100% found this document useful (4 votes)
2K views111 pages

FASA7114 - Shadowrun - Fields of Fire

FIELDS of FIRE Mercenary Operations Personal Disdpline InterpersonalSkills Preparedness Orientation and Exposure Types of Work Sentry Weapons Armtech MGL12 Grenades Ares MP Laser 111 Ares FireLanceTM Vehicle Laser Ammunitin Gear Camouflage Clothing Gel-Pack Armor Military Grade Armor Cougar Fine Blade Knife Climbing Gear Smartlink Level I1 Tactical CommunicationSystem BattleTacTM Integration System Target

Uploaded by

Flavius Iosephus
Copyright
© Attribution Non-Commercial (BY-NC)
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
100% found this document useful (4 votes)
2K views111 pages

FASA7114 - Shadowrun - Fields of Fire

FIELDS of FIRE Mercenary Operations Personal Disdpline InterpersonalSkills Preparedness Orientation and Exposure Types of Work Sentry Weapons Armtech MGL12 Grenades Ares MP Laser 111 Ares FireLanceTM Vehicle Laser Ammunitin Gear Camouflage Clothing Gel-Pack Armor Military Grade Armor Cougar Fine Blade Knife Climbing Gear Smartlink Level I1 Tactical CommunicationSystem BattleTacTM Integration System Target

Uploaded by

Flavius Iosephus
Copyright
© Attribution Non-Commercial (BY-NC)
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
You are on page 1/ 111

INTRODUCTION FIELDS OF FIRE Mercenary Operations

What is a Mercenary? k i n g a Mercenary Bulc Operations Personal Disdpline InterpersonalSkills Preparedness Orientation and Exposure Types of Work

Sentry Weapons Armtech MGL- 12 Grenades Ares MP Laser 111 Ares FireLanceTM Vehicle Laser Ammuniti~n

Gear
Camouflage Clothing Gel-Pack Armor Military Grade Armor Cougar Fine Blade Knife Climbing Gear Smartlink Level I1 Tactical CommunicationSystem BattleTacTM Integration System Target Designators Global Positioning System NightCliderTM

Types of Operations
Open Warfare Guerrilla Warfare Displays Bug Hunts/"The Big Game" security Personal Service Advisors Spedal Operations

Vehlclu
GMC MPUV LAV-98 'Devil Rat" APC LAV- 103 "Striker" Light Tank C-260 Titan Medium Transport Aerodesign Condor 11 LMD-41 Steel Lynx Ground Combat Drone Ferret RPD-VI Perimeter Drone Wasp/Yellowjacket 'F" series upgrade Vehide Smoke Generator Ablative Vehide Armor

Organlutlons
The League

Maglul Integration
Hot Spob Aztlan Far East Australia Africa

The End of the Mercenary HElD PACK nreums


Walther PB- 120 Hammerli Model 6 10s Savalette Guardian lngram Warrior- 10 Colt Cobra (lZ-110) lngram SuperMach 100 Colt M-23 Assault Rifle Ares Alpha Combatgun Ares High-VelocityAssault Rifle Barret Model 121 Heavy Sniper Rifle Remington 990 Shotgun Franchi SPAS-22 Ares MP-LMG/HV Heavy Weapons Light Anti-Armor Weapon Arbelast I1 Medium Anti-Armor Weapon Great Dragon ATGM Ballista Multi-Role Missile Launcher Ballista W e t and Missile Rounds M- 12 Man-Portable Mortar Mortar bunds

RULLS Developer Notes Choostng Optional Ruks Lxplnslons and Clulfkrtlons


Armor Degradation Athletic Tests BattleTacTM System Camouflage and Perception Cased vs Caseless Ammo Combat Accidents Cover Modifiers Covering/Suppression Fire Custom Weapons Delayed Actions and Short Moves Delayed Grenade Rules Instant Death and Over-Damage Low-Light and Thermal Systems f Maximum Rate o Fire Mercenary Contacts Off-Hand Training Physical and Stun Damage Pulling Punches Recoil and Strength

Sensor Targeting of Humans Sentry Guns Shotgun Sound Suppression Small Unit Tactics Smartlink Level I1 Smoke Rules Target Designators TelecommunicationsSystems White Phosphorus
Deslgn and Wrtling

Tom Dowd
Development

Tom Dowd
Editorial staff Editorial Director

Donna lppolito
Managing Editor

Sharon Turner Mulvihili


Associate Editors

Diane Plron-Celman Rob Cruz


hodudon Staff Art Director

JimNelson
Project Manager

Mark Ernst
Cover Art

Louis Roy0
Cover Design

Mark Ernst
lllustrations Earl Ceier Mike Jackson Rick Harris Layout

Mark Ernst
Keyline and Paste up

Ernesto Hernandez

SHADOWRUN@Is a RegisteredTradernark of FASA Corporation. FIELDS OF FIREM Is a Trademark of FASA Corporation. Copyright O 1994 FASA Corporation. All Rights Resewed. Printed in the United States of America.

Published by FASA Corporation, 1 100 W. Cermak Rd., Ste. 8305


Chicago, 11 60608

ields of Fire is a sourcebook f-= -iS for mercenary characters in the Shadowrun universe. Because the Shadowrun g a m e is not just about mercs or purely mercenary o p e r a t i o n s , t h i s sourcebook focuses on how m e r c characters think a n d behave in relation t o the usual Shadowrun storyline. This sourcebook is about attitude and purpose. The Field Pack section is devoted t o weapons and equipment available mainly t o mercenaries, but also t o the most s a y street samurai. The Rules section in the f back o this book expands and clarifies certain existing combat rules and offers new optional rules. Enjoy!

WELCOME TO.. .

CAIEGORY
Message Base/Mail System Special CategoryfTopics (SICS) Library Archive Information Base

GO TO:

@a
Ga
. .)

-SPECIAL FEATURES (Limited Duration Posting)

Paranormal Animals of Europe (Don't say we didn't warn ya. Corporate Shadowfiles (Corp Dirt! Dig In!) Denver Compilation (Treaty City Stuff!) Shadowtech Compilation (Weird Science 101)

( NOT AVAILABLE )

Fields of Flre (Mercs and Guns!)


Tir na n 6 g (Available!)

?I? *&&ABMSJAIDMJIO&*(#@tQg
Real Life Compilation (Real Cool!) Lone Star Security Uncovered!!! (Soon!) Germany (We got it!) Tir Tairngire (Those Wacky Elves.

G!D Ga

( NOT AVAILABLE )

. .TM)

Introduction Fields of Fire (Merc Manual) Field Pack (Weapons and Gear) DOWNLOAD ALL?

NOTE FROM CONTROL-Anyone

with any knowledge regarding sabotage to this system should contact m e ASAP. Censorship will not be toleratedl

he text of this file is abridged and revised from the volume of the same name, written by JuanSamuel Peretya and published by World Independent Press, Miami, FL, 2048 (Second Edition).

MERCENARY OPERATlONS
I am a mercenary.
-

>>>>>(As a point of interest, Juan Samuel Pererya posts in these parts under the handle Matador. If I'm not mistaken, he's posting these days from a Peruvian hospital (or some similar place). A few of his postings appear in the Field Pack section of this upload-which, oddly enough, seems to have been compiled backwards. The Field Pack equipment section i an s older posting; you can tell by the dates. Who knows why it ended up second in the file sequence? I don't know if Matador will post comments on his own work, but it'll be more interesting if he does.)<<<<< -Colonel Cobra (12: l9:28/Ol-O2-55) >>>>>(By the way, since this i a public posting (to be echoed after the usual annotation) I s expect a lot of non-mercs to be perusing these pages. A non-merc myself, I found the contents interesting stuff. I've read through it once, and log back in every so often to annotate it myself where necessary. I think this material i of value to everyone, not just mercs. Pererya says a lot in here about s how we should act and behave toward each other (shadowrunners take note!), so pay attention. Professionalism shouldn't be limited to self-proclaimed professionals. It's a code we should all follow. Lord knows I'd feel safer walking the shadow-streets if we did.)<<<<< -Hatchetman (03: 19:50/01-04-54)

One of the dictionaries on my computer defines the term mercenary in two ways: a) One who works or acts merely for money or other reward, or b) A professional soldier serving in a foreign army solely for pay. I cannot dispute the letter of what each says.

I can, however, explain what the term mercenary means to me. This may take some time, s o bear with me.

WHAT IS A MERCENARY? I am a soldier, pure and simple. I am trained in the ways of modern warfare and schooled in the theories of the ancients. I d o what people who consider themselves humane believe is unnecessary in our modern world. I use force to accomplish an end. It's a simple, age-old problem. You want something done. Someone or something stands in your way. But what you want d o n e is important. It cannot be left undone. What d o you do? What alternatives d o you have? What price will you pay to achieve your goal?
>>>>>(He makes a valid point, one a lot of people tend to forget. What happens when negotiating doesn't work? We've become s afraid of war, or, more precisely, its price o in blood, that we knee jerk toward negotiation and compromise. Unfortunately, talking sometimes just doesn't work, especially when someone wants something very badly. There's a remake of some old pop tune making the rounds these days, and one of its lyrics goes something like this: 'I don't know no military solution that didn't end up as something worse." Sorry, chummer, whoever you were-like it or not, I can think of plenty that did what they were sup posed to do.)<<<<< -Conjoiner (20:51:54/01-03-55) >>>>>(Yeah,but isn't it a good thing that we s quickly o reject a military solution? Isn't prudence sometimes better? Many military solutions have failed, and with disastrous results, because the people in charge thought they understood what was going on and only succeeded in making things worse. Maybe thinking twice and trying everything else three times isn't such a bad thing.)<<<<< -Findler-man (0328: 16/0105-55)

I once asked a young relative of mine (who believed I worked in the international import/export business, an old and respected cover) what he thought the term "mercenary" meant. He told m e mercenaries were people who went someplace else and killed people for money. I cannot honestly dispute his definition.
>>>>>(Yeah,no drek you can't. Wonder why?)<<<<< -Smiley (2 1:17:17/01-04-55) >>>>>(Shutup and read, sludge brain.)<<<<< -Weasel (03:29: 16/0146-55)

Some people would have you believe that only two alternatives exist: peace and war. Though w e can learn much from the practice of Taoism and the wisdom of the ancients, things are not always as simple as wet or dry, white or black, s f or hard, peace or war. Sometimes you ot have both. That's where I come in. A mercenary's job involves much more than simply waging war on someone else's payroll. War is pain and death and misery. War is not something humans desire. It is, however, something w e must accept when there are no alternatives. If w e believe strongly that something must be done, w e may have to fight for it. By the same token, if w e d o not believe strongly, w e should not fight.

But we must make that decision before we begin. Once we begin, we can't turn back. Force must be applied with intelligence. Anyone can fire a submachine gun into a crowd. Anyone can push a button and launch a missile that slaughters a hundred children. Anyone can kill. It's easy. A mercenary knows how to kill. He also knows when not to kill. He knows that sometimes, simply being strong is enough. He knows that the threat of violence can bring about peace-time and again, history has proved this truth. He knows that one man or group of men in the right place at the right time can save hundreds from death. He also knows that sometimes, talking isn't enough. And he stands ready for that moment. >>>>>(Yeah, he loves that moment. He sits in the dark, quivering, waiting for that moment.)<<<<< -Smiley (2 1 : 19:08/01-04-55) >>>>>(Geez,what's with you?)<<<<< -Weasel (03:31 :54/01-06-55)

Above everything else, the mercenary knows her job. She's analyzed it, dissected it, and put it back together in every possible combination. She knows what's supposed to happen and what might happen, and she's prepared for those times when things don't go as expected. She is a professional. >>>>>(Professional what? (yuck hyuck))<<<<< -Smiley (2 1 :23:54/01-04-55) >>>>%hummer, if you hadn't logged on two days ago I'd trace and burn your butt from here to Kansas City.)<<<<< -Weasel (03:35:35/01-06-55)

BASIC OPERATIONS
Many people mistakenly believe that because a mercenary works freelance, he does not live by any rules. In fact, mercenaries are professionals, and like all professionals, live by a certain set of rules. A mercenary must value and practice personal discipline, interpersonal skills, preparedness, and controlled orientation and exposure. I touched on these requirements in a general way already, but because these issues lie at the heart of being a mercenary, this next section expounds on each requirement in detail. These abilities are the basics, the things you must know, digest, and make your own before you begin your career as a mercenary. Even seasoned professionals need to review these basics from time to time, because the years of work tend to make you forget. Never forget.

BEING A MERCENARY
Not everyone is cut out to be a mercenary. It takes a certain kind of individual to be a mercenary. A mercenary understands herself, her abilities, and her limitations. She knows her role in the world, what she is expected to do, and what lies outside her responsibility. She can dream, but holds no illusions about reality. Most of all, she understands the intelligent application of force. As dangerous and horrific as it can be, she understands it as a valuable and effective tool. She understands people. She knows how their minds work, how they think when they are calm, how they react when they are afraid. She understands what people want, from basic sustenance to decadent luxury, and she knows the lengths to which people will go to get what they want. She knows how to reason with others, how to explain her own and her opponent's position, how to listen and make others listen. The mercenary is always prepared. She knows her equipment and her weapons. She knows what she needs and where to get it. She knows the requirements of her assignment and the equipment needed to get the job done. >>>>>[I'll attest to that! We've stopped getting our combat gear through our local fixer, and now use one of our teammate's old merc contacts, his dealer. Takes longer, and sometimes pickups get a little complicated, but the quality of the stuff that shows up is first-rate.)<<<<< -Wenton Warrior (08:27:40/01-06-55)

PERSONAL DISCIPLINE
I live by a code. Most mercenaries do. A merc without a personal code is nothing more than a sociopath with no concern beyond himself. Mercenaries are not madmen.

>>>>>(Some might argue that point, but this is not the forum in which to contest it. Personally, I think there's a little something loose in the head of anyone who chooses the life of a merc--or one in the shadows, for that matter.)<<<<< -Normal PEE (21:39:02/01-05-55) The process of discovering your code, what you will and will not allow yourself to do, takes a lifetime's worth of learning. It never ends, for any of us. Before you choose the mercenary's life, you must determine your own code. Find out where you believe the lines are drawn. This knowledge is very important.

>>>>>(It i not just important. It's mandatory. If you don't s establish a code for your life, you'll soon find yourself flopping compulsively from cause to cause, caring less and less about human life. God. is it important. Find your code. Live by it.)<<<<< -Winter Rat (23: 19:20/01-06-55)

between m e and a professional assassin lies in the first part of my code. I take only jobs I believe in. If performing a job I believe in means people must die, I accept this. I live with it.
>>>>>(Notice the important subtext running through much of this abstract: Kill only when necessary. I prefer to forget the number of runs I've been on that were filled with gratuitous killing. I don't work with jokers like that twice. Few people do, because soon they'll have so many corps and cops after them that no one will want to hire them. Don't kill unless you have to. Non-lethaltactics work just as well as lethal ones most times, and don't create the same kind of enemies.)<<<<< -Hatchetman (04: 10:18/01-08-55)
-1 am not judge, jury, and executioner. I am not the law. The society and civilization w e live in accepts some things and reviles others. I make my judgment calls based on the precepts of that society. Are the objectives of my job acceptable or even beneficial t o society a s a whole? Am I helping to advance some worthy cause? If not, I don't take the job, or I refuse to fulfill the objective. I live and work by my conscience and my code. * I walk away if things change. Sometimes, the truth is different from the inside. Once an operation begins, certain things become evident that could not be seen before. If this new truth changes the way I view an operation so that I would not have taken the operation if 1 had known those truths going in, I will walk away from that operation. I have walked away, and it has cost m e money, prestige, work, and friendships. I make sure my employer f understands this part o my code before I begin the operation. My attitude has affected the kind o jobs I get and f given m e a certain reputation. I like that. -1 value all human lik. I value both friend and foe. I will not betray my friends or my allies for the "cause." Yes, I sometimes need to make hard decisions, but I will not work with the knowledge that those decisions must be made as part of the operation. I especially value the life of my opposition. You'll note that I don't say "enemy." I d o not assume my opponent is my enemy. My opponents believe, perhaps as strongly as I do, that they are doing something important. They have values, a code perhaps, and most important, they also have lives. I have no inherent right to take that life. Don't misunderstand me: I fully understand that killing may be required, but I will not kill needlessly. Yes, I consider injury a viable alternative t o death. I would gladly injure someone, even permanently disable them, to remove that person as a threat rather than kill them. Killing may not be necessary, but it does come with the territory.

I became comfortable with my code many years ago, but I know that I am an exception to the rule. I became a mercenary for my own reasons. Though my history shares much with that o other mercenaries, certain, singular f things in my heart and mind define me. They color everything that happens t o m e and shape the way I see the world. Every person possesses individual, unusual perspectives and thoughts that shape his or her world view. Find yours and leam what they mean as quickly as you can. Because my experience may help others formulate their own codes, or at least give them something to think about, I'm writing down the broadest precepts o my perf sonal code. I keep the specifics nailed down in my head, but those won't matter to anyone except me.
>>>>>(If Matador's specifics do matter to you, here's a tidbit-Matador i Mexican. Note that I said Mexican, not s s Aztlaner. That distinction i important.)<<<<< --Night Hunter (02: 19:14/0148-55)
-1 take only jobs I believe in. Before I contract for a job, I learn all I can about the work and the situation, and not just from the client. I d o my own research and leam as much of the truth as possible. Sometimes, especially with secret operations, I can't learn much. In those situations I trust my fixer. He and I have a long-established relationship; he knows m e and knows the kind of jobs I won't do.

>>>>>(Basically, learn when to say NO! It's easy, really, and ultimately it earns you a lot of respect. Don't get caught on some testosterone wave and take a job because your machismo demands it. If your guts don't like it, turn it down.)<<<<< -Uncle Paul (1 1:08:47/01-06-55)
.I do not take jobs offered solely because of my ability to kill. I am not a professional killer. Though killing is often

part o my profession, I cannot be hired exclusively t o kill. f I admit that his part of my code may wander into a gray area, because I have done wet work in the past and will probably d o it again. (Wet work, for those who don't know, is assassination for hire.) But I am not a professional assassin. The wet work I've performed has always been one element of a larger operation, admittedly sometimes the principal objective of that operation. The difference

Have I ever violated my code? Yes. It troubled me deeply every time. But I'm glad it disturbs me to do so. That's how Iknow I'm human.

>>>>>(I know Matador, and I envy him his code. Many people in our line of work wrestle with their consciences almost daily, and that constant struggle makes me wonder why some people become mercenaries. For the glory? There isn't much. For the thrill? Too many get involved this way. For the money? Become an accountant. The corps always need more accountants. Personally, the Euro-Wars left me without a place in society. Combat o affected me s deeply that the scars from what I'd experienced began killing me once the war stopped. The only way I could keep my mind intact was to tear those wounds open each time they started to heal. Has it helped? Am I sane because of it? I don't know.)<<<<< --ColonelCobra (03:20.188/1&!5!3

>>>>>(Many people live in a vacuum of understanding. They view the world through their own frame of reference, refusing to accept what other people hear or see as valid. They don't realize that much of what each of us knows (or believes we know) clouds our perceptions. Think about the many tragedies that could have been avoided if people paid attention to the messages they were sending and how others perceivedthose messages.)<<<<< --Doc Tanner (20: 14:27/01-09-55)
You can only convince people of what you really represent through skilled communication. You tell everyone you meet who and what you are in four ways: the ways you speak, write, act, and look. Don't dismiss this as nonessential. I cannot exaggerate the importance of communication skills to a professional soldier. You must constantly be aware of how others perceive you, because their perceptions control their behavior toward you. What you actually intend means nothing in the face of what they believe of you.

INTERPERSONAL SKILLS
Don't deceive yourself. You can't be a successful mercenary by "letting your gun speak for you." That clichC will get you killed. You are a professional, and you must always behave like one. As a professional soldier you must know how to communicate, how to send and receive messages. Communication takes many forms, and written and oral language represents only a minor area of true communication. Simply by stating "I am a mercenary," you are sending a message. The base level of that particular message, however, has little or nothing to do with you. What that message communicates relies almost completely on the receiving person's perception of a mercenary's role. If they believe that mercenaries are soulless killers, then they will deal with you on that basis. If they believe that a mercenary is a professional who knows his job and is prepared to do it, then your statement communicates that notion to them. Initially, it does not matter what message you intend to send. What they believe defines their interpretationof the message they receive. If they perceive something different from what you intend, you must convince them otherwise.

How to Speak Speak well, speak clearly. Make sure they understand you. When on duty, make every verbal communication with your superiors a formal communication. This holds true whether your superiors are your friends or you think they are dog scum. You are a professional. Learn to speak the local language from a native. If you learn it from a chip or rely on a linguasoft, the natives will get the message that you don't care enough to learn the language properly. If you speak the local language unassisted by technology, you send the message that you are willing to spend the necessary time to learn about the local culture. You are willing to spend the time to learn how to speak to them. That's a powerful message. Learn how the locals speak. Do they speak loudly? Softly? Using direct eye contact? Emulate the locals rather than mimicking them, and don't attempt to do it perfectly. You probably can't, and it's better to acknowledge the fact that you are an outsider who respects their culture than to embarrass yourself and them by performing badly. If you mess up, you appear to mock their traditions.

>>>>>(Day-to-daycorporate life teaches the same lesson with regard to the Japanese megacorps. How long has the West maintained corporate relations with the Japanese? A century? How many billions of nuyen have the corps spent on research, analysis, and training? Can a gaijin bow correctly yet? Nope, yet they keep right on trying.)<<<<< -Mr. Yota-san (20:19:27/01-10-55)

the-cuff. Even the most well-structured, formal speech reads poorly when written unless you edit it. Learn to write the local language. In this case, chipbased literacy is usually good enough because written language tends to be more formal. Languages based on pictographic character sets constitute an exception to this rule. Because even the most advanced linguasoft often provides somewhat rough pictograph depiction, have a trustworthy native proficient in the written language check the lettering. Everyone who reads your communications will attempt to read between the lines, and will look long and hard to find whatever they think you are not telling them. Your only useful response is to leave nothing to interpretation. Be clear. Be concise. Avoid written communication whenever possible. Even my mind boggles at the number of times I've heard that operational security was compromised because someone wrote down sensitive information. If you must keep notes or, God forbid, a diary (I can think of few actions more idiotic for a merc), write in a personal symbolic code. Don't use a cipher--ciphers can be easily broken. A code in which a single symbol sub-references an entire concept and augments the following symbols is much harder to break. Your opponent will need you to translate such a code-and don't be naive; they'll make you d o it.
How to Act

The way you a c t m a y b e your m o s t important method of communication. I have known many talented men and women who think that holding a position of power or carrying a gun gives them the right to act like children. In fact, just the opposite is true.
>>>>>(Workingthe streets proves the ugly truth of what Matador says here. I've been at countless meets where the participants were copping the juvenile 'wiz 'tude" one-upmanship program. If I have to watch one more street Sam clean his blades during a negotiation, I'll vomit. What's the point, other than pure narcissism? (And I apologize to all you street sums who will have to look that word up.))<<<<< -Hatchetman (04:24:28/01-06-55) >>>>>(HeyHatchet, Ithought you were a street .sam?)<<<<< -Global Warmer (23:29:1 1 1a 3 3 ) 80 >>>>>(Iam. Trust me--1 know all about them.)<<<<< --Hatchetman (20:10:1610148-55)

Do not speak to the locals as if they are subordinates. These people live where you work. You are their guest, even if you work for their government. Your profession means that people will listen very carefully t o what you say t o find t h e m e s s a g e they expect. Because you are a mercenary, others will believe you deceptive, hiding things behind doublespeak. Be clear. Be concise. Allow no room for doubt or misunderstanding.
How to Write

Write clearly and concisely. Make sure they understand you. To tell the truth, I d o little writing in the field. Between jobs, however, I can easily fill my time with after-action reports, supply and inventory requests, mission-planning documents, and so on. And though I may not actually write the first draft (I prefer speech-recognition dictation into my pocket secretary) I always proof the final document to make sure that it is complete and looks professional, and that it doesn't sound like I wrote it off-

The cliche is old but true: with power comes responsibility. I've said it at least a dozen times already: you are a professional. You must act like a professional at all

times. How you act reflects on you, your allies, and others in your profession. Your actions send the most powerful messages about who and what you are. Even a person who believes you a soulless killer may change her mind over time when presented with behavior that refutes that belief. I cannot create a comprehensive list of acceptable and unacceptable actions, but I can offer some guidelines based on my own experience. Fully exploring each of the following guidelines could require an entire book per guideline, but until I write those books, I can only hope that the short explanations and examples will spark a little understanding. -Avoid non-professional relationships while on the job. This short sentence covers a great many things. Don't become friends with your client-keep that relationship clearly defined. Develop a trusting, familiar, business relationship with your team members or allies, but don't befriend them. (Save that for downtime. You can act buddy-buddy, but d o not develop an emotional attachment during the operation. What bonds people under stress is different from what bonds people during the calm. I find that friendships developed during the calm are far stronger.) Avoid sexual relationships of any kind; they only increase your vulnerability t o blackmail or manipulation. Sexual relationships can also lead to emotional bonds that could jeopardize the operation.
>>>>>(Idon't know about this one. Y see, Matador has a spent a lot of time isolating himself from emotional associations that could harm him. Despite this, he has an amazing ability to sympathize and empathize with all types of people. I've seen it happen. What he does, though, is abstracts it. He sympathizes with the situation. He empathizes with the plight. He sees the problem as it

affects many people, not just one person. One person could hurt him.)<<<<< -Winter Rat (1 9:O2:17/01-09-55)
*Play it straight. Because you are ultimately only a hired hand, your best option is to shoot straight. For as long as the operation lasts, your only loyalty is to your client. This stays true unless you learn something you didn't know when you began the operation that violates your personal code. Even in that situation, play it straight. Protect yourself, but lay your cards on the table.

>>>>>(Are you fraggers paying attention? T I S IMPORH I S T N ON THE STREETS. You know the saying, 'It ain't a AT shadowrun unless your Johnson has screwed you twice?" You know why that's true? 'Cause the Johnsons think shadowrunners are scum, and rightly so. Merc employers don't have this attitude, and neither do people who hire other kinds of freelancers. Why does this attitude stick to shadowrunners? 'Cause these people are fools! They heap crap on the Johnson. They act barely professional. They don't make plans, or even think things through. They create nearly as much trouble on the run a the run was s supposed to solve, and they have no respect for each other or the people paying them. They aren't professionals in any sense of the word. They're thugs.)<<<<< -Hatchetman (20:17:18101-08-55) >>>>>(Gee, Hatchet, having a quality control problem?]<<<<< -'Shroom (09:20: 19/01- 10-55) >>>>>(Fraggin' right I am, and I'm full-throttle tired of it. I kicked the drek out of a decker two days ago because he skimmed a corporate datastore we were explicitly told

not to skim. What's his excuse? "They're a corp: who's gonna know?" How about me? How about him? How about our employer, since they know exactly when we were in there? How about the corp we ran against that just might be willing to absorb the damage? If the decker skimmed something damn valuable and the corp finds out, who'll be twisting in the wind then?)<<<<<

-Hatchetman (1 8:28:20/01-11-55)
>>>>>(Careful,Hatchetman. We know you're blowing off steam, but you don't want to b e slammin' deckers 'round these parts.)<<<<< -Findler-man (1 9: 19:18/01-12-55)
*Play it smart. Know when to say no. Don't allow yourself to be drawn into positions detrimental to your health or security just because it seems to be part of the game. Don't allow yourself to be goaded into acting stupidly. Your opposition (and perhaps someone on your own side) is waiting for you to make a mistake. Stay in control. Don't allow yourself to be manipulated or jerked around. -Be a professional. Everything I talk about in this book, everything, should become an integral, reflexive part of your life. None of the advice written here can be ignored even for a moment. Your life may depend on it. More than once I've been in a bad situation, on the losing side, but Iwalked away in one piece because Imaintained my professionalism. People respect that, even if they don't respect what you do. I'lldiscuss another big part of this particular point later on: odds are, you'll be facing other professionals, other mercs, Respect runs both ways.

>>>>>(Oh, yeah. Remember that street Sam I mentioned before who was cleaning his blades while we negotiated with a Johnson? Did I mention he had the top of his head shaved, and what little hair remained was down to his shoulder blades and bone white? Did I also mention that he had tattooed on his bald head the words BT M IE Y SNAKE? During the whole meeting, I could see the Johnson looking this guy over and wondering just what kind of people he was hiring.)<<<<< -Hatchetman (20:29:09/0 1-08-55) >>>>>(Doeshe actually have a snake?)<<<<< -3hroom (09:25:09/01-10-55) >>>>>(Yeah, a red-and-brown anaconda named Freddi.)<<<<< -Hatchetman (18:34:58/01-11-55) In general, ask yourself how another person would react listening to you, conversing with you, or just watching you. Does everything about you send the message that you are smart, alert, serious, skilled, perhaps dangerous, and definitely a professional? When you send that message, you'll be surprised by how much easier your job gets.

PREPAREDNESS
Never take a job blind. Before you agree to the terms of a contract, do your own research, learn everything you can. Check with your contacts. Listen to the people you trust. Scan the media, but pay attention to who is saying what. Everyone, everyone, speaks from a bias or prlvate agenda of some sort. If you recognize that bias or agenda, you can use it to your advantage. >>>>>(Yeah-if the government-run radio station isn't shouting the news about how well its troops are doing in the mountains hunting down the rebels. . -Media Watcher 11 (21:58:09/01-11-55) Take nothing for granted. As part of the contract, your client may offer to provide you with everything you need. Thank him graciously, but let him know in the most professional way possible that you prefer to make all arrangements yourself. If he is a professional, he'll understand. Learn everything you can about your target zone, your area of operations. Use maps, pictures, trideo, firsthand accounts, everything available. Absorb it, file it, database it: you'll need it. Research other operations performed in the area. Why did they succeed or fail? What were their strengths and weaknesses?

>>>>>(True, true, especially in the rnerc's field of operations. I've watched a merc field commander calmly eating lunch with his captured merc adversary with a complete lack of special security precautions or even a hint of worry, simply because they're both merc. Boggled my mind at first, but then I realized it's all part of this code thing. Warfare is hell, and they're the ones who do it for the ones who won't. All this code stuff is just one way of keeping themselves sane.)<<<<< -Merc-On-Training Wheels (20:42:59/0 1-09-55)
How to Dress Don't stop reading now. You may think that discussing a merc's outfit sounds pretty dumb, but how you dress sends a specific message. People base their responses to you on what they think they know (preconceptions) and what they experience (perceptions). If I see a merc on dress duty looking rumpled, I question his commitment. If I see an off-duty merc out carousing and looking like gutter filth, I question his discretion. If I see a merc walk into the local watering-hole-cum-oppositionhangout in full-dress khakis, Iquestion his sanity.

>>>>>(Personally, I know I'm in trouble when the team I'm leading has a planning meeting and the response to my suggestion that we track down and debrief other runners who've pulled a run against our target is a table full of vapid stares. Then some wit says: "We c a n do that?")<<<<< -Hatchetman (0420:18101-12-55) Consider the "why" as well as the "where." Never enter a situation ignorant of local politics. That's the fastest way to get yourself dead. Why is your employer mounting this operation? What short- and long-term results does he expect? Who profits from a successful operation? Who gets hurt? Analyze all the players involved, and learn their strengths and weaknesses. Study a breakdown of your timetable. You can often determine important information from the time that things occur. For example, does your employer expect you to wrap up the operation before spring? Why? Keep

a careful eye on weather and climate projections. It's an amateur's mistake to be caught flat-footed by the weather, but it's amazingly easy to overlook that factor. Finally, plan every step of the operation in detail. Consider what you need in terms of manpower, equipment, and transportation. Arrange as many of these elements as possible yourself. Rely on your own contacts and resources in order to reduce the chance of "unexpected exposure." Again, if your client is a professional, he'll understand your methods. If forced to work with local resources, inspect those resources personally as early in the operation as possible. Don't trust your life to other people's skill with machinery or inventory. Trust only your own abilities. Much of this advice assumes that you are in a position of authority. Even if you are not, learn these lessons well. If you take this advice to heart, you can more easily educate yourself about the wasp's nest you may land in. Preparation is the best defense against any situation.

ORIENTATION AND EXPOSURE Control your orientation and exposure by making your own travel arrangements. Simple, but important. Naturally, you need to inform your client of when and where you will meet, but you need to establish certain responsibilities early in the relationship. The employer hires you to perform a specific function; in order to effectively perform all roles appropriate to that function, you must control your own security as much as possible. Because self-sufficiency is part of a merc's professionalism, your client should understand. Thank him graciously and use your own travel agent. Your security work really begins when you reach your area of operations. B aware of everything around you, all e the time. Regardless of your location or your assignment, you were hired to do something that poses a threat to someone. Smart opponents will try to derail your operation before it begins. I the field you are always vulneran ble, and you must devote constant effort to minimizing your exposure.
>>>>>(Andyou know, the corps never have their ears to the ground listening for a buncha steel-toed shadowrunners tromping through the urban jungle, conducting legwork like they were on safari.)<<<<< -Jet Jaguar (2951:38/Ol-12-55) >>>>>(Geez,Jet, you sitting on the other end of the stick that's up Hatchetman's butt?)<<<<< -Found Finster! (1 3:28:29/01-13-55)

Create a secure zone. Your client may provide one for you as part of your contract, but you must take steps to ensure that it truly is secure. Supplement existing physical, electronic, and magical security with your own. Again, if your client is a professional, he'll understand the importance of this step to prevent problems and unwanted situations down the line. Maintain weapon security. Operatives needlessly jeopardize countless operations by failing to maintain weapon security. Transport your weapons secretly and securely. Don't risk exposure by allowing a local to spot a concealed weapon. If you need to carry one for personal safety, be smart and discreet. Don't display your weapon, and don't use it as a badge of honor-it's not. It's a weapon. It kills people. Never forget what it is and why you carry it. Once you are secure in your zone of operation, update your research. Use local resources to see if anything has changed since your initial research. For example, always check the terrain. Never assume that your map is accurate. Things change quickly in this day and age. Conduct reconnaissance, review your existing intelligence, update your plans, modify your procedures. Stay on top of the situation. You are in the zone; what was once paperwork and projections is now real. Your life is on the line.
>>>>>(Many mercs (and others) forget that situations are dynamic. Engrossed in their own plans, they forget that the opposition can and does react to events by taking action. The situation will change. The operative must forecast the change and move before it.)<<<<< -Jade Horseman (1 7:25:06/ 1 1- 12-55)

In merc terms, exposure refers to your vulnerability, both personally and in terms of the operation. Security is paramount. You must keep your operation secure at all times, beginning long before you reach the operational zone. Never advertise your presence. When you reconnoiter your operational area to gather information, never reveal your identity or purpose. Though sometimes displays are important, even a primary goal, most times you need to have the lowest possible profile. Your team members should rely on each other and no one else. You serve as each other's safety net. Never forget that fact. Discuss your operation only with those people directly cleared by your client. Even if you suspect, by virtue of chain of command or relationship, that a person knows the details of your operation, keep your own counsel. Make every effort to avoid discussing the operation outside of a secure site. Because those who use electronic and magical eavesdropping techniques have reached new heights of subtlety and sophistication, you are automatically vulnerable anywhere outside your secure zone.

TYPES OF WORK Mercs perform three main types of work: corp work, government work, and independent (indi)work. All merc operations share common elements, but significant differences distinguish these three types of work. The following descriptions provide an overview of common mercenary working conditions.
Corporate Work

Corporate work has become the mercenary's most reliable source of potential income, though available government work appears to be on an upswing, possibly in response to corp work. Corps most often hire mercs to supplement existing corp forces, either security or military. The most common assignment is simple site security, protecting a large or small facility. The area of operation is usually an unstable region that makes the corp nervous about the safety of its installation. Corps rarely create site-security assignments in a country or a major

urban center administered by a stable government, preferring t o devote their security resources t o areas of unstable government or intense corporate competition. Corporate work usually places mercs within the corporation's chain of command, where they must follow orders rather than giving them. Corporations often require their hired soldiers to d o dirty work. If such work violates your personal code, stay away from corp assignments.
>>>>>(I've done a lot of these ops. You could say it's my forte. (I might say it too if I knew what the word meant.) Usually, the corp is expecting trouble, and so initially deploys you to some off-site location. They keep you there in a state of high readiness, and then sneak you onsite. If the opposition isn't paying attention (and they're usually too busy getting their own operation in motion to discover yours), they're caught by surprise. It works more often than you'd guess. Personally, I'd have laid bets that the opposition would be watching the site morning, noon, and night in every situation.)<<<<< --Leaguer (12:W:28/01-1355)

Corps rarely use mercs for internal security. Most often, mercenaries perform outside security at sites far removed from principal corporate enclaves. Mercs supplementing corporate military forces usually work in hot spots. The corps don't hire mercs unless they expect trouble, and serious trouble only crops up in unstable regions. To the best of my knowledge, however, the corps don't recruit mercs for Desert Wars. If they d o it at all, they d o it quietly and hope the opposing corps and the networks don't find out. Corps sometimes hire mercs for "face-offs," when two or more corps settle their differences by force of arms. This type of assignment sometimes takes the form of nonlethal, tag-gun combat, but sometimes it's high-pay hazard/lethal work.
>>>>>(Corporatemilitary actions offer no joy. Corp forces are too well equipped. You can't protect yourself against half these weapons, and protection against the other half relies on some piece of barely substantial microtronic hardware. Really builds the old confidence, let me tell you.)<<<<< -Worm Heart (22:39:27/Ol14-55)
Government and Related Work

Mercs find government work easy to come by, and this work often p r o v i d e s long-term contracts. Governments, especially those of less prosperous and less stable nations, like to use mercs because mercenaries pro-

vide and manage their own assets. Most contracts include a replacement or reimbursement clause, which most governments find a more efficient and economical alternative than owning and maintaining the equipment themselves. >>>>>(This is certainly the case for sophisticated electronics and such. For example, most developing countries contract at least half their air assets, usually more than half. Many also contract for radar and surveillance assets, as well as defensive surface-to-air systems and the like. Much more economical. at least until the systems need repair. And even then, most combat units assume partial liability for damage or loss.)<<<<< -Sten (21:10:14/01-11-55) Government merc work tends to be high-mortality, however, because it relies heavily on garrison and area control duty in unstable regions, suppressing rebellions, and countering guerrilla warfare. Mercs performing government work must deal with high exposure: you move often and quickly, you rarely have time to secure a location, and the locals may act against you. Because these jobs offer the highest pay scale, that single advantage regularly outweighs the disadvantages. You takes the money and takes your chances. Mercs may also receive offers of anti-government work, which pits them against mercs doing government work. Anti-government jobs tend to offer low pay and many dangers, but these types of assignments attract the altruistic mercs who can still believe in a cause. Though I have stated that I only take jobs I believe in, altruism is not part of my personal code. Altruism can blind you. A merc needs a pragmatic intellect to out-argue his emotions. If yours does not, Iwish you well.

>>>>>(Yeah, all-merc teams-you know, buncha guys dressed like leaves sitting around in the woods coppin' a 'tude.)<<<<< -Wag (09:20: 1810 1- 14-55) A shadowrun puts a merc into a familiar yet different environment. In this kind of job, you become part of a multi-function team created to achieve some short-term goal. The task will require you to use all your skills in heavy exposure. You enter the operation as an individual rather than as part of an established team, though you may ultimately negotiate the terms of your contract as an individual or as part of the temporary group. For nearly every shadowrun, you will have the best tactical skills in the group. You are there to offer the benefits of those skills. Everyone in the group has a niche, a specific role to play. Demand and maintain control of your area of expertise. >>>>>(Hey, I always thought we hired the merc because he had the light machine gun?)<<<<< -Vambrace (2 1:29: 14101- 15-55) >>>>>(Shhhh,don't let him hear you. . .)<<<<< -Wedge (2 1:39:09/01-16-55) One word of warning: indi employers (clients in the "shadowrunning" end of the business) generally hold poor opinions of shadowrunners. Why? Because shadowrunners rarely act like professionals, in our sense of the term. They have no personal discipline, no code, no sense of honor or trust, and no discretion. If you work as part of a "shadowrunning" team, it becomes more important than ever that you remain alert, smart, and professional. Someone has to. >>>>>(See!What did I tell you!)<<<<< -Hatchetman (17:09:28/01-13-55) >>>>>(So? You told u you'd read through the file once s before posting.)<<<<< -Vulture Vic (03:41:51/01-14-55)

lndi Work
All the operations I've described so far offer opportunities to all-merc teams through established channels. A mercenary can also find work through independent channels. In plain English, I'm talking about so-called "shadowrunning" opportunities.

TYPES O OPERATIONS F
Everything you've read so far has explained what a mercenary should know about himself, his operation, and his opposition. This next section describes the standard types of merc operations. Each type involves unique peculiarities and concerns, and each could form the basis of an entire book. The best I can do with my limited space is to provide some food for thought. In my opinion, the Desert Wars represent an insult to everything I hold true about my profession and cannot be included in a discussion of war in any sense.

in progress when this skirmish played out, which further reinforces Matador's statement.]<<<<< --Colonel Cobra (1 1 :10:15111- 15-55) Will we see open warfare anytime soon? Not likely. If any such action does occur, ten to one it will involve Aztlan and the Confederated American States, a couple of the Russian satellites, or a few of the mid-African regimes. Multitudes of books explain in mind-numbing detail how to fight a modem war. Isee no point in retreadingthem here. If you have any interest in this field, you already know these books. I strongly recommend that you restrict your reading list to works published in this century and earlier by the following strategists: Sun Tzu, Clausewitz, Napoleon, Rommel, and Dunnigan. These works can provide insights that the current generation of modem electronic battlefield mavens could never hope to understand. No matter how expensive the gadgets, the basics remain the same.

>>>>>(Honestly,do you have any idea how many Desert War participants use some variation of the name "Guards"?!]<<<<< -Houda (14:17:16/01-14-55)

GUERRILLA WARFARE
Guerrilla warfare currently best represents the realities of modern war. Small force versus large force. Rebel versus oppressor. Minority versus majority. Mercs usually find work on the side of the "majority," except in cases of externally financed insurrection, because the larger force usually has more resources. The smaller opposition, or the minority, usually lacks training but makes up for it in dedication and inspiration. Because they believe they have "right" on their side, the minority opponent is always dangerous. I commented earlier in this book that anyone can fire a submachine gun into a crowd. The minority force represents the anyones. The farmers, the merchants, the men, the women, and even the children believe in their cause and will die for it. They might take you with them, if you're not careful. Whether you believe in the side you're on is between you and your conscience. But it is important to realize that in such a conflict, both sides may be right. Always remember that conflicts rarely arise from simple issues. If people feel strongly enough to fight, the issue is important to them. Never dismiss your opponent's beliefs, because those beliefs are as valid as yours. Guerrilla warfare is difficult. You fight an opponent who knows the terrain far better than you do, a motivated opponent who doesn't want you there. In guerrilla warfare, anything goes. Such fighting is never a gentlemen's war. No matter what happens, no matter what they do, no matter how hard they push, you must never stoop to the opposition's level. Adhere to your rules of engagement. Abide by the original Geneva Conventions and the 2042 Munich Amendments. Fight honorably. Let them worry about sleeping at night.

OPEN WARFARE
The flat-out fight commonly seen in war trids and other such forms of entertainment represents the least common assignment a mercenary is likely to pick up these days, simply because no one is currently fighting the kind of wars in which standard armies clash with each other. That kind of war just doesn't happen any more. Occasional skirmishes take place between company-size units (100 men), but these rarely expand beyond border clashes or brushfire wars that flare up quickly and die just as quickly. The days of large-scale military clashes are past. Modern-day conflicts tend to take place between warlords, provinces, and relatively small forces. The Euro-Wars marked the end of true "warfare" in the classical sense. >>>>>(What about the secession of Tir Tairngire from NAN? The way I read it certainly sounded like warfare in the sense he's talking about.)<<<<< -Loodles (13:27:45/O 1-14-55) >>>>>(Not the secession itself, but perhaps the Battle of Redding. That incident, of course, resulted from Tir forces entering northern California and engaging dugin California National Guard units near Redding. Official versions of that engagement state that the Tr entered i California with the equivalent of an armored division. That number might b e exaggerated a bit, but no records try to dispute that the Tir mounted an extensive force. The short duration of the engagement makes it one of Matador's brushfire wars rather than open warfare. I should also point out that the Euro-Wars were still

>>>>>(Easy you to say, People who hurt my people for pay. That's my code.)<<<<< -Stoneface Jackon (23:20:07/0114-55) >>>>>(Actually, probably wasn't easy for him to it say.)<<<<< -Winter Rat (04:56:35/01-15-55) Opponents in guerrilla warfare constantly try to force the other side to make mistakes, especially to harm civilians. If you feel any doubt about a civilian's guilt, err on the side of mercy. Do not attack a target that might include innocents. This stand gets tough, because the opposition tends to hide among the civilian population and dare you to strike. Don't take the dare; instead, make your own opportunities for battle. Be proactive in your stance and tactics. Force your opponents into the open. Force them into action by targeting the opposition leaders. I can see your scowls already. You think that what I'm suggesting violates my code, the part that objects to assassination. Well, what of it? Quite simply, I do not view a leader who chooses to hide his forces among the innocent as worth my compassion. He hides his soldiers among the local population assuming that his opponent will come after them and civilians will die. If such a leader really cared for his people, he would do everything in his power to protect them. Any other attitude demonstrates the workings of an evil mind. I suffer no compunction about assassinating such soulless men. Assassinations and guerrilla warfare in general become more difficult to conduct against a truly partisan opponent, when your opponent is the civilian. History shows us that all conflicts fought against motivated civilians result in long, bloody struggles. Any time I see a conflict against civilians shaping up, 1 walk. No military solution exists in such situations, short of unrestricted warfare and genocide, and I will not participate in that kind of warfare.

DISPLAYS Displays provide a show of power to potential opposition. Your employers assume that your capable-looking presence at a location or function will deter any possible trouble. I believe that most displays fall into one of two categories: dress displays and field displays. Dress displays are like Halloween. You dress up and play soldier. Your employer asks you to act as a "military advisor" for the evening at some military or quasi-military function that his adversaries will also attend. You talk a good game and convince your client's enemies that he, you, and "hundreds" like you mean business. An employer might also ask you to appear in force and parade around. Some mercs love this kind of service, others hate it. If I can save a dozen lives by putting on my dress braids, it's a worthwhile effort. Other times, the same situation makes me feel like a puppet. In a field display, a merc goes out in the field and gets noticed. Air-based mercenary units (chopper or fighter mercs) like this type of assignment especially well because they get paid simply for doing flybys and buzzing the crowd. Unfortunately, a field display may quickly and unexpectedly become a skirmish. The warlord you've been hired to impress may decide to start shooting. If you take on a field display, include response and defense clauses in your contract, and a provision to re-negotiate if the situation changes. Always be ready to respond to a dynamic situation. BUG HUNTS/"THE BIG G A M E I include this employment opportunity simply because it has become a lucrative field for the single operator. This type of "assignment" places mercs as assistants to professional and not-so-professional hunters on animal-hunting excursions. You provide tactical advice and skilled, heavy weapon back-up should the client (usually a corp exec) fail to "bag the big one" before the "big one" tries to bag him. Another phenomenon that attracts many mercs is "The Big Game," simsense producer Brilliant Genesis' game show/contest/ratings grabber. As you might expect, in this production famous (and not-so-famous) big-game hunters and mercs hunt big game, in this case defined as paranormal creatures. The show awards points for bagging different kinds of critters (no sentients accepted), with the scale sliding higher or lower depending on how dangerous the creature is and the weapons used to kill it. For example, killing a creature using an assault cannon when an assault rifle would have sufficed is worth fewer points, and using your fists when a rocket launcher is the standard weapon of choice is worth more. Strange stuff, I don't endorse it or dismiss it, merely relate it.

>>>>>(You moral snob. That's right, pick and choose your fights. Only get involved in the clean fights, lest we dirty our khakis. Your pretentiousness and hypocrisy make m e sick.)<<<<< -Mother Maker (02:10:28/01-1555)
>>>>>(Don't lose it on your keyboard. Half-digested soyfood and bile i a bear to clean out from between the s keys.)<<<<< -Mugger Hugger (1 O:28:27/Ol-16-55)

>>>>>(Bagged e a pair of banshees (the elfie/howling m kind). That'll knock my points way up there!]<<<<< -Henry Hunter (21 :08:29/11-14-55)

SECURITY Security work can be fairly straightforward or may offer unpleasant complications. Because you work under a corporate overseer, the corp decides on tactics and procedures. How well the operation comes off depends on the competence of the corporate coordinator. Though this subject deserves a full-length treatment, suffice it to say that corporate security work can be one of the safest types of assignments because inter-corporate conflicts rarely involve out-and-out destruction of assets. A merc working security might get hurt, but if your opponent is playing by the same rules, he's not shooting to kill.

PERSONAL SERVICE Mercs who take personal service work usually serve several loosely defined functions; bodyguard, advisor, and dress display. A merc hired to perform personal service may become the client's confidant, co-conspirator, protection, threat display, and potential scapegoat. This difficult job tends to place you at the center of the maelstrom. You stand at the heart of a situation, at the focal point of all the machinations and passions, and closest to the truth. This perspective allows you to quickly determine the things that may not be as they seemed, and allows you to walk away early if necessary. A merc can pick up this kind of work from a client living in fear who needs a protective presence to reassure him so that he can meet each new day. These people often have a very good reason to be afraid. Once you determine that reason, you must decide whether or not

you want to continue working for this individual. Your decision marks who you are and what kind of work you will accept. Make your decisions carefully. As you establish a reputation based on these decisions, you may develop long-lasting relationships with people who are or become important. In these cases, you may assume that you know the truth going in, or at least the truth as understood by the client. These leaders may come to rely on you to occasionally lend your expertise in more than one situation. >>>>>(But be careful. Petty dictators find it easy to assign blame for failures to others. And you may be one of your client's few advisors that isn't a blood relative.)<<<<< -Jooom (24:06:42/01-16-55) As you gain experience and further your reputation, you may receive the opportunity to ascend almost to the top of the merc ladder and serve as an advisor.

other people will pay most dearly for your mistakes. If the policies you recommend fail, you might lose your job, but the dog soldiers in the field will pay the ultimate price.

SPECIAL OPERATIONS
Special ops, the black stuff, are performed by small units for high pay under very dangerous conditions. Killer work (so to speak) if you can get it, and the best of the best often do. Corps, governments, and many independent outfits run special ops, and mercs reap the benefits. It's difficult to know how many special ops are being run these days, because pros rarely talk about their work. There's no profit in bragging. The people who need to know what you've done in order to recommend you for another job always find out. You don't have to tell them. >>>>>[Braggerstend to be floaters.)<<<<< -Sanction (08:02:30/01-17-55) Special ops covers an almost limitless range of assignments. You name it, and someone's probably been paid to do it. Extractions, kidnappings, hit-and-runs, search-anddestroys, anti-asset raids, harassment raids, infiltration and sabotage, commando work--all these and more fall under special operations. Today, most special ops fall under the unfortunate heading of shadowrunning. If you want that work, you've got to work the streets. Some mercs refuse these offers, but most consider the work too lucrative to pass up. Mercs will find, however, that their expertise is underappreciated in the shadowrunning market. Runners universally consider the merc nothing more than the guy with the big gun. You've got to teach them otherwise. Show them why they need a true professional in their midst.
>>>>>(I always insist on a professional in our midst, especially after a good fight. A professional masseuse. that is.)<<<<< -Durango Jack (22:32:27/O 1- 16-55]

ADVISORS
The most favorable position a merc can accept is that of an advisor. Your employers bring you in as a consulting expert in the military field, and so respect your opinion and listen to your advice. If your reports and their desires coincide, they may place you in a position of great power from which you command troops and recruit others farther down the professional mercenary ladder. >>>>>(You make arrangements for the client, essentially becoming his fixer by using your fixerldealer to get what's needed. A nice position to be in.)<<<<< -Sten (18:28: 14/01- 16-55) The lure of such power and influence may tempt you to tell your client what he or she wants to hear, regardless of the truth of the situation. By doing so, you virtually guarantee yourself continued employment. Don't do it. Always play it straight. If your research and expertise tells you one thing, don't tell the client something different. Give him the hard news. He may not thank you for it, but unless you are working in some dark corner of the planet devoid of all trappings of civilization, the days of killing the messenger are long gone. You might lose your job because you told him something he didn't want to hear, but when the drek hits the turbofan later down the road, someone might remember your evaluation and warning. Next time, they just might listen. And if that client won't, someone else may. Most advisors receive excellent pay, topnotch support and accommdations, and mind-blowing perks. Don't allow yourself to be seduced. It's easy to fall victim to the luxury and forget why you are there, but remember that

>>>>>(You are a toad.)<<<<< -Sheila Sunrise (08:20: 16/01-18-55)

The number of mercenary organizations has risen in the last twenty-odd years. Germany's MET 2000 group and associated assets represent the top tier. They sign mercs like you and me to long-term contracts, train them into units, then assign the units to contracts with clients. It's a sweet deal for a rnerc. You cut through all the planning and asset-managing to the job at hand and still get well paid. Not bad, eh?

The down side of belonging to a merc organization like MET 2000 is that such organizations make it extremely difficult to leave their ranks. You are working on the company's terms, living with a corporate rather than a personal code, and can no longer walk away if the situation changes for the worse. You are not in control-ou are a company man. MET 2000 does not allow its employees to bail out of a contract, and the organization has an arm long enough to reach those who do.

ple niceties as respect and consideration, and others will show those qualities toward you. >>>>>(Honestly,the drek these mercs dream up to keep themselves off the emotional hook. "I'm in the League so I don't have to suffer the incarceration and torture being inflicted on the regular troops I served with. Pass the tea please, will you?" Makes me vomit.)<<<<< -Mother Maker (02: 18:32/0 1-15-55)

>>>>>(Mutador, you gcxonit, you hate M T 2000 because we E skinnedyour hide last year. Admit it!)<<<<< - E 2000 Observer (04:20: 19/01-13-55) MT
>>>>>(If you believe that's what happened, you're even more of a corporate toad than I thought,)<<<<< --Matador (13:51:10101- 14-55) Not every merc shares my point of view on this subject. In fact, a few thousand employees of MET 2000 would probably disagree with me. (By the way, don't blindly accept any published MET 2000 membership numbers. I have it on good authority that those numbers are grossly inflated.) I respect the choice of those who disagree with me. And for others who might find such indentured servitude desirable, I provide a short list of the better-known and financially respected international mercenary companies. Friends of mine have worked for these companies with what they consider desirable results. MET 2000 (Germany) BrightEdge (Morocco) Tsunami (japan/Far East) 10,000 Daggers (Constantinople) Combat Inc. (Hong Kong)

MAGICAL INTEGRATION
Magic is so prevalent these days that I don't bother to make a distinction between standard and "mystical" assets. M y attitude, however, remains unique. Corporations, especially, foolishly insist on grouping paranatural assets together and thinking of them as separate from their security or military assets. Mercenaries use magic in every situation where it seems appropriate, but mostly to accomplish tasks as efficiently as possible. Magic is ideal for surveillance and recon work because it enables you to pick up a lot of information at low risk and low exposure. Magic also offers many advantages in anti-espionage work, securing your physical site, and protectingyour own assets. Magic has very little offensive value, simply because too few mages are in the field to wage effective magical warfare. Special ops regularly use mages to great effect, but magic offers few advantages to other operations. Employers sometimes attach a magician to a field ops unit, but only if the field unit has a specific objective that can be achieved most efficiently using magic. 1 penonally know of only one or two units that permanently indude a magician. >>>>>(Again, what about the Tir secession from NAN? Seems like lots of combat magic went down there!)<<<<< -Loodles (1 3:39:4O/O 1- 14-55) >>>>>(Read the battle reports again, Loodles. My read is that the Tr used invisibility to conceal their forces. It was i 2036; if the CNC weren't concerned enough about such possibilities to guard against them, then they got what was coming to them. On the other hand, I suspect that all the tales of combat magic from those battles were somewhat exaggerated.)<<<<< -Colonel Cobra (1 1 :46:04/ 1 1-15-55) When a magician takes part in an operation, he should be deployed as a special weapons team and sent where needed. Currentty, magicians primarily fill recon and defensive roles. I suspect those roles will someday change, but most likely not until long after Ileave the business.

THE LEAGUE
The League is a phenomenon that I can only describe as the international brotherhood of mercenaries. No formal organization, no meeting place, no dues, and no newsletter for the League exist. In fact, nothing exists to identify this group as a group. Yet all mercenaries are members of the League simply by virtue of their profession as soldiers of fortune. All members of the League should treat each other with respect and fairness, as long as they deserve it. A fool who jeopardizes himself and others through idiotic posturing and ill-considered actions has lost his place in the brotherhood, and deserves only contempt. The tradition of fair treatment especially applies to your opponent. Your opposite number took a job with the other side for the same reason you agreed to work for your side. Don't treat opposing mercenaries unfairly just because the conflict becomes ugly. Remember such sim-

HOT SPOTS
I've covered the why and how and who of being a mercenary. The following list tells you where. The world situation is too volatile for any list to be comprehensive, but the places described below represent the current governmentlanti-government hot spots. For any other kind of work, buy an atlas and mark all the megacities. Be sure to say hello if you see me out there.

AZTLAN
Today, right now, Aztlan offers one of the biggest markets for anti-government work in the merc biz. The rebel forces enjoy generous financial backing, so Aztlan work tends to pay well. The h i e s are a brutal people and highly skilled at war. They pride themselves on self-sufficiency, which means they don't care for mercenaries and so treat them poorly. Because the Aztlan problem is effectively a civil war with external backers, both sides can draw from a large pool of guerrilla warriors, but these enthusiastic soldiers lack training. Mercs act as trained leaden and advisors, making ripe targets for the opposition.

THE END O THE MERCENARY F


The battlefield is changing. As I've pointed out, precious few people still fight all-out wars. Few nations or corps have or are willing t o spend the vast financial resources needed For such a venture. As always, manpower is cheap but the tools of warfare are not. Subterfuge, espionage, and counterespionage have replaced armies of tanks as the tools for solving national problems. This is good. Sure, ultimately it means less work for me, but it also means fewer threats to life and limb For everyone else. I'd rather see the world's problems resolved with small skirmishes, police actions, and brushfire wars. Better that than the alternative. What does this mean for my profession? It means we must adapt. I believe that future battles will be fought by small units wielding incredibly sophisticated weapons capable of focusing more firepower than you or I can even imagine, and magic will also play an important part. I foresee that the soldier of the future will be part mage, part mercenary, and part metal. Mercs like us won't be part of that battlefield. We will still be part of the battlefield where the real people fight. We'll be where people bleed, and hurt, and fight for causes they believe in. We'll be standing next to them, waiting for the charge. Maybe I'llsee you there.

FAR EAST
Southeast Asia remains a mess. Since the Awakening, virtually all political borders have disappeared. Only Korea maintains any semblance of cohesion, and even that nation seems fragile these days. Warlords dominate, and mercs abound. The Far East is a dangerous, changing environment controlled by leaders with no morals and few concerns beyond their petty dictatorships. The pay is good, but the risks are high.

AUSTRALIA
A decent amount of merc work exists in Australia, mainly protecting supply caravans and enclaves against local and preternatural forces. The pay is good, but the wildness of the region, especially the rampant magic, is not for the faint of heart.

AFRICA
Unfortunately, present-day Africa is a mecca for merc work. Small nation-states or city-states and their warlords e m p l o y countless mercs t o sort o u t their internal upheavals. As in Southeast Asia, the region brims over with chaos and danger. But if you didn't thrive on those conditions, you'd have stopped reading this xreed long ago.

>>>>>(Don't count on it.)<<<<< -Smiley (2 1:17: 17/01-04-55)

SALESPERSON '
>>>>>(This gun has always impressed me: I've carried It as my primary back-up for five years now. Good solid performer, light and easy to handle. Gets my vote.)<<<<< -Matad~r(lO: 18:1418- 10-54)

In the field, reliability means evelything. The Walther PB-120 offers total reliability in a low-profile, easy-to-hide, back-up pistol. Constructed primarily o composite f materials, the light but rugged PE120 works like a charm even in the most hostile environment. A merc couldn't ask for a better piece. In addition to the standard 10-shot clip, Walther also produces a 15-shot, extended clip for emergency situations. Despite its small size, the weapon can mount standard barrel and top-mounted accessories made by most manufacturers.
Type Light
Conceal

>>>>>(Yeah, but the light load scrags it for me. Why pack something that can barely scratch a rabbi?)<<<<< --Catcher (08: 14:41/8-20-54) >>->(Scratch a rabbit? Remind me to stay away from the places you frequent. Mkes.)c<<cc --Crayfish (2051:17/8-2264) +>>>>(Catcher, do what I do: pack explosive A D rounds. If PS you h# that rabbit, there ain't gsnncf be much left of it.)ccccc -Watador (08:29:27/9-02-54) >*>>(Oh, like it's easy to find expaoding A D . I'll just jander P S d o w to the Shini-Walgreens. .

Ammo

8 (6)

10 ( 1 5) (c)

Mode Damage Weight Availability SA 6 L .75 6/36

Cost Street Index 700Y 2

This weapon cannot accept under-barrel accessories.

.)<<<a<
-Vandal (2029: 1319- 14-54) >>>>>(Get some. Keep the edge.)<<<<< --Sanction (00: 1052919- 15-54)

SALESPERSON
>>>>>(Like I'm going to pack a gun like this. Please, kill me now.(looks wiz, though.))<<<<< -Rabid Fire (20: 10:23/9-20-54) >>>>>(Personal sidearm, sure. A field weapon it's not. I recommend it for dress duty. It looks deadly, and if you look like you know how to use it, you might not have to.)<<<<< --Colonel Cobra (02: 16:48/9-29-54) >>>>>(You lost me. "Dress duty?" And don't tell me it goes well with my little black cocktail number.)<<<<< -Tiger Lilly (O6:39:29/lO- 10-54) >>>>>(Uniform duty. High-profile operations where your presence is a deterrent, like bodyguard and protection where you need a tough look to scare people off. The silver and matte-black version does go well with most cocktail and evening dresses.)<<<<< --Colonel Cobra (01:l lAO/lO-12-54)

Designed as a match-target weapon, the Hammerli Model 610s makes a powerful and effective personal sidearm. A stylish weapon, the Model 610s is the first choice of a marksman and a true soldier. First class all the way! Designed to minimize muzzle jump and vibration, customizable grip pads and weights allow the individual user to configure his weapon for maximum comfort and balance. The simple quick-lock system is fully compatible with a variety of top-mounted accessories, and the Hammerli also boasts a patented gas-escape system.

Type Heavy'

Conceal

Ammo 6 (c)

Mode Damage SA 6L

Weight Avdlability 2.5 8/24

Cost Street Index 1,295Y 2.5

*Though technically a light pistol, this target weapon uses the Heavy Pistol Range Table. For customiution information, see Rules,p. 73. This weapon offers the equivalent of 1 point of Recoil Reduction, and cannot accept under-barrel or barrel-mounted accessories.

>>>>>(Why pick another gun? K 'Cause I ain't payin' nearly 2 for a fraggin' pistol! Especially one Ican see myself in!)<<<<<< -Flapjack (04:20: 1018-20-54) The Savalette Guardian's chrome-steel finish shows off the taste of the true professional, and its high-powered, full-load slug packs professional power. This second-to-none pistol fires the heaviest round in its class. The Guardian's brilliant finish, integral computer-enhanced targeting system, micro-gyro recoil absorption system, and burst-mode firing system make this weapon the unquestioned leader of the pack. Whether field or dress weapon, the Savalette Guardian is the heavy sidearm of choice for professionals worldwide. Why pick any other gun?
Type Heavy Conceal 5 Ammo 12 (c) Mode Damage Weight 3.25 Availability Cost 900Y Street Index

>>>>>(Add up the cost of accessories. Say 400Y for the weapon, double for the smartlink, then add another 400Y for the recoil reduction. That's 1,200Y and we ain't even got to the burst feature. The pup is worth it.)<<<<< -Toad (20: 14:1818-24-54) >>>>>(Word of warning: I've had same problems with the smartlink. Twice now it's lost signal after it got jostled. Only for a moment, but long enough to cause real trouble.)<<<<< -Wolfman Al (19: l3:29/9-02-54) >>>>>(Sure it wasn't just your particular weapon?)<<<<< -Nay-sayer (08:41: 1019-03-54) >>>>>(Nope. I replaced my first one, and a friend had a similar problem.)<<<<< -Wolfman Al (20: l3:U/9-OS-54)

SA/BF

9M

6/36

2.5

Comes with an integral smartgun link. The Guardian offers the equivalent of 1 point of Recoil Reduction and can fire a single, three-round burst as a Complex Action. The weapon accepts all standard barrel and top-mounted accessories, but cannot mount under-barrel accessories.

SALESPERSON
>>>>>(Of course I care about the chrome! Chrome is king!)<<<<< --Lariat (O3:2O:5 118-20-54) >>>>>(Street Sam, ain't ya? Listen, chrome don't keep you alive when you've been incountry so long it takes weeks to readjust when you finally come out. Chrome don't keep you alive when they've set dogs after you. You know the ones I'm talking about; the dogs that can see in the dark, pick out your pheromones from a crowd of forty, and track you through jungle. The dogs that make no noise and feel no pain.)<<<<< -Vanguard (01:39:28/8-28-54) >>>>>(Had a few dog problems lately, Vanguard? Seriously though, the bottom line comes down to whether or not the iron fires when you need it to. If it don't, you're a worm farm.)<<<<< -Washer (17:29:45/9-05-54)

More lngram Warrior-10s have sold in the past three years than some of its major competitors have sold in their entire product lives. Durable and reliable, the Warrior-10 is the weapon to choose when the elements are your enemy. Rain, sand, mud, humidity-under any conditions, the Warrior-10

keeps firing. No bells and whistles on this tough gun, but who cares about chrome when the rock-and-roll goes down?
Type SMC Conceal 4 Ammo 30 (c) Mode Damage SA/BF 7M Weight Availability 3 3/24

Cost 650Y

Street

Index

.9

The lngram Warrior-t 0 can mount all barrel, under-barrel,and top-mounted accessories.

>>>>>(Despitewhat they say about the Warrior-10, I've seen more and more Cobras lately. These days I expect to see it, especially in corp territory.)<<<<< -Seeker (21:23:48/lO- 15-54)

Everyone who's ever seen tridvids like Fireteam Cherokee knows the Colt Cobra by its distinctive silhouette. It's the best submachine-gun on the market today, and not just on trideo. Bench-test it against any other make or model; none of them can match the Cobra's accuracy or repeatability. Specialweapons units around the globe use the Cobra as their standard SMC: the basic TZ- 1 10 model with its barrel-integrated gas-venting system, the TZ- 1 15 with a built-in laser sight, or the TZ-1 18 with a built-in smartlink. Do what the world's top guns do: pack a Cobra.
>>>>>(If you see a particular weapon in the hands of regular corp forces, odds are the corps are using it in bulk. The corps work like the military that way; once they choose a weapon, they buy and distribute it in bulk. Makes maintenance and repair easier i f everyone is using the same gun.)<<<<< -Trader Vic (03:20:41/10-19-54)

Type SMG

Mode Conceal Ammo 32 (c) SA/BF/FA 5

Damage Weight 3 6M

Availability 6/36

Cost 700Y

Street Index

Colt Cobra TZ-110 comes with a folding stock standard and an integral &-Vent II system that offers Recoil Reduction (1). The TZ-115 model comes with integral laser 1 sight for 850Y; the TZ- 18 comes with integral smartlink for 1,000Y. All models accept standard under-barrel and top-mounted accessories, but cannot accept barrel-mounted accessories.

>>>>>(And when a big corp trades up to a new model, the secondary markets (read: shadow) are flooded with the old weapons at a discount. Used, of course.)<<<<< -Dented Fred (22: 10:32/ 10-22-54) >>>>>(I hear the UCAS Army is gonna pick these up.)<<<<< -Snail (OS:49:23/ 10-25-54)

>>>>>(Ilove this chica! The lead stream almost never stops; I can practically see it! And oh, what it does to what it hits. It makes me so happy.)<<<<< -Tee-Hee

(1 2:05:36/9-23-54)
Pull the trigger and feel the power! Technically classified as a "supermachinegun," the ingram SuperMach 100 has a patented firing system that offers controlled six-round bursts and a full-autofire rate that'll leave you breathless. it fires as fast as a minigun, without the recoil! The SuperMach 100 uses both a standard 40-round clip and a special 60round, high-density clip. Distinctive in appearance and sound, the SuperMach
>>>>>(Aslong as your target is made of paper. Any kind of hardened target shrugs off these rounds with hardly a scratch. Too light for my tastes; give me the Ares HVAR any day.)<<<<<< -Whisper

(0202l9/9-26-54)
>>>>>(Definitelythe HVARprovided you can get away with slinging an assault rifle. What happens when you need a little subtlety?)<<<<< -Findler-Man

100 gives the maximum bang for the nuyen.

Type

Conceal Ammo

Mode

Damage Weight

Availability

Cost

Street Index

SMG

5 (4) 40 (60) (c)SA/BF/FA

6L

3 (3.25)

9/48

850Y

( 1 :28:35/9-30-54) 1
The SuperMach 100 fires Light Pistol rounds with the equivalent of 3 points of Recoil Reduction. In burst mode, it fires six-round bursts that do 12s damage, and has a maximum autofire rate of 15 rounds. Apply recoil modifiers as for normal rounds. The weapon accepts under-barrel and top-mounted accessories. An empty, 60-round clip costs 25Y. >>>>>(Subtlety? Whisper? Oh, that's ripe. Bravo, FindlerMan!)<<<<< -Steel Lynx

(21:28:09/10-02-54)

>>>>>(A popular weapon, especially on the streets. I've seen it in the hands of gangers, underworld thugs, shadowrunners, you name it. Why do they need bells and whistles?)<<<<< Sondor (08:20:38/9-25-54)

An army needs ordnance, and ordnance requires cash. If money's tight, a little cash needs to go a long way. The Colt M-23 assault rifle, a stripped-down version of the highly successful Colt M-22A2, is the ideal solution for the soldier on a budget. A powerful, capable weapon, the M-23 accepts all secondary accessories. Firepower now, expandable later, and no need to compromise!
Type 3 Conceal Ammo 40 (c) SA/B Mode F/FA Damase Weight 8M 4.5 Availability Cost 950Y Street Index 2

6/36

>>>>>(Developing-world and quasi-corporate weapon dealers have picked up the M-23 and other weapons in bulk and are selling them in the inner cities at an inflated price. Keep that in mind next time your fixer picks up an assault rifle for you on the cheap.)<<<<< -Findler-Man (1 1 :32: 1419-30-54) >>>>>(Areyou objecting to the sale of weapons in the inner city, or the price-gouging?)<<<<< Facer 'X' (O2:OMOI10-02-54) >>>>>(Everyone should take care with shadow-market weapons. The ones that look chip-truth are often mini-industry manufacturing knock-offs; precision and reliability go down the sewer.)<<<<< -Eve Donovan (12:26:49/ 10-08-54)

The Colt M-23 assault rifle can mount standard barrel, under-barrel, and topmounted accessories.

The weapon of choice for the upcoming decade, the Alpha Combatgun is the first of Ares Arms' two entries into the hotly contested battle rifle market. A precision weapon designed for special-forces operations, the Alpha Combatgun's integrated, full-function Smartlink Level llTM and high-speed data bus give it a responsiveness no other weapon can match. An integral minigrenade launcher, chamber-based recoil-reduction, and Ares reliability makes the Alpha a weapon of unparalleled artistry.
Type Conceal Ammo
42 (c)

>>>>>(The Alpha has been making the rounds for a couple of years now, ever since Ares quietly distributed prototypes called the CAR-32 to "selected field-testers" and integrated their feedback into the production model. It seems they ignored one joker's request to integrate an under-barrel combat laser.)<<<<< --Colonel Cobra (12:05:26/ll- 15-54) >>>>>(Speaking of that, I keep hearing that Ares is closer to a mass-production model of the man-portable laser system (formally the MP-CLS 100). Anybody else hear anything? The original came out four years ago.)<<<<< -Wolfman Al (05:45:47/11- 19-54) >>>>>(You spoke too soon, Wolfman Al. Check out the heavy weapon section of this file.)<<<<< -Steel Lynx (20:13:18/11-21-54)

Assault 2 Grenade -

8 (m)

Mode Damage Weight 8M 5.25 SA/BF/FA Spec. SS

Availability 8/48 -

Cost
2.000Y

Street Index

Comes with integral Smartlink I circuitry and an under-barrel mini-grenade launcher. 1 The Alpha can accept barrel- and top-mounted accessories, but not under-barrel accessories. It offers the equivalent of 2 points of Recoil Reduction.

>>>>>(Better have a fat credstick, chummer.)<<<<< -Steel Lynx (21:02:02/11-24-54)

SALESPERSON
>>>>>(Now we're talking. I was working down in South America (won't say where) not long ago, when I got to use my HVAR. Laid myself down a cover screen so tight I was popping caps as soon as they hopped up. Nasty work, chummers, but I get paid wel to do it.)<<<<< -Whir (02:30:20/9-26-54) >>>>>(Ya know, Whisper, I looked at the ballistic files on the HVAR after reading your comment about penetration. I got bad news for you: The HVAR don't penetrate much better than the SuperMach 100 you chucked a couple of screens back.)<<<<< --Steel Lynx (2 1:32:3O/lO-O2-54) >%>>>(Youlooking for trouble, lynx? Want to start something? Everywhere I look, I find you cracking on me. You wanna play, we'll play, but by my rules.)<<<<< -Whisper (03:03:20/10-03-54

At last-the

assault rifle that fires as fast as a super-machinegun! Ares Arms'

latest assault rifle combines the top performance you expect from Ares with minigun firing rates for a rock-and-roll rifle beyond the pale and beyond belief! technology The Ares Arms HVAR comes with patented Smartlink Level llTM that provides outstanding basic targeting and compensation algorithms designed to compensate for the weapon's unique features. The weapon package includes integral recoil reduction systems that offer enhanced stability even in full-fire mode! Suppression or covering fire with the HVAR lets the opposition know you mean business!
Type Conceal Ammo 50 (c) Assault 2 Damage Weight Mode 6M 5.0 SA/BF/FA Availability 14/7 days Cost Street Index 3,200Y 4

The Ares HVAR fires Light Pistol rounds. In burst mode it fires six-round bursts that do 12D damage at a maximum autofire rate of 15 rounds. The weapon comes with an integrated Smartlink II that offers the equivalent of 3 points of Recoil Reduction; apply recoil modifiers as for normal weapons. The HVAR accepts under-barrel and topmounted accessories.

>>>>>(Guess Morocco did wreck you after all.)<<<<< -Steel Lynx (10:20:14110-05-54)

SALESPERSON
>>>>>(GradeA+ bang-bang! This one's a frightening piece of work. An "associate" of mine uses the Model 121 extensively. I've backed her up on a couple of jobs; when the's fired at anything further away than a couple of meters, I've heard no gun noise whatso-ever. Scary.)<<<<< -Hatchetman (03:20:45/10-05-54) >>>>>(You can use the Model 121 right out of the box; I had to use it that way once. I've upgraded mine to use Smartlink II hardware and fire caseless ammo: no casings, no evidence. The Smartlink's rangefinder makes the long shot a breeze. One drawback, though; the weapon doesn't come apart easily. You have to carry it assembled, and the froggin' thing is almost as long as Iam tall.)<<<<< -Nightmare (12: 19:38/10-08-54) >>>>?(Haveyou ever seen one of the slugs it fires?? I use them at paperweights.)<<<<< -Toad (23:08:25/10- 12-54)

For the times when a standard round doesn't cut it, pick up the Barret Model 121 heavy sniper rifle and its custom, armor-piercing ammo. The heaviest small-arms round available, Barret ammo works against both soft and hard targets. Don't let armor skin slow you down; punch through it and take down your target. The Model 121's integral silencer system combines with blow-back recoil compensation to give it precision balance in spite of its heavy caliber. Silent, deadly, and accurate, the Barret guarantees you one shot and one down.
Type
Sniper

Conceal Ammo

Mode

Damage Weight

Availability

Cost

Street lndex

1 (c) 4

SA

1D 4

1 0

14/30days

4,800Y

This weapon offers the equivalent of 2 points of Recoil Reduction and has a +2 recoil modifier. It also comes with an integral Smartlink I system. Treat custom ammo a A D s P S rounds; the ammo costs 2OOY per box of 10, and has the same Availability and Street lndex a the weapon. A player must make separate tests to acquire each box. s

One of the world's most common shotguns, the Remington 990 plays a variety of roles. Security specialists, law enforcement, and field and site mercenary units favor the 990 as the ultimate simple, all-purpose shotgun. Years of service have proven the 990 a winner at an affordable price.
Type Conceal Ammo 8 (m) Shotgun 2 Mode Damage Weight See below' 4 SA Availability 3/48 hrs Cost 650Y Street Index

>>>>>(Lots of security forces use this cannon to fire gel rounds, because it can switch between those non-lethal loads and more damaging standard loads with no trouble. The optional sling makes it easy to handle, and it never fails. I've staked my life on it.)<<<<< -SPD (1 0:20:23/9-29-54) >>>>>(I got my first Remington 0 scattergun when I was 1 . My dad spent days deciding exactly which model to buy for me. He tried them out, asked around, and finally decided on the 900 in matte black. I used it until last year, when I lost it in Aztlan. Ah, well.)<<<<< --Matador (21 :lW3/10-18-54) >>>>>(Ican just see you: sitting out on the back porch with yer scattergun, splattin' those barn varmints when they crawl out crt nlght. Yep, yep. You are the NRA. Gimme some hay to chew, will ya, Ma?)<<<<< --Crayfish (O8:35:48/lO-2 1 -54) >>>>>(I lived in Philadelphia, you beetle-head. If I thought for a minute you had a brain in your head, I'd splatter it.)<<<<< -Matador

*The990 can fire slug or shot rounds (see p. 95, SRII) that do 8s or 10s damage. For a sawed-off version, increase Concealability to 4 and reduce all Damage Codes by -2.

(08:48:37/ 10-22-54)

SALESPERSON
>>>>>(I love the SPAS-22 even more than the Mossberg CMDT. Feels more stable, fits my grip better, and so on. I especially l i k e to use it in close quarters.)<<<<< -Washer (06:28:49/10-18-541) >>>>>(The first combat shotguns were designed for houseto-house fighting and for combat in dense foliage, where you might need to punch through leaves, light woods, wallboard, and so on. The weapons still serve the same purpose.)<<<<< --Colonel Cobra (2O:3 1:%/10-20-54)
>(?? 1 can punch through

The latest in a long line of renowned combat shotguns, the SPAS-22 meets the most stringent performance standards. Capable of selective fire in both single-action and burst-fire modes, the SPAS-22 can hold its own at any time, in any place. A custom folding stock* lets it close up small, making it an ideal weapon for low-profile operations. The SPAS-22 comes with Smartlink
ilTM hardware, making an already outstanding weapon top gun the world over.
Type Conceal Ammo 1 (m) 0 Shotgun 2 (4) Mode Damage Weight Availablllty 6/48hrs Cost Street Index 1,000Y 2

SA/BF

10s

, but if my target's hiding


ind a wall or something, are Iwon't hit him!)<<<<< (04:20:39/10-21-54) >>>>>(So? Punch holes in the wall, you moron!)<<<<< -Toad (11 :58:20/10-23-54)

'When folding stock is extended, the SPAS-22 offers the equivalent of 1 point of Recoil Reduction. The weapon has a +2 recoil modifier.

SALESPERSON '
>>>>>(While browsing through a restricted Ares catalog the Other day, I noticed that Ares is offering the HV LMG not only as part of its SentryTM system, but a s as a light-vehicleweapon. lo T e example given showed the h weapon mounted on the Northrup Yellowjacket PRC-MF. Once they field that puppy, I'm going to be very upset.)<<<<< -Findler-Man

This second entry in Ares' high-velocity product line is a super-machinegun version of their popular man-portable, light machinegun. Designed to work as a personal weapon or a light or heavy mounted weapon, the HV MPLMG is ideal for area control, especially when belt-fed from an independent source. As with other high-velocity models, the HV MP-LMG comes with an integrated Smartlink Level 11; this top-notch computer interface makes for outstanding performance.
Type
Mode Damage Weight Conceal Ammo 80 (c) SA/BF/FA 6s 8.0 Availability 20/14 days Cost Street Index 4,500Y 4

(05: l3:59/10-17-54)
>>>>>(Northrup started shipping the F upgrade package sixteen days ago. You'll find an entry for the package in a later file. Though no one says so, you can blame Saeder-Krupp for the gel-composite armor. Thank the dragon.)<<<<< --Devious

LMG

(O9:32:2O/lO19-54)
>>>>>(Backto the HV LMG, I still think that super-machineguns, including bigger miniguns, are next to useless as man-portable weapons. Too much recoil, too little control. As vehicle-mounted or stationary weapons, they work great.)<<<<< -Pullman Beak

The Ares HV MP-LMG fires Light Pistol rounds at the equivalent of 3 points of Recoil Reduction. Apply recoil modifiers as for normal weapons. In burst m d e , it fires six-round bursts that do 15D damage at a maximum autofire rate of 15 rounds. The weapon comes with an integrated Smartlink I1 and accepts under-barrel and topmounted accessories.

(08:20:30/ 10-22-54)

>>>[The LAW isn't anti-armor you're talkinQ4bout tanks. It les, but it'll barely thing with real

The M79B 1 Light Anti-armor Weapon (LAW) is the most common weapon of its type in the world. Designed as a disposable, telescoping container, the single-shot LAW is self-contained and cannot accept accessories. Cheap but reliable, the LAW enables its user to take on almost any armored vehicle! Fired from a shoulder mount, the LAW vents launch gases through the rear of the firing tube, virtually eliminating recoil. A simple, non-adjustable aperture permits excellent sighting under standard environmental conditions.
Conceal Ammo Missile 4/- 1

>>(Yeah, but it's only nt to take out light fortifis and lightly armored let. For real anti-tank ility, upgrade to a true r AVM. Course, you'd r have deep pockgoose (05:13:19/10-19-54) but a half-trained an AVM can take or medium tank at a ess than SKY for the tank plus training for costs at least a huns that much. The I worth the invest1 (12:36:49/ 10-22-54) er tried w i n g close to a Stonewall or n to use a LAW?

Type

Mode

Damage Weight

Availability

Cost

Street Index

SS

12D

2.5

6/36

700Y

*Telescoping container can only be fired when fully opened, reducing Concealability to 0. Firing requires a Complex Action.

Use the standard rocket rules for this weapon, p. 99,SRll. This weapon cannot accept accessories. The rocket does 12D Damage, reducing the Power of its blast by -1 for every half-meter, and is subject to scatter of 2 G + 2. The LAW rocket is not comD patible with a standard AVR launcher and does not have armor-piercing capability. A 1 x 10-meter blast zone behind the weapon is subject to 10M exhaust blast, reduced by -1 per meter.

(21:23:58/10-24-54)

SALESPERSON '
>>>>>(ContinuingDog Boy's comment under the LAW entry, if you stand within an M Ts priB' mary anti-personnel zone, you're worm food. Both the L W and the MAW have a A range of 1,500 meters, well outside the APZ. But neither the L W nor the MAW can peneA trate M T armor, so the point is B moot.)<<<<< K o l o n e l Cobra (05: 12:54/ 10-26-54) >>>>>(Ifyou have the patience and take the time to aim, LAWS and MAWSwork great against low-flying aircraft. You probably won't hit your target, but they don't know that. They see the heat signature and the smoke trail, so they jink away. If they've got cojones they'll take the time to check their dfaplays for locking or tracking first, but most don't.)<<<<< --Matador (06: 13:49/10-29-54) >>>>>(If you're smart, you set up a kill zone where you and another chummer have LAWS and a third has a SAM. You fire and the bird jinks away from you; the other L W fires and A the bird jinks again, right into the path of the SAM. Gotta love it.)<<<<< -Uncle S M A (08:20:10110-30-54)

A heavier version of the LAW, the Arbelast I1 Medium Anti-armor Weapon (MAW) fires a heavier rocket and warhead. Unlike the LAW, the MAW'S disposable firing canister does not telescope. The weapon includes a permanent, fixed-magnification system and secondary "pop-up" hard sights.
Type Conceal Ammo Missile 1 Mode Damage Weight 15D 2.75 Availability Cost Street Index 1,200Y 2

SS

8/48

Use the standard rocket rules for this weapon, p. 99, SRII. This weapon cannot accept accessories. The rocket warhead does 15D Damage, reducing the Power of its blast by -I for every half-meter, and is subject to Scatter of 2D6 + 2. The MAW rocket is not compatible with a standard AVR launcher and does not have armor piercing capability. A 1 x 12-meter blast zone behind the weapon is subject to 12M exhaust blast, reduced by -1 per meter.

Co-manufactured by Mitsubishi and General Motors Military Division, the Great Dragon ATGM (anti-tank guided missile) is a ground-based spinoff of GM's popular Bandit air-to-ground missiles. Fired from a tripod-mounted, reusable canister, the Great Dragon ATGM has proven an effective battlefield weapon. An integral, semi-smart tracking system keeps the launched missile on target, and delayed main-engine ignition helps hide the launcher's location. These features, combined with a shaped-charge, armor-piercing warhead, enable the Great Dragon to stop enemy armor of any size.

>>>>>(It can "stop any size of enemy armor?" Hardly. A Great Dragon, or a Bandit for that matter, can hardly scratch a Banshee, let alone a main battle tank, without careful aim. Reality check, anyone?)<<<<< -Sten (12:32:49/10-2 1-54) >>>>(Too bad that on the high end, armor technology is outpacing armor-piercing tech-

:10:09/10-25-54)

>>>>(Remember that the


Type

L-ATGM

Conceal Ammo 4 1

Mode

SS

Damage Weight 20D 2.75

Availability

8/48

Cost Street Index 1,200Y 2

i-armor weapon. These

nasty fraggers.)<<<<<
*See the Weapon Range Table, p. 87 (12:25: 10110-29-54) This weapon uses the standard missile rules, p. 99, SRII. This weapon cannot accept accessories, and includes a fixed Optical Magnification I1 sighting system. The armor-piercing missile warhead does 2 D Damage, reducing the Power of its blast by O -5 Blast per meter, and is subject to Scatter of 2D6. A 1 x 12-meter blast zone behind the weapon is subject to 12M exhaust blast, reduced by -1 per meter. >>>>>[Yeah, but the vehiclemounted Bandit AGM doesn't even have the armor penetration of a Great Dragon. I guess being airborne, it needs to be lighter. . .)c<<<< -Arnie Leech (08:26:28/11-05-54)

SALESPERSON
>>>>>(This device is vastly overpriced and too sophisticated for the common merc. Stick with weapons that are internally smart and don't need outside guidance. They're not infallible, but you can fire 'em and forget 'em.)<<<<< -Matador (02: l2:4 1/ 10-25-54) >>>>>(It fits the "Future Trooper" concept, though: hardened battle armor, integrated comm and tactical data links, integral weapons, and so on. A laser-designator is only one of many targeting systems the Ballista Can use; this weapon i s modular and therefore easy to upgrade.)<<<<< --Colonel Cobra (1A:O3:2O/ 1 1-02-54) >>>>>(Picture this: a High-Spy sensor drone roams the battlefield using a multifacted sensor suite with infrared, thermal and radar imaging, optical recognition, and so on to identify hostiles. When it finds one, it downloads the targeting data-range and angle of launch and descent-to a viable friendly. The Ballista takes the data link, adjusts itself, and fires. The soldier just approves the launch.)<<<<< -Sten (20: 11:29/11-05-54)

Manufactured by Saeder-Krupp's infamous Special Munitions branch, the sophisticated Ballista consists of a backpack mechanism that deploys a shoulder-firing missile tube. The Ballista missile can be used with the launcher inclined as an indirect-fire weapon, or as a direct-fire weapon balanced on the shoulder. The indirect-fire system revolves around microtronic compensators that align the tube at the proper angle regardless of the firer's position with respect t o true vertical, and can fire Ballista M k I or M k I! rounds. The directfire system operates similarly t o other missile launchers and can fire M k I, 11, and 111 Ballista missiles.
Conceal Ammo 4 (m) Missile Type Mode SS Damage Weight 14D 6.5 Availability 18/30 days Cost Street Index 10,500Y 4

*See Weapon Range Table, p. 87. See following page for information on Ballista rounds. Each type of magazine contains 4 rounds and can k replaced in 10 seconds. The Ballista itself takes 30 seconds to remove or put on, and has no rear blast zone. The weapon comes with a Type I Laser Designator (see pp. 85-86) for use in direct-fire mode only.

SALESPERSON
>>>>>(Continuingfrom comments on the Ballista launcher, why bother with a soldier? Why not just use field drones?)<<<<< -Tony's T i r (20:41:09/11-08-54)

Custom-designed for the Saeder-Krupp Ballista launcher, Ballista rockets and missiles use a variety o warheads and targeting configurations. All types f of rounds can be mixed and matched within a single magazine.
Intelligence 0 5* 6 Damage 14D 14D 14 D Blast -7/meter -7/meter -7/meter Weight 2.75 2.75 2.75 Cost 1,000Y 2,000Y 2,500Y Availability 12/21 days 18/28 days 14/28 days Street index 4 4 4

Mk l Mk I1 Mk I l l

>>>>>(Eventually,they will. Plenty of people are investing meganuyen in hyper-expert and Al systems for combat vehicles. Some designers see flesh as a weak link; after all, you can't scare a computer.)<<<<< --Colonel Cobra (0320: 18/11-09-54) >>>>>We're a long way from developing an Al system capable of processing the same degree of data that the human mind can handle, despite what some corps might want you to think. Even the best parallel processors ain't sawy enough.)<<<<< -Weird Wanda (18:2950/11- 10-54) >>>>>(You just keep thinking that, Wanda.)<<<<< ~12[H)rk15/11-11-54)

*See Reflected-Energy Designators, p. 85. The Mk I is an armor-piercing, dumb rocket, used for direct or indirect fire. Apply grenade rules given on p. 96, SRII. The Mk II is an armor-piercing, laser-tracking missile used for direct and indirect fire. See Reflected-Energy Designators, p. 85 of this book. The Mk Ill is an armor-piercing, semi-smart missile used only for direct fire.

SALESPERSON
>>>>>(Mortars. I keep thinking of the sysop's message up front, that a lot of the stuff in these files would interest shadowrunners. A mortar? A fraggin' mortar? Cut me 1Bose!)<<<<< -Singapore Sami

An extremely dependable weapon, the M-12 mortar is based on a battle-

( 1:05:48/10-25-54) 2
>,>>>(A mortar might not be useful? I beg to differ. Maybe it's not part of a runner's dayto-day pack o' goodies, but it can come in handy. I orchestrated a run against a corp compound outside 10s Angeles about two years ago, and my team peppered the area with smoke rounds as we went in. Filled the place up good. W e used thermal sighting, which the corp boys didn't have. Going out, we also dropped a couple of HE rounds into the m t o r pool to discourage pursJ.Worked well.)<<<<< --Kingslayer

proven design. Its long barrel ends in a four-pronged base that digs into and anchors the weapon against the ground, and a swing-out, bipod brace props the weapon at a firing angle. The weapon's operator enters firing angles and environmental conditions manually into the controls of the barrel-mounted sight. In addition to sighting and firing the weapon himself, the operator can fire based on data from a spotter. The M-12 can fire "dumb" rounds or sophisticated, laser-tracking ammo.

Conceal -

Ammo 1

Mode Damage ss Special

"%@

Availability 1 2/14 days

3,oooY

Cost

Street Index

See rulesfor smoke and white phosphorous mortars, pp. 85-86 of this book. For information on the M- 12's special mortar rounds, see the following page. The mortar takes 3 minutes, or 36 turns, to set up and 18 turns to break down. It fires up to 2 rounds per Combat Turn, regardless of the number of Actions the firer has available.

(20:28:36/ 10-29-54)
>>>>>(Kingslayer has a good point. A runner needs to look at more than the weapons he has on hand; to make a run work, construct a sound plan and then get the gear to make that plan work. Assuming any runner plans realistically, of course.)ccccc -Hatchetman

(l3:O7:9 1 1-05-54) 11

SALESPERSON
>>>>>(Whitephosphorus? I've got scars from that drek. I was working in Africa when a light plane buzzed our camp. fraggin' plane carried a brace of rockets that the pilot dropped on us like bombs. They burst and spread phosphorus over the whole area. A year later, I found the pilot and skinned him like he'd done to me.)<<<<< -Night Hunter

The M-12 Mortar takes all the types of rounds listed below. All rounds are drop-fired down the mortar barrel, their self-contained motors ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel.

(13: lO:23/lO-24-54)
>>>>>(Technically, white phosphorus is a chemical weapon and should fall under appropriate international guidelines. >Though rarely kills, it inflicts at it least third-degree burns even through normal clothing. Using White phosphorus saddles your opponent with quite a problem--he has to care for many more wounded. It's so much easier to bury the dead.)<<<<< --Colonel Cobra

High Explosive Anti-Personnel* Smoke" White Phosphorust Anti-Vehiclett

Damage 18D 18D

Blast -I/ .5m -1/ l m

155/12L I6D

-1/ Im -1/4m

Weight 4.0 4.0 3.5 4.0 4.0

Cost 200Y 250%' 175Y 350Y 1,200Y

Avdlablltty 18/ 14 days 18/14days 14 days 18/ 14 days 21days

Street Index 3 3 2 3 4

'Use the Flechette rules, p. 93, SRII. **Seep. 85 of this book. +See p. 86 of this book. ttThis armor-piercing round's laser-tracking seeker requires a laser-marked target (see Target Designators, p. 85 of the Rules section).

(O5:2O. 14/11-05-54)
>>>>>(A real solider; always the humane reaction.)<<<<< -Teckff (193BA5111-06-54) >>>>>(It's real warkne, Tecker. If you fight, you fight to win. inhuAnything less is mane.)<<<<< -Matador

(O4:2O:3/ 1 1 -09-54) 1

SALESPERSON
>>>>>(I've run into these a couple of times during regular merc work and shadowrun"style ops. Perimeter and "hazcwdous area" securfty use them more frequently these days because they're easy to transport and set up. Also damn dfective.)<<<<< --Matador (O4:2O:&/ 11-05-54) >>>>>(Ares is building a whole industry around these bastards. Future options include optical recognition technology (you get shot i f you look wrong), active sensor interrogation (you get shot i f you don't have the right coded badge), and mobile-platform integration.)<<<<< --Conqueror Wyrm (20: 1 O:32/ 11-08-54) >*>>>(Mobile platform integra*Plus weight of weapon, accessories, and ammunition. tEach new sensor purchased adds + 1 to the weapon's Intelligence Rating. ttstandard weapon costs 22,000Y, plus 10 percent of purchase price for customization. Purchase ammo and recoil compensation per standard rules. Additional low-light, pulsed radar, ultrasound, and audio sensors with integration software/hardware cost 2,000Y each. Improved targeting capability allows the gun barrel to incline 20 and decline 10' at a cost of 3,000Y. All SentryTMweapons include integrated thermographic and pulse-radar sensors. All have a base Initiative of 15 + 1D6, which can be raised to 20 + 2D6 at a cost of 10,000Y or to 25 + 2D6 at a cost of 20,000Y. Every SentryTMhas the equivalent of Firearms Skill 5, increased by + 1 at a cost of 5,000Y and by + 1 for every additional integrated sensor purchased. The SentryTM system takes 5 minutes to assemble or take apart, and is designed around a tripod that holds a motorized weapon mount with 360degree rotation. The tripod provides 6 points of Recoil Compensation. The weapon mount holds any weapon from a submachine gun to a light machine gun, including new HVAR and HV/LMG weapons. Ammunition is belt-fed from a protected store that holds up to 2,000 rounds. For purposes of attacks against the system, the SentryTMhas a Barrier Rating of 12. For rules on SentryTM gun operation, see Rules, p. 83.

The long-awaited Ares Arms SentryTMweapons have finally arrived! The SentryTM platform's unique modular system allows a merc or sec-force t o customize it to suit specific needs. A fully-functioning "smart" system, a SentryTM can recognize, track, and engage pre-set, situation-determined, or random targets within its zone of control. Its multi-aspect sensors cover the entire electromagnetic spectrum, allowing it t o engage any target it can sense for effective, deadly control.

Intelligence

Concealabillty

6t

Weight

40 .'

Cost 22,000Ytt

Availability 12/21 days

Street Index 4

ti*??)<<<<<
M e a s e l (05:2ABl11-09-54)

>>>>%(Alreadymentioned in the MAW entry. Main battle tanks and others have APZsanti-personnelzotws-covered by automated, anti-infantry weapons mounted on the vehicle. Most tanks use Sentry guns or their ilk, or flechette1HE directional charges for close targets.)<<<<< --Colonel Cobra (06:20: 19111-09-54)

SALESPERSON
>>>(Ya know, nobody's d the most important thing out all this wiz gear. Don't it unless you know how, ? Dumbest thing I ever w was a bulked-out street m running down the street ith an MGL-12, trying to hit a ating Hughes ought I was watchthose Armed to the (06:20:29/11-06-54)
I HIT THE FRAG-

Ever felt bothered by the limited ammo your under-barrel grenade launcher carries? The ArmTech MGL-12 multi-grenade launcher ends all your worries. A simple bull-pup weapon, the MGL- 12 can load a clip of twelve standard mini-grenades. Accurate to a range of 300 meters, the MGL-12 lets you deliver all the blast you need! Also available in a Mini-6, pistol-style version!
Type Conceal Grenade12 3 Grenade6 6 Ammo 12 (cf 6 (c) Mode Dunage Weight SA Variable ' 5.0 SA Variable* 2.5

Availability Cost Street Index 6/36 2,200Y 3 1 , a Y 3 6/36

ore I make you eat my

'Use standard grenade rules, p. 96, SRII. Recoil modifier is +2. Recoil compensation only applies to gyro-mounts. The weapon accepts targeting and sighting accessories.

>>>>>(Bad news, Slugg-obmy-heart: YOU MISSED! YOU tagged the top of a tree, rhich blew up real nicely. I, bwever, piloting the aforenSentiined Stallion, made my escrrpe. Guess you were too buw dodging bids of burning b e to notice. .)<<<<c -Airman Al (20:15A8/11-09-54)

>>>>>(YOU ARE MEAT! PASTY CAKES! DREK O N M Y SHOE! SCUM IN THE BOTrOM OF THE BUCKET! FLESH BITS! WYRM FOOD! DEAD DEAD DEAD! (I'm gonna kill ya and then I'm gonna eat ya!))ccc<<< --Slugg (10:14:19/11-10-54)

SALESPERSON '
>>>>>(People vastly overestimate the effects of grenades. One old US Army study stated that an open-field grenade detonating within a few meters d a soldier had only an 80 percent chance of disabling him for a day. Of course, if you dive on the fraggin' thing like they keep doing in the sims, I'm sure the injuries get nastier.)<<<<< -Tiny Terror (21:38:49/11-05-54) >>>>>(Don't believe everything you read. I don't trust any military study. Chip-truth, grenades make excellent herding weapons. Toss 'em in $heright place and the enemy moves away from that location. Also, if your throwing arm or launcher is accurate, a *made in the lap does a lot more damage than one that gees off "within a few meters.")<<<<< --Hatchetman (08:20:14/11-06-54) >>>>*(Always remember to throw It after you arm it. Trust me.)<<<<< -One-Handed Willy (02:08:20/11-08-54)

Grenades! Grenades! Grenades! One-stop shopping for all your grenade needs! Mix and match all shapes and sizes. Designer colors available.
Grenade Type
IPE Offensive (HE' or AP)" Defensive (HE' or AP)" IPE Defensive (HE' or AP)" Concussion IPE Concussion White Phosphorus"' Smoket Smoke (lR)t Flash++ Mini-grenade 6 6 6

Conceal
6

Damage
IOS (-I/ meter)

Weight
.25 .25 .25 .25 .25 .25 .25 .25 .25 25

Availabllky
4 days 5/4 days 4 days 5/4 days 5/4 days 5/4 days 6/5 days 3/24 hrs 4/48 hrs

Cost/Street Index
30w2

Offensive (HE* or AP)"

15s (-1 /meter)


10s (-I/ .5 meter)

1 5s (-1 / .5 meter)
12M (Stun) (-I/ meter) 16M (Stun) (-l/meter) 14M/10L (-l/meter)

6
6

6
6 6 6 8

Special by grenade

4/48 hrs
+2/by grenade

*HE: high-explosive. Standard grenade rules apply (p. 96, SRII). **AP: anti-personnel with high fragmentation. Standard grenade rules apply; determine damage according to flechette rules (p. 93, SRII). '**See Rules, p. 86 of this book. t See Rules, p. 85 of this book. tt See p. 44,Street Samurai CataIog.

Ares Arms strikes again! Four years after introducing their revolutionary MP Laser, Ares has trimmed the price by an astounding 2,000 percent and begun mass production. An ideal weapon for the sophisticated mercenary or security force, the MP-Laser Ill is a self-contained, single-carrier system designed for instant reaction to and containment of serious threats. Hip-mounted, peak-discharge battery packs, designed for rapid exchange, can be recharged for future use.
Type Conceal Ammo Mode Damage Weight Availability Cost Street Index 24/21 days 120,000Y 3

>>>>>(N0000000000! This has got to be bulldrek! Nothing drops in cost by 2,000 percent in four years! Why are they marketing this jetwash? Why not just distribute assault rifles In grade school?!)<<<<< -The Neon Samurai (03:20:19/11-10-54) >>>>>(I remember you had a problem with the original M P Laser in a posting some time ago. The M Laser Ill is a lot P less nasty than an assault cannon by a long shot, but it's still way too expensive for most to buy one. Why the tantrum, Neon?)<<<<< -Findler-Man (20: 17:27/11-12-54) >>>>>(Perhaps I can shed some light on this. For years, the Neon Samurai has spread sfcclnder against Ares Arms, cla8ming that the company kilied a certain Doctor Elliot Mills-Fargo after he created the key patents for the M P Laser. This claim is untrue. Stephen Mills-Fargo, aka "The Neon Samurai," killed his own father after a drunken argument.)<<<<< -Nightfire (04: 10:20/11- 13-54)

Sniper

20

SA

15M

25

To determine range, consult the Weapon Range Table (see Rules, p. 87) and decrease the weapon's Power Level by -2 for each range beyond Short (Medium -2, Long -4, Extreme -6). Ballistic Armor has no effect; reduce Impact Armor by half, rounded down. The laser does not pierce armor, and suffers the standard -1 Damage reduction when used against vehicles. Smoke reduces the laser's Power Level by -1 for every 2 meters of smoke the beam passes through. Recoil modifiers do not apply.

Watch the next level of Ares M P Laser technology in action! Ares Arms has created the first viable laser system for small and medium-sized vehicles. The turret-mounted FireLanceTM system offers anti-armor capability against lightly armored vehicles and low-flying aircraff. Its high recharge rate allows it to hit multiple targets with ease, and its focusing and emission system has an extraordinarily high mean time between failure. Top-notch firepower with a minimum of field service-buy an Ares laser and you can't go wrong!
Type
Assault

[If you've got proof, go with B. if you start a orre-

Conceal Ammo

40

Mock SA

Damage Weight 48 155

Avabbllity Unknown

Cost Street tndur 300,000;YUnknown

To determine range, consult the Weapon Range Table (see Rules, p. 87). Decrease the weapon's Power Level by -2 for each range beyond Short (Medium -2, Long -4, Extreme -6). Ballistic Armor has n o effect; reduce Impact Armor by half, rounding down. The armor-piercing beam suffers the standard -1 Damage Level reduction when used against vehicles. Smoke reduces the Power Level by -1 far every 4 meters of smoke the beam passes through. Recoil modifiers d o not apply.

Samr#ai can rove

. &st

betore the

1 SALESPERSON
>>>(it's

'

a common miscontion t h a t "exploding" n d s a r e like micros M o t true. Yes, there's .


but fhe load n so

The American Ammo Co. proudly announces improvements t o its current explosive and tracer ammunition products. Now, the EXAmmo line provides more explosion and fragmentation than ever before, a t a minimal cost increase. The ViewFlight line of tracer ammunition has also been updated to provide an even more accurate ballistic path and brighter burn! American Ammo; for all your ammo needs!
(12:10:13/8-22-94)

>>>*>(I've heard that Ares o t s o m e o n e is working o n a n @miorive c o m m n d that detWeight .75

Conullity

Dunage

EX Explosive
Tracer

8
8

See below See below

.5

Availability 6/72 hrs 3/24hn

Cost 100% 75Y

Street Index

1.5 1

EX explosive rounds add +2 t o the Power of the weapon, but use all other standard rules. Tracer rounds can be used only in full-auto weapons, and are loaded every third round in the clip. Non-smartgun users receive an additional -1 target number modifier a t ranges beyond Short, cumulative with every third round fired (-1 after first three, -2 after six, and so on). When calculating burst damage for threeround, multiple-round, or short-round bursts. d o not add a bonus to the Power For the tracer round, but d o increase the Damage Level appropriately. For example, a sub-machinegun using a 5M round and firing 10 rounds would have a Damage Code of 1ZD, normally 15D.

e e z ! What a r e you,

No field operation is complete without the proper clothing! Patterson Fabrics Camo-SpecTM clothing uses computer-designed environmental facsimile patterning for maximum concealment. Available in a wide variety of patterns and weights, Patterson Fabrics is the choice for you! Available patterns include Desert, Snow, Woodland, Urban, and Winter Woodland. All garments have reversible daylnight patterns.
Ballistic

>>(Most shadowrunners 't think about clothing, gh mercs live and die by mazing how many wild, runner-wannabes try to k around in their Day-Glo k hairdos and phosphotattoos.)<<<<< atchetman (03:20: 1 /I 1 -08-54) 1 Maybe they're intenunprepared. You know, and the Art of wrunning?" Let the flow you. Ride the river, don't Be the wind.)<<<<< histle

(08:28:29/11-09-54)
Street Index 1 1

Impact

Full Suit Jacket

3
5

1
3

Availability 4/36 hrs 5/36 hrs

Cost 800Y 1,200Y

Fr the effects of camo clothing on Perception Tests, see Rules, p. 77. o

eal, chummer. Sure, some spontaneity, know the course of head of time you'll red to shift your avoid the rocks. course, and only when you have k (17:29;41/11-11-54)

wonk-heads.

l8:56:22/1 1 - 12-54)

When you need something tougher than soft-cloth ballistic armor, step up to real protection. Kelmar Tech's patented gel-pack technology provides hardened protection against penetration along with maximum comfort and flexibility. Kelmar gel-packs remain liquid and flexible until the shock wave of a projectile impact solidifies the gel into an impenetrable barrier. As the kinetic energy dissipates, the gel liquefies, ready to absorb the next impact. Kelmar's military-spec combat armor is the best of the best!
Mil-spec gel packs can be added to any available armor. With the addition of gelpacks, treat armor as Hardened at its normal Ballistic and Impact ratings. If applicable, reduce Concealability by half (rounded down). The gel-packs increase all armor's weight by 25 percent, multiply its cost by 5, double its Street Index and Availability target number, and quadruple the time required to get it. If a weapon's Power, before burst or autofire modifications, does not exceed the modified armor's rating, the round does not penetrate and does no damage. If a weapon's Power exceeds the armor's rating, reduce the rating per standard Shadowrun rules. Penetration reduces the armor's rating by 1 per penetration.

>>>>>(I used this gel drek once working in the south d France. We're geared for a lmle night o action, s I'm strapped into a $et of mll-spec light security m o r and wnning a full elechonics sufte, interlinked with all my team members, exchangIng data at the speed of light. We penetrate the complex and BOOM! my happy feet trigger a $enfry gun (sorry I ain't gonna type in that fraggin' (TMII) yldtting an HV/LMG. The burst knocks me back a couple of 8 &rs and leaves me staring ~ Q Wrs. Am I alive? Yup. Do I t Wr??Oh, yeah. Can I move? NQWoo. Know why? The gel besrb't liquefy. It stays hard b d haves me stiff as a plank. T e tach-heads told me it was h o "rWtiple shock-wave resob c effect." One in a million, n* ey said. Never happen they said. I won't play mb wids.ds.)<<<<< s W i g h t Fighter (08:23:14/11- 10-54)

found that mil-spec

(10:20:11/11-13-54)

SALESPERSON
>>>(sI#ldownrrmen thouldeven think about this stuff cept In the moat extreme ckmstances. It lodulike what IUtary-gradearmor. I've people wearing this gem all Hn accesrorier, and don't laok human. Makes e to think about

The military traditionally k e p t t h e b e s t for t h e m s e l v e s . N o w , Esprit Industries of France brings you mil-spec quality o n t h e o p e n market! Esprit's n e w line of military-grade combat armor offers full protection, hard a n d s f ot armor integration, energy dispersal, thermal d a m p e n i n g options, intrasuit wiring conduits, surface antenna matrices, t h e works. Available in standard o r custom camouflage patterns, these suits a r e a must for t h e serious fighter.
Balllstic 10 12 14 +2

pid Fire
(08:21:28/11-09-54]

ered version of
rated weapons, the ybody else heard
(20:21:28/11- 13-54)

Impact
7 8 9 +3

Light Military Armor Medium Military Armor Heavy Military Armor Heavy Military Helmet

Weight 12+Body 14 + Body 16 + Body 3.0

Availability CostIStreet Index 25,OOOY/3 18/1mth 24/1 mth 45,OOOY/3 28/1.5 mths 70,00OY/3 24/1 mth 2.500Y/3

mors, but I heard ot FuchiJccccc

Treat military-grade armor as Hardened. Suits are designed to integrate combat electronics, including the BattleTacTM system. Military-grade armor reduces the wearer's Combat Pool b 1 for every 2 points o Ballistic Armor Rating above the character's y f Quickness Rating.

Ideal for the in-the-field mercenary or the more urban oriented soldier of fortune, the Cougar Fineblade uses state-of-the-art molecular bonding and edging technology t o create an incomperable blade. Its double-bladed, with a special wire-cutting notch, and hardened grip and pommel, makes the Cougar Fineblade the perfect combat companion. Available in standard and longblade versions, both using Cougar's patented technology.
ConUiHty Short Blade 8 Long Blade 5
Reach
Damage Weight

.>>>>(This is an interesting weapon option that offers much the same effect as A)ikotingm at a greatly oMkrced price. Ironicajly, at a weapons show in Cairo last year I watched a salesman Show this weapon to an interslsted young lady, in the process severing two fingers. Atit8 a demonstration.)<<<<< -TYW (8- 15-94/3:20: 14)

AvailablWy

Cost

Sbeethkx

(STR)M (STR + l)M

.5 .75

5/72 hrs 8/72 hrs

800Y 1,500Y

h an afmfnedpas-

The Fineblade knife has no special properties.


(13:11:18/8-21-94)

conversation

. . . Has anyone

(21:10d1/08-21-94)

SALESPERSON
>>>>>(One of my best career moves was to learn mountaineering. I feel much more confident, so I can ascend, descend, and traverse much bster and more efficiently. My exposure is down signifiQantly, and I am a much Wppier troll.)<<<<< -Able (04:28:28/11-05-54) >>>>>(WOW! Sorry, I just flashed on walking down the street and seeing a troll rappelling down a skyscraper toward me. One question that ~ n l just occurred to me: how y easity available is troll- and elk-sized gear? I see socalled "normal" stuff everyshy, but what about "Real Big Man" Stuff?)<<<<< -lord Fly (21:28: 15111-08-54) >r>MSome things are more cdmmon than others. For example, I can simply buy some climbing ggar at a gtsabr tensile strength than anything small folk would buy for themselves. In general, though. ork-sized stuff costs 50 percent more and troll-sized stuff doubles in price. Bulldrek Eke that keeps my people in fPte slums.)<<<<< -Able (O5: 10: 13111- 10-54)

Sometimes, getting in is half the battle; Duraflex's full line of climbing accessories tips the battle in your favor! Built For the soldier on the move, all Duraflex accessories are compact, efficient, and reliable. Count on Duraflex! AscentIDescent Harness AscentIDescent Kit* Rappelling Gloves Rope (50m)

Weight .25 2.0

1.O

Availability Always Always Always Always

Cost 75Y 250Y 70Y 125Y

Street Index 1
1 1 1

*Ascent/Descent kit includes descenders, ascenders, carabiners, crampons, and so on a appropriate. s All climbing ropes and harnesses hold up to 2,000 kgs. Harness is quick-release. For climbing rules, see pp. 75-76.

SALESPERSON
>>>>>(Truthfully,Iwonder if the upgrade is worth the price. Most of the improvements really only matter to tech-heads. Fhe weapon feels more alert (weird sensation), and the Zange finder linkage becomes kandy at longer ranges, but I on't know.)<<<<<
(OW9: 16111 12-54)

Available for the first time, the new Smartlink Level I represents a signifiI a n t improvement over existing smartgun technology. Better command processing, faster signal referencing, cleaner cross-vendor integration, and formal adherence to the new ADVAT.328 protocol standards make your weapon linkage faster and better than ever! Smartlink Level I components are fully com1 patible with Level I Smartlink systems!
Mount Conceal Weight

(Fitz, old boy, for some of at uncertainty makes the


(20:18:16/11-13-54)

Toplunder External Internal Smartgoggles Essence Cost .5

-2 0
Availability

.75 .25 .1

Availability 6/48 hrs Weapon 4/36 hrs

Cost

Street Index

800Y +250% 3,500Y

2 Weapon 2

Cost

Street Index

Smartlink

6/48,hrs

3,200Y

For rules regarding Smartlink Level I technology, see p. 84-85. T gain Level I 1 o I advantages, both the smartlink and the smartgun must be Level 11.

specs don't say bout it, but I just link Level I1 and it with my vehicle . I get full status geting info off any vehicle weapon rigging, in addition tandard basic data I'm definitely more with smartlinked I found all this t needed to L f f i that had ly One we had 'smart," and I ime to take out
(23:22:41/11-15-54)

>>(Hey! Mine doesn't do )<<<<< Radar Lover (14:31:23/11-17-54)

Keep in touch with the rest o your team with the new Phillips Tacticom f system! Phillips brings its combat-proven electronics to battlefield communications with six levels of signal encryption and the capability to load custom encryption algorithms. Heavily protected both inside and out, the master unit accepts signals from conventional land-lines, satellite uplinks, dedicated laserlinks, microwave relay, and any other telecommunications signal source. An outstanding system at an outstanding price!
Concealability Index Master Unit Portable Master Unit Personal Comm Unit 8 Microwave Link 3 Laser Link 4 Satellite Uplink Rating Weight Availability 14 14 14 75 20
.5

>>>>>(ItRe the PhifWpr system. Wo one's broken the encryption p t - c o m , that may be luck. hrenin~withktsddechAcol noise, the system's pretty h dean. T e scan-link option on ttaelaoerlinkmakesiteasyto set one up and hit the receptdr-get the bearing right, and the system does the work.
(03:51:30/11-15-54)

(I prefer to work off a


I've even lofted a

Cost

S t r e

1.0 1.0 2.0

24/21 days 60,000Y 18/14 days 120,000Y 12/14days 18,500Y 18/2 1 days 4,800Y 14/21 days 2,700Y 12/21 days 7,500Y

3 2 2 2 2 2

r that next time we tan(1 1:28%/11- 19-54)

For more information on the uses of the system, see p. 86

SALESPERSON
>>>>>(Sorry, chummers. This drek means the "Future trooper" is now. See, vehicles ican also use BclttIeTacTM. Let's wy Dog Soldier Syhria sees an pnemy unit approaching her &ideaway. She feeds that data &to the network, and seconds Bs a trio of Stonewall M T sit-

Sony makes a splash in battlefield tactical management with the BattleTacTM system! In the field, knowledge is power-the BattleTacTM system

gives that power to the commanders and to the soldier on the line. Unit positions, assets, conditions, situations-you name it and BattleTacTM it! has The BattleTacTM system integrates tactical telecommunications and data transfer. Each soldier equipped with a BattleTacTM unit is linked with allied BattleTacTM users in an open communications and data exchange network. Sony Corp's BattleTacTM gives you the key to victory!
Deckers Society (20:10:15/11-20-54) Using BattleTacTM requires a Special Skill: Small Unit Tactics and BattleTacTM. Users receive an additional -2 modifier to all target numbers whenever the network is active. For more information, see p. 84. funny. Fortunately, systems and those stricted to elite corr private units. You e a regular Aztlan rting BatlleTacm or
(03:27S1/11-22-54) (1 1:34:29/11-19-54)

deckers have said

Light up that enemy! Winter Systems offers top-of-the-line target designators. Choose the target of allied fire from the safety of your bunker, trench, or hideaway with the front-runner in military electronics. From IR lasers to microwave pulse systems, Winter Systems designators are the most accurate and reliable model on the market. When precision counts, count on Winter!
Type Conceal Range Weight Availability
Cost Street Index

>>>>>(I've had a lot of success outfitting forward observers with various designators. They spot a target, light it up, and &en the fight artillery grunts in $e backfield send up a handful of target tracking rounds. l b y grab m e air, look down, a d well-what-do-you-know, tMre are the targets shining brightly. Down they come. Boom goes the target. Gotta kwe it.)<<<<< -Night Fighter (08:22:30/11- 19-54) >>>>>(Most designators can Ise compromised, so don't bet Wle fwm on them or you just ht end up buying that parcula real estate. Smoke block@ lasers. Chaff-reflective #particks blown into the airIs microwave and radar. S o Competing beams of mwave or radar energy. NBLvW assume something will work; always plan alternat&eoSccccc --Matador (O5:08:3O/ 11-22-54) >>(Hey, Matty, do you merc for a living or ing? Your tone is gettin' nerves, chwnmer. Scan
(1 3:38:50/ 1 1-24-54

Low-power laser sight


-1

500m

.25

6/36 hrs

500Y

. 9
1 2

High-power laser sight Laser designator Microwave designator Radar designator


-1 -2

1,500111 5,0001~7 8,000 krn 10,000 km+

.25 .5

8/48 hrs 1,400Y 12/14days3,700Y

4.5 25

24/l mth 12,500Y 24/3 mths 4 8 , 0 0 0 Y

2 2

F r rules on using target designators, see p. 85. o

rr>>>Clou might say he wrote

me book.)ccccc
--Double Dirk (20: 19:15111-25-54)

SALESPERSON
>>>>>(Never get lost in Amazonia. Chummer, that place is so Awakened that any map made more than a month ago is out of date. I've never octually seen the land change,

With the new Sony Nav-DatTM global positioning system, you'll never get lost again! It instantly cross-references your location against all known navigational satellites and, in seconds, provides information on your location accurate within 2 meters. The system's super-accurate internal digital maps come datasoft jack-equipped, and cover several areas. The system also provides several standard coordinate systems and positioning algorithms. Plot, track, and plan your movements using the positions of the moon and sun: no bothsystem! er, no hassle! Fully compatible with the Sony BattleTacTM
Concealability Weight

isited before and very, very differ(04:20: 12111-13434)

>(I know for a fact that onia purchased two LandScan ground-imagtellites about five years es shot them into orbit

.5

Availability 6/48 hrs

Cost

7 W

Street Index 1

mazonia's overgrowth is one o thdr dirty litf ets. Whatever they did w the rain forests 've even con-

that choice in

The Artemis Industries NightgliderTM brings the medium-weight glider to the cutting edge of infiltration operations. Easily deployable from two oversized bags, the NightgliderTM runs on a compact, virtually silent, electric-driven turbofan engine. Low noise, radar-absorbing mesh skin, and a flexible and responsive airframe combine to make a vehicle perfect for midnight runs. The NightgliderTM also carry a fully operational 400-kg load, making it ideal for can full-gear tactical strikes. An optional remote operations package lets you leave it airborne nearby for a quick getaway!
Handling 3 Speed 15/60

~>>>>(l"eused the NigMglkler on several occasions. It's a pretty good transport, but don't Iry anyMIng fancy or it'll come apart. Avoid ground fire and Aard landings at aN c;orts.)<<<<< --Matador (0429:17/11 10-54)

B/A
1/o

slg 12

APilot 1

Cost 45,oOOY

Seating: 1 underslung Access: N/A Economy: 1 PF per krn Power: Elec1100 Cargo: 4 C s F Weight: 200 kgs Landlng/Takeoff Profile: Effective VTOL Additional Features: The glider takes 5 minutes to assemble and disassemble.

9.*>2>(1also question the landinl)/takeoff information. Landing vertically i s easy, baause the stall-speed is so low you can pretty much coast In and land it, like a hang g l i arm Taking off is another story. You can take her up almost rertkally by redlining the .$nglne, but that sucks away $boyt 25 percent of your batbry w e r . It also kicks engine beat Way up, which wrecks the 8ignature--but if you've h ggt I ,watts to spare, go for it. Yg)uYl get off the ground fa#.p<c<< -Desert Vet (20: l4:23/ll- 15-54)

wd't

e airframe was . It can take a gear and some sensors, but I feel vulnerable.)<<<<< -Trap Door Tax (21:18:41/11-16-54)

>>>>>(Ah, the ubiquitous MPUV. You can even see street-legal versions in some areas. Tr6s chic, don't ya know.)<<<<< -Hummer Hal (08:29:37/11-28-54)

The CMC multi-purpose utility vehicle (MPUV) is the world's most popular light combat vehicle, perfect for every use from light scout to personnel trans-

port. Lightly armored against small-arms fire, the four-wheel drive MPUV can
handle almost any situation.
speed BIA 513 40/ 1 20' 219 Seating: 2 front buckets + 1 rear bench
.

Handling

Ss i
4

APilot

Cost

Economy: 15 km per liter Cargo: 10 CF Add#iotul Features: Accessories include a radio transceiver, white-light searchlight,

0 22,OoOY Access: 2 + 2 standard Fuel: MultiF/ 100

>>>>>(This entry is too vague about the vehicle's real capaMlities. I've seen versions mounting anti-tank weapons, local-area sensor platforms, *ven light anti-aircraft missiles o autocannons. The biggest r p W m , in my opinion, is that 'ltt armor is too weak to stand up to real weapons and its rel.civefy poor signature.)<<<<< , --Colonel Cobra (21:02:21/ 1 1-30-54) i*>>>r(Sure, but trying to ienprolve signature cripples the W e The engine can't hanl . 4 e the extra loqd. I knew a =re unit that sensor-masked a b m c h of MPUVs. Fraggin' thin@$ kept overheating. They couM have installed extra coolant systems, but that gets expertrive.)<<<<< -Tiger Team (20:%28/12-02-54)

roll ban, and roof pintle mount with access hatch. Some MPUVs come with a single hardpoint. Weapons not included. 'Off-road speed is 30/90.

' 1

SALESPERSON
>(Devil Rat's a death trap u ask me. I've seen too y of them light up after a ear the ammo or fuel. The or seems sufficient for its but ya gotta wonder when go off like grenades all the battlefield.)<<<<<
(03:21:27/11-30-54)

--

The major transport of both the Confederated American States and

re California F e State, the Devil Rat armored personnel carrier (APC) is part of
the arsenals of the world's major militaries and corporations. Able to deploy up to eight soldiers while providing fire support, the Devil Rat is the perfect choice for combat and combat-support missions.

Handling

Speed

B/ A

513 25/75* Seating: 3 crew + 3 benches

3/12

sh3 6

APilot

Cost

Economy: 2 km per liter Cago: 12 C F Senson: None Additional Features: Amphibious capability, telecommunications system (Rating 0),

250,OOOY Access: 3 top hatches, 1 double-sized rear hatch Fuel: MultiF/325 liters ECMIECCM: None

>>>>>(Poor maintenance, Coug. Check those maintenance and tech people. Are they sealing all the conduits d r servicing? Checking rege &ady for micro-leaks in the fuel Mneo, too small to notice but big enough for a fireball or $park to set off? Are the seals on the ammo feeds and bins ~ o l i d rotted? If someone's ar ehecking and you still got Rrobtems, you got a sabor.)e<<<< 5 4 l y i n g Wallenchek ! @t:34:09/12-01-54) regularly and have roblemb. Sure, they an ATGM h i s them, o surprise.)<<<<<

EnviroSealTM, small remote turret. Weapons, sensors, and ECMIECCM not included. Off-road speed is 15/45, 10130 in water.

SALESPERSON
>>>>>(The Striker configuration we use most often mounts a Victory rotary assault cannon. We've tried to construct the unit around the same class of heavy weapons so that they all use variants on the same ammo. It works pretty well, though obviously we'd like the heavier firepower of an actual autocannon on occa-

Based o n a reinforced version of t h e popular Devil Rat suspension a n d drive train, t h e LAV-103 "Striker" light tank has heavier armor a n d packs a heavier punch without loss of speed! Improvements to t h e e n g i n e a n d transmission enable this heavy fire-support vehicle to match t h e s p e e d s of lighter tanks. C o m e s in amphibious a n d anti-air configurations, making t h e Striker a popular vehicle in many theaters of operation.
Handling Speed B/A sig APllot Cost 2 480,oOoY Access: 2 front hatches,

sion.)<<<<<
-Ultra-Drek

(23:59:3O/l2-O 1 -54)
>>>>>(Ultra,you are weird. I've never heard of such a thing on the scale you're talking. Maybe for small arms, but for cannon rounds?)<<<<< -Tuber

25/75* Seating: 3 bucket seats

6/4

5/15

(20:20: 4 12-02-054) 11
*>>>>(Not really weird. I've worked with plenty of low-budgat countries that bought their vehicles surplus. Want to hear about a logistical nightmare? Of the seven different kinds of light combat vehicles they fielded, none fired the same ammo: Yeeesh.)<<c<< -4lerc Mania

Economy: 1.5 km per liter Cargo: 5 CF Senson: None Additional Features: Comes with telecommunications system (Rating O), and

1 turret hatch Fuel: MultiF/600 liters ECM/ECCM: None

EnviroSeaPM, and medium remote turret. Weapons not included. *Off-road speed is 15/45.

(l8:28:4l 2-030-54) 11
>>>>>(Seven different cannons in the same class?? That's stu-

PMI!!)<<<<<
-Weasel

(04:21:40/12-06-54)

SALESPERSON
*>>>>(This sucker flies like a -gin' brick wan, If you're flyfng one of these and sornebody shoots a marginally intel-

A common sight in corporate, military, and mercenary forces around the

world, the C-260 is the perfect workhorse. With the right modifications, this transport can become a powerful air-to-ground weapons platform or a longrange sensor platform. An excellent all-purpose aircraft!
(13:56:41/12-03-54)

(Heh. You've never seen our Titans have you? ream over:

Handling
7

Speed
150/350

B/A
5/12

Sig
4

APilot
3

Cost
700,oOOY

Seating: 2 crew (buckets) + 3 support (buckets)

Economy: .04 M a x Range: 7,600 km Cargo: 3,000 CF Landing/Takeoff Profile: STOL Sensors: None Additional Features: Telecommunications system (Rating 0). Weapon mounts, sensors, and ECM/ECCM not included in standard configuration.

Access: 1 side hatch, rear ramp Fuel: 180,000liters Combat Radius: 1,800km ECM/ECCM: None

r the pi!ot.)ccccc ant (20:29:35/12-06-54)

SALESPERSON
>>>>>(Why risk personnel unless you have to? These days Im e plenty of Condors, Condor Ifs, a n d Dalmatfans over the battlefield. Well funded units (read: corp) even put u p ttleTacm electronics with a h sensor package. T e Wmgs u can d o with that kind of tical information!)<<<<< (04:20: 14112-05-54)

Based o n t h e popular SHAPELY (%aped Airfoil Positive Enhanced Lift) design, t h e Condor I1 drone makes a n ideal platform for extended recon a n d surveillance. This lighter-than-air vehicle requires minimal mechanical lift, reducing its signature a n d fuel consumption. Modeled o n t h e ground-breaking Condor LDSD-23 drone, t h e Condor 11 replaces solar cells with long-duration batteries for extended airtime.
Speed B/A Sig 30/W 1/3 11 Economy: 5 km per P F Operational Duration: Limited by power
5

APilot Store Cost 3 4C F 45,OOOY Power: 25 CFs Landinflakeoff Proflle: VSTOL Set-up/Breakdown Time: 5 minutes Sensor Package: Standard (I) Additlonal Features: Remote-control gear installed. 3 C available for sensors, F ECMIECCM equipment, or vehicle control gear.

Handling

ombat Warrior (2 1:48:39/12-06-54) ust because drones loi-

(18:20:00/12-07-54) lways keep your drone ven if it's on autopir XX (02: 19: 10112-10-54)

Fighting a dug-in enemy? S e n d in t h e Steel Lynx. The Winter Systems Steel Lynx ground-combat d r o n e is a hardened battle machine designed to clear o u t e v e n t h e most defensible position. Lightweight, polyceramic armor combines excellent small-arms protection with s p e e d a n d maneuverability. Arm t h e Lynx a n d go hunting!
Handling
4/6

ed in the APC the whole ice system.)<<<<<

(WOO31112-06-54)
d know these

the payroll at GRIN>)<<<<<


Sig APilot Store Cost

Speed

B/A

40 4/12 5 2 20 CF 15,OOOY Economy: 3 km per PF Power: 30 PFs Operational Duration: Limited by power Sensor Package: Standard (I) Set-up/Breakdown The: 3 minutes Additional Features: Remote-control gear installed. 8 CF available for sensors, ECM/ECCM equipment, vehicle control gear or weapons. Common installations include dedicated hardpoints and a micro-turret that can mount an LMC, HVAR, flechette weapons, and so on. Replaceable power pack costs 3,000Y.

:28:46/12-07-54)

e never claimed oth(08:20: 19/12-09-54)

Y! They stole my

gonna sueill)<<<<<

SALESPERSON
aximum security

ay 'em all over an area, n intruder can't tell where


rds wander in random

The small, silent Ferret RPD-VI makes the perfect low-maintenance perimeter-security drone. Equipped with sophisticated sensors and a smart autopilot, the Ferret can patrol an area quietly, alert central security when it detects an intruder, and illuminate them with its searchlight or a targeting laser on demand. Use several to cover acres of ground--nothing gets past the Ferret!
Handling
3/5

Speed
10/30

B/A
1/3

Sig
8

APilot
3

Store
1 CF

Cost
154,800Y

rrets only matter if quiet. If it does-

Economy: 10 km per P F Power: 10 P F Operational Duration: Limited by power Sensor Package: Security (I) Set-up/Bnakdown Time: 3 minutes Additional Features: Remote-control gear installed. 3 CF available for sensors,
ECM/ECCM equipment, or vehicle control gear. Also includes white-light searchlight. Laser designator not included (for more information, see p. 85).

0:18:4l/l2-W-S4)

>>(After-action reports!!! about "Some kid with a BB shot me down?? O "I'da r him but he outran me 17" Give me a break! re like toys; hit

After careful analysis of years of field-use and after-action reports, Northrup Industries offers the "Fn series upgrade for its PRC-42 Wasp and PRC-

4 4 Yellowjacket light security helicopters. The

"F"

series offers enhanced

small-arms protection, improved handling, engine upgrades to maintain performance, and a reduced signature that makes the Wasp or Yellowjacket a competitor in any market! Fleet-upgrade discounts are available through all Northrup representatives.

*s>>Clou didn't read the entry very carefully, did you, Wylie?
This upgrade lets the Wasp !bounce light pistol ammo and 'abwrb the heavier stuff, and $heVeflowjacket bounce pretty linuch everything that classifies ncn-heavy weapon. I'd tinice about playing with JherrP thsectS.)<<<<< 1 --.Mooch + (1 0:18:45/1 2-07-54) carry an assault can(19:02:17/12-08-54)

Handling Sig B/ A Cost Wasp Upgrade -1 +2 2/6 7,O Y 4o O -1 +2 319 1 10,oOOY Yellowjacket Upgrade For standard Yellowjacket and Wasp statistics, see pp. 7+7 1, Rigger Black Book, or p. 74, Street Samurd Catalog.

SALESPERSON
>>>>>(Heh-heh. Reminds me d the time I chased down a wellequipped rebel force in Micaragua. One of the Appaloosas we were after decided to blow some smoke. the scout was running at more 100 K H trailing this long, P black line. Sensors or no we could have found s by that smoke. Made

Need fast cover? Need a way to break a laser designator's beam? Vehicle smoke generators are the answer to your prayers! Spew smoke on demand From an externally mounted canister that can be triggered from inside the vehicle. Huge, dense clouds cover the battlefield in no time! Special thermal smoke blocks IR-sensing therrnographic sensor systems, at only 20 percent over standard costs.
Number of Charges
Cost 700Y 1 ,OOOY

(0320: 14/12-0744)

Small Smoke Generator 6 Large Smoke Generator 12 Each charge covers a given area. For smoke rules, see p. 85.

SALESPERSON
>>>>>(Not for the average consumer, but a must-have for the merc or military client tn certain environments. We use this armor regularly on supply trucks, cargo haulers, APCs, everything. Works well enough even at the low lev.s to make it worth the price. I Ferget low-profile operations, tlxough.)<<<<< -Winter Rat (08:28:14112-05-54)
>(A good vehicle tech

Looking for a little more armor protection for your vehicle? European Arm Works (EAW) has the answer i n its new line of modular ablative armor. Designed to attach to the vehicle's exterior, ablative armor absorbs the kinetic energy of any blast. A hit blows the armor plates clear, but they save you from sudden death! Three different available levels let you choose the degree of protection you need! Not usable on aircraft. Armor Level
1 2 3

lvage blown-off armor install it. I don't know ou'd have to ask only deride them.
(23:48:30/ 12-06-54)

Availability 8114 days 12/14 days 14121 days

Cost 700Y 1,GOOY 2,500Y

Street Index
2 2 2

Ablative armor adds twice its level to a vehicle's effective Armor Rating, to a maximum equal to its Body. When struck by an attack with a Power greater than 3 times the armor level, reduce the increase in the Armor Rating by -1. It takes G hours to install ablative armor, which cannot be concealed. Ablative armor is not Hardened.

seen the low levels armor on choppers Wreaks havoc with mics and stability, s the job it's designed
(19: 12+2/12-07-54]

blows fragments when hit. Dumb

( O M % 12112-08-54)

his section offers combat rules expansions, clarifications, and options in response to player and gamemaster questions and comments. An expanded Weapon Range Table that provides ranges for all Shadowrun weapons published f to date, including the new weapons described in this book, appears at the end o this section.

DEVELOPER NOTES
This sourcebook exposes and explains the shadowy realm o the mercenary. This sourcef book is not about playing a mercenary storyline, but about playing a mercenary character within the Shadowrun storyline. In the former case, all the player characters are mercenaries and the story objectives have purely mercenary origins and direction. In the latter, the mercenary player character plays a specific part shaped by his unique experiences, viewpoint, and attitude. Creative gamemasters may find enough information in this sourcebook t o create a "mercs-onlyw f spin-off o Shadowrun, but this book was not designed with that outcome in mind. (Good luck, though, to those who decide to g o for it!)

FIELDS O FIRE 73 F

FIELDS O FIRE 74 F

This book also includes plenty of gear. Mercs like toys as much as street samurai do, and this book presents a hefty cross-section of useful, fun equipment. As one might expect, the classifications of merc toys and street sam toys overlap pretty far. After all, it isn't really, "He who dies with the most toys wins," but, "He who uses his toys best wins." Some equipment described in this book duplicates information and gear from previous Shadowrun products, because feedback from Shadowrun players and gamemasters indicated that the public wanted more information about a specific item or a game mechanic related to that item's use. To make life easier for players and gamemasters, both existing and new information has been grouped into one place. With regard to the rules expansions, clarifications, and combat options offered in this section, FASA sends abject apologies to those who might have received conflicting adjudications to these rules questions some time in the past.

ATHLETIC TESTS
The following rules apply to resolving Athletics Tests, specifically for running, jumping, climbing, swimming and so on. Some of the material below first appeared in SRll and other sources. In all instances, Damage Modifiers (p. 112, SRII) apply.

Climbing Characters normally perform one of two types of climbing: unassisted and assisted. Unassisted climbing is exactly what it sounds like--the character climbs on the strength of his or her own ability. Assisted climbing involves the use of climbing equipment. Make the Climbing Test (requiring a Complex Action) against a target number reflecting the difficulty of the obstacle being climbed. The gamemaster determines the base target number by how easy the surface is to climb (craggy, sheer, and so on), modified by the height of the obstacle and the current environmental conditions.
CLIMBING TABLE

CHOOSING OPTIONAL RULES


Consider all the rules clarifications, expansions, and options in this sourcebook as optional suggestions for play. As always, gamemasters and players should review these rules before beginning play and agree on which ones to use. The gamemaster and players are also the final arbiters of how rules should be interpreted.
Condkion

Target Number
3
5

EXPANSIONS AND CLARIFICATIONS


The following expansions and clarifications refer to the existing rules printed in Shadowrun, Second Edition ( 1 992). Page references for that book are provided where necessary.

Easily climbable surface (i.e.,chain link fence) Broken surface (i.e.,debris, tree, loose stone wall) Flat surface (i.e.,brick wall, side of old building) Sheer surface (i.e., metal wall, seamless stone)
Helm

8
14 ModiRer

No modifier less than 2 meters 2-4 meters +2 4+ meters +4 +2 Obstacle is slippery or wet Obstacle is greased, gel-treated, and s on + 4 o
Characters can normally climb upward a number o f meters each turn equal to ~ n e - ~ u a r t e r percent) the (25 average of their Quickness and Strength (round down). For each success from the Climbing Test, add 2 to the average of Quickness and Strength for this calculation. Climbing down is easier: characters can move down a number of meters equal to twice the average of their Quickness and Strength. (Characters can, of course, elect to climb down really quickly. See Falling rules, p. 76.) Assisted climbing makes the upward climb slower, but allows the character to overcome the conditions listed in the Climbing Table. Assisted climbing requires the use of climbing gear (see Field Pack, p. 56). When using climbing gear, modify the base target number for the Climbing Test by -10, making a Climbing Test once every three minutes to reflect the time it takes to safely position the climbing gear on the surface being climbed.

ARMOR DEGRADATION
For the sake of simplified bookkeeping, SRll ignored the effects of armor degradation. The following rule takes armor degradation into account. A character who takes a Moderate wound or greater damage from a non-Stun attack suffers armor damage. The armor loses 1 point for every multiple of its appropriate value represented by the Power of the attack. For example, a character wearing an armored jacket takes a hit from a submachine gun burst with a Damage Code of 10s. The jacket has a Ballistic Rating of 5. If the character takes at least Moderate damage, the attack permanently reduces the rating of the armor by 2 points. This rule also applies to Impact armor. Hardened body or vehicle armor (but not critter armor) degrades at the same rate.

Assisted climbing down, known as rappelling, is a


lot faster. With the proper equipment, rappelling allows

characters to make a controlled descent at close to freefall speeds and introduces the handy ability to slow the descent and land safely. A rappelling character falls at a rate of 2 0 meters per Simple Action expended. Note that only one of the two Simple Actions available in a Combat Phase can be expended in this manner. Yes, this means that a character can rappel and shoot in the same Action Phase, but must add a +4 modifier t o both the Firearms Test and the Climbing Test. f Rappelling characters increase the number o meters descended that Action Phase by 1 for each success from a Climbing (4)Test. When the character reaches the bottom (or his destination), he must make another Climbing (4) Test. On an unsuccessful test, the character falls 4 meters and takes appropriate damage. See Falling, below. If the Rule of One applies durlng any Climbing Test, the character plummets t h e full distance t o the ground. Benevolent gamemasters may allow the character to make a Quickness (6)Test to grab something and prevent the fall.

Combat Phases. At that time the character is considered to have fallen a number of additional meters equal to 2 0 meters times the number of "Falling Actions" (including the current one) spent in rapid descent. A falling character has an Initiative of 30 for every turn until the character lands. For t h o s e g a m e m a s t e r s counting in real-time, remember that a falling body plummets at an acceleration rate of about 1 0 meterslper secondlper second. The falling character drops 10 meters in the first second, 20 more meters in the second, 30 more meters in the third, and s o on. The reason for the difference in the falling rate values (20 in SRII rules and 10 in real life) is that the SRII Combat Turn takes up an abstract amount o time of between 3 and 5 seconds, depending on f what happens. The 20 value seemed like a good compromise. Feel free t o modify it, however.

Falling All falls have a Damage Level of "D", with the Power o the fall's "attack" being one-half the number o meters f f fallen (round down). The character may use Body dice for a Damage Resistance Test t o reduce the damage. Subtract one-half (round down) of the character's impact armor rating from the Power of the fall. Characters may also make an Athletics Test against a target number equal to the full distance fallen (in meters). Each success from this test also reduces the Power of the fall by 1. A falling character has a "Falling Action" every 1 0

Holding One's Breath A character can hold his or her breath for 30 seconds for each point of his or her Body. A character who wants to hold his breath longer makes a Body (4)Test. Each success increases the length of time the character can hold his breath by 10 percent (round down). lumping Characters can make four types o jumps: standing f jumps, running jumps, standing vertical jumps, and running vertical jumps. From a standing start, a character can jump a number of meters equal to his one-half his Strength minus his natural Body (unaugmented by cyberware, bioware, or magic). For a running jump, the character may add his Quickness (Quickness + Strength - Body + 2 = meters jumped).

FIELDS O FIRE 76 F

Use the same formulas for jumping vertically from a standing or running start, but divide the result by 4. To increase the distance jumped, a character makes a Jumping Test against a target number equal to the number of meters the character is trying to clear. Each success increases the distance jumped by 10 percent (round down). A failed jump or a jump down may result in falling (see Falling, p. 76). Liftingflhrowing A character can lift 25 kilograms per point of his Strength without making any sort of test. To represent augmented strength, the character makes a Strength Test against a target number equal to the weight of the object being lifted, divided by 10 (round up). Each success increases the weight lifted by 10 percent (round down). Note that this rule applies to a simple lift off the ground. A character can only lift over his head an object that weighs 12 kilograms per point of Strength. In this case, apply the Strength Test normally. Once a character lifts an object over his head, he can throw that object a number of meters equal to the character's Strength, minus the object's weight divided by 50 (round down). To increase the distance thrown, make a Strength Test against a target number equal t o the weight of the object being lifted divided by 10 (round up). For every 2 successes, the object flies an additional meter. Running The M o v e m e n t rules appear o n p. 83, SRII. Characters w i t h the Running Skill may attempt t o increase the distance they can run by spending a Complex Action (Use Skill). Each success agailist a Target Number of 4 increases the character's effective Quickness by 1 point for that Combat Phase. The gamemaster may apply modifiers for various types of terrain (slippery, rocky, and so on) and other conditions. Swlmmlng Use the same rules to determine swimming speed and distance as for running, except divide all resulting distances by 4. BAITLETACTM SYSTEM The most straightforward way to explain the benefits of the BattleTacTM and similar systems is t o say that everyone using the system can freely exchange various types of data and information without restriction. This data may include map positioning, enemy positioning, current status, targetir.5 data, video and aural information, tactical requests and commands, and anything else of import to the soldier.

When the system is operating, any piece of data known to one member of the "battle network" is known t o all. For example, i f one soldier sees an advancing enemy unit, all others in the "network" instantly know that force's composition, direction, heading, and speed. Other members in the network can use this data as spotting information and call for indirect fire against that target, or maneuver t o intercept or ambush those forces. Because all members of the BattleTacTM unit see all information simultaneously, the unit can move like a wellprogrammed machine and react quickly to changing battlefield conditions. The BattleTacTM system works in a manner similar to the telecommunication system described on p. xx. Use the ratings given for that system t o represent signal security and encryption efficiency. I f a system has BattleTacTMcapability, multiply all prices by 10. CAMOUFLAGE AND PERCEPTION The modifiers g i v e n below apply t o visual Perception Tests made t o detect opponents wearing camouflage clothing. A moving character qualifies for the "Action very obvious" modifier (see p. 185, SRII). Situation Appropriate camouflage clothing (i.e., woodland in the woods) Inappropriate camouflage clothing (i.e., desert in the woods) Modifier

+4
-2

CASED VS. CASELESS AMMO The S h a d o w ~ n rules and fiction occasionally mention caseless ammunition. Caseless ammunition is made without a brass or plastic casing holding the propellant. Instead, the propellant is a solid mass attached to the tail of the bullet, and burns completely away when fired. Caseless ammunition exists in fact as well as in fiction. The following rules apply to caseless ammo. *For the sake of simplicity, assume that any modern firearm (post-2050) can be acquired in a model that fires caseless ammunition. lncrease the base cost by 50 percent and the Availability by + 1. -Caseless ammunition is available at 150 percent of the base cost. Increase the Availability by + 1. *Caseless ammunition takes up slightly less space than cased ammunition. lncrease the number of rounds a caseless weapon can load by 20 percent (round down). Caseless ammo also weighs less, so reduce the appropriate weights by 20 percent (round up). *Caseless ammunition cannot be used in a weapon designed to fire cased ammunition, and vice versa. All other normal firearms rules apply.

AELDS O ARE 77 F

COMBAT ACCIDENTS The following variant on the Rule of One creates a greater chance of provoking accidental mayhem in combat. In ranged or melee combat, if the player rolls all of his dice (Skill dice, Combat Pool dice, Enhancement dice, everything) and achieves a number of ones equal to or greater than the number of base Skill dice used for the test, the result is an "Oops." The gamemaster determines the appropriate "Oops" for each situation. For inspiration, see the Stray Shots optional rule, p. 93, SRII. The character may also break, jam, or drop his weapon. Be creative. Yes, the character can spend Karma t o avoid the "Oops" per the rules given on p. 191, SRII. COVER MODIFIERS The SRll rules for ranged combat offer only a rudimentary modifier for obscured targets, called Partial Cover (-4). The following optional rules expand the uses of that modifier. Attacking characters who want to use cover to protect against return fire may choose the amount of cover they use, represented by a +2, +4, or +6 modifier. The attacking character must also modify the target number by one-half the cover modifier. For example, a character partially concealing himself behind + 4 cover must add a + 2 modifier to his attack because of that cover. (Hey, hiding is awkward for you, too.) Gamemasters may need to determine the amount of cover protecting a target, especially when that cover is environmental and coincidental (characters fighting in t h e w o o d s , a n a m u s e m e n t park, a n d so on). The f gamemaster should base the modifier on how much o the target is visible, using the Partial Cover Table below as a guideline. The gamemaster should judge how much of the target can be seen in terms of an overall area. For example, if the gamemaster judges that the various areas o the f target (big and small) that can be seen through the brush totals about 48.5 percent, the modifier would be +4.

that the attacker is directing fire into an area to force his f opponents t o keep their heads down for fear o being hit. Coveringlsuppression fire usually allows the character's teammates to perform some action unopposed. Each round fired effectively covers a 1-meter area for 10 Combat Phases. Multiple rounds may be targeted at a single 1-meter area to increase the effectiveness of the covering/suppression fire. If the attack covers multiple areas, these areas must be directly adjacent to another covered area. If, during the time that the area is covered, a character enters that area, moves, and thereby exposes himself to the coveringlsuppression fire, or presents his body to fire within that area in any manner, h e might be hit. If line of sight can be drawn from the attacker to any part of the target during the time the area is covered, the target is potentially vulnerable. To determine if the covering/suppression fire strikes the target character, resolve a Ranged Attack against the target by rolling a number of dice equal to the number o rounds fired at the area. The Target Number equals a f base of 4 modified only by Cover and any Damage Modifier the attacker must add. Every 2 successes generated results in 1 round striking the target, up to a maximum of the number of rounds fired into the area.
CUSTOM WEAPONS The owner of a weapon can customize its grip and balance a t a cost of 100 percent of the base weapon cost. The work takes a weaponsmith approximately three days to complete. A weapon customized for a particular character allows him to roll an additional skill die when using this weapon. A character w h o uses a weapon customized for someone else must subtract 1 die from his skill roll. DELAYED ACTIONS AND SHORT MOVES Characters who choose t o Delay their Action may move up to one-half (round up) their Walking rate during the Combat Phase of their original Initiative. When the character makes the Delayed Action, he may move normally.
Josh, a street samurai, is slowly advancing down a corridor, watching the door at the end. His Initiative is 23. and so he Delays his action in Combat Phase 23. At that time, he moves 3 meters down the corridor (half his normal walking movement). His next action would normally take place in Combat Phase 13. He maintains the Delayed Action, but advances another 3 meters at that time. He continues to Delay his actions and move until he reaches the door.

PARTIAL COVER TABLE Percent of Tuget Vlslble Modlfler 76-100 N o modifier 51-75 +2 +4 26-50 1-25 +6 0 +8(Blind Fire)

COVERING/SUPPRESSION FIRE A character may declare that he is making a ranged attack to provide covering/suppression fire. This means

nuclear blast at ground zero, because the nuke only does "D" damage with no Body Overflow. Though such a result may look like an oversight, it was a deliberate choice to avoid the potential disappointment of having a player character taken down by a single attack, especially an unexpected attack or one against which the character cannot defend himself. In certain situations, however, this choice becomes ludicrous. In these cases, apply the following rule. Normally, after a weapon's Damage Level has been staged up to "D," additional successes are ignored. If the Power of the attack is greater than twice (2x) the Body Rating of the target, the gamemaster may invoke the Over-Damage rule. With this rule, every 2 additional successes translate into 1 additional point of damage applied against the Physical Condition Monitor (if the attack was Deadly Stun) or Body Overflow (if the attack was Deadly Physical). For example, using the OverDamage rule, assume a character with a Body of 3 is struck by a 7M attack. The attacker stages the damage for a final Damage Level of Deadly, with an additional 4 successes remaining in the attacker's favor. The character takes a Deadly wound and 2 points of Body Overflow, leaving him with 1 point remaining and ten minutes until he bleeds to death. If the attacker had achieved 2 additional successes, the poor character would be instantly dead. Use this rule cautiously: in addition to conveniently killing those nasty bad guys, this rule handily kills favorite player characters who might othewise have narrowly survived to run the shadows another day.
DELAYED GRENADE RULES Shadowrun grenades can be fired, scatter, and detonate all within one Combat Phase (a fraction of a secLOW-LIGHf AND THERMAL SYSTEMS

ond). The system resolves grenade attacks in this manner simply to cut down on the bookkeeping required. Ambitious gamemasters and players may want to apply the following delayed grenade rule. Grenades detonate 5 Combat Phases after firing. During that time another character with an available action (either a Delayed Action or normal Initiative) may retrieve the grenade and attempt to throw it back. Characters must achieve at least 1 success on a Quickness (8)Test to pick up a bouncing, jumping, skittering, mini-grenade. To pick up a regular-sized grenade, characters must make a successful Quickness (6)Test. If the test is unsuccessful, the character is at an effective Range of 0 when the grenade detonates. Have fun!
INSTANT DEATH AND OVER-DAMAGE As written, the SRll rules make it effectively impossible to kill an unwounded character with a single attack.

The following information elaborates on the fundamental characteristics, differences,and capabilities of lowlight and thermographic systems. Theory and application has been streamlined for simplicity and playability.
Low-Light Systems

In fact, an unwounded character can technically survive a

Also known as night sight, night vision, or light amplification, low-light systems involve an electronic process that creates a coherent electronic image by amplifying and processing even the tiniest amount of available light. If no light is available, however, even the best low-light system becomes useless. The gamemaster has the final say on whether a situation offerssufficient light for a low-light system to work. He or she simply decides if light is present. If not, then the low-light system has no light to amplify and therefore has no effect. If light is present, even in such faint sources as moonlight leaking through low cloud cover or traces of a streetlight filtering into an abandoned basement, then the low-light system has something to amplify.

FIELDS O FIRE 79 F

The low-light system itself can provide the light required for its use as either direcr or area lighting. For example, direct lighting could come from a penlight that throws a focused beam of light. Even the tiniest glow from a penlight, which cannot be seen from more than a few meters away, can illuminate a map, a sign, or similar small area or object well enough to create an image on the system's screen. Characters who carry low-light systems usually attach a penlight or similar pinpoint light source to a helmet or their finger to provide direct, subtle illumination on demand. An area light combined with a low-light system is sufficient to allow the person so equipped to move. This light need not cover a large area; it could be as directionf al as a flashlight that subtly illuminates the area ahead o the user. Such a light will be visible for some distance, but only if the observer is looking into the beam. Low-light systems are technologically based, and s o magic cannot be cast through them. The nature of lowlight vision requires an electronic amplification of light, by definition a translation of the image t o electronic form. Because low-light cybereyes have been paid for with Essence, however, the system becomes an accepte d part of a character's body and can be used t o cast magic. Optical low-light systems use high-quality optics, lenses, and/or mirrors rather than electronic imaging. Their light-gathering capabilities are limited by the size o the gathering lens. Effectively fancy telescopes, optif cal low-light systems are not portable.
Thermographic Systems

useless for differentiating between the forest and a person. (Odds are that motion will give the target away, but that's a different modifier.) When characters are using thermographic systems, the gamemaster must consider the relative temperature of objects viewed against the ambient temperature to determine if the system detects the target. In other words, objects at a similar temperature show up on the display as similar colors, making it difficult to differentiate between them if they overlap. By definition, thermographic systems also require technology and cannot be used when casting magic. Because the user has paid Essence for thermographic cybereyes, however, the system becomes an accepted part of a character's body and can be used to cast magic.

Thermographic systems read heat (infrared energy) emitted by a target. This type of system provides few f details about the target, because it reveals only degrees o heat. SRll assumes that modem (2050) thermal systems actually superimpose the thermographic display over a basic, amplified low-light display for better detail. The result provides insufficient data to gain a bonus or modifier, but does allow the user to navigate past obstacles or differentiate between objects while using the system. Different systems use different color scales to represent the levels of heat, but most use the following standard. Hot objects (an engine block, a pot of boiling water) show as white, while cool objects (room temperature) show as black, with every temperature difference in b e t w e e n displaying a s s h a d e s of red o r green. Remember that the system judges "hotn and "cold" in relation to the local air or room temperature. For example, thermographic systems used outside in the winter easily spot a person or vehicle, because they will appear "hot" compared t o the air temperature. On the other hand, in the rain forests of South America little difference exists between the ambient temperature (the forest's "room temperature") and the radiated body heat of a human being, making thermographic systems all but

Natural Low-Light and Thermal Vision

Natural low-light or thermographic vision, such a s t h e vision e l v e s a n d dwarfs a r e born with, or t h e enhanced senses available t o a physical adept or critter, is magical in nature. This type of vision works along principles similar t o those of low-light and thermographic systems, but performs better than any technology can. Though a certain biological basis exists to explain this f visual ability, much o the effect can only be explained through the application of magic. Natural low-light o r t h e r m o g r a p h i c vision is assumed t o b e always operating, providing vision enhancements automatically as needed. For example, a troll sees exactly what humans see when looking at the same view, except that every object, person, and so on

is tinged with the heat it radiates. The hotter an object, the more brilliant the color the troll sees. Objects that are much hotter than their environment appear whiter, surrounded by a faint glow. Trolls see this way normally, and therefore can instantly perceive, process, and interpret what they see. Natural low-light or thermal vision is an advantage, not a handicap. F MAXIMUM RATE O FIRF. The following information offers a comprehensive version of the Shadowrun maximum rate of weapon fire. *Regular weapons capable of burst-fire (see p.92, SRII) fire 3 rounds per burst. A character can fire these rounds twice within a Combat Phase (See Fire Weapon, p.82, SRII). *Regular weapons capable of full-auto fire (see pp. 92-93, SRII) can fire up to 10 rounds in 1 Combat Phase. The firer may use these 10 rounds to make as many fullauto bursts of between 3 and 10 rounds per burst as he wishes, up to a maximum of 10 total rounds that Combat Phase. *Minigun-class weapons can fire up to 15 rounds per Combat Phase using the full-auto mode rules (pp. 92-93, SRII). The weapon always fires 15 rounds if those rounds are available. Super machinegun-class weapons (new to this sourcebook) fire a maximum of 15 rounds per Combat Phase. They fire six-round bursts in burst-fire mode, and full-auto bursts of between 6 and 15 rounds per burst, up to a maximum of 15 rounds per Combat Phase. The Shadowrun Combat Turn does not limit the maximum number of rounds that a weapon can discharge within that turn. The cyclic or recycle rates of the various weapons are assumed to be high enough to support the rates of fire cited above. A modem-day submachine gun has a cyclic rate of 600 rounds per minute, or 10 rounds per second. Shadowrun weapons have lower cyclic rates in the interests of game balance, practicality, survivability, and sanity. MERCENARY CONTACTS The mercenary equivalent of the fixer, known as the dealer (same game statistics, different area of influence), serves as the merc's source for weapons and equipment. Even more so than the fixer, the dealer traffics regularly in arms and accessories and therefore can more easily get merc-related equipment, though the player character must wait longer to receive it. The dealer has more pipelines to work through than the fixer does, but the flow is slower. To reflect this fact, decrease the target numbers for acquisition through a dealer by -1 and increase the Time Required by 25 percent (round down). The dealer contact should only be available to characters with a legitimate mercenary background. Gamemasters should

enforce this restriction to maintain game balance. Only legitimate current or past members of the League can work with a dealer. OFF-HAND TRAINING Off-hand training represents a character's ambidextrous ability acquired through the Special Skill: Ambidexterity. A character can only acquire this skill during character creation. It cannot be learned during game play. This Special Skill costs 3 Skill Points per point of Skill Rating. The Skill Rating can later be increased using the normal rules for increasing a General Skill (p.190, SRII). This Special Skill is used in a unique way. Any time the character attempts to use his off-hand (non-dominant hand), he must apply a negative modifier to the target number equal to the appropriate Skill Rating, minus the Special Skill. So, a character with a Firearms Skill of 5 and Ambidexterity of 3 attempting to shoot with her offhand must apply a -2 (5 - 3) modifier. An Ambidexterity Skill Rating higher than the rating of the skill being used has no effect. When using multiple firearms, characters must also SRH). apply the Using A Second Fiream modifier (p. 90, Second Weapon I n Melee Combat Characters may learn armed melee combat styles that allow them to use a second weapon. The following rules represent the effects of using a second melee weapon in combat. *The second weapon must be physically smaller and lighter than the dominant weapon, unless they are both small weapons (such as knives or daggers). *The character must know how to use each of the two weapons individually. (Yes, they may both fall under the general skill Armed Combat.) .The character must acquire a Special Skill for the fighting style (Rapier and Dagger, and so on). A character using two weapons in combat makes his Attack Test by rolling a base number of dice equal to the character's combined individual skills in the two weapons. The character may add a number of Combat Pool dice up to a maximum equal to the Special Skill rating. Resolve damage by finding the average of the two weapons used. First, calculate an unmodified qverage of the Power of both weapons. If one weapon has a higher Damage Level than the other, subtract 1 level from the higher Damage Level and use the result as the Damage. For example, a character using a sword with an "M" Damage Level and a knife with an "L" Damage Level would use an "L" Damage Level. Resolve the use of both weapons with a single test using the Power calculated above. Remember that Shadowrun melee combat is not resolved blow by blow.

FIELDS O FIRE 82 F

Instead, each Attack Test is an abstraction or amalgamaf f tion o a series o moves, blows, feints, parries, and countermoves. All other melee combat rules apply normally. The stats for typical weapons used in two-weapon combat appear below, abstracted in order to avoid printing a list of virtually identical weapons differentiated only by their names.
Weapon Concealability Reach Damage Weight Cost Light Sword 4 1 (Str + 1) M .75 700Y

For every 2 full points of a character's Strength Rating above 3, the character gains 1 level of Recoil Reduction, as shown on the Recoil Reduction Table below.

SENSOR TARGETING OF HUMANS


Vehicle sensors can target people using an effective Signature of 8. See Sensor-Enhanced Targeting, p. 106,
Rlgger Black Book.

Long Knife/

SENTRY GUNS
The SentryTMsystem uses microtronic technology similar t o t h e tactical c o m p u t e r found o n p. 53, Shadowtech. A tactical computer is a dedicated system designed to keep track of all relevant combat data. The computer derives its information from all available sensing devices, which means it is not foolproof, If the sensor cannot provide the appropriate information, the computer may not be able t o make correct decisions. Each individual extra sensor type (low-light, audio, ultrasound) increases the tactical computer's Level by 1. Access t o a digital softmap of the area adds 2 to the tactical computer's Intelligence. A tactical computer can keep track of, or "mark," and predict movements of a number of targets equal t o its Intelligence Rating. To successfully mark a target, the tactical computer must make a Success Test pitting its Intelligence against a target number based on the range to the target (using standard shotgun ranges). Apply all appropriate situation modifiers for ranged combat (p. 88-90, SRII). The extra successes generated for each target serve as the system's Success Level for that target. The target can shake the computer's marking by breaking out of the Sentry system's line of sight. Doing so forces the computer to attempt to re-acquire the target when the target becomes visible again. To attempt to reacquire the target, roll a number of dice equal to the system's Intelligence against a Base Target Number 1, modified by +1 for every meter the target moved while out of line of sight and + I for every full Combat Turn that has passed. If this test succeeds, the Success Level for that target is now based on the successes generated in the test. If the test is unsuccessful, the computer can attempt to remark the target on the system's next action. An accurate map of the area in computer memory or accessible over a data network (gamemaster's discretion) reduces the target number of the Re-acquisition Test by -3. The targeting feature and trajectory computation adds an additional number of dice equal to the previously generated Success Level for a target to all Ranged Combat Success Tests against that target. This modifier applies only to those targets marked by the tactical system. All system functions are background tasks, requiring no actions t o call up or perform. Though an attempt at a new marking after a failed re-acquisition does not cost

Dagger

(Str+2)L

.5

150Y

PHYSICAL AND STUN DAMAGE


Characters may use weapons listed as inflicting Stun Damage to inflict Physical Damage, such as clubs, fists, and so on. A character who wishes to inflict Physical Damage using a weapon normally rated as doing Stun Damage must add a +4modifier to the target number. The Damage Code of the weapon remains the same, but the attack results in Physical Damage rather than Stun Damage.

PULLING PUNCHES
Characters in melee combat can elect to "pull their punches." To pull a punch, the player must state how many successes are being "pulled" to lessen the blow before the Attack Test is resolved. Increase the target number by + 1 and resolve the test normally. Determine f the total number o successes, then subtract the number o successes being "pulled" from that value. Make this f calculation as soon as the successes are generated, but before comparing the attacker's total successes t o the opponent's total successes. Characters can also choose to decrease the effect of a ranged attack. To d o this, add a + 4 modifier to the target number, then follow the rules given above.

RECOIL AND STRENGTH


The following rule suggests a way to allow characters who possess extraordinary Strength t o suffer less from firearm recoil than characters with standard Strength. Because many characters with high Strength Ratings rely heavily on firearms, this rule makes the game even deadlier. (The troll carrying the light machine gun should love this rule.)

*ngth

RECOIL REDUCTION TABLE Recoil Reduction

1-4 !5-6 7-8 9-10 11-12

None -1 -2 -3
-4

mD O I R E 83 LS F

an action, the computer can only attempt a new marking during the system's action. When the SentryTMsystem fires on a target, use a f Skill Rating o 5, adding the following modifiers if using the Enhanced Targeting option: + 1 Enhanced Targeting is installed and an additional + 1 per additional integrated sensor. Resolve this combat per the normal rules.

SHOTGUN SOUND SUPPRESSION


Practically speaking, shotguns cannot use a silencer or the rules that apply to it. A character using a shotgun firing only slug rounds rather than shotlflechette rounds, however, can install a sound suppresser. A shotgun e q u i p p e d with s o u n d s u p p r e s s i o n c a n n o t fire shot/flechette rounds that use or require a choke. A shotgun blast is the aural equivalent of full-auto fire. Shotguns that can fire in burst or full-auto modes cannot be equipped with a sound suppresser.

SMALL UNm TACTICS


Characters with the Military Science Skill (ideally coupled with the Small Unit Tactics Specialization) can gain an lnitiative bonus for their teammates under certain circumstances. The character with Small Unit Tactics must make his or her last action of the Combat Turn a Complex Action (Skill Use), even if he or she has only one action available. The character then makes the Skill Test against a base Target Number of 4, with the following considerations and modifiers. *The character with tactical skill must be in contact or communication with everyone who is to receive the lnitiative bonus. -If the character with tactical skill has only radio (or similar) communication with his team members, add a +2 modifier to the Skill Test target number. *If all m e m b e r s of t h e t e a m a r e linked by t h e BattleTacTM system (see Field Pack, p. 59) or another similar system, apply a -2 modifier. -Apply all appropriate Damage Modifiers. Team members in communication with the character possessing tactical skill receive a bonus to their lnitiative for the next Combat Turn equal t o +I for every 2 successes the tactical character generates. The tactical character may add Karma Pool dice t o his Skill Test. This bonus also applies in surprise and ambush situations. See p. 86.SRII.

SMARTLINK LEVEL I1
The Smartlink Level I1 hardware and software represents an evolutionary increase in smartgun technology. Most of the changes have no e k t in game terms; the Smartlink simply feels better and works more efficiently. Srnartlink Level II offers the Following game system benefits. *Smartlink Level I1 software can integrate with a rangefinder t o provide an additional -1 target modifier

FIELDS O FIRE 84 F

at long range and a -2 target mdifier at extreme range. *Called Shots (p. 92, SRII) are easier to make with Smartlink Level II. Apply a +4Called Shot modifier when using Smartlink Level II. *Smartlink Level I1 can calculate indirect-fire arcs, applying a -1 modifier for linked weapons such a s under-barrel grenade launchers, grenade guns, and the like. This benefit also applies to rocket launchers and similar systems, but not to missile launchers and other systems with an inherent Intelligence Rating. SMOKE RULES Smoke can be deployed using a grenade or other smoke-producing device. The amount of smoke produced is limited by the size of the device used. How long the smoke lasts depends on the environment. If the smoke is deployed in an area with no wind, f the smoke lingers in the area o impact until the duration expires. If the smoke is deployed in an area with wind, the smoke cloud will stretch and thin out in the direction the wind is blowing. Camemasters can use the Scatter diagram (p. 97, SRII) t o determine wind direction. To determine wind speed and its effects on duration, roll one six-sided die. The result is the number of Combat Turns it takes for the center (the bulk) of the smoke to drift 1 meter in the direction of the wind. Next, divide the smoke's duration by the result of the roll. The result represents the smoke's new duration as it dissipates in the wind. If the characters involved are exchanging gunfire or attempting to observe something, the gamemaster must determine on a case-by-case basis whether the characters can see tnrough an area of thinning smoke f (Light Smoke per p. 89, SRII) or if the bulk o the smoke obstructs their actions (Heavy Smoke per p. 89, SRII).
SMOKE TABLE Area of Effect Duration Additfonal Effects (in mlnutes) Grenade 1 Om radius 2 Obscures vision (p. 89, SRII) Mortar 1 5m radius 4 Obscures vision (p. 8 9 , SRII) 1Om radius cloud or

All target designators operate on variations of this principle. With regard to more complicated designators, the individual using the target designator is not the individual firing the weapon; that individual could be kilometers away. The weapon may even be automated and fired by remote command. The two basic types of target designators are laser sights and reflected-energy designators.

Laser Sight The basic laser sight described on p. 240, SRII can mark a target with a visible red dot at a distance of up to 500 meters a t night and 50 meters during the day. Smoke and other environmental conditions, however, may block this laser sight. Divide the listed range by 2 for light rain, mist, or fog, by 4 for heavy rain, mist, fog, or smoke, and by 1 0 for downpours and very thick smoke. To find a laser sight's day range under these c o n d i t i o n s , d i v i d e t h e listed night r a n g e by 1 0 . Characters using a laser sight gain a -1 modifier to their ranged combat target number if they can see the dot. The high-powered laser sight is a more powerful version of the basic sight. It offers a night range of 1,500 meters and a day range of 150 meters. The same environment and target modifier rules apply. Reflected-Energy Designators A reflected-energy designator effectively functions as an even higher-powered laser sight, but serves a different purpose. A designator is designed to mark a tar-, get with reflected energy such as laser light, microwave, or radar. A weapon with the appropriate tracking/seeker head can then home in on this reflected energy. f In all cases, the weapon skill o the character using the designator determines whether the weapon (regardless of the type) hits the target. Weapons that home in on designated targets require that the designator keep the beam (laser, microwave, or radar) on the target. For laser designators (which can be top-mounted on a riflesized weapon), t h e designating character uses t h e Firearms (Rifle)Skill. For microwave or radar designators, use the character's Gunnery Skill. All normal ranged combat rules apply, but consult the Weapon Range Table on p. 8 7 of this book for the designator in use. Note that microwave and radar designators can be mounted on a tripod for field use or vehicle mounted. (To mount one on a vehicle requires 1 CF or cargo area; see p. 113, Rigger Black Book.) Smoke blocks laser designators, and chaff blocks microwave and radar designators. For game purposes, assume that the mere presence of smoke or chaff intervening between the target and the designator blocks the beam. (Reality is more complex, but this rule is not intended as a military simulation.) The gamemaster must determine on a case-by-case basis the location of emitf ted smoke or chaff in relation to the position o the des-

Type

Vehicle

1 x 5 x 4m ribbon 0
Thermal
-

4 Obscures vision (p. 8 9 , SRII)

- Contains hot particles,


obscures thermographic vision (p. 8 9 , SRII)

TARGET DESIGNATORS
Target designators mark a target and assist in aiming. The simplest target designator is the laser sight, which emits a beam of visible laser light that strikes the target and marks it with a red dot. The dot lets the firer know exactly where he or she is aiming and allows him to adjust the shot.

FIELDS O FIRE 85 F

ignator. Also, for the sake of simplicity, assume that all missile or rocket weapons have a flight-time of 1,000 meters per Combat Turn.

TELECOMMUNICATIONS SYSTEMS The Phillips Tacticom system described on p. 58 of f this book is a sophisticated piece o military electronics. The statistics For the system, however, are also represenf tative o other brands and systems that serve a similar function. For example, the statistics For the two master units work equally well for vehicle systems, the larger master unit available for vehicles with the available space (or budget), and the smaller, lighter portable master unit fitting into vehicles that offer less room. This equipment conforms with the Using Equipment rules, p. 184, SRII. It has an ECMIECCM Rating equal to the rating of the equipment. The large master unit has a tactical range of 30 kilometers, the portable master unit a range of 20 kilometers. The manufacturer designed the Tacticom system with this short range t o ensure signal security and r e d u c e t h e probability of long-range d e t e c t i o n . Communication is two-way voice-only. The master units are encrypted at the rating of the equipment. Individual team members carry the system's personal comm unit: with a range of 12 kilometers, also made deliberately short for greater security. Note that beyond 12 kilometers these units can receive messages from a master unit, but cannot respond. . The microwave link is a small, flat-transmitter microwave system that provides greater signal security by virtue of its position at line-of-sight to the horizon. This same feature also creates a disadvantage because the user must be able t o trace a direct line of sight between the link's sender and receiver. The microwave signal is only marginally affected by weather, and can only be intercepted by someone or something lying on or very close t o t h e path of t h e microwave beam. Because the real workings of microwave communication systems and other systems equally subtle and involved a r e beyond t h e effective s c o p e of Shadowrun, gamemasters should use these guidelines to rule on the many and varied circumstances that are bound to arise during play. The laser link works on a principle similar t o the microwave link, except that communication relies on a laser beam. This system also requires a direct line of sight, but a tighter beam and virtually nonexistent leakage creates higher signal security. Laser links have a range out t o the horizon in clear weather, but range degrades radically in inclement weather. Heavy rain, fog, or smoke renders the system virtually useless. Satellite uplinks bounce the signal off a communications satellite and down to the master unit. The uplink contains all the software necessary for satellite tracking

and linking. This system provides high signal security and minimal atmospheric interference.

WHITE PHOSPHORUS White phosphorus is a chemical that burns at very high temperatures when exposed t o air. Early smoke grenades spread a curtain of white phosphorus, which created smoke, caused secondary-effect casualties, and ignited combustible materials. Modern (2050) smoke grenades work on the same principle, but burn a less lethal substance to create smoke. Various suppliers still produce white phosphorus weapons, but their smoke-producing effects are secondary to their incendiary and damage effects. Grenades and mortar rounds designed to deliver white phosphorus have two Damage Codes, the first representing the small blast effect of the actual explosion and the second representing the lingering effect of the white phosphorus. The chemical affects all targets within the area of effect equally. The phosphorous burns continuously for 15 Combat Tums, inflicting the indicated damage every Combat Turn (resolved at the start of each turn during the first Combat Phase). Characters can resist this damage using Body dice only. Impact Armor reduces the Power of the attack. White phosphorus is difficult t o extinguish because it re-ignites whenever exposed to air. Water diffuses white phosphorus; if an affected area or target can be immersed or doused with water, the chemical's effects end in 2 Combat Turns.

FIELDS O ARE 86 F

W A P O N RANGE TABLE
Base Target Number

4
Short 0-5 0-5 0-5 0-10 0-5 0-10 0-30 0-40 0-1 5 0-20

Firearms Hold-out Pistol Light Pistol Heavy Pistol Submachine Gun Taser Shotgun Sport Rifle Sniper Rifle Assault Rifle Light Machine Gun Heavy Weapons Medium Machine Gun Heavy Machine Gun Assault Cannon Grenade Launcher Missile Launcher Light Antitank Guided Missile Ballista Missile System Mortar Projectile Weapons Bow Light Crossbow Medium Crossbow Heavy Crossbow Throwing Knife Shuriken Grenades Standard (1D6 meters Scatter) Aerodynamic (2D6 meters Scatter) Launched (3D6 meters Scatter) Vehicle Weapons Vigilant Rotary Autocannon k b Saaker Air-to-Air Missile Basic AAM lmproved AAM Hyundai-CSA Advanced Air-to-Air Missiles Basic AAM Improved AAM Ares Dragon's Breath Semi-smart AAM Dogfight AAM Attack AAM Mitsubishi-GM Air-to-Ground Missiles Bandit AGM Super Bandit AGM General Products Unguided Aircraft Rockets 7.62 cm Rockets 12.7 cm Rockets *Minimum Range Requirement

5 (Range in Meters) Medium 6 15 6-1 5 G20 11-40 6-1 0 11-20 31-60 41-80 16-40 21-40

Long 16-30 16-30 21-40 41-80 11-12 2 1-50 61-150 8 1-200 41-100 41-80

Extreme 3 1-50 31-50 41-60 81-150 13-15 51-100 151-300 201-400 101-250 81-150

0-40
0-40 0-50 5-50* 20-70* 20-350' 20-loo* 150-300*

0-Str 0-Str x 2 0-Str x 3 0-Str x 5 0-Str 0-Str

to Str x 10 to Str x 8 to Str x 12 toStrx 15 to Str x 2 to Str x 2

to Str x 30 to Str x 20 to Str x 30 to Str x 40 to Str x 3 to Str x 5

to Str x 60 to Str x 4 0 to Str x 50 to Str x 60 to Str x 5 to Str x 7

0-Str x 3 0-Str x 3 5-50*

to Str x 5 to Str x 5 51-100

toStrx 10 to Str x 20 101-150

to Str x 20 to Str x 30 151-300

0 -100 20 m-700 20 m-15 km 4,501-15 krn 12-15 km

20 m-3 km 20 m-5 km

20 m-3 km 20 m-5 km

20-350 20-700

0 - 1 50 0-300

FIELDS O FIRE 87 F

The following i t e m s h a v e b e e n c o m p i l e d from t h e


Shadowrun, Second Edition rulebook, and the Street Samurai Catalog (Second Edition), Shadowtech, The Rigger Black book, Virtual Realities, Shadowbe, The Gdmolre, Second

Edition, and The Neo-Anarchists Guide to Real Lik, as well a s this volume, Fields of Fire. All notation refers t o t h e Shadowrun, Second Edition rules.

WEAPONS
MELEE WEAPONS
Concealability Edged Weapons Reach 1 1 2 0 0 1 Damage Weight Availability 4/24 hrs 6/48 hrs 3/24 hrs

Cost
1,oooY 3,500Y 750 NA 450Y 1,oooY 30Y 800Y 1,500Y 500Y 1,500Y 1O Y 1O Y 750Y 500Y 50Y 850Y +8,50OY 3,oooY 950Y

Street Index

Ares Monosword Centurion Laser Axe Combat Axe Thrusting Point Survival Knife Katana Knife Fineblade Knife (short) Long Blade Sword
Clubs AZ- 150 Stun Baton

3 2 2

NA
6 3 8 8 5 4 5 5

1 1 1 1 2 2 0 0 2 0

(STR + 3)M (SWS (STNS (STR + 2)L (STR + 2)L (STR + 3)M (SWL (SWM (STR + 1)M (STR + 2)M

NA
316 hrs 4/48 hrs 214 hrs 5/72 hrs 8/72 hrs 3/24 hrs 1 1 3/36 hrs 216 hrs 216 hrs 3/36 hrs 4/48 hrs 3/24 hrs 4/48 hrs 6/72 hrs 24114 days 5/48 hrs

1 .5 2 NA 1 2 .75 3 3 1 2 1 1 1 2 1 2 1 3 2

8S Stun
(STR + 1)M Stun (STR + 2)M Stun 6s Stun (STW (STR + 2)M Stun (SWM (STR + 2)L
10s

Club
QP

8
4 2 2 7

1 4 2 1.5 0

Stun Baton
Pole Anns/Staffs

Pole Arm Staff


Other

Forearm Snap Blades Improved Hand Blades Monofilament Whip Shock Glove
Unarmed

NA
10 9

.5

Concealability

Str. Min 2+ NA 1+

7s Stun ( S W M Stun

Weight 1.5 .08 1 .1

Street Index 2 1 1 1 1 1 1 1

PROJECTILEWEAPONS
Damage Availability 5/36 hrs 4/36 hrs 3/36 hrs 3/36 hrs 4/36 hrs 5/36 hrs 6/36 hrs 5/36 hrs

Cost
120Y x Str. Min 18Y 100Y x Str. Min. 1O Y

Bows

Ranger-X Bow Ranger-X Arrows Standard Bow Arrows


Crossbows

3 4 2 3 2 2

NA
3

(STR + 4)M As bow (STRMin + 2)M As bow

Light Medium Heavy Bolts

NA
4

THROWING WEAPONS
Concealability Non- Aerodynamic Throwing Knife Aerodynamic Shuriken 9 8

Str. Min

-ge (SWL (SWL

Weight .25 .25

Availability 2/24 hrs 2/24 hrs

Cost 20Y 30Y

Street Index

FIREARMS
Conceal PISTOLS Hold-Out Morrissey ~ l a n Raecor Sting Streetline Special Tiffani Needler Tiffani Self-Defender Walther Palm Pistol Light AET NN8 AET NN8/2 Ares Light Fire 70 Beretta Z O T OS Beretta Model 4 0 1T Ceska vz/ 120 Colt American L36 Executive Action Fichetti Security 500 Fichetti Security 500a Seco LD- 120 Walther PB- 120 Machine Pistols Ares Crusader MP Ceska Black Scorpion Heavy Plstols AET NN11 AET NN 12 AET N N l 5 Ares Predator Ares Predator ll Ares Viper Slivergun Browning Max-Power Browning Ultra-Power Colt Manhunter Hammerli Model 610s Morrissey Alta Morrissey Elite Remington Roomsweeper Ruger Super Warhawk Savalette Guardian SPECIAL WEAPONS AET Dealanach Taser Bracer Defiance Super Shock Gun Cane Narcoject Pistol Narcoject Rifle Net Gun, Normal Large Yamaha Pulsar (taser) Mode -ge Weight Availability Cost Street Index

8 9 8 8 8 9 7 6 5 4 5 7 6 6 7 6 5 8 (6) 6 5 4 5 8 5 4 6 6 6 5 4 6 6 8 4 5 4 7 4 219 7 4 4 3 5

SA

ss
S S SA

ss
S S SA SA SA SA/BF* SA SA SA SA/BF SA SA SA SA SA/BF SA/BF SA SA/BF SA SA S A SA/BF SA SA SA SA SA SA SA S S SA/BF SA S S SA

5L 4 M (9 4L 5L 4L 4L 6L 6L 6L 6L 6L 6L 6L 6L 6L 6L 6L 6L 6L 6L 9M w 9 9S(9 9M 9M Wf) 9M 9M 9M 6L 9M 9M 9S(9 1OM 9M 10s 6L 10s 6L As toxin As toxin Special Special 10s Stun

.5 .25 .5 .5 .5 .25 1 1.25 1 2 1 1 1 1.5 1 1.25 1.25 .75 3.25 3 2.45 2.2 2.7 2.25 2.5 2 2 2.25 2.5 2.5 1 1 2.5 2.5 3.25 2 .3 2 1 1.5 3.25 4 4.5 2

817 days 1017 days 2/12 hrs 7/48 hrs 2/12 hrs 3/12 hrs 3/12 hrs 3/12 hrs 3112 hrs 5/24 hrs 3/12 hrs 3/12 hrs 3/12 hrs 1417 days 3/12 hrs 3112 hrs 3/12 hrs 6/36 hrs 5/36 hrs 5/36 hrs

500Y 375Y 100Y 650Y 450Y 200Y 400Y 450Y 475Y 750Y 350Y 500Y 350Y 1,150Y 400Y 450Y 400Y 700Y 950Y 850Y Special Special Special 450Y 550Y 600Y 450Y 525Y 425Y 1,295Y 1,200Y 950Y 300Y 300Y 900Y 1,oooY 1,300Y 1 500Y 600Y 1,700Y 750Y 1,150Y 1,350Y

3/24 hrs 4/24 hrs 3/48 hrs 3/24 hrs 4/24 hrs 4/24 hrs 8/24 hrs 8/48 hrs 6/48 hrs 3/24 hrs 3/24 hrs 6/36 hrs 5/24 hrs 1217 days 5/24 hrs 1017 days 612 days 812 days 8/36 hrs 8/36 hrs 1217 days

ss
SA SA SA SA SA

Conceal SUBMACHINE CUNS AET NN22 AK-97 SMWCarbine Berretta Model 70 Colt Cobra Heckler 8. Koch HK227 Heckler 8. Koch MP-5TX HK227-S lngram Smartgun lngram SuperMach 100 Ingram Warrior- I 0 Sandler TMP SCK Model 100 Steyr AUC-CSL (SMC)* Uzi Ill RIFLES Sport Rifles Remington 750 Remington 950 Ruger 100 Steyr AUC-CSL Carbine* Sniper Rifles Barret Model 12 1 Ranger Arms SM-3 Walther WA-2 100 Shotguns Defiance T-250 Enfield AS-7 Franchi SPAS-22 Mossberg 5M-CMDT M o s s k r g CMDT Remington 990 Assauk Rifles Ares Alpha Grenade AK-97 AK-98 (w/grenade launcher) Colt M-23 Colt M22A2 FN HAR H8.K C12A3z Samopal vz 88V Steyr AUC-CSL AR* LIGHT MACHINE CUNS Ares HV MP-LMC Ares MP-LMC

Mode

Damage

Weight

Availability

Cost

Street Index

4 4 3 5 4 5 5 5 5 (4) 4 4 4 5 5

SA/BF/FA SA/BF/FA BF/FA SA/BF/FA SA/BF/FA SA/BF/FA SA/BF BF/FA SA/BF/FA SA/BF BF/FA SA/BF SA/BF B F

7M 6M 6M 6M 7M 6M 7M 7M 6L 7M 6M 7M 6M 6M

4 4 3.75 3 4 3.25 3 3 3 (3.25) 3 3.25 4.5 3.5 2

Special 5/3 days 5/3 days 6/36 hrs 4/24 hrs 5/36 hrs 10/7 days 4/24 hrs 9/48 hrs 3/24 hrs 5/36 hrs 5/36 hrs 10/4 days 4/24 hrs

1,500Y 800Y 9ooY 700Y 1,500Y 850Y 1,200Y 950Y 850Y 650Y 500Y 1,oooY Special GO OY

.75 1
i

2 .75 1 2 1 3 .9
1 1

3 .75

3 2 2 3

SA SA SA SA/BF SA SA SA SA SA/BF SA/BF SA/BF SA/BF SA

7s 9s 7s 7s 14D 14s 14s 10s 8s 10s 9s 9s See below* 8M Spec. 8M 8M 8M 8M 8M 8M 8M 8M

3 4 3.75 3.75 10 4 4.5 3 4 4 4.5 4.25 4 5.25

3/24 hrs 3/24 hrs 3/24 hrs 10/4 days 14/30 days 12/7 days 12/7 days 3/24 hrs 8/8 days 6/48 hrs 12/8 days 8/8 days 3/48 hrs 8/48 hrs 3/36 hrs 8/4 days 6/36 hrs 4/3 days 4/48 hrs 8/4 days 5/36 hrs 10/4 days

GO OY 800Y 1,300Y Special 4,800Y 4,oooY 6,500Y 500Y 1 ,oooY 1 .oooY 1, W Y 1,400Y 650Y 2,oooY 700Y 2,500Y 950Y 1,WY 1,200Y 2,200Y 1,800Y Special

1 1 1 3

4 3 2 (4) 2 2 2 2

5 4 4

1 1 2 2 1 2
4 2 4 2 2 2 3 2 3

3 2 3 3 2 2 2 2

4.5 6 4.5 4.75 4.5 5.25 5.5 4

6s 7s 7s 7s 8M
15 M 15 M

8.0 7.5 9 15 5.5 30 25

20/14 days 6/5 days 6/5 days 24/ 14 days 10/4 days

4,500Y 2,200Y 1,500Y 2,500Y


See note

4 2 2 2 ,3 NA 3

lngram Valiant CE Vindicator Minigun Steyr AUC-CSL LMG' LASER WEAPONS Ares MP Laser Ares MP-Laser Ill

NA 2.5 millionY 24/2 1 days 120,000Y

FIELDS OF FIRE 90

Conceal HEAVY WEAPONS FN MAG-5 MMG

Ammo

Mode

Damage

Weight

Availability

Cost

Street lndex

FA S S FA FA FA

9s 18D 10s 9s 10s 18D

9.5 20 15 12 12.5 18

18/14 days 16/14 days 18/18 days 14/14 days 18/14 days 16/14 days

3,200Y 6,500Y 4,oooY 2,500Y 5,200Y 200Y

3 2 2 2 3 2

Generic Assault Cannon Generic HMG Generic MMG Stoner-Ares M 107 HMG Panther Assault Cannon
GRENADE LAUNCHERS Generic Under-Barrel MGL- 1 2 MGL-6 MISSLE/ROCKET LAUNCHER Multi-Launcher ROCKET LAUNCHERS M79B1 LAW Arbelast II MAW MISSILE LAUNCHERS

ss
S S SA SA

grenade Variable* Variable*

+2 kg 5.0 2.5

8/4 days 6/36 hrs 6/36 hrs 12/14 days 6/36 hrs 8/48 hrs

1,700Y 2,200Y 1,600Y 8,000Y 700Y

3 3 3

ss
ss
S S
Type Intelligence Ammo L-ATGM 4 1 Missile 4 (m) Conceal Ammo 1 Mode SS 55 Damage 20D 14D Weight 30 Weight 2.75 6.5

2
2

I,200Y

Great Dragon Ballista Missile Launcher MORTARS M - 12 Portable

Availability 8/48 hrs 18/30 days Cost 3,000Y

Cost Street Index1,200Y 2 10,500Y 4 Street lndex 2

Mode Damage S S Special

Availability 12/ 14 days

AMMUNITION
Intelligence Rockets Anti-Personnel Anti-Vehicle High-Explosive Missiles Anti-Personnel Anti-Vehicle High-Explosive Surface to Air (SAM) Damage Weight Availability Cost Street Index

NA NA NA 3 4 3 4

I6D 16D I6D 16D 16D 16D I3D

2 3 2 2.25 3.25 2.25 1.5

8/ 14 days 8/ 14 days 8/ 14 days 12/14 days 12/14 days 12/14 days 18/21 days

1,OOOY 2 ,OOOY 1,500Y 2,500Y 5 3,750Y 2,500Y

2 2 2 3 3 3 4

BALLISTA ROCKET AND MISSILE ROUNDS


Mk I Mk II Mk Ill
Intelligence 0 5' 6 Damage 14D 14D 14 D Blast -7lmeter -7/meter -7/meter Weight 2.75 2.75 2.75 Cost 1,000Y 2,000Y 2,500Y

Availability 12/2 1 days 18/28 days 14/28 days

Street Index 4 4 4

MORTAR ROUNDS
High Explosive Anti-Pe~sonnel* Smoke** White Phosphorust Anti-Vehiclett
Damage 18D 18D Blast -1/ .5m -I/ I m -I/ I m -I/ 4m Weight 4.0 4.0 3.5 4.0 4.0 Cost 2OOY 250Y 1 75Y 350Y 1,200Y Availability 18/ 14 days 18/14days 14 days 18/ 14 days 2 1 days Street lndex 3 3 2 3 4

15S/12L I6D

FIELDS OF FIRE 91

AMMUNITION, PER 10 SHOTS


Concealability* Damage APDS 8 See rules Assault Cannon 3 As weapon yeah, right Belt 100 8 See rules Explosive Rounds 8 See rules E Explosive X Flechette Rounds 8 See rules 8 See rules Gel Rounds 8 As weapon Regular Ammo Stun Rounds 8 See rules Tracer 8 See rules Taser Dart 3 Special *-1 Concealability per extra 10 rounds of ammo "Belted ammo: add rounds/100 to Availability Weight .25 1.25 12.5 .75 .75 .5 .25 .5 1 .5 .5 Availability' * 14/14 days 513 days 613 days 3/36 hrs 6/72 hrs 3/36 hrs 4/48 hrs 2/24 hrs 4/48 hrs 3/24 hrs 6/36 hrs Cost 70Y 450Y 4,250Y 50Y 100Y 100Y 30Y 20Y 100Y 75Y 50Y Street Index 4 2 2 .8 1.5 .8 1 .75

I
1 1.5

FIREARM AND W E A P O N A C C E S S O R I E S
Mount Concealability GENERAL Bipod Under Bow Accessory Mount NA Concealable Holster Rangefinder Under Grenade Link Silencer Barrel Sound Suppresser Barrel Spare Clips Tripod Under RECOIL COMPENSATORS AND GYROS Deluxe Imp. Gyro Mount Under Gas Vent I 1 Barrel Barrel Gas Vent Ill Gyro Mount, Deluxe Gyro Mount, Standard Imp. Gas Vent I1 Barrel Barrel Imp. Gas Vent Ill Barrel Imp. Gas Vent IV Under Imp. Gyro Mount Shock Pads IMAGING SYSTEMS Imaging Scopes Low-Light TOP Magnification 1 TOP Magnification 2 TOP Magnification 3 , TOP Thermographic TOP Laser Sights TOP Ultrasound Sight TOP Ultrasound Goggles NA SMARTLINK (LEVEL I) Smart Goggles Smartgun, internal Top/under Smartgun, external SMARTLINK (LEVEL 1 ) 1 Smartgoggles Top/under External Smartgun Internal Smartgun Weight 2 1 1 1 I .2 .5 .75 8 7 .5 .75 8 6 .25 .5 .75 5 .25 Availability 6/ 12 hrs 2/24 hrs 2/24 hrs 2/24 hrs 8/48 hrs 4/48 hrs 6/48 hrs 2/24 hrs l O / l 2 hrs 6/48 2/24 2/24 4/48 4/48 2/24 2/24 2/24 6/48 2/24 hrs hrs hrs hrs hrs hrs hrs hrs hrs hrs Cost 400Y l00Y 100Y 150Y 750Y 500Y 750Y 5Y GO OY 7,800Y 450Y 700Y 6,OOOY 2,500Y 550Y 800Y 1 ,oooY 3,500Y 200Y Street Index
1

. 9
.75 .8 2 2 2 .75 1
1 .8 1 1 1

. 9 .9
1 1 .75

.25 .25 .25 .25 .25 .25 .25

1 .5 1

3/36 hrs 3/36 hrs 3/36 hrs 3/36 hrs 3/36 hrs 6/36 hrs 814 days 3/36 hrs 3/36 hrs Weapon 4/48 hrs 4/36 hrs 6/48 hrs Weapon

1,500Y 500Y 800Y 1,200Y 1,500Y 500Y 1,300Y 1,100Y 3.OOOY +loo% 600Y 3,500Y 800Y +250%

.8 .8

. 9
1 .8

.9
.8 1
1 Weapon 1

1 75 .25

2 2 Weapon

FIELDS OF FIRE 92

TARGET DESIGNATORS Low-power laser sight High-power laser sight Laser designator Microwave designator Radar designator Conceal -1 -1 -2 Range 500m 1,500m 5,000m 8,000 km 10,000 km+ Weight .25 .25 .5 4.5 25 Availability 6/36 hrs 8/48 hrs 12/14 days 2411 mth 2413 mths Cost 500Y 1,400Y 3,700Y 12,500Y 48,000Y Street Index

. 9
1 2 2 2

EXPLOSIVES
GRENADES
Grenade Type Offensive (HE* or AP) IPE Offensive (HE* or AP) Defensive (HE* or AP) IPE Defensive (HE* or AP) Concussion IPE Concussion White Phosphorus Smoket Smoke (IR) Flash Mini-grenade Conceal 6 6 6 6 6 6 6 6 6 6 8 Damage Weight 10s (- 1/ meter) .25 1 5s (-I /meter) .25 10s (-I/ meter) .5 .25 1 5s (-1 / .5 meter) .25 12M (Stun) (-11 meter) .25 16M (Stun) (-1 /meter) .25 14M/ 10L (-I /meter) .25 .25 .25 Special .25 I by grenade Avallabllity 4 days 514 days 4 days 514 days 514 days 514 days 615 days 3/24 hrs 4/48 hrs 4/48 hrs +2/by grenade Cost 30Y 50Y 30Y 50Y 30Y 70Y 120Y 30Y 40Y 4QY x2 Street Index 2 2 2. 2 2 2 3 2 2 1 +1

COMMERCIAL EXPLOSIVES, PER KILO


Commercial Plastic. Compound IV Plastic. Compound XI1 Accessories Radio Detonator Timer Concealability 6 6 6 8 6 Rating 3 6 12 Welght 1 1 I .25 .5 Availability 6/48 hrs 8/48 hrs 10148 hrs 4/48 hrs 4/48 hrs Cost 6OY 80Y 200Y 250Y l00Y Street lndex 1 1 2

C L O T H I N G AND A R M O R
Conceaiability GENERAL Fine Clothing Forearm Guards Ordinary Clothing Riot Shield. Small Tres Chic ARMOR CLOTHING Armor Clothing Armor jacket Armor Vest Lined Coat Secure Clothing Secure jacket Secure Vest Secure Ultra-Vest Secure Long Coat Vest with Plates Armante "Venetian" dress "Starlight" dress Ballistic 0 0 0 1 0 Impact 0 I 0 0 0 3 1 2 0 3 1 3 2 3 0 1 Welght 1 .2 1 2 1 2 2 1 I 1.5 3 .75 2.5 2 2 .5 .75 Availability Always 5/36 hrs Always 8/14 days Always 2/36 hrs 3/36 hrs 2/36 hrs 2/24 hrs 3/36 hrs 4/36 hrs 3/36 hrs 3/36 hrs 3/24 hrs 3/36 hrs 2/48 hrs 2/48 hrs Cost 500Y 250Y 50Y 1,500Y 1,000Y 500Y W Y 200Y 700Y 450Y 850Y 175Y 350Y 650Y 600Y 3,500Y 4,500Y Street lndex

1 .75

. 8
2 1 1 .75 .8 .75

3 5 2 4 3 5 2 4 4 4
1 1

.9
.8

. 9 . 9 . 9
1 .75 .75

FIELDS OF FIRE 93

Concealability "Ancien" shawl "Executive Suite" tux "London Fog" cloak Mortimer of London "Greatcoat" Vashon Island "Houndstooth" suit jacket "Houndstooth" pants "Houndstooth" suit vest "Houndstooth" sprt. jckt. "Houndstooth" package "Hunts Ball" jacket "Hunts Ball" skirt "Hunts Ball" slacks "Hunts Ball" package Zoe "Retrovision" skirt suit "Country Club" blazer "Highland Laird" kilt CAMOUFLAGE Camo Full Suit Camo Jacket FORM-FII+ING BODY ARMOR Level 1 Level 2 Level 3 LEATHER Real Synthetic HEAVY ARMOR Partial Suit Full Suit Helmet MILITARY GRADE ARMOR Light Military Armor Medium Military Armor Heavy Military Armor Heavy Military Helmet SECURITY ARMOR Light Security Medium Security Heavy Security Security Helmet

Ballistic 1 3 2

impact 0 1 2

Weight .3 1 1

Availability 2/48 hrs 4/48 hrs 4/48hrs

Cost 750Y 1,100Y GO OY 1, O Y O O

Street Index

4 1.5 1 .5 .5 .5 .5 1

2
.5 .5 1 1.5

6/48 hrs

1.5 1 .5

1 1 .75 1.25

7/48 hrs

3 3 4

1 1 2

1.25 1 1

1.5 1 1.5 1.5 2

See Package Cost See Package Cost See Package Cost See Package Cost 2,OOOY See Package Cost See Package Cost See Package Cost

5/48 hrs 4/48 hrs 4/48 hrs 6/48 hrs 4/36 hrs 5/36 hrs 3/48 hrs 4/48 hrs 4/48 hrs Always Always 8/10 days 16/14 days 12/14 days 18/1 mth 24/1 mth 28/l.5 mths 24/1 mth 12/10 days 14/10days 16/14 days 12/14 days

3 5
2 3 4 0 0 6 8 +1 10 12 14 +2 6 6 7 +1

1 3
0 1 1 2 1 4 6 1+ 7 8 9 +3 4 5 5

.75 1.25 1.75


1 1

10 + Body 15 + Body

12 + Body 14 + Body I 6 + Body 3.0

+2

9 + Body 11 + Body 13 + Body -

LIFESTYLE
ENTERTAINMENT
Concealability Music Disk/Chip Playback Unit Quad Speakers Video Disk/Chip Recorder Package Screen Transmission Unit Weight Availability Cost Street Index

2 -

Always Always Always Always 6/48 hrs Always 8/7 days


-

2034 200Y I00Y 20Y 1 ,oooY 1 50Y 4,oooY

.75 .75 .75 .75 1.5 .75 2

2 3 5

FIELDS O FIRE 94 F

Concealability Weight Availability Cost Street Index Simsense Decks Truman Dreambox (monoPOV ACT) 3 3 Always 350% .75 Sony Beautiful Dreamer (monoPOV ACT) 3 3 Always 200Y 1 Sony Beautiful Dreamer I 1 (polyPOV ACT) 2 5 Always 1,800Y 1 Fuchi Dreamliner (polyPOV ACT) 2 5.5 Always 2,500Y 1 Truman Paradiso (polyPOV ACT and DIR-X) 6 4/36 hrs 75,000Y 1 Fuchi RealSenseTM MasterSim (Commercial Dir-X) I2 8/ 1 week 125,OOOY 3 ASlST Dir-X Multiplexer 7 8/ 1 week 2,500Y + (100Y per channel) 3 Simsense Recordings (All prices shown are for baseline recordings. Triple prices for full-X. Concealability is 10, Availability is Always. Street lndex is .75) Cost ACT Recordings 1Y/minute Cheap or Instructional Recording Average Entertainment or Docurnentary 2Y/minute 2.5Y/minute High-Quality Entertainment or Documentary 3Y/minute Current Hit Dir-X Recordings 9OY/minute Average Entertainment or Docurnentary High-Quality Eatertainment or Documentary 100Y/minute Current Hit 1 5OY/minute

ELECTRONICS
Concealability Weight Telecom 15 PORTABLE PHONES Wrist Models 4 With Flip-Up Screen Handset Unit 3 1 Earplug Unit 8 2 Booster Pack 3 .5 Pocket Secretary 3 PERSONAL COMPUTERS 10 Table Top Pocket 3 1 Wrist 4 Printer NA 10 Computer Memory (Non-Cykr) NA DATA DISPLAY SYSTEMS (w/max memory capacity) Data Unit ( 1.000 Mp) 3 2 Headset (500 Mp) 4 1 Heads-Up Display (200 Mp) NA 1 Availability Always Always Always Always Always Always Always Always Always Always Always Always Always Always 6/7 days Memory Cost Memory Cost x 5 Memory Cost x 20 1 00Y 2OY x M p Memory Cost Memory Cost x 2 Memory Cost x 10 Cost Memory Cost x 1.5 Street lndex 1 .75 1 .75 1.5 1 1 .75 1 1.5 1 .75

1 1.5 3

WORKING GEAR
Concealability Weight Availability Cost' Kit 3 5 5/48 hrs 500Y Shop 8/72 hrs 5,000Y Facility 14/7 days 100,OOOY 'General Work (Base Cost). Vehicle Work (2 x Cost). Electronic/Computer/CyberwareWork (3 x Cost). Street Index 2 3 4

FIELDS OF FIRE 95

MEDIA EQUIPMENT
Weight PORTACAMS AND CYBERCAMS Fuchi VX2200 Portacam Fuchi VX2200C Cybercam Sony HB500 Portacam Sony CB5000 Cykrcam AZT Micro20 Microportacam AZT Micro25 Microcybercam Bionome Tridlink Adapter PORTACAM B A S S Kodak GAC-25 Shoulder Mount Cinema Products SteadicamTM Shoulder Chest Head AZT Micro30 StaticBrace (for the Micro20 Portacam Series) Wrist Chest CAMGOGGLES Fuchi I-C-U Autocam Controller Zeemandt Luxor Monocular Sekrit Sistemz No-Sho Camtroller Smartcam Adapter TRANSMITTER LINKS Unsecured Transmitter Links Short-haul Long-haul Uplink Secured Transmitter Links Short-haul Long-haul Uplink TRIDISYNTHS AND MIXERS Vertex Netsynth Tridmixer Fuchi Holo-Edit 7200 Sony TFX- 10000 Imaging Generator PIRATE EQUIPMENT ElectromagneticTransmitters (Radio/lV/3V) Non-mobile Mobile +ECM Rating ( 1 to 6) Transmission Sampler Satellite Injection Uplink Station +ECM Rating ( 1 to 6) Cable Signal Formatter +ECM Rating ( 1 to 6) PROGRAMMABLE ASlST BIOFEEDBACK Availability Cost 1 ,000Y 1,300Y 2,200Y 2,700Y 2,500-Y 3,200Y 700Y Street lndex

3 5 3.5 5.5 2.5 2.5 1


1

2/48 3/48 4/72 5/72 5/72 5/72 2/72

hrs hrs hrs hrs hrs hrs hrs

i 2 2 2 2 2
1

3/48 hrs 3/48 hrs 3/48 hrs 3/48 hrs

200Y 1,800Y 1,800Y 1,800Y

2 2 2 2

2 3 2

1 2
1.5 .5 1 .5

3/48 hrs 3/48 hrs 5/72 5/72 5/72 5/72 hrs hrs hrs hrs

2,200Y 2,200Y 400Y 700Y 1 ,OOO-Y 1,500Y

1 1

2 2 2 2

5 4 3 5 4 3 7 9 7

4/72 hrs 4/72 hrs 4/72 hrs 5/72 hrs 5/72 hrs 5/72 hrs 2/48 hrs 4/72 hrs 8/1 week

4,000Y 6,000Y 1 ,000Y 6,000Y 9,000Y 1,500Y 8,000Y 10,000Y 1 3,ooOY

2 2 2 3 3 3
1 2 2

35 25 5 20 3

Weight 2 3 10 12 14

8/1 week 8/2 weeks + l/point 8/1 week 8/2 weeks + l/point 8/1 week + l/point

5,500Y 7,500Y +2,5OOY/rating point I,000Y 1 ,000Y +3,ooOY/rating point 2,000Y + l,500Y/rating point

1 2 3 2 2 3 2 3

Calil Ruach-Aleph Reprogrammer Mitsuhama MenTokko-I1Engram Manipulator Ares CykrMed Psychscanner EBMM Therapeutic ASlST System Mitsuhama MenTokko-V Engram Manipulator

Availabiltty 8/1 week 8/2 weeks 8/2 weeks 8/2 weeks 12/3 weeks

Cost 10.000Y 15,000Y 25,000Y 40,000Y 60,000Y

Street Index 3 3 3 3 3

FIELDS OF FIRE %

Weight SIMSENSE GEAR Simlinks External (Rating 1- 10) Simths Truman Reality-500 (monoPOV Baselin Fuchi RealSenseTM Kosmos XXV Truman Inner-l Simth Peripherals ASlST Enablers: EC/PC Enabler Emotive Enabler Sense Patch Injector Signal Peak Controller Experience Samplers MonoPOV ACT Format MonoPOV Dir-X Format PolyPOV Samplers

Availability

Cost

Street Index

.5 15 30 28

812 weeks 811 week 812 week 812 week

25,000Y

+ (5kY x Rating)

6 7 5 5.5
13 14 10

811 week 811 week 811 week 811 week 811 week 811 week

Rating x 10,000Y Rating x 25,000Y' 25,OOOY 15,oooY

2 2 2 2

15,oOoY 75,oooY +25% per additional POV

2 2

MUSICAL INSTRUMENTS (None of the M o w are Concealable. Availability is Always. Street lndex is 8.) Quality Common' Rare' Cheap 50Y 250Y Average 500Y 2,500Y Fine 5,oOOY 25,OOOY *Actual price = Basic Price x Complexity. Electric instruments and synthesizer controllers reduce Complexity by I(see p. 92, Shadowbeat). Cost Synthesizers Cheap (max 8 voices) l 5 0 Y + 25Y per voice. Average (max I 6 voices) 500Y + 100Y per voice. Fine (max 3 2 voices) 5,000Y + 500Y per voice. Autosynths Skill 1-3 1,000Y per skill point Skill 4-5 3,000Y per skill point Skill 6-8 5,000Y per skill point Skill 9-10 10,000Y per skill point Synthlink Equipment Concealability Weight Availability Cost Street Index Synthlink Controller Cheap .5 Always Average .5 Always Fine .5 3 / 4 8 hrs SOUND SYSTEM COMPONENTS (None of the below are Concealable. Availability is Always. Street lndex is 8.) Cost Acoustic Modulators Small 8,OOOY Club 15,OOOY Hall 35,OOOY Amplifiers Small 10 0 Y Club 400Y Hall 1.200Y Stadium 5,OOOY Superstadium 12,OOOY Speakers Small l0 0 Y Club 1,oooY

FIELDS OF FIRE 97

Hall Stadium Superstadium Direct Digital Output Built-in DDO DDO Adapter Multitrack Samplers 4-track Sampler 8-track Sampler 16-track Sampler 24-track Sampler 32-track Sampler Manual Control Only Direct Neural Interface Control Only Combined ManualIDNI Control
Concealability Microphones Body Mike Hand Mike Mike Stand Mike Boom Mixers Basic unit Per additional input channel Per additional output channel Built-in Polycorder Polycorders Microcorder (3 x 3 x 1 cm) Minicorder (5 x 3 x 1 cm) Pocket sized ( l o x 5 x 3 cm) Hand-held (20 x 8 x 4 cm) Rack-mount Component Sprawl Blaster (built-in small speakers) Sprawl Fuserr (built-in club speakers) MiniCD Transport Only ASlST Direct Neural Playback Weight

Cost 5 12,oooY 25,000Y

+500Y to base price +700Y to b e price 1,200Y 3,200Y 8O O , O Y 14,400Y 22,400Y Base Price Base Price x 2 Base Price x 2.5
Availability Cost Street index

10 6

8 NA NA NA 8 6 5 2

2/36 hrs Always Always 3/36 hrs Always 3/36 hrs NA 5/36 hrs 6/48 hrs 4/24 hrs Always Always 3/24 hrs Always Always 1,200Y Base Price12 Base Price x 3

SURVEILLANCE AND SECURITY


VISION ENHANCERS
Binoculars Low-Light Thermographic Goggles Low-Light Thermographic
Concdabiltty 5 Magnification 50x Weight 1 Avnilability Always 4/48 hrs 4/48 hrs 4/48 hrs 6/48 hrs 6/48 hrs Cost 1O OY +200Y +250Y 1.500Y +500Y +700Y Street index

. 8
1.25 1.25 1.5 2 2

20x

Availability 6/48 hrs 6/48 hrs 6/48 hrs

Concealability 8 9 18

Weight -

COMMUNICATIONS
Micro-Camcorder Micro-Recorder Micro-Transceiver

Cost 2,500Y 1,000Y 2,500Y

Street Index 2 2 2

TACTICAL COMMUNICATION SYSTEM


Conccalabliity
Master Unit Portable Master Unit Personal Comm Unit Microwave Link Laser Link Satellite Uplink

8 3 4

Rating 14 14 14

Concealability 2 12 5 5 3 3 2

Weight 75 20 .5 1 .o 1 .o 2.0

Availability 24/21 days 18/14 days 12/14 days 18/21 days 14/2 1 days 12/21 days

Cost 60,OOOY 120,000Y 18,500Y 4,800Y 2,700M 7,500Y

Street lndex 3 2 2 2 2 2

SURVEILLANCE MEASURES
Data Codebreaker Dataline Tap Laser Microphone Shotgun Microphone Signal Locator Tracking Signal Voice Identifier

Weight 5

1 1 2

Availability Rating 10 days Rating8 days Rating/48 hrs Rating/36 hrs Rating/48 hrs Rating72 hrs Rating/72 hrs

cost 10,000Y x Rating 5,000Y x Rating 1,500Y x Rating 1,000Y x Rating 1,000Y x Rating 100Y x Concealability 2,000Y x Rating

Street lndex 1.5 1.5 1.5 1 1.5 2 2

SURVEILLANCE COUNTERMEASURES
Bug Scanner Data Encryption System Dataline Scanner jammer Voice Mask White Noise Generator

Concealability 3 2 2 2 6 3

Weight 1 6 6 5

Avaliability Rating48 hrs Rating/ 14 days Rating/ 14 days Rating / 72 hrs Rating72 hrs Rating72 hrs

cost 500Y x Rating 1,000Y x Rating 1WY x Rating 1 . W x Rating 3,000Y x Rating 1.500Y x Rating

Street lndex 1.5 2 2 1.5 1.5 1.5

SECURITY DEVICES
Concealability
Identification Scanners Thumbprint Palmprint Retinal Maglocks PANlCBUllON Hook-Up Maglock Passkey (illegal) Restraints Metal Plastic Squealer

Weight

Availability
Rating/72 hrs (Rating + 1)/72 hrs (Rating + 2)/72 hrs Rating72 hrs Call Lone Star (Rating x 2)/ 10 days 4/48 hrs 4/48 hrs 6/72 hrs

Cost
200Lr x Rating 3WY x Rating 1,000Y x Rating 100Y x Rating 1 ,000Y 10,000Y x Ratlng

Street lndex 1 2 3 1 1 3 1 1 2

3 3 4

.5

SURVIVAL GEAR
Concealability
Chemsuit Pressure Regulator Ration Bars ( 10 Days) Respirator Survival Kit

Weight Availability 1 (Rating/Rating) days .5 6/48 hrs 1 2/48 hrs 1 4/48 hrs 2 2/48 hrs

Cost 200Y x Rating 250Y 30Y 500Y 100Y

Street lndex 1 2 1 2 1

CLIMBING GEAR
Ascent/Dexent Harness Axent/Descent Kit* Rappelling Cloves Rope (50m)

Weight .25 2.0

I.o

Avaiiabiiity Always Always Always Always

Cost 75Y 250Y 70Y 125Y

Street Index 1 1 1 1

FIELDS O RRE 99 F

GLOBAL POSITIONING SYSTEM


Nav-DatTM
Concealability Weight 8 .5 Availability 6/48 hrs Cost 700Y Street Index 1

CYBERTECH
HEADWARE
Chemical Analyzer Chipjack Cortex Bomb (illegal) Data Filter Datajaclc (SR rules) Datajack (Shadowtech) Level I Level 2 Level 3 Level 4 Data Lock Datasoft Link Encephalon Level I Level 2 Level 3 Level 4 Gas Spectrometer Internal Voice Mask Memory Memory (FIFF) Olfactory Booster Orientation System Sense Link lnternal Transmitter Softlink (Level I) Level 2 Level 3 Level 4 SPU: Data Management Level I Level 2 Level 3 Level 4 SPU: Input/Output Level I Level 2 Level 3 Level 4 SPU: Math Level I Level 2 Level 3 Level 4 Tactical Computer Level I Level 2 Level 3-4
Essence Cost .2 .2 Cost 2,500Y/Level 1 .oooY 500,oooY 5,oooY 1 ,oooY Availability 4/6 days 3/72 hrs 20114 days 6/36 hrs Always Street lndex 1 .9

.3 .2
I .I5 .2 .25 .2 1

1 1.5 .9
.9 .9 .9 .9 1.5 1 2 2 2 2 1 1 1 .8 1 1.5 1 1.5 .9 .9 .9 .9 1 1 1 1 1.5 1.5 1.5 1.5 1 1 1 1 4 4

500Y I,OOOY 2,oooY 4,oooY 1 ,oooY 1 .oooY 1 5,oooY 40,OOOY 75,oooY 1 15,oooY 2,000Y/Level 7 ,oooY M p x IOOY M p x IS Y O I,OOOY/Level 15,oooY 300,oooY 80.000Y 1 ,oooY 2,oooY 4,oooY 8,000Y 9,500Y 19,oooY 28,500Y 38,OOOY 5,oooY 7.500Y l2,5OOY 22,500Y 2,oooY 5,oooY 1 1 .oooY 23,OOOY 350,OOOY 900,oooY

Always Always Always Always 6/36 hrs 3/24 hrs 6112 days 6/ 12 days 6112 days 6/ 12 days 4/5 days 6/48 hrs 2/24 hrs 3/24 hrs 618 days 5/6 days 2/5 days 3/5 days 3/72 hrs 3/72 hrs 3/72 hrs 3/72 hrs 6/60 6/60 6/60 6/60 hrs hrs hrs hrs

.5 .75 1.5 1.75 .2 1 M p + 100 Mp/300 .2 .5 2 .6 .I5 .2 .25 .3 I .I5 .2 .25


I .I5 .2 .25 1 .I5 .2 .25

5/4 days 514 days 5/4 days 5/4 days 6/60 6/60 6/60 6/60 hrs hrs hrs hrs

3.5 4 CLASSIFIED

1 2/60 days 12/60 days CLASSIFIED

FIELDS OF FIRE 100

Essence Cost Video Link .5 Internal Transmitter .4 Communications Commlink I 1 .3 Comrnlink IV .3 Cornrnlink Vlll .3 Commlink X .3 Crypto Circuit HD Level 1-4 1 Level 5-7 I Level 8-9 1 Level 10 I Radio .75 Radio Receiver .4 Scramble Breaker HD Level 1-4 .2 Level 5-7 .2 Level 10 .2 Telephone .5 Ears Cosmetic Modification Cyber Replacement .3 Damper 1 Hearing Amplification .2 High Frequency .2 Low Frequency .2 Modification 1 Recorder .3 Select Sound Filter (Levels 1-5) .2 Eyes Camera .4 Cosmetic Modification

Cost 22,oooY 4,500Y

Availability 4/48 hrs 6/48 hrs

Street Index i i

2/48 3/48 4/48 5/48 Level x 10,000Y Level x 20,000Y Level x 30,000Y 500,oooY 4,oooY 2,oooY Level x 20,000Y Level x 40,000Y 600,OOoY 3.700Y 1 ,oooY 4,oooY 3,500Y 3,500Y 3,oooY 3,oooY 2,oooY 7,oooY Level x lO.OOOY 6/36 6/36 8/36 9/36 2/24 2/24

hrs hrs hrs hrs hrs hrs hrs hrs hrs hrs

i 1.25 1.5 1.75


1 1.25 1.5 2 .8 .8

6/48 hrs 8/48 hrs 1 0148 hrs 3/24 hrs 2/24 2/24 4/48 4/48 4/48 4/48 2/24 8/48 6/48 hrs hrs hrs hrs hrs hrs hrs hrs hrs

1.5 1.75 1.75 .9 .8 .75 1.25 1.25 1.25 1.25 1 2 1.25 2 .75 .75
1

Cyber Replacement Display Link Dr. Spott Smartcam Implant Eyecrafters Opticam Package Flare Compensation Low-Light Rangefinder Retinal Duplication (illegal) Thermographic Vision Magnification Optical I Optical 2 Optical 3 Electronic 1 Electronic 2 Electronic 3

.2 1 2 .5 1 .2 1 1 .2 .2 .2 .2 I 1 I

6/24 hrs 2/24 hrs 2/24 hrs 4/36 hrs 614 days 5/72 hrs 5/48 hrs 4/36 hrs 8/48 hrs 1217 days 4/36 hrs 4/48 4/48 5/48 5/48 5/48 8/48 hrs hrs hrs hrs hrs hrs

2 2 1.25 1.25 1.5 2 1.25


1 1 1 1 1 1

MATRIXWARE
MPCP Persona Module Hardening Memory/Storage Transfer Response See Text .3

.3
Mp/300 1 .2

See Text See Text See Text M p x 1S Y O See Text See Text

12/60 days Varies/ 1 2 days Varies18 days 3/24 hrs Varies/ 10 days Varies/ I 4 days

4 Varies Varies .8 Varies Varies

FIELDS OF FIRE 101

Fssence Cost

Cost

Availability

Street Index

BODYWARE
Bone Lacing Plastic .5 Aluminum 1.15 Titanium 2.25 Fingertip Compartment I Hand Razors I Hydraulic jack (Levels1-6) .25 Muscle Replacement (Maximum Rating 4) Rating Retractable Razors .2 Retractable Spur .3 Smartcam Link .5 Smartlink (Lvl I) .S Smartlink (Lvl II) .5 Spur 1 Voice Modulator .2 Increased Volume Tonal Shift Secondary Pattern (illegal) Mayback .2 Limbs Built-In Device Built-In Smartgun Link 25 C y k r Guns Hold-Out Pistol .I5 Light Pistol .35 Machine Pistol .4 Submachine Gun .6 Heavy Pistol 1 Shotgun 1.1 C y k r Limb I Increased Strength Simple Replacement 1 Simrig~ Baseline Cykrware Simrig 2 Full-X Cykrware Simrig 2 Baseline Induction Simrig 2 Simlinks Internal (Rating 1 - 10) .6 + (Rating x .05) Boosted Reflexes Level I Level 2 Level 3 Dennal Plnting Level I Level 2 Level 3 Filtration Systems Air Rating t 1 0 Blood Rating t S Ingested Toxin Rating + 5 Skill Hardwires Level 1-4 Level x .Z Level 5-8 Level x 2 5 Level 9- I 0 Level x .3

7,500Y 25.000Y 75,000Y 3/24 hrs 3/72 hrs


Level x 5.000Y Rating x 20,000Y
I

5114 days 5/ 14 days 5114 days 3,000Y 4,500Y 5/6 days 4/4 days 5/72 hrs 5/72 hrs 4/48 hrs 3/36 hrs 6/48 hrs 3/72 hrs 2/24 hrs 2/24 hrs 2/24 hrs 6/7 days 4/48 hrs
Varies 6/4 days

1.5 1.5 1.5 1 1 1 1 1 1 2 1 2 1 1 1 1 2 1


Varies 1.5

9,oooY 11,500Y 2,500Y 2,500Y 3,200Y 7,oooY 45,oooY 10,oooY 25,OOOY 50,OOOY 40.oooY 4 x Normal Cost 2,500Y 250Y 650Y m Y 1,800Y 800Y 1,200Y 100,ooOY Level x 150,000Y 50.000Y

8/7 days 8/7 days 8/7 days 8/7 days 8/7 days 8/7 days 4/4 days 6/4 days 4/48 hrs 8112 days 6/12 days 6/4 days

2 2 2 2 2 2 1 1.5 1 3 3 2 3

70kY + ( 1 OkY x Rating)

817 days 3/24 hrs 3/24 hrs 3/24 hrs 4/ 12 days 41 12 days 411 2 days

1 1.25 1.5
1 1 1

Rating x 15,000Y Rating x I0,OOOY Rating x I0,OOOY Level x 5,000Y Level x 50,OOOY Level x 500,000Y

6/4 days 6/4 days 6/4 days 6/10 days 12/14 days 12/14 days

1 1 1
1 1.5 1.5
-

H E L M OF FIRE 102

Essence Cost Skillwires Rating 1-3 Rating 4-6 Rating 7-9 Skillwire Plus Level 1-3 Level 4-6 Level 7-9 Vehicle Control Rig Level 1 Level 2 Level 3 Wired Reflexes Level 1 Level 2 Level 3 Skillsofts Concealability Knowsoft 24 Activesoft 24 Linguasoft 24 Datasoft 24 *More valuable data will cost more. .Ix Rating .2 x Rating .3 x Rating

Cost

Availability

Street lndex
1 1 1

Rating x 10,000Y Rating x 100,000Y Rating x 1,000,000Y Level x 15,000Y Level x 1 25,000Y Level x 1,000,000 Y

4/ 10 days 5110 days 12/20 days 4110 days 5/ 10 days 12/20 days 6/48 hrs 8/48 hrs 8/48 hrs 4/8 days 418 days 8/ 14 days

Level x .I Level x .2 Level x .3 2 3 5 2 3 5

1 1 1
1

1.25 1.5
1 1 1

Base Price M p x 1S Y O M p x IOOY M p x 50Y M p x 100Y

Availability 5/4 days 6/4 days 6/36 hrs 4/4 days

Street lndex 1.25 1.25 1.25 1.25

BIOWARE
Body lndex Base Price Street lndex

Adrenal Pump Level 1 Level 2 Cerebral Booster Level 1 Level 2 Damage Compensator Level 1-2 Level 3-5 Level 6-9 Enhanced Articulation Extended Volume Level 1 Level 2 Level 3 Mnemonic Enhancer Muscle Augmentation Nephritic Screen Orthoskin Level 1 Level 2 Level 3 Pain Editor Pathogenic Defense Platelet Factory Reflex Recorder Concentration General Suprathyroid Gland

1.25 2.5 .4 .8 .2/Level .2/Level .Z/Level .6 .2 .3 .4 .2/Level .8/Level .4 .5 I 1.5 .6 .2/Level .4


.I *

3 3 6/ 14 days 6/ 14 days 6/6 days 10/6 days 12/6 days 5/6 days 4/4 days 4/4 days 4/4 days 6/7 days 6/6 days 4/4 days 8/8 8/8 8/8 6/6 4/4 5/8 days days days days days days 2 2 2.5 2. 2.5 1.5
1 1 1 1

.9
1

.8 .8 .8 I .2 1.5 1.5 1.5 1.5 2.5

.25* 1.4

5/6 days 8/6 days 8/ 12 days

FIELDS OF FIRE 103

Body lndex Symbiotes Level 1 Level 2 Level 3 Synaptic Accelerator Level I Level 2 Synthacardium Level I Level 2 Tailored Pheromones Level 1 Level 2 Toxin Exhaler Toxin Extractor Tracheal Filter Trauma Damper

Base Price

Availability 5/ 10 days 5/ 10 days 5/ 10 days 6/ 12 days 6/12 days 4/ 10 days 4/ 10 days 12/14 days 12/14 days 10/4 days 4/4 days 4/4 days 6/8 days

Street index 1 1 1 2 2 1.5 1.5 2 2 3 1 1 2

GENE-TECH
Base Price Antibac Level 1-3 Level x 500Y Level 4-6 Level x 1,000Y Level 7-9 Level x 1,500Y Level 10+ Level x 2,500Y Binder Level 1-3 Level x 300Y Level 4 6 Level x 6OOY Level 7-9 Level x 900Y Level 10+ Level x 1,500Y Doom SOOY/dose Gamma-Anthrax 1 80Y/dose Gene Therapy Cleansing Genetic Correction Reconstruct/Healing Other Immunization 40.000Y per treatment Single Full Spectrum 300,oooY Leonization Myco-Protein Zeta-lnterpheron Level 1-3 Level x 400Y Level 4 6 Level x 800Y Level 7-9 Level x I,200Y Level 10+ Level x 2,000Y Availability 4/48 4/48 4/48 4/48 hrs hrs hrs hrs Street lndex

4/32 hrs 4/32 hrs 4/32 hrs 4/32 hrs 14/30 days 14/30 days 6/30 6/30 6/30 6/30 days days days days

6/20 days 6/20 days 6/30 days It's everywhere 4/32 4/32 4/32 4/32 hrs hrs hrs hrs

COMPOUNDS
ACTH Atropine Carcerands Cyanide DikoteTM DMSO Hyper 100Y/6 doses 600Y/dose See Text 360Y/dose 1 ,WY/ I00cm3 IOY+ 1 80Y/dose 5/ 12 hrs 5/ 12 hrs 41 10 days 3/48 hrs 6114 days 2/ 12 hrs 4/24 hrs

FIELDS OF FIRE 104

Kamikaze MA0 Oxygenated Flourocarbons Ruthenium Polymers

Base Price 5OY/dose 280Y/dose 750Y per liter 10,000Y/m2 +

Availabiiity 5/4 days 5/36 hrs 4/48 hrs 5/ 14 days

Street Index 5 2 1 7.5

CYBERDECKS A N D PROGRAMS
CYBERDECKS
Radio Shack PCD- 100 Allegiance Alpha Sony CTY-360 Fuchi Cyber-4 Fuchi Cyber-6 Fuchi Cykr-7 Fairlight Excalibur Persona 2 3 6 6 8 10 12 Hardening 0 1 3 3 4 4 5 Memory 10 10 50 100 100 200 500 Storage 50 50 100 500 500 1,000 1.000 Load 5 5 20 20 50 50 100

Availability Radio Shack PCD- 100 Allegiance Alpha Sony CTY-360 Fuchi Cyber-4 Fuchi Cykr-6 Fuchi Cyber-7 Fairlight Excalibur 4/7 days 4/7 days 4/7 days 417 days 6/7 days 1017 days 22/7 days

cost

Street index 1 1 1 1 1 1 1

Utility Programs Deception Decrypt Evaluate Hog Medic Mirrors Poison Relocate Restore Restrict Reveal Scanner Shield Sift Sleaze Slow Smoke

Cyberdeck System Additions Availability Cost Street Index Hitcher Jack 2/48 hrs MPCP x l00Y 1 Off-line Storage 2/24 hrs 1Y x M p 1 Vidscreen Display 2/24 hrs 100Y 1 Response increase Level 1 6/48 hrs (MPCP x MPCP) x l00Y 1 Level 2 8/72 hrs (MPCPx MPCP) x 400Y 2 Level 3 12/7 days (MPCP x MPCP) x 9OOY 2

Size (In Mp) (Rating x Rating) x 2 (Rating x Rating) x 2 (Rating x Rating) x 2 (Ratingx Rating) x 3 (Ratingx Rating) x 4 (Ratingx Rating) x 3 (Rating x Rating) x 3 (Rating x Rating) x 2 (Rating x Rating) x 3 (Rating x Rating) x 3 (Rating x Rating) x 3 (Rating x Rating) x 3 (Rating x Rating) x 4 (Ratingx Rating) (Ratingx Rating) x 3 (Ratingx Rating) x 4 (Ratingx Rating) x 2

PROGRAM SIZES
Persona Programs

PROGRAM COSTS AND AVAILABILITY


3 3 2 2 Persona Programs Rating Availability 1-3 3/7 days 4-6 6/7 days 7-9 I 2 114 days 1 O+ 24/30 days Utility Programs Rating Availability 1-3 2/7 days 4-6 4/7 days 7-9 8/ 14 days 1 O+ 16/100days Cost Size x Size x Size x Size x l00Y 500Y 1,OOOY 5,000Y Street Index 1 1.5 2 3

Bod
Evasion Masking Sensors Utility Programs Analyze Armor Attack Auto Exec Blind Browse Cloak Compressor Controller

Size (in Mp) (Rating x Rating) x (Ratingx Rating) x (Ratingx Rating) x (Ratingx Rating) x (Ratingx (Rating x (Rating x (Rating x (Rating x (Rating x (Ratingx (Ratingx (Ratingx

Rating) x 3 Rating) x 3 Rating) x 2 Rating) Rating) x 3 Rating) Rating) x 3 Rating) x 2 Rating) x 4

Cost Size x Size x Size x Size x

l00Y 200Y 500Y 1,000Y

Street index 1 1.5 2 3

FIELDS OF FIRE 105

BIOTECH
Rating Medltit 3 Medltit Supplies Stabilization Unit 2 Deluxe Unit 6 DocWagonTM Contract Basic Service Cold Service Platinum Service Super-platinum Service Slap Patches Antidote Patch Maximum 8 Stimulant Patch Maximum 6 Tranq Patch Maximum 10 Trauma Patch Availability 2/24 hrs 2/24 hrs I 2 / I mth I 6 / l mth Cost 200Y 50Y I0,oOOY 20,000Y Street Index 1.5 1.5 3 3

On payment On payment On payment On payment 6/72 2/24 4/48 4/48 hrs hrs hrs hrs

5,000Y per year 25,000Y per year 50,000Y per year 100.000Y per year Rating x 50Y Rating x 25Y Rating x 2OY 500Y

2 1 2 4

MAGICAL EQUIPMENT
FOCI
Specific Spell Focus Spell Type Focus Spirit Focus Power Focus Spell Lock Weapon Foci
Availability 4/48 hrs 5/48 hrs 4/48 hrs 6/72 hrs 2/48 hrs 8/72 hrs Cost Street Index Rating x 45,000Y 2 Rating x 75,000Y 2 Rating x 60.000Y 2 Rating x 105,000Y 2 45,000Y 2 [(Reach + I ) x 100,000YI + 3 Rating x 90,000Y

MAGICAL SUPPLIES
Elemental Conjuration Materials Medicine Lodge Materials Fetish Focus Ally Conjuring Material Ward Casting Materials Watcher Casting Materials Expendable Fetishes Combat Detection Healing Illusion Manipulation Hermetic Library (any magic skill) Computer Media (disk) Chip Hardcopy Reusable Fetishes Combat Detection Healing Illusion Manipulation
Availability (Force)/24 hrs (Rating)/24 hrs 3/26 hrs (Force)/36 hrs (Force)/36 hrs (Force)/36 hrs Cost Force x 1,000Y Rating x 500Y Rating x 3,00044 1,000 per unit 1,000 per unit 1,000 per unit Street lndex 1 1

1 1 1 1
1 1 1 1 1

2/24 2/24 2/24 2/24 2/24

hrs hrs hrs hrs hrs (Rating x Rating) x 1,000Y (Rating x Rating) x 1,200Y (Rating x Rating) x 2.000Y

(Rating)/-/ days (Rating)/7 days (Rating)/ I 4 days 3/24 3/24 3/24 3/24 3/24 hrs hrs hrs hrs hrs

FIELDS OF FIRE 106

Rttual Sorcery Materials Detection Healing Illusion Manipulation Enchanting Material Costs Material Herbals Crystals Semi-precious Gems Precious Gems Iron
CoPper Silver Gold Mercury Tin Lead Orichalum: 88,000 per unit Spell Formulas Drain Level L

3/24 hrs 3/24 hrs 3/24 hrs 3/24 hrs

100Y x spell Force 500Y x spell Force 100Y x spell Force 1,000Y x spell Force

Raw Form 50 100 200 500 50 100 300 10,000 600 30 30

Refined Form 100 200 400 1,000 100 200 600 20,000 1,200 60 60

R c l a Form alcl
200

400 800
2,000 200 400 1,200 40,000 2,400 120 1 20

Price 50 x Force 500 x Force

Drain Level M D

hlve I00 x Force 1.000 x Force

VEHICLES
Note: Vehicles generally have an Availability equal to Cost/10,000. The base time is equal to 1/2 the Availability (round down) in days. Street Index is .75 for vehicles that cost less than 10,000Y, 1 for up to 50,000Y. and 2 for more than 50,000Y. Handling GROUND Speed Armor Signature Cost

Cars
Chrysler-Nissan Jackrabbit(Elec.) Eurocar Westwind 2000 Ford Americar Honda-GM 3220 ZX Honda-GM 3220 ZX Turbo Leyland-ZilTsarina (Elec.) Mitsubishi Nightsky Mitsubishi Runabout Rolls-Royce Phaeton Saab Dynamit 778Tl Toyota Elite Volkswagon Electro Bikes BMW Blitzen 2050 Dodge Scoot Entertainment Systems Papoose Harley-Davidson Scorpion Honda Viking Hyundai Ofioader Caz-Niki White Eagle Suzuki Aurora Thundercload Pinto Yamaha Rapier

3/8 (MultiFuel) 3/8 4/8 4/8 4/8 4/8 (MultiFuel) 4/8 4/8 4/4 4/8 4/8 3/6 3/4 3/6 3/6 4/5 3/5 4/2 3/3 2/4 4/2 3/6

25/75 3/8 70/2 10 35/ 105 40/ 120 50/ I50 25/75 4/8 45/ 1 20 25/75 6O/ 180 80/250 40/ 120 20/60 95/285 20/60 30/90 50/ 150 50/ 150 60/180 601180 70/2 10 20/60 65/ 195

Handling Trucks Ares Roadmaster 4/10 Conestoga Trailblazer 418 Ford-Canada Bison 4/3 Caz-Willy Nomad 313 GMC 4 2 0 1 316 GMC Bulldog Step-Van (MultiFuel) 418 GMC Bulldog Step-Van (Courier) 416 Landrover Model 2 0 4 6 (short) 313 Landrover Model 2 0 4 6 (long) 3/3 Leyland-Rover Transport (basic-Elec.) 418 (basic- MultiFuel) 418 Nissan-Holden Brumbry 4/3 NordkappConestogaBergan (Command) 316 (Cargo) 3/6 Renault-Fiat Eurovan 4/ 1 0 Rolls-Royce Prairie Cat 213 ToyotaCorp Gopher 4/4 Volkswagon SuperKombi Ill 418 HOVERCRAFT Chrysler-NissanG 12.3 GMC-Beachcraft Vacationer GMC-Nissan Hovertruck Mostrans KVP- 14T BOATS Water Jet Bike Suzuki Watersport (Standard) Suzuki Watersport (Electric) Motorboats Aztech Nightrunner Electric Colorado Craft Cigarette Marine Technologies Dolphin I 1 Harland & Wolff Classique . Samuvani Criscraft Otter Zemlya-Poltava Swordsman Sailboats Sendanko Marlin AIRCRAFT Winged Planes Cessna C 7 5 0 Embraer-DassaultMistral Fiat-Fokker Cloud Nine Hawker-Ridley HS-895 Skytruck Lear-Cessna Platinum I iear-Cessna Platinum II Rotor Craft Agusta-Cie~a Plutocrat Ares Dragon Federated Boeing Commuter Hughes Aerospace Airstar 2 0 5 0 Hughes WK-2 Stallion

Speed

Body

Armor

Signature

Cost 45,oooY 150,OOOY 150,OOOY 50,OOOY 75,oooY 35,oooY 60,oooY 35,oooY 45,oooY 25,OOOY 30,OOOY 25,OOOY 600,oooY 200,oooY 25,OOOY 275,OOOY 25,OOOY Varies

4 4 4 4

4011 2 0 35/ 1 2 0 40112 0 601I80

4 4 4 4

0 0 0 0

3
5 3

2 3 1 1

50,OOOY 100,OOOY 100,OOOY 250,OOOY

FIELDS OF FIRE I08

Handling Lighter-Than-Air Craft Airship Industries Skyswimmer Goodyear Commuter-47 Luftschifiau Zeppelin LZ-2049 ORBITALS AND SEMI-BALLISTICS Arrow HSCT China Clipper Suborbital General Dynamics SV250 Semiballistic 3 3 3

Speed

Body 6 8 12

Armor 3 3 6

Signature 8 8 8

Cost 100,000Y 225,000Y 750,000Y

90/ 180 150/300 100/250

5 5 6

1,500/2,900 10k/24k 101</29k

4 5 5

3 6 6

2 1 1

10 MY 100 MY 750 MY

MILITARY, SECURITY AND RESTRICTED ISSUE Alrcraft/Rotorcraft Aztechnology Aguilar-EX BAC-Dassault-MBB EFA variants CASA j-239 Raven Doc WagonTM CRT Air Unit Doc WagonTM Osprey II Doc WagonTM R Helicopter ST Doc WagonTM WK-2 Stallion Variant Lockheed C-260 Transport Moonlight Aerospace Avenger Nightglider Northrup PRC-428 Wasp Northrup PRC-44B Yellowjacket Armored Vehicles Ferrari Appaloosa Light Scout LAV-93 Devil Rat APC LAV- 103 Striker Light Tank Thunderbirds GMC Banshee Cround/ACV Vehicles Ares Citymaster Ares Mobmaster Doc WagonTM Citymaster Varient Doc WagonTM CRT Ambulance Doc WagonTM R Ambulance ST Chrysler Nissan Patrol General Products Cop GMC Beachcraft Patroller GMC MPUV Harley Electroglide-I000 Sikorsky-Bell Red Ranger Water Vehicles Blohm 8. Voss River Commander GMC Riverine Surfstar Marine Seacop Vectored Thrust Federated Boeing Eagle REMOTES AND DRONES Airborne Aerodesign Systems Condor LDSD-23 5 Aerodesign Systems Condor II LDSD-41 5 CAS Windjina R V P 3/5 GM-Nissan Spotter 3 MCT-Nissan Rotordrone 4

280/560 950/ 1,900 200/400 140/320 190/380 1 70/250 165/235 1 50/350 100/200 1 5/60 65/ 130 2 65/ 1 30 3 100/200 25/75 25/75 650/ 1,000 30/ 120 30/ 1 20 35/ 140 30/75 30/75 60/ 180 30/90 55/ 165 40/ 1 20 95/285 1 50/450 25/75 30/90 30/90 900/ 1,800

3 4, 3 3 3 4 5 5 3 1 1 65/ 1 30 2 65/ 130 3 3 5 6 4 5 4 5 4 3 1 4 2 3 2 6 4 3 5

6 6 0 0 3 0 6 12 9 0 0 2 0 3 9 12 15 18 12 15 6 0 0 6 3 6 9 6 6 9 (12) 6 6 12

4 (8) 4 4 3 2 4 4 4 8 12 3 6 3 9 5 6 6 5 2 2 2 2 4 4 4 5 4 2 3 3 3 3 5

2,600,OOOY 5,000,OOOY 175,000Y N/ A N/ A N/ A N/A 700,OOOY 250,000Y 45.000Y 220,OOOY 0 294,OOOY 280,000Y 0 390,000Y 1,000,000Y 250,000Y 480,000Y 10MY+ 500,000Y 3,650,000Y N/A N/A N/A I00,ooOY 25,000Y 750,000Y 22,000Y 75,000Y 250,000Y 300,OOOY 125,OOOY 50,OOOY 50MY

20160 30/90 250/500 35/100 35/70

1 1 5 2 2

0 3 6 0 0

10 11 4/8 3 3

2.500Y 45,OOOY 75,000Y 12.500Y 7,500Y

FIELDS O FIRE 109 F

Handling Ground Aztech CCR-23C Crawler Cyberspace Designs Dalmation Ferret RPD-VI Perimeter Drone Caz-Nilti CNRD-7 1 BIS Snooper CM-Nissan Doberman Sikorsky-Bell Microskimmer Steel Lynx Ground Combat Drone 414 3 315 413 315 5 416

Speed 5/15 351105 10130 25/75 35/70 30190 40180

Body 1 2 1 1 3 1 4

Armor 0 0 3 0 6 0 12

Signature 4 4 8 5 3 3 5

APilot

Cost

VEHICLE WEAPONS Note that Availability and Street lndex for vehicle-grade weapons are at the gamemaster's discretion. Ammo Mode Damage cost Weight Type "Assault" 40 Ares Firelance Vehicle Laser SA 1 5s 48 300,OOOY Generic Autocannon Cannon SA 12,0000Y 12D 45 10 (c) Rocket Generic Rocket Launcher S S as rocket 15 15,OOOY 6 (b) "Shotgun" Water Cannon "SA" 6 M Stun 12 "2 0 20,OOOY Vanquisher Minigun HMC Belt ( 100) FA 10s 45 75,OOOY Vengeance Minigun FA MMC Belt ( 100) 50,OOOY 9s 30 Victory Rotary Assault Cannon Cannon Belt (50) FA 18D 90 90.OOOY Vigilant Rotary Autocannon Belt (25) Cannon 20D FA 60 125,OOOY Intelligence Cost Damage Saab-Saaker A A M (Basic) 6 18D 25,OOOY (Improved) 7 18D 50.OOOY 8 Hyndai Advanced AAM (Basic) 18D 100,OOOY (Improved) 9 18D 150,OOOY Ares Dragon AAM (Dogfight) 8 2OD 500,OOOY (Attack) 9 2OD 1.500,OOOY Mitusbishi-CM Bandit ACM (Bandit) 6 varies (Super Bandit) 6 varies General Products Rockets (7.62 cm) N/ A 3D/rocltet (12.7 cm) N/A 7D/rocket

RIGGER AND VEHICLE GEAR


Remote Control Gear Vehicle Control Gear Availability 4/72 hrs 417 days Rating Slave Ports Cost 2,500Y x Body 2,800Y Weight 2 x Rating Street lndex 2 2

Remote Control Deck

Cost 5,OOOY x Rating

Availability 4/72 hrs

Street Index 2

VEHICLE SMOKE GENERATOR Number of Charges Small Smoke Generator 6 Large Smoke Generator 12 Each charge covers a given area. For smoke rules, see p. 85. ABLATIVE VEHICLE ARMOR Armor Level Availability 1 8114 days 2 12/14 days 3 14/21 days Cost 700Y 1 .OOOY

Cost 700Y 1,600Y 2.500Y

Street Index 2 2 2

FIELDS O FIRE l I0 F

FIN

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy