CS Allin1
CS Allin1
BODY ARMOR
Leathers 4 None
- Move, - Attack, Vehicles; Kevlar® 7 None
ACTIONS
- Equip/Drop, - Choke, - Get into Lt. Armorjack 11 None
- Hold Action, - Grab, - Start Bodyweight Suit 11 None
- Run, - Human Shield, - Maneuver
- Get Up, - Reload, Med. Armorjack 12 -2
- Use Skill, - Throw, Hvy. Armorjack 13 -2
- NET Actions, Flak 15 -4
- Stabilize,
Metalgear® 18 -4
RANGED COMBAT Bulletproof Shield: 10 SP
Corspe/Body: SP = BODY
REF+SKILL+1d10 vs Thick Steel (50 HP): Bank Vault Door, Engine Block, Hydrant
Thin Steel (25 HP): Car Door, Metal Door, Refrigerator, Shipping Container
DV or DEX+EVASION+1d10 Thick Stone (40 HP): Boulder
Thin Stone (20 HP): Statue
Weapon 0-6 - 12 - 25 - 50 - 100 - 200 - 400 - 800 Thick Bulletproof Glass (30 HP): Bank Window Glass,
COVER
Bulletproof Windshield
SINGLE SHOT DV
Pistol 13 15 20 25 30 30 N/A N/A Thin Bulletproof Glass (15 HP): Bulletproof Windshield,
SMG 15 13 15 20 25 25 30 N/A Prison Visitation Glass
Thick Concrete (25 HP): Data Term, Utility Pole
Shotgun 13 15 20 25 30 35 N/A N/A Thin Concrete (10 HP): -
(Slug) Thick Wood (20 HP): Bar, Log Cabin Wall, Tree
Assault 17 16 15 13 15 20 25 30 Thin Wood (5 HP): Overturned Table, Wardrobe, Wooden Door
Rifle Thick Plaster/Foam/Plastic (15 HP): Office Wall, Sofa
Sniper 30 25 25 20 15 16 17 20 Thin Plaster/Foam/Plastic (0 HP): Office Cubicle, Windshield
Rifle
Note: BODY 10+ Needed to move Thick Cover.
Bows &
Crossbow 15 13 15 17 20 22 N/A N/A
Grenade
CRITICAL HITS
Launcher 16 15 15 17 20 22 25 N/A On Box Cars, roll 2d6 for a critical and score +5 HP Damage.
Rocket F: First Aid P: Paramedic S: Surgery
Launcher 17 16 15 15 20 20 25 30
Roll Injury Effect Quick Fix Treatment
Thrown Object: DEX+Athletics+1d10 vs Grenade Launcher
No use. Drop stuff.
2 Dismembered
Arm N/A S (17)
Weapon 0-6 - 12 - 25 - 50 - 100 Death Save +1
No use. Drop stuff.
3 Dismembered
AUTOFIRE DV
Collapsed MOVE -2
Assault Rifle 22 20 17 20 25 4 Lung P (15) S (15)
Death Save +1
Autofire: 10 bullets needed. Damage: 2d6 x Points over P(15)/
5 Broken Ribs Move 4m+, 5 HP P (13)
S(13)
DV upto... SMGs Max: x3 or Assault Rifles: x4
NOTES
P(15)/
Arrows: No Reload needed. 6 Broken Arm No use. Drop stuff P (13)
S(13)
Suppressive: 10 bullets needed.
Concentration vs Autofire or hide. 7 Foreign Object Move 4m+, 5 HP P/FA (13) Quick Fix
Shotgun Shells: Shoulder Arms vs DV 13. P(15)/
8 Broken Leg MOVE -4 P (13)
For 3d6 to all withing 6m. S(13)
Explosives *: Hit all within 5m (10x10 square) 9 Torn Muscle Melee -2 P/F (13) Quick Fix
Weapon Skill Dam. Mag. ROF Hands Conc. Lose next Action.
10 Spinal Injury P (15) S (15)
Death Save +1
Medium Pistol Handgun 2d6 12 2 1 Y Crushed
11 Fingers -4 with that hand P (13) S (15)
Heavy Pistol Handgun 3d6 8 2 1 Y Move -6. No Dodge. Death
12 Dismembered N/A S (17)
V. Heavy Pistol Handgun 4d6 8 1 1 N Leg Save +1
SMG Handgun 2d6 30 1 1 Y Roll Injury Effect Quick Fix Treatment
WEAPONS
MOVE -2
Assault Rifle Shoulder Arms 5d6 25 1 2 N 4 Damaged Eye P (15) S (15)
Death Save +1
P(15)/
Sniper Rifle Shoulder Arms 5d6 4 1 2 N 5 Concussion -2 all Actions P (13)
S(13)
Bows & P(15)/
Archery 4d6 N/A 1 2 N 6 Broken Jaw -4 Speech P (13)
Crossbow S(13)
Grenade Hwy Wp 6d6* 2 1 2 N 7 Foreign Object Move 4m+, 5 HP P/FA (13) Quick Fix
Launcher
Rocket P(15)/
Hwy Wp 8d6* 1 1 2 N 8 Whiplash Death Save +1 P (13)
Launcher S(13)
Head shots x 3.
State Threshold Effect Stabil. 9 Cracked Skull P/F (13) Quick Fix
WOUNDS
Death Save +1
Light < Full HP None DV 10 Move > 4m, loose next move.
10 Damaged Ear P (15) S (15)
-2 Hearing.
Serious < 1/2 HP -2 DV 13 Crushed
11 Windpipe No Speak. -4 with that hand P (13) S (15)
Mortally < 1 HP -4 DV 15
Move > 4m, loose next move.
Dead Failed Save Dead No! 12 Lost Ear N/A S (17)
-4 Hearing. Death Save +1
MELEE COMBAT TRAUMA MEDICINE
Cybertech:
DEX+MELEE+1d10 vs - Not for Wounds. Can Quick Fix Cyberware.
First Aid:
DEX+EVASION+1d10 - Can Stabilize Wounds and Quick Fix Common Injuries.
Paramedic (x2):
Weapon Dam. ROF Hands Conc. - Can Stabilize Wounds, apply Quick Fix, and treat Critical Injuries.
Surgery (aka Medicine):
MELEE WEAPONS
Light Melee 1d6 2 Var. Y - Medtech only. Can treat all Critical Injuries.
S State Threshold Effect Stabil.
WOUNDS
Medium Melee 2d6 2 Var. N TABILIZE
Heavy Melee 3d6 2 Var. N Use First Aid or Paramedic. Light < Full HP None DV 10
Lightly: DV10 to Heal Serious < 1/2 HP -2 DV 13
V. Heavy Melee 4d6 1 Var. N Seriously: DV13 to Heal
Mortally: DV15 for 1 HP & Mortally < 1 HP -4 DV 15
Light Melee: Combat Knife, Tomahawk,
Scratchers*, Talon Foot* unconscious. Dead Failed Save Dead No!
Medium Melee: Baseball Bat, Crowbar,
Machete, Big Knucks*, Rippers*, Slice ‘N
TREAMENT
Dice* Quick Fix (with First Aid or Paramedia):
Heavy Melee: Lead Pipe, Sword, Spiked - Takes 1 minute. You can treat yourself. Remove the Injury Effect for the
Bat, Wolvers* rest of the day.
V. Heavy Melee: Chainsaw, Treatment (with Paramedic or Surgery):
Sledgehammer, Helicopter Blades, - Each attemp takes four hours. Can’t treat yourself. Removes Injury Effect.
Naginata Hospital: For a 4 hour treatment in a day
* Cyberware - DV17+: 1,000eb/Day (V. Expensive)
- DV15: 500eb/Day (Expensive)
H2H - DV13: 100eb/Day (Premium)
BODY Dam. - DV10: 50eb/Day (Costly)
Minimum Damage for a Cyberarm is 2d6. - An overnight bed. 100eb/Day (Premium)
1-4 1d6 Grab (& Hold): -2 to all Actions for both of you
Body Banks:
5-6 2d6 Choke: Requires Hold, Ignore armor, BODY in damage. - They are not taking bodies, as vat grown limbs are too cheap.
Throw: Requires Hold, Ignore armor, BODY in damage,
7 - 10 3d6 Target is Prone. POISONS
11 + 4d6 Intensity Example DV Effect
- Recovery [Any]: DV 13, Get Up for free (ie don;t cost a Move Action). Mild Belladonna, Toxic Waste 11 1d6
Aikido
- Disarming Combination [Hit with Brawl & MA]: DV15 to Disarm. Strong Arsenic 13 2d6
- Iron Grip [Only once]: DV15 for an extra -2 on escape Grapple.
Deadly Biotoxin, Designer Poison, Stonefish Venom 15 3d6
MARTIAL ARTS
Karate
- Armor Breaking Combination [Hit with Melee & MA]: DV 15 for 2 more
armor damage. DRUGS
- Bone Breaking Strike [WILL 8+]: One attack only, but adds the Broken Intensity Example DV Effect
Rib Crit, or Cracked Skull for Head shots.
Judo Mild Alcohol 11 Inebriation
- CounterThrow [Dodged all attacks]:DV15 to auto throw a target. Strong Sodium Pentothal 13 Suggestibility
- Grab Escape [Grapples & Hit with 2 Melee attacks]: DV15 to escape
grab and give a Broken Arm Critical. Deadly Designer Drug 15 Designer's Intention
Taekwondo
- Pressure Point Strike [WILL 8+]: Make single attack, if hit add Spinal STREET DRUGS
Injury Critical. Head shots, get a Brain Injury Critical. Resist Torture/ Drugs vs DV to avoid Secondary Effects.
- Flying Kick [MOVE 8+, & move 4m]: Single attack, Move towards target, Black Lace (50eb) - Pg 227.
do damage, and knock Prone. - Main Effects: 24 hrs, 2d6 HL for duration, Ignore Seriously Wound State.
MORE HURT - Side Effects (DV17): addicted (Black Lace)m HL permanent, -2 REF when
not using.
Fire: Blue Glass (20eb) - Pg 228.
- Mild (Wood Fire): 2 Damage direct to HP/Turn - Main: 4 hrs. Will "flashing out" with hallucinating colours & shorts, and will
- Strong (Gasoline Fire): 4 Damage direct to HP/Turn lose an Action
- Deadly (Thermite): 6 Damage direct to HP/Turn - Side Effects (DV15): Addicted (Blue Glass). Typically will flash out each
Drowning: hour. Primary effect now stops flashing out and is used for stability.
- Hold breath for BODY in minutes, then BODY in Damage/Turn. Boost (50eb) - Pg 228.
Asphyxiation (Space): - Main: 24 hrs, INT +2
- Drowning plus, 1d6 to INT, REF, and DEX. If INT reaches 0, Your - Side Effects (DV15): Addicted (Boost), -2 INT.
Dead. You recover if you breather air. Smash (10eb) - Pg 229.
Electrocution: - Main: 4 hrs, euphoric,+2 to the
- 6d6/Turn, soaked by armor following Skills: Dance, Contortionist,
Exposure: Conversation, Human Perception,
- 1d6/Day (Direct). While exposed to extreme elements, you cannot heal Persuasion, and Acting.
naturally. Proper equipment for environment, no risk of exposure. - Side Effects (DV15): Addicted
Falling: (Smash), dysphoria, -2 to the
- Fall 40 m/ Turn. One chance to grab a ledge with DV15 Athletics. No following Skills: Dance, Contortionist,
Check for a Grapple Hand, Grapple Gun, etc. Conversation, Human Perception,
- NB: Ignore the first 10m or 2 Cyberlegs ignore the first 30m. Persuasion, and Acting. Craves more
- Take 2d6 for every 10m fallen and suffer Broken Leg Critical. Smash.
- Common sense. EG. Fall of Skyscraper = dead Synthcoke (20eb) - Pg 229.
Radiation: - Main: 4 hrs, +1 REF, paranoid
- Low level radiation: GM interpret. ideation
- High level radiation: Equivelent to Mildly On Fire - Side Effects (DV15): Addicted
- Extremely Hot Zone: Equivelent to Deadly On Fire. (Synthcoke), -2 REF, crave more
Synthcoke
Information R. Talsorian Games Inc. All Rights Reserved.
Addition Character Art: Alex Pascenkoent
NETRUNNING
INTERFACE+1D10 VS DV
HARDWARE
Cyberdeck Quality Slots Option Details
CYBERDECK
Basic Actions Interface Actions
- Move in NET. Poor Cyberdeck 5 Standard deck Unchanged
Net ACTIONS
Program PER SPD ATK DEF REZ Effect Defender 0 0 7 See below
Asp 4 6 2 2 15 Destory’s Program on Deck Each program can only be used once per Netrun. Can’t run multiples.
Armor:Transparent golden armor worn by the Netrunner.
Giant 2 2 8 4 25 3d6 Dam & Jacked Out! -4 Brain Damage
2d6 Dam. Deck on fire & take 2 Flak: A cloud of blinding, glowing, multi-colored lights swirling around
Hellhound 6 6 6 2 20 the Netrunner.
HP/Turn
Reduces ATK of Non-Black ICE to 0
Kraken 6 2 8 4 30 3d6 Dam & No move or Jackout Shield: Flickering silver energy barrier surrounding the Netrunner.
BLACK ICE
-1d6 to INT, REF, DEX for 1 Stops first Non-Black ICE from doing Damage, then Derezzes.
Liche 8 2 6 2 25
hour. Program ATK DEF REZ Effect
Derezzes a defender Prog, 1d6
ATTACKERS (GREY ICE)