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Note de Cours 29 12 Latin

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0% found this document useful (0 votes)
36 views10 pages

Note de Cours 29 12 Latin

Uploaded by

xhh87iur6
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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VIEW FROM THE EDGE

-fil)hfrtid-r--------- ------------------------
colors, with airbrushing, or transparent with Grapple Hand: This hand's fingers extend back-
imbedded lights and holography. A plastic wards to create a five fingered throwing grapple.
covering may also be chromed (a popular A small spool in the wrist contains 30 meters of
option), or covered with a metallic skin tinted in fine, super strong line capable of supporting

t: "Two optional :t
hands, including 1I
golds, blues, greens, reds or silvers. The most
expensive option is Realskinn™, a flexible plas-
tic that looks very much like skin; with follicles,
200 lbs.

Extension Hand: This hand can extend from a


I
a tool model. hairs, small scars and imperfections, it has a telescoping wrist mount up to 1 meter. Can
1
75% chance of passing as a "meat" limb to all support up to 200 lbs.
•: Cybermodem up It but the closest inspection.
1 the bicep, with a : Spike Hand: This hand contains a hardened
popup 9mm.1 In lieu of a covering, the cyberlimb can be titanium spike which telescopes out of the wrist
I
armored with Kevlar and ballistic plastic. This and through the lower palm. Can be Poisoned
• 1 Jeeze. Guy's left :t armor covering protects the limb with an SP of and is useful for climbing. Damage is 1 D6+3 AP.
arm looks like a 1 20. However, you may not cover or chrome an
frackin' Swiss 1 armored limb. Modular Hand: This unit contains 1) Drug
Anny knife ... ": t injector, 2) 1 meter garotte line extending out
Hands & Feet of fingertip, 3) One-inch monomolecular blade
The basic cyberlimb comes without hands for cutting, 4) Picklock. In addition, there is a
1 "Shaddup and : 2"x2" Palm Storage Space.
or feet attached; these are purchased sepa-

1
help me loot the 1 • rately, allowing the user to tailor the limb
• ,,1 Talon Foot: This foot can extend narrow blades
b o d y, R1pper. 1
• • k
-R1ppe'7ac I.
I

1
to his or her specific needs. These parts can
be changed by unfastening a series of
connection bolts, and reconnecting the
new hand or foot (taking about four turns).
similar to scratchers for 1 D6 damage. Treat as
Edged weapon for AP damage.

Tool Foot: The toes of this foot contain (1)


screwdriver with changeable heads, (2) adjust-
No, you can't put hands on legs and vice able wrench, (3) battery-powered soldiering
versa. Get a life. iron, (4) adjustable socket wrench, (5) wire saw
blade.
Standard Hand: This resembles a normal hand;
four fingers and a thumb. The hand is covered, Web Foot: Extends thin webs from either side of
superchromed or armored as part of the arm. foot, as well as webs between toes. Doubles
normal swimming speed, plus add +3 to swim-
Ripper Hand: This is a normal hand with ripper ming skills.
blades mounted in the upper hand and wrist
area. Grip Foot: Toes of this foot can extend and curl
around a 2" bar. The soles are covered in a tacky
Hammer Hand: This hand is made of hardened rubberized material for increased traction. Adds
titanium and has a powerful explosive shell- +2 to climbing skills.
driven ram that acts like a jackhammer. You
punch, the shell goes off, driving the fist for- Spike Heel: A 6" spike projects from the heel of
ward with incredible velocity and power (1 Dl 0 this foot, allowing the user to make deadly rear
damage). A port in the top ejects the shell and kicks (damage is 2D6AP). Can be used for
opens to receive a new one (replacements cost anchoring or climbing.
3eb).
Built Ins
Buzz Hand: This hand can be pulled back to These are options which are constructed
reveal small, spinning mono-wires around a within the cyberlimb for specific tasks. Like
titanium hub. The high speed "weed wacker"
most cyberweapons, they are designed for
shears through most materials like butter.
maximum concealability, and have a 60%
Damage is 2D6+2, soft armors reduced 2 pts./
hit. chance of passing a casual inspection if
covered with Realskinn™ or a suitably real-
Tool Hand: This hand's four fingers conceal istic covering.
small microtools: 1) screwdriver with change-
able heads, 2) adjustable wrench, 3) battery- Cybermodem: This option allows the user to
powered soldiering iron, 4) adjustable socket carry a small (and very expensive) cybermodem
wrench. The lower edge of the palm is hard- with him at all times. The modem must be
ened to make a dandy hammer. jacked into a DataTerm, computer or other
-----------------=V:.-=.:IE=-.:W=-=--, FROM THE EDGE
-?'i=ti;i':'tid-
telecommunications line in order to be used.
Power (for up to 3 hours) is provided by a
rechargeable battery (recharges in 1 hour), or
through an external power cord. Program chips
are changed through an access port in the limb.
The cybermodem is directly jacked into the
/
nervous system through its own internal cables,
and does not require external interface plugs. ii//
Cellular Cybermodem: This very, very expen- 1(

~~
sive version of a cybermodem allows the Netrun-
ner to interface directly with the Net without a
direct telecommunications link. A "CellCyb" can
only be used in a major city (population greater
than 100,000) where a cell net is present. If used
while in a moving vehicle, there is a 25% chance
~~~;
each turn that the connection will be broken and Combat Cybermodem
need to be re-established in the next turn.

Reliability is 60%. On a successful roll, the


Digital Recorder: This unit can record input
difficulty of a repair task is reduced by -3 (you
from internal microphones, digital recording links,
digital cameras, or all three. know what's wrong, and you just have to fix it).

Audio/Video Tape Recorder: This unit uses


microcassettes to store input from its internal
Cyberweapons
microphone, video cam or digital recording link. One advantage of cyberlimbs is the ability
to mount weapons within their framework.
Storage Space: This is a 2x2x6 inch storage Most cyberweapons of this sort are de-
space with a locking cover .. signed for stealth and concealability, rather
than raw firepower, and have a 60% chance
Minicam: This is a small digital camera which
of escaping detection when hidden under
pops up from a mount in the upper arm. Internal
chip stores 20 images and can be easily changed.
Realskinn™ or other suitable coverings.
Weapons include:
MiniVid: A pop up video camera with mini cassettes
that can store up to 4 hours of recorded images. Popup Gun: This is a standard automatic hand-
gun concealed in a cyberarm. The action is
Hidden Holster. Leg only. A hidden storage space mounted inside a pop-up housing which is POPUP CUN SIZES
for holding one autopistol and 1 clip of extra ammo. covered when not in use. For this reason, you V.Weak to Weak:
The size of the leg (based on Body Type) limits the must always remember to uncover your arm Light Pistol only
size of weapon which may be stored. when using a popup. Clips are inserted in the
side of the action; popup guns are designed to Average to Strong:
V.Weak to Weak ................ Light Pistol use caseless ammunition only. The size of the Medium Pistol or Light SMC
Average to Strong ............. Medium Pistol cyberarm (based on Body Type) limits the size
Very Strong ....................... Heavy Pistol of weapon which may be mounted (similar to Very Strong:
Very Strong ....................... Folding Shotgun hidden holsters). Note: you may elect to mount Heavy to Very Heavy Pistol,
(2sht., 1 /2 range) any pistol of the correct size listed in the Med. SMC or built-in
Outfitting section. A light SMG equals a Med. Shotgun (2sht., 1 /2 range)
LCD Screen Readout: This 2"x4" TV screen can pistol and a medium SMG equals a Hvy. Pistol
display color graphic images. It is normally covered for this purpose.
with a transparent screen guard. Images can be
taken from digital recorders, minivids and Flamethrower: This is a small, high-pressure
minicams, and cyberoptics. A cable can be flame jet with a range of 1 meter, and 4 shots.
extended from an AUX port and plugged into Damage is 2D6 the 1st rnd., 1 D6/2 for 2 rnds.
any standard interface plug to transfer images afterwards. Soft armor is reduced 2 levels per
from someone else's cyberoptics or recorders. attack.

Techscanner: This device can be hooked up to Micromissile Launcher: This launcher contains
the diagnostic systems of most vehicles, appli- four miniature missiles (explosive tipped gyro
ances and personal electronics to determine rounds with heat seeking guidance and steering
possible problems and troubleshoot breakdowns. vents). Like the popup gun, the micromissile
;h'ti d---==....;;;;..;;..=;;..._
-VIEW%lHFROM THE EDGE ___________________________

launcher is stored in the limb and pops out when grafted onto your body, while its systems
needed, launching two missiles per turn. The are directly neurolinked to your muscles
missiles are self-guided (+2WA) and can follow a
and bones. Linear frames are designed to
target through one direction change of 90Q or
take over a percentage of the load, while
less, giving them the ability to track around a
corner (3 in 10 chance of losing target). Reloads
leaving you enough "work" to allow you to
cost 50eb each. Damage is 4D6 per missile, gauge how much you're lifting and main-
range 200m. tain control of the weight.

Grenade Launcher: This launcher is a modified For example, if you exert enough force to
support grenade launcher, stored in a popup lift ten pounds, the linear frame provides
mount. One grenade (you may use any standard no more power than would be required to
type) is stored in the launcher; a reload may be move its own bulk. If you lift a hundred
dropped in after the first one is used. Note: a pounds, the linear frame splits the differ-
standard storage space can hold 2 grenade. ence, lifting 20% of this mass so that you lift
80 lbs. If you lift 500 pounds, the linear
Weapon Mount and Link: This is an heavy duty
hardpoint mounted either on the underside of a
frame takes 80% (400 lbs), leaving you to
cyberarm, the outside thigh of a cyberlimb, or lift 1 00lbs. At the top end of the scale
the top of a shoulder. You may attach externally (almost 1800 lbs for Linear n), the frame
mounted versions of standard weapons to this lifts 90% of the weight, while you only lift
mount, jacking their control cables into the side about 180lbs.
of the hardpoint. You may not wear armor or
clothing on the limb while the mount is in use. But hey, you didn't come here for a physics
Available weapons include: lesson, right? You wanna know how much
you can pick up and throw around.
Grenade Launcher
Micro Missile Launcher
Linear frames come in three strengths.
Externally Mounted Autopistol (based on
When using the linear frame, you will use
body type)
its strength value instead of your normal
2 Shot Capacitor Laser: This micro laser is Body Type value for any lifting, bending,
designed to produce a very powerful pulse of carrying or breaking task. Remember; for
limited duration (3D6 for each one second shot). all their advanced construction, implanted
Range is attrocious (1 0meters), and recharging linear frames are still quite heavy (50-100
requires plugging into a power socket for one kg) and bulky. You can't swim in them, and
hour. However, it can be a particularly effective they have a -1 penalty to your REF. But if
weapon for assassination or silent attacks. WA=+3 you want to toss a car out of the way,
they're just the ticket. All linear frames lift
50x their Strength value. (Example: I, can
dead lift 600 kg.)
Linear Frames
Linear frames are the 2020 version of the Frame Strength Damage Modifiers
exoskeleton. An exoskeleton is basically a Linear I, 12 +4
metal framework with synthetic muscles Linear r., 14 +6
for movement; you sit in the exoskeleton Linear Q 16 +8
n=Omega fl=Beta I=Sigma
and steer while it does the work. Early
exoskeletons were rarely used for anything
important; clumsy and hard to control,
hapless operators often tossed half-ton
cargo modules through walls and ripped Body Plating
loading doors off hinges. It was not until Body plating covers any situation where
the advanced bio-feedback systems of the armored plastics and metals are layered over
2000's that the more practical linear frame and directly anchored to the skin. The armor
could be developed. is microscopically porous, allowing the skin
underneath to breathe, and made by
A linear frame resembles a suit of con- sandwiching an ablative plastic shell with
toured metal body armor. The frame is energy absorbing microcellular honeycomb.
----------------=V:.-=.:IE=-.:W:..:.....FROM THE EDGE
•fi·i=Jaii't'Md411
Body plating doesn't make you any stronger feet long. A single cyberoptic and a micro-
or faster, but it's perfect for the cyborg phone are mounted in the tip, allowing you to
who wants all over protection all the observe things around corners without sticking
time- and doesn't care who knows it. It is your whole body into the line of fire. Sensory
the ultimate expression of the "metal is "booms" are usually mounted on the head or
better than meat" philosophy; the body- on the upper spine.
plated look more like robots than they do
humans, and are impervious to most of the
physical damage that besets us mere
Running Out of "By the second
tour, I didn't
mortals. Body plating also includes spe-
cialized mounts for sensors as well as body
armor.
Cash?
Just about this time, you're starting to look t'I
mind too much.
We were makin'
good time
,,
over the list of cyberenhancements, and I
Body plating is sold in parts, each covering a you're thinking, "I don't have the kind of I against the
specific area. It may be placed directly on the Eurobucks I need to swing this newtech."
1
Sandies, and the
skin, or layered over a linearframe exoskeleton At this point, you have to ask yourself "How new cyberann
for the ultimate in cyborg chic. desperate am I? Am I really hard up enough I
paid it's way in
to risk death and dismemberment just to t, the first two 't
Cowl: This is a body plate that covers the skull. get a lousy cyberarm?" I
It is anchored by minibolts to the scalp, and firefights. Then
resembles the old skullcaps from bad science Sure you are. the recon AV
fiction or fantasy epics. SP=:c25.

Faceplate: The standard faceplate covers the


entire face, with ports for breathing, eating and
The truly desperate turn to desperate
measures. In this case, you can hire yourself
out to someone who can afford to buy your
,,I
went down over
some little
pesthole in the
,,
I
seeing. The armored plastic material is woven cybernetics for you. Selecting any one of Nicaraguan
with fine myomar muscle fibers and is relatively the following employers is worth 10,000 jungle, and
flexible. Facial nervelinks allow limited (and
somewhat stiff) changes of expression. This
Eurodollars in cybernetics, free of charge: when I woke up
modification doesn't have to be ugly; many I again, I was
Join the (Covert) Military 't
people find the silvery contours and smooth
Become a fighter in the Cyberwars, serving
t, legless from the I
features quite attractive; somewhat like the hip. They gave
"sexy robot" airbrushings of the late 20th cen- your country's armed forces with distinction I
tury. However, many cyborgs like to have their and honor as part of its secret Elite Mechanized me a choice-
faceplates sculpted into bizzare and often fright- Combat Forces (Cybergrunts, to you). See I disability with a
ening images; monsters out of mythology, or
terrifying robotic shapes. It's up to you. SP=25
pain, torture and death close up, as you
participate in any one of a hundred covert
"police actions" worldwide, protecting
,,I wheelchair, or
two legs and
another tour.
't
I
Torso Plate: This section covers the entire "national interests". Of course the
upper and lower torso, back and front, with I You can see how
expansion joints at the sides, groin and waist to
Cybergrunts don't exist. Of course your ,,
I went...
allow free movement. (SP=25) Reduce your
REF by -3.
country doesn't send teams of heavily armed
covert agents into other countries to kill and
foment revolt. Of course they're not going
to let you quit when you want to.
I
11
I

-Rlpperjack
,,
Front Optic Mount: This mount allows up to I
five cyberoptics to be installed in a shielded
cluster in the upper face. The eyes are removed Take Up a Life of Organized
and the orbital sockets used to mount the Crime
receiver hardware for the optic mount. Optic The word on the Street is that the Mob is
mounts come in several styles: there are thin alive and hiring. Swear allegiance to one of
visor slits (ala Robocop), rotating camera clus- the big time organized crime Families and
ters (like an old fashioned movie camera), or you'll never lack for cybertech. The only
one main optic with smaller ones arranged in a
catch is, you have to do "work "for them.
circle around it. Needless to say, this really
screws up your attractiveness stat, automati- Bill collecting. Assassinations. Murders.
cally reducing it to -1. Mob wars. The Families of 2020 have a
long and honorable tradition that goes
Sensory Extensions: These are flattened an- back into the early twentieth century:
tennae and optic mounts, about a foot to two nobody ever quits the Mob. Ever.
•;;:;:,a
VIEW FROM THE EDGE
;NW il •-==--=='-----------------------------

Sell Out to a Corporation


Join a Corporation and see the world.
While you're at it, they'll bankroll you
for ten thousand dollars in newtech.
But remember, with all business deals,
there's a price. In this case, you have
"We own you, 1 to work for the Corporation. The jobs
Banner. Body 1 you get to do are all the fun, suicidal
fl and soul. We I I ones on which they don't want to
I
don't care how 1 waste their good people: executive
much metal you 1 kidnappings, black operations and
espionage missions. If you're really
have, or how 1
t: many friends you I t
lucky, you'll even get to be a grunt in
a Corporate war-you know, the
1
can call on. 1 ones that make Vietnam and
When we want 1 Afghanistan look like picnics, where
you, you better 1 you get to defend the Corporation's

I come runmng,• If interests in some backwater hellhole
I with a population of natives you're
and you'd better I
suppressing. sensors or other monitoring devices on you-
pray that we 1
just to ensure your loyalty. You can't say or do
1 don't have to 1 Big business is fun. anything without them knowing. You can't go
t I come looking for I t anywhere without them finding you. The
1 you first. Because
1
The Catch worst part is, you don't know where in your
1 you 're Company 1 Like most "free" offers, these employment body they've hidden these devices.
opportunities are boobytrapped in creative
1 property, and we 1
and dangerous ways. Each requires that you Command Kill: A really vicious sabotage chip-
t I can do anything I t work for an indeterminate amount of time on the command word, you will kill whomever
we want with 1 (forever) for people you may not like. You'll you are directed to kill-without control, regret
II or mercy. Your mother. Your lover. Your cat.
you ... 1 have to do what they tel Iyou, no matter how
Anyone.
I cruddy, dangerous or suicidal. Like most
-Boardroom I f powerful people in the Cyberpunk future, Company Safeguard: Another nasty sabo-
conversation, 1
they don't like to be crossed, and have a tage chip. You can't willingly harm any member
2020 AD variety of awful ways to ensure your of the controlling agency-to do so will cause
I
"cooperation": you excruciating pain. To continue will cause
even more pain, culminating in full heart
Hostages: To ensure your good behavior, the stoppage and a screaming death.
controlling agency is holding someone you
care about hostage. You mess up, they die- Remote Detonator: One of the favorite corpo-
or worse. rate tricks, th is is a small package of inert explosive
buried somewhere in your body, activated by a
Blackmail: Somewhere in your past, you did remote radio signal. You don't know where they
something you can't afford to let out. It could put it, the scanners can't find it, and if you did go
be as small as cheating on your taxes (with a around looking, you're likely to set it off (60%).
20-year jail term), or a murder rap. It may even Wanna bet your life, cobber?
be fictional-created by your new employers
to make sure you toe the line. Are you willing Sounds fun? Remember, if you join one of
to take the chance? these groups, any one (or more) of these
little goodies applies directly to making you
Sabotage Chipware: To make sure you stay in
a puppet of your employers. What you are
line, the controlling agency has buried lethal
forced to do, and what they hold over you,
glitches in your cybernetic software. Things to
make your heart stop on command. Programs
is up to the Referee. He doesn't even have to
that give you blinding headaches if you refuse tell you. You don't have a choice. You just
to follow an order. sold your soul.

Monitored: Your employers have implanted Welcome to 2020, smartboy.


VIEW FROM THE EDGE
Ii 1 i·ti'•: MI iIi1i1ii MI iI
1

"It's a clean cold I


feeling,
1
just me and the
fI chill, 11
I The victim, the 1

heat,
and the 1

Edge-induced I
I thrill. I
f I The afterglow of f
life, I
The prey paying I
the bill. I
Loving the
I I
Street, 11
IMaking the kill. 1

Solo." I
-Toby the
Hammer I
I "Solo"
tI Big Russia Music, 1
f
2019 1

"Frag that. 1

These guys kill


people for a I f
living. The only I
place where a 1
gunfight is
romantic is in a 1
James Bond If
novel." 1
-Morgan Black-
hand I
VIEW FROM THE EDGE
Iii i·til: iMI iIii iii MI iI
1 1

Savage threw 1
Jo
--_-_-------------~---""'I-----</ \_
I
t himself
1

: against the
wall as the
I: first slugs
1 slammed In.
1
Bricks shat-
•: tered around I tI

1 him like Sternmeyer SMG 21 (pg. 62}


SMG•-1•L•E•11mm•30•15 •VR•50m
: cheap glass
t1 as he
1

I
propped the
1 Scorpion 16
11 against the

FRID AY
1
wall and cut
1

f1
/oose- 1,
I

NIGH T
FIRE FIGH T
Friday Night Firefight (FNFF) is a crept on little flat feet into the design of
weapons combat system for using many roleplaying games, leading to char-
modern, futuristic and archaic firearms acters who can be repeatedly shot with
in Cyberpunk adventures. It's designed large caliber handguns until they run out
to cover all major elements of weapons of "hit points" and who can fire Ingram
combat in an easy to use format, allow- MAC-1 O's one-handed and hit with every
ing realistic firefight action without bullet.
resorting to lots of tables and charts.
FNFF also covers melee weapons, hand In otherwords, good, clean fun.
to hand combat and martial arts as well,
all in a simple system that allows you to FNFF is not good, clean fun. Most of the
use strategy over firepower. data herein has been complied from ballis-
tics reports, police data, FBI statistics and
There's a lot of vague ideas and theories other not-clean fun sources. These sources
about modern weapons encounters- tend to point to a couple of basic truths
most of them from the Hollywood about firefight combat.
Never-Empty-Six-Gun-School of Armed
Combat. These misconceptions have 80% of most gunfights occur between
VIEW FROM THE EDGE
Ii il i·iS'•:i MI iIi 1ilai Ml ii
untrained amateurs at a range of 21 feet. moving last. Reflex boosts are added to
40% of these raging gun battles happen this roll where applicable.
within 8 feet or less! Most (60%) occur in
dimly lit and difficult conditions- dark, INITIATIVE= ROLL 1D 1O+REF. SO WHAT GOOD IS
rainy alleys, with both participants panting HIGH ROLL FIRST. REFLEX BOOST?
and out of breath, pausing momentarily to Plenty. Them what goes first,
snap off a badly aimed shot at a fleeing Example: Players A, 8 and Call have REF stats kills first (or at least have the
shadow, then ducking back for cover. Hits of 10. A rolls a 5, 8 rolls an 8, and C rolls a 2. option of acting first). Most
are surprisingly rare. When they do occur Turn order will be 81 then A, then C. firefights start and end in only a
(assuming a large caliber weapon's in- couple moments. Which is one
reason why you may want to
volved), the victim is Wait For Your
think twice before you just haul
usually hors de combat Turn out a gun.
on the first shot from a You can elect to act later
combination of "I had about two in the round, stepping The other reason boosts are
wound-shockandte~ secs-- I swung the AR- in at any point to act. If worthwhile is that they make
ror. A solid hit with a you have elected to wait you harder to hit-- you're
.44 magnum will usu-
1S around and put
until another player's moving so fast, it's hard to draw
ally splatter a real per- two slugs into the turn has come up, you a bead on you.
son all over New Jer- first guy's chest. Then will be able to act after
sey. the other slag got the they have taken their WHY SOLOS ARE
range and put me turn in the round. PARTICULARLY BAD
On the other hand, this down cold... l've had NEWS
is Cyberpunk, right? So Example: Turn order is The advantage of the Solo is
better days ... " Combat Sense. For each level of
why are we telling you player A, then 8, then C.
all this if we don't in- Player A decides to wait Combat Sense, you'll add + 1 to
tend for you to go in
-Nomad Santiago until player Chas moved your Initiative rolls. Between Solos,
2017 this advantage is going to even
there with guns blaz- from cover, then take his
ing? If a large caliber shot. 8ywaiting, the new out, but when Solos meet other
handgun is truly some- turn order will be 8, C types of characters, look out.
thing to be respected, then A.
Remember: Solos are the
who wants to lose character after character
equivalent of hired killers, and
until they get the point? Party Initiative killing is what they do best.
You may want to speed up your play by
Here's where we get interfaced, gang boys. designating one member of the group as
We've made this edition_ of FNFF simpler, the party leader and have him roll initiative
faster and more direct, so you can concen- for the whole group. His roll is added to REF
trate on how to fight; how to win every scores of everyone in the group to deter-
encounter (you'll only get to lose once). mine when each member of the group will
We're going to give you all the tips we've act.
learned over hundreds of our own encoun-
ters, plus hot tips from cops, combat grunts, The Fast Draw or Snapshot
SWATmasters and other veterans who've By declaring a fast draw (aka snapshot) at
put it on the line for real. the start of the round, you automatically
add +3 to your initiative roll, taking a -3
It's true- a firefight is dangerous. But you penalty to hit (you're rushing into combat
can handle it. That's why you' re Cyberpunk. instead of preparing carefully). You also
may not take advantage of scope, sights or
THE BASICS other aiming advantages. The martial arts
or melee verson of this technique is called
Rounds & Turn Order
the iai-jutsu or ightning strike.
Combat in FNFF is divided up into rounds,
each representing@3 seconds. Every round,
FAST DRAW= + 3 TO
each player gets to do something. The
INITIATIVE, -3 TO HIT
order of the round is based on an inititative
roll of 1 D1 0 plus the players REF stat, with
highest rolls moving first to lowest rolls

IIIDII
VIEW FROM THE EDGE
liili'fil;\ Mliliiilii Mlil
Example: Ripperjack is faced with his long ambush. Ambushes gain a +5 to hit advan-
time enemy, Horgan. He knows Horgan has tage . You may ambush or backstab by
AWARENESS a higher REF than he does, so he elects to announcing your intent to hide or lie in
OPTIONS make an all out, blazing attack before the ambush for a target. You can elect to set up
One way to make Awareness giant can get in a move. The snapshooting an ambush any time:
rolls a real surprise is to have bonus will give him the +3 advantage he
your players make ten needs. Ripperjack 's mono-katana arcs out in a) The opponent is unaware of your loca-
Awareness rolls before the a searing iai-jutsu before Horgan can raise tion and your intention to attack. This can
game commences. Write them his own sword. Unfortunantly, the -3 point be accomplished by setting up a hiding
down in order for each player. penalty for snapshots works against Ripper- place ahead of time or taking advantage of
When an Awareness roll is jack, and his attack misses his opponent by a a melee to get under cover and waiting for
required, go down the list in mile. a shot. A victim of an ambush must make
order, checking to see if the an Awareness roll greater than your Stealth
rolls are high enough to Skill+INT+1D10, or you have automatically
succeed. The same table can Actions succeeded.
be used over and over again During your part of the round, you may
by rolling 1D10 at the perform one action without penalty. This b) The opponent's attention is on another
beginning of a new combat, includes: situation, such as another attack or a task
then reading the list starting at requiring great concentration. This can be
the rolled number (ie: you roll ACTIONS accomplished by creating a distraction for
a 5. You will start your new • Move up to your full Movement (3x your opponent, or by sneaking up on him
your Movement Allowance In meters)
Awareness rolls at the 5th
per round. while he is in combat with another com-
check, going through the rest batant.
of the list in order of • Attack up to your weapon's maxi
6,7,8,9, 10, 1,2,3,4,5. mum Rate of Fire (ROF), or make a AMBUSH=+S TO ATTACK FOR
Melee attack. 1 ROUND
• Dodge (making yourself harder to hit.
Melee attacks only.) An ambush doesn't mean you act first- it
just means you have an attack advantage.
• Parry (deflecting damage onto some- Initiative for the round is made as usual,
2 thing else.) and the ambushing character can spring
• Escape a hold or trap. the trap on his part of the round or can wait
3 to see what develops before making his
• Alm (gaining + 1 to hit for every con- attack. Until the attack is made, his
4 secutive tum of aiming up to 3 rounds) opponent may not attack him, because he
doesn't know he's in danger. An ambush
5 • Reload or change weapons.
may only be used for one attack; another
• Mount or dismount from a vehicle. ambush must be set up before the bonus
6 can be employed again.
• Repair or give Medical Aid.
7 Example: Ripperjack decides to set up an
• Perform a non-combat task. ambush in a dark alley of the City. He rolls his
8 Stealth Skill+lnt+ 1D 10 for a total of 78.
Along come Scarr and Horgan, his mortal
9 More Than One Action enemies.
You may perform more than one action at
10 a -3 penalty to each successive action. At the start of the combat turn, initiative is
Scarr, Ripperjack and Horgan. As they enter
Two Weapon Attacks the trap, both Scarr and Horgan make Aware-
Two weapon attacks can be made at a -3 to ness Rolls. Scarr's roll is 72; Horgan 's is 20.
hit penalty on both weapons used. "It's a trap!" yells Horgan, but too late; Scarr
didn't know what was coming and couldn't
Ambushes & Backstabs declare an attack or defense. Ripperack pegs
Sometimes, the best way to deal with a him with a shot from his H&K Hellfire, using
very powerful opponent is to get the drop the +5 Ambush bonus. He won't get the
on him from behind; in short, setting an bonus on Horgan, because the blond giant
ATIACK MODIFIERS GRENADE TABLE COMMON COVER SPS
WEAPON RANGES Sheetrock Wall 5
Handguns ..................................... 50m 10 Stone Wall 30
Submachineguns ........................ 150m Tree, Phone Pole 30
Shotguns ...................................... 50m Brick Wall 25
Rifles ........................................... 400m Concrete Block Wall 10
Throwing .......................... 1 Om x BOD
7 8 9 Wood Door 5
(-lOm/kg. > 1) Heavy Wood Door 15
Steel Door 20
TO HIT NUMBERS 5 TARGET
6 Concrete Utility Pole 35
Point Blank (Touching to 1 m) .......... 10 Data TermT" 25
Close (1 /4 Long range) .................... 15 Car Body, Door 10
Medium(l /2 Long range) ................ 20 Armored Car Body 40
2 3 4
Long (Full range) ............................. 25 AV-4 Body 40
Extreme (2x Long range) ................. 30 Engine Block 35
Mailbox 25
MODIFIERS (ADD TO ATTACKER'S ROLL) 1 Hydrant 35
Target immobile .............................. +4 Curb 25
Target dod~Jing (melee only).......... ... -2 ROLL 1D1O IF GRENADE THROW MISSES; ROU
Moving Target REF > 1 0 .................... -3 SECOND D10 FOR METERS FROM TARGET SPACE

Moving Target REF> 12 .................... -4


ARMOR SPS
Moving Target REF> 14 .................... -5
Fast draw/Snapshot .......................... -3 DR.UGS & POISON Type of Armor SP* EVt
Ambush ........................................... +5 Cloth, leather--,/ 0 +O
Aimed shot at body location ............. -4
Type Effect Damage
Heavy Leather 4 +O
Ricochet or indirect fire ..................... -5 Hallucinogen Confusion -4 INT Kevlar T-Shirt, Vest-J 10 +O
Blinded by light or dust .................... -3 Nausea Illness -4 REF Steel helmet 14 +O
Target silhoutted ............................. +2 Teargas Tearing -2 REF Light Armor Jacket,! 14 +O
Turning to face target ...................... -2 Sleep Drugs Sleept None Med Armor Jacket 18 +1
Using two weapons ................. -3 on both Biotoxin 1 Death 4D6
Biototoxin II Death 8D6
Flack vesd 20 +1
Firing while running .......................... -3
Firing shoulder arm from hip ............ -2 Nerve Gas Death 8Dl 0 Flack Pants--,/ 20 +1
Turret mounted weapon .................. +2 tHalf effect is drowsiness, -2 to all stats. Nylon Helmet 20 +O
Vehicle mounted, no turret ............... -4 Heavy Armor Jacket 20 +2
~~e~~M ..................................... ~ Doors Gunner's Vest 25 +3
Small target ...................................... -4
MICROWAVE EFFECTS Meta1Gear 1" 25 +2
Tiny target ........................................ -6 *AP rounds: treat Arrnor as if half SP
MICROWAVER SIDE EFFECTS '.:::Edged weapons treat SP as h,ilf
Aiming ............ ( + 1 each round, up to 3 rounds) t (EV) Encumberance Values should be added together and
1 Cyberoptics short for 1 D6 turns
subtracted from character's total REF Stat.
Laser Sight ....................................... + 1
2 Neural pulse! If character has interface
Telescopic Sight ................ +2 Ext,+ 1 Med plugs, reflex boosts or other hardwiring,
Targeting scope ............................... + 1 REF stat reduced by 1 D6/2 until repaired.
Smartgun ......................................... +2 3 Cyberaudio shorts for 1 D6 turns. CYBERWEAPON DAMAGE
Smartgoggles .................................. +2 4 Cyberlimb malfunction: Lose all use

Three Round Burst


of cyberlimb for 1D10 turns. Roll 1 D6 for Weapon Damage
limb, rerolling if no limb present
(Close/Medium only) ....................... +3 Scratchers 1 D6/ 2
1-2 .. Right Arm
Full Auto, Close ............. + 1 for every 1 o rnds 3 ..... Left Leg Fangs 1 D6/3
Full Auto, all other .......... -1 for every 10 rnds 4 ..... Right Leg Rippers 1 D6+3 (APA)
5-6 .. Left Arm Waivers 3D6 (APA)
5 Total Neural breakdown! Char- Big Knucks 1 D6+2
acter reduced to twitching, epilep-
AREA EFFECT TABLE tic fit for 1 D6/3 turns. Slice nr Dice 2D6 (mono)
6 No Ettect. Cybersnake 1 D6
Type Area
Hammerhand 1D10
Grenades .......................................... Sm
Molotovs ..................................... 2m /liter Buzzhand 2D6+2
Flamethrower ................................... 2m ADD TO DAMAGE Spikehand 1 D6+3AP
Cyberlimb flamethrower ................... 1 m Talon Foot 1 D6
Mine ................................................ 2m Strength Add to Damage
Spike Heel 2D6AP
Claymore ........... 6m line from center ot explosion Very Weak ........................... -2
Weak ................................... -1 Flamethrower 2D6 (1 D6/2t)
C-6 ............................................... Sm !kg
RPG....... .. .................................. .4m Average .............................. +O Micro Missile 4D6ea
Missile ............................................ 6m Strong ................................ + 1 Capacitor Laser 3D6
Shotgun (Clos.e) ............................... 1 m Very Strong ......................... +2 Cyber Strike 1, 2* or 3D6**
Shotgun (Med) ................................. 2m Body Type 11-12 ................ +4 2, 4* or 6D6**
Cyber Kick, Crush
Shotgun (Lng/Ext) ............................ 3m Body Type 1 3-14 ................ +6 *"'with hydraulic ra'Tls ·thickened myomar
Micromissile ................................ 2m each Body Type 15+ .................. +8 t secondary damage 3 roundc, I\ knife AP

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