Hammer 1 1 (str+2)D 8 20/21 days 2,000¥ 2.5 BSW p.38Slamdance Inc. Spawnblade 8 0 (str)L .5 4/72 hrs 100¥ 1.1 CB2 p.44Sledgehammer 1 1 (str+2)S Stun 3 2/4 hrs 50¥ 1 BSW p.2SPM-1 Battleglove — 0 (str+3)M 1.5 10/7 days 900¥ 2 BSW p.4Staff 2 2 (str+3)M Stun 2 3/24 hrs 100¥ 1 P3 p.46Stiletto 10 0 (str)L .3 6/48 hrs 1,000¥ 1 P3 p.44Stiletto 14 0 (str–1)L .1 2/24 hrs 10¥ .5 P3 p.9Switchblade 9 0 (str–1)L .1 2/6 hrs 25¥ .75 BSW p.2Taser II™ 7 0 5S Stun .5 4/24 hrs 300¥ 1 CB2 p.45Techtronica Black-Zap Glove 4 0 9S Stun 1 6/48 hrs 1,200¥ 2.2 CB1 p.49Tetsubo — 2 (str+3)S 3 5/24 hrs 500¥ 1 P3 p.11Two-Handed Sword 2 1 (str+3)S 5 6/48 hrs 3,000¥ 3 P3 p.47Utility Sword/Machete 4 1 (str+2)M .75 4/24 hrs 60¥ 1 BSW p.4Whip 6 2 (skill÷2)L .5 5/24 hrs 200¥ 1 P3 p.11

PROJECTILE WEAPONSBOWS Conceal Str. Min. Damage Weight Availability Cost Street Index BookArasaka Arms Half-Bow 3/6/10 3 6M 1.25 6/7 days 300¥ 1.5 BSW p.4Eagletech “Bearcat” Self Bow 2/4 5 9M 1.25 6/72 hrs 500¥ 1.75 BSW p.4Eagletech “Tigercat” Comp. Bow 1 5 8M 1.5 6/72 hrs 500¥ 1.75

BSW p.4Eagletech “Tomcat” Comp. Bow2 5 9M 1.5 6/48 hrs 750¥ 1 BSW p.4Eagletech “Wildcat” Sport Bow 4 3 5M 1 3/36 hrs 350¥ 1 BSW p.4

LIGHT CROSSBOWS Conceal Str. Min. Damage Weight Availability Cost Street Index BookEagletech Handbow 5 1 3M .5 2/24 hrs 75¥ 1 BSW p.5

Cyberarm model (12-shot) 5 1 3M .5 2/24 hrs 3,000¥ 1 BSW p.5

Nomad Hand Crossbow — 1 3M .5 10/7 days 100¥ 1 BSW p.5

MEDIUM CROSSBOWS Conceal Str. Min. Damage Weight Availability Cost Street Index BookEagletech “Arbelest” 2 5 7M 3 8/7 days 500¥ 1 BSW p.5Eagletech “Stryker” 2 2 4M 3.25 6/48 hrs 440¥ 1 BSW p.5

HEAVY CROSSBOWS Conceal Str. Min. Damage Weight Availability Cost Street Index BookEagletech “Scorpion” — 5 8S 5 8/7 days 1,500¥ 1 BSW p.5

THROWN WEAPONS Conceal Str. Min. Damage Weight Availability Cost Street Index BookNomad Boomerang 5 — (str)M .25 3/36 hrs 30¥ 2 BSW p.7Nomad Sling 12 1 (str ÷ 2)L — 6/5 days 10¥ 1 BSW p.8

FIREARMSHOLD-OUT PISTOLS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookAstra Style-6 9 6 SA 4L .5 3/12 hrs 75¥ .75 BSW p.10BudgetArms C-13 8 8 (c) SA 4L .5 2/8 hrs 150¥ .75 RG p.53Ceska Diplomat 8 6 (cy) SS 4L .5 3/12 hrs 250¥ 1 RG p.34Colt Take-Down 8 2 (b) SA 7M .5 4/12 hrs 150¥ .8 RG p.5Dai Lung Cybermag 15 7 10 (c) SA 4L .5 3/12 hrs 100¥ .7 RG p.53Federated Arms X-22 7 10 (c) SA 4L .5 2/12 hrs 300¥ .8 RG p.53Hämmerli Model 520 [r1] 4 6 (c) SA 4L 1.25 8/4 days 1,000¥ 1 RG p.6Militech Silver Shadow Flechette Pistol 5 10 (c) SA 4M(f) 1 5/72 hrs 300¥ 2 BSW p.12North Industries Firing Knife 6 5 (cy) SA 4L .5 5/12 hrs 250¥ 1 RG p.6Star Model DWT 7 6 (c) SA 5L .5 3/18 hrs 300¥ .8 RG p.7

LIGHT PISTOLS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookAres AMP [g2] 6 40 (c) SA/BF/FA 6L 2.75 8/36 hrs 1,000¥ 2 RG p.7Ares Black Widow 6 21 (c) SA/BF 6L 1 14/7 days 1,500¥ 3 P3 p.54Ares Hornet 8 7 (cy) DAR 7L 2 4/48 hrs 250¥ .8 P3 p.52Ares Scorpion 8 7 (cy) DAR 7L 2.25 4/48 hrs 275¥ 1 P3 p.52Beretta M97P [c,l] 4 18 (c) SA 7L 1.75 3/24 hrs 480¥ 1.25 BSW p.11BudgetArms Laser-Niner [c,l] 5 (4) 15/35 (c) SA/BF/FA 6L 1.5 4/36 hrs 675¥ 1.2 CB1 p.42CCMMC Goaxing Xiuxi CM-3 5 8 (c) SA 6L 1 — 75¥ — BSW p.11

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Colt Protector 8 6 (cy) SS 6L .75 2/12 hrs 300¥ .7 P3 p.55Dai Lung Streetmaster 6 12 (c) SA 6L 1 3/12 hrs 325¥ .8 RG p.54Derringer cybergun 12 2 (m) SA 6L .5 8/7 days 220¥ 2 CB1 p.36

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EQUIPMENT TABLES

FIREARMS (continued)LIGHT PISTOLS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookFashion Gun 9 7 7 (c) SA 6L 1 2/18 hrs 160¥ 1 BSW p.11Federated Arms X-9mm 5 12 (c) SA 6L 1 3/12 hrs 450¥ .75 RG p.54Glock 19 Mk. IV 5 17 (c) SA 6L 1 8/24 hrs 750¥ 2 P3 p.56H&K P7S15 6 15 (c) SA 6L 1 4/24 hrs 400¥ 1 P3 p.57H&K P11M8 8 8 (c) SA 6L 1 5/36 hrs 600¥ 1.25 RG p.7H&K P11M13 8 13 (c) SA 6L 1 5/36 hrs 650¥ 1.25 RG p.7H&K VP80Z 6 21 (c) SA/BF 6L 1.25 6/48 hrs 1,200¥ 3 P3 p.57Micro Uzi III [l] 6 16 (c) BF 6L 1.5 6/36 hrs 750¥ 1 RG p.8Militech Arms Avenger 6 10 (c) SA 6L 1 3/12 hrs 325¥ .8 RG p.54Militech Black Widow Flechette Pistol 5 10 (c) SA 6M(f) 1 6/72 hrs 400¥ 1.5 BSW p.12Powell Knife Pistol 8 1 (b) SS 6L .5 5/48 hrs 250¥ 1 P3 p.10Ruger P-4 4 100 (c) BF 7L 1.25 8/48 hrs 1,350¥ 2.25 TS p.22Ruger P-8 8 10 (c) SA 7L .75 4/24 hrs 395¥ 1 TS p.22S&W Model 6739 8 5 (cy) SS 6L .75 3/36 hrs 250¥ .9 RG p.8Sci Fi Starrior 4 [l] 4 12 (c) SA 6L 1.5 3/36 hrs 640¥ 1 BSW p.13Seco Quickfire [l] 5 18 (c) SA/BF/FA 6L 1.5 5/24 hrs 750¥ 2 RG p.35Thumper 6 10 (c) SA 5L Stun 1.25 3/12 hrs 120¥ .75 TS p.23Towa Manufacturing Type-12

Police Pistol 5 6 (cy) SS 6L .75 4/24 hrs 450¥ 1 BSW p.10

Towa Manufacturing Type-12Police Pistol [s1] 5 6 (cy) SS 6L .75 4/24 hrs 810¥ 1 BSW p.10

Towa Manufacturing Type-14Police Pistol 5 16 (c) BF/FA 6L 1.5 6/48 hrs 520¥ 2.75 BSW p.13

Towa Manufacturing Type-14Police Pistol [s1] 5 16 (c) BF/FA 6L 1.5 6/48 hrs 820¥ 2.75 BSW p.13

Tsunami Express Racegun [et,g1] 3 24 (c) SA 9L 1.25 8/7 days 5,300¥ 3 BSW p.14Wondernines 5 1D6+14 (c) SA 6L 1 2/24 hrs (1D6×10)+240¥ .8 BSW p.14

HEAVY PISTOLS Conceal Ammo Mode Damage Weight Availability Cost Street Index Book454 Magnum Disposable 7 2 SS 10M .75 8/4 days 100¥ 1.5 BSW p.16Ameritech Magnum 4 5 (cy) SS 10M 2.75 — 1,000¥ — BSW p.16Arasaka WSA Autopistol 5 15 (c) SA 9M 2 4/24 hrs 400¥ .9 BSW p.10Ares Constrictor 6 6 (cy) DAR 10M 2.5 7/7 days 400¥ 2 P3 p.52Ares Jaguar 5 6 (cy) DAR 10M 2.5 5/4 days 300¥ 1 P3 p.52Ares Predator III 4 15 (c) SA 9M 2.5 6/36 hrs 700¥ 1 P3 p.54Ares Stingray 4 6 (cy) DAR 10M 2.75 7/7 days 500¥ 3 P3 p.52Armalite 44 4 8 (c) SA 9M 2.25 4/24 hrs 450¥ 1 RG p.54Beretta Model 95S [g2,s2] 5 15 (c) SA 9M 2.5 3/24 hrs 500¥ 1 RG p.9Beretta Model 95S-B [g2,s2] 5 15 (c) SA/BF 9M 2.5 6/72 hrs 750¥ 1.75 RG p.9Beretta 100S [l] 5 15 (c) SA 9M 2.5 5/36 hrs 650¥ 1.5 RG p.35Beretta 100S [s1] 5 15 (c) SA 9M 2.5 5/36 hrs 1,300¥ 1.5 RG p.35Beretta Model 110-T [l] 5 16 (c) SA 9M 2 3/24 hrs 400¥ 1 RG p.9Bond & Carrington MP-11 [g2,l]4 15/30 (c) SA/BF 9M 3 8/36 hrs 1,200¥ 2 RG p.36Bond & Carrington MP-11 [g2,s1] 4 15/30 (c) SA/BF 9M 3 8/36 hrs 2,000¥ 2 RG p.36Browning Defender 10 5 15 (c) SA/BF 9M 2 5/36 hrs 900¥ 2 RG p.36Browning Defender 10 [s1] 5 15 (c) SA/BF 9M 2 5/36 hrs 1,800¥ 2 RG p.36BudgetArms Auto 3 5 8 (c) SA 9M 2.25 4/12 hrs 350¥ .7 RG p.55BudgetArms C-41 [g1,s1] 5 10 (c) SA/BF 9M 1 6/36 hrs 500¥ 1 BSW p.11Colt Alpha-Omega [g1,s1] 4 10 (c) SA 9M 2.5 5/24 hrs 500¥ 1 CB1 p.43Colt AMT Model 2000 5 8 (c) SA 9M 2.5 5/24 hrs 500¥ 1 RG p.55Colt Enforcement 10 Sidearm 5 14 (c) SA 9M 2 6/48 hrs 550¥ 1.5 BSW p.11Colt Enforcement 10 Sidearm [s1] 5 14 (c) SA 9M 2 6/48 hrs 1,050¥ 1.5 BSW p.11Colt Manhunter S 5 16 (c) SA 9M 2.25 4/24 hrs 600¥ 1 P3 p.55Colt Manhunter S+ 5 16 (c) SA 9M 2.25 6/48 hrs 800¥ 1 P3 p.55Colt Peacemaker 4 6 (cy) SS 10M 2.75 3/24 hrs 350¥ .9 P3 p.55Colt Penetrator 5 12 (c) SA 9M 2 4/24 hrs 600¥ 1.5 RG p.37Constitution Arms Multi-

Ammunition Pistol 4 5 (cy) SS 9M 2.25 6/60 hrs 525¥ 2 BSW p.16

Dai Lung Magnum 6 10 (c) SA 9M 2 2/12 hrs 240¥ .8 BSW p.14DinaTech F5A 10 1 SS 10M — 10/14 days 500¥ 3 P3 p.55DinaTech F5B 10 1 SS 7S — 12/14 days 700¥ 3 P3 p.55Espinoza One Shot 5 1 SS 10M 2.5 2/24 hrs 75¥ 1 BSW p.14Federated Arms 454 DA 3 5 (cy) SS 11M 3.5 5/36 hrs 1,375¥ 1.25 CB1 p.52Fichetti Hurricane 5 14/30 (c) SA/BF 9S(f) 2 3/48 hrs 600¥ 1 RG p.37Fichetti Military XI [g1,l] 4 18 (c) SA/BF 9M 2.25 5/36 hrs 900¥ 2 RG p.37

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Fichetti Military XI [g1,s1] 4 18 (c) SA/BF 9M 2.25 5/36 hrs 1,800¥ 2 RG p.37FN Browning “3-Spot” MP [c] 4 24 (c) BF 9M 2 8/60 hrs 425¥ 2 BSW p.11Glock 22 Mk. III 4 15 (c) SA 9M 2.5 6/24 hrs 600¥ 1.5 P3 p.56Glock Thirty Machine Pistol [g2]6 (5) 20/30 (c) SA/BF 9M 2.5 6/36 hrs 705¥ 2 CB1 p.43Goncz-Taurus Pistol 6 (5) 15/30 (c) SA 9M 2 4/48 hrs 500¥ 1 CB1 p.44Goncz-Taurus Pistol (Select.) 6 (5) 15/30 (c) SA/FA 9M 2 8/72 hrs 700¥ 1.75 CB1 p.44H&K “Blaster” 4 6 (m) SS 12M 3 — — — P3 p.56H&K OHWS [l] 5 12 (c) SA 9M 1.2 18/14 days 2,500¥ 2 RG p.38

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EQUIPMENT TABLES

FIREARMS (continued)HEAVY PISTOLS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookIMI Gamad [l] 6 7/15 (c) SA 8M 1.25 8/7 days 575¥ 2 BSW p.12IMI Gamad [s1] 6 7/15 (c) SA 8M 1.25 8/7 days 575¥ 2 BSW p.12Ingram Mk IV [g3] 4 16 (c) SA/BF 10M 3 18/14 days 2,500¥ 3 RG p.38Kang Tao Type 97 6 10 (c) SA 9M 2.25 3/24 hrs 280¥ .9 BSW p.12LeRoi Maxi-10 4 10 (c) SA 9M 2 4/24 hrs 150¥ 1 BSW p.12Malorian Arms 3516 [s2] 4 6 (c) SS 12M 3 — 4,525¥ — CB1 p.52Malorian Arms Heavy Flechette

Pistol [s1] 5 special SA 9M 2.5 9/48 hrs 1,595¥ 2 CB1 p.45Malorian Arms Sliver Gun 4 7 (c) SA 6S(f) 2.5 6/72 hrs 1,375¥ 3 CB1 p.42Mustang Arms “Mark II” [g1] 4 (3) 12/20 (c) SA 9M 1.75 6/48 hrs 425¥ 1.25 BSW p.15Nomad .357 Magnum Autoloader 4 8 (c) SA 9M 1.75 5/36 hrs 300¥ 1 BSW p.12Nomad .357 Magnum Revolver4 6 (cy) SS 9M 1.75 5/36 hrs 250¥ 1 BSW p.13Nomad .44 Magnum Revolver 4 6 (cy) SS 10M 2.5 6/48 hrs 375¥ 1 BSW p.17Nova .338 City Gun 5 7 (c) SA 10M 2.5 4/24 hrs 460¥ 1 CB2 p.40Nova Model 757 Cityhunter 3 18 (m) SS 9M 2.75 6/4 days 480¥ 2 BSW p.15Nova Arms Plasmatic™ Revolvers

“Arno” .454 [et] 3 6 (c) SS 16M 3 10/7 days 1,799¥ 2 BSW p.17“Bronson” .41 [et] 4 6 (c) SS 15M 2.5 8/7 days 1,199¥ 2 BSW p.17“Eastwood” .44 [et] 3 6 (c) SS 15M 2.5 9/7 days 1,499¥ 2 BSW p.17“Stallone” .357 [et] 4 6 (c) SS 14M 2.25 8/7 days 999¥ 2 BSW p.17

Phoenix Gyroc 3 3 (b) SA ammo 3 8/7 days 10,000¥ 2 TS p.23Polymer One-Shot Cannon 5 1 SS 5S 1.5 3/12 hrs 190¥ .6 CB2 p.36Riot Gun 8 3 (c) SA 9S(f) 2 4/48 hrs 500¥ 1 P3 p.36Royal Enfield Ordnance Spitfire4 12 (c) SA 10M 2.5 6/60 hrs 550¥ 2.5 BSW p.17Royal Enfield Ordnance Spitfire [s1] 4 12 (c) SA 10M 2.5 6/60 hrs 700¥ 2.5 BSW p.17Ruger M45 6 18 (c) SA/FA 9M 2 8/60 hrs 860¥ 3 P3 p.60Ruger P-105 4 10 (c) SA 10M 2.5 4/24 hrs 600¥ 1 RG p.39Ruger Warhawk 5 6 (cy) SS 9M 2 3/24 hrs 250¥ 1 RG p.10S&W Bi-Power Handcannon 2 3 8/5 days 850¥ 1.5 BSW p.15

Barrel 1 6 (cy) SS 10MBarrel 2 10 (c) SA 8M

S&W “Tri-Star” [l] 3 6 (cy) SS 10M 2.5 6/24 hrs 375¥ 1.5 CB2 p.37Sig Sauer P300 [c,l,ss] 4 18 (c) SA 9M 3.25 8/48 hrs 800¥ 2 RG p.10SMF ‘Interdictor’ 3 5 (cy) SS 11M 3.5 10/7 days 950¥ 2 P3 p.41SternMeyer Type 35 5 8 (c) SA 9M 2.5 4/36 hrs 400¥ 1 RG p.55Sternmeyer P-41 Autoloading Pistol 5 12 (c) SA 9M 2 5/36 hrs 275¥ 1.25

BSW p.13Stolbovoy St-2 Pistol 5 14 (c) SA 9M 2.25 8/7 days 450¥ 1.5 BSW p.13Stolbovoy St-2 Pistol [s1] 5 14 (c) SA 9M 2.25 8/7 days 850¥ 1.5 BSW p.13SuperEagle 4 7 (c) SA 11M 2.75 6/48 hrs 600¥ 1.5 RG p.10Surprising Stranger [l] 4 4 (b) SA 9M 2.5 3/24 hrs 180¥ .9 BSW p.13Teen Dreem 6 10 (c) SA/FA 9M 2.5 4/48 hrs 290¥ 1.5 BSW p.13Towa Manufacturing Type-13

Police Pistol 5 12 (c) SA 9M 1.5 6/48 hrs 500¥ 1.75 BSW p.13

Towa Manufacturing Type-13Police Pistol [s1] 5 12 (c) SA 9M 1.5 6/48 hrs 800¥ 1.75 BSW p.13

Tsunami Arms “Raimei” RamjetPistol [m2] 3 6 (c) SA see above 2 16/14 days 2,150¥ 4 BSW p.16

Tsunami Arms “Raimei” RamjetPistol [s1] 3 6 (c) SA see above 2 16/14 days 2,150¥ 4 BSW p.16

Wolf™ 5 17 (c) SA/BF 9M 2.5 5/48 hrs 800¥ 1.5 P3 p.59Zastava Magnum Mod.2054 5 7 (cy) SS 9M 1.75 4/36 hrs 350¥ .9 RG p.11

SPECIAL WEAPONS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookApex Mobile Point Defense System — 400 (belt) FA 8M 20 11/21 days 25,000¥ 4 CB1 p.53Arasaka Restraint Caster 5 4 (m) SS special 1 6/72 hrs 200¥ 2 BSW p.6Arasaka WXA Computer-Aimed

Weapon [r6] — 500 (belt) FA 7S 50 12/21 days 30,000¥ 4 BSW p.6

Avante P-1135 Needlegun 5 15 (c) SA 5L 1 2/12 hrs 200¥ .75 TS p.21Colt TP-6A taser 7 6 (m) SS 8S .75 6/24 hrs 550¥ 1 RG p.11Enerts AKM Power Squirt 5 50 (m) SS drugs 1 always 15¥ 1 TS p.21Flamethrower cyberweapon — 4 SS 10M 3 10/7 days 1,200¥ 2 TS p.15

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Hammer M-11 Bolt Pistol 5 10 (c) SA 9L 1.5 12/14 days 320¥ 3 BSW p.12Highway-Hawk Mark-II PoonGlove 7 1 (m) SS 6L 1 10/5 days 1,680¥ 3.75

RG p.96Hughes Rocket Rifle — 3 (m) SS 12S 5.5 16/21 days 750¥ 5 BSW p.31Kendachi Dragon flamethrower3 4 (m) SS 10M 4.25 10/5 days 1,660¥ 4.5 CB1 p.48M-99 EVAW — 30 (c) SA 7S 7 — 5,000¥ — BSW p.31

Grenade Launcher 10 (c) SS grenadeMicromissile Launcher

cyberweapon — 4 (m) SA micromissile .5 10/7 days 4,500¥ 1.1 TS p.16

Micro-Missile Pod (–2) 1 (m) SS micromissile .75 8/5 days 2,000¥ 1.9 CB2 p.41Militech Urban Missile Launcher3 12 (c) SA micromissile 3.5 10/7 days 4,500¥ 2 CB2 p.41Miltech Electronics Taser 6 10 (m) SS 8S Stun 1.5 5/36 hrs 600¥ 1.4 RG p.55Mitsubishi Taser 6 12 (c) SS 8S Stun 1.5 6/4 days 1,000¥ 1 BSW p.7FIREARMS (continued)SPECIAL WEAPONS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookMystic Technologies Arrow Gun2 8 (m) SS 8M 2 4/48 hrs 1,000¥ 1.5 BSW p.7Nelspot “Wombat” Airpistol 4 20 (c) SA 4L Stun 1.5 2/24 hrs 200¥ .75 TS p.21Nomad Pneumatic Bolt Gun — 4 (m) SS 9M 3.5 10/7 days 350¥ 1 BSW p.7Pursuit Security Webgun 3 1 (m) SS as net 3.5 6/3 days 500¥ 2.5 CB2 p.37Pursuit Security Beanbag Gun 4 1 (m) SS special .5 2/12 hrs 100¥ .75 BSW p.8Rostovic Wrist Racate 6 6 (m) SA/BF 9S 2.5 18/20 days 3,800¥ 3.5 CB1 p.49Sonic Stunner 6 10 SA 15M 2 6/36 hrs 1,000¥ 1.5 RG p.22StreetMaster PoonGun 3 1 (m) SS 6L 3.5 8/72 hrs 980¥ 2.2 RG p.96Streettech “Burst” 8 1 SS 5S .1 2/24 hrs 33¥ 1.5 BSW p.8Stundart Pistol 3 2 (b) SS 10S Stun 3.5 8/4 days 1,090¥ 2 CB1 p.49Techtronica Model 009 Volt Pistol 3 6 (c) SS 10S Stun 3.5 8/72 hrs 1,950¥ 2.5 CB2 p.43Techtronica M40 “Pulse Rifle” 1 6 (c) SS special 8.5 — 3,500¥ — CB2 p.39Texas Arms Model-351 Gyrojet Pistol 5 8 (c) SA 6L 1 8/5 days 420¥ 2 BSW p.13Tsunami Arms “Airhammer”

Mark 1 [l] 5 5 (cy) SA special 1.5 11/14 days 325¥ 2.5 CB2 p.42Mark 2 [s1] 5 7 (cy) SA special 1.5 12/14 days 400¥ 3 CB2 p.42

UrbanTech “Lance” Mini-Missile5 1 SS 6S (–6/meter) .5 5/48 hrs 1,000¥ 3 BSW p.10Underbarrel Capacitor Laser (–2) 2/20 SA 10M 5 24/21 days 95,000¥ 3.5 CB2 p.39

SUBMACHINE GUNS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookArasaka Minami 10 6 40 (c) SA/BF/FA 7M 3.25 3/24 hrs 1,000¥ .9 RG p.56Arasaka Minami 10 [ss] 4 40 (c) SA/BF/FA 7M 3.75 5/48 hrs 1,400¥ .9 BSW p.18Beretta M-24 Advanced 4 50 (c) BF/FA 7M 3.5 6/4 days 950¥ 1.25 CB1 p.46Beretta M-24 Advanced [s1] 4 50 (c) BF/FA 7M 3.5 6/4 days 1,250¥ 1.25 CB1 p.46Buzzsaw 4 1,000 (c) FA 7L 5.5 12/14 days 215¥ 1 TS p.24CCMMC Tuzi-7 4 30 (c) SA/FA 7M 3.25 — 125¥ — BSW p.20Ceres Tri-Barrel 2 36 (c)/belt BF/FA 6L 4.5 9/60 hrs 1,000¥ 3 TS p.24Chadran Arms City Reaper 2 5.75 8/10 days 950¥ 2 BSW p.20

Shotgun section 10 (c) SA 8SSMG section 40 (c) SA/FA 7M

Constitution Arms Deluge CrowdControl Weapon — 400 (c) FA 5D Stun 12 9/14 days 8,000¥ 2.5 BSW p.33

Defiance AT-900 [g2,l] 4 30 (c) SA/BF/FA 6M 3.75 5/36 hrs 900¥ 1 RG p.39Defiance AT-900 [g2,s1] 4 30 (c) SA/BF/FA 6M 3.75 5/36 hrs 1,800¥ 1 RG p.39Defiance AT-900 fold. stock [g2,l] 4 30 (c) SA/BF/FA 6M 3.75 5/36 hrs 1,000¥ 1 RG p.39Defiance AT-900 fold. stock [g2,s1] 4 30 (c) SA/BF/FA 6M 3.75 5/36 hrs 1,900¥ 1 RG p.39Eagle™ 4 50 (c) SA/FA 6M 3 5/3 days 900¥ 1 P3 p.60Federated Arms Tech-Assault 4 30 (c) SA/FA 6L 3.5 4/36 hrs 640¥ 1 BSW p.17Federated Arms Tech Assault II 5 50 (c) SA/FA 6L 2.5 4/36 hrs 600¥ 1 RG p.56FN P55 [g2,m2] 5 50 (c) SA/BF/FA 8M 3.5 8/4 days 650¥ 2.5 RG p.12FN P55 [g2,s1] 5 50 (c) SA/BF/FA 8M 3.75 9/4 days 900¥ 2.75 RG p.12H&K MP-9 [g3,s1] 4 25 (c) SA/BF 7M 3.75 5/36 hrs 900¥ 1 RG p.40H&K MP-2013 3 35 (c) SA/BF/FA 6M 2.75 5/48 hrs 900¥ 1.1 RG p.56H&K MPK9 5 35 (c) SA/BF 7M 3 5/36 hrs 1,040¥ .8 RG p.57H&K MPK-11 4 30 (c) SA/FA 7M 3.5 5/48 hrs 1,400¥ 1.2 RG p.57Ingram MAC-14 6 20 (c) SA/FA 7M 3 4/36 hrs 650¥ 1 RG p.57Ingram MAC-20 5 SA/FA 6/48 hrs 700¥ 1.5 RG p.13

Heavy Pistol ammo 20 (c) 9M 3.75SMG ammo 16/32 (c) 7M 3.5

IMI “Gamdaii” — 2× 35 (c) SA/FA 6M 4.5 5/60 hrs 950¥ 3 BSW p.19Grenade Launcher 1 (m) SS grenade

Malorian Arms Sub-FlechetteGun [c,g3] 3 (2) 10/30 (c) BF/FA 6M 4 4/24 hrs 795¥ 1 CB1 p.48

Militech-10 [m1,ss] 2 30 (c) BF/FA 6M 7 5/72 hrs 3,455¥ 3 CB1 p.51Grenade Launcher 4 (m) SA grenade

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EQUIPMENT TABLES

Militech Mini-Gat Machine Carbine [c] 1 120 (c) BF/FA 6L 5.75 20/14 days 2,695¥ 5 CB1 p.50Militech Viper Submachinegun 5 40 (c) SA/BF/FA 6M 2.5 6/5 days 600¥ 3 BSW p.19Mustang Arms ARS-5C 3 40 (c) SA/BF/FA 7M 3.75 6/72 hrs 600¥ 1.75 BSW p.19Mustang Arms ARS-5C [l] 3 40 (c) SA/BF/FA 7M 3.75 6/72 hrs 700¥ 1.75 BSW p.19Mustang Arms ARS-5C [m1] 3 40 (c) SA/BF/FA 7M 3.75 6/72 hrs 700¥ 1.75 BSW p.19Mustang Arms ARS-5C [s1] 3 40 (c) SA/BF/FA 7M 3.75 6/72 hrs 1,200¥ 1.75 BSW p.19Mustang Arms ARS-5C [ss] 3 40 (c) SA/BF/FA 7M 3.75 6/72 hrs 650¥ 1.75 BSW p.19Nomad “Personal Weapon” Derivatives

Heavy Pistol ammo variant 4 50 (c) SA/BF 9M 3.5 8/7 days 500¥ 1 BSW p.31SMG ammo variant 4 50 (c) SA/BF 7M 3.5 8/7 days 500¥ 1 BSW p.31

Sandler Model II [l,g2] 3 30 (c) BF/FA 6M 3.75 4/24 hrs 700¥ 1 RG p.40Setsuko-Arasaka “PMS” [c,ss] 4 40 (c) SA/BF 6M 3.5 4/72 hrs 950¥ 1 CB1 p.44Setsuko-Arasaka “PMS” [c,s1,ss]4 40 (c) SA/BF 6M 3.5 4/72 hrs 1,150¥ 1 CB1 p.44Suranam Machine Pistol 5 (3) 25/50 (c) SA/FA 8L 2 4/4 days 375¥ 1.5 BSW p.18“Sten” 3 30 (c) SA/FA varies 3.5 3/24 hrs 200¥ 1 BSW p.19Sternmeyer SMG 21 4 30 (c) SA.BF/FA 7M 3.25 4/36 hrs 1,000¥ 1.1 RG p.58Steyr MP i 25 [g1,l] 4 35 (c) SA/BF/FA 6M 3.75 5/60 hrs 725¥ 2 RG p.12Stolbovoy StS Submachinegun 4 35 (c) SA/FA 7M 3 8/7 days 600¥ 2 BSW p.20

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FIREARMS (continued)SUBMACHINE GUNS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookStolbovoy StS Submachinegun [s1] 4 35 (c) SA/FA 7M 3 8/7 days 1,200¥ 2 BSW p.20Uzi 3S 5 24 (c) SA/BF 6M 2.5 10/36 hrs 900¥ 2 P3 p.8Uzi IV [g2,l] 4 30 (c) SA/BF/FA 6M 3 6/60 hrs 1,000¥ 1 RG p.12Uzi IV [g2,s1] 5 30 (c) SA/BF/FA 6M 3.25 8/60 hrs 1,200¥ 1.25 RG p.12Uzi Miniauto 9 5 30 (c) BF/FA 6M 3 4/36 hrs 700¥ 1 RG p.58Walther S900 [g2,l] 4 30 (c) SA/BF 6M 3 5/36 hrs 900¥ 1 RG p.40

ASSAULT RIFLES Conceal Ammo Mode Damage Weight Availability Cost Street Index BookAKR-20 [g1,l] 3 30 (c) SA/BF/FA 8M 4 5/48 hrs 1,000¥ 2 RG p.59Anti-Vehicular Rifle 3 10 (c) SA/BF 8S 5.3 14/16 days 6,000¥ 3.2 P3 p.74Arasaka WAA Bullpup Assault

Weapon [m2,s2] 2 5/15/30 (c) BF/FA 8M 4.25 6/72 hrs 1,600¥ 2.25 BSW p.27

CCMMC Jinhua M-9 1 35 (c) SA/FA 8M 4 — 250¥ — BSW p.27Chadran Arms Jungle Reaper — 60 (c) SA/FA 6M 5.75 12/14 days 3,100¥ 3 BSW p.27

Grenade Launcher 6 (m) SA grenadeColt M18 Assault Weapon 2 35 (c) SA/BF/FA 8M 3.5 4/48 hrs 1,500¥ 2 BSW p.27Darra-Polytechnic M-9 [c,m1] 3 40 (c) SA/FA 8M 3.75 3/36 hrs 1,300¥ .9 CB1 p.50Fábrica de Armes M-2012 [c,l,m1] 3 30 (c) SA/BF 8M 5 4/60 hrs 1,400¥ 2 BSW p.28Fábrica de Armes M-2012HB SAW 2 30/100 (c)SA/BF/FA 8M 5.2 6/3 days 1,700¥ 2.25

BSW p.33FA Light Assault 15 [c,m1] 3 30 (c) BF/FA 8M 3.5 4/36 hrs 400¥ 1.25 CB1 p.54FA Light Assault 15 [c,m1,s1] 3 30 (c) BF/FA 8M 3.5 4/36 hrs 400¥ 1.25 CB1 p.54FN AGRL [g2,l,m2] — 40 (c) SA/BF/FA 8M 5 5/36 hrs 2,000¥ 2 RG p.44

Grenade Launcher 6 (m) SS grenadeFN RAL [m1] 3 30 (c) SA/FA 8M 5 5/60 hrs 1,200¥ 2 RG p.59H&K HK 70 [g2] 2 (1) 20/45 (c) SA/BF/FA 8M 3.75 8/7 days 950¥ 2 RG p.17H&K HK 70 K [g2] 3 (2) 20/45 (c) SA/BF/FA 8M 4 8/7 days 950¥ 2.25 RG p.17Heckler & Koch HK77UK 3 30/45 (c) SA/BF/FA 8M 4 6/72 hrs 750¥ 1.75 BSW p.30Heckler & Koch HK77UK [s1] 3 30/45 (c) SA/BF/FA 8M 4 6/72 hrs 1,350¥ 1.75 BSW p.30Heckler & Koch HK77UK [s1,ss]3 30/45 (c) SA/BF/FA 8M 4 6/72 hrs 1,550¥ 1.75 BSW p.30Heckler & Koch HK77UK [ss] 3 30/45 (c) SA/BF/FA 8M 4 6/72 hrs 950¥ 1.75 BSW p.30Honda AR-1 [m1] 3 28 (c) BF/FA 8M 4.25 9/6 days 1,000¥ 2 RG p.18Kalashnikov A-80 1 35 (c) SA/FA 8M 4.5 4/36 hrs 1,100¥ 2.5 RG p.60Kalishnikov AK-100 [g2] — 30 (c) SA/BF/FA 8M 5.75 5/36 hrs 1,000¥ 2 RG p.43Kalishnikov AK-100 [g2,s1] — 30 (c) SA/BF/FA 8M 5.75 5/36 hrs 2,000¥ 2 RG p.43Kalishnikov AK-101 [g2,l] 2 30 (m) SA/BF/FA 8M 5.5 8/4 days 1,600¥ 2 RG p.43Kalishnikov AK-101 [g2,s1] 2 30 (m) SA/BF/FA 8M 5.5 8/4 days 3,200¥ 2 RG p.43Maramont LR 3 36 (c) BF/FA 8M 4.25 6/4 days 1,400¥ 2.5 P3 p.58Militech Cyborg Rifle [g2] 2 30 (c) SA 6S 7.5 10/7 days 800¥ 2.5 CB2 p.36Militech Dragon Light Assault

Weapon [g2] 4 35 (c) SA/FA 7M 3 12/14 days 700¥ 3.5 BSW p.28

Militech High Power 15 1 180 (c)/belt SA/BF/FA 6M 5.5 15/8 days 3,200¥ 4.25 BSW p.33Militech M-31a1 AICW 1 150 (c) SA/BF/FA 6M 6.5 20/28 days 1,695¥ 4.5 CB1 p.45

Grenade Launcher 4 (m) SA grenadeMilitech M-232 Squad Assault/

Automatic Weapon [b] 2 35 (c)/belt FA 8M 7.25 6/72 hrs 2,000¥ 2.5 BSW p.34

Militech Mk IV Assault Weapon(Revised) [g2] 2 35 (c) SA/FA 8M 4 12/14 days 800¥ 3 BSW p.28

Militech Ninja [c,ss] 1 30 (c) SA/BF/FA 5L 4.5 12/7 days 2,100¥ 3.75 BSW p.31Militech Renegade SAW [b,g3] — 35 (c)/belt SA/FA 9M 6.5 16/14 days 2,200¥ 3.5 BSW p.34Militech Ronin Light Assault [l] 1 35 (c) SA/BF/FA 8M 3.5 4/48 hrs 900¥ 2 RG p.60Mossberg M-712 [m2,s1] 3 6 12/7 days 4,000¥ 3 RG p.42

Assault rifle section [g2] 35 (c) SA/BF/FA 8MShotgun section 15 (c) SA 10S

Nomad .357 Magnum AutomaticCarbine 3 30 (c) SA/BF 9M 3 5/48 hrs 400¥ 1 BSW p.31

Nomad .357 Magnum Lever-Action Carbine 3 9 (m) SS 9M 3 5/48 hrs 300¥ 1 BSW p.31

Nomad .44 Magnum Lever-ActionCarbine 3 8 (m) SS 10M 3 5/48 hrs 650¥ 1 BSW p.31

Nomad 7.62mm Bolt-Action Rifle 1 6 (m) BA 7S 6.5 6/48 hrs 500¥ 1 BSW p.31Panther™ 1 5.25 8/7 days 4,000¥ 3 P3 p.59

Assault rifle section 40 (c) SA/FA 8MShotgun section 25 (c) SA/BF 8S

Royal Enfield Ordnance Liquid

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EQUIPMENT TABLES

Propellant Assault Rifle [r1]— 2× 45 (c) SA/BF/FA 6L/6M/9M 5 18/1 mth 1,800¥ 6 BSW p.29S&W Model F “Cyborg Assault” 4 8 (c) SS 8S 4 10/5 days 1,650¥ 2.5 CB1 p.54SIG 88x-series

880 [g2,l] 2 30 (c) SA/BF 8M 4 4/36 hrs 850¥ 2 RG p.18882 [g2,l] 3 30 (c) SA/BF 8M 4 5/36 hrs 850¥ 2 RG p.18883 [b,g3,l,p] 1 30/50 (c) SA/FA 9M 6.5 6/48 hrs 1,000¥ 2.5 RG p.18883 SP [m2,p] 2 5/30 (c) SA 9M 4.25 3/36 hrs 950¥ 1.5 RG p.18

Seco M-995 [g3,l,rf,rg] — 30 (c) SA/BF/FA 8M 5.75 10/4 days 3,000¥ 3 RG p.44Grenade Launcher 6 (m) SS grenade

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FIREARMS (continued)ASSAULT RIFLES Conceal Ammo Mode Damage Weight Availability Cost Street Index BookSeco M-995 [g3,rf,rg,s1] — 30 (c) SA/BF/FA 8M 5.75 10/4 days 6,000¥ 3 RG p.44

Grenade Launcher 6 (m) SS grenadeSternmeyer M95A4 (CG-13B) [m1] 2 90 (c) SA/BF/FA 6M 3.7 14/9 days 3,000¥ 4 BSW p.29Sternmeyer M95A4 [m1,l] 2 90 (c) SA/BF/FA 6M 3.7 14/9 days 3,150¥ 4 BSW p.29Stolbovoy St-5 Assault Rifle 2 30 (c) SA/FA 8M 4.25 10/7 days 900¥ 3 BSW p.29Stolbovoy St-5 Assault Rifle [s1] 2 30 (c) SA/FA 8M 4.25 10/7 days 1,800¥ 3 BSW p.29Stolbovoy St-5 Assault Rifle (short) 3 30 (c) SA/FA 7M 4.25 10/7 days 900¥ 3 BSW p.29Towa Manufacturing Type-20

AICW [b,s2] 1 100 (c) BF/FA 7M 4.75 12/14 days 4,200¥ 3.5 BSW p.29

Grenade Launcher 4 (m) SA grenadeTowa Manufacturing Type-99 [b,s2] 3 35 (c) BF/FA 8M 3.75 10/14 days 1,500¥ 1.75

BSW p.29

SNIPER RIFLES Conceal Ammo Mode Damage Weight Availability Cost Street Index BookArasaka WSSA Sniper

System [ll,m3,rf,s2,ss] — 40 (c) SA 14S 3.8 16/14 days 9,600¥ 4.5 BSW p.29

Barrett M-90 Sniper Rifle — 10 (c) SS 12D 7.5 14/10 days 3,000¥ 5 BSW p.30Barrett M-90 Sniper Rifle [s1] — 10 (c) SS 12D 7.5 14/10 days 5,000¥ 5 BSW p.30FR-F6 [b,l,m2,ss] — 10 (c) SA 14S 5 12/7 days 4,400¥ 4 BSW p.30H&K PSG-65 [g2,ll,m3,s1,t] — 20 (m) SA 14S 6 12/7 days 7,000¥ 4 RG p.40Nomad 15mm “Long Rifle” [b,ll,m3] — 9 (c) SS 14D 12 14/30 days 3,000¥ 5 BSW p.30RAI Model 1050 [l,ll,m3,p] — 5 (c) SA 15S 5.25 14/10 days 6,000¥ 4 RG p.14Remington Gyro-Sniper Rifle [ll,s2,t] — 6 (m) SS 10S/14S 7 12/10 days 5,000¥ 4.75

BSW p.30SMF K6 — 30 (c) SA/FA 10S 5 14/21 days 2,000¥ 3 P3 p.41Towa Manufacturing Type-00-Kai

[et,s1] — 6 (c) SS 21S 6.25 15/7 days 6,000¥ 4.5 BSW p.30

Tsunami Arms Ramjet Rifle[b,m3,r1,s2] — 9 (c) SA/BF special 5 16/14 days 7,380¥ 4 CB2 p.36

SHOTGUNS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookArasaka Rapid Assault Shot 12 1 20 (c) SA/FA 8S 5.5 8/10 days 1,800¥ 2.25 RG p.58Ares Wippet 4 6 (m) SA shot 6M 2 5/36 hrs 1,500¥ 1.5 RG p.41

slug 9MAutoshot Riot Gun 2 20 (c) SA/FA 9S 4.5 10/7 days 1,500¥ 2 P3 p.35Chandler Capture 100 [g2,p] 3 10 (m) SA 10S 4 4/24 hrs 1,500¥ 2 RG p.41Chandler Capture 100 [g2,p,s1]3 10 (m) SA 10S 4 4/24 hrs 2,200¥ 2 RG p.41CCMMC Qi-15 — 15 (c) SA/FA 9S 4.5 — 150¥ — BSW p.21Cobra™ 2 (4) 10 (c) SA 10S 4.5 4/60 hrs 1,200¥ 1 P3 p.60Constitution Arms Hurricane

Assault Weapon [r1] — 40 (c) SA/FA 8S 5 14/21 days 1,000¥ 4 BSW p.21

Enfield-Ubichi LastChance 5 1 SS 10S .5 4/48 hrs 60¥ 1 BSW p.21Holland & Holland .600 NE — 2 (b) SA 12S 4.5 call H&H 10,000¥ — RG p.15Kimatsuhama Under-Barrel Shotguns

UBS-5 (–2) 4 (m) SS 7S 2.25 5/48 hrs 500¥ 1.1 RG p.16UBS-6 (–2) 6 (m) SA 7S 2.5 6/48 hrs 750¥ 1.1 RG p.16UBS-7 (–3) 2× 4 (m) 2× SS 7S 3.5 10/7 days 1,700¥ 1.25 RG p.16

Luigi Franchi P.16 4 20 (c) SA/FA 8S 3.75 8/12 days 980¥ 2.5 BSW p.21Luigi Franchi “King Buck” Magnum 1 4 (m) SA 9S 7 12/4 days 800¥ 2.1 CB2 p.38MetaCorp Warhammer™ — 16 (c) SA/BF 10S 3.25 8/72 hrs 700¥ 2.75 BSW p.21Military M-12 Close Assault

Weapon — 20 (c) SA/BF/FA 9S 4.25 6/7 days 950¥ 3 BSW p.22

Militech .477 Boomer Buster 4 4 (m) SS see above 3 6/48 hrs 450¥ 2 BSW p.17Militech Bulldog Compact

Assault Shotgun [g1,l] 2 21 (c) SS/BF/FA 9S 6.5 12/9 days 1,000¥ 3 BSW p.22

Militech Bulldog CompactAssault Shotgun [g1,s1] 2 21 (c) SS/BF/FA 9S 6.5 12/9 days 1,500¥ 3 BSW p.22

Militech Crusher SSG 5 6 (c) SA 6S/8M 3 6/48 hrs 1,450¥ 1.5 CB1 p.42Militech Military/Police Shotgun

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EQUIPMENT TABLES

10 gauge 2 6 (m) SA 10S 4.5 4/60 hrs 800¥ 1 CB1 p.4812 gauge 2 8 (m) SA 8S 4.5 4/60 hrs 800¥ 1 CB1 p.48

Mustang Arms Close-Control 203 15 (c) SA 8S 4 9/7 days 350¥ 1.25 BSW p.22Mustang Arms “Raider” Riot Shotgun 1 5(c) or 9(m) SA 8S/9S 3.75 5/60 hrs 400¥ 1 BSW p.22Polymer One-Shot Cannon 3 1 SS 5S 1.5 3/12 hrs 190¥ .6 BSW p.32Ranger Arms Security 12 [g2,l] 3 15 (c) SA/BF/FA 10S 4.5 10/8 days 2,000¥ 2 RG p.41Remington 1628 4 8 (m) SS 8S 3 3/24 hrs 500¥ 1 RG p.42Remington Rapid Assault 12 [s1] 3 15 (c) SA/BF 10S 4.5 12/8 days 2,000¥ 2 RG p.42Sandler “Mad Max” 5 2 (b) SA 6S 2.25 4/48 hrs 400¥ 1 RG p.17Sternmeyer Stakeout 10 4 10 (m) SA 9S 3.75 8/7 days 900¥ 1.5 RG p.58Tsunami Arms “Ragnarok” Close

Assault Weapon [et] — 40 (c) SA/FA 12S 4.75 16/21 days 4,500¥ 5 BSW p.22

Vehicular Shotgun 1 10 (c) SA 9S 8.5 8/72 hrs 2,500¥ 1.75 P3 p.62Wristbreaker I 2 (3) 2× 10 (m) 2x SA/FA 8S 4.25 14/14 days 1,450¥ 3 TS p.25Wristbreaker II 3 (4) 2× 5 (m) 2x SA 8S 2.75 8/10 days 1,450¥ 1.5 TS p.25

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FIREARMS (continued)LIGHT MACHINE GUNS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookConstitution Arms Cyclone

Squad Support Weapon [b,c] — 100 (c) FA 7S 8 8/7 days 1,200¥ 2 BSW p.32

H&K G-6 ASA [c,m2,s2,t] — 100 (c) FA 7S 7 14/21 days 2,050¥ 3.5 CB1 p.51IWS Mini-5 [l] — belt FA 7S 14 24/14 days 13,000¥ 2 RG p.45IWS Mini-5 [s1] — belt FA 7S 14 24/14 days 26,000¥ 2 RG p.45Sternmeyer M-5A SAW [b] — belt FA 7S 8.75 6/6 days 2,000¥ 2 BSW p.34Tiger™ — 40 (c)/belt SA/FA 7S 8.25 7/7 days 3,000¥ 2 P3 p.59

HEAVY WEAPONS Conceal Ammo Mode Damage Weight Availability Cost Street Index Book2-Barrel HMG Chaingun — belt FA 9S 20 26/21 days 6,500¥ 2 CB2 p.3160mm Light Mortar — 1 SS mortar round 15 12/14 days 1,500¥ 2 BSW p.34Ares MP Maser — 20 SA 10M + special 25 — 750,000¥ — RG p.19Barrett-Arasaka Light 20mm — 10 (c) SS 18D 19 15/14 days 6,000¥ 2 RG p.61Colt-Mauser M2X Cannon [m2,p] — 8 (c) SS 18D 23 20/14 days 6,100¥ 2 CB2 p.40Dover GA-1112 Autogun [s1] — 400 (c) FA ×2 9S 15 25/1 mth 11,100¥ 4 BSW p.33

Vehicle-mounted variant [s1] — 400 (c) FA ×2 9S 15 25/1 mth 17,600¥ 4 BSW p.33

Flechette Gun — 20 (c) SA/FA 9D(f) 45 14/14 days 17,000¥ 1.5 P3 p.62FN MG-6 “One-on-One” — 100 (c) FA ×2 8M 8.5 6/7 days 1,800¥ 2.5 BSW p.33Gauss Gun — 10 (c) SS 11S 135 — 500,000¥ — P3 p.62General Products Rocket Launchers

7.62cm 10-Barrel — 10 (m) FA 7.62cm rocket 30 22/14 days 9,500¥ 4 TS p.257.62cm Single Barrel — 1 (m) SA 7.62cm rocket 2.5 10/10 days 1,000¥ 1.75 TS p.2512.7cm 10-Barrel — 10 (m) FA 12.7cm rocket 35 24/14 days 12,000¥ 4 TS p.2512.7cm Single Barrel — 1 (m) SA12.7 cm rocket 3 11/10 days 1,250¥ 1.75 TS p.25

Hellblazer Mk.II Flamethrower — 4 (cy) SS/FA 10M 9.5 18/14 days 6,500¥ 4Infrared Laser normal normal normal normal normal +4/+7 daysdouble normal +1 P3 p.63IWS Assault 20 [g4,p] — 20 (m) SA 18D 16 16/14 days 7,200¥ 2 RG p.46Kenshiri-Adachi F-253 Flamethrower — 10 SS 6S/9L 15 — 4,500¥ — BSW p.34Laser LAW 2 1 (m) SS 12M 5 24/21 days 75,000¥ 3 P3 p.74Laser VLAW 4 1 (m) SS 10M 3.5 24/21 days 60,000¥ 3 P3 p.74Light Anti-tank Weapons

HLAW — 1 SS 16D (–4/m) 5 8/48 hrs 1,600¥ 2 BSW p.35LAW 2 1 SS 12D (–6/m) 2 6/48 hrs 600¥ 2 BSW p.35

M2A5 Browning .50cal HMG — belt FA 10S 20 17/14 days 4,000¥ 2 BSW p.33M10A Light Recoilless Rifle — 1(b SS lt. rcl. grenade 6.5 12/14 days 2,000¥ 2 TS p.26M-60D Medium Machine Gun — belt FA 9S 9.5 16/14 days 2,000¥ 2 BSW p.33M400 HMG [g3] — 2× belt FA 10S 18.5 22/21 days 5,500¥ 2 RG p.20M400 HMG [g3,s2] — 2× belt FA 10S 19 24/21 days 7,500¥ 2.5 RG p.20Militech 20L Autocannon — belt FA 18D 60 — 90,000¥ — BSW p.34Militech AM-3 [g2,m3,p,s1] — 5 (c) SS 20D 26 20/14 days 8,000¥ 3 CB2 p.41Militech Electronics LaserCannon — special SA 3M to 15M 25 26/21 days 130,000¥ 3.25

TS p.21Militech Hotshot L-ATGM — 1 SS 20D (–5/m) 3 8/48 hrs 2,500¥ 2 BSW p.35Militech Rocket-Grenade Launcher — 1 (m) SS missile 4.5 9/14 days 4,500¥ 2.5 RG p.61NR-10 Multi-Barrel HMG — 35 (c)/belt FA 10S 41 28/30 days 75,000¥ 3 P3 p.58Panther Heavy Recoilless Rifle — 1 (b) SShvy. rcl. grenade 10 14/14 days 4,000¥ 3 TS p.26Rhinemetall EMG-85 Railgun [s2] — 5 (m) SS 25D 35 — 113,700¥ — CB2 p.38Royal Enfield Ordnance 25mm

Cockerill Assault Cannon — 12 (c) SS 18D 20 18/14 days 7,400¥ 2 BSW p.36

Scorpion 16 Missile Launcher — 1 (b) SS missile 5 10/14 days 6,000¥ 2 RG p.61Towa Manufacturing Type-8 [c] — 100 (c) FA 9S 12.5 18/14 days 5,000¥ 3 BSW p.34Tsunami Arms Type-17 Anti-

Armor Rifle [b,s2] — 12 (c) SS 18D 20 18/14 days 7,500¥ 2 BSW p.37

Twin Laser — special SA 18S 340 — 700,000¥ — P3 p.63Whitney-Morgan Caseless MMG— belt FA 9S 35 26/30 days 25,000¥ 4 RG p.21

GRENADE LAUNCHERS Conceal Ammo Mode Damage Weight Availability Cost Street Index BookAres Suppressor — 12 (c) SA/BF grenade 7 18/14 days 3,400¥ 3 RG p.45Ares Suppressor [rf,rg] — 12 (c) SA/BF grenade 7 18/14 days 4,300¥ 3 RG p.45Ares Suppressor [s1] — 12 (c) SA/BF grenade 7 18/14 days 6,800¥ 3 RG p.45Ares Suppressor [rf,rg,s1] — 12 (c) SA/BF grenade 7 18/14 days 7,700¥ 3 RG p.45

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EQUIPMENT TABLES

Grenade Launcher (–2) 1 (m) SS grenade 1 6/4 days 1,250¥ 2.75 RG p.61Grenade Launcher cybergun — 1 (m) SS grenade .25 10/7 days 2,500¥ 2 TS p.16Hand-Held Grenade Launcher 2 5 (c) SS grenade 2.5 9/5 days 2,300¥ 3 P3 p.73M-32 Auto Grenade Launcher — belt FA grenade 12 18/21 days 5,000¥ 3.5 BSW p.35M-205 3/(–2) 1 (b) SS grenade 1 6/4 days 500¥ 2 BSW p.35M-212 — 8 (cy) SA grenade 3 10/5 days 2,000¥ 2.5 BSW p.35Militech “Cowboy” U-55 — 12 (m) SA/BF grenade 3.25 8/48 hrs 1,600¥ 3 BSW p.35Militech Mini-Grenade Launcher

Drum variant 1 (–4) 16 (c) SA grenade 5 24/12 days 4,750¥ 5 CB1 p.46Pump variant 3 (–2) 4 (m) SA grenade 3.5 10/6 days 2,550¥ 3 CB1 p.46

Rockwell AGL-113 — 20 (c)/belt FA grenade 50 24/21 days 15,000¥ 4 RG p.19Towa Manufacturing Type-9 — 8 (cy) SA grenade 3.5 9/7 days 1,750¥ 2 BSW p.37Tsunami Arms Type-18 — 30 (m) FA grenade 25 12/7 days 4,000¥ 3.5 BSW p.37

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FIREARMS (continued)FULL ’BORG WEAPONS Conceal Ammo Mode Damage Weight Availability Cost Street Index Book12.7mm “Assault Rifle” — 50 (c) SA/BF/FA 9S 10 16/21 days 2,000¥ 5 BSW p.3814.5mm “Assault Rifle” — 50 (c) SA/BF/FA 10S 15 18/21 days 2,500¥ 5 BSW p.38Arasaka “Pocket Tsunami”

Grenade Launcher — 6 (cy) SS grenade 8 14/14 days 1,250¥ 4 BSW p.37

Arasaka “Rage” Submachinegun 2 10/20/50 (c)SA/FA 6S 8 14/14 days 4,500¥ 4 BSW p.37Caseless “SMG” 2 50 (c) SA/FA 8M 4 14/14 days 1,200¥ 4 BSW p.37HiVel Caseless Auto-GL — 25 (c) SA/FA grenade 12.5 17/21 days 2,000¥ 5 BSW p.38Magnum Opus “Big Government” 4 13 (c) SA 13M 3 10/14 days 2,000¥ 3 BSW p.38Magnum Opus “Hellbringer” 2 3 (m) SS 7S 4.25 15/14 days 4,000¥ 3.5 BSW p.38Malorian 3600 Super-SMG 3 20 (c) SS/BF 7S 5.75 16/14 days 3,000¥ 4 BSW p.38“Pistol” 3 9 (c) SA 8S 3.25 11/14 days 1,000¥ 3.5 BSW p.38Tsunami Arms Helix [l,r6] — 60 (c) FA 10S 15 30/30 days 9,000¥ 4 BSW p.38United Armaments CLAW — 28 (c) FA 9D 16 28/1 mth 1,600¥ 8 BSW p.39

WEAPON ACCESORIESMount Conceal Rating Weight Availability Cost Street Index Book

22mm Muzzle Adaptor Barrel — — — 6/48 hrs 100¥ 3 CB1 p.47Ares MirrorSmarts — 10 — — 6/60 hrs 6,500¥ 2 TS p.28Composite Clip — — — .25 6/72 hrs 50¥ 2 PA p.24Digital Weapon Uplink Top or Under –1 — .5 6/6 days 500¥ 2 CB1 p.12DUD Smartgun ControllerTop or Under –1 3 .25 8/6 days 5,000¥ 2.5 CB1 p.12Electrothermal Ammo Enhance.— — — .5 10/7 days +150% 2 CB2 p.50Finishes

Camouflage — — — — +1/normal +100% normal PA p.24Chrome/Pearl/Gloss — — — — +1/normal +100% normal PA p.24Hypo-Allergenic — — — — +2/×2 +100% normal PA p.25Natural Colors — — — — +1/normal +10% normal PA p.25Neon-Glow — — — — +2/×1.5 +150% normal PA p.25Oil-Resistant — — — .1 8/7 days +200% 2 PA p.25Printless — — — — +4/×2 +200% normal PA p.25Wood Furniture — — — — normal/×2 2000¥+ normal PA p.25

Flashlight Top or Under –1 — .25 2/24 hrs 50¥ .9 PA p.21Flashlight + Smart Focus Top or Under –1 — .25 4/24 hrs 100¥ 2 PA p.21Flash Suppressor Barrel –1 — .2 6/48 hrs 250¥ 1 PA p.22Gun Cam Top or Under –1 — .25 3/36 hrs 100¥ 1.2 CB2 p.50Gun Camera Top or Under –1 — .25 2/24 hrs 300¥ .5 RG p.23Infrared Top –2 — .25 8/4 days 1,800¥ 1 PA p.21IR Laser Sight Top or Under –1 –1 .25 6/48 hrs 1,000¥ 1 PA p.21LaserEdge® melee weapons –1 +1 Damage .25 6/5 days 700¥ 2 P3 p.61Luminous Sight Inserts — — –1 — 2/24 hrs 50¥ 1 PA p.21Midnight Arms Smartgoggle

Mirrorshades — 5 — — 3/36 hrs 4,500¥ 1 CB3 p.3Militech Muzzle Adaptor Barrel — — — 4/48 hrs 200¥ .9 CB2 p.48Modifications

Alternative Feed — — — .25 6/72 hrs 500¥ 1.5 PA p.24Barrel Re-bore — — — — 2/24 hrs 100¥ 1 PA p.24Barrel Replacement — — — — 3/36 hrs50% of weapon cost 1 PA p.24BF Macroplast Casing — — — — +6/×2 +100% 2 PA p.24FA Macroplast Casing — — — — +4/×1.5 +75% 2 PA p.24Caliber Modifications — Gamemaster’s discretion, both up and down — PA p.24Ceramic Casing — — — — +12/×3 +200% 3 PA p.24Electric Feed — — — — 6/72 hrs 500¥ 2 PA p.24

Battery Pak — –1 — .25 6/72 hrs 500¥ 2 PA p.24Battery Clip — — — .25 6/72 hrs 50¥ 2 PA p.24

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EQUIPMENT TABLES

Extra-Heavy Bolt — — — .25 6/48 hrs 500¥ 1 PA p.24Fire Rate

Alternative ROF — — — — 4/48 hrs 400¥ 1 PA p.25Floating Breech — — — — 8/7 days 1,000¥ 2 PA p.25Locking Bolt — — — — 6/36 hrs 500¥ 1 PA p.25Selective ROF — — — .1 4/48 hrs 500¥ 1 PA p.25Short-Burst — — — — 4/36 hrs 500¥ 1 PA p.25

Heavy Bolt — — — — 3/36 hrs 250¥ 1 PA p.24Long Barrel — –1 — .2 6/36 hrs +50% 1 PA p.24Short Barrel — +1 — –.2 6/36 hrs +50% 1 PA p.24Selective Feed — — — .25 6/72 hrs 1,000¥ 2 PA p.24Snap-Down, Normal — — — — +6/×2 +100% 2 PA p.25Snap-Down, Rugged — — — — +12/×3 +200% 3 PA p.25Solenoid Trigger — — — — 6/72 hrs +100% 1 PA p.25

Nikkon COT Top –2 3 1 8/4 days 8,000¥ 2 PA p.21Nine-Eleven Chip Top or Under –1 — — call Lone Star 1,750¥ — CB2 p.50Optical Infrared Top –3 — .5 4/48 hrs 4,000¥ 1 PA p.21Optical Low-Lite Top –3 — .5 4/48 hrs 3,000¥ 1 PA p.21

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WEAPON ACCESORIES (continued)Mount Conceal Rating Weight Availability Cost Street Index Book

Optical Ultra-Violet Top –3 — .5 4/48 hrs 4,000¥ 1 PA p.21Revolver Silencer Barrel –3 — 1 6/60 hrs 700¥ 3 RG p.23Security Chipping Top or Under — 10 — 4/72 hrs 1,250¥ 1 CB2 p.50Sharpwire Net Mount Under –2 — 2 5/4 days 450¥ 2 CB2 p.58Sighting Band Top — –1 .25 4/24 hrs 20¥ 1 P3 p.61Silencers/Sound Suppressors

Improved Silencer Barrel –2 +1 .2 8/72 hrs 5,000¥ 2 P3 p.8/9Improved Sound Suppressor Barrel –2 +1 .5 8/72 hrs 7,500¥ 2 P3 p.8/9Mini Barrel — –1 .1 6/48 hrs 2,500¥ 1 P3 p.8/9Shhh 7000 Sound SuppressorBarrel –3 +2 1 9/72 hrs 11,250¥ 2.5 P3 p.9Short Silencer Barrel –1 — .1 6/72 hrs 750¥ 2 PA p.22Short Suprpessor Barrel –1 — .3 6/48 hrs 1,000¥ 2 PA p.22Slimline Barrel –1 — .2 6/48 hrs 2,500¥ 2 P3 p.8/9

SmartscopeNo magnification Top –2 –1/0 1 5/60 hrs 3,250¥ 1 RG p.24Magnification 1 Top –2 –1/1 1 5/60 hrs 3,500¥ 1 RG p.24Magnification 2 Top –2 –1/2 1 5/60 hrs 3,750¥ 1.1 RG p.24Magnification 3 Top –2 –1/3 1 5/60 hrs 4,250¥ 1.1 RG p.24

Speedholster — +2 — .25 4/24 hrs 200¥ 1.25 CB1 p.13Speedloader — 8 — .5 2/24 hrs 10¥ .75 P3 p.9SumnerTech Gyro-Mount 1S Under –3 3 2.5 6/48 hrs 2,000¥ 1 RG p.24Ultra-Violet Top –2 — .25 8/4 days 1,800¥ 1 PA p.21UV Laser Sight Top or Under –1 –1 .25 6/48 hrs 1,000¥ 1 PA p.21Xenon Projector Top or Under –1 — .25 8/7 days 1,500¥ 2 PA p.21Xenon Proj. + Smart FocusTop or Under –1 — .25 10/7 days 1,600¥ 2 PA p.21

AMMUNITION AND EXPLOSIVESAMMUNITION (per 10 rounds) Conceal Damage Weight Availability Cost Street Index Book#000 Triplex (for Heavy Pistols) 9 6L per pellet, 3 pellets .5 4/60 hrs 50¥ 1.25 CB2 p.3730mm-Explosiv 8 +1 Power 1 6/36 hrs 100¥ 1.5 TS p.3530mm-massiv 8 normal 1 4/24 hrs 40¥ 1 TS p.3530mm-Schrot 8 –1 Damage, Flechette 1 4/24 hrs 40¥ 1 TS p.35Acid 8 as weapon .5 14/8 days 100¥ 4 CB1 p.54Anti-Personnel 8 +2 Power, +1 Damage .75 12/10 days 100¥ 3.5 P3 p.68Anti-Vehicular 8 special .25 16/14 days 300¥ 4 P3 p.68APDS Flechette 8 +1 Damage, 1/2 Ballistic.25 14/14 days 100¥ 4 P3 p.48Arasaka Restraint Caster Capsules (20 rnds) 8 as normal net gun — 6/72 hrs 60¥

2 BSW p.6Armor-Piercing 8 –2 Ballistic .75 4/4 days 50¥ 2 BSW p.44Armor-Piercing Incendiary 8 1/2 Ballistic .25 16/14 days 80¥ 4.5 CB1 p.54Carbosteel Wire Net (per net) 5 10S Stun 1 6/48 hrs 100¥ 2 CB2 p.37Crawler 8 as flechette .5 14/14 days 100¥ 6 P3 p.41Dartgun Cyberfinger Darts 10 3L .1 6/48 hrs 20¥ .5 CB1 p.32Dual-Purpose 8 1/2 Ballistic + special .5 16/14 days 80¥ 4 CB2 p.46Duplex 8 two bullets .75 5/36 hrs 90¥ 1 RG p.26FEN Dz-55 Det-Web (per web) 5 8D (–1/m) 2 10/72 hrs 450¥ 3 CB2 p.37Firepower™ (for Heavy Pistols) 8 +1 Power .5 3/36 hrs 35¥ .75 RG p.26Gauss Gun ammo (for Gauss Guns) 6 normal 1.5 — 300¥ — P3 p.62Glaser™ 8 +2 Damage, 2× Ballistic .75 16/14 days 100¥ 4 RG p.27HEP (High-Explosive Cratering) 8 +1 Power, 1/2 is Stun .75 5/36 hrs 60¥ 1.1 CB1 p.54HESH (High Explosive Squash Head) 8 special .75 18/14 days 200¥ 3 RG p.47Hollow-Point 8 +1 Damage, +2 Ballistic .5 4/24 hrs 25¥ .8 CB1 p.50Incendiary 8 normal .25 6/48 hrs 30¥ 2 P3 p.68Kendachi “Airhammer” ammo

Fragmentation Flechette 9 +1 Power .15 6/48 hrs 15¥ 2 CB2 p.42Flechette 9 normal .15 6/48 hrs 15¥ 2 CB2 p.42Gas 9 special .25 8/4 days 40¥ 2 CB2 p.42JellSluggs 9 –2 Power, Stun .25 8/60 hrs 20¥ 1.5 CB2 p.42Practice 9 3L .15 4/24 hrs 15¥ 1.5 CB2 p.42

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EQUIPMENT TABLES

Kendachi Fragmentation Flechettes 8 +1 Power .5 12/10 days 100¥ 4.5 CB2 p.46Light Armor-Piercing/High Explosive 8 +1 Power, 1/2 Ballistic .75 16/14 days 100¥ 2.5 CB2 p.31Multi-Flechette 8 special .5 5/48 hrs 100¥ 1 CB1 p.48Plastic Bullet Rounds 8 see rules .25 6/72 hrs 80¥ 1 PA p.31Ramjet (for Ramjet Rifle) 8 normal .5 8/72 hrs 100¥ 2 CB2 p.36Rubber 8 Stun .5 3/12 hrs 10¥ .75 CB2 p.47Safety Rounds 8 +1 Damage Level .5 10/10 days 120¥ 3 BSW p.45Stundart (for Heavy Pistol) 8 10S Stun .75 6/72 hrs 80¥ 2 CB1 p.49Tracer 8 as weapon .5 2/24 hrs 30¥ 1 P3 p.9Wirtz-Betäubung (for Wirtz “DemoControl) 6 12M Stun 1.5 8/36 hrs 100¥ 2 TS p.36Wirtz-Schrot (for Wirtz “DemoControl”) 8 11S(f) 1.25 8/36 hrs 80¥ 2 TS p.36

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AMMUNITION AND EXPLOSIVES (continued)SHOTGUN AMMO (per 10 rounds)Conceal Damage Weight Availability Cost Street Index BookDragon’s Breath 8 fire .75 12/7 days 90¥ 3 TS p.26Flare 8 6M .5 4/24 hrs 50¥ 1 CB2 p.47Flash/Flash-Bang 8 none .5 4/24 hrs 60¥ 1 CB2 p.47Gas 8 gas .5 6/48 hrs 50¥ 1.1 CB2 p.47HE 8 8S (–16/m) .75 12/14 days 100¥ 2 BSW p.45HEAT 8 8S(–16/m) .75 14/14 days 200¥ 4 BSW p.45Smoke 8 none .5 3/12 hrs 40¥ .8 CB2 p.47Stinger 8 Stun .5 4/18 hrs 30¥ 1 CB2 p.47Stundart 8 10S Stun + shock .75 6/72 hrs 80¥ 2 BSW p.45Thermite 8 see above .5 8/7 days 300¥ 3 BSW p.45

PRE-LOADED CLIPS (per round in clip) Conceal Damage Weight Availability Cost Street Index BookHermetically Sealed Disposable Macroplast Clips

Explosive ammo normal normal normal 5/4 days 12¥ 1 P3 p.10Flechette ammo normal normal normal 5/4 days 22¥ 1 P3 p.10Gel ammo normal normal normal 6/4 days 8¥ 1.5 P3 p.10Needle ammo normal normal normal 6/3 days 10¥ 1.5 P3 p.10Standard ammo normal normal normal 4/3 days 6¥ 1 P3 p.10Stun ammo normal normal normal 6/4 days 22¥ 1.5 P3 p.10Tracer ammo normal normal normal 6/3 days 8¥ 1 P3 p.10

ARROWS (per arrow) Conceal Damage Weight Availability Cost Street Index BookBroadhead 3 +1 Damage .1 4/36 hrs 15¥ 1 BSW p.46Spinner 3 +2 Power, +1 Damage .1 4/48 hrs 15¥ 1 BSW p.46Stun 3 Stun .1 3/36 hrs 10¥ 1 BSW p.46Warhead 1 as pistol grenade .2 6/7 days 35¥ 2 BSW p.46

CROSSBOW BOLTS (per BOLT) Conceal Damage Weight Availability Cost Street Index BookBroadhead 3 +1 Damage .05 6/36 hrs 8¥ 1 BSW p.46Spinner 3 +2 Power, +1 Damage .05 6/48 hrs 8¥ 1 BSW p.46Stun 3 Stun .05 5/36 hrs 5¥ 1 BSW p.46Warhead 1 as pistol grenade .1 8/7 days 30¥ 2 BSW p.46

ASSAULT CANNON (per 10 rounds)Conceal Damage Weight Availability Cost Street Index BookArmor-Piercing 3 3/4 armor 1.5 12/7 days 1,000¥ 3 PA p.28Armor-Piercing Discarding Sabot 3 1/2 armor 1 24/21 days 1,500¥ 5.5 PA p.28AP Fin-Stablized Discarding Sabot 3 1/3 armor 1 30/30 days 2,750¥ 9 PA p.30Chemical (C = chemical’s stats) 3 –2 Damage .75 C+2/C×2 C+250¥ C+.25 PA p.30Extra High Impact 3 special 1.5 8/4 days 1,000¥ 2.25 CB2 p.40High-Explosive Anti-Tank 3 1/2 armor (–4 per m) 1.25 24/21 days 1,750¥ 5.5 PA p.30Shot 3 normal, use Shotgun rules1.25 6/4 days 500¥ 2 PA p.30

LAUNCHED GRENADES (per grenade) Conceal Damage Weight Availability Cost Street Index BookAnti-Armor Grenade 8 10S (–5/m) .1 8/5 days 125¥ 3.5 RG p.25Anti-Personnel Flechette 8 10D(f) .1 9/14 days 100¥ 3.5 CB1 p.46Bean Bag 8 12S Stun .1 6/4 days 100 2 BSW p.42Classic Rifle Grenades

Chemical 3 — .5 6/8 days 50¥ 2 BSW p.41HE 3 10S (–1/.5 m) .5 6/8 days 50¥ 2 BSW p.41HEAT 3 14D (–14/m) .5 6/8 days 50¥ 2 BSW p.41

DCR Rifle GrenadeAnti-Tank 4 16D (–8/m) .5 8/8 days 100¥ 2 CB1 p.47Concussion 4 12M Stun (–1/m) .5 8/8 days 50¥ 2 CB1 p.47Defensive 4 10S (–1/.5 m) .5 8/8 days 50¥ 2 CB1 p.47Offensive 4 10S (–1/m) .5 8/8 days 50¥ 2 CB1 p.47

Flash-Bang 8 12M Stun (–2/m) .1 10/6 days 160¥ 3.25 BSW p.42Heavy Recoilless Rifle Grenades

Anti-Armor 5 18D (–6/m) 3 5/36 hrs 200¥ 3 TS p.28Anti-Personnel 5 18D(f) (–1/.5 m) 3 5/36 hrs 150¥ 3 TS p.28High Explosive 5 18S (–1/.5 m) 3 5/36 hrs 150¥ 3 TS p.28

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EQUIPMENT TABLES

Smoke 5 — 2.5 4/36 hrs 125¥ 2.5 TS p.28

HEP 8 8S .1 6/6 days 60¥ 2.5 BSW p.42Illumination 7 6M .1 7/36 hrs 150¥ 2 BSW p.42Light Recoilless Rifle Grenades

Anti-Armor 5 12D (–6/m) 3 5/36 hrs 200¥ 3 TS p.28Anti-Personnel 5 12S(f) (–1/.5 m) 3 5/36 hrs 150¥ 3 TS p.28High Explosive 5 12S (–1/.5 m) 3 5/36 hrs 150¥ 3 TS p.28Smoke 5 — 2.5 4/36 hrs 125¥ 2.5 TS p.28

Mikrogranate (for Wirtz “DemoControl” only)Defensive 9 10S (–5/m) .1 6/36 hrs 80¥ 1.5 TS p.36Offensive 9 10S (–3/m) .1 6/36 hrs 80¥ 1.5 TS p.36Schock 9 12M Stun (–2/m) .1 8/36 hrs 80¥ 1.5 TS p.36

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AMMUNITION AND EXPLOSIVES (continued)LAUNCHED GRENADES (per grenade) Conceal Damage Weight Availability Cost Street Index BookMilitech 25mm Launched Grenades

Chemical 6 — .25 8/8 days 30¥ 2.5 BSW p.41Flechette 6 (2D6)S(f) .25 8/8 days 30¥ 2.5 BSW p.41Fragmentation 6 8S(f) (–1/1.5 m) .25 8/8 days 30¥ 2.5 BSW p.41HEP 6 8S .25 8/8 days 30¥ 2.5 BSW p.41

Militech 25mm Pistol-GrenadesConcussion 8 8M Stun (–2/m) .1 5/6 days 15¥ 2 CB2 p.48Defensive Frag 8 6M (–3/m) .1 5/7 days 20¥ 2 CB2 p.48Flash Bomb 8 4L (–1/m) .1 4/72 hrs 15¥ 1.2 CB2 p.48HEP (Cratering) 8 4S, 1/2 is Stun .1 4/6 days 30¥ 1.5 CB2 p.48Incendiary 8 6M (–6/m) .1 8/7 days 30¥ 2 CB2 p.48Offensive Frag 8 6S (–3/m) .1 5/7 days 25¥ 2 CB2 p.48Smoke/Tear Gas 8 gas .1 6/7 days 20¥ 2.5 CB2 p.48

Net 6 — .25 8/48 hrs 300¥ 3 BSW p.42Rostovic Wrist Racate Ammo (per 6 rounds) 5 9S (–3/m) 1.25 14/20 days 200¥ 3.5 CB1 p.49Shotgun Minigrenades (for Shotguns only)

Concussion 8 10M (–1/m) .2 7/4 days 600¥ 3 RG p.47Defensive 8 8S (–1/.5 m) .2 6/4 days 600¥ 3 RG p.47Offensive 8 8S (–1/m) .2 6/4 days 600¥ 3 RG p.47

SplatShell 8 splatballs .1 6/48 hrs 10¥ 1 CB2 p.47Tränengas-Minigranate 8 8M .15 4/24 hrs 50¥ 1.5 TS p.36Urban Technologies Slasher (for Shotguns,

MMGs, HMGs, and Grenade Launchers) 8 11S .1 14/10 days 75¥ 2.5 CB2 p.47

THROWN GRENADES (per grenade)Conceal Damage Weight Availability Cost Street Index BookAnti-Tank 4 15S (–3/m) 1 6/7 days 120¥ 3.5 BSW p.39Biotech-Askari Motion Restraints 6 — .5 6/48 hrs 60¥ 2 CB1 p.48Concussion Grenade 7 10M Stun (–2/m) .25 6/72 hrs 40¥ 1.2 P3 p.68Crawler Grenade 6 as normal .25 20/14 days 150¥ 6 P3 p.41CS Grenade 5 tear gas .5 6/4 days 75¥ 2.5 RG p.25EMP Grenade 6 special .3 10/10 days 400¥ 4 CB1 p.47Explosive Grenade 7 6M (–1/m) .25 6/72 hrs 25¥ 1.5 P3 p.68FEN Dz 22 “Saucer Grenades” 7 8S (–1/m) .25 6/10 days 65¥ 3 CB1 p.47Finger Bomb 10 8M (–1/m) .1 6/6 days 35¥ 1.5 CB1 p.32Flashbang Grenade 6 12M Stun (–2/m) .25 8/6 days 80¥ 2.25 CB2 p.49Foam Grenade 6 — .25 3/48 hrs 30¥ .9 P3 p.69Fragmentation mini-grenade 8 10D(f) (–1/.5 m) .1 8/4 days 50¥ 3 CB1 p.46Gas Grenade 5 Neuro-Stun VIII .5 5/4 days 60¥ 2 RG p.26GPz-78 Grenade 8 8M (–1/.5 m) .1 4/60 hrs 40¥ 1.5 CB1 p.48Green Ring 4 6 gas .25 10/6 days 80¥ 2.5 P3 p.11HEP (High-Explosive Cratering) mini-grenade 8 10S (–1/m), 1/2 is Stun .1 9/5 days 60¥

2.5 CB1 p.46Incendiary Grenade 6 10M (–1/.5 m) + .25 10/8 days 100¥ 3 P3 p.49

10L per turnMace XII 6 gas .25 8/6 days 50¥ 2 P3 p.11Militech PDU-3 8 10S (–2/.5 m) .25 10/7 days 150¥ 2.5 CB2 p.42Mini gas (any but Green Ring 4) 8 gas .1 10/6 days 100¥ 2 P3 p.11Mini Green Ring 4 8 gas .1 14/6 days 120¥ 3 P3 p.11Mini smoke 8 — .1 10/6 days 50¥ 2 P3 p.11Neurostun IX 6 gas .25 6/6 days 50¥ 2 P3 p.11Neurostun-Minigranate 8 8M + gas .15 12/4 days 200¥ 3 TS p.36Ninja Smoke Pellets 10 — .1 4/48 hrs 25¥ per 5 pellets 1 BSW p.40Niref D 6 gas .25 10/6 days 80¥ 2 P3 p.11Paint Grenade 6 — .25 3/48 hrs 20¥ 2 P3 p.69Scatter Grenade 6 — .25 3/48 hrs 70¥ 1.5 CB2 p.49Scatter Grenade 5 3 charges .5 6/5 days 100¥ 2.25 RG p.27

Concussion charge 8M Stun (–1/m)High Explosive charge 7S (–1/m)

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EQUIPMENT TABLES

Smoke —Smoke 6 — .25 4/4 days 30¥ 2 P3 p.11Sonics 6 special .5 8/72 hrs 80¥ 2 BSW p.39Spraypaint Grenade 6 — .25 2/3 days 20¥ .9 CB2 p.49Stench Bomb 6 — .25 3/48 hrs 20¥ .8 CB2 p.49Thermal Smoke 6 — .25 5/4 days 40¥ 2 P3 p.11

COMMERCIAL EXPLOSIVES Conceal Rating Weight Availability Cost Street Index BookDetcord (per 10 meters) 6 6 5 10/48 hrs 900¥ 1.5 CB1 p.13FEN Dz 25 “Det Card” 10 4 .02 8/5 days 120¥ 4 CB1 p.47Shaped Charge 4 15D (–5/m) 1 12/48 hrs 500¥ 2.5 RG p.28

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AMMUNITION AND EXPLOSIVES (continued)MISSILES Conceal Damage Weight Availability Cost Street Index BookAnti-Power-Plant Rocket — 12M 2 6/48 hrs 2,500¥ 1.3 P3 p.66Armor-Piercing Missile — 16D (–8/m) 2.5 10/6 days 4,500¥ 3 P3 p.66Armor-Piercing Rocket — 16D (–8/m) 3 12/6 days 3,500¥ 2.5 P3 p.66Baffler — 8M Stun 2.5 6/3 days 3,000¥ 2 P3 p.67Fireball Special Missile — 12D (–6/m) 2.5 12/7 days 4,500¥ 2.5 P3 p.67Fireball Special Rocket — 12D (–6/m) 2.5 10/4 days 3,500¥ 2.3 P3 p.67Micromissiles

Anti-Armor (Intelligence 2) 10 12M (–12/m) .25 16/14 days 750¥ 2 CB2 p.49HEP 10 14M, 1/2 is Stun .25 12/14 days 200¥ 2 CB2 p.49Normal (Intelligence 2) 10 12M (–6/m) .25 14/14 days 500¥ 2 CB2 p.49

Puff Dragon Missile — 8M Stun 2.5 10/72 hrs 3,200¥ 2 P3 p.67Puff Dragon Rocket — 8M Stun 2 9/72 hrs 2,200¥ 2 P3 p.67Smoking Jenny — 8M Stun 2 8/72 hrs 2,000¥ 1.8 P3 p.67

MINES Conceal Damage Weight Availability Cost Street Index BookAnti-Personnel Mine 4/16 7D(f) (–1/m) .1 10/7 days 350¥ 3 CB3 p.57Anti-Personnel Mine 6/18 6D (–3/m) .25 14/10 days 50¥ 4 P3 p.48Antitank Mine 4/16 14D (–7/m) 15 10/7 days 400¥ 3 CB3 p.57Claymore 4 cone: 10D (–1/5 m) 1.5 8/6 days 175¥ 3 RG p.25

sphere: 10S (–1/3 m)Directional A-P Mine 4 cone: 8D(f) (–1/4 m) .5 10/7 days 100¥ 3

sphere: 8S (–1/2 m)Explosive-Tipped Spikes 10 2D .1 8/10 days 5¥ 2 P3 p.66Thermite Limpet Mine 8 10S (–5/m) .25 9/7 days 80¥ 2.5 P3 p.75

OTHER EXPLOSIVES Conceal Damage Weight Availability Cost Street Index BookC-6 “Flatfire” Plastic Explosive 6 as rating 8 explosive 1 8/48 hrs 100¥ 1.25 BSW p.43Cloud Bomb — 6S (–1/.5 m) 45 10/7 days 1,000¥ 4 P3 p.63

CLOTHING AND ARMORConceal Ballistic Impact Weight Availability Cost Street Index Book

Animal ArmorLight — 2 1 Body × .5 5/7 days 600¥ 1.5 PA p.31Medium — 3 2 Body 5/7 days 750¥ 1.5 PA p.31Heavy — 4 2 Body × 1.25 5/7 days 1,000¥ 1.5 PA p.31

Arasaka Jetsetter Executive Briefcase — 3 3 4.5 4/36 hrs 2,000¥ 1.2 CB2 p.21Armanté “Tokyo” Business Suit 13 2 1 1 3/48 hrs 1,000¥ .75 TS p.32Armored Stockings 15 +1 0 — 6/72 hrs 110¥ 1.1 CB2 p.28Armor Street Clothes

Type 1 12 3 1 1.5 3/24 hrs 500¥ .8 P3 p.15Type 2 12 2 2 1.5 3/24 hrs 500¥ .8 P3 p.15

Battle Vest 7 0 0 1 5/3 days 750¥ 1.75 P3 p.74Combat Biker Body Armor

Light — 3 2 1.25 4/48 hrs 900¥ 1 P3 p.35Heavy — 6 5 2.75 4/48 hrs 1,200¥ 1 P3 p.35Helmet — +1 +1 .5 5/48 hrs 600¥ 2 P3 p.35

Diving Suit — 2 1 10 10/10 days 6,000¥ 3 CB1 p.15Doorgunner’s Vest — 6 4 12 9/8 days 7,500¥ 1.9 RG p.49Eji of Japan

Armored Cloak 14 2 1 1.5 always 500¥ .75 CB1 p.64Designer’s Jeans — 0 0 1 always 50¥ .75 CB1 p.64Lamb’s Wool Sweater — 0 0 1 always 60¥ .75 CB1 p.64

Esporma Environment Suit 1 2 1 5 6/4 days 7,250¥ 3 CB3 p.16Fireproof Clothing

Coat 8 0 2 1 4/48 hrs 220¥ 2 CB1 p.11Jacket 8 0 2 1 4/48 hrs 200¥ 2 CB1 p.11Shirt 8 0 1 .5 4/48 hrs 130¥ 2 CB1 p.11Hat 8 0 1 — 4/48 hrs 130¥ 2 CB1 p.11Skirt 8 0 1 1 4/48 hrs 150¥ 2 CB1 p.11Pants 8 0 2 1.5 4/48 hrs 150¥ 2 CB1 p.11

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EQUIPMENT TABLES

Overcoat 8 0 2 2 4/48 hrs 500¥ 2 CB1 p.11Fireproof Suit 4 special special 3 6/72 hrs 500¥ 2.5 P3 p.73Fire-Resistant Coveralls 10 0 3 3.5 10/48 hrs 2,000¥ 1 RG p.29Flack Vest — 4 4 2 6/4 days 1,000¥ 1 RG p.49Gibson Battlegear

Acid-washed Jeans 10 2 1 1 4/48 hrs 300¥ 1 CB1 p.62Denim Jacket 9 2 1 1 4/48 hrs 1,500¥ 1 CB1 p.62T-Shirt 10 1 0 .5 4/48 hrs 100¥ 1 CB1 p.62

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CLOTHING AND ARMOR (continued)Conceal Ballistic Impact Weight Availability Cost Street Index Book

Gibson Battlegear “Sneak Suit”Combat Helmet — +1 +0 1.5 10/5 days 1,185¥ 2.5 CB2 p.28Diving Suit +4 0 0 2 12/7 days 35,000¥ 3.5 CB2 p.28Flak Vest +2 2 1 1.5 8/5 days 1,375¥ 2 CB2 p.28Sneak Suit +4 1 0 1 8/5 days 1,560¥ 3 CB2 p.28Space Suit +4 1 1 10 14/7 days 25,000¥ 4.5 CB2 p.28

Heavy Leather (Jacket or Pants) — 0 2 1 always 750¥ .75 RG p.48Helmet

Nylon — +1 +1 — 12/14 days 200¥ 1.5 RG p.49Steel — +1 +2 — 14/14 days 250¥ 1.75 RG p.49

ICON AmericaBomber Jacket — 0 2 1.5 always 900¥ .9 CB1 p.61Boots — 0 0 1 always 450¥ .8 CB1 p.61Gun Belt — 0 0 .25 3/24 hrs 180¥ .9 CB1 p.61“Gunfighter” Hat — 0 0 .5 always 300¥ .8 CB1 p.61Half Boots — 0 0 .75 always 300¥ .8 CB1 p.61Long Duster — 0 1 1.5 always 1,500¥ .8 CB1 p.61Long Skirt — 0 0 1 always 600¥ .8 CB1 p.61Miniskirt — 0 0 .5 always 300¥ .8 CB1 p.61Pants — 0 0 1 always 750¥ .8 CB1 p.61Tunic — 0 1 1 always 660¥ .8 CB1 p.61

IR Combat Cloak +4/+2 0 0 2 6/48 hrs 450¥ 2 CB1 p.15Kelmar Police Armor (Hardened)

Light 2 3 5 2.5 20/14 days 10,000¥ 3 RG p.29Heavy 1 5 7 4 24/20 days 12,500¥ 3.5 RG p.29Helmet — +0 +1 .75 20/14 days 2,000¥ 3.5 RG p.29

Kevlar Armor JacketLight 8 3 2 1 2/36 hrs 600¥ .8 RG p.48Medium 6 4 3 1.5 3/36 hrs 800¥ .8 RG p.48Heavy 5 5 4 2 3/36 hrs 1,000¥ .8 RG p.48

Kevlar BackpackWith inserts — 3 2 2 5/72 hrs 100¥ 1.5 CB4 p.73Without inserts — 1 0 .5 5/72 hrs 50¥ 1.5 CB4 p.73

Kevlar Blanket — 2 0 — always 500¥ 1 P3 p.18Kevlar T-Shirt/Vest 11 2 0 1 4/48 hrs 220¥ 2 RG p.48Masetto Tech Clothing

‘Alessio’ Coveralls — — — — always 200¥ 1 CB3 p.7‘Ciampolo’ Gloves — — — — always 40¥ 1 CB3 p.8‘Gianni’ Helmet — — +1 1 4/48 hrs 3,500¥ 2 CB3 p.8‘Guercio’ Helmet — — +1 1 3/48 hrs 600¥ 2 CB3 p.8‘Lano’ Armour Coveralls 6 3 2 1 always 1,600¥ 1 CB3 p.7‘Pinamonte’ Boots — — — — always 50¥ 1 CB3 p.8

MedicGear Combat Medical Armor 5 3 1 4 10/14 days 3,400¥ 2 CB2 p.19Medieval Armor (Maximillian) — 3 4 14 10/4 days 10,600¥ 1 CB1 p.16

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EQUIPMENT TABLES

Medieval Armor (Standard) — 2 3 10 8/48 hrs 3,500¥ 1 CB1 p.16MetalGear™ (Hardened; add ratings of components together)

Arm 2 1.5 1.25 2 10/7 days 2,000¥ 3 RG p.49Helmet — 1 1 1.5 10/7 days 2,000¥ 3 RG p.49Leg 2 1.5 1.25 3 10/7 days 2,000¥ 3 RG p.49Torso 3 2 1.5 4 10/7 days 2,000¥ 3 RG p.49

Military Chemsuit — — — Body × 1.5 18/14 days 15,000¥ 2 P3 p.16Militech M73 “Mirage Gear” Environmental

Assimilation SystemCombat Helmet — +1 +0 1 9/4 days 700¥ 2.5 CB2 p.28Flak Vest — 2 1 1.5 7/4 days 1,275¥ 2.5 CB2 p.28“Mirage Gear” +2 1 0 1.5 5/48 hrs 1,050¥ 3 CB2 p.28

Militech M96 “Ghostsuit” Chameleon Clothing“Ghostsuit” +4 2 1 3 6/14 days 53,000¥ 8 CB2 p.27Helmet — +1 +0 1.5 8/14 days 6,000¥ 8 CB2 p.27

Nu-Tek Wearman SeriesJacket — 0 0 1 3/48 hrs 300¥ .9 CB1 p.58Skirt — 0 0 .75 3/48 hrs 200¥ .9 CB1 p.58

Protective Headgear Insert 9 +1 +1 .25 8/7 days 50¥ 1.75 CB4 p.69Ruthenium Clothing — — — — 5/48 hrs 30,000¥ you’re kidding, PA p.32

right?Shadow Suit 12 4 1 1.5 6/48 hrs 800¥ 1 P3 P.16Sneak Suit +4 0 0 2 8/14 days 50,000¥ 7.5 RG p.29Spidersilk Armor

Jumpsuit — 7 5 Body ÷ 3 18/1 mth Body x 750¥ 3 TS p.32Under-clothing 12 4 1 Body ÷ 4 14/14 daysBody x 500¥ 3 TS p.32

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CLOTHING AND ARMOR (continued)Conceal Ballistic Impact Weight Availability Cost Street Index Book

Takanaka ¬Exec¬ LineBriefcase — 0 0 1.5 5/72 hrs 600¥ .8 CB1 p.63Cape — 0 0 1.5 6/72 hrs 900¥ .9 CB1 p.63Cologne — — — — 6/72 hrs 150¥ .9 CB1 p.63Cravat — 0 0 .5 6/72 hrs 100¥ .9 CB1 p.63Full Armored Topcoat 10 4 1 2.5 8/72 hrs 2,000¥ .9 CB1 p.63Jacket — 0 0 1 6/72 hrs 800¥ .9 CB1 p.63Monogram Shirt — 0 0 .75 7/72 hrs 200¥ 1.1 CB1 p.63Opera Cloak 10 3 1 2.5 8/72 hrs 1,200¥ .9 CB1 p.63Pants — 0 0 1 6/72 hrs 700¥ .9 CB1 p.63Scarf — 0 0 .25 6/72 hrs 75¥ .9 CB1 p.63Sword Case — — — .5 8/72 hrs 300¥ 1 CB1 p.63Tie — 0 0 — 6/72 hrs 100¥ .9 CB1 p.63Top Coat — 0 0 1.5 6/72 hrs 1,000¥ .9 CB1 p.63Vest — 0 0 .75 6/72 hrs 500¥ .9 CB1 p.63

Thermal Regulation Suit 14 — — 2 6/48 hrs 8,000¥ 2 P3 p.15Uniware

Armored Jacket 7 3 2 1.5 10/4 days 800¥ 1.3 CB1 p.59Armored Trenchcoat 7 4 3 2 10/4 days 900¥ 1.3 CB1 p.59Blouse/Shirt — 0 0 .75 8/4 days 40¥ 1.2 CB1 p.59Boots — 0 0 1 4/4 days 60¥ 1.2 CB1 p.59Dress — 0 0 1.5 6/4 days 100¥ 1.2 CB1 p.59Jumpsuit — 0 0 1.5 8/4 days 150¥ 1.2 CB1 p.59Legpads 8 2 2 1.5 9/4 days 300¥ 1.3 CB1 p.59Pants — 0 0 1 8/4 days 70¥ 1.2 CB1 p.59Skirt — 0 0 .75 8/4 days 70¥ 1.2 CB1 p.59Torso Armor 8 2 2 2 10/4 days 300¥ 1.3 CB1 p.59Utility Belt — 0 0 .5 5/4 days 30¥ 1.1 CB1 p.59Vest — 0 0 .5 8/4 days 50¥ 1.2 CB1 p.59

Urban Brawl Body ArmorLight — 3 2 1.25 4/48 hrs 700¥ 1 P3 p.36Medium — 4 3 1.5 4/48 hrs 750¥ 1 P3 p.36Heavy — 6 4 2.5 4/48 hrs 1,000¥ 1 P3 p.36Helmet — +1 +1 .5 5/48 hrs 600¥ 1 P3 p.36

CYBERWAREEssence Cost Availability Cost Street Index Book

Anchoring Cyberfeet — 3/4 days 4,000¥ 2 CB2 p.5Ares Duo-Smart — 8/48 hrs +200% 2 PA p.26Aurasound “Spectrum” Cyberaudio Implant .3 4/24 hrs 4,500¥ 1 CB3 p.35

Omnidirectional +.5 +1/normal +1,500¥ 1 CB3 p.35Balance Tail .5 5/36 hrs 3,000¥ 1 PA p.31BigKnucks .15 4/48 hrs 5,000¥ 1 TS p.15BigRipp .4 3/72 hrs 12,000¥ 1 CB4 p.11

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EQUIPMENT TABLES

Biodyne Systems “Enable” Cyberlimb.5 (Body Cost: .5) 6/7 days 100,000¥ 1 CB3 p.34Biomonitor .1 always 1,000¥ 1 TS p.5Biomonitor .5 4/36 hrs 40,000¥ 1 P3 p.16Bodyweight Autoinjector .1 2/6 hrs 750¥ .9 CB3 p.25Bodyweight Pacemaker Coprocessor .2 6/24 hrs 1,500¥ 2 CB3 p.26Bomb Implant .5 20/14 days 500,000¥ 1 TS p.34Bug Detector (ratings 1 to 6) .05 + (rating÷20) (rating+1)/12 daysrating × 12,500¥ 1.75 TS p.13Buzz Hand — 8/6 days 24,000¥ 1 TS p.10Capsuleco CyberPillow™ — always 800¥ .75 CB3 p.26

Cyberpillow cases — always 100¥ .75 CB3 p.26Catspaw™ Stealth Foot — 4/7 days 7,500¥ 1.5 CB4 p.6ChemSkins .5 3/24 hrs 6,000¥ 1.1 TS p.5ChipLok — 4/24 hrs 150¥ 1.25 CB4 p15Clock Radio .5 2/24 hrs 3,000¥ .8 P3 p.51Color Control Gland .02 4/36 hrs 2,500¥ 1 CB2 p.6Color Shift cybereyes .25 3/24 hrs 6,000¥ .9 TS p.14Contraceptive Implant .05 6/4 days 1,000¥ 1.25 TS p.6Cordless Smartlinking

Level 1 +.1 6/48 hrs +200% 2 PA p.26Level 2 +.1 8/72 hrs +200% 2 PA p.26

Cutting Torch .4 6/48 hrs 3,500¥ 2 CB1 p.36Cyberarm Add-In Options

Bio-Injector — 14/96 hrs 30,000¥ 1 P3 p.16Shock Inducer — 8/48 hrs 2,000¥ 1 P3 p.16Taser Touch — 8/4 days 2,000¥ 2 P3 p.16

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CYBERWARE (continued)Essence Cost Availability Cost Street Index Book

Cyberfacial RemountsEvileye (armor +0/+1) .15 6/48 hrs 15,000¥ 1 CB3 p.33Jigsaw (armor +1/+1) .25 6/48 hrs 25,000¥ 1 CB3 p.33Twoface .5 8/48 hrs 35,000¥ 1 CB3 p.33

Cyberlimb CoveringsPlastic — 2/24 hrs 40¥ to 8,000¥ .8 TS p.9RealSkinn™ — 5/7 days 8,000¥ 1.5 TS p.9Superchrome® — 4/5 days 8,000¥ 1.2 TS p.9

Cyberoptic CompassLogcompass .2 6/24 hrs 3,000¥ .9 CB3 p.24Normal model .1 4/24 hrs 3,000¥ .9 CB3 p.24

Cyberoptic Teargas Sprayer .2 6/24 hrs 2,000¥ 1 CB1 p.39Cyclops International “Bug Eye” .25 2/24 hrs 7,500¥ 1 CB3 p.23Cyphire Remote Eye .15 6/48 hrs 15,000¥ 2 CB2 p.9Cyphire “Spitting Cobra” .1 3/36 hrs 4,000¥ 2 CB3 p.27Cyphire Tri-Dart Launcher .5 10/60 hrs 3,000¥ 3 CB2 p.6Cytech Custom Cyberhands — 5/4 days 9,000¥ 1 CB2 p.5Dakai Soundsystems NewThroat .25 6/10 days 8,500¥ 2 CB4 p.8Dakai Soundsystems Scramble .1 6/60 hrs 10,000¥ 1 CB4 p.8Dermatech Logo-Line™ Tattoos .05 2/4 hrs 100-2,000¥ .75 CB4 p.13Dermatech Mood Skin (per m2) .25 4/36 hrs 200¥ .8 CB3 p.35Derringer .2 8/7 days 220¥ 2 CB1 p.36Dodgeball™ .3 6/72 hrs 14,500¥ 1.5 CB1 p.39Donner Savage Medical Modular Hand .35 5/4 days 58,500¥ 2 CB4 p.5Dynalar Digits® Cyberfingers

Air Hypo .15 3/24 hrs 600¥ 1.25 CB2 p.4Ballpoint Finger .15 3/24 hrs 250¥ .8 CB4 p.4Dartgun .15 8/48 hrs 1,000¥ 2.5 CB1 p.32Finger Bomb .15 10/7 days 1,500¥ 3 CB1 p.32Flare .15 6/48 hrs 200¥ 1.5 CB3 p.22Flasher .15 4/36 hrs 750¥ 1 CB3 p.22Flesh Mount — +1/normal 100¥ 1 CB4 p.4IR/UV Flashlight .15 4/36 hrs 200¥ 1 CB3 p.22Laser Pointer .15 5/36 hrs 750¥ 1.25 CB3 p.22Light Pen .15 4/36 hrs 450¥ .9 CB1 p.32Lighter .15 2/12 hrs 250¥ .9 CB2 p.4Lockpick .15 6/48 hrs 500¥ 1.5 CB1 p.32Mace Sprayer .15 8/6 days 1,500¥ 2.5 CB1 p.32Mini Light .15 4/36 hrs 250¥ .9 CB1 p.32One-Shot Special .15 6/5 days 500¥ 2 CB4 p.4Parabolic Microphone .15 2/48 hrs 3,500¥ 1.5 CB3 p.22Probe Link .15 2/12 hrs 1,500¥ 1 CB3 p.22Quick-Change Mount — 2/12 hrs 150¥ 1 CB2 p.4Scissors/Wire Cutters .3 6/48 hrs 500¥ 1.25 CB1 p.32Self-Propelled Grenade .15 12/8 days 2,000¥ 3.5 CB2 p.4Storage .15 4/48 hrs 150¥ 1 CB3 p.22Tracking Device .15 9/7 days 1,500¥ 2.5 CB2 p.4Vidcam .15 5/10 days 8,000¥ 1.5 CB2 p.4

Dynalar “Endo-Frame” CyberskeletalEnhancement 1.25 6/14 days 100,000¥ alpha clinics CB3 p.28

Dynalar NewTeeth .05 3/24 hrs 2,000¥ 1 CB4 p.7Dynalar PowerJaw .1 3/24 hrs 1,000¥ 1 CB4 p.7Dynalar Web Hand — 4/36 hrs 10,000¥ 1 CB3 p.26E-Monitor .2 4/5 days level × 2,000¥ 1 CB1 p.38Extension Hand — 5/6 days 14,000¥ 1 TS p.10Extra Twist™ Joint Addition — 6/6 days +30% of limb cost 1 CB4 p.3Flamethrower .9 10/7 days 1,200¥ 2 TS p.15Flashbulb .3 6/72 hrs 2,500¥ 2 CB1 p.35Frequency Changer .25 4/48 hrs 30,000¥ 1.35 CB1 p.39Gang Jazzler .2 10/24 days 6,000¥ 1 CB1 p.40Gas Jet .5 8/6 days 3,000¥ 2.5 CB1 p.34General Products Exoskeletons

Series-A 2 6/14 days 240,000¥ 2 CB3 p.34Series-B 2.5 8/14 days 300,000¥ 2 CB3 p.34

Gene-Teck’s See-It™ TransparentSkin (per square meter) .5 4/24 hrs 1,000¥ .9 CB3 p.35

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EQUIPMENT TABLES

CYBERWARE (continued)Essence Cost Availability Cost Street Index Book

Gradiated Subdermal Armorlevel 1 (+0 Body; 0/1 armor) .1 3/10 days 3,500¥ .9 CB2 p.7level 2 (+0 Body; 1/1 armor) .3 3/10 days 5,000¥ 1 CB2 p.7level 3 (+1 Body; 1/1 armor) .5 4/12 days 6,500¥ 1 CB2 p.7level 4 (+1 Body; 1/2 armor) .8 4/12 days 8,000¥ 1.1 CB2 p.7level 5 (+2 Body; 1/2 armor) 1 4/12 days 10,000¥ 1.1 CB2 p.7level 6 (+2 Body; 2/2 armor) 1.2 5/12 days 11,000¥ 1.2 CB2 p.7level 7 (+2 Body; 2/3 armor) 1.4 5/12 days 12,000¥ 1.3 CB2 p.7level 8 (+3 Body; 2/3 armor) 1.6 6/12 days 14,500¥ 1.4 CB2 p.7level 9 (+3 Body; 3/3 armor) 1.9 8/12 days 17,500¥ 1.5 CB2 p.7

Grapple Hand — 6/6 days 14,000¥ 1.1 TS p.10Grenade Launcher .5 10/7 days 2,500¥ 2 TS p.16Grip Foot — 4/4 days 20,000¥ 1 TS p.12Gyro-Stabilizer .1 5/48 hrs 10,000¥ 1.2 CB1 p.38Hammer Hand — 8/6 days 24,000¥ 1 TS p.11Headware Pocket Secretary .6 4/48 hrs 10,000¥ 1 PA p.32High Five, AKA The Palm Bomb — 12/14 days 3,550¥ 1 CB4 p.11Husqvarna Chainripp® .6 8/72 hrs 12,500¥ 1.5 CB3 p.29Hydraulic Rams (level 1 to 5) .25 5/6 days level × 4,500¥ 1 TS p.10Icer™ .4 4/24 hrs 2,000¥ 1.25 CB1 p.36Image Enhancements .15 6/48 hrs 3,000¥ 1.5 TS p.14Kerenzikov BoosterwareLevel 1 .6 5/48 hrs 15,000¥ 1 TS p.8Level 2 1.15 6/60 hrs 25,000¥ 1.25 TS p.8Kill Display .3 5/60 hrs 1,000¥ .9 CB2 p.6Kiroshi Laser-Comm Optic .3 6/60 hrs 4,250¥ 1.5 CB3 p.24Kiroshi Model 100 Interface Plugs .25 3/24 hrs 1,000¥ 1 CB3 p.33Kiroshi Monovision .3 4/48 hrs 6,500¥ 1 CB4 p.9Kiroshi Optics Cyberoptic

Interferometry System .1 5/48 hrs 3,000¥ 1 CB3 p.27Kiroshi Optics “Tricloptics™”

Third Eye Cyberoptic Implant .1 2/24 hrs 5,000¥ .9 CB3 p.28Kiroshi® Optishield® .05 5/48 hrs 1,000¥ 1 CB1 p.31

Infrared .1 6/36 hrs 3,000¥ 1.25 CB2 p.5Low-light .1 6/36 hrs 3,000¥ 1.25 CB2 p.5Magnification (1) .1 6/48 hrs 2,500¥ 1 CB2 p.5Magnification (2) .1 6/48 hrs 4,000¥ 1 CB2 p.5Magnification (3) .1 8/48 hrs 6,000¥ 1 CB2 p.5Time/Day Display .05 4/24 hrs 1,000¥ .9 CB2 p.5TimesSquare .05 5/36 hrs 3,000¥ 1 CB2 p.5TimesSquare Plus .15 8/72 hrs 15,000¥ 1.5 CB2 p.5

Lead’s Show-Off Nails .1 per pair of limbs always 45¥ per nail, 425¥ per 10 .75 CB3 p.36Lead’s Turn-On Nails .05 per pair of limbs always 25¥ per nail, 200¥ per 10 .75 CB3 p.36Leg Boosters — 6/6 days 5,000¥ 1 CB3 p.24Life Vision “Revelation” Cyberoptics .25 3/24 hrs 6,000¥ .8 CB3 p.36Light Tattoos .05 always 10¥ to 200¥ .6 TS p.6LimbLink .15 5/4 days 1,000¥ 1 CB1 p.34LiveWires .35 3/48 hrs 4,000¥ .9 CB3 p.24Lockdown — 16/21 days 30,000¥ 3 CB4 p.15Mace Hand .5 8/5 days 10,000¥ 3 CB1 p.36Mag-Duct™ Spots .2 2/6 hrs 2,200¥ 1 CB1 p.38Magnetic Feet/Hands .4 6/48 hrs 500¥ 1 CB1 p.34Mediaware Cellular Phone .5 3/24 hrs 5,000¥ .9 CB3 p.24Micromissile Launcher 1.1 10/7 days 4,500¥ TS p.16Militech Cyber-Detection Computer

Level 1 1 8/7 days 300,000¥ 3 CB4 p.14Level 2 1.5 9/7 days 400,000¥ 3 CB4 p.14Level 3 2 10/10 days 575,000¥ 3.5 CB4 p.14

Modular Hand — 6/5 days 24,000¥ 1 TS p.11Mr. Studd/Midnight Lady .35 3/48 hrs 3,000¥ 2 TS p.6Nasal Filters (level 1 to 4) .1 × level 4/4 days level × 600¥ 1 TS p.13Nikkon America Double-Split Pupil .05 5/36 hrs 2,000¥ 1 CB4 p.10NovelTech Corvette Cyberlegs

Advanced System 2.2 8/6 days 250,000¥ 1.5 CB4 p.5Basic System 2 6/6 days 225,000¥ 1.5 CB4 p.5

Nu-Tek TVSkin .5 2/60 hrs 6,000¥ .9 CB4 p.14Optical Interface .2 3/36 hrs 6,000¥ 1 CB3 p.27Pain Editor .6 5/6 days 60,000¥ 1.2 TS p.14Program Carrier .2 4/48 hrs 25,000¥ 1 TS p.34Psiberstuff Cyberarm 1 6/72 hrs 170,000¥ 1 CB1 p.57Psiberstuff® Independent Cyberhand .3 3/4 days 10,000¥ 1 CB1 p.31Quick-change Mount — 3/24 hrs 8,000¥ 1 TS p.10Quickdraw Armholster — 6/72 hrs 400¥ 1.3 CB2 p.6

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CYBERWARE (continued)Essence Cost Availability Cost Street Index Book

Radine Labs Blitzkrieg™ Arc Thrower — 6/4 days 2,100¥ 1.5 CB4 p.12Raven Microcyb Supercompact

Braindance Recorder 2 8/12 days 450,000¥ 3 CB3 p.23Retractable Vampires .2 5/48 hrs 500¥ 1 CB2 p.9

Extended Canines .1 5/48 hrs 1,000¥ 1 CB2 p.9Sharkgrin .1 5/48 hrs 500¥ 1 CB2 p.9Sharkgrin Special .2 5/48 hrs 1,400¥ 1 CB2 p.9

Ripper Hand — 6/4 days 24,000¥ 1 TS p.11Rippers .2 5/3 days 8,000¥ 1 TS p.16Saeder-Krupp Smart-Ware

Headware Level 1 .25 4/36 hrs 1,500¥ 1 PA p.25Headware Level 2 .25 7/48 hrs 2,100¥ 1 PA p.25Palmlink Level 1 .25 4/36 hrs 1,000¥ 1 PA p.25Palmlink Level 2 .25 7/48 hrs 1,100¥ 1 PA p.25

Sandevistan ReflexesLevel 1 1.8 5/8 days 53,000¥ 1 PA p.25Level 2 2.7 6/8 days 157,000¥ 1 PA p.25Level 3 4.5 10/14 days 475,000¥ 1 PA p.25

Scratchers .1 4/3 days 5,000¥ 1 TS p.17Shape Recognition Chipware .25 8/72 hrs 5,000¥ 1.75 CB4 p.15Shift-tacts .05 2/6 hrs 10¥ to 200¥ .8 TS p.6Skate Foot® — 4/24 hrs 10,000¥ 1 CB1 p.33Skinwatch .1 always 500¥ .9 TS p.6Smartball System .5 4/48 hrs 4,000¥ 1 P3 p.35Speedware 1.7 4/8 days 50,000¥ 1 TS p.9Spike Hand — 5/3 days 20,000¥ 1 TS p.11Spike Heel — 6/4 days 20,000¥ 1 TS p.12Standard Hand — 4/4 days 6,000¥ 1 TS p.12Stinger .1 6/60 hrs 2,000¥ 1.35 CB4 p.10Subdermal Armor .5 6/7 days 12,000¥ 1.5 TS p.7Subdermal Viewscreen .25 3/24 hrs 500¥ 1 CB2 p.8SuperSized Arms 1 made to order 120,000¥ to 150,000¥ — CB3 p.25Sycust Extending Leg Units — 9/14 days 40,000¥ 1.25 CB4 p.6Sycust “FleshWeave” — 6/36 hrs 2,000¥ + 20% of limb cost 1.5 CB3 p.21Sycust Joint Options

360° Rotating Joint — 6/6 days 6,000¥ 1.25 CB4 p.6Double Joints (per two limbs) — 6/6 days 100,000¥* 1.25 CB4 p.6Locking Joint — 6/6 days 5,000¥ 1.25 CB4 p.6

Synthskins .8 5/48 hrs 12,000¥ 1.2 TS p.7Tactile Boost (level 1 to 6) .2 5/6 days level x 1,500¥ 1 T p.15Talon Foot — 5/4 days 24,000¥ 1 TS p.12Taste Boost .2 4/6 days 1,000¥ 1 CB4 p.15Tazer Grip .25 8/8 days 3,000¥ 2 CB1 p.38Techhair .1 2/12 hrs 10¥ to 200¥ .75 TS p,7Techtronica Echolocation Coprocessor .1 3/36 hrs 1,800¥ 1 CB4 p.13TimesSquare™ Marquee .1 5/36 hrs 3,000¥ 1 TS p.15TimesSquare Plus™ .3 6/72 hrs 15,000¥ 1.5 CB1 p.38Tool Foot — 3/4 days 12,000¥ 1 TS p.13Tool Hand — 3/4 days 8,000¥ 1.25 TS p.12Total Body Plating 3 6/14 days 68,000¥ 1.1 CB2 p.9Ultrasound Vision Modification .8 14/7 days 25,000¥ 1.5 P3 p.17Ultra Violet .2 4/36 hrs 3,000¥ 1.25 TS p.15Vampires

Canines .05 2/12 hrs 200¥ 1 TS p.8Sharkgrin .1 3/12 hrs 300¥ 1 TS p.8

Video Cam/Transmitter .8 6/48 hrs 33,000¥ 1 CB1 p.39Video Imager .25 4/48 hrs 3,500¥ 1.5 CB1 p.39Voice PatternRating 1 .25 3/36 hrs 35,000¥ 1.1 CB1 p.35Rating 2 .3 4/48 hrs 50,000¥ 1.1 CB1 p.35Rating 3 .35 5/60 hrs 65,000¥ 1.25 CB1 p.35Rating 4 .45 6/72 hrs 85,000¥ 1.5 CB1 p.35Rating 5 .6 8/6 days 110,000¥ 1.75 CB1 p.35Voice Synthesizer .15 (rating+2)/24 hrs 40,000+ 1+(rating ÷ 6) TS p.8

(rating x15,000)¥Watch-Man® — 3/36 hrs 1,800¥ 1 CB1 p.33Wearman Mark II — 2/12 hrs 200¥ .75 CB1 p.38Web Foot — 4/5 days 20,000¥ 1 TS p.13Whip .25 12/7 days 4,000¥ 2 CB1 p.34Winch — 4/60 hrs 5,000¥ 1.1 CB2 p.5Wolvers .3 5/3 days 8,000¥ 1 TS p.17Wyzard Technologies “Romanova”Cyberlegs (per pair) 2 6/7 days 250,000¥ 1 CB3 p.31

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EQUIPMENT TABLES

CYBERWARE (continued)Essence Cost Availability Cost Street Index Book

Wyzard Technologies Verbal Eyes™Series “Windows of the Soul”

Basic .2 3/24 hrs 7,500¥ .9 CB3 p.32Customized Images .5 4/48 hrs 24,000¥ .9 CB3 p.32Video Imager .5 4/48 hrs 22,000¥ 1 CB3 p.32

Zetatech BodyComp .8 3/24 hrs 9,000¥ 2 CB2 p.8

BIOWAREBody Cost Availability Cost Street Index Book

Advanced Muscle and Bone LaceLevel 1 .5 6/14 days 10,000¥ 1.5 CB4 p.17Level 2 1.5 7/14 days 15,000¥ 1.5 CB4 p.17Level 3 2.5 8/14 days 30,000¥ 1.75 CB4 p.17

Anti-Plague Nanotech .4 6/7 days 17,500¥ 1.5 CB1 p.39Arcane Biological “Enduro” Arterial Pumps .25 6/7 days 6,800¥ 1.5 PA p.37Biomod, Inc. “Sunblocker” Sunscreen .9 3/5 days 20,000¥ .8 PA p.41Biotechnica NeoAppendix .3 5/7 days 15,000¥ 2 CB4 p.19Bodyweight Vein Clips .75 8/7 days 7,000¥ 1.75 CB4 p.10Bodyweight Variable-Chamber Heart Option 1 10/10 days 45,000¥ 3 CB4 p.9Bonespike .3 5/72 hrs 10,000¥ 1.5 CB3 p.25Claviswate “Metaheme” Hemological Replacement .4 6/4 days 13,000¥ 1 PA p.38Compound Eyes (level 1-5) .3 6/60 hrs 3,000¥/level 1.25 TS p.33

Ultra-Violet — 6/60 hrs +4,500¥ 1.25 TS p.33ConGen “Bodyblade” Spur .1 4/4 days 13,000¥ 1 PA p.43

Hollow version (for use with Venom Glands) .1 4/4 days 15,000¥ 1 PA p.43ConGen Circulatory Sphincters .8 6/7 days 32,000¥ 2 PA p.38ConGen “Exotica” Tail

Level 1 .2 4/7 days 3,000¥ 1 PA p.42Level 2 .7 6/7 days 15,000¥ 1.25 PA p.42

ConGen Ileocecal Siphon 1.25 8/7 days 120,000¥ 3 PA p.45GonGen ‘Intimidator” Incisors .1 6/6 days 10,000¥ 1 PA p.43

Hollow version (for use with Venom Glands) .1 6/6 days 11,000¥ 1 PA p.43ConGen “Kiten” Dermal Plating 1.25 10/7 days 30,000¥ 2 PA p.41ConGen Neural Bridge .2/level 10/6 days 15,000¥/level 3 PA p.35ConGen “PowerAct” Muscle Tissue

Level 1 .7 5/7 days 40,000¥ 1 PA p.40Level 2 1.3 6/7 days 93,000¥ 1 PA p.40

ConGen “PowerMax” Exoskeletal RebuildLevel 1 .7 5/7 days 36,000¥ 1 PA p.40Level 2 1.4 6/7 days 69,000¥ 1 PA p.40

ConGen “Raptor” Claws .2 6/4 days 15,000¥ 1 PA p.43Hollow version (for use with Venom Glands) .2 6/4 days 16,000¥ 1 PA p.43

ConGen “Seabreath” Secondary Gills 2 8/8 days 30,000¥ 1 PA p.42ConGen “Viper” Retractable Fangs .2 8/7 days 30,000¥ 1.25 PA p.44Decentralized Heart 2 14/24 days 130,000¥ 4 CB1 p.37Dermatech Cam-O-Skin 1.5 6/72 hrs 8,500¥ 2 CB3 p.30Fluid Rerouter .2/level 6/48 hrs 2,500¥/levek 1 P3 p.50Forked Tongue .35 5/72 hrs 12,500¥ 2 CB1 p.35Fresco’s Personal Nano-Groomers .1 3/12 hrs 4,000¥ .8 CB3 p.26Genetek “Afterburner” Symbiotic Digester .4 4/3 days 4,000¥ 1.25 PA p.39Genetek Neo-Myelin .4 4/5 days 7,000¥ 1.5 PA p.35Genetek Optimmunal Nodes 1.75 10/14 days 400,000¥ 4 PA p.45Genetek Toxin Screen .1/level (2+level)/5 days 34,000¥/level .9 PA p.39Genetek “TuffBone” Skeletal Enhancement

Level 1 .5 6/14 days 12,000¥ 1 PA p.40Level 2 1 6/14 days 23,000¥ 1 PA p.40

Gohisuro Genetics “Needleskin” QuillsLevel 1 .15 6/10 days 2,000¥ 1 PA p.44Level 2 .25 6/10 days 3,000¥ 1 PA p.44Every quill after the first +0.05 normal +100¥ normal PA p.44

Grafted Muscle 1 8/14 days 100,000¥ 1.25 TS p.17Independant Air Supply .7 4/7 days 50,000¥ 1 TS p.17Lifesaver™ Skinweave 2 12/10 days 45,000¥ 2 CB1 p.39Low-Light .2 5/36 hrs 4,500¥ 1.25 TS p.33Morris Biosystems “Optitect” Eye Shield .2 6/4 days 2,200¥ 1.75 PA p.45Myogi SK “Kaloric” Secondary Gut .75 4/6 days 3,000¥ 1 PA p.39NanoAuditory Rebuild .3 6/72 hrs 9,000¥ 1.5 CB4 p.20Nanooptical Upgrade .2 6/48 hrs 7,500¥ 1.25 CB2 p.8Otec Nitrogen Binders .6 6/4 days 32,000¥ 1.5 CB4 p.17Pacesetter 2000™ Overdrive Heart 1.6 14/10 days 98,500¥ 3.5 CB1 p.37Pacesetter® Sport Heart 1.3 10/10 days 90,000¥ 3 CB1 p.37

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BIOWARE (continued)Body Cost Availability Cost Street Index Book

Physiology Tailoring and Adaptations+1 Quickness .3 16/30 days 200,000¥ 4 CB4 p.29+1 Racial Body Maximum 0 16/30 days 300,000¥ 4 CB4 p.29+1 Reaction .3 16/30 days 200,000¥ 4 CB4 p.29Reduce Oxygen Lungs .3 16/30 days 200,000¥ 4 CB4 p.29Skin Armor (Ballistic 2) .75 16/30 days 250,000¥ 4 CB4 p.29UV Resistance .2 16/30 days 175,000¥ 4 CB4 p.29

Rebreathers .75 5/4 days 95,000¥ 1 CB1 p.36Regal Biotract “Love Lure” Pheromone Glands

Level 1 .25 10/14 days 18,000¥ 2 PA p.42Level 2 .45 11/14 days 24,000¥ 2 PA p.42Same-sex Effectiveness normal normal +1,000¥ normal PA p.42

Revolution Genetics Flashlite Implant .1 6/4 days 2,900¥ 1.5 CB4 p.26Revolution Genetics Poison Glands

Hands .5 8/10 days 5,000¥ 1.5 CB4 p.23Hands with Biotoxin I .5 8/10 days 11,000¥ 1.5 CB4 p.23Hands with Hallucinogen .5 8/10 days 8,000¥ 1.5 CB4 p.23Teeth .3 8/10 days 5,000¥ 1.5 CB4 p.23Teeth with Biotoxin I .3 8/10 days 10,000¥ 1.5 CB4 p.23

Revolution Genetics Tailored PheromonesLevel 1 .2 12/14 days 10,000¥ 2 CB4 p.23Level 2 .3 12/14 days 22,500¥ 2 CB4 p.23

Shukutei Biomed “FastPath” Neural ReplacementLevel 1 .3 4/4 days 8,000¥ 1.25 PA p.35Level 2 .45 5/4 days 15,000¥ 1.25 PA p.35

Shukutei Biomed “Freezeban” Bioconstruct .7 6/6 days 35,000¥ 1 PA p.45Shukutei Biomed “HiMem” Memory Utility

Level 1 1 18/14 days 240,000¥ 4 PA p.36Level 2 2 24/18 days 440,000¥ 4 PA p.36

Shukutei Biomed “Kickstart” Adrenal Maximizer 1.1 10/14 days 56,000¥ 2.75 PA p.46Shukutei Biomed “Mentor” Cerebral Enhancement

Level 1 .3 6/14 days 30,000¥ 2 PA p.37Level 2 .6 6/14 days 55,000¥ 2 PA p.37Level 3 .9 10.20 days 100,000¥(?) 3(?) PA p.37

Shukutei Biomed “Phibia” Aquatic WebbingLevel 1 .6 4/5 days 5,000¥ 1 PA p.43Level 2 1.2 5/5 days 8,000¥ 1.25 PA p.43

Shukutei Biomed “QuickClot” Hemofibrinic Nodes .5 4/7 days 25,000¥ 2 PA p.38Shukutei Biomed Torso Endoarmor

Level 1 1 8/8 days 50,000¥ .8 PA p.41Level 2 1.75 9/8 days 80,000¥ .9 PA p.41Level 3 2.5 10/9 days 120,000¥ 1 PA p.41

Shukutei Biomed Venom Gland .3 10/4 days 22,000¥ + (20× cost 3 PA p.44of 1 dose of toxin)

Skin Weave .5 8/8 days 60,000¥ .8 TS p.18T-MAXX “Cyberliver” .1 + (.1 × level) 6/4 days 60,000¥/level 1.1 CB1 p.37T-MAXX II .1 + (.15 × level) 6/4 days 120,000¥/level 1.1 CB1 p.37Upgraded Skinweave

Level 1 (1/0 armor) .5 8/8 days 25,000¥ .8 CB2 p.9Level 2 (1/1 armor) 1 8/8 days 60,000¥ .8 CB2 p.9Level 3 (2/1 armor) 1.5 8/8 days 100,000¥ .9 CB2 p.9Level 4 (2/2 armor) 2 9/8 days 150,000¥ 1 CB2 p.9Level 5 (3/2 armor) 2.5 10/10 days 225,000¥ 1.2 CB2 p.9Level 6 (3/3 armor) 3 12/14 days 300,000¥ 1.5 CB2 p.9

CHIPSType Rating Memory Availability Cost Street Index Book

Adrenalin/Endorphin Surge special 1-6 rating × 150 Mp (rating+5)/ rating 2 CB1 p.7573 hrs × 12,500¥

Ambidexterity ChipRating 1 Active 1 10 Mp 6/4 days 1,000¥ 1.25 CB1 p.75Rating 2 Active 2 20 Mp 6/4 days 2,000¥ 1.25 CB1 p.75Rating 3 Active 3 30 Mp 6/4 days 3,000¥ 1.25 CB1 p.75Rating 4 Active 4 200 Mp 6/4 days 20,000¥ 1.25 CB1 p.75Rating 5 Active 5 250 Mp 6/4 days 25,000¥ 1.25 CB1 p.75

Auditory Recognition Chips Know 1-4 rating × 50 Mp 7/4 days memory × 150¥ 1.5 CB3 p.39Business Trip Active/Lingua 4 424 Mp 4/24 hrs 42,500¥ 1 CB1 p.74DataEdge Inc. Stutter

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EQUIPMENT TABLES

Chipping Know — 20 Mp 4/48 hrs 3,100¥ 1.5 CB3 p.38

DeathTrance Active 1 50 Mp 20/10 days 5,000¥ .9 CB1 p.75Digi-Tone ID Know 1-6 rating × 2 Mp rating/4 daysrating × 70¥ 1 CB1 p.73Direct Dataware Crypto ChipsLingua any +10 Mp +1/normal +600¥ normal CB3 p.37

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CHIPS (continued)Type Rating Memory Availability Cost Street Index Book

Dream Suppressant Chip special — — 8/7 days 3,000¥ 2 CB4 p.16Facedown Chip Know +1 50 Mp 5/4 days 7,500¥ 1.5 CB4 p.16“Fish N’ Chips” special — 20 Mp 4/4 days 1,000¥ 1 CB1 p.75Home Chip special 1-10 normal 5/5 days normal 1.5 CB4 p.16Increased Neural Feedback

Option any 1-10 as normal as normal half normal 1.1 CB1 p.75

Memory Compression any — –25% +2/×2 +3,000¥ +.5 CB1 p.74Mind Games® Know — depends on game always 500¥ to 1,000¥ .6 CB1 p.74Mister Lover Active 1-3 rating × 5 Mp 5/48 hrs rating × 100¥ .9 CB1 p.74M.O. Know — 300 Mp 10/14 days 12,000¥ 10 CB1 p.73PhotoMemory RAM Data “–2” — 6/72 hrs 16,000¥ 1.25 CB1 p.74Poser Impersonation

With Habits skill Active 4 and 6 440 Mp 24/20 days 40,000¥ 1 CB1 p.73Without Habits skill Active 4 and 6 320 Mp 20/20 days 30,000¥ 1 CB1 p.73

Redundancy Loop any 1-10 as normal as normal 75% of normal .9 CB1 p.75Security

Type I +1/×1.5 +50¥ +.25 CB1 p.73Type II +1/×1.5 +75¥ +.25 CB1 p.73

Special Operative Active/Know/Lingua4 500 Mp 8/6 days 60,000¥ 2 CB1 p.73Speedreading Chip Active 1-10 normal 6/4 days normal 1.25 CB4 p.16Stress special — 20 Mp 4/36 hrs 3,500¥ 1 CB1 p.75Tourism Active/Lingua 4 344 Mp 4/24 hrs 42,500¥ 1 CB1 p.74Visual Recognition Chips

Corporate Officer Know 1-4 rating × 40 Mp 10/4 daysmemory × 150¥ 1.5 CB1 p.76Military Know 1-4 rating × 100 Mp 12/6 daysmemory × 150¥ 2.5 CB1 p.76Police Know 1-4 rating × 65 Mp 10/4 daysmemory × 250¥ 2.5 CB1 p.76Rocker Know 1-4 rating × 50 Mp 5/4 days memory × 150¥ 1.5 CB1 p.76Secretarial Know 1-4 rating × 50 Mp 8/4 days memory × 150¥ 1.5 CB1 p.76Techie Know 1-4 rating × 50 Mp 6/4 days memory X 150¥ 1.5 CB1 p.76

SECURITY AND COUNTERMEASURESConceal Rating Weight Availability Cost Street Index Book

Advanced Alarm Removal Kit 2 — 3 8/12 hrs 2,900¥ 5 CB1 p.14ANQ 3/22 Remote Seismic Sensor 4 3 1 6/48 hrs 1,000¥ 2.5 TS p.28Arasaka ECM Comm-Scrambler 4 6 1 6/36 hrs 30,000¥ 1.2 CB2 p.22Arasaka “Komaku” Laser Mike 5 4 1 4/48 hrs 6,000¥ 1.5 CB2 p.20

Fixed version 5 4 1 4/48hsr 7,500¥ 1.5 CB2 p.20

Arasaka Omnitec Radar Detector 7 4 1 4/72 hrs 2,000¥ 1.5 CB2 p.21Arasaka R-101 Lie Detector 2 6 3 14/20 days 5,000¥ 4 CB3 p.15Arasaka “Scanway” Scanner Gates

Chemicals and Explosives — 5 — 9/7 days 350,000¥ 1 CB2 p.23Cyberware — 5 — 8/7 days 50,000¥ 1 CB2 p.23Weapon Detector — 5 — 6/7 days 25,000¥ 1 CB2 p.23Large screen — — — as detector 500¥ 1 CB2 p.23

Bug Detector 3 2 1 2/48 hrs 1,000¥ 1.5 CB2 p.20Bug Jammer 2 2 5 2/72 hrs 2,000¥ 1.5 CB2 p.20CCI BRL-3014 Window Trembler 9 1-10 — (rating+1)/ rating 2.5 CB2 p20

4 days ×120¥Chemical Analyzer 5 1-6 .5 4/5 days 7,500¥ + (level 1 P3 p.15

× 2,500¥)Chemical Detection System 3 1-3 1 12/6 daysrating × 70,000¥ 1.25 P3 p.14Corrosives

Compound 1 4 1 .4 5/48 hrs 1,000¥ 2 P3 p.17Compound 4 4 4 .4 8/7 days 4,000¥ 4 P3 p.17

DataScope® 8 — .25 4/36 hrs 5,000¥ 1 TS p.29DataTel’s Mapmaker® 4 — 1 4/4 days 500¥ 1 CB1 p.9

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EQUIPMENT TABLES

Gas Detector 4 1-6 .5 (rating ×3)/ rating2 2 P3 p.157 days × 5,000¥

Gas Spectrometer 5 1-6 .5 4/5 days 7,500¥ + (level 1 P3 p.15× 2,500¥)

Hearing AmplifiersMicro 12–rating 1-8 .1 × rating 6/36 hrs rating × 500¥ 1.5 P3 p.13Standard 12–(2× rating) 1-8 .2 × rating 4/24 hrs rating × 200¥ 1 P3 p.13

ID badgemaker 3 3 1 5/48 hrs 500¥ 2 CB1 p.13Keypad Sequencer — 1-6 .5 (rating/2)/ rating2 1 P3 p.14

10 days × 500¥Laser Detector 6 1-6 .3 8/72 hrs rating × 5,000¥ 1.75LaserTrack™ Aerosol — — — 4/24 hrs 50¥ 1 P3 p.18Limpet Beacon 8 –1 — 8/6 days 250¥ 1.2 P3 p.75Line Tap Detector 7 1 — 4/24 hrs 60¥ .8 CB1 p.4Linozap™ 5 — .75 6/4 days 350¥ 2 CB1 p.4M-0116 Tripwire Sensor 6 1 — 3/24 hrs 20¥ 1 TS p.30

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SECURITY AND COUNTERMEASURES (continued)Conceal Rating Weight Availability Cost Street Index Book

Magnetic Anomaly Detector 3 1-4 1 8/4 days rating × 5,000¥ 1 P3 p.14MS 1803 Panoramic Motion Sensor 2 5 2.5 8/48 hrs 1,000¥ 2 TS p.31Omega Phone Tap 5 6 .5 10/10 days 35,000¥ 2 CB2 p.21Optitech MagViewer 4 20× 1 always 375¥ .8 CB3 p.18

Digital Camera with 5 Mp memory +75¥Infrared +100¥Low-light +125¥

PanicButton™ Jammer — — — 8/48 hrs 200¥ 1 P3 p.12Personal Body Alarm — — — on payment varies — CB1 p.14Portable Motion Detector — 1-5 2 4/24 hrs rating × 200¥ 1.25 P3 p.13Portacom Jammer — — — 4/24 hrs 20¥ 1 P3 p.12Radio Jammer — — — 5/36 hrs 100¥ 1 P3 p.12Radio Transmission Scrambler

Level 1-4 — 1-4 — 5/24 hrs level × 1,000¥ 1 P3 p.12Level 5-7 — 5-7 — 5/24 hrs level × 2,000¥ 1.25 P3 p.12Level 8-9 — 8-9 — 6/36 hrs level × 3,000¥ 1.5 P3 p.12Level 10 — 10 — 8/36 hrs 50,000¥ 1.25 P3 p.12

Retinal Pattern Duplicator 3 1-10 1 14/10 daysrating × 60,000¥ 1 P3 p.11Retinal Pattern Input Device 4 1-9 .5 10/6 daysrating × 1,000¥ 4 P3 p.11S91KA Remote Heat Sensor 4 8 .5 4/48 hrs 2,000¥ 1.5 TS p.32Scramble Breaker

Level 1-4 — 1-4 — 5/36 hrs level × 2,000¥ 1.5 P3 p.13Level 5-7 — 5-7 — 5/36 hrs level × 4,000¥ 1.75 P3 p.13Level 8-9 — 8-9 — 6/36 hrs level × 5,000¥ 1.75 P3 p.13Level 10 — 10 — 9/36 hrs 60,000¥ 1.7 P3 p.13

SecSystems Detection Wand 4 2 .5 2/12 hrs 10,000¥ 1 CB3 p.18SecSystems Detention Collar 4 — .5 8/10 days 260¥ 3 CB2 p.13SecSystems Maglock 3 3 1 4/72 hrs 300¥ 1 CB2 p.13SecSystems Protection Field 8 6L Stun 1.5 6/36 hrs 750¥ 1.5 CB2 p.12See Through Paper Spray — — — always 15¥ per can 1 P3 p.18Smartlock Door Security System — 1-8 — 5/72 hrs rating × 250¥ 1.5 CB1 p.8Sonar Scanner 4 3 .2 5/48 hrs 50¥ 1.2 CB1 p.8Superball (per meter) — 1-10 — (rating ×2)/rating × 50¥ 3 RG p.30

48 hrsSurveillance Kit — — 6.5 6/5 days 98,000¥ 2 CB3 p.18Synthetic Print Duplcation Equipment — — — 4/12 hrs 500¥ 1 P3 p.17

Supplies — 1-4 — 412 hrs rating × 200¥ 1 P3 p.17

Telectronics “Mumbler” White Noise Generator 3 4 1 4/72 hrs 6,000¥ 1.5 CB2 p.22Telectronics Scanman™ Full Identity Scanner 4 5 2.5 14/14 days 21,000¥ 5 CB2 p.22Telectronics “Scout” Signal Tracker 3 3 2 3/48 hrs 3,000¥ 1.5 CB2 p.21Telectronics Tattletale® Voice Stress Analyzer 8 –1 .5 3/48 hrs 400¥ 1.8 CB2 p.20

Interfaced version 8 –1 .5 3/48 hrs 500¥ 1.8 CB2 p.20

Thermographic Camouflage Dye — +4 — 6/24 hrs 20¥ per dose 1 RG p.30ThunderArc Automapper™ 7 — .5 6/48 hrs 600¥ 1 CB3 p.16Ultrasound Detector/Distorter 8 — .2 8/48 hrs 1,500¥ 1.5 P3 p.12U-Open-It® 2 1-5 5 6/48 hrs rating × 75¥ 2 P3 p.54WorldSat Communications Linear Beam Commlink — — — 6/72 hrs 2,000¥ 2.5 CB2 p.22

CYBERDECKS AND PROGRAMS — Data for Shadowrun, Second Edition & Virtual Realities

Persona Hardening MemoryStorage Load I/O Availability Cost Street Index BookAllegiance Beta 3 1 50 100 10 5 5/7 days 29,500¥ 1 PA p.48Allegiance Epsilon 4 1 75 155 25 10 7/7 days 44,200¥ 1 PA p.48Aztec 600 Assault Programmer 4 1 100 200 8 3 4/7 days 37,400¥ 1 CB3 p.68Dantech Cacciaguida 4 1 40 80 8 3 4/7 days 29,100¥ 1 CB3 p.68EBM PNI 210 2 0 20 20 8 3 4/7 days 7,590¥ 1 CB3 p.63EBM PNI 412 3 1 30 45 15 5 4/7 days 18,000¥ 1 CB3 p.65EBM PNI 724π 5 2 100 250 23 8 4/7 days 65,400¥ 1 CB3 p.67Fairlight Interface Nova 14 6 700 1,500 125 60 29/7 days 14,587,500¥ 1 PA p.48Fairlight Tempest 10 5 350 1,000 80 50 17/7 days 3,875,500¥ 1 PA p.48

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EQUIPMENT TABLES

Fuchi Cyber-9 11 4 300 1,400 70 45 15/7 days 2,315,000¥ 1 PA p.48Headgear™ Cybermodem Helmet 2 1 20 20 15 5 6/8 days 9,000¥ 1.1 CB1 p.6Jeweldecks 4 1 60 120 8 3 — half a million and UP— CB3 p.67Kirama LPD-12 1 0 20 20 10 5 4/7 days 4,815¥ 1 TS p.18Lang Conpro-II Masterdeck 8 3 120 480 8 3 6/7 days 328,500¥ 1 CB3 p.64Lang “Green Knight” 6 3 60 180 8 3 4/7 days 95,000¥ 1 CB3 p.69MCT 672 4 1 70 400 15 10 4/7 days 17,800¥ 1 P3 p.50Mitsuhama Dragon 7 2 130 250 30 25 7/7 days 122,300¥ 1 PA p.48Mitsuhama Phoenix 8 3 150 500 40 30 8/7 days 256,000¥ 1 PA p.48Mitsuhama Tiger 5 2 80 175 30 20 5/7 days 94,000¥ 1 PA p.48Net-Runner™ Cybermodem

Utility Suit 2 1 40 40 8 5 5/14 days 10,000¥ 1 CB1 p.7PCT Danzig 2 1 20 20 8 3 4/7 days 7,625¥ 1 CB3 p.65

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CYBERDECKS AND PROGRAMS — Data for Shadowrun, Second Edition & Virtual Realities (continued)CYBERDECKS Persona Hardening MemoryStorage Load I/O Availability Cost Street Index BookRadio Shack Tandy TRX 3 0 50 120 15 5 4/7 days 22,000¥ 1 PA p.48Raven Microcyb Eagle 5 1 100 250 15 5 4/7 days 90,135¥ 1 CB3 66Raven Microcyb Kestrel 3 1 30 45 30 10 4/7 days 30,000¥ 1 CB3 p.66Raven Microcyb Owl 3 1 30 45 8 3 4/7 days 25,500¥ 1 CB3 p.67Raven Microcyb Rook 2 1 20 20 8 3 4/7 days 11,500¥ 1 CB3 p.64Renraku LRX-34 4 1 75 150 30 20 4/7 days 94,000¥ 1 PA p.48Renraku LRX-66 6 2 100 200 40 25 5/7 days 88,600¥ 1 PA p.48Renraku LRX-89 7 2 100 300 50 30 6/7 days 174,600¥ 1 PA p.48Renraku LRX-110 8 3 125 400 55 30 8/7 days 275,600¥ 1 PA p.48Renraku LRX-155 9 4 150 600 60 35 11/7 days 831,700¥ 1 PA p.48SGI Technologies “Elysia” 4 1 80 160 15 10 4/7 days 38,675¥ 1 TS p.18Sony CTY-340 4 2 35 75 15 10 4/7 days 71,400¥ 1 PA p.48Texas Instruments TI-4500 3 0 30 65 10 10 4/7 days 15,000¥ 1 PA p.48Texas Instruments TI-4550 3 1 45 100 15 10 4/7 days 22,525¥ 1 PA p.48Texas Instruments TI-5700 4 0 50 100 20 12 4/7 days 32,000¥ 1 PA p.48Texas Instruments TI-5770 4 1 75 150 25 15 5/7 days 38,500¥ 1 PA p.48Texas Instruments TI-8280 5 2 125 250 30 20 6/7 days 81,400¥ 1 PA p.48Texas Instruments TI-9400 6 2 150 350 40 25 6/7 days 96,300¥ 1 PA p.48Zetatech D2-3000 Armdeck 3 1 45 70 15 10 4/7 days 22,200¥ 1 CB2 p.25Zetatech Parraline 5700 2 1 20 20 8 3 4/7 days 8,200¥ 1 CB3 p.63Zetatech Parraline 5750 3 1 30 45 15 10 4/7 days 19,230¥ 1 TS p.18Zetatech Parraline 5800 5 2 75 190 15 5 4/7 days 58,500¥ 1 CB3 p.64Zetatech Virocana 6 2 120 360 8 3 4/7 days 94,700¥ 1 CB3 p.66

DECK OPTIONS Concealability Rating Weight Availability Cost Street Index BookAuto Punchout — — .1 8/14 days 330¥ 5 CB1 p.8Deck Security System

Retinal — 1 — 6/4 days 1,000¥ 1.6 CB1 p.9Thumbprint — 2 — 4/4 days 400¥ 1.5 CB1 p.9

Netrunner Fip Switch — — — 4/24 hrs 1,350¥ .9 CB1 p.9Power Strip 2020 — 4 — 6/7 days 5000¥ 1 CB3 p.69

UTILITIES Size (in Mp) Book UTILITIES Size (in Mp) BookAudio Virus Rating2 × 9 CB4 p.50 Ninja Rating2 × 3 CB4 p.49Ball and Chain Rating2 × 4 CB3 p.75 Pile Driver (Rating+5)2 × 3 CB3 p.75Cartographer Rating2 × 4 CB3 p.80 Sledgehammer (Rating+2)2 × 2 CB3 p.75Cascade Rating2 × 2 CB3 p.73 Superballs Rating2 × 3 CB4 p.50DeckShield One Rating2 × 5 CB4 p.50 Termite Rating2 CB1 p.91Flip Switch 2.0 Rating2 CB3 p.72 Thug Rating2 × 3 CB3 p.74Grid Wave Rating2 × 30 CB4 p.53 Weed Rating2 × 3 CB4 p.49Mirror Rating2 × 5 CB4 p.49

CYBERDECKS AND PROGRAMS — Data for Shadowrun, Third Edition & Virtual Realities 2.0

MPCPHardeningActiveStorage ASIST ICCM I/OResponseAvailabilityCost St. Index BookAztec 600 Assault Programmer5/3/3/3/32 1,250 3,125 Hot Yes 100 1 4/7 days 157,795¥ 1 CB3 p.69Dantech Cacciaguida 5/3/0/0/3 0 500 1,250 Cool No 50 0 4/7 days 91,650¥ 1 CB3 p.68EBM PNI 210 2/1/0/0/1 0 200 200 Tortoise No 0 0 4/7 days 7,400¥ 1 CB3 p.63EBM PNI 412 4/2/0/0/2 0 400 800 Hot No 100 0 4/7 days 49,590¥ 1 CB3 p.65EBM PNI 724π 7/4/4/0/4 2 1,400 4,900 Hot No 150 1 10/7 days378,460¥ 1 CB3 p.67Headgear™ Cybermodem

Helmet 2/1/1/0/1 1 200 200 Cool No 100 0 4/7 days 12,855¥ 1 CB1 p.6Jeweldecks 5/3/0/0/3 0 750 1,875 Hot No 100 0 —half a million nuyen and UP! CB3 p.67Lang Conpro-II Masterdeck10/6/6/0/6 3 1,500 7,500 Hot Yes 200 0 24/7 days1,972,940¥ 1 CB3 p.64Lang “Green Knight” 8/6/0/0/6 2 800 3,200 Cool Yes 50 0 12/7 days511,290¥ 1 CB3 p.69Net-Runner™ Cyber-

modem Utility Suit 3/2/2/0/2 1 600 900 Hot No 50 0 4/7 days 28,005¥ 1 CB1 p.7Cellular version 3/2/2/0/2 1 600 900 Hot No 50 0 4/7 days 30,270¥ 1 CB1 p.7

Omnibus Cyberspace ExplorerOne 2/1/0/0/1 0 200 200 Tortoise No 25 0 4/7 days 8,250¥ 1 CB3 p.65

PCT Danzig 3/2/0/0/2 1 300 450 Cool No 30 0 4/7 days 17,748¥ 1 CB3 p.65Raven Microcyb Eagle 5/3/3/0/3 2 1,000 2,500 Cool No 100 1 4/7 days 143,970¥ 1 CB3 p.66Raven Microcyb Kestrel 4/2/0/0/2 1 400 800 Cool No 150 1 4/7 days 61,465¥ 1 CB3 p.66Raven Microcyb Owl 4/2/0/2/2 1 400 800 Hot No 50 0 4/7 days 67,700¥ 1 CB3 p.67Raven Microcyb Rook 3/2/0/0/2 0 300 450 Cool No 50 0 4/7 days 20,555¥ 1 CB3 p.64Zetatech D2-3000 Armdeck4/3/0/0/3 0 600 1,200 Cool No 150 1 4/7 days 67,465¥ 1 CB2 p.25Zetatech Parraline 5700 3/2/0/0/2 0 300 450 Cool No 50 0 4/7 days 17,890¥ 1 CB3 p,.63Zetatech Parraline 5800 6/4/0/0/4 1 900 5,400 Cool Yes 100 1 4/7 days 153,795¥ 1 CB3 p.64Zetatech Virocana 8/6/0/0/6 0 1,600 12,800 Cool No 250 0 10/7 days441,330¥ 1 CB3 p.66

Page 234: Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0, Rig- ger 2, and Shadowrun, Third Edition! Conversions By Gurth

EQUIPMENT TABLES

CYBERDECKS AND PROGRAMS — Data for Shadowrun, Third Edition & Virtual Realities 2.0 (continued)UTILITIES Multiplier Book UTILITIES Multiplier BookAudio Virus 9 CB4 p.50 Knevil 4 CB3 p.79Ball and Chain 5 CB3 p.75 Mirror 5 CB4 p.49Cartographer 6 CB3 p.80 Ninja 4 CB4 p.49Cascade 4 CB3 p.73 Outjack 6 CB3 p.80DeckShield One 5 CB4 p.50 π in the Face 3 CB3 p.73Dummy 4 CB3 p.72 Pile Driver 4 CB3 p.75Dupré 1 CB3 p.76 Possessor 15 CB3 p.77Flare Gun 3 CB3 p.75 Superballs 3 CB4 p.52Flip Switch 2.0 — CB3 p.72 Termite 1 CB1 p.91Grid Wave 30 CB4 p.53 Thug 8 CB3 p.74Hellburner 25 CB3 p.74 Weed 3 CB4 p.49

VEHICLES — Data for Shadowrun, Second Edition & Rigger Black BookCARS Handling Speed Body Armor Signature APilot Cost BookAshton Martin “Whisper” G12P 4/8 80/250 2 3 2 3 250,000¥ PA p.10BMW 9018s 3/8 90/280 4 2 2 3 500,000¥ CB1 p.19BMW Burowagen HSR 3/10 50/145 3 1 2 4 900,000¥ CB3 p.55BMW “VIP” 9000L 4/8 65/180 2 3 1 3 130,000¥ PA p.10Cadence Industries Wanderer 6/10 35/105 2 2 3 3 50,000¥ CB3 p.42Crowder 5/10 25/55 1 1 6 1 9,000¥ CB2 p.91Chrysler-Nissan Python Turbo 3/8 65/195 2 0 3 2 85,000¥ RG p.31Dune Buggy 5/4 40/120 3 0 1 1 15,000¥ P3 p.20Eurocar 3000 3/8 60/180 2 0 3 3 75,000¥ RG p.31Ferrari “Ghost” 679 3/5 110/300 3 1 3 4 650,000¥ PA p.10Gaz-Lada Cossack 5/4 33/100 3 2 1 0 34,000¥ CB4 p.36GMI Sierra GL 5/9 35/105 1 1 2 2 40,700¥ CB4 p.34GMI Sierra Hatch 4/8 35/105 1 1 2 2 27,900¥ CB4 p.34Honda Metrocar 4/10 20/60 1 0 5 0 7,000¥ RG p.51Jaguar XXJ10 4/8 70/180 3 6 1 3 260,000¥ PA p.11Mazda “Commando” XV 4/7 80/200 3 3 2 3 110,000¥ PA p.11Mercedes “Mirage” Limousine 4/6 55/160 4 1 3 4 350,000¥ PA p.11Mitsuzuki Bushi 4/8 27/80 2 2 2 1 27,000¥ CB4 p.35Mitsuzuki Fuji 4/8 33/100 2 1 3 2 17,450¥ CB4 p.34New American Autoworks Roadcar 4/8 35/105 1 0 3 1 11,000¥ CB3 p.42New American Motor’s Drifter 4/8 35/105 3 1 2 2 90,000¥ CB1 p.88New American Motors “Armadillo” 6/10 35/105 4 3 1 1 85,000¥ CB3 p.49New American Motors Nautilus 6/10 35/105 2 1 1 0 32,000¥ CB3 p.46Porsche “Cannon Ball” 971 4/8 90/270 2 0 1 3 120,000¥ PA p.11Spinelli Autotech Spirit 3/6 44/133 4 4 4 3 235,000¥ CB4 p.40Takaya Daimyo 3/8 65/200 2 0 4 3 44,000¥ CB3 p.41Toyo-Chevrolet ’51 Chevy 3/7 40/120 2 0 5 1 35,000¥ CB2 p.92Toyo-Chevrolet Corpora 4/8 35/105 2 2 1 3 41,000¥ CB4 p.36Toyo-Chevrolet Corpora Sport 4/8 35/105 2 2 1 3 46,000¥ CB4 p.36Toyo-Chevrolet Hopper 4/8 22/66 1 0 3 1 16,250¥ CB4 p.33Toyo-Chrysler Omega 4/8 50/150 2 0 2 1 20,000¥ RG p.52Toyota Avante 3/8 95/285 2 1 1 3 480,000¥ RG p.52VMW Cohort 4/8 35/105 1 0 2 1 22,000¥ CB4 p.33

BIKES Handling Speed Body Armor Signature APilot Cost BookAll-Terrain Bike (bicycle) 3 special 1 0 6 — 650¥ TS p.35Ashigaru 3/8 40/95 1 0 6 1 3,500¥ CB2 p.93Bermuda 3/5 60/205 2 0 2 1 15,000¥ CB2 p.94Brennan Cycles “Ares” 3/7 40/125 1 1 1 1 21,000¥ CB3 p.54Brennan “Hermes” 3/6 30/95 1 0 2 0 12,500¥ CB3 p.50Darkwing 4/4 40/135 2 1 3 1 9,000¥ CB2 p.94Harley-Davidson Brawler 5/7 64/192 4 6 1 2 26,000¥ P3 p.37Harley-Davidson Thundergod 4/5 50/150 1 0 3 2 15,000¥ CB1 p.20Honda R400 Trail (electric) 4/2 53/160 1 0 5 0 6,000¥ CB4 p.32Honda R400 Trail (multifuel) 4/2 53/160 1 0 5 0 6,000¥ CB4 p.32Kundalina Roadworks “Dart” 4/8 (3/6) 55/160 1 1 3 1 10,000¥ CB3 p.46Kundalina Roadworks GSR1200 Tetsuo 2/8 91/272 1 1 1 1 25,000¥ CB4 p.33Kundalina Roadworks Shiva® 2/6 70/210 1 1 2 2 12,000¥ CB1 p.21Mitsubishi Portabike 3/9 10/35 1 0 7 0 250¥ CB3 p.42Mitsuzuki C21 Kenada 2/6 69/205 1 0 1 0 15,000¥ CB4 p.30Mitsuzuki MSX900 “Bakushin” 3/6 85/255 1 0 1 0 13,200¥ CB4 p.31Pedicab 3/7 10/30 1 0 10 0 1,200¥ CB1 p.22Scion Technologies Dunemaster 4/3 45/135 2 1 1 1 40,000¥ CB3 p.43

Dust Devil 5/4 35/105 2 2 1 1 46,000¥ CB3 p.43Sport Eurasia “Microbike” 4/12 35/105 1 0 5 0 1,000¥ CB3 p.50Suzuki 500ET 3/6 90/270 1 2 2 3 25,000¥ P3 p.22VMW “Volksrad” 5/3 27/80 1 0 3 0 2,300¥ CB4 p.32

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Page 236: Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0, Rig- ger 2, and Shadowrun, Third Edition! Conversions By Gurth

EQUIPMENT TABLES

VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book (continued)TRUCKS Handling Speed Body Armor Signature APilot Cost BookAmbunaught 4/8 30/95 5 4 1 2 200,000¥ CB1 p.23GM/Hyundai Worker Bee 4/10 10/30 2 2 1 3 150,000¥ CB1 p.25Imperial Metropolitan Agriculture Nomad 6/2 33/100 3 2 1 2 51,000¥ CB4 p.38Kundalina Roadworks “Bedouin” 6/2 27/80 4 2 1 3 105,000¥ CB4 p.38MAC-Deux “Monster” 4/8 44/133 7 2 1 3 240,000¥ CB4 p.37New American Motors “Vulture” 6/11 35/105 5 4 2 0 215,000¥ CB3 p.50Spinelli Autotech “Nomad” 4/2 45/135 2 1 3 2 55,000¥ CB3 p.53Spinelli Autotech Shiltron Twin Cab 6/9 31/93 3 1 1 1 40,000¥ CB4 p.38Tetracorp DR2100 Multi-fuel Longnose 6/10 45/135 6 4 2 2 200,000¥ CB4 p.40Yakurichi-Ural BR70 3/6 50/150 4 4 2 4 120,000¥ TS p.20

HOVERCRAFT Handling Speed Body Armor Signature APilot Cost BookBensen Cascade 7 115/350 2 1 2 2 200,000¥ CB1 p.18Bensen Violator Hovercycle 4 65/200 1 0 2 2 100,000¥ CB3 p.40Cadence Industries HoverVan 5 33/100 2 2 1 2 105,000¥ CB4 p.42Kundalina Roadworks Gevhog 5 40/120 1 0 1 0 16,100¥ CB4 p.42MosTrans KVT-2 5 35/105 14 30 3 4 90M¥ P3 p.21Nissan Ford FanMaster 5 35/135 3 2 4 2 200,000¥ CB2 p.89

in water 6 3/7

WINGED PLANES Handling Speed Body Armor Signature APilot Cost BookBeechcraft 2400 Starship 10 5 460/585 6 1(3) 4 4 ? P3 p.20Fed-Boeing Falcon 4 135/400 4 1 4 2 2,500,000¥ CB2 p.96GD Hummingbird 3 400/800 4 2 2 3 1,500,000¥ CB2 p.97Piper Montebank 2 300/500 3 0 3 2 50,000¥ P3 p.22

VECTORED THRUST Handling Speed Body Armor Signature APilot Cost BookAV-4 5 150/450 5 6 3 2 1,500,000¥ RG p.51Aztlan Metals Llama 4 60/133 1 0 3 1 330,000¥ CB4 p.45Bell-Boeing Aircar 3 240/480 2 1 1 4 3,000,000¥ CB4 p.43British Aerospace AV FAB 4 150/300 10 3 1 4 8,400,000¥ CB4 p.44Family Flier 5 100/200 3 1 0 2 500,000¥ CB2 p.88Mach 3 265/665 2 1 2 3 1,300,000¥ CB2 p.89MacLaren/Jaguar Sports Aerodyne 3 500/1080 2 1 3 5 15,000,000¥ CB4 p.45Swan 5 135/265 3 2 4 3 800,000¥ CB2 p.90Tetracorp Fei Lien 100 4 300/600 2 3 1 3 1,290,000¥ CB3 p.45

ROTORCRAFT Handling Speed Body Armor Signature APilot Cost BookBell Boeing V-22B Osprey 5 170/510 4 0 3 3 900,000¥ RG p.50Bell F-152 Aerogyro 4 160/480 2 0 4 1 300,000¥ RG p.50Bell Spy-Eye 18 2 185/370 3 1 4 2 500,000¥ CB1 p.26Hyundai Minicopter 4 70/160 1 1 2 1 155,000¥ CB3 p.46

AIRSHIPS Handling Speed Body Armor Signature APilot Cost BookIndia Sky-Barge 6 40/80 6 6 7 2 10,000,000¥ CB2 p.99“Madison Avenue” Blimp 6 20/45 5 1 9 3 2,500,000¥ CB2 p.100Sky Queen 5 55/135 10 9 7 4 20,000,000¥ CB2 p.100

MILITARY/SECURITY Handling Speed Body Armor Signature APilot Cost BookGround VehiclesArasaka Riot-VIII 4/9 55/160 8 3 1 3 250,000¥ CB1 p.24Kundalina “Torpedo” Motorcycle 4/6 (3/5) 65/190 1 2 3 2 36,000¥ CB3 p.47M-62 “Volcano” SAM Launcher 3/4 20/55 6 4 5 2 9,500,000¥ CB3 p.51MacLaren/Jaguar XJ220C-P Interceptor 3/6 75/225 4 3 3 2 165,000¥ CB4 p.39Max Interceptor 3/8 65/240 2 2 2 2 140,000¥ CB2 p.92Paneurope VBL APC 4/4 31/93 3 4 4 3 1,450,000¥ CB4 p.41Paneurope Zobel (EuroLAV II) 4/4 27/80 3 4 5 3 1,050,000¥ CB4 p.41

HovercraftGMC-Beachcraft Striker 4 80/200 4 6 5 2 500,000¥ P3 p.20GMI HovTransport 5 65/200 4 4 4 2 720,000¥ CB3 p.44

AircraftAres Coyote Attack Helicopter 5 200/400 5 12 5(2) 5 ? P3 p.19ATF-37B Thunderhawk 3 600/1385 8 2 5 5 12,500,000¥ CB3 p.48AV-3 “Aerocop” 4 330/465 4 2 4 3 1,500,000¥ CB2 p.87

ground mode 4/8 80/200 7AV-6 5 210/630 6 9 3 3 3,500,000¥ RG p.51AV-9 5 270/530 7 5 2 4 30,000,000¥ CB1 p.28Bell UH-10 PAPC 5 90/180 8 4 5 4 1,850,000¥ CB3 p.52British Aerospace AV FAB military 4 180/360 10 4 1 4 31,500,000¥ CB4 p.44Fledermaus PKF-40 Ausf. B 3 440/880 3 1 4 4 2,500,000¥ RG p.32GF F-36 Comet 1 830/1860 7 2 5 3 4,500,000¥ CB2 p.95

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VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book (continued)MILITARY/SECURITY (Aircraft) Handling Speed Body Armor Signature APilot Cost BookLockheed-Cessna Pinto 3 265/600 6 2 4 2 10,500,000¥ CB2 p.98McDonnell Douglas C111 4 120/275 3 4 3 3 750,000¥ RG p.33MDD F-33 Wasp 2 730/1660 8 2 3 3 3,500,000¥ CB2 p.96Mil-62 4 240/480 4 8 4 3 1,900,000¥ P3 p.21Sikorsky-Mitsubishi Dragon 4 280/560 8 9 2 4 5,000,000¥ CB1 p.27UH-90 Utility/Squad Helicopter 4 230/270 4 3 3 3 1,000,000¥ TS p.20

DRONES Handling Speed Body Armor Signature APilot Cost BookArasaka RDAK 4 12/36 1 1 18 1 12,000¥ CB2 p.32Aztechnology GCR-50 4/4 5/15 3 3 3 — ? P3 p.19Bell “Bumblebee” Rotorcraft 5 80/160 1 1 4 2 8,000¥ CB2 p.31Militech RPV-400 Tiltrotor 4 140/280 3 3 4 4 150,000¥ CB2 p.31Mitsubishi “Rover” Wheeled Remote 6/9 20/60 2 2 3 1 9,000¥ CB2 p.31

VEHICLES — Data for Shadowrun, Third Edition & Rigger 2CARS HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookAshton Martin “Whisper” G12P 4/8 250 18 3 3 2 3 — 0 130,000¥ PA p.10BMW 9018s 3/8 190 14 4 2 0 3 — 0 121,200¥ CB1 p.19BMW Burowagen HSR 3/8 100 11 4 1 2 4 — 0 184,000¥ CB3 p.55BMW “VIP” 9000L 4/8 160 12 3 3 2 3 — 0 94,000¥ PA p.10Cadence Industries Wanderer 4/10 107 4 4 2 2 3 — 0 52,000¥ CB3 p.42Crowder 4/8 75 4 3 0 5 0 — 0 25,500¥ CB2 p.91Chrysler-Nissan Python Turbo 3/8 195 18 3 0 1 2 — 0 75,000¥ RG p.31Dune Buggy 5/4 120 14 3 0 0 1 — 0 33,000¥ P3 p.20Eurocar 3000 3/8 180 10 3 0 2 3 — 0 62,000¥ RG p.31Ferrari “Ghost” 679 3/5 270 18 3 1 2 4 — 0 205,000¥ PA p.10Gaz-Lada Cossack 5/4 67 6 3 2 4 0 — 1 46,000¥ CB4 p.36GMI Sierra GL 4/8 105 6 2 1 4 2 — 1 26,500¥ CB4 p.34GMI Sierra Hatch 4/8 105 6 2 1 4 2 — 0 19,000¥ CB4 p.34Honda Metrocar 4/8 40 6 3 0 4 0 — 0 6,000¥ RG p.51Jaguar XXJ10 4/8 160 11 3 6 2 3 — 0 120,000¥ PA p.11Mazda “Commando” XV 4/7 133 10 3 3 2 3 — 0 110,000¥ PA p.11Mercedes “Mirage” Limousine 4/6 160 10 4 1 2 4 — 0 350,000¥ PA p.11Mitsuzuki Bushi 4/8 80 8 3 2 2 1 — 1 33,000¥ CB4 p.35Mitsuzuki Fuji 4/8 100 8 3 1 2 2 — 0 20,500¥ CB4 p.34New American Autoworks Roadcar 4/8 71 6 3 0 4 1 — 0 18,000¥ CB3 p.42New American Motor’s Drifter 4/10 71 2 4 1 3 0 — 0 28,000¥ CB3 p.46New American Motors “Armadillo” 4/10 71 4 4 3 2 1 — 0 35,500¥ CB3 p.49New American Motors Nautilus 4/10 71 2 4 1 3 0 — 0 28,000¥ CB3 p.46Porsche “Cannon Ball” 971 4/8 270 18 3 0 2 3 — 0 120,000¥ PA p.11Spinelli Autotech Spirit 3/6 89 11 4 4 2 3 — 3 416,500¥ CB4 p.40Takaya Daimyo 3/8 137 10 3 0 2 3 — 0 28,000¥ CB3 p.41Toyo-Chevrolet ’51 Chevy 3/7 120 6 3 0 4 1 — 0 16,500¥ CB2 p.92Toyo-Chevrolet Corpora 4/8 71 8 3 2 2 2 — 1 31,500¥ CB4 p.36Toyo-Chevrolet Corpora Sport 4/8 71 12 3 2 2 2 — 1 41,500¥ CB4 p.36Toyo-Chevrolet Hopper 4/8 100 6 3 0 4 1 — 0 7,500¥ CB4 p.33Toyo-Chrysler Omega 4/8 100 6 3 0 4 1 — 0 43,500¥ RG p.52Toyota Avante 3/8 190 16 3 1 2 1 — 0 120,000¥ RG p.52VMW Cohort 4/8 105 8 2 0 2 1 — 0 9,000¥ CB4 p.33

BIKES HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookAll-Terrain Bike (bicycle) 3 specialspecial 1 0 6 0 — 0 650¥ TS p.35Ashigaru 3/6 63 4 2 0 5 1 — 0 3,500¥ CB2 p.93Bermuda 3/5 137 10 2 0 2 1 — 0 10,500¥ CB2 p.94Brennan Cycles “Ares” 3/6 84 7 2 1 2 1 — 0 35,750¥ CB3 p.54Brennan “Hermes” 3/6 64 8 2 0 4 0 — 0 6,500¥ CB3 p.50Darkwing 4/4 90 4 2 1 4 1 — 0 12,500¥ CB2 p.94Harley-Davidson Thundergod 4/5 100 4 2 0 2 0 — 0 15,000¥ CB1 p.20Honda R400 Trail (electric) 4/3 90 6 2 0 5 0 — 0 25,000¥ CB4 p.32Honda R400 Trail (methane) 4/3 90 6 2 0 4 0 — 0 13,500¥ CB4 p.32Kundalina Roadworks “Dart” 4/6 (3/6) 105 10 2 1 2 0 — 0 16,500¥ CB3 p.46Kundalina Roadworks GSR1200 Tetsuo 2/6 181 17 2 0 2 1 — 1 20,500¥ CB4 p.33Kundalina Roadworks Shiva® 2/6 140 16 2 0 2 1 — 0 12,000¥ CB1 p.21Mitsubishi Portabike 3/6 22 3 1 0 5 0 — 0 250¥ CB3 p.42Mitsuzuki C21 Kenada 2/6 138 16 2 0 2 0 — 0 13,500¥ CB4 p.30Mitsuzuki MSX900 “Bakushin” 3/6 170 13 2 0 2 0 — 0 13,500¥ CB4 p.31Pedicab 3/7 20* 1 1 0 10 0 — 0 1,200¥ CB1 p.22Scion Technologies Dunemaster 4/3 90 10 3 1 2 1 — 0 32,500¥ CB3 p.43

Dust Devil 4/3 71 9 3 2 2 1 — 1 92,000¥ CB3 p.43

Sport Eurasia “Microbike” 3/6 71 8 2 0 4 0 — 0 2,750¥ CB3 p.50Suzuki 500ET 3/6 180 17 2 2 2 3 — 0 18,000¥ P3 p.22VMW “Volksrad” 5/3 53 5 2 0 4 0 — 0 9,500¥

CB4 p.32

Page 238: Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0, Rig- ger 2, and Shadowrun, Third Edition! Conversions By Gurth

EQUIPMENT TABLES

VEHICLES — Data for Shadowrun, Third Edition & Rigger 2 (continued)TRUCKS HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookAmbunaught 4/6 64 6 7 8 2 2 — 0 200,000¥ CB1 p.23GM/Hyundai Worker Bee 4/12 20 3 3 0 2 2 3 1 150,000¥ CB1 p.25Imperial Metropolitan Agriculture Nomad 6/2 67 4 4 2 4 2 — 0 79,000¥ CB4 p.38Kundalina Roadworks “Bedouin” 6/2 53 5 4 2 4 3 — 2 124,000¥ CB4 p.38MAC-Deux “Monster” 4/8 89 3 6 2 2 3 — 1 226,500¥ CB4 p.37New American Motors “Vulture” 5/12 71 3 5 4 1 0 — 0 557,000¥ CB3 p.50Spinelli Autotech “Nomad” 4/2 89 5 4 1 3 2 — 0 67,000¥ CB3 p.53Spinelli Autotech Shiltron Twin Cab 4/10 62 6 4 1 2 2 — 1 35,000¥ CB4 p.38Tetracorp DR2100 Multi-fuel Longnose 5/10 90 3 5 4 2 2 — 2 200,500¥ CB4 p.40Yakurichi-Ural BR70 3/6 100 3 6 4 2 4 — 3 365,000¥ TS p.20

HOVERCRAFT HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookBensen Cascade 4 180 10 4 1 0 2 — 0 145,000¥ CB1 p.18Bensen Violator Hovercycle 3 200 9 3 0 3 1 — 0 100,000¥ CB3 p.40Cadence Industries HoverVan 4 67 5 4 2 2 2 — 0 150,000¥ CB4 p.42Kundalina Roadworks Gevhog 3 80 5 3 0 2 0 — 0 93,750¥ CB4 p.42MosTrans KVT-2Nissan Ford FanMaster 4 90 10 4 2 2 2 — 0 220,000¥ CB2 p.89

WINGED PLANES HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookBeechcraft 2400 Starship 10 5 135/390 24 6 1 4 4 — 1 349,000¥ P3 p.20Fed-Boeing Falcon 4 135/280 20 6 1 4 2 — 2 350,000¥ CB2 p.96GD Hummingbird 3 535 30 6 2 3 3 — 2 1,113,000¥ CB2 p.97Piper Montebank 2 60/333 21 3 0 2(4) 2 — 0 350,000¥ P3 p.22

VECTORED THRUST HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookAV-4 5 300 35 4 6 1 2 — 0 1,030,000¥ RG p.51Aztlan Metals Llama 4 89 21 3 0 5 1 — 0 435,500¥ CB4 p.45Bell-Boeing Aircar 3 320 9 5 1 2 4 — 2 1,217,500¥ CB4 p.43British Aerospace AV FAB 4 200 20 5 3 0 4 — 3 4,800,000¥ CB4 p.44Family Flier 5 100/225 33 4 1 1 2 — 0 935,000¥ CB2 p.88Mach 5 100/445 65 4 1 1 3 — 0 1,500,000¥ CB2 p.89MacLaren/Jaguar Sports Aerodyne 3 720 65 5 1 1 5 — 3 1,800,000¥ CB4 p.45Swan 5 100/265 45 4 2 1 3 — 0 1,450,000¥ CB2 p.90Tetracorp Fei Lien 100 Aerodyne 5 400 25 4 3 1 3 — 0 1,044,000¥ CB3 p.45

ROTORCRAFT HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookBell-15 4 320 10 3 0 4 1 — 0 113,500¥ RG p.50Bell Boeing V-22B Osprey 5 340 13 5 0 4 3 — 1 344,000¥+ RG p.50Bell Spy-Eye 18 4 245 10 4 1 3 2 — 4 850,000¥ CB1 p.26Hyundai Minicopter 4 107 15 3 1 4 1 — 1 85,000¥ CB3 p.46

AIRSHIPS HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookIndia Sky-Barge 6 80 6 11 6 2 2 — 1 925,500¥ CB2 p.99“Madison Avenue” Blimp 6 45 8 8 1 2 1 — 1 183,500¥ CB2 p.100Sky Queen 5 135 5 15 9 1 4 — 1 5,745,000¥ CB2 p.100

MILITARY/SECURITY VEHICLES HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookGround VehiclesArasaka Riot-VIII 4/6 85 8 7 6 0 3 — 1 335,000¥ CB1 p.24Kundalina “Torpedo” Motorcycle 4/6 (3/6) 128 10 2 2 2 1 — 1 70,000¥ CB3 p.47M-62 “Volcano” SAM Launcher 3/4 36 5 7 4 1 2 — 2 460,000¥ CB3 p.51MacLaren/Jaguar XJ220C-P Interceptor 3/6 151 12 3 3 2 2 — 3 85,000¥ CB4 p.39Max Interceptor 3/8 160 12 3 1 2 2 — — 51,500¥ CB2 p.92Paneurope VBL APC 4/4 62 7 7 4 2(3) 3 — 4 765,000¥ CB4 p.41Paneurope Zobel (EuroLAV II) 4/4 53 5 7 4 2 3 — 5 730,000¥ CB4 p.41

HovercraftGMC-Beachcraft Striker 4 130 8 3 6 1 3 — 3 1,132,000¥ P3 p.20GMI HovTransport 5 133 5 5 4 1 2 — 3 2,120,000¥ CB3 p.44

AircraftAres Coyote Attack Helicopter 5 267 30 5 12 2 5 — 7 5,702,500¥ P3 p.19ATF-37B Thunderhawk 3 925 80 7 2 5 5 — 5 3,337,500¥ CB3 p.48AV-3 “Aerocop” 5 100/310 65 4 2 1 3 — 0 1,860,000¥ CB2 p.87AV-4 Military/Security Variant 5 300 35 4 6 1 2 — 0 2,600,000¥ RG p.51AV-6 5 420 30 4 9 0 3 — 2 3,950,000¥ RG p.51AV-9 5 530 35 6 5 1 4 — 7 30,000,000¥ CB1 p.28Bell F-152 Aerogyro 4 320 10 3 0 4 1 — 4 620,000¥ RG p.50Bell UH-10 PAPC 5 120 10 7 4 3 4 — 6 4,000,000¥ CB3 p.52British Aerospace AV FAB military 4 240 20 5 4 0 4 — 6 6,000,000¥ CB4 p.44Fledermaus PKF-40 Ausf. B 3 880 50 7 1 5 4 — 6 7,300,000¥ RG p.32GF F-36 Comet 2 150/1,865 55 7 2 5 3 — 6 16,500,000¥ CB2 p.95

238

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VEHICLES — Data for Shadowrun, Third Edition & Rigger 2 (continued)

MILITARY?SECURITY (Aircraft) HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookLockheed-Cessna Pinto 3 135/400 20 6 2 4 2 — 7 6,400,000¥ CB2 p.98McDonnell Douglas C111 4 120 10 7 4 3 3 — 1 440,000¥+ RG p.33MDD F-33 Wasp 3 150/1,105 55 7 2 5 3 — 6 12,500,000¥ CB2 p.96Mil-62 4 320 20 5 8 3 3 — 6 3,300,000¥ P3 p.21Sikorsky-Mitsubishi Dragon 4 350 13 7 9 3 4 — 5 5,000,000¥ CB1 p.27UH-90 Utility/Squad Helicopter 4 180 16 4 3 2 3 — 3 1,300,000¥ TS p.20

DRONES HandlingSpeed Accel Body Armor Sig Autonav Pilot Sensor Cost BookArasaka RDAK 4 12 1 0 0 8 — 1 1 2,950¥ CB2 p.32Aztechnology GCR-50 4/4 15 2 2 3 7 — 1 1 3,920¥ P3 p.19Bell “Bumblebee” Rotorcraft 4 107 7 1 1 7 — 2 1 27,000¥ CB2 p.31Militech RPV-400 Tiltrotor 4 187 6 3 3 4 — 4 3 265,500¥ CB2 p.31Mitsubishi “Rover” Wheeled Remote 3/6 40 2 2 2 5 — 2 2 22,250¥ CB2 p.31

NAVAL VEHICLES HandlingSpeed Accel HullBulwark Sig Autonav Pilot Sensor Sonar BookMostrans KVT-2 5 105 3 5 4 2/2 3 — 4 0 P3 p.21

the

END(for now)

Page 240: Conversions By Gurth...Plastic Warriors 00042.0 Updated for Cybertechnology, Virtual Realities 2.0, Rig- ger 2, and Shadowrun, Third Edition! Conversions By Gurth

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