TEXT: Gurth 0003 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Grab the wife! Hide the kids!– 
  Those fun-loving 
  PLASTIC WARRIORS 
  are back! 
   
   
  This time, they hit on such topics as 
  •  critters 
  •  demolitions 
  •  magic 
  •  shadow gear 
  •  vehicles 
  •  & more! 
   
   
   
  In 
  addition, 
  the 
  book 
  provides 
  optional rules for enhancing your 
  SHADOWRUN game, errata sheets for a 
  number 
  of 
  official 
  SHADOWRUN 
  books, two new contacts, and a 
  character record sheet expansion! 
   
   
   
   
  SHADOWRUN is a registered trademark of FASA 
  CORPORATION. Used without permission. This non-
  official Shadowrun piblication is copyright © 1995 by 
  Gurth. 
   
  Barcodes? ISBN? What are those? 
   
   
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  Credits 
  3 
  Intro Blurb 
  6 
  Shadowgear Catalog 2051 
  8 
  Shadow Gear Catalog 
  8 
  Winter 2050/2051 (vers. 1.5) 
  8 
  Part 1 Weapons and accessories. 
  8 
  The Uzi 3S 
  8 
  Silencers/Sound Suppressors 
  8 
  The Slimline silencer 
  8 
  The Mini 
  8 
  Improved Silencer/Sound Suppressor 
  8 
  Shhhh 7000 Sound Suppressor 
  9 
  Bio-Injector 
  9 
  Speed Loaders 
  9 
  Stiletto 
  9 
  Brass Knuckles 
  9 
  Tracer Rounds 
  9 
  Needle Ammo 
  10 
  Powell Knife Pistol 
  10 
  Hermetically Sealed Disposable Macroplast Clips 
  10 
  Cane Sword 
  10 
  Melee Weapons 
  10 
  Flail 
  10 
  Lance 
  10 
  Mace 
  10 
  Tetsubo 
  11 
  Whip 
  11 
  Smoke & Gas Grenades 
  11 
  Mace XII 
  11 
  Green Ring 4 
  11 
  Niref D 
  11 
  Agonadine-Delta 
  12 
  Part 2 Electronics 
  12 
  Radio Jammer 
  12 
  Panicbutton™ Jammer 
  12 
  Portacom Jammer 
  12 
  Ultrasound Detector/Distorter 
  12 
  Radio Transmission Scrambler 
  12 
  Scramble Breaker 
  13 
  Hearing Amplifiers 
  13 
  Orientation Unit 
  13 
  Enhanced Sunglasses 
  13 
  Portable Motion Detector 
  13 
  Keypad Sequencer 
  14 
  Retinal Pattern Input Device 
  14 
  Retinal Pattern Duplicator 
  14 
  Laser Detector 
  14 
  Magnetic Anomaly Detector 
  14 
  Chemical Detection System 
  14 
  Chemical Analyzer 
  15 
  Gas Detector 
  15 
  Gas Spectrometer 
  15 
  Part 3 Armor and clothing. 
  15 
  Armor Street Clothes 
  15 
  Thermal Regulation Suit 
  15 
  Shadow Suit 
  16 
  Military Chemsuit 
  16 
  Fashion Gloves 
  16 
  Part 4 Cyberware. 
  16 
  Biomonitor 
  16 
  Cyberarm Add-In Options 
  16 
  Bio-Injector 
  16 
  Shock Inducer 
  16 
  Tasertouch 
  16 
  Ultrasound Vision Modification 
  17 
  Part 5 Miscellaneous. 
  17 
  Synthetic Print Duplication Equipment 
  17 
  Corrosives 
  17 
  Monowire 
  17 
  Folding Pocket Optical Binoculars 
  17 
  Swiss Army Knife 
  17 
  Duct Tape 
  17 
  Maglite 
  17 
  Swiss Army Chronograph 
  18 
  Kevlar Blanket 
  18 
  See Through Paper Spray 
  18 
  Lasertrack™ Aerosol 
  18 
  Johann Brinkman Button 
  18 
  Vehicles 
  19 
  Ares Coyote Attack Helicopter 
  19 
  Aztechnology GCR-50 
  19 
  Beechcraft Model 2400 Starship 10 
  20 
  Dune Buggy 
  20 
  GMC-Beachcraft Striker 
  20 
  Mil-62 
  21 
  Mostrans KVT-2 
  21 
  Patrol Vehicle 
  22 
  Piper Montebank 
  22 
  Suzuki 500ET 
  22 
  Picture File 
  23 
  Weapons 
  23 
  Avtomat Kalashnikova 97 
  23 
  Beretta 101-T 
  23 
  Fabrique National Heavy Assault Rifle 
  23 
  Fabrique National Uzi III 
  23 
  Heckler & Koch 227-S 
  24 
  Ingram Mark 22 
  24 
  Ranger Arms SM-3 
  24 
  Remington Model 750 
  24 
  Steyr Armee Universal Gewehr CSL 
  25 
  Streetline Special 
  25 
  Cyberware 
  26 
  Chipjack 
  26 
  Dermal Plating 
  26 
  Fingertip Compartment 
  26 
  Hand Razors 
  26 
  Thaumaturgy 
  27 
  Combat Spells 
  27 
  Inferno 
  27 
  Illusion Spells 
  27 
  Black Wall 
  27 
  Flash 
  27 
  Holograph 
  28 
  Peregrine’s Magnificent Illusion 
  28 
  Video 
  28 
  Manipulation Spells 
  28 
  Gravity Restriction 
  28 
  Improved Mauler version 1.2 
  28 
  Peregrine’s Energy Web 
  29 
  Totems 
  29 
  Crow 
  29 
  Novastar Man Portable Assault Cannon Series 
  30 
  C-4 Explosive notes 
  33 
  C-4 Explosive notes 
  33 
  Sporting Goods 
  35 
  Basketball 
  35 
  Smartball System 
  35 
  Combat Biker 
  35 
  Autoshot Riot Gun 
  35 
  Body Armor 
  35 
  Riot Gun 
  36 
  Urban Brawl 
  36 
  Body Armor 
  36 
  Harley-Davidson Brawler 
  37 
  Japanese Critters 
  38 
  Zashiki-Warashi 
  38 
  Identification 
  38 
  Magic Capability 
  38 
  Habits 
  38 
  Commentary 
  38 
  Satori 
  39 
  Identification 
  39 
  CONTENTS 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 2  
   
    
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  Magic Capability 
  39 
  Habits 
  39 
  Commentary 
  39 
  Additional Powers 
  39 
  Kappa 
  40 
  Identification 
  40 
  Habitat 
  40 
  Magic Capability 
  40 
  Habits 
  40 
  Powers 
  40 
  Weakness 
  40 
  Kappa – Game Information 
  40 
  Chopper’s Gear 
  41 
  Smf K6 
  41 
  Smf ‘Interdictor’ 
  41 
  Crawlers 
  41 
  Laser Burner 
  42 
  Sure Hit M53 
  42 
  Slayer!™Catalog 
  43 
  Battle Axes 
  43 
  Clubs 
  44 
  Daggers 
  44 
  Maces 
  44 
  War Hammers 
  45 
  Bows 
  45 
  Crossbows 
  46 
  Pole Arms 
  46 
  Whips 
  46 
  Sling 
  47 
  Swords 
  47 
  Gear & Equipment 
  48 
  Ammunition 
  48 
  Anti-Personnel Mine 
  48 
  Apds Flechette Ammo 
  48 
  Incendiary Grenade 
  49 
  Large-Capacity Clips 
  49 
  Small-Capacity Clips 
  49 
  Bioware 
  50 
  Fluid Rerouter 
  50 
  Cyberdecks 
  50 
  Mct 672 
  50 
  Cyberware 
  51 
  Clock Radio 
  51 
  Double Action Revolvers 
  51 
  Equipment 
  53 
  Barbed Wire 
  53 
  Dice 
  53 
  U-Open-It® 
  54 
  Weapons 
  54 
  Ares Black Widow 
  54 
  Ares Predator III 
  54 
  Colt Manhunter S And S+ 
  55 
  Colt Peacemaker 
  55 
  Colt Protector 
  55 
  Dinatech F5 Series 
  55 
  F5A 
  55 
  F5B 
  55 
  F5C 
  55 
  F5D 
  56 
  Glock 19 Mk. IV 
  56 
  Glock 22 Mk. III 
  56 
  Heckler & Koch “Blaster” 
  56 
  Heckler & Kock P7S15 
  57 
  Heckler & Koch VP80Z 
  57 
  Kitchen Sink 
  57 
  Maremont LR 
  58 
  Nr-10 Multi-Barrel Heavy Machine Gun 
  58 
  Predator Series® 
  58 
  Panther™ 
  59 
  Wolf™ 
  59 
  Tiger™ 
  59 
  Eagle™ 
  60 
  Cobra™ 
  60 
  Ruger M45 
  60 
  Weapon Accessories 
  61 
  LaserEdge® 
  61 
  Sighting Band 
  61 
  Uncle Albert’s 2036 Catalog 
  62 
  Offense 
  62 
  Gauss Gun 
  62 
  Gauss Gun Ammo 
  62 
  Flechette Gun 
  62 
  Vehicular Shotgun 
  62 
  Infrared Laser 
  62 
  Twin Laser 
  63 
  Bomb Rack 
  63 
  Cloud Bomb 
  63 
  Defense 
  64 
  Chaff Dispenser 
  64 
  Drop-Spike Plate 
  64 
  Gas Streamer 
  64 
  Heavy Duty Ice Dropper 
  65 
  Flame Cloud Ejector 
  65 
  Radarproof Armor 
  65 
  Armored Wheel Hub 
  65 
  Munitions 
  66 
  Mine Proximity Fuse 
  66 
  Anti-Power-Plant Rocket 
  66 
  Armor-Piercing Rockets 
  66 
  Explosive-Tipped Spikes 
  66 
  Smoking Jenny 
  67 
  Puff Dragon 
  67 
  Fireball Special 
  67 
  The Baffler  
  67 
  Incendiary Ammo 
  68 
  Anti-Personnel Ammo 
  68 
  Anti-Vehicular Ammo 
  68 
  Tracer Ammo 
  68 
  Explosive Grenade 
  68 
  Smoke Grenade 
  68 
  Concussion Grenade 
  68 
  Paint Grenade 
  69 
  Foam Grenade 
  69 
  Accessories 
  69 
  Computer Gunner 
  69 
  Automatic Target Acquisition Device (ATAD) 
  69 
  Single Weapon Computer 
  70 
  Extra Driver Controls 
  70 
  Weapon Timer 
  70 
  “Thunderkit” Fuel Cells 
  70 
  Magazine Switch 
  70 
  Radar Detector 
  71 
  Radar Jammer 
  71 
  Bollix 
  71 
  Dual-Level Flatbed 
  71 
  Mini-Safe 
  71 
  Portable Earth Station 
  72 
  Safety Seat 
  72 
  Overdrive 
  72 
  Antilock Braking System 
  72 
  False Weapons 
  73 
  External Weapon Pod Ejection System 
  73 
  Personal Items 
  73 
  Hand-Held Grenade Launcher 
  73 
  Fireproof Suit 
  73 
  Battle Vest 
  73 
  Anti-Vehicular Rifle 
  74 
  Bowie Knife 
  74 
  Laser LAW/VLAW 
  74 
  Portable Fire Extinguisher 
  74 
  Limpet Beacon 
  74 
  Thermite Limpet Mine 
  75 
  Internal Combustion 
  75 
  Tubular Headers 
  75 
  Carburetor 
  75 
  Multi-Carburetor System 
  76 
  Nitrous Oxide 
  76 
  “Blueprinted” Engines 
  76 
  Turbocharger 
  76 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 3  
   
    
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  Supercharger 
  76 
  Variable-Pitch Turbocharger 
  77 
  Turbo-Supercharger 
  77 
  Optional Rules 
  78 
  Armor & Damage Resistance 
  78 
  Autofire 
  78 
  Demolitions 
  79 
  Expanded Character Creation System 
  79 
  Shadowrun Disadvantages 
  80 
  Powers To Be Purchased Only With Disad Points: 
  81 
  Extinguishing Fires 
  82 
  Falling Damage 
  82 
  Helmets 
  82 
  Pistol Recoil 
  82 
  Staging Overflow 
  82 
  Stocks 
  83 
  White Phosphorous 
  83 
  Unarmed Combat Moves 
  83 
  Errata Sheets 
  85 
  Errata for the Shadowrun Sourcebook Fields of Fire 85 
  Colt M-23 Assault Rifle 
  85 
  BattleTac™ Integration System 
  85 
  Target Designators 
  85 
  Ablative Vehicle Armor 
  85 
  Jumping 
  85 
  Off-Hand Training 
  85 
  Smartlink Level II 
  85 
  Smoke Rules 
  85 
  Panther Assault Cannon Statistics 
  85 
  Errata for the Shadowrun Sourcebook The Grimoire, 
  Second Edition 
  86 
  Spell Formulas 
  86 
  Enchanting Material Costs 
  86 
  Magical Supplies 
  86 
  Wards 
  86 
  Errata for the Shadowrun Sourcebook Prime Runners86 
  Ren Martindale 
  86 
  Sutherland 
  86 
  Karl-Heinz Zessler 
  87 
  Errata For The Rulebook Shadowrun Second Edition 87 
  Vehicles And Weapon Damage 
  87 
  Barriers And Weapon Damage 
  87 
  Full-Auto Shotguns 
  87 
  Spells 
  87 
  Errata for the rulebook Shadowrun Second Edition 
  Hardcover 
  87 
  Automatic Success and Failure 
  87 
  The Rule of Six 
  87 
  Combat Mage 
  87 
  Decker 
  87 
  Elven Decker 
  87 
  Former Wage Mage 
  87 
  Gang Member 
  87 
  Rigger 
  88 
  Street Samurai 
  88 
  The Skill Web 
  88 
  Ranged Combat Modifiers table 
  88 
  Recoil 
  88 
  Full-Auto Mode 
  88 
  Strength Minimum Rating 
  88 
  Grenade Blast Diagram 
  88 
  Barriers (general) 
  88 
  Friends in the Melee 
  88 
  Vehicles, Weapons, and Magic 
  88 
  Spell Success Test 
  88 
  Spirit Table 
  88 
  Spell Directory 
  88 
  Mind Probe 
  88 
  Treat 
  88 
  Spark 
  89 
  Table of Spells 
  89 
  Passive Alert 
  89 
  The Opposition 
  89 
  Damaging the Target 
  89 
  Contacts 
  89 
  Corporate Security Guard 
  89 
  The Fixer 
  89 
  The Street Cop 
  89 
  Archetypes & Contacts 
  90 
  Corporate Hitman 
  90 
  Elven Magical Cult Priest 
  90 
  Character Sheet Expansion 
  91 
   
  Credits 
   
  Writing 
  • 
  C4: Carl Rigney, Gurth 
  • 
  Errata: the FASA folks 
  • 
  Gear: A.R. Gay, Gurth, Bob Ooton 
  • 
  Japanese critters: AGE 
  • 
  Rules: Brian Angliss, Gurth, Nightfox, Marc A. Renouf, 
  Carl Rigney 
  • 
  Shadowgear: James L. Finney 
  • 
  Slayer!™ catalog: Jani Fikouras 
  • 
  Sporting goods: FASA, Gurth 
  • 
  Thaumaturgy: Jani Fikouras, Gurth, Scott (Reaver) 
  • 
  Vehicles: Aaron Wigley, Gurth 
  >>>>>[The Shadow Commentators: 
  • 
  Jani Fikouras 
  • 
  Malcalypse the Younger 
  • 
  Sandman 
  • 
  And yours truly.]<<<<< 
   
  —Gurth (yours/truly) 
  Editing & Lay-out 
  • 
  Gurth 
  Illustrations 
  • 
  Japanese critters: Miss Panic 
  • 
  Slayer!™ catalog: Gurth 
  • 
  Sporting goods: the FASA illustrators 
  • 
  The rest: Gurth and various other sources 
   
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 4  
   
    
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
   
  Geek Code v2.1— 
   
  GS/AT/! -d+ H s:- !g p?(2) 
  !au !a>? w+(+++) v*(---) 
  C+(++) U P? !L !3 E? N++ 
  K- W+ -po+(po) Y+ t(+) 5 !j 
  R+(++)>+++$ tv+(++) b+@ 
  D+(++) B? e+ u+@ h! f--(?) 
  !r(--)(*) n--->!n y? 
   Yep, it’s Gurth again  
   
   
  We Got Contact! 
  How to contact us? Send your email to GURTH@DDS.NL or 
  GURTH@XS4ALL.NL, though the latter is preferred. Criticism 
  on our publications is welcome. You can visit Gurth’s WWW 
  page at HTTP://WWW.XS4ALL.NL/ ~GURTH/INDEX.HTML 
  ©opyright Notice 
  The copyrights of the individual articles are held by their 
  respective authors. This publication is copyright © 1995 by 
  Gurth. 
  Disclaimers 
  SHADOWRUN 
  is 
  a 
  registered 
  trademark 
  of 
  FASA 
  CORPORATION. Used without permission, but without 
  commercial or other evil intentions :) 
  CAR WARS is a registered trademark of STEVE JACKSON 
  GAMES. Again used without permission, but we recommend 
  everyone to buy the catalog in order to make full use of the 
  conversions presented in these pages. 
  No infringement of anyone’s copyright or trademark is 
  meant, even though almost anything can be construed as 
  such1, so please don’t sue (it causes such a mess… :) 
  Spreading The Disease (And This File) 
  You may freely copy and distribute this file and its 
  corresponding covers (the file PROJECT3.COV) in either 
  electronic or hardcopy form, or both, but only on the 
  following conditions: 
  • 
  do not modify the files in any way unless it is for 
  personal use 
  • 
  don’t distribute modified versions of these files 
  • 
  distribute the complete files 
  • 
  you may not make a profit (in monetary or other terms) 
  from the distribution. 
  Character Mortuary 
  If you’ve got a character who died during an adventure (or 
  between them), we’ve got the place to put him or her to 
  rest! Mail the following details of your character to Gurth 
  and all will be taken care of: character name, character 
  occupation (archetype, class, etc), character gender, game 
  system, date of birth, date of death, place of death, cause of 
  death, and player name. Optionally, the next of kin can 
  provide an epitaph and/or picture of the deceased, either of 
  which will be added to the mortuary in addition to the 
  character. 
  Visit our beautiful Character Mortuary at HTTP://WWW.XS4ALL. 
  NL/~GURTH/MORTUARY.HTML to pay your last respects to 
  characters who died in the line of adventure. Characters 
  from any game system accepted! (Yes, even **&* :) 
                                                          
  1 Semi-inside joke: Where do I want to go to today? 
   
   
   
  PROJECT 3 is the third Plastic Warriors release for 
  SHADOWRUN SECOND EDITION, and was finished late in 
  March 1995 on a rainy/snowy/windy day. Many 
  thanks to all who contributed and commented on 
  the previous books. We’ve upgraded to an 
  80486DX-2 but are still using the other old junk. 
  Ah well. 
   
   
  And now, because we’ve got space left, some 
  more greetings & thanks… 
  • 
  J.D. Falk — RTDF! (which one? *grin*) 
  • 
  Maurice Francke — come on, get VDO to give back 
  Neuromancer! 
  • 
  Paolo Marcucci — a great page, keep it up! 
  • 
  Joel “Renegade” Ricker — still saving money for that 
  plane ride? 
  • 
  SK “I Want Bioware” Khoo — keep bugging Phill and I 
  bet you’ll get it. Eventually. Maybe. Hopefully. :) 
  • 
  Martin Steffens — got your disks yet? 
  • 
  The PBEM-ers in my campaign(s): Carsten, Christian, 
  Jani, Karina (now, about that other campaign…), Robert, 
  and Steve. 
  • 
  XS4ALL.NL — for somehow not sending me a bill yet 
  :) 
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  W  E   L   C   O   M   E    T   O 
  –H·O·M·E  B·R·E·W  I·N·C.®™– 
  …A Bunch Of Folks Who Put Together Net.Shadowrun.Publications In Their Spare Time 
  And Have Nothing, Or At Least Very Little, To Do With Each Other… 
   
  “ghetto blastin whiskey cans / hairgel burrittos / watered down demon fuzz / 
  digitally remastered toothpick / all around the watertank”  —Beck (1994) 
   
  CATEGORY 
  GO TO: 
  Neo-Anarchists Guides™ (Collected ramblings of net.denizens) 
  Issue 1 
   
  Issue 2 
   
  Issue 3 
   
  Issue 4 
   
  Issue 5 
   
  Issue 6 
   
  Issue 7 
   
  N.E.R.P.S. Projects 
  Foundations (Who? What? Where?) 
   
  ShadowLore 
   
  ShadowLore II 
   
  Shadows of the Mind (Psionics!) 
  sort of
   
  Dragonlore (provisional title) 
   
  Plastic Warriors un® Publications 
  Chromebook Conversions (Goodies!!) 
   
  Project 3 (It’s here!) 
   
  Running Gear (Digging around the net…) 
   
  Tech Specs 
   
   
  P L A S T I C  W A R R I O R S :  P R O J E C T  3  
   
  ShadowGear Catalog Winter 2050/2051 
   
  Vehicles 
   
  Picture File 
   
  Thaumaturgy 
   
  C-4 Explosive Notes 
   
  Japanese Critters 
   
  Sporting Goods 
   
  Chopper’s Gear 
   
  Slayer™ Catalog 
   
  Gear & Equipment 
   
  Uncle Albert’s Catalog 
   
   
  DOWNLOAD ALL? 
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  Aaaannnnddd……here’s another one! Another book full of 
  interesting stuff for everyone who calls himself a shadowrunner. 
   
  This time, there is not so much new stuff, but a lot of things 
  found in various corners of the net, plus of course new material 
  from various sources. Many thanks to Jani and Bob for contributing 
  some interesting things, now I’m hoping that other people will do 
  the same (hint, hint). 
   
  This issue sees a change in that we’ve made the layout even 
  better than it was before. We received compliments on how good 
  Running Gear and Tech Specs looked, but now we’ve gone a few 
  steps further by using the Shadowrun font (courtesy of Paolo 
  Marcucci’s home page) and spending even more time on making 
  it all look good. As the local saying here goes, the eye wants 
  something too… For those with color printers, there is color on 
  some of the pages as well as the cover, but it should all print up 
  just fine in black and white for those who only have access to black 
  & white printers. 
   
  On the next page is an enquiry. Please fill it out and mail it to 
  the address given, so we can get a clearer picture of who our 
  “audience” is, and what you like to see. 
   
  —Gurth 
   
  As always, if you like what you see here and want to contribute, mail your 
  submissions (or suggestions) to gurth@xs4all.nl, and we’ll consider it for future publications—but please contacts us 
  first before sending large files. The sorts of things we’d like to see are the sorts of things that appear in this 
  publication and our previous ones, though we’ll consider anything related to Shadowrun. For instance things like 
  new equipment of all types and uses, new vehicles to drive around in, new spells with nice effects, new contacts to 
  meet, those house rules you’ve been using to replace or augment some official rule, that self-designed program 
  that totally killed off that black IC, etcetera, etcetera, etcetera. 
  We are also desperately looking for someone with good drawing skills (at least level 3 :) to decorate these 
  pages with original artwork instead of things we happen to “find” somewhere… If you feel you are the one we’re 
  looking for, contact us. We don’t promise any payments because we don’t get paid for doing this either, but it does 
  means your work will be available worldwide (provided someone downloads the file :). 
   
   
   
    
  INTRO BLURB 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 7  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  SYS 
  TEM 
  Plastic Warriors: Enquiry 
  Please take the time to fill out this enquiry, and mail it to Gurth@xs4all.nl. If you are 
  using both a word processor and mail reader that work under Windowsfragging™, simply 
  select the text below and copy it into a new message in your mail reader; otherwise, you’ll 
  probably have to manually copy it. Please place an X in the applicable boxes, like so: [X]. 
   
  ---PLASTIC WARRIORS ENQUIRY--- 
   
  Where did you obtain Project 3? 
     [ ] from Gurth’s WWW page 
     [ ] from somewhere else on the net 
         (please state the URL and/or directory: __________________________) 
     [ ] someone gave it to me on disk 
     [ ] other (please state how: _________________________________________) 
   
  Which of the following Plastic Warriors releases do you own? 
     [ ] Running Gear 
     [ ] Tech Specs 
     [X] Project 3 
   
  How would you rate them for the following qualities, on a scale of 1 to 10? 
  (1 = sucks, 10 = super) 
   
                           Running Gear     Tech Specs    Project 3 
     Artwork/pictures         [  ]             [  ]          [  ] 
     Complexity               [  ]             [  ]          [  ] 
     Game balance             [  ]             [  ]          [  ] 
     Layout                   [  ]             [  ]          [  ] 
     Organization             [  ]             [  ]          [  ] 
     Originality              [  ]             [  ]          [  ] 
     Value for time/money     [  ]             [  ]          [  ] 
     Overall                  [  ]             [  ]          [  ] 
   
  Which other net.publications for Shadowrun do you own, and how do you rate 
  them (on a scale of 1 to 10)? 
     ____________________________ [  ] ____________________________ [  ] 
     ____________________________ [  ] ____________________________ [  ] 
     ____________________________ [  ] ____________________________ [  ] 
     ____________________________ [  ] ____________________________ [  ] 
   
  What kind of things would you like to see printed in a future Plastic 
  Warriors release? 
     _______________________________________________________________________ 
     _______________________________________________________________________ 
     _______________________________________________________________________ 
     _______________________________________________________________________ 
   
  Do you think the Plastic Warriors should branch out into publishing 
  material for other game systems, and if yes, which ones?  
     _______________________________________________________________________ 
     _______________________________________________________________________ 
   
   
  
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  1 
   
  8 
   
   
  Hey guys! Here’s a LONG list of Shadowrun items I’ve gathered from hard to find 
  places in soucebooks, adventures, etc., combined with some non-cyber versions of usually 
  cyber-only items, and a bunch of “You know, It’d be really nice to have...” stuff. Most of this 
  gear has been playtested, but I STRONGLY recommend each group have a “trial run” to 
  decide if an item is OK  to use or not.  If one of these things upsets game balance, don’t be 
  afraid as a GM to take it out. You may also wish to alter some items to make them fit  into 
  your campaign better. Above all– enjoy this stuff! 
   
  “Look at all this stuff to BUY!” — Autumn Twilight, power 
  shopper. 
   
  >>>>>[I found this file, put together by James L. Finney, on Paolo Marcucci’s WWW page. This 
  time, I even attempted to contact James to ask his permission to use it here, but all I got back 
  was a message from his mail server that he couldn’t receive mail anymore. Therefore I don’t think 
  we’ve got permission to put it in here, but what the hell… Like I say every time, I edited the text a 
  bit, but made no real changes, except for adding the legality codes.]<<<<< 
   
  —Gurth (25:61:61/13-32-00) 
   
   
   
  SHADOW GEAR CATALOG 
  WINTER 2050/2051 (VERS. 1.5) 
   
   
  Part 1 Weapons and accessories. 
  THE UZI 3S 
  4-G 
   
  The new Uzi 3S has all the same features as the standard Uzi 3, but boasts an 
  internal sound suppressor. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  SMG 
  5 
  24 (c) 
  SA/BF 
  6M 
  2.5 
  10/36hrs 
  900¥ 
  2 
  SILENCERS/SOUND SUPPRESSORS 
  AS WEAPON 
  A full line of noise dampening devices: 
  The Slimline silencer 
  Smaller than your average silencer, the Slimline provides an equal amount of silencing 
  power without adding much to your gun’s profile. 
  The Mini 
  Smaller than the slimline, this silencer doesn’t dampen the sound much, but doesn’t 
  compromise your gun’s concealability. 
  Improved Silencer/Sound Suppressor 
  No larger than your average silencer/sound suppressor, these devices are quieter. 
  SHADOWGEAR CATALOG 2051 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 9  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  1 
   
  9 
  Shhhh 7000 Sound Suppressor 
  Extra quiet for those extra sensitive runs. 
   
  All silencers and sound supressors are available in 100% macroplast versions at double 
  cost. 
   
   
  Mount 
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street 
  Index 
  Slimline 
  Barrel 
  -1 
  — 
  .2 
  6/48hrs 
  2,500¥ 
  2 
  Mini 
  Barrel 
  — 
  -1 
  .1 
  6/48hrs 
  2,500¥ 
  1 
  Improved 
  Silencer 
  Barrel 
  -2 
  +1 
  .2 
  8/72hrs 
  5,000¥ 
  2 
  Improved 
  Suppressor 
  Barrel 
  -2 
  +1 
  .5 
  8/72hrs 
  7,500¥ 
  2 
  Shhhh 7K 
  Barrel 
  -3 
  +2 
  1 
  9/72hrs 
  11,250¥ 
  2.5 
  BIO-INJECTOR 
  6P-M1 
  A wrist mounted device that inserts a laminated monofilament injector spike with a 
  sensor guided tip into a target in melee. Holds 4 doses– can be same or different drugs. 
   
  Conceal 
  Reach 
  Ammo 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  0 
  4 (b) 
  5L + drug 
  .5 
  10/96hrs 
  15,000¥ 
  1 
   
  Does 5L stun damage. If counterattack/combat pool dice modified by 1/2 impact armor (because the injector 
  spike is so smart, strong, flexible and thin) do not prevent damage, the target is also injected with a dose of drug. 
  SPEED LOADERS 
  LEGAL 
  Available for most guns. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  — 
  .5 
  2/24hrs 
  10¥ 
  .75 
  STILETTO 
  6-A 
  Been around for years– they’ll be around for years to come. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  14 
  0 
  (str-1)L 
  .1 
  2/24hrs 
  10¥ 
  .5 
  BRASS KNUCKLES 
  6-C 
  Ditto stiletto. Available in metal or densiplast. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  16* 
  0 
  (str+1)M Stun 
  .2 
  2/24hrs 
  20¥ 
  .75 
  * = Concealability is 4 when worn 
  TRACER ROUNDS 
  AS WEAPON 
  Also known as “lit” ammo. Great for night runs- illuminate target for coordinated 
  attacks. 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  as weapon 
  .5 
  4/24hrs 
  30¥ 
  1 
   
   
   
   
   
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 10  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  1 
  10 
  NEEDLE AMMO 
  AS WEAPON 
  1.5mm explosive ammunition. Any weapon can be converted (at 10% of base cost) to 
  use needle rounds. Needle rounds are useless against vehicles, except to scratch the paint. 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  as weapon 
  .5 
  4/36hrs 
  40¥ 
  1 
   
  The weapon uses its normal Damage Code, needle rounds use Impact armor. However, needle rounds will not 
  penetrate Impact armor of 3 or greater as the rigid plating in these types of armor stops them. 
  POWELL KNIFE PISTOL 
  8-B + E 
  A light pistol disguised as a knife. Perfect for those places where blades are acceptable, 
  but not firearms. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Light 
  8* 
  1 (b) 
  SS 
  6L/(str)L** 
  .5 
  5/48hrs 
  250¥ 
  1 
  * = Target Number to recognize it as a pistol is 12 
  ** = pistol damage/knife damage 
  Uses hold out pistol ranges, +1 to Target Numbers. 
  HERMETICALLY SEALED DISPOSABLE MACROPLAST CLIPS 
  AS WEAPON 
  Each hand sealed by a real hermetic mage. Just kidding. Perfect for getting by 
  chemsniffers. Use with macroplast guns for a virtually undetectable combination. Most gun 
  & ammo types available. All slugs are densiplast.  Sorry, no APDS. 
   
   
  Availability 
  Cost* 
  Street Index 
  Standard ammo 
  4/3 days 
  6¥ 
  1 
  Explosive 
  5/4 days 
  12¥ 
  1 
  Gel 
  6/4 days 
  8¥ 
  1.5 
  Stun 
  6/4 days 
  22¥ 
  1.5 
  Tracer 
  6/3 days 
  8¥ 
  1.5 
  Flechette 
  5/4 days 
  22¥ 
  1 
  Needle 
  6/3 days 
  10¥ 
  1.5 
  * = per round in the clip 
  CANE SWORD 
  5-B 
  Don’t go out undefended– or in bad taste. Cane swords are a traditional way to arm 
  yourself inconspicuously. A variety of styles to chose from. Cane knives also available. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Cane Sword 
  2* 
  +1 
  (str+1)M 
  1 
  10/7 days 
  600¥ 
  2 
  Cane Knife 
  2* 
  +1 
  (str+1)M 
  1 
  10/7 days 
  600¥ 
  2 
  * = to recognize as knife or sword requires a Perception (9) test. 
  MELEE WEAPONS 
  Flail 
  3-C 
  A 50cm haft with a 30cm cable at one end. A 500g densiplast mace head is mounted 
  on the end of the cable. 
  Lance 
  2-C 
  Two meters long and five centimeters thick with a blunt “point,” a lance can be used as 
  a staff or like an old time knight’s lance (at up to 560kph!!!) 
  Mace 
  3-C 
  A 70cm high impact plastic shaft with a 750g densiplast headball (occasionally spiked). 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 11  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  1 
   
  11 
  Tetsubo 
  2-C 
  Two meters long, tapering from about 8cm thick at the head to 3cm at the butt. Set 
  with metal or densiplast bosses and a 750g striking head. 
  Whip 
  Legal 
  A two meter bullwhip of reinforced polycarb filament, breaking strain of about 1,500kg. 
  Two types of attack are possible; the normal lash and the wrap around attack. If the attacker 
  scores more successes than the defender, the whip is then wrapped about the defender, 
  and a strength check is in order to determine who gets pulled to who. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Flail 
  3 
  +2 
  (str+1)M Stun 
  .75 
  4/12hrs 
  50¥ 
  1 
  Lance 
  — 
  +2 
  (kph/5)M 
  2 
  4/12hrs 
  60¥ 
  1 
  Mace 
  4 
  +1 
  (str+1)M Stun 
  1 
  2/6hrs 
  40¥ 
  1 
  Tetsubo 
  — 
  +2 
  (str+3)S 
  3 
  5/24hrs 
  500¥ 
  1 
  Whip 
  6 
  +2 
  (skill/2)L 
  .5 
  5/24hrs 
  200¥ 
  1 
  SMOKE & GAS GRENADES 
  LEGAL/3P-I 
  A popular item– available in motion arrest, 5 phase, 10 phase and 20 phase delays. 
  Smoke/Gas dispersion takes place at 3m radius the first second, 2 more meters the second, 
  and the final meter the third second. Note the cloud deforms to fill the space that encloses 
  it. Mini grenades fill their 4m radius cloud instantly. Smoke & thermal smoke, Neurostun IX, 
  Niref D, Mace XII and Green Ring 4 available. (Yes, nerve gas grenades. Any character 
  stupid enough to use one deserves what they get.) Colorless and odorless gasses have 
  visual and olfactory tracer particles included in the grenade. 
   
   
  Conceal 
  Weight 
  Availability 
  Cost 
  Street Index 
  Smoke 
  6 
  .25 
  4/4 days 
  30¥ 
  2 
  Thermal Smoke 
  6 
  .25 
  5/4 days 
  40¥ 
  2 
  Neurostun IX 
  6 
  .25 
  6/6 days 
  50¥ 
  2 
  Green Ring 4 
  6 
  .25 
  10/6 days 
  80¥ 
  2.5 
  Mace XII 
  6 
  .25 
  8/6 days 
  50¥ 
  2 
  Niref D 
  6 
  .25 
  10/6 days 
  80¥ 
  2 
  Mini smoke (either) 
  8 
  .1 
  10/6 days 
  50¥ 
  2 
  Mini gas (any but GR4) 
  8 
  .1 
  10/6 days 
  100¥ 
  2 
  Mini Green Ring 4 
  8 
  .1 
  14/6 days 
  120¥ 
  3 
  MACE XII 
  A long standing favorite of city dwellers. 10 uses/container. 
   
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  special 
  .1 
  2/24hrs 
  20¥ 
  .75 
   
  Adds +4 to all tests for 20 minutes/body or willpower (whichever is higher) test sucesses vs. a target number of 
  four.  Speed is instantanious. Uses taser ranges. 
  GREEN RING 4 
  Same effect as Green Ring 3 in the Neo-Anarchists’ Guide to Real Life, but persists for 
  only 10 minutes. 
  NIREF D 
  A nervous system stimulator. Niref D is highly unstable and will fully oxidize in 3 
  minutes. Speed is instantaneous. 
   
  Niref D forces anyone inhaling it to pass a body test (target 12) or add 8 to all their target numbers. This effect 
  lasts or 30 seconds after the victim stops inhaling the gas. 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 12  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  1 
  12 
  AGONADINE-DELTA 
  Dr. What’s favorite killing drug! As soon as the dose is injected, the drug causes nerve 
  pain. The victim falls, screaming uncontrollably, and dies in 10 minutes if not treated 
  successfully. 
   
  There is a Body (8) test to resist the nerve pain, adding +4 to the victim’s Target Numbers. At the end of the turn 
  when the poison was injected, the target must attempt to resist the poison. If it inflicts a deadly result, the pain 
  increases to extreme levels. If the poison does less than deadly damage, the pain diminishes to dull irritation. Injection 
  only. 40¥/dose. 
  Part 2 Electronics 
  RADIO JAMMER 
  4P-E1 
  Blocks all radio communication on selected band or on all bands designated for two-
  way short range communication. Range can be set at 10m to up to 500m. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  — 
  — 
  5/36hrs 
  100¥ 
  1 
  PANICBUTTON™ JAMMER 
  2-E1 
  Sends a radio "white noise" signal powerful enough to disrupt any PANICBUTTON™ in 
  the area. 20m range. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  — 
  — 
  8/48hrs 
  200¥ 
  1 
  PORTACOM JAMMER 
  4P-E1 
  Sends an oscillating radio signal out on portable phone/portacom frequencies. Keeps 
  units within 10m from functioning, interferes with units up to 50m away. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  — 
  — 
  4/24hrs 
  20¥ 
  1 
   
  May attract the attention of the phone company (Target Number of 8, 1 hour response time if in class B or above 
  area.) 
  ULTRASOUND DETECTOR/DISTORTER 
  4-E1 
  The Ultrasound Detector listens for the high frequency sounds emitted by an ultrasound 
  sight, emits a warning beep and triggers the distorter. The distorter sends out the same 
  frequency sound as the sight, interfering with the sight. The sight is practically useless when 
  the distorter is in effect. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  — 
  .2 
  8/48hrs 
  1,500¥ 
  1.5 
  RADIO TRANSMISSION SCRAMBLER 
  4P-E1 
  Similar to the crypto-circuit headware device, this is a non-cyber version that functions 
  in the same manner. Most radios can be adapted to accept scrambler circuitry. 
   
  Level 
  Availability 
  Cost 
  Street Index 
  1-4 
  5/24hrs 
  Level x 1,000¥ 
  1 
  5-7 
  5/24hrs 
  Level x 2,000¥ 
  1.25 
  8-9 
  6/36hrs 
  Level x 3,000¥ 
  1.5 
  10 
  8/36hrs 
  50,000¥ 
  1.25 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 13  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  1 
   
  13 
  SCRAMBLE BREAKER 
  3-E2 
  Similar to the Scramble Breaker HD, this is a non-cyber version. Most radios can be 
  adapted to fit one. 
   
  Level 
  Availability 
  Cost 
  Street Index 
  1-4 
  5/36hrs 
  Level x 2,000¥ 
  1.5 
  5-7 
  5/36hrs 
  Level x 4,000¥ 
  1.75 
  8-9 
  6/36hrs 
  Level x 5,000¥ 
  1.75 
  10 
  9/36hrs 
  60,000¥ 
  1.7 
  HEARING AMPLIFIERS 
  LEGAL 
  Hearing amplifiers work in the same way as cyber hearing amp. They consist of a pick-
  up/amplifier and ear plugs/headphones. They come in ratings 1-8. 
   
  Standard 
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  12 - (2x Rating) 
  1-8 
  .2 x rating 
  4/24hrs 
  Rating x 200¥ 
  1 
  Micro 
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  12 - Rating 
  1-8 
  .1 x rating 
  6/36hrs 
  Rating x 500¥ 
  1.5 
  ORIENTATION UNIT 
  LEGAL 
  When in operation, the unit’s exact positioning and elevation relative to sea level or 
  street level can be displayed.  Interfaces with standard electronic maps. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  6 
  — 
  .5 
  5/4 days 
  1,500¥ 
  1 
  ENHANCED SUNGLASSES 
  LEGAL 
  Tired of bulky, indiscreet goggles? Our new line of vision enhancement sunglasses is for 
  you. Available in thermographic, smartgun display and flare compensation (options are now 
  stackable!) 
   
   
  Conceal 
  Weight 
  Availability 
  Cost 
  Street Index 
  Thermographic 
  12 
  .1 
  4/24hrs 
  2,600¥ 
  1.25 
  Smartgun 
  12 
  .1 
  4/24hrs 
  1,950¥ 
  1 
  Flare Comp. 
  12 
  .1 
  5/24hrs 
  2,000¥ 
  1.5 
  PORTABLE MOTION DETECTOR 
  LEGAL 
  Take security with you! Sounds a LOUD alarm when anything within its 90 degree 
  range of vision trips its light & infrared sensors. Can also be set to activate URA (Universal 
  Remote Activation) compatable devices (in 2051, everything from lamps to toasters are 
  URA equipped.) Rated 1-5. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  1-5 
  2 
  4/24hrs 
  Rating x 200¥ 
  1.25 
   
  Opposed Success Test of rating vs. Stealth of anyone moving less than ½ meter/turn. Anyone moving faster than 
  ½ meter per turn automatically sets it off. 
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 14  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  1 
  14 
  KEYPAD SEQUENCER 
  2-E2 
  Specially designed to feed keypad locks a series of passcode sequences based on very 
  advanced mathematical algorithms. The device must be attached to the keypad’s circuits.  
  Available in ratings 1-6. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  1-6 
  .5 
  (rating/2)/10 days 
  Rating2 x 500¥ 
  Like it’s legal 
  RETINAL PATTERN INPUT DEVICE 
  2-E2 
  Want to use that retinal duplication cybereye mod? This device scans in a retinal 
  pattern, then outputs it to your cybereye. Ratings 1-9. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  4 
  1-9 
  .5 
  10/6 days 
  ratxing x 1,000¥ 
  4 
  RETINAL PATTERN DUPLICATOR 
  2-E2 
  Scans in retinal pattern then projects it on a cybereye-like device. Ratings 1-10. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  3 
  1-10 
  1 
  14/10 days 
  rating x 60,000¥ 
  Yeah. Right 
  LASER DETECTOR 
  LEGAL 
  Checks incoming light for analogous frequencies. Detects any laser (including targeting 
  lasers, so beware false alarms.) Ratings 1-6. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  6 
  1-6 
  .3 
  8/72hrs 
  rating x 5,00¥ 
  1.75 
   
  To see if the detector senses a laser system, roll its rating vs. a target number of three times the rating of the laser 
  system, plus any modifiers from the table below. 
   
  Air Quality Modifiers 
  +6 for filtered air in airlocked area 
  +3 for filtered air in area rooms away from ouside air 
  +0 for filtered air 
  -3 for unfiltered air 
  -6 for dusty or very damp air 
  MAGNETIC ANOMALY DETECTOR 
  LEGAL 
  A hand-held wand-type metal detector. Ratings 1-4. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  3 
  1-4 
  1 
  8/4 days 
  rating x 5,000¥ 
  1 
  CHEMICAL DETECTION SYSTEM 
  LEGAL 
  A hand-held wand-type chemsniffer. Ratings 1-3. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  3 
  1-3 
  1 
  12/6 days 
  rating x 70,000¥ 
  1.25 
   
   
   
   
   
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 15  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  1 
   
  15 
  CHEMICAL ANALYZER 
  LEGAL 
  This device requires a small sample of the compound to be analyzed in order to 
  determine its chemical composition. The analyzer will provide the raw chemical composition 
  or breakdown, common or industrial compound names, and will prepare a short precis on 
  the applications and properties of the material in question. A data display device is needed 
  for output. Ratings 1-6 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  5 
  1-6 
  .5 
  4/5 days 
  7,500¥ + level x 2,500¥ 
  1 
   
  Functions at Chemistry skill = rating +2. 
  GAS DETECTOR 
  LEGAL 
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  4 
  1-6 
  .5 
  (rating x3)/7 days rating2 x 5,000¥ 
  2 
   
  Characters using a portable gas detecting system must roll a number of dice equal to the system’s rating against a 
  target number of six at the first exposure to the gas, and again at every additional second of exposure, adding -1 to 
  the target number for every additional second of exposure. However, some gases are easier to detect than others. For 
  example, the Neuro-Stun series is particularly difficult to detect, and the detection system receives no modifiers to 
  detect these gases. Characters wearing, or in the proximity of, a gas detector may make a Surprise Test to take 
  appropriate action if they have a delayed action available (or act on that combat phase) and are receiving their initial 
  exposure to the gas in the combat phase in which the gas detector sounds the alarm. 
  GAS SPECTROMETER 
  LEGAL 
  The spectrometer will provide the raw chemical composition or breakdown, common or 
  industrial compound names, and will prepare a short precis on the applications and 
  properties of the gas in question. A data display device is needed for output. Ratings 1-6. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  5 
  1-6 
  .5 
  4/5 days 
  7,500¥ + level x 2,500¥ 
  1 
   
  It provides a -2 modifier to the perception test for recognizing the presence of a gas. Functions at Chemistry skill 
  = rating +2. 
  Part 3 Armor and clothing. 
  ARMOR STREET CLOTHES 
  LEGAL 
  Tired of looking like a corp suit or salaryman just because you need the armor 
  protection? Now you can dress in the latest street fashions yet not give up your security. 
   
   
  Conceal 
  Ballistic 
  Impact 
  Weight 
  Availability 
  Cost 
  Street Index 
  Type 1 
  12 
  3 
  1 
  1.5 
  3/24hrs 
  500¥ 
  .8 
  Type 2 
  12 
  2 
  2 
  1.5 
  3/24hrs 
  500¥ 
  .8 
  THERMAL REGULATION SUIT 
  LEGAL 
  Keep warm or cool from -5 degrees Celsius to 35 degrees Celsius. The Gel Paks last for 
  108 hrs. The suit does not hamper IR detection of the wearer. Fits easily under clothes or 
  armor. 
   
  Conceal 
  Ballistic 
  Impact 
  Weight 
  Availability 
  Cost 
  Street Index 
  14 
  — 
  — 
  2 
  6/48hrs 
  8,000¥ 
  2 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 16  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  1 
  16 
  SHADOW SUIT 
  LEGAL 
  Black armored singlesuit– just like the Shadowrunners on trid wear. Buy now and we’ll 
  throw in a ninja style hood free. Created expressly for people named Dave. Not stackable 
  with formfitting armor. 
   
  Conceal 
  Ballistic 
  Impact 
  Weight 
  Availability 
  Cost 
  Street Index 
  12 
  4 
  1 
  1.5 
  6/48hrs 
  800¥ 
  1 
  MILITARY CHEMSUIT 
  LEGAL 
  The military issue “X-E” suit stops gases that will diffuse through ordinary chemsuits. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  15 
  Body x 1.5 
  18/14 days 
  15,000¥ 
  2 
  FASHION GLOVES 
  LEGAL 
  A full line of synthleather fashion gloves from Vashon Island with a little extra 
  something set into the knuckles and along the edge of the hand: a special formation of thin 
  macroplast with the density of lead. The macroplast is so thin that it doesn’t show, so you 
  can’t tell it’s there unless you pick the glove up. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  0 
  (str+1)M Stun 
  .2 
  4/36hrs 
  350¥ 
  1 
  Part 4 Cyberware. 
  BIOMONITOR 
  LEGAL 
  The biomonitor consists of sensors in the lungs, heart, major arteries, adrenal gland, 
  major muscle groups and central nervous system. It displays information such as heart rate, 
  blood pressure, sugar & oxygen consumption, adreanaline/noradreanaline and endorphine 
  levels to the user through a display link. The user can then adjust his or her actions to 
  maximize his or her potential. 
   
  Essence Cost 
  Availability 
  Cost 
  Street Index 
  .5 
  4/36hrs 
  40,000¥ 
  1 
   
  +2 dice to Athletics. 
  CYBERARM ADD-IN OPTIONS 
  Bio-injector 
  6P-CA 
  Built into a cyberarm, it’s undetectable. 
  Shock Inducer 
  4-CA 
  Like a shock glove, but part of your hand. 
  TaserTouch 
  4-CA 
  Induces taser effects on contact. 
   
   
  Ammo 
  Damage 
  Availability 
  Cost 
  Street Index 
  Bio-Injector 
  4 (b) 
  5L + drug 
  14/96hrs 
  30,000¥ 
  1 
  Shock Inducer 
  — 
  7S Stun 
  8/48hrs 
  2,000¥ 
  1 
  TaserTouch 
  — 
  10S 
  8/4 days 
  2,000¥ 
  2 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 17  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  1 
   
  17 
  ULTRASOUND VISION MODIFICATION 
  LEGAL 
  See in complete darkness, through smoke or visual illusions. Works like a bat’s radar. 
  However, it becomes very hard to differentiate between like objects. 
   
  Essence Cost 
  Availability 
  Cost 
  Street Index 
  .8 
  14/7 days 
  25,000¥ 
  1.5 
   
  Recognition tests are at +4. 
  Part 5 Miscellaneous. 
  SYNTHETIC PRINT DUPLICATION EQUIPMENT 
  2-E2 
  Needed for making false palm prints. 500¥. 
   
  Availability 
  4/12hrs 
   
  Supplies to make one print are 200¥/rating point, ratings 1-4. 
  CORROSIVES 
  LEGAL 
  Corrosives come in epoxy-like containers, and mix in the air as they are sprayed on. Do 
  not breathe fumes. They will eat through anything in 30 seconds. 
   
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  Compound 1 
  4 
  1 
  .4 
  5/48hrs 
  1,000¥ 
  2 
  Compund 4 
  4 
  4 
  .4 
  8/7 days 
  4,000¥ 
  4 
   
  Fumes do 6M damage. The compound dissolves 8,000 x Rating/Barrier Rating cubic centimeters per container. 
  MONOWIRE 
  LEGAL 
  Available on spools in multiples of 10m, 2¥/meter. 
  FOLDING POCKET OPTICAL BINOCULARS 
  LEGAL 
  Seven power binoculars that fold small enough to slip in you pocket. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  7x 
  — 
  always 
  50¥ 
  1 
  SWISS ARMY KNIFE 
  LEGAL 
  An all-purpose utility tool. Don’t even think of leaving home without it. 30¥. 
  DUCT TAPE 
  LEGAL 
  Made of duraplast fibers, this stuff is TOUGH (breaking stress of over 1000 kg.) A 
  perfect compliment to the Swiss Army Knife, especially if you happen to be named 
  McGyver. 10¥/35m. 
  MAGLITE 
  LEGAL 
  For years the best in the flashlight biz. Adjustable beam, waterproof, shock-proof. 
  Doubles as a club. Comes in 3, 4, 5 or 6 cell sizes. 40¥, 60¥, 80¥, 100¥ respectively. 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 18  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  1 
  18 
  SWISS ARMY CHRONOGRAPH 
  LEGAL 
  A superior timepiece. Waterproof, shockproof, scratch resistant. Stopwatch, alarm, 
  countdown timer. Resets itself to the broadcast standard time once every 24 hrs or on 
  command. 120¥. 
  KEVLAR BLANKET 
  LEGAL 
  Place over the top of monowire to ensure a safe passage. Wrap around you for (2/0) 
  protection. Can also keep you warm on those winter stake-outs. 
   
  Ballistic 
  Impact 
  Weight 
  Availability 
  Cost 
  Street Index 
  2 
  0 
  — 
  always 
  500¥ 
  1 
  SEE THROUGH PAPER SPRAY 
  LEGAL 
  Makes ordinary papers temporarily transparent. Simply spray the paper for a few 
  seconds and you can see what’s beneath it. Works with most papers, including brown kraft 
  paper. Will not work with plastic composite papers. Dries in about 30-60 seconds, leaves no 
  scent or stain & won’t affect the material inside. Nonflammable, non-toxic. 20 
  applications/bottle, 15¥. 
  LASERTRACK™ AEROSOL 
  LEGAL 
  When used in conjunction with a laser detector, guarantees the detector will find the 
  beam.  Makes visble spectrum lasers evident to the naked eye. 20 uses (40cu.m)/can. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  — 
  — 
  4/24hrs 
  50¥ 
  1 
   
  May set off sensitive detectors (roll rating of laser system vs. a Target Number of 6). 
  JOHANN BRINKMAN BUTTON (FOR YOU CYBERPUNK PLAYERS WHO READ THIS) 
  Stylish 7cm diameter button shows a picture of Johann Brinkman and reads “Have you 
  seen me?” 2¥. 
   
   
   
  Thanx go to Darkman, Darkwing and YoYo. 
   
   
  Comments/Questions/Flames go to: 
   
  James L Finney (00jlfinney@leo.bsuvc.bsu.edu) 
   
  >>>>>[It appears like James’ address is no longer receiving mail…]<<<<< 
   
  —Gurth (gurth/gurth) 
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  2 
  19 
   
  ARES COYOTE ATTACK HELICOPTER 
  AARON WIGLEY 
  Designed for the North American market, the Coyote features battlefield survivability 
  combined with a heavy punch. Its unique avionics and tactical package provides two battle 
  computers, one for flight control, the other dedicated entirely to weapons, allowing the 
  gunner to simply designate the priority of each target, and letting the system have free 
  reign.  
  The primary armament consists of twin HMG Miniguns in the nose, which are 
  independantly servo driven, allowing each to track different targets, or both focus on the 
  same target. It brings a new dimension to ‘walking the fire.’ 
  Crew consists of: Pilot in the forward seat, and gunner in the aft, elevated seat. Their 
  tasks are assisted by the autopilots. Control is primarily via rigger gear, but manual backups 
  are standard. 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Coyote 
  5 
  200/400 
  5/12 
  5(2) 
  5 
  ? 
  Seating: 1+1 integrated bucket seats 
  Access: 1+1 canopy 
  Economy: 0.8 km per liter 
  Fuel: 1,500 liters 
  Storage: 2 CF 
  Sensors: Military II (7) 
  ECM/ECCM: Military II (4)/Military II (4) 
  Landing/Take-off Profile: VTOL/VTOL 
  Accessories: Armored crew compartments (Armor 5 ballistic rating), electronics bay (5 CF of 
  removable avionics), Envirosealed compartments, life support (40 manhours), integrated controls, 
  rigger control gear. 
  The engines have a turbine-boost feature, allowing the Coyote to rapidly accelerate to a speed of 
  600 (normal unboosted flank speed is 400). During the boost, the signature drops to 2, and fuel 
  economy drops to 0.1 km/liter. 
  Weapons Outfit 
  Chin: chin mounted remote small turret, with twin Ares HMG-MG's. (recoil compensation 4). 
  Dedicated 2x2CF ammuniton bins for the chin guns (3,200 rounds total). 
  Wing Stubs: small winglets to the left and right of the airframe provide three hardpoints each - two 
  slung underneath, and one one the wingtip. 
  Fuselage: Two hardpoints are provided underneath the airframe between the retractable landing 
  gear, suitable for ECM pods, TARPS pods, fuel packs, or missiles. 
  Aft: remote micro turret rear of the engine, usually computer guided, provides a measure of defence 
  from the rear. It cannot engage targets above the horizontal. Usual armament a LMG-MG for field 
  supression. 500 rounds internal storage provided, belt fed. 
   
  >>>>>[…!]<<<<< 
   
  —Eye in the Sky (17:37/30 Nov 2053) 
  AZTECHNOLOGY GCR-50 
  AARON WIGLEY 
  This is the big brother to the Aztechnology GCR-23C Crawler, it is sizably larger, at 
  almost 80 centimetres long, 50 cm wide, and 40 centimetres high. Designed to take a 
  punishment, it is often used in extremely dangerous situations, such as dangerous chemical 
  spills, and firefighting work. A variant exists for anti-bomb work, being equiped with an arm 
  fitted with a shotgun. 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  GCR-50 
  4/4 
  5/15 
  3/3 
  3 
  — 
  ? 
  Operational Duration: ? 
  Set-up/Breakdown Time: ? 
  Store: 30 CF 
   
  Economy: ? 
  Fuel: ? 
   
   
  VEHICLES 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 20  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  2 
  20 
  BEECHCRAFT MODEL 2400 STARSHIP 10 
  AARON WIGLEY 
  First flight took place on 29 August 2049, to commemorate the first flight of the 
  Beechcraft Model 2000 Starship 1 prototype, which later lead to a highly successful series of 
  aircraft. Based, like all the other aircraft of the Starship range, on the formula of a cantilever 
  low wing monoplane, built from composite materials for strength and lightness, with a 
  variable geometry sweptback foreplanes. 
   
   
  Handlin
  g 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Model 2400 
  5 
  460/585 
  6/1(3) 
  4 
  4 
  ? 
  Seating: 2 + 9 bucket seats 
  Access: 1 forward, 1 emergency over wing 
  Economy: 2.5 km per liter 
  Fuel: IC/2,000 liters 
  Landing/Take-off Profile: STOL/STOL 
  Accessories: GPS 
  DUNE BUGGY 
  Popular in California Free State, these dune buggies are normally built onto extensively 
  modified chassis of existing cars (the sample below is built on the basis of a Ford Americar), 
  although the original vehicle can often not be recognized in the final construction anymore. 
  No two vehicles are exactly alike, but all are built for off-road driving, and are fitted with 
  extensive roll bars and performance enhancements. Many discard body shells completely, 
  leaving nothing but roll bars on the outside of the vehicle. 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Dune Buggy 
  5/4 
  40/120 
  3/0 
  1 
  1 
  15,000¥ 
  Seating: twin bucket seats 
  Access: open top 
  Economy: 35 km per liter 
  Fuel: IC/80 liters 
  Accessories: off-road suspension (2), off-road tires, roll bars, turbocharger (2), 
  white light headlamps 
   
  >>>>>[Used quite a lot by smugglers, too. You can use those roll bars to neatly fix all sorts of 
  pintle-mounted weapons onto, not to mention they form great racks to hold cargo.]<<<<< 
   
  —Phonecall (15:03:15/07-11-55) 
  GMC-BEACHCRAFT STRIKER 
   
  To complement the capabilities of the well-known Patroller, GMC introduces the Striker, 
  a one-person armed ACV for military and security tasks! Capable of operating over land and 
  water, the Striker comes equipped with a small, remote-controlled turret (weapons not 
  included) and unpowered wheels for maneuvering on land. Full rigger controls are of course 
  fitted as standard. 
   
   
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 21  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  2 
   
  21 
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Striker 
  4 
  80/200 
  4/6 
  5 
  2 
  500,000¥ 
  Seating: bucket seat (ejection) 
  Access: full canopy 
  Economy: 0.5 km per liter 
  Fuel: IC/750 liters 
  Cargo/Storage: 4 CF storage 
  Sensors: Advanced (3) 
   
  Accessories: Armored bucket seat (2), boat hull, datajack link, integrated 
  controls, rigger control gear, roll bars, small remote turret 
  MIL-62 
  A Russian attack helicopter built in Mil’s new factory in Los Angeles (CFS), this state-of-
  the-art machine incorporates all advances made in its field in the last few years, while 
  building on the steady foundations laid down by the Mil designs of the past century! Each of 
  its two stub-wings has two firmpoints for a varied weapons load, while the chin micro-turret 
  holds an NR-10 machine gun (page 58) with 1470 rounds of ready ammunition! 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Mil-62 
  4 
  240/480 
  4/8 
  4 
  3 
  1.9M¥ 
  Seating: 1 + 1 integrated bucket seats 
  Access: 1 + 1 canopy 
  Economy: 1.25 km per liter 
  Fuel: 900 liters 
  Sensors: Military I (6) 
  ECM/ECCM: Security III (3)/Security I (1) 
  Landing/Take-off Profile: VTOL/VTOL 
  Accessories: Chin micro-turret with 2 CF dedicated ammo storage, datajack link, 4 forward-firing 
  Firmpoints, rigger control gear 
   
  MOSTRANS KVT-2 
  The KVT-2 is a large transport ACV capable of carrying a large vehicle or up to 70 
  troops (on removable, folding bench seats) in its spacious cargo hold. Originally designed 
  for military use in the Russian Republic, it has since been made available to private 
  purchasers, and is in use with various corporations worldwide, especially those operating 
  heavily in coastal areas and swamps. The roll-on roll-off (RORO) design with large front and 
  rear ramps makes access easy for both vehicles and personnel, allowing them to mount and 
  dismount quickly. The bridge/cockpit is located over the main cargo area, and is occupied 
  by a pilot and co-pilot with full rigger controls. The craft has a further six crewmembers, and 
  full accomodations for all eight of them to eat, sleep, and live inside the craft for up to a 
  week. 
  The military version comes with twin remote micro-turrets mounting a heavy machine 
  gun with 880 rounds of ready ammo each; civilian models lack the turrets. Some of these 
  vehicles are rumored to be in use by Carib League smugglers. 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  KVT-2 
  5 
  35/105 14/30 
  3 
  4 
  90M¥ 
  Seating: twin bucket seats 
  Access: front ramp, two + two standard, 
  rear ramp 
  Economy: .1 km per liter 
  Fuel: 10,000 liters 
  Cargo/Storage: 2,500 CF cargo (cargo bay w x l x h = 3m x 17m x 2.5m) 
  Sensors: Security I (4) 
  ECM: Security II (2) 
  Accessories: Boat hull, datajack link, EnviroSeal™, life support system (1,500  
  manhours), rigger control gear 
   
  >>>>>[The civilian model can very easily be fitted with the remote turrets. The cabling is there, 
  all you have to do is remove a few bolts and some covers, and then just lower the turrets into 
  their mountings. Happy hunting.]<<<<< 
   
  —Rimmerworld (13:03:17/07-12-55) 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 22  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  2 
  22 
  PATROL VEHICLE 
  SR2 
  This tracked ground vehicle performs perimeter patrol and defense. These remotes carry 
  one firmpoint, one hardpoint, and armor. The sensor equipment usually consists of only 
  thermohraphic receptors. 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Patrol Vehicle 
  3 
  35/70 
  3/6 
  3 
  2 
  10,000¥ 
  Operational Duration: fuel-limited 
  Set-up/Breakdown Time:  
  Store: 10 CF 
   
  Economy: 50 km per liter 
  Fuel: IC/5 liters 
  Cargo/Storage: 1 CF internal 
  Sensors: Standard (1) 
   
  Accessories: Firmpoint, Hardpoint (both forward-firing) 
   
  (Note: this one is from the SRII rules, but updated to the statistics found in the Rigger Black Book.) 
  PIPER MONTEBANK 
  AARON WIGLEY 
  Designed as a dual role acrobatic/utility aircraft, the Montebank was first unveiled in the 
  early 2040’s. It found popularity for both its grace, functionality, and low cost, and has been 
  adapted as a trainer for the Quebec Airforce. 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Montebank 
  2 
  300/500 
  3/0 
  3 
  2 
  50,000¥ 
  Seating: twin bucket seats 
  Access: Full canopy 
  Economy: 3 km/liter 
  Fuel: 450 liters 
  Cargo/Storage: 5 CF in cabin 
  Landing/Take-off Profile: STOL 
  Options:  
  Accessories: Datajack link, electronics bay, fly-by-wire system (2), integrated 
  controls, passive thermal masking (2) 
  SUZUKI 500ET 
  Fully-enclosed, this new Suzuki protects its rider better than any other cycle on the 
  market today! The canopy opens to accomodate a single rider, who is fully protected from 
  inclement weather, as well as from crashes by means of the roll bars built into the shell. 
  Small side-wheels automatically deploy at low speeds to prevent the motorcycle falling 
  over, and the sophisticated autopilot aids the rider in controlling this superb machine! 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  500ET 
  3/6 
  90/270 
  1/2 
  2 
  3 
  25,000¥ 
  Seating: 1 
  Access: full canopy 
  Economy: 100 km per liter 
  Fuel: IC/10 liters 
  Cargo/Storage: 1 CF trunk 
  Options: reinforced seating available for 300¥ extra 
  Accessories: performance tires, roll bars 
   
  >>>>>[Trolls don’t fit unless you remove the canopy. Top speed drops by some five percent if 
  you do, though.]<<<<< 
   
  —Kyle (21:39:51/07-10-55) 
   
  >>>>>[Hear that, Richie? Don’t buy this bike if you want to fit in.]<<<<< 
   
  —Steve (05:26:38/07-13-55) 
   
  >>>>>[I wonder if we should take this as an insult to Richie or to trolls?]<<<<< 
   
  —Melissa (15:17:22/07-17-55) 
   
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  SECTION 
  3 
   
  >>>>>[So, what do all those weapons and other things really look like? Sure, you’ve got the pictures in the Street 
  Samurai Catalog and other files like that one but you’ve also got lots of weapons you’ve never seen but would like to 
  so you know what you’re facing on the street if you do come across them (phew!). With that purpose strongly in mind, 
  we’ve compiled a selection of pictures from well-known equipment and put them here for all to see. The pictures came 
  from various sources, but all are credited with the picture.]<<<<< 
   
  —Gurth  (the fuses were a lot slower in my day) 
  Weapons 
  AVTOMAT KALASHNIKOVA 97 
   
  The well-known AK- 97 assault rifle, dating from 1997 but 
  one of the most common assault rifles to be found 
  anywhere on the streets. The less-common AK-98 is very 
  similar but has a 6-shot grenade launcher mounted under its 
  barrel. The weapon in the picture has a top-mounted laser 
  sight. 
  (Picture credits: from the first-edition Shadowrun rules) 
   
  >>>>>[Almost 60 years old by now, and still going 
  strong.]<<<<< 
   
  —Fire (13:51:10/07-20-55) 
  BERETTA 101-T 
   
  Not a common street weapon, it is used most often by 
  corporate security personnel. Though a good weapon, it is 
  not particularly powerful, which makes that it sees little use 
  with shadowrunners. 
  (Picture credits: from the first-edition Shadowrun rules) 
  FABRIQUE NATIONAL HEAVY ASSAULT 
  RIFLE 
   
  Another often-seen corporate rifle. The illustrated weapon 
  has a bipod, which is not common on weapons 
  encountered on the street, but many military HARs do have 
  this feature. 
  (Picture credits:from the first edition Shadowrun rules) 
   
  >>>>>[It looks like drek, but it’s one hell of a weapon, 
  and certainly if you customize it a bit.]<<<<< 
   
  —Jane Doe (18:21:47/07-16-55) 
  FABRIQUE NATIONAL UZI III 
   
  The Uzi has been around for a long time, and will be used 
  well into the future. It normally comes with a laser sight (not 
  present on the weapon illustrated), though many users 
  replace this with a smartlink system. The illustration shows 
  two spare clips in addition to the weapon. 
  (Picture credits: from Mercenary World Magazine, 2043 edition) 
  PICTURE FILE 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 24  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  HECKLER & KOCH 227-S 
   
  This S variant of the popular HK-227 is used mainly by 
  corporate security forces, but only differs from the more 
  common model in having a silencer instead of a gas vent 
  system. The weapon in the illustration has a thermographic 
  telescope sight. 
  (Picture credits:from the first edition Shadowrun rules) 
  INGRAM MARK 22 
   
  A very simple weapon made from steel stampings, the 
  Ingram Mk.22 is a very useful street weapon, though it is 
  very basic. The illustrated weapon has its folding stock 
  extended and features a barrel-mounted sound suppressor. 
  (Picture credits: from Jane’s Corporate Weapons, 2048 edition) 
  RANGER ARMS SM-3 
   
  Designed exclusively for sniping duties, the SM-3 is only 
  found among corporate assassins and shadowrunners with 
  very specific firearm needs. 
  (Picture credits: from the first edition Shadowrun rules) 
   
  >>>>>[Not very impressive anymore after the Barret 
  121 hit the streets.]<<<<< 
   
  —Psycho Punk (04:25:17/07-18-55) 
   
  >>>>>[Don’t use it as a combat rifle ’cause you’re 
  gonna wreck it pretty soon.]<<<<< 
   
  —Aunt Annie (10:51:48/07-20-55) 
  REMINGTON MODEL 750 
   
  An American sporting rifle with an integral magazine, the 
  Remington 750 is very accurate and powerful. Its large 
  length makes it difficult to conceal under anything but a 
  long coat. The Model 950 is very similar but has a longer 
  barrel. 
  (Picture credits: from the first edition Shadowrun rules) 
   
  >>>>>[Only a complete fool or a very desparate 
  runner would use these weapons in a firefight. They pack a 
  lot of punch, but you’re much better off using a room-
  broom.]<<<<< 
   
  —Dave (14:36:20/07-14-55) 
   
  >>>>>[Room-broom? I take it that’s some other 
  disgusting thing that gets used a lot by the people who 
  visit these files regularly?]<<<<< 
   
  —Concerned Citizen (19:18:41/07-21-55) 
   
  >>>>>[Since you’re here now, roll on over to the 
  Running Gear file and check out the Arasaka Rapid 
  Assault Shot 12. That’s what we call a room-broom, and 
  for good reason…heh heh heh…]<<<<< 
   
  —Gurth (19:20:39/07-21-55 [yes, a real T/D stamp!]) 
   
  >>>>>[Darn!  Know I’m certain files like these should be 
  banned! This won’t be the last you hear from 
  me!]<<<<< 
   
  —Concerned Citiz&e*J!@Rn\W%{WSH!F% 
  (19:36:14/07-21-55) 
  >>bad connection<< 
  >>connection terminated by host<< 
   
  >>>>>[I've done us all a favor and made this guy use a 
  fire extinguisher on his terminal ASAP. He won’t bother us 
  anymore.]<<<<< 
   
  —Black Shark (19:37:05/07-21-55) 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 25  
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  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  STEYR ARMEE UNIVERSAL GEWEHR CSL 
   
   
  Not common on the streets but likely to be found among 
  corporate forces, this weapon can be converted into four 
  different models. Illustrated above are the submachine gun 
  (top) and assault rifle (bottom), the latter with a one-shot 
  grenade launcher mounted under the barrel (note the the 
  version used by the CAS military has some detail differences 
  to the weapos pictured above). The carrying handle 
  incorporates a laser sight. 
  (Picture credits: from Jane’s Corporate Weapons, 2050 edition) 
   
  >>>>>[One hell of a weapon. It comes with all parts in 
  a very nice carrying case that looks like a briefcase. You 
  can assemble it into just about any configuration you 
  need by using the various parts.]<<<<< 
   
  —Fix (20:41:28/07-18-55) 
  STREETLINE SPECIAL 
   
  Hardly a serious weapon, this is useful as a self-defense tool 
  against unarmored opponents, as it takes great skill to 
  actually injure anyone with a hold-out pistol. 
  (Picture credits: from the first edition Shadowrun rules) 
   
  >>>>>[Won’t even scratch an elf’s skin.]<<<<< 
   
  —Latex Louis (21:49:37/07-18-55) 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
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  PROJECT 3 
   
   
   
  Cyberware 
  CHIPJACK 
   
  After the datajack probably one of the most common cyber 
  enhancements. Chipjacks are usually implanted behind the 
  ear (as in the picture), though versions mounted in other 
  places also exist, such as in the temples, at the base of the 
  neck, etc. 
  (Picture credits: from the first edition Shadowrun rules) 
  DERMAL PLATING 
   
  One of the common samurai implants, dermal plating places 
  plastic plates underneath the skin and is an obvious 
  enhancement. 
  (Picture credits: from the first edition Shadowrun rules) 
  FINGERTIP COMPARTMENT 
   
  Very hard to detect, and of very little use. They’re hardly 
  large enough to conceal a chip, so the most common use is 
  to hide a monowhip in. This is what makes such 
  compartments dangerous. 
  (Picture credits: from the first edition Shadowrun rules) 
  HAND RAZORS 
   
  When retracted, they’re almost impossible to detect, but 
  once extended they tend to reflect light like a mirror. The 
  picture shows an internal view of a finger with an extended 
  hand razor. 
  (Picture credits: from the first edition Shadowrun rules) 
   
  >>>>>[Damn hard to spot when retracted.]<<<<< 
   
  —Chat (03:44:46/07-13-55) 
   
  >>>>>[Cuts like a knife.]<<<<< 
   
  —Molly (15:23:07/07-20-55) 
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  4 
   
  27 
   
  Combat Spells 
  Inferno 
  by Jani Fikouras 
  This spell detonates an explosion that produces a heatwave strong enough to send the 
  biggest troll sprawling and sets all flamables in the area of effect on fire. This area-effect 
  spell causes Stun damage and uses the elemental effect of fire. 
  Type: Mana 
  Range: Limited 
  Target: Willpower 
  Damage Level: S 
  Duration: Instant 
  Drain: [(F/2)-1]D 
   
  Illusion Spells 
  Black Wall 
  by Gurth 
  This spell creates a wall of impenetrable darkness in the same area a Barrier spell 
  (p.158, SRII) creates a barrier. This wall appears to block all light, including infrared light 
  (thermographic vision is also affected, in other words), but it is all in the mind… it’s an 
  Illusion, after all, though a very complex, area-effect one. 
  Type: Mana 
  Range: Limited 
  Target: 6 
  Duration: Sustained 
  Drain: [(F/2)+1]M 
   
  >>>>>[Very effective to block LOS without having to build a real wall.]<<<<< 
   
  —Steel (20:54:19/07-13-55) 
   
  >>>>>[Remember that it doesn’t block sound, so any jackass with an ultrasound will look right 
  through it.]<<<<< 
   
  —Old-Timer (14:37:41/07-14-55) 
   
  >>>>>[Not only ultrasound sees through it, video cameras do as well. Strap a cybercam to 
  your face and look through that—hey presto, no wall at all (that rhymes!)]<<<<< 
   
  —Doo Da (06:25:39/07-16-55) 
  Flash 
  by Gurth 
  Upon casting this spell, a bright flash emmanates from the caster’s hands (or the fetish, 
  if that is used for casting). Anyone looking into the direction of the flash receives a penalty 
  to all Target Numbers equal to the number of successes rolled on the Spell Success Test. 
  Targets may roll a Quickness Resistance Test (to look away from the flash) to offset the 
  caster’s successes on a one-to-one ratio. Flare compensation halves the penalty, rounding 
  down. 
  Type: Physical 
  Range: LOS 
  Target: 4 (R) 
  Duration: Instant 
  Drain: [(F/2)+1]M 
   
  >>>>>[Nice in an academic kind of way. If you intend to blind your opponents take a flash 
  grenade along. It is considerably less draining.]<<<<< 
   
  —Peregrine (14:48:29/07-09-55) 
   
  >>>>>[Don’t underestimate this spell. If cast well it flash-dazzles your target much better than a 
  flash grenade, and it has the bonus that it cannot blind its caster.]<<<<< 
   
  —Helena (14:52:19/07-10-55) 
  THAUMATURGY 
  
   
  SYSTEM 
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  VEHICLES 
  PICTURES 
  THAMATURGY 
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  CRITTERS 
   
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  S E C T I O N 
  4 
  28 
  Holograph 
  by Gurth 
  This spell allows the magician to build a permanent, three-dimensional picture of the 
  area of effect of this spell. The area of effect is reproduced at a scale of 1:25 onto any object 
  the magician desires. For instance, if a magician with a Magic Attribute of 8 casts this spell, 
  the whole area of effect is reproduced into a 32 centimeter radius sphere (the area of effect 
  is 8 meters in radius, so the radius of the picture is 8 divided by 25, or 0.32 meters). The 
  picture must be cast onto a solid object; moving this object also moves the picture. 
  If any movement occurs in the area of effect before the spell becomes permanent, this 
  is not reflected in the picture: the picture depicts the situation at the moment the spell 
  becomes permanent. Only things the magician can see in the area of effect at the time the 
  spell becomes permanent appear in the final picture. 
  Type: Physical 
  Range: Limited 
  Target: 4 
  Duration: Permanent (5 turns) 
  Drain: [(F/2)+2]L 
  Peregrine’s Magnificent Illusion 
  by Jani Fikouras 
  Have you ever wondered why when the drek hits the fan all those neat illusion spells 
  you spent so much time and credit learning, are suddenly as much help as your next door 
  shaman? Well we are here to help YOU with this  incredible offer. Peregrine’s Magnificent 
  Illusion makes it possible to charm the socks off even the most cynical sammie. Experience 
  the ultimate in Illusion magic, create your very own 100% realistic images with practically 
  no restrictions. 
  Type: Physical 
  Range: LOS 
  Target: Intelligence (R) 
  Duration: Sustained 
  Drain: [(F/2)+2]S 
   
  Note: I got sick and tired of all those pansy voluntary-target illusion spells and so I created this. Simply put this is 
  the ultimate Illusion spell. 
  —Jani 
  Video 
  by Gurth 
  Very similar to the Holograph spell (above), the Video spell produces a moving image; 
  any movement that occurs in the area of effect between the time the magician starts casting 
  the spell and the spell becoming permanent will be reflected in the picture. This can be 
  compared to a video which restarts itself immediately after being played completely. No 
  more than 30 seconds (10 turns) of video can be “recorded” by means of this spell. 
  Type: Physical 
  Range: Limited 
  Target: 6 
  Duration: Permanent (10 turns) Drain: [(F/2)+1]M 
   
  Manipulation Spells 
  Gravity Restriction 
  by Mike, TGC 
  The Gravity Restriction spell restricts gravity while propelling yourself by telekinetic 
  control. The spell’s speed is spell Force + number of successes generated in meters. Even if 
  locked or sustained by an elemental, the spell imparts a +1 Target Number to the user 
  because it requires constant telekinetic control. The Personal version of this spell has a Drain 
  Code of [(F/2)+2]S. 
  Type: Physical 
  Range: Self 
  Target: 4 
  Duration: Sustained 
  Drain: [(F/2)+8]D 
   
  Some people feel that Levitate Person only allows you to fly (Magic x successes) meters before you have to recast 
  it, others don’t. For the former, this spell was created. If your GM says that you can fly an infinite distance with Levitate 
  Person, why bother with this spell? 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
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  PLASTIC WARRIORS 
   
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  S E C T I O N 
  4 
   
  29 
  Improved Mauler version 1.2 
  by Reaver 
  Here’s the spell that goes with the MPAC system (page 30). 
  The Improved Mauler spell creates a beam of charged particles which is accelerated at a 
  target.  When the beam strikes the target, it does so with almost explosive force, causing 
  massive kinetic damage with blast effect. The beam also acts as a lightning bolt against air 
  elementals since the charged particles ionize the atmosphere. The beam will stretch out for 
  twice the magicians rating, striking anything in its path. It should be noted that anything in 
  the beams path will reduce the coherency and potency of the beam. Every 2 points of 
  natural Body or Barrier Rating will reduce the spell’s rating. The beam is approximately 1.5 
  meters in width. The beam creates a thunderclap when fired and has a blue-white light to it. 
  Type: Physical 
  Range: See above 
  Target: Body 
  Damage Level: D 
  Duration: Instant 
  Drain: [(F/2)+4]D 
   
  Okay, some people may think it's silly, but it has come in handy. I imagine it would have an interesting and 
  demoralizing effect to the natives too. Not to mention the look of the nice big cannon it came out of. The drain is not 
  as bad as some of the spells I've created, but then I don’t know if anyone is interested in getting into that. I myself 
  love the physics side of the spell, especially with a calculus centering skill :). 
  —Reaver (1:37:28/2-11-95) 
  Peregrine’s Energy Web 
  by Jani Fikouras 
  Energy web is a sustained damaging manipulation spell, it creates a web of mana 
  energy visible in the physical plane as a crackling net of bluish color spewing forth from the 
  caster and covering an area equal to the area of effect. The spell does physical damage for 
  every Complex Action the caster sustains it as long as the targets remain in its area of effect. 
  Type: Mana 
  Range: Limited 
  Target: 4 
  Damage Level: S 
  Duration: Sustained 
  Drain: (F/2)D 
   
  >>>>>[I think I know what prompted the creation of this spell…]<<<<< 
   
  —Gurth (stand back) 
   
  >>>>>[Well isn’t this a small net? I have no idea how this came to be here, but I might as well 
  give you some tips. Never forget this is a sustained spell, you only have to cast it once, so its well 
  worth the somewhat higher drain risk.]<<<<< 
   
  —Peregrine (15:06:54/07-09-55) 
  Totems 
  Crow 
  by Jani Fikouras 
  Environment: anywhere near mankind 
  Advantages: +2 dice for summoning Hearth and City Spirits, +2 dice for Detection and 
  Manipulation spells 
  Character: Crow the messenger of doom, the scavenger and lurker in the shadows, the 
  thief, has always been a companion of mankind during its journey through the dark aeons of 
  its history. Constantly watching and biding his time, he is the dark guardian keeping eternal 
  vigil over his flock as it goes through hardship and pain in all eternity. Waiting for the 
  ultimate moment of release of the immortal soul, Crow swoops down from his hiding place 
  amongst the shadows to seize this glittering prize and to send it on its way to its ultimate 
  destination. Crow is a dark character and may easily appear to be cold and dispassionate 
  even evil at times, but his wisdom is great and his heart does bleed when he sees injustice 
  being done and sometimes even Charon can do naught else, but intervene… 
  Crow shamans are extremely rare, about 40 years after the Awakening only a handful 
  exist in the whole of North America. Little is known about them mainly because of their 
  secretive attitude. They seem to be an indecisive lot tending to stalk their target or topic of 
  interest, examining its progress and very often just doing nothing about it. On the other 
  hand they are sometimes given to mysterious bouts of atypical activity. These chaotic bursts 
  seem to have one thing in common — justice. Crow does not tolerate injustice and 
  
   
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  4 
  30 
  although he very seldom intervenes, when he does he really makes his presence felt. There 
  is one last point that Crow shamen themselves choose to ignore or outright deny, but its a 
  definite fact that Crow is a most romantic figure. Followers of Crow often exhibit an inane 
  flair for the dramatic, as well as a love of beautiful objects they always manage to dig up no 
  matter where they are (not always by honest means).  These objects apparently play for 
  them the role of emotional “souvenirs” that remind them of precious moments in their past. 
  These character quirks and their cold, dispassionate image are probably what's responsible 
  for the weird, eerie  sometimes evil reputation they seem to enjoy. 
  Disadvantages: Willpower (6) test and a good reason along Crow’s mindset, in order to 
  take direct action. All foci, fetishes etc. must be items of great emotional importance. Loyal 
  to the death, once a crow shaman has pledged himself to help someone he will come 
  through or die trying. A crow shaman will always attempt to take direct action in the face of 
  outright injustice, if his Willpower test fails (GM’s discretion) he will give whatever indirect 
  help he can and promise to return in the future. 
  NOVASTAR MAN PORTABLE ASSAULT CANNON SERIES 
  BY REAVER 
  (Taken from Novastar's 2054 catalog.) 
   
  The Man Portable Assault Cannon (or MPAC) series is designed primarily for combat 
  mages who would like an edge in the field. The basis behind the MPAC series is that the 
  weapon itself is a specific spell focus for a spell known as Improved Mauler (page 29). The 
  spell literally brings into existence a charged particle beam which, when the weapon is 
  used, appears to be fired from the cannon. The spell is a damaging manipulation with blast 
  effects. 
  The weapon also contains advanced electronics to provide the perfect point and shoot 
  system. A sensor cluster located below the weapon contains a laser designator (1,500m 
  range), IR sensor, mm wave designator (1,000m range, acts as an improved ultrasound), 
  motion detector and low-light system. The data from the cluster is sent to a computer sight 
  which processes all the data. The computer sight also has a air motion sensor to determine 
  wind velocity. The sight then displays it's readings onto a large flat-screen (for non-
  smartlinked magicians) or to a smartgun system. 
  Aside from being a spell focus, the cannon also sports a secondary weapon of the 
  buyers choice. The weapon comes with a gas-vent 4 in all applicable cases and they are all 
  drum fed from the rear of the weapon. A pneumatic recoil stock can be added to further 
  reduce recoil from the weapon. A bipod can also be attached. A pintle mount, swivel 
  attachment comes standard with the weapon. 
  Additional features can include a stim patch secretion pad built into the pistol grip. On 
  each side of the weapon is a slide lock that holds a drum approximately 25cm long and 
  15cm in diameter. These drums hold the circular magnet fetish that we suggest for use if the 
  mage wishes to learn it exclusively. The drums are spring loaded so that the magnets won’t 
  make noise while moving. It should be noted that the smartgun unit does not use a palm 
  induction pad due to the possible use of the stim patch pad, although one could be 
  installed. To solve this problem, the weapon has a datajack plug that receives the data 
  stream from the weapon via radio transmission. At the rear end of the fork is a place to fit 
  up to four anchor cylinders which are threaded so that they screw into place. This allows the 
  magician to anchor up to four spells onto the weapon for use ahead of time. 
  The MPAC series is completely modular. The main body of the weapon is always the 
  same, a large and sleek weapon with a fork at the front of the weapon. The weapon comes 
  completely disassembled on order and all parts are handmade so that putting the weapon 
  together will provide the owner the Karma reduction for handmade telesma. Prices and 
  options are listed below for your ordering convenience. 
   
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 31  
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  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  4 
   
  31 
  OPTIONS 
  Weight 
  Cost 
  Main Weapon 
   MPAC-18 (with Ingram Smartgun SMG) 
  5.5 
  6,000 
   MPAC-20 (with FN HAR assault rifle) 
  6.5 
  6,200 
   MPAC-22 (with Ares MP LMG) 
  9.5 
  8,200 
   MPAC-24 (with FN MAG-5 MMG) 
  11.5 
  9,200 
   MPAC-26 (with Ares laser rifle) 
  27 
  125,000 
   MPAC-18 Ammo drum (80 round capacity) 
  4.75 
  25 
   MPAC-20 Ammo drum (50 round capacity) 
  3.25 
  25 
   MPAC-22 Ammo drum (45 round capacity) 
  3.25 
  30 
   MPAC-24 Ammo drum (30 round capacity) 
  2.25 
  35 
   MPAC-26 Battery pack (20 round capacity) 
  5 
  500 
   Magnet fetish (one pair) 
  .25 
  35 
   Fetish Ammo Drum (6 round capacity) 
  2.25 
  20 
  Electronics 
   Computer sight with Mag-3 enhancement 
  .5 
  0 
   Sensor cluster attachment 
  .25 
  20 
   
  Laser designator (1,500m range) 
  .25 
  1,400 
   
  Low-light system 
  .25 
  1,500 
   
  Motion detector 
  .25 
  1,250 
   
  mm Wave designator (1,000m range) 
  .25 
  1,500 
   Smartgun system (level I) 
  .5 
  1,500 
   Smartgun system (level II) 
  .25 
  3,000 
  Misc. 
   Pneumatic recoil stock 
  2 
  750 
   Shock pads 
  .25 
  200 
   Bipod 
  2 
  400 
   Stim patch dispenser 
  .25 
  1,000 
   Stim patch drug cartridge 
  — 
  25 
   Battery cartridge (24 hour charge) 
  .5 
  250 
   Anchor cylinder 
  .25 
  25 
   Screen glare cover 
  — 
  20 
   Focus formula (Imp mauler rating 6) 
  — 
  35,000 
   Focus formula (Imp mauler rating 8) 
  — 
  45,000 
   Imp. Mauler spell formula (rating 6) 
  — 
  15,000 
   Imp. Mauler spell formula (rating 8) 
  — 
  35,000 
   Imp. Mauler spell formula (rating 10) 
  — 
  45,000 
   
  WARNING: Some assembly is required. 
   
  That about wraps up that weapon. If you have any questions, feel free to ask, my address is 
  YUBM21A@PRODIGY.COM. 
   
  The flat-screen provides non-smarted mages with a normal smartgun bonus and cuts invisibility modifiers in half.  
  Smarted mages get thier smartgun level bonus as well as reduced invisibility modifiers. The weapon’s trigger is split 
  into two halves. The top half fires single shot mode (or burst if a red button next to the trigger is depressed) while the 
  lower half fires full-automatic. This allows the magician to switch fire modes without expending an action. The stim 
  patch cartridge holds six levels of drug which can be released in any dose (up to 6 of course) that the mage desires. 
  The fore-grip of the weapon has a keypad that allows the mage to control all of the data displays and controls by 
  expending a free action. 
  The basic system includes the main body, secondary weapon, gas vent 4, computer sight/scope, standard stock, 
  2 ammo drums, 2 fetish drums, 1 battery cartridge, and proper assembly tools. Damage codes for the secondary 
  weapons is equal to thier normal ratings. The weapon has no concealability at all, never has and never will (unless you 
  physically mask it). An intelligence(6) test is required to assemble the weapon into its proper working order. Base time 
  is 24 days. 
   
  >>>>>[Okay boys and girls, lets go it over one more time, because I think I left some vague 
  spots in the first message. True that all of the components aren’t completely made by hand, but 
  most that can be are. Especially the main body (get the hint). My apologies for stating that it 
  reduces Karma costs. It does not. All it reduces is the Enchanting Target Number, an Enchanting 
  test which the buyer would have to do (hence the foci formula listed in the sales sheet). The stim 
  patch dispenser is not a requirement, you don’t have to order it, and it is dispensed in any 
  concentration you want (from level 1 to 6). The computer sight would not and should not give 
  you any bonuses when casting a spell with the focus, but releasing an anchor from it should, 
  since no casting is required for the anchor. Someone asked why one would want to put anchors 
  on it to begin with, how does 12D four times in a single round grab ya? The system is pretty much 
  like Burger King, get your way. There’s no reason why you couldn’t have it displayed to a HUD. I 
  myself have a smartgun II link so it’s not a problem for me. As for the dual trigger system that 
  someone wondered about, yes it is possible. The Germans did it in WWII with their machine guns. 
  With SR technology you could do it with digital switching. All in all, its designed to fit mages at 
  
   
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  4 
  32 
  various levels of needs, which is why it's ordered in pieces. If you have any other questions or 
  comments, please feel free. I get the feeling I wasn’t as precise as I should have been, but 
  there’s a lot of things to remember about it.]<<<<< 
   
  —Reaver (1:06:32/2-11-95) 
   
  >>>>>[For those who don’t know the background behind the ramblings above, basically 
  what happened was that Reaver (or Mr. Delivan S. Harder, or Scott, or whatever :) posted the 
  weapon on the ShadowRN mailing list, and many people commented on it by saying this wasn’t 
  possible, that that wouldn’t work, such and such was impractical, etcetera etcetera. My advice is 
  to make of it what you will, and mail Reaver about any questions you might have.]<<<<< 
   
  —Gurth (17:00:19/02-14-95) 
   
   
   
   
   
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  SECTION 
  5 
   
  >>>>>[Another file I found on Paolo’s WWW page, this time about C4 explosives by Carl Rigney [cdr@amd.com]. Carl 
  wrote the following as an intro: 
  C-4 Explosive notes 
  —Carl Rigney (cdr@amd.com) 
   
  I pulled my copy of the Ranger Handbook (ST 
  21-75-2) off the shelf (every GM should have one of 
  these lovely pocketfuls-o-fun) and looked it up. C-4 
  is 1.34x as powerful as TNT; I’ll give the formulas so 
  you can figure things for yourself with whatever new 
  joys 2050 military tech has come up with. 
   
  So what follows is the actual text, with some comments 
  of mine regarding metric measures (the U.S. Army of 
  course used Imperial things like pounds and feet). Just 
  as a reminder, a foot is 30.48cm and a pound is about 
  454 grams.]<<<<< 
   
  —Gurth (C1:C2:C3/C4-C5-C6) 
   
  The “minimum safe distance for personnel in the 
  open” for demolitions is 77 meters times the cube 
  root of the weight of the TNT in kilos. For C-4 its 85 
  meters times the cube root of the weight of C-4 in 
  kilos.  So for a 200kg C-4 explosion we’re talking 
  500 meters.  Now, that’s just for people, and I 
  assume it includes a healthy safety margin.  Buildings 
  aren’t going to be leveled all the way out. 
   
  Incidentally, cutting down a foot-thick tree takes 
  3/8 kg of C-4 if you do it the smart way; nearly 4x as 
  much if you just tie it next to the trunk. 
   
  Now for the reinforced concrete wall. The 
  handbook doesn’t give an explicit case for blowing a 
  hole in the ceiling, probably because Rangers aren’t 
  supposed to do anything quite that stupid.  But for a 
  wall the charge of TNT in pounds 
  (divide by 3 for C-4 in Kg) is given 
  by the formula P=KCR3, where R is 
  breaching radius in feet (thickness), 
  K is the material factor, and C is 
  the Tamping Factor. The number of 
  charges used is N=W/(2R) where 
  W is the width of the breach. 
   
  >>>>>[If you want to fill in metric 
  units and find the amount of TNT in 
  kilograms directly, use the following 
  formula: 
   
  P = K•C•(R/3.28)3 
   
  2.2 
   
  Divide this result by 1.34 to find the 
  amount of C4 you need.]<<<<< 
   
  —Gurth (-:/:-) 
   
  C ranges from 1 to 3.6 depending on how well 
  tamped the explosive is; 2.0 is pretty easy.  For a 
  ceiling tamping’s not easy, so let’s call it 3.6.  K 
  ranges from 0.07 for earth, up to 1.76 for small holes 
  in reinforced concrete.  The values for reinforced 
  concrete are: 
   
  R 
  K 
   
  1’ or less 
  1.76 
  1’-3’ 
  0.96 
  3’-5’ 
  0.80 
  5’-7’ 
  0.63 
  7’ or more 
  0.54 
   
  >>>>>[All this converts to the following table 
  (approximately) for R and K 
   
  R 
  K 
   
  30cm or less 1.76 
  30cm-1m 
  0.96 
  1m-1½m 
  0.80 
  1½m-2m 
  0.63 
  2m or more 
  0.54]<<<<< 
   
  —Gurth (Who’s gonna stop us now?) 
   
   
   
  So if it’s 1 foot of reinforced concrete the charge 
  size is (1.76•3.6•13)/3 = 2kg/charge, and for a 4’ 
  wide breach (no trolls in the party) you need 4/(2•1) 
  = 2 charges. So 4kg of C4 will do it.  If 
  it’s 2’ of reinforced concrete you’ll 
  need (0.96•3.6•23)/3 = 9kg in a single 
  charge. 
  Assuming 
  (with 
  typical 
  Shadowrun logic) that C-12 is 3x as 
  good as C-4 :-) then adjust to taste. 
  Note that this only blasts away the 
  concrete; it doesn’t cut the reinforcing 
  steel, but depending on what mesh 
  was used in creating the building you 
  may be able to squeeze or torch your 
  ways through that easily enough, 
  although possibly not before someone 
  comes to find out what the hell that 
  incredibly loud noise is. Note that if 
  you can place the charges inside the 
  concrete by inserting them through 
  the pipe you can get a much better C-
  factor, like 1.0. So that would drop 
  C-4 EXPLOSIVE NOTES 
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 34  
   
    
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  your charge size to a little over a kilo for 1’ of 
  concrete, 2.5kg for 2’, 45kg for 6’. 
   
  Commercial demolition is somewhat different: 
  30kg was used to bring down a 10-story hotel by 
  putting it in the critical places and weakening load-
  bearing structures, etc. That takes MUCH longer, but 
  it also comes down safely by toppling in on itself. 
   
  Disclaimer: I’m not a combat engineer so if 
  anyone out there has real experience in these 
  matters I’d love to be corrected. Of course, don’t try 
  this stuff at home. :-) 
   
  “5 grams of this explosive will level this building.” 
  “How much you got?” 
  “A truckload.” 
   
   
   
   
  (advertisement) 
  P.S.C. 
  Do you need to be safe at all times? Of 
  course you do. But do you have the money to 
  pay for a bodyguard to be with you 24 hours a 
  day? If you don't, we provide exactly the 
  service you need! 
  Our clients are protected around the clock. 
  As soon as one of our offices receives a 
  distress signal from one of our clients, an 
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  For further details, contact Mr. Jarveys, 
  Public Informations Manager, on LTG# 206 
  (52-7216). 
   
  Personal Security Corporation 
  Bell Street & 3rd Avenue 
  Seattle, UCAS 
   
  (service available in Seattle only) 
   
  >>>>>[Jesus, what is this world coming to? They’re 
  even accepting advertisements in this here datamag 
  already…]<<<<< 
   
  —Danlee (13:52:10/07-13-55) 
   
   
  
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  6 
   
  35 
  >>>>>[Sports is big business, always has, always will. For your enjoyment, we offer a selection 
  from various the sporting goods catalogs available on the Matrix today.]<<<<< 
   
  —Gurth (>>>>>[/]<<<<<) 
   
  Basketball 
  SMARTBALL SYSTEM 
  LEGAL 
  A combination of a ballistic computer and a cyberoptic scanner which allows the user to 
  throw balls much more accurately than ever before! Very common in basketball and football. 
   
  Essence Cost 
  Availability 
  Cost 
  Street Index 
  .5 
  4/48hrs 
  4,000¥ 
  1 
   
  This gives the user a -2 Target Number for Throwing skill, but any single system only helps in one Specialization, 
  which must be chosen before purchase. Other Specializations within the same Concentration receive only a -1 
  modifier. Any other Specializations and Concentrations of Throwing skill remain unaffected. 
  Combat Biker 
  AUTOSHOT RIOT GUN 
  2-G 
  The weapon carried by almost all goalies in the big leagues! Fully-automatic and 
  smartlinked, for your enjoyment. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Shotgun 
  2 
   
  20 (c) 
  SA/FA 
  9S 
  4.5 
  10/7 days 
  1,500¥ 
  2 
   
  >>>>>[It might be a “sport” gun, but stick a clip of explosive in it and you've got one of the 
  meanest weapons on the street.]<<<<< 
   
  —Wait (20:27:39/07-14-55) 
  BODY ARMOR 
  LEGAL 
  The armor the real players wear! Available in the colors of all major teams, as well as 
  custom prints and styles! Approved by the WCCL. 
   
   
  Conceal 
  Ballistic 
  Impact 
  Weight 
  Availability 
  Cost 
  Street Index 
  Light 
  — 
  3 
  2 
  1.25 
  4/48hrs 
  900¥ 
  1 
  Heavy 
  — 
  6 
  5 
  2.75 
  4/48hrs 
  1,200¥ 
  1 
  Helmet 
  — 
  +1 
  +1 
  .5 
  5/48hrs 
  600¥ 
  2 
   
  >>>>>[Not suitable for on the street, take it from me.]<<<<< 
   
  —Hannibal (03:29:14/07-06-55) 
   
  >>>>>[Yeah, I remember you wearing that day-glo orange body armor with the helmet with 
  those yellow wings you found in the sports section of that department store over on 15th, during 
  that run that you royally hosed up last year… It still brings a smile to my face when I think about 
  it… I almost felt sorry about shooting you…]<<<<< 
   
  —Name Less (02:54:13/07-08-55) 
   
   
   
   
   
  SPORTING GOODS 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 36  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  6 
  36 
  RIOT GUN 
  6P-E 
  Three-shot capacity as required by the WCCL, this weapon packs enough punch to 
  dismount any player! Comes with an integral smartlink. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  8 
   
  3 (c) 
  SA 
  9S(f) 
  2 
  4/48hrs 
  500¥ 
  1 
   
  Urban Brawl 
   
   
  BODY ARMOR 
  LEGAL 
   
   
  Body armor for all positions, fully-equipped with the 
  correct surrender and penalty lights! Helmets incorporate a 
  two-way radio, and all armors are available in almost any 
  desired color schemes*. Fully approved by the ISSV! 
   
  *) Heavy armor only available in white. 
   
   
  Conceal 
  Ballistic 
  Impact 
  Weight 
  Light 
  — 
  3 
  2 
  1.25 
  Medium 
  — 
  4 
  3 
  1.5 
  Heavy 
  — 
  6 
  4 
  2.5 
  Helmet 
  — 
  +1 
  +1 
  .5 
   
   
   
   
  Availability 
  Cost 
  Street Index 
  Light 
  4/48hrs 
  700¥ 
  1 
  Medium 
  4/48hrs 
  750¥ 
  1 
  Heavy 
  4/48hrs 
  1,000¥ 
  1 
  Helmet 
  5/48hrs 
  600¥ 
  2 
   
  >>>>>[This armor is only of moderate use for the serious firefighter. At least it looks like military 
  armor, unlike Combat Biker gear, though the penalty lights make it look like a fragging christmas 
  tree if you switch them on. Disable them and spray-paint the armor in some normal color and 
  you an quite effectively create a good set of armor for yourself.]<<<<< 
   
  —ASDF (13:17:04/07-11-55) 
   
  >>>>>[Or you can get yourself a set with the name of your favourite player on it!]<<<<< 
   
  —Flash (06:18:29/07-15-55) 
   
   
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 37  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  6 
   
  37 
  HARLEY-DAVIDSON BRAWLER 
   
  Based on the popular Harley-Davidson Scorpion, the Brawler is a custom bike designed 
  for the rough-and-tumble world of professional urban brawl. With a strengthened chassis, 
  improved armor, and full rigger controls, 
  the Brawler is the bike to beat. Used by 
  licensed urban brawl teams throughout 
  the world, the Harley-Davidson Brawler is 
  not street-legal and remains unavailable 
  on the open market. 
   
   
  Handling 
  Speed 
  B/A 
  Sig 
  Apilot 
  Cost 
  Brawler 
  5/7 
  64/192 
  4/6 
  1 
  2 
  26,000¥ 
  Seating: 1 front + 1 rear 
  Availability: 12/21 days  Street Index: 3 
  Economy: 36 km per liter 
  Fuel: IC/30 liters 
  Storage: 2 CF underseat + 2 CF per sidebox 
  Accessories: 3 Firmpoints (2 facing forward, 1 facing the rear), vehicle control rig 
   
  (Source note: appears in the Killing Glare adventure.) 
   
   
   
  
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  SECTION 
  7 
   
  >>>>>[For anyone who might venture into Japan’s mainland, here are three critters from that area, courtesy of AGE 
  <NBB02052@niftyserve.or.jp> 
  (wriring), 
  JUN 
  <MGH02010@niftyserve.or.jp> 
  (English 
  translations), 
  PANIC 
  <GCB01334@niftyserve.or.jp> (illustrations), and Gen-ichi NISHIO <nishio@io.com> (HTML lay-out). I corrected some 
  spelling and grammar errors and put in the lay-out you see here, that’s all.]<<<<< 
   
  —Gurth (run out of time/date-stamp ideas) 
   
  Zashiki-Warashi 
   
   
   
  Size Comparison Chart for Zashiki-Warashi 
  Identification 
  The Zashiki-Warashi is fairy of hearth which 
  guards a house and its inhabitants. It often appears in 
  fairy tales or native myth. 
  Once a Zashiki-Warashi inhabits a house, it 
  brings the house and its other inhabitants prosperity 
  and happiness, and keeps them from danger. On the 
  other hand, however, if the Zashiki-Warashi left 
  them, they would possibly fall. 
   
  >>>>>[Sorry, I didn’t really understand that last 
  sentence either.]<<<<< 
   
  —Gurth (10:23:36/09-12-55) 
   
  The typical Zashiki-Warashi manifests as a little 
  child, usually a little girl, wearing short bob style hair 
  and kimono. 
  Reasons why, and how, the Zashiki-Warashi 
  choose her residence are unknown. Some claim that 
  the Zashiki-Warashi is a spirit of the inhabitant’s 
  ancestor. 
   
  Magic Capability 
  Inate. Some of them are magically active. 
   
  Habits 
  The Zashiki-Warashi usually resides in astral 
  space. 
  Only 
  when 
  something 
  happens, 
  i.e. 
  inhabitants are meeting danger, threats come close, 
  or else, it manifests to save the house and 
  inhabitants. 
   The Zashiki-Warashi prefers an old house. Few 
  new houses are exceptionary holding the Zashiki-
  Warashi,but no corp office or lab because it only 
  inhabits with everyday life. 
   They tried holding the Zashiki-Warashi in corps, 
  but all of their effort including constructing a 
  suburban lodge are in vain. 
   
  Commentary 
  To keep a Zashiki-Warashi in the house, the 
  Zashiki-Warashi must be noticed and cared for 
  properly. Too much care drives it out. The Zashiki-
  Warashi is essentially childlike and sometimes it 
  causes trouble. When in such trouble, it is important 
  JAPANESE CRITTERS 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 39  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  to behave like to a little child, i.e. talk and excuse 
  gently. Anger drives it out, too. Because the Zashiki-
  Warashi just means to serve, a little bit excessive. 
  In addition, some claim that the Zashiki-Warashi 
  is not a fairy but a spirit from its nature. 
   
   Satori 
   
   
   
   
   
  Size Comparison Chart for Satori 
  Identification 
  Some say retired or hiding Sen-nin (a kind of 
  shaman-like 
  druid, 
  following 
  ancient 
  Chinese 
  Tradition. for more, request China Sourcebook) end 
  up as the Satori. 
  The average Satori stands 1.7m, weighs 60kg, 
  and appears like a humble human with rather hairy 
  skin. Closer look reveals an unnaturally deep sharp 
  glow in its eyes. 
  In spite of its quiet appearance, the Satori is a 
  horrible critter. The Satori reads all of its victim’s 
  thoughts and emotions and indicates her next move. 
  Victims who recognize they are read-out are 
  gradualy driven insane (think of living without a 
  minimum privacy, chummer). Insanities are followed 
  by a tragic end, from mental burn-out to death. 
  Some claim that the Satori robbed its victim of 
  her body and inhabited it, but that’s suspected. 
   
  Magic Capability 
  Innate. Some of them are magically active. 
   
  Habits 
  The Satori resides mainly in remote mountains, 
  sleeps in thick forests or in a cave, and hunts small 
  animals for food. It sometimes comes down to a 
  nearby village. 
   
  The Satori doesn’t have fertility and how can the 
  Satori reproduce itself is unkown. However, its life 
  span is said to be beyond a few hundred years. 
   
  Commentary 
  The Satori resembles humankind too much to 
  make a distinction by the physical look. But, on the 
  other hand, the aura of the Satori is different enough 
  from human to find its nature relatively easy from 
  astral perception. Of course, Satori’s dual nature 
  gives astral perception some danger. 
   
  Additional Powers 
  Here are additional powers for the Satori. Yes. 
  More house rules. They, especially ‘Madness,’ may 
  spoil your game balance. Make yourself  responsible 
  for Installation. I don’t want to drive you MAD. 
   
  Madness 
  This power sows seed of madness in the victim’s 
  mind and destroy it. 
  For using this power, make an opposed success 
  test with the critter’s essence and  victim’s willpower 
  or intelligence (whichever is higher). Comparing 
  successes, each of the critter’s successes exceeding 
  the victim’s reduces both her willpower and 
  intelligence by one. Ties go to the victim, well, 
  nothing happens. Take it easy. 
  This loss of attribute is usually temporary but if 
  the victim’s intelligence or willpower goes to less 
  than zero (i.e. minus), the victim will burn-out totally. 
  At this moment, the victim is driven mad and dies 
  instantly. 
  And if either victim’s intelligence or willpower is 
  boosted by cyber and/or biowares, first effect of this 
  power (reduce  two attributes by 1) results in loss of 
  all the boost at the same time (cyber and/or 
  biowares are destroyed!!). 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  SPORTS 
  CRITTERS 
   
  PAGE 40  
   
    
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  In addition, while the victim’s attributes are 
  decreasing, she is subject to the effect same as that 
  of  the Chaos spell. 
  This power works until the critter’s death or 
  [essence x D6] hours. 
   
  Mindlink 
  This power has the same effect as the  Mindlink 
  spell with a force rating of the critter’s essence (see 
  Grimoire II p.128). Differences with spell version are;  
  the target is not specified and the critter needs eye-
  contact with the target. 
   
  Kappa 
   
   
   
   
   
  Size Comparison Chart for Kappa 
  Identification 
  The kappa is Awakened otter. The typical kappa 
  is larger than normal otter, stands about 80cm with a 
  keratinized shell on its back. 
  It is a brown-furred except for the top of its head 
  (this saucer-like bald spot is very distinctive), upright 
  biped. 
   
  Habitat 
  River-side, lake-side. 
   
  Magic Capability 
  Innate 
   
  Habits 
  Unlike normal otters, the kappa feeds on not 
  only small fishes or animals but plants. And it is often 
  observed a kappa drags a rather big animal into 
  water and eats the victim. 
   
  Powers 
   Concealment, 
  Confusion, 
  Enhanced 
  Sense 
  (Thermographic vision), Enhanced Physical Attributes 
  (Strength), Accident, Hardened armor 
   
  Weakness 
  The kappa hates dry. Dry environment adds +2 
  target modifier to all tests the kappa makes, and 
  does L(Stun) damage for every one hour (check one 
  box on Stun condition monitor). 
   
  KAPPA – GAME INFORMATION 
   B 
  Q 
  S 
  C 
  I 
  W 
  E 
  R 
  Attacks 
   3/3 4x4 4(+6) — 3/4 
  3 
  (6) 
  5* 3L -1 Reach 
   
  
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  8 
  41 
  >>>>>[Chopper is a member of the ShadowRN list, and other members’ posts sometimes 
  cause him to post all sorts of vile, harmful, nasty, dreadful, stupid, wonderful, and/or downright 
  silly things, of which a few are reproduced here… Anyone want to see his smurfs?]<<<<< 
   
  – Gurth (lalala) 
  SMF K6 
  2-J 
  This is the latest battle rifle, a high power, high penetration weapon for use against 
  hardened infantry targets. Firing caseless Flechette rounds (not the common packet 
  flectettes, but a single APDS dart per round) this weapon is 1.2 metres long, has a Bullpup 
  frame with sliding stock and ambidextrerous operation. Rate  of  fire is slow, allowing 
  controled fire. Fitted with Gas vent 2 and a folding stock as standard.  
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Sniper 
  NA 
   
  30 (c) 
  SA/FA* 
  10S** 
  5 
  14/21 days 
  2,000¥ 
  3 
  * = Max ROF is 5, recoil is +2 on first  round, +1 from each round after that. Single shots are simple actions, but 
  the second shot is at +2 Target Number from recoil. 
  ** = use one-half Ballistic armor to defend. 
  SMF ‘INTERDICTOR’ 
  3P-E 
  This is the largest calibre, mass produced heavy handgun on the market, and SMF 
  expect demand will increase as it is  used. At the moment the gun is treated as an 
  expensive curiosity, as no army will bring a heavy handgun into general service. The gun is 
  a Large revolver with a solid steel frame. Ammunition is CASED in brass with ‘SMF-I’ on the 
  base. Standard ammunition is concave on both front and rear faces, so the bullet expands 
  into the barrel rifling when fired, and also expands in the wound when it hits. Can mount a 
  scope or laser sight. Cannot mount any recoil compensation.  
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  3 
   
  5 (cy) 
  SS 
  11M 
  3.5 
  10/7 days 
  950¥ 
  2 
   
  Firing the gun is a Complex Action as it goes off like a cannon. +1 to hit with the gun unless you’ve practiced 
  with it. (Can be used as a melee weapon, reach 0, STR+1 M damage.) Reduce Power by one if target is wearing 
  armour of 5+. Increase by one if target has no armour. Can mount a scope or laser sight. Cannot mount any recoil 
  compensation. All ammo costs are doubled as it has to be imported.  
  CRAWLERS 
  1-I 
  Take the flechette or splinter from the grenade. Fix hundreds of tiny barbs along its 
  sides, made of memory metal or plastic. The barbs are pressure responsive, so they ‘soften’ 
  under high pressure. In the body, this little monster ‘crawls’ through flesh as you move, 
  pushed forward by your movement, then held  in place by the barbs, turning toward the 
  highest pressure area… 
  …your heart… 
   
  Crawler ammo for guns (packet of 10): 
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  as flechette 
  .5 
  14/14 days 
  100¥ 
  6 
  Crawler grenades (each): 
  Conceal 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  6 
  as normal 
  as normal 
  .25 
  20/14 days 
  150¥ 
  6 
   
  The heavy crawlers are metal, and easy to spot. (Biotech skill test with Target Number 5, less with sophisticated 
  equipment) lighter ones of ceramic and plastic are invisable to x-rays and have Target Number 8. Removing the 
  crawler is Surgery, Target Number (8-successes rolled to spot). 
    
  Crawlers kill in (Body) hours from a Serious Wound, (Body x 3) for Moderate or Light. To worry players, roll 1D6 
  and add it to this time. Then roll 1D6 and subtract it. That gives Body (x3) ± 5 hrs  
   
  CHOPPER’S GEAR 
   
  AKA THE FLIPPER IS DEAD CYBERPUNK THINKTANK is proud to present 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 42  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  8 
  42 
  >>>>>[Even a flesh wound in the abdomen can give you a crawler in the heart within 10 
  hours. If hit, get to a GOOD docs fast! Then try to move as little as possible.]<<<<< 
   
  —Chopper (18:21:42/07-10-55) 
  LASER BURNER 
  The Ultimate Underslung Magic Weapon from SMF Paris — a preset laser sight and a 
  Force 5 Fire elemental with 1+ services. The elemental has been ordered to stay with the 
  gun and attack anything the laser illuminates. 
   
  Cost: 1,000¥ + cost of summoning element materials x shots (services) 
  Damage: as Elemental 
  Availability & Street Index: experimental military 
  SURE HIT M53 
  This system uses either a minigrenade laucher or shotgun with a laser sight and an Air 
  elemental. When the weapon is fired, the elemental guides the projectile (grenade or slug) 
  to the target illuminated by the laser. If the target runs, the elemental follows at top speed, 
  and keeps trying to hit… 
   
  Cost: weapon + 1,000¥ + cost to summon x services 
  Damage: as weapon 
  Street index: 4? 
   
  The elemental is usually Force 3. Acts as if the firer had extra skill dice = elemental’s Force. If it misses, on its next 
  action the elemental tries again, and again until the round hits or explodes. 
   
   
  CHOPPER 
  Just a thought, nothing more. 
   
  >>>>>[I think it’s official… Chopper is twisted :)]<<<<< 
   
  —Gurth (and I thought I was…) 
  
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  9 
  43 
   
  SLAYER!™ is proud to present you with our winter catalog. Our collection of medieval 
  instruments of death and destruction will hopefully accommodate even your most sadistic 
  and cruel needs. All our wares are of [CONNECTION BROKEN] 
   
  >>>>>[I decided to spare you the rest of that blather. God where is this world coming to, 
  even Slayer has a marketing department.]<<<<< 
   
  —Crusher (15:09:41/06-30-55) 
   
  [CONNECTION RESUMED] and can be dikoted and customized on request. Available 
  patterns include Nordic, Greek, Roman, Celtic and Arabic designs. We hope that in this 
  catalog you'll find all you need to crush, hack and slash, impale and beat your enemies to a 
  pulp in style. 
   
  >>>>>[You bet your hoop, do you know what “Slayer™” stands for? Fragging Society for a Life 
  in Anachronism – may Your Enemies Rot!]<<<<< 
   
  —Concerned Citizen (18:22:16/07-05-55) 
   
  >>>>>[Thats why I like them and now SHUT THE FRAG UP, YOU FRAGGING WUSSIE!!!!!!]<<<<< 
   
  —Jack the Ripper (04:26:40/07-08-55) 
     
  NOTE: All prices do not include ornamentation or Dikote™ treatment unless stated 
  otherwise. Custom design (including ornamentation) means a 100% price increase, the cost 
  of dikoting depends on the size of the object in question. All items can be ordered via 
  email, we guarantee delivery within the next 48 hours. 
   
  >>>>>[Well if you ask me those people have a few screws loose, I mean they sell 
  ornamented and dikoted medieval weaponry and have the nerve to claim that they are in the 
  self-defense industry for christs sake!!!!]<<<<< 
   
  —Not from here (02:31:51/06-JUL-55) 
   
  >>>>>[A chummer told me that Slayer also sell orichalchum versions of these beauties, can 
  anyone confirm that?]<<<<< 
   
  —John Mage (07:14:38/07-11-55) 
  BATTLE AXES 
   
  Whether you are the fearless barbarian or the hard-bitten, stout dwarf this weapon is the 
  perfect companion in battle. The reinforced alloy and the dikote coating will pull you 
  through even the worst scrape. Face of your enemies feeling its comforting weight in your 
  hands. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Gasher 
  2 
  1 
  (str)S 
  2 
  6/48hrs 
  1,000¥ 
  3 
  Decapitator 
  — 
  2 
  (str+4)S 
  11 
  6/48hrs 
  2,000¥ 
  3 
   
  The Decapitator has a Strength minimum of 6. 
   
  SLAYER!™CATALOG 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 44  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  9 
  44 
  >>>>>[I have a friend who swears to Odin (yes he does a lot of that) that he has cut a man in 
  half with the Decapitator.]<<<<< 
   
  —Crusher (05:14:52/07-03-55) 
   
  >>>>>[Yes tis truly a fine weapon.]<<<<< 
   
  —Warlord (10:31:50/07-13-55) 
   
  >>>>>[Is this guy a relative of Dr. Doom?]<<<<< 
   
  —Gurth (all rights of the producer and of the owner of the work reproduced reserved) 
  CLUBS 
  A small and very concealable weapon, ideal for confrontations in small dark alleys with 
  little or no room for maneuvering. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  5 
  1 
  (str+1)M Stun 
  1.5 
  2/6hrs 
  10¥ 
  1 
  DAGGERS 
  Every warrior’s closest friend. An extremely concealable weapon of last resort, the 
  trusty dagger has saved many a day. The stiletto version can be used as a throwing weapon. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Gutter 
  8 
  — 
  (str)M 
  .5 
  6/48hrs 
  1,000¥ 
  1 
  Stiletto 
  10 
  — 
  (str)L 
  .3 
  6/48hrs 
  1,000¥ 
  1 
  Bear-Knife 
  3 
  — 
  (str+2)M 
  1 
  6/48hrs 
  2,000¥ 
  1 
   
  The Bear-Knife has a Strength minimum of 3. 
   
  >>>>>[I once saw a ganger coming up at me with one of those Bear-knives, I fragging 
  thought he was carrying a fragging sword. That thing is BIG!!!]<<<<< 
   
  —Jerry (15:23:04/07-05-55) 
   
  >>>>>[Yeah, too big for me — not my style.]<<<<< 
   
  —Jack the Ripper (04:39:38/07-08-55) 
   
  >>>>>[This Slayer™ company isn’t into making weapons, they’re into ripping people off if you 
  ask me. A thousand bucks for a fragging knife? And not even Dikoted?? Gimme a 
  break!]<<<<< 
   
  —Gurth (In This Proud Land We Grew Up Strong) 
  MACES 
   
  Weapons in the true medieval tradition, maces dominated the battlefields of that era 
  because of their cruel efficiency. Custom stud configurations are possible. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Mace 
  2 
  1 
  (str)M 
  5 
  6/48hrs 
  700¥ 
  3 
  Morning Star 
  2 
  1 
  (str+1)M 
  7 
  6/48hrs 
  1,000¥ 
  3 
  Devil’s Star 
  — 
  2 
  (str)S 
  10 
  6/48hrs 
  1,500¥ 
  3 
   
  Additional studs raise the Power by +1, the Morning Star has a Strength minimum of 3, the Devil’s Star has a 
  Strength minimum of 4. 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 45  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  9 
   
  45 
   
  >>>>>[I’m telling ya chummers, dis is da best ting 'bout dem morning stars. I got me un and 
  reconfgrd it, put ’nother 30 studs on. Leme tell ya un ting, no gangar has given me any heat 
  since den, if ya catch my drifft.]<<<<< 
   
  —Da Trollster (12:44:26/07-08-55) 
   
  >>>>>[Wally? Dat you?]<<<<< 
   
  —Gurth (you know… Gurth) 
  WAR HAMMERS 
  A weapon of brute strength and efficiency that requires great skill. Very few things this 
  side of hell can stand up to a war-hammer wielding warrior who knows what he is doing. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Skull Crusher 
  2 
  1 
  (str)S 
  5 
  6/48hrs 
  1,000¥ 
  3 
  Mjolnir 
  — 
  2 
  (str+4)D 
  15 
  6/48hrs 
  2,000¥ 
  3 
   
  Strength minimum for the “Skull Crusher” is 5 whereas “Mjolnir” has a minimum of 7. The “Skull Crusher” can also 
  be used as thrown weapon. 
   
  >>>>>[Is it true what they say about the Mjolnir? You know about that cop and his 
  helm?]<<<<< 
   
  —ShadowFan (10:32:19/07-07-55) 
  BOWS 
  Elegant weapons of another era, bows will permit you to operate in the style that befits 
  you. Outfitted with the latest in targeting electronics and built from the finest materials 
  modern day science has to offer these weapons can take it up with any firearm while giving 
  you the added advantage of surprise.  
   
   
  Conceal 
  Str. Min. 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Whispering 
  Wind 
  5 
  1+ 
  (str+3)M 
  1 
  6/6hrs 
  1,000¥ 
  3 
  Elven Dream 
  2 
  1+ 
  (str+5)M 
  1.5 
  6/48hrs 
  2,000¥ 
  3 
   
  Arrowheads: 
  Warheads (Any mini grenade) 
  Mince Meaters (-4 to Power, +1 Damage Level) 
   
  +500¥ for a smartlinked version. 
   
  >>>>>[A very practical as well as elegant weapon, that can provide you with the necessary 
  firepower without having to sacrifice stealth. If the concealability scares you ask for the cyber-
  implant version.]<<<<< 
   
  —Feanor (11:21:52/07-06-55) 
   
  >>>>>[Do they sell dikoted arrowheads with anchored spells on them?]<<<<< 
   
  —Muncher (02:39:56/07-13-55) 
   
  >>>>>[Cyber-implant bows?? That’s the first time I’ve heard that!]<<<<< 
   
  —Gurth (wooosshhh!) 
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 46  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  9 
  46 
  CROSSBOWS 
  Crossbow quarrels can penetrate even the best of armors while making no more sound 
  than a passing breeze. Crossbows are nevertheless much less cumbersome than most 
  projectile weapons. A fine choice for those who value stealth and do not which to sacrifice 
  their freedom of movement. 
   
   
  Conceal 
  Str. Min. 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Light 
  4 
  3 
  6M 
  2 
  6/6hrs 
  800¥ 
  3 
  Heavy 
  — 
  4 
  8S 
  4 
  6/48hrs 
  1,500¥ 
  3 
  Ballista 
  — 
  5 
  10S 
  7 
  6/48hrs 
  2,000¥ 
  3 
   
  >>>>>[I have used a crossbow for quite some time now and believe me its the best thing to 
  have in a run. Especially if you have some custom made bolts. Oh and BTW I am not one of 
  those cooks who pray to Odin before going to bed.]<<<<< 
   
  —Archangel (14:22:51/07-14-55) 
  POLE ARMS 
   
  Be it staff for the solemn magician, or halberd for the fearless warrior this collection of 
  weapons will definitely give you the edge you have been looking for in hand to hand 
  combat. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Halberd 
  2 
  2 
  (str)S 
  6 
  6/48hrs 
  1,000¥ 
  3 
  Long Spear 
  2 
  2 
  (str)S 
  4 
  6/48hrs 
  1,000¥ 
  3 
  Scythe 
  — 
  2 
  (str+1)S 
  7 
  6/48hrs 
  1,000¥ 
  3 
  Staff 
  2 
  2 
  (str+3)M Stun 
  2 
  3/24hrs 
  100¥ 
  1 
   
  NOTE: Strength minimum for the Scythe is 4. 
   
  >>>>>[That does it, A SCYTHE!?!? THESE PEOPLE ARE CRAZY — I’ll get the Star on your heads, 
  you are not getting away with this!]<<<<< 
   
  —Concerned Citizen (18:43:10/07-05-55) 
   
  >>>>>[Do all of us a favor and shove it will ya? I’ve had enough of your whimpering.]<<<<< 
   
  —Crusher (20:31:50/07-05-55) 
   
  >>>>>[Ha, ha, ha! You die tomorrow!]<<<<< 
   
  —Grim Reaper (**********) 
  WHIPS 
  A real treat for all those sadistically inclined out there. This extremely painful weapon 
  has been historically used for execution by torture. But be warned some of this stuff is 
  banned in some states. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Bullwhip 
  8 
  2 
  (str)L 
  1 
  6/48hrs 
  100¥ 
  1 
  Flogger 
  6 
  2 
  (str)M 
  1 
  6/48hrs 
  500¥ 
  3 
  Cat with 
  nine tails 
  5 
  2 
  (str+2)M 
  3 
  6/48hrs 
  1,000¥ 
  3 
   
  >>>>>[I don’t mean to interfere, but don’t you think this is a bit too much?]<<<<< 
   
  —Not from here (02:48:41/06-JUL-55) 
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 47  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
  S E C T I O N 
  9 
   
  47 
  >>>>>[By no means, we are all adults that can judge right from wrong. I can’t wait to try that 
  scourge on a guy I know.]<<<<< 
   
  —Jack the Ripper (04:41:51/07-08-55) 
  SLING 
  A weapon of truly unparalleled performance considering its size, weight, concealability, 
  cost and ease of use. Three words chummers “David and Goliath.” 
   
  Conceal 
  Str. Min. 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  10 
  1 
  (str)M Stun 
  .1 
  3/24hrs 
  100¥ 
  1 
   
  >>>>>[I sure did him in the eye didn’t I?]<<<<< 
   
  —David (14:13:57/07-10-55) 
  SWORDS 
   
  A sword has always been a sign of nobility and strength, the weapon of choice for 
  warriors and gentlemen since the dawn of time. Make your opponents shiver in fear before 
  you run them through with a high quality blade from our collection. 
   
   
  Conceal 
  Reach 
  Damage 
  Weight Availability 
  Cost 
  Street Index 
  Rapier 
  5 
  1 
  (str+2)M 
  2 
  6/48hrs 
  1,000¥ 
  3 
  Scimitar 
  4 
  1 
  (str+2)M 
  1.5 
  6/48hrs 
  1,000¥ 
  3 
  Shortsword 
  5 
  1 
  (str)M 
  2 
  6/48hrs 
  1,000¥ 
  3 
  Broadsword 
  4 
  1 
  (str+1)M 
  2 
  6/48hrs 
  1,000¥ 
  3 
  Longsword 
  4 
  1 
  (str+2)M 
  2 
  6/48hrs 
  1,000¥ 
  3 
  Two Handed 
  2 
  1 
  (str+3)S 
  5 
  6/48hrs 
  3,000¥ 
  3 
  Katana 
  3 
  1 
  (str+3)M 
  2 
  6/48hrs 
  2,000¥ 
  3 
   
  
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
  48 
  >>>>>[No, I’m not going to introduce this one. Nope.]<<<<< 
   
  —Gurth (so what you’re saying, Zig, is that you’re refusing to introduce the ad break?) 
  Ammunition 
  ANTI-PERSONNEL MINE 
  1-I 
   
  A small mine with a pressure detonator, to 
  cause serious injury to anyone who steps onto it! 
  Made almost completely out of synthetics to make 
  it much harder to detect than traditional mines! 
   
  Conceal Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  6/18* 
  6D 
  -3 per meter 
  .25 
  14/10 days 
  50¥ 
  4 
  * = concealability is 18 against metal detectors 
   
  Damage is applied as normal, but armor does not defend against this mine, unless the GM rules that the character 
  hits the mine with an armored body part (wearing armored boots, for instance). Vehicles passing over such a mine will 
  suffer damage to a tire if a mine gets underneath one (GM’s decision); tracked vehicles are unaffected by the relatively 
  low effect. 
   
  >>>>>[Can we say ouch kiddies? One of these fraggers took both legs off a chummer of 
  mine on a mission one time. Don’t bother using a metal detector. Best way to find them is get on 
  your belly grab, your knife and start probing for them. That and just pray that the senstivity on that 
  sensor isn’t set way high]<<<<< 
   
  —Sandman (well_erm/man) 
   
  >>>>>[Note here that while traditional metal detectors may not be effective, a chem sniffer 
  may well help. And if you think you’re going to run into landmines, getting a mage along to 
  move you over them might be a wise precaution. Also note that these things will most likely only 
  be used on the perimeter of wilderness installations. In the city, they make too much noise, and 
  inside, well, they tend to be messy.]<<<<< 
   
  —Mal_2 (21:44:54/07-07-55) 
  APDS FLECHETTE AMMO 
  5-L 
  Packing a single dart instead of a full-caliber bullet or a load of metal slivers, APDS-F 
  rounds are highly effective against armor, and since the darts curl up inside the target, give 
  devastating tissue damage! 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  +1 Damage 
  .25 
  14/14 days 
  100¥ 
  4 
   
  These rounds are totally ineffective against all Hardened armors, no matter what their ratings or the Power Level 
  of the firing weapon. Against normal (worn) armor, they are very effective: use one-half (round down) the Ballistic 
  rating of the armor to defend against them. The +1 Damage Level is against all targets, armored or unarmored. 
   
  GEAR & EQUIPMENT 
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 49  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  49 
  INCENDIARY GRENADE 
  2-I 
   
  Setting a fire never was so easy as with these grenades! The 
  fragments generate intense heat, hot enough to set alight almost any 
  flammable substance! 
   
  Conceal 
  Damage 
  Power Level 
  Weight 
  6 
  10M/10L 
  -1 per ,5 meter 
  .25 
  Availability 
  Cost 
  Street Index 
  10/8 days 
  100¥ 
  3 
   
  Similar to white phosphorous grenades, these grenades use all WP damage rules (p.86, 
  Fields of Fire and p.83, this book), but have a Firesetting rating of 10 (p.72, Tech Specs). 
   
  >>>>>[These are nasty fraggers if you’re on the receiving end, but very handy to clear rooms 
  with. They come running out screaming once their clothes are on fire!]<<<<< 
   
  —Hairy Harry (20:42:36/07-13-55) 
   
  >>>>>[Ain’t you the one who got second-dgree burns on his hands because of a melting 
  SMG, and then screamed his lungs? And now you’re using incendiary grenades on other 
  people…You’re one weird fragger, Harry.]<<<<< 
   
  —Deborah (04:27:19/07-17-55) 
  LARGE-CAPACITY CLIPS 
  AS WEAPON 
  These clips are available for numerous weapons, and are all designed with one thing in 
  mind: providing longer firing time and less time spent reloading. Developed by 
  Confederated Arms Technologies and marketed by Ares Arms, these clips are sure to 
  enhance your firepower as much as the original improved clips did back in ’50! 
   
  Weapon 
  Ammo Concealability 
  Availability Cost Street Index 
  Source 
  AK-97/98 
  75 
  -2 
  4/24hrs 
  10¥ 
  1 
  O 
  Armalite 44 
  13 
  -1 
  3/24hrs 
  10¥ 
  1 
  O 
  Browning Ultra-Power 
  12 
  — 
  3/24hrs 
  5¥ 
  .8 
  SSC1 
  Defiance T-250 
  7 
  — 
  4/24hrs 
  65¥ 
  1 
  O 
  Federated Arms X-22 
  14 
  — 
  3/24hrs 
  5¥ 
  .8 
  O 
  FN HAR 
  50 
  -1 
  4/24hrs 
  10¥ 
  1 
  O 
  H&K MP-5 TX 
  30 
  — 
  3/24hrs 
  5¥ 
  .8 
  SSC1 
  Ingram Valiant 
  100 
  — 
  4/24hrs 
  10¥ 
  1 
  O 
  Mossberg CMDT 
  12 
  — 
  4/24hrs 
  10¥ 
  .8 
  O 
  Remington 750 & 950 
  10 
  — 
  4/24hrs 
  55¥ 
  .9 
  O 
  Sandler TMP 
  28 
  — 
  3/24hrs 
  5¥ 
  .8 
  SSC1 
  Seco LD-120 
  18 
  — 
  3/24hrs 
  5¥ 
  .8 
  SSC1 
   
  The Source indicates where the clip came from: SSC1 is the first-edition Street Samurai Catalog (p.34), O is 
  Original design by us. Weapons with a fixed magazine which are modified for enhanced-capacity clips can, naturally, 
  not use their normal ammo capacity anymore; cost for these magazines is including installation. Clip-loaded weapons 
  can still use their normal clip size in addition to the larger clips provided here. 
  SMALL-CAPACITY CLIPS 
  AS WEAPON 
  For those requiring less rounds in their guns than normal, these small-capacity clips are 
  also produced by Ares Arms. 
   
  Weapon 
  Ammo Concealability 
  Availability Cost Street Index 
  Source 
  Ares Crusader MP 
  25 
  +1 
  3/24hrs 
  5¥ 
  .8 
  O 
  Ares Predator 
  10 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  AK-97/98 
  22 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  AK-97 SMG 
  22 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  Beretta Model 70 
  20 
  +1 
  3/24hrs 
  5¥ 
  .8 
  O 
  Beretta Model 101T 
  10 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  Browing Max-Power 
  8 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
   
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 50  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  50 
  Weapon 
  Ammo Concealability 
  Availability Cost Street Index 
  Source 
  Colt Cobra 
  20 
  — 
  3/24hrs 
  5¥ 
  8 
  O 
  Colt American L36 
  9 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  Fichetti Security 500 
  10 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  Fichetti Security 500a 
  22 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  FN HAR 
  20 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  H&K HK227 
  16 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  H&K HK227 
  20 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  Remington 990 
  5 
  +1 
  3/24hrs 
  75¥ 
  .8 
  O 
  Remington Roomsweeper 6 
  — 
  3/24hrs 
  60¥ 
  .75 
  SR1 
  Uzi III 
  16 
  — 
  2/24hrs 
  5¥ 
  .75 
  SR1 
  Walther MA 2100 
  8 
  — 
  3/24hrs 
  150¥ 
  .8 
  SSC1 
   
  The Source indicates where the clip came from: SR1 is the first-edition Shadowrun rulebook, SSC1 is first-edition 
  Street Samurai Catalog, O is Original design. Weapons with a fixed magazine which are modified for reduced-capacity 
  clips can, naturally, not use their normal ammo capacity anymore; cost for these magazines is including installation. 
  Clip-loaded weapons can still use their normal clip size in addition to the smaller clips provided here. 
   
  >>>>>[What is the point of clips like these? You only have less ammo to fire instead of 
  more.]<<<<< 
   
  —Mover (16:20:29/07-13-55) 
   
  >>>>>[These clips were standard issue about five years ago, until Ares brought out the bigger 
  clips that everybody uses these days. You could use them if you only have the need for a small 
  number of rounds for emergencies and things like that.]<<<<< 
   
  —Curious (05:21:18/07-15-55) 
   
  Bioware 
  FLUID REROUTER 
  LEGAL 
  A modification to the kidneys and bladder that will seriously increase survival chances 
  in dry environments! By enhancing the kidneys’ capabilities the user’s urine is concentrated, 
  meaning less water is wasted, which in turn allows the user to drink less than when 
  unaugmented, but still stay alive! 
   
  Body Cost 
  Availability 
  Cost 
  Street Index 
  .2 per level 
  6/48hrs 
  level x 2,500¥ 
  1 
   
  Adds its level to the number of dice a character gets to roll to resist damage from dehydration. 
   
  Cyberdecks 
  MCT 672 
  A new cyberdeck by Mitsuhama, designed specifically for the serious decker! It comes 
  with a built-in vidscreen to boot! 
   
  Persona 
  Hardening 
  Memory 
  Storage 
  Load 
  I/O 
  Availability 
  Cost 
  Street Index 
  4 
  1 
  70 
  400 
  15 
  10 
  4/7 days 
  17,800¥ 
  1 
   
  >>>>>[Whoooh! A vidscreen!!]<<<<< 
   
  —If (23:09:21/07-03-55) 
   
  >>>>>[I’m no decker but since when did they need a view screen?]<<<<< 
   
  —Sandwalker (like erm/man) 
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 51  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  51 
  >>>>>[It’s not such a bad idea actually, you can have one of your chumms watch over you 
  so you can go into full cyber-mode. This saved my life once.]<<<<< 
   
  —Archangel (21:27:31/07-08-55) 
   
  >>>>>[Sandwalker, if you’re no decker then why does your time/date stamp say “like 
  erm/man” instead of the time and date of your post??]<<<<< 
   
  —Princess E. (08:17:18/07-13-55) 
   
  >>>>>[hehehe Even mercs like me have chummers. It’s amazing what ya can pick up 
  hitcher jacked into a chummers deck when he makes a run. Sides I never said I didn’t have any 
  comp skills. Just said I wasn’t a decker:) Also the like erm man is permanent. I can’t change it at 
  will…well unless I wanna spend a week doing it..never was that good at programming]<<<<< 
   
  —Sandwalker (like erm/man) 
  Cyberware 
  CLOCK RADIO 
  A headware radio receiver with a built-in 24-hour clock and alarm. Guaranteed to wake 
  even the tightest sleeper by direct stimulation of the brain! 
   
  Essence Cost 
  Availability 
  Cost 
  Street Index 
  .5 
  2/24hrs 
  3,000¥ 
  .8 
   
  Double Action Revolvers 
   
  >>>>>[I decided it was time that players who wanted to use revolvers in SRII had a bit more 
  choice than just a Ruger Super Warhawk. So I came up with this little item. I hope you all enjoy it. 
  It has been sugested to me that maybe Ruger should have released these weapons, but 
  seeing as they only have one weapon I can remember from all the source books (There may 
  be more, I just can’t remember off the top of my head.) I decided that Ares should make them. 
  This extract is taken from their latest Catalogue supplement. (September 2054.)]<<<<< 
   
  —JackFrost (cs6004@wlv.ac.uk) 
   
  Ares International, the people who gave you the Predator and the Predator II, the 
  worlds leading heavy pistols, have now done the same thing for the revolver. With our new 
  QuikClip™ fast release cylinder system, we have revolutionised the revolver. 
   
  No mater what you need a revolver for, we have the gun for you in our new range of 
  Double Action Revolvers, whether it is home defense or law enforcment. In the past the 
  biggest problem was trying to reload fast enough, not any more, our new QuikClip™ 
  completely disposable cylinders make reloading as quick and simple as an automatic. 
   
  There is now no need to mess about with single rounds, all you do is flip out the old 
  spent cylider, which will automaticaly spring up, throw it away, and clip in a new cylinder. 
  All cylinders are made from light, yet strong polymers so as you can carry as many as you 
  need. 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 52  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  52 
  Hornet (8P-E) 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Light 
  8 
   
  7 (cy) 
  DAR 
  7L 
  2 
  4/48hrs 
  250¥ 
  .8 
  Scorpion (8P-E) 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Light 
  8 
   
  7 (cy) 
  DAR 
  7L 
  2.25 
  4/48hrs 
  275¥ 
  1 
  Jaguar (6P-E) 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  5 
   
  6 (cy) 
  DAR 
  10M 
  2.5 
  5/4 days 
  300¥ 
  1.25 
  Constrictor (6P-E) 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  6 
   
  6 (cy) 
  DAR 
  10M 
  2.5 
  7/7 days 
  400¥ 
  2 
  Stingray (6P-E) 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  4 
   
  6 (cy) 
  DAR 
  10M 
  2.75 
  7/7 days 
  500¥ 
  3 
   
  The Scorpion and Jaguar come with an integral laser sight. 
  The Constrictor comes with an integral smartlink. 
  The Stingray comes with either a laser sight or smartlink and 1 point of recoil 
  compensation. 
  The Ares DAR range will take any standard accessories, except a silencer. 
   
  This article introduces a new mode which is the Double Action Revolver (DAR) This means that you can fire one 
  round every Simple Action, from these revolvers. 
  The disposable cylinder means that you only take one Complex Action to completely reload and be ready to fire 
  again, or one Simple Action if using smartlink technology. These cylinders cost 100¥ each. 
   
  >>>>>[Why would anyone want a gun that you can’t silence?]<<<<< 
          —Firefly (11:43:36/02-26-54) 
   
  >>>>>[Right, the same way you ALWAYS use a silencer Fly?]<<<<< 
          —Katz (12:54:12/02-26-54) 
   
  >>>>>[I don’t get it. *puzzled look* These guns have a lower ammo capacity than any 
  automatic, can’t be silenced and cost more to run. So why would anyone buy them?]<<<<< 
          —Job (03:26:56/03-04-54) 
   
  >>>>>[You’re missing the point of these. It’s not just a matter of firepower, its also a matter of 
  style.]<<<<< 
          —Texas Pete (10:14:02/03-08-54) 
   
  >>>>>[I’ve been carrying a SuperWarhawk as a backup weapon for years now. The rate of fire 
  on it isn’t brilliant, but when the drek has hit and I need those one shot takedowns, I use that. The 
  other advantage a revolver has over an automatic is, that it don’t jam! If you get a dud round all 
  you do is give it another pull, no messing about trying to remove the blockage.]<<<<< 
          —The Shifter (09:42:27/03-16-54) 
   
  >>>>>[The ‘disposable’ cylinders, can actualy be refilled with standard caseless ammo. Any 
  competent gunsmith can do this. They usually charge about and extra 10 percent on top of the 
  ammo for doing this. They can be refilled about 5 times, after that cracks start to appear. I use to 
  refill my own, and didn’t notice a crack, it was no fun when the cylinder fell in half in the middle of 
  a run.]<<<<< 
          —Katz (20:53:26/03-25-54) 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 53  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  53 
  Equipment 
  BARBED WIRE 
  LEGAL 
  In this age of monowire, barbed wire still has its uses. It's not possible to put rolls of 
  monowire up as makeshift fences, it is possible to run a current through barbed wire, and 
  barbed wire is a natural deterrant simply because it is barbed wire! Available in two models: 
  barbed wire and razor wire — barbed wire is your everyday, cattle-detaining wire, razor 
  wire is high-quality, military-grade equipment. Costs are per roll of 100 meters of wire, 
  which includes a pair of strong working gloves. 
   
  Barbed wire: 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  3L 
  20 
  always 
  25¥ 
  .75 
  Razor wire: 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  3M 
  25 
  3/48hrs 
  75¥ 
  1 
   
  Damage is taken by anyone who gets caught by the wire. To avoid taking damage, a Quickness or Athletics test 
  is required, with the Target Number based on the density of the wire: a simple farm fence would be Target Number 3 
  or 4, while a complicated military fence could run as high as 10. If a character does take damage, she rolls a Body test 
  to stage it down; Impact armor resists. Anyone taking damage must roll a Quickness test against the same Target 
  Number to avoid getting stuck in the wire. A character who is stuck can get loose by making another Quickness test, 
  or simply by tearing himself free, though the latter automatically causes damage. 
   
  >>>>>[Don’t underestimate barbed wire just because everybody’s using monowire these 
  days. Barbed wire, especially in coils or a good fence, is much more menacing than a wire that 
  you can only see when the light is just right.]<<<<< 
   
  —Precious (11:20:51/06-07-55) 
   
  >>>>>[Echo that one chummer. Nothing like a little razor wire round a perimeter to liven a  
  attack up.]<<<<< 
   
  —Sandwalker (like_erm/man) 
   
  >>>>[Don’t forget, though, that we moved to monowire for a reason. A good pair of bolt 
  cutters will take down a Razor tape fence ina matter of seconds. Or, the part magus levitates 
  you over it, or you jump it if you're good. It seems to be that the barbed wire and razor tape are 
  mostly for show (or, perhaps, to mislead one into disregarding the monowire strung ABOVE the 
  razor tape.]<<<<< 
   
  —Mal_2 (21:43:02/07-07-55) 
   
  >>>>>[I don’t mean to be a smartass but anyone with goggles or some cyber is bound to 
  see the stuff, and all ya need to get around it are those gloves or a pair of cutters. On the other 
  hand some of the really cybered up dudes I know would simply go through it.]<<<<< 
   
  —Archangel (10:26:18/07-10-55) 
  DICE 
  5-I 
  Not just ordinary dice from KoHu North America, each actually contains five grams of 
  C12 and room for a micro detonator (see our article on KoHu on pages 62 to 69 of Running 
  Gear). Available in D4, D6, D8, D10, D12, D20, and D30 types, these are certain to show 
  those **&*-ers that you mean business! 
   
  Conceal Damage 
  Power Level 
  Availability 
  Cost 
  Street Index 
  16 
  1D 
  -1 per 8 cm 
  6/5 days 
  25¥ 
  2.5 
   
  The Concealability reflects that it is very difficult to see that this is not a “real” die but is made of C12 instead. 
  They come with numbers printed onto them, so they can be used as dice! If you pile a number of them together, one 
  detonator is all it takes to blow them all up. In such a case, the Power Level of the explosion is 12 x [square root of 
  (.005 x number of dice)], rounding to the nearest whole number, and the Damage Level remains at D. For instance, 64 
  dice gives a Damage Code of 7D. 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 54  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  54 
  U-OPEN-IT® 
  LEGAL 
  Indispensable for silent entries, the U-Open-It resembles a heavy-duty jack, but is used 
  to open doors with! Insert it between the vertical posts of a door-frame, and work the lever 
  – by pressing the door-frame asside, you can open the door without having to unlock it! 
  And all without leaving traces, since the doorframe snaps back into position when you 
  remove the U-Open-It! Available in five different grades. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  2 
  1-5 
  5 
  6/48hrs 
  rating x 75¥ 
  2 
   
  Roll a number of dice equal to the jack’s rating against the Barrier Rating of the door-frame. If any successes are 
  rolled, the door can be opened without having to be unlocked! Each attempt takes one minute, divided by the number 
  of successes. This naturally doesn't work if the door has locks on more than one side (like having deadbolts that fall 
  into its top edge), and also cannot be used if the door is wider than 120 centimeters or narrower than 70 centimeters, 
  due to the jack’s length. The jack operates very smoothly, making virtually no noise. Noticing that a door has been 
  forced open by means of a U-Open-It® requires a Perception(6) test. This also goes for failed attempts. 
   
  >>>>>[Nice Idea but what about those strengthened door frames or a alarm on the door? 
  Plus I don’t see how it would leave a mark if your moving the door frame like that. Push that lever 
  one too many times and the frame cracks. But it is a nice idea.….maybe]<<<<< 
   
  —Sandwalker (like erm/man) 
   
  >>>>>[Pretty frostie, now all I have to do is persuade my buddy Wally not to break down every 
  door we come across.]<<<<< 
   
  —Archangel (17:27:41/07-14-55) 
   
  >>>>>[He treats doors like he treated that blond who wanted to shoot him, right?]<<<<< 
   
  —Gurth (14:78:13/75-91-38) 
  Weapons 
  ARES BLACK WIDOW 
  6-G 
  Ares Arms just recently released this marvel of modern science as it’s newest addition 
  to the light pistol market. Reserved for “special” clients, this weapon comes with an integral 
  silencer as well as a smartlink II targeting system. Accurate, quiet, concealable, and deadlier 
  than its namesake… 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Light 
  6 
   
  21 (c) 
  SA/BF 
  6L 
  1 
  14/7 days 
  1,500¥ 
  3 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
   
  ARES PREDATOR III 
  6P-E 
  Ares, no doubt noting the strong sales of level 2 smartlink systems, has improved the 
  premiere heavy pistol of the 2050’s by upgrading the smartlink to level 2 technology. The 
  best just keep getting better. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  4 
   
  15 (c) 
  SA 
  9M 
  2.5 
  6/36hrs 
  700¥ 
  1 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
   
  >>>>>[Angel’s bad atitude gat to me too — Gimme my Savalete over dis junk 
  anytime.]<<<<< 
   
  —Wally (15:06:41/07-12-55) 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 55  
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    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  55 
  COLT MANHUNTER S AND S+ 
  6P-E 
  Colt didn’t waste too much time in upgrading its competitor for heavy pistol when 
  word of the Predator III came out. Now the finest pistol in Colt’s line is available with 
  smartgun link of level 1 or 2. 
   
  Manhunter S: 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  5 
   
  16 (c) 
  SA 
  9M 
  2.25 
  4/24hrs 
  600¥ 
  1 
  Manhunter S+: 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  5 
   
  16 (c) 
  SA 
  9M 
  2.25 
  6/48hrs 
  800¥ 
  1 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  COLT PEACEMAKER 
  6P-E 
  Colt’s second new revolver has swayed many a client from Colt’s competition, Ruger 
  Arms. Named after it’s descendant from over two centuries ago, this elephant gun in 
  pistol’s clothing is sure to attract many more buyers still.   
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Heavy 
  4 
   
  6 (cy) 
  SS 
  10M 
  2.75 
  3/24hrs 
  350¥ 
  .9 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  COLT PROTECTOR 
  8P-E 
  Colt’s new line of revolvers begins with this entry into the light pistol market. The 
  compact styling and light weight make it a perfect personal protection firearm for those 
  who find most pistols to be too large and anything smaller to be incapable of damaging the 
  offender. Add the pittance of a price tag to everything else this revolver offers and one can 
  quickly see booming sales in Colt’s future. 
   
  Type 
  Conceal 
  Ammo 
  Mode Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Light 
  8 
   
  6 (cy) 
  SS 
  6L 
  .75 
  2/12hrs 
  300¥ 
  .7 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  DINATECH F5 SERIES 
  PER WEAPON 
  The F5 series from DinaTech is a line of assassination tools for the discerning 
  professional. Looking like everyday objects, these weapons achieve their deadly effects by a 
  well-designed combination of disguise and lethality! 
   
  With all these weapons, Concealability reflects how difficult it is to notice that the device is not what it appears to 
  be. 
   
  F5A 
  4-E 
  It looks like a marking pen, but it actually is a one-shot pistol firing an APDS round! It is 
  triggered by screwing the cap 90° clockwise. Be sure to point the rear end of the “marker” 
  away from you before you fire! Not reloadable. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  10 
   
  1 
  SS 
  10M 
  — 
  10/14 days 
  500¥ 
  3 
   
  F5B 
  2-E 
  Another marking pen, this one more lethal than the first, as it packs a full-caliber 
  shotgun round! 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  10 
   
  1 
  SS 
  7S 
  — 
  12/14 days 
  700¥ 
  3 
  F5C 
  4-A 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 56  
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    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  56 
  A screwdriver with a tip made of memory-metal! Upon pressing the micro-switch, the 
  tip sharpens to a dagger point perfect for quiet eliminations! Releasing the switch returns 
  the point to its normal shape, and the internal battery is usable for a certified 100 
  transformations! The battery is an easily replacable, standard AA-type. 
   
  Conceal 
  Reach 
  Damage* 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  — 
  (str/2)L 
  (str)L 
  — 
  10/14 days 
  350¥ 
  3 
   
  * = Damage is (str/2)L in “screwdriver” mode, and goes up to (str)L when the switch is pressed. 
   
  F5D 
  Legal 
  A band-aid meant to kill! Working on slap-patch technology, but concealed as a 
  common band-aid, the F5D releases a single dose of a special DMSO/cyanide mixture onto 
  the target’s skin! 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  9 
  9D 
  — 
  10/10 days 
  1,000¥ 
  3 
  GLOCK 19 MK. IV 
  8P-E 
  It was once said that the man who designed the Glock pistols was either an absolute 
  genius or absolutely clueless as to how a pistol should be made. After over 80 years in the 
  business, I think it’s safe to say where the truth of that statement lies. Although bulkier than 
  most light pistols, the Mk. IV is hands-down the most dependable weapon in its class. The 
  weapons design minimizes recoil and provides a “feel” that few weapons will ever attain 
  and fewer still will ever exceed. The Mk. IV comes standard with an integral laser sight 
  which may be upgraded to a smartlink, level I or II, for an additional 200 or 400 nuyen, 
  respectively. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Light 
  5 
   
  17 (c) 
  SA 
  6L 
  1 
  8/24hrs 
  750¥ 
  2 
   
  The weapon’s design gives 1 point of recoil reduction. 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  GLOCK 22 MK. III 
  6P-E 
  Glock’s rising star is it’s entry into the heavy sidearm market. The Mk. III is very similar 
  in design to it’s little brother the 18 Mk. IV, and both reap the benefits. This pistol comes 
  standard with a laser sight which may be upgraded at a cost of 200 nuyen to a smartgun 
  link or even up to a smartgun II link which adds 400 nuyen to the base price. It isn’t cheap 
  and it isn’t pretty, but the Glock 22 Mk. III just may be the best pistol out there today. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  4 
   
  15 (c) 
  SA 
  9M 
  2.5 
  6/24hrs 
  600¥ 
  1.5 
   
  The weapon’s design gives 1 point of recoil reduction. 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  HECKLER & KOCH “BLASTER” 
  5P-E 
  Finding itself without a competitor for the highly lucrative, yet highly packed heavy 
  pistol market, H&K decided that it needed to start from scratch and build a weapon so 
  unique that it would reclassify the meaning of heavy pistol. Still in the prototype stages, this 
  weapon fires downsized assault cannon rounds to devastating effect (this pistol uses the 
  heavy weapon recoil modifiers). The detractors of the “blaster” say that it fires too slow and 
  that it doesn’t carry enough ammunition. H&K replies simply that the pistols which hold 
  more ammunition need it, whereas the “blaster” needs only as much as you have targets. A 
  breakthrough in ammunition design which stabilized the round has brought the “blaster” 
  near completion. Look out Ares and Colt, the heat is on. 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 57  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  57 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  4 
   
  6 (m) 
  SS 
  12M 
  3 
  — 
  — 
  — 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  HECKLER & KOCK P7S15 
  8P-E 
  For those who want Heckler & Koch dependability in a light sidearm without the hefty 
  price tag of the VP80Z, H&K proudly offers the P7S15. A descendant of their 
  groundbreaking P7 pistol, this model also includes the “squeeze-cocking” action which 
  made the P7 so popular. That edge has more than once made the difference in today’s 
  world. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Light 
  6 
   
  15 (c) 
  SA 
  6L 
  1 
  4/24hrs 
  400¥ 
  1 
   
  For game purposes, changing clips is handled as if the pistol and user were smartlinked. 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  HECKLER & KOCH VP80Z 
  6-G 
  Heckler & Koch’s entry to the light pistol market has marked itself as an immediate 
  comer. The impeccable reliability of an H&K design coupled with a 3 round burst feature 
  has produced some serious competition in a group that has been long neglected among 
  firearms manufacturers. Also comes equipped with a detachable shoulder stock for steady 
  firing. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Light 
  6 
   
  21 (c) 
  SA/BF 
  6L 
  1.25 
  6/48hrs 
  1,200¥ 
  3 
   
  The shoulder stock (if attached) gives 1 point of recoil compensation. 
   
  (Credits: designed by Bob Ooton <topcat@cencom.net>) 
  KITCHEN SINK 
  LEGAL 
  Sharp as a brick, the kitchen sink boasts the concealability and subtlety of your average 
  rhino. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  How? 
  0 
  ((2x Strength)-6)S Stun 
  10 
  always 
  100¥ 
  1 
   
  The Damage Code means that it cannot be wielded effectively by anyone with a Strength under four, but if a troll 
  decides to pound you over the head with one, have some REALLY good painkillers ready:) 
   
  >>>>>[Not for the stylish.]<<<<< 
   
  —phil (Philip.Hayward@JET.UK) 
   
  >>>>>[HAHHAHAHHAHAHHAHHAHAHAAHHAHHA.…real funny…]<<<<< 
   
  —Sandwalker (like erm/man) 
   
  >>>>>[What is this? Some sort of bad joke?]<<<<< 
   
  —Archangel (10:33:51/07-10-55) 
   
  >>>>>[Yer just jealous cause ya cant even lift it! Har Har Har]<<<<< 
   
  —Wally (15:17:42/07-12-55) 
   
   
   
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 58  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  58 
  MAREMONT LR 
  2-G 
  Using a bullpup frame, this assault rifle is both light and easy to conceal! Its integral 
  telescope and laser sights makes it a steady contender on the world military market! 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Assault 
  3 
   
  36 (c) 
  BF/FA 
  8M 
  4.25 
  6/4 days 
  1,400¥ 
  2.5 
   
  The telescope is rating 1. 
   
  >>>>>[It’s a steady contender on the world shadow market. Why would an army (national or 
  corp for that matter) need “easy to conceal” assault rifles? This one smells like it’s built for the 
  street.]<<<<< 
   
  —Navora (10:41:29/07-09-55) 
  NR-10 MULTI-BARREL HEAVY MACHINE GUN 
  1-J 
  A three-barrel design offering a high rate of fire, the NR-10 is as capable a weapon as 
  any! Normally installed in fixed mountings in aircraft and helicopters, it can be fitted with 
  spade grips so it can be fired from a tripod or pintle mounting. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  HMG 
  — 
   
  35 (c) 
  or belt 
  FA 
  (Minigun) 
  10S 
  41 
  28/30 days 
  75,000¥ 
  3 
   
  >>>>>[Hmmmmm if I remember right these fraggers have a tendancy to have barrel warp 
  even with the nature air cooling. Guess thats what ya get with such a high rate of fire.]<<<<< 
   
  —Sandwalker (like_erm/man) 
   
  >>>>>[WOA! This baby combines the rate of fire of a minigun and the power of a heavy 
  machinegun. Belt-up guys and merry chistmas.]<<<<< 
   
  —Archangel (10:39:37/07-10-55) 
   
  >>>>>[Watch out for anyone with a weapon like that, the incredible recoil makes them loose 
  control and proceed to hose down everything in sight, consider yourself warned.]<<<<< 
   
  —SPD (05:15:27/07:13:55) 
  PREDATOR SERIES® 
  PER WEAPON 
  Syrko Corporation of Moscow has just brought out a fantastic new range of firearms 
  called the Predator Series®, and designed for both military and civilian use. All are 
  absolutely new designs, owing nothing to the design of existing weapons. 
   
  >>>>>[“Predator Series?" What will Ares think of that name?]<<<<< 
   
  —Allie (21:47:04/07-05-55) 
   
  >>>>>[Ares owns Syrko, chummer…]<<<<< 
   
  —Waiting (16:00:42/07-14-55) 
   
  >>>>>[That means Ares stuff is grossly over-priced! You can stamp out quality stuff in Russia at 
  much lower prices than in the UCAS, so I bet they’re making a huge wopping profit on almost 
  everything they sell!]<<<<< 
   
  —Number One (19:26:51/07-17-55) 
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 59  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  59 
  Panther™ 
  2-G 
  The Panther™ is the assault rifle of the Predator Series®, and in fact combines two 
  weapons into one! The rifle has two barrels on top of each other, the upper barrel firing 
  caseless assault rifle ammunition, fed from a 40-round clip, while the lower barrel fires a 
  large-calibre shotgun round for anti-vehicle use from a 25-round clip. Both barrels can be 
  fired simultaneously, and both are linked into the smartgun circuitry with which the weapon 
  comes as standard. Also included in the rifle is a gas vent for each barrel. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Assault 
  1 
   
  40 (c) 
  SA/FA 
  8M 
  5.25 
  8/7 days 
  4,000¥ 
  3 
  Shotgun 
   
   
  25 (c) 
  SA/BF 
  8S 
   
   
   
   
   
  The gas vent for the upper barrel is rating 3, for the lower barrel it is rating 2. If both barrels are fired in the same 
  action, the recoil modifiers are cumulative. 
   
  >>>>>[Firepower, chummers, firepower.]<<<<< 
   
  —Second (17:27:51/07-07-55) 
   
  >>>>>[DROOOOOOL! Despite the fact that I don’t trust many “Russian” made weapons other 
  than the AK this one looks like a winner to me. Grade A bang bang.]<<<<< 
   
  —Sandwalker (like erm/man) 
   
  >>>>>[Yeah, and in a few years every fragging ganger will be carrying one of those babies. 
  Kinda makes you wanna run away and hide no?]<<<<< 
   
  —Archangel (10:47:16/07-10-55) 
   
  Wolf™ 
  6P-E 
  The Wolf™ is a heavy-duty pistol, designed for close combat. It is of simple design, 
  resulting in an extremely reliable and dirt-resistant weapon with a built in smartlink. Its large 
  clip allows long periods of fire without reloading! 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Heavy 
  5 
   
  17 (c) 
  SA/BF 
  9M 
  2.5 
  5/48hrs 
  800¥ 
  1.5 
   
  This weapon has an internal rating 2 recoil compensator, leaving the barrel free to accept other accessories. It can 
  fire one three-round burst per Complex Action. 
   
  >>>>>[Another excellent weapon. Reliable as hell…I have never seen a weapon take as 
  hard a beating during testing then still fire like it was fresh from the crate. Impresive 
  indeed.]<<<<< 
   
  —Sandwalker (like erm/man) 
   
  >>>>>[Looks like a rippoff of the Savalete Guardian to 
  me.]<<<<< 
   
  —Archangel (10:49:20/07-10-55) 
   
  Tiger™ 
  2-H 
   
  A superb light machine gun, the Tiger™ is the most 
  powerful weapon in the Predator Series®. It uses a gas-
  operated system for high reliability, and has a special insulating 
  sleeve around the barrel, to prevent it from becoming too hot. 
  It has a built-in level 3 gas vent and smartlink, and fires 
  caseless ammunition only. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  LMG 
  — 
   
  40 (c) 
  or belt 
  SA/FA 
  7S 
  8.25 
  7/7 days 
  3,000¥ 
  2 
   
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 60  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  60 
  >>>>>[The extra recoil comp is nice, but other than that it’s the good old Ares LMG ain’t 
  it?]<<<<< 
   
  —Archangel (10:53:51/07-10-55) 
   
  >>>>>[Jees yer a hard elf ta please aintcha?]<<<<< 
   
  —Wally (15:28:15/07-12-55) 
   
  Eagle™ 
  4-G 
  The Eagle™ is the Predator Series®’ submachine gun. Capable of automatic fire as well 
  as semi-automatic, it provides the user with extreme reliability under all circumstances. As 
  with all Predator Series® weapons, it has an integral smartlink and gas vent (rating 2). 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  SMG 
  4 
   
  50 (c) 
  SA/FA 
  6M 
  3 
  5/3 days 
  900¥ 
  1 
   
  >>>>>[It’s my turn to bitch around, I’ll take my H&K227 over this baby anytime.]<<<<< 
   
  —Alek (06:17:41/07-14-55) 
   
  Cobra™ 
  5P-F 
   
  A combat shotgun, the Cobra™ is destined to become 
  hugely popular for its immense firepower. It fires the long-
  standard shotgun round, and is capable of firing any required 
  ammunition type. The Cobra™ has an integral smartlink, and is 
  semi-automatic instead of the pump-action of many other 
  shotguns. It also features a folding stock, to add to the 
  weapon’s concealment. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Shotgun 
  2 (4) 
   
  10 (c) 
  SA 
  10S 
  4.5 
  4/60hrs 
  1,200¥ 
  1 
   
  >>>>>[Two words – Franchi Spas-22]<<<<< 
   
  —Archangel (10:58:08/07-10-55) 
   
  >>>>>[Will ya do us all a favour and put a lid on it?]<<<<< 
   
  —SPD (09:25:28/07-13-55) 
  RUGER M45 
  4-G 
  A hyper-modern machine pistol, this has just been adopted by an unnamed corporation 
  for its armored vehicle crews. Developed by the Ruger company, it has been kept very 
  small, but is extremely deadly for its size. As such, it is expected to become very popular 
  among both military troops and civilians. It is capable of both fully-automatic and semi-
  automatic fire, and has an integral laser sight. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Heavy 
  6 
   
  18 (c) 
  SA/FA 
  9M 
  2 
  8/60hrs 
  850¥ 
  3 
   
  This weapon has a rating 2 recoil compensator and a laser sight; fully-automatic fire uses heavy weapon recoil 
  rules. 
   
  >>>>>[Civilians walking around with a gun like this one? Makes my spine crawl…]<<<<< 
   
  —Banging (04:17:58/07-14-55) 
   
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 61  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  10 
   
  61 
  Weapon Accessories 
  LASEREDGE® 
  2-B 
  This modification to edged weapons increases its penetration and damage by putting 
  an industrial-strength laser along the cutting edge! Burn your way through body armor! 
   
  For retrofitting weapons: 
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  (-1) 
  +1 Damage 
  +.25 
  6/5 days 
  700¥ 
  2 
  For weapons fitted with LaserEdge® when bought: 
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  (-1) 
  normal 
  +1 Damage 
  +.25 
  +2/x2 
  +500¥ 
  x2 
   
  This modification puts a laser device near the hilt of the weapon, shining along the weapon’s edge(s); at the tip of 
  the weapon a receptor is placed to avoid shining the laser further than the weapon’s tip. The weapon’s Damage Level 
  is increased by one level, but the weapon cannot be used to stab with anymore. It is also impossible to fit this to a 
  weapon with a curved edge (so no laser-katanas). 
  SIGHTING BAND 
  AS WEAPON 
  Allows you to see where your gun is pointing without having to look through your 
  sights! A very simple device essential for survival in the modern world, a sighting band 
  provides a smooth, undisrupted surface on the top of the weapon. Not available for pistols 
  and submachine guns. 
   
  Mount 
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  Top 
  — 
  -1 
  .25 
  4/24hrs 
  20¥ 
  1 
   
  A sighting band partly negates modifiers for hipfiring (see Stocks, page 83), in that a weapon with a sighting 
  band only gets +1 instead of +2 when fired from the hip. On top of the sighting band, another top-mounted accessory 
  can be fitted to the weapon. Each sighting band can only be fitted to a specific type of weapon — that is, a sighting 
  band for a CMDT will not fit an AK-97. 
   
  >>>>>[Ummm isn’t this what I got smartlinks for?]<<<<< 
   
  —Sandwalker (like erm/man) 
   
  
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  62 
   
  >>>>>[This little booklet for Car Wars (by Steve Jackson Games) is quite handy for riggers, so 
  get ahold of it if you want to use the material presented below. Items not listed below are not 
  available in Shadowrun for various reasons.]<<<<< 
  Offense 
  GAUSS GUN (P.4) 
  1-J 
  The weapon counts as an Autocannon, both for ranges and for fitting it in a vehicle. A 
  Perception (9) test is needed to hear the weapon firing. The weapon can only be fitted in a 
  vehicle, and requires a power source to operate: a running IC or MultiF engine provides 
  enough power, otherwise the weapon requires 1 PF per shot. 
   
  Type 
  Conceal 
  Ammo 
  Mode Damage Weight Availability 
  Cost 
  Street Index 
  Cannon* 
  — 
   
  10 (c) 
  SS 
  11S 
  135 
  — 
  500,000¥ 
  — 
  * = can only use its own, special ammo, described next. 
  GAUSS GUN AMMO 
  AS WEAPON 
  The Gauss Gun can fire only its own, specialized ammo. This is treated as Regular ammo 
  (giving no special bonuses), and can not be fired in any other weapons. Data is for a pack of 
  ten rounds. 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  6 
  normal 
  1.5 
  — 
  300¥ 
  — 
  FLECHETTE GUN (P.4) 
  1-J 
  This weapon can only fire Flechette ammo, but also uses the area-effect rules for 
  shotguns (Shotguns, p.95, SRII, a choke of 10). All targets in this area are attacked. If aimed 
  at the tire of a vehicle (an Aimed Shot, +4 Target Number), and any damage remains after 
  the vehicle makes its Body test, the tire is destroyed, forcing the driver of the vehicle to 
  make a Handling Test. 
  Treat the Flechette Gun as a Medium Machine Gun, for all purposes (ranges, ammo, 
  etc.), though it can only fire Flechette ammo. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damag
  e 
  Weight 
  Availability 
  Cost 
  Street Index 
  MMG 
  — 
   
  20 (c) 
  SA/FA 
  9D(f) 
  45 
  14/14 days 
  17,000¥ 
  1.5 
   
  >>>>>[Not particularly useful, except as a tire shredder. Oh, and also to take on unarmored 
  pedestrians, if that’s your gig.]<<<<< 
   
  —Freddy (02:42:41/07-15-55) 
  VEHICULAR SHOTGUN (P.4) 
  2-G 
  Simply a shotgun you can mount on your vehicle. Takes up one “point” when mounted 
  in a turret. Cannot be fired when not fitted onto a vehicle. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Shotgun 
  1 
   
  10 (c) 
  SA 
  9S 
  8.5 
  8/72hrs 
  2,500¥ 
  1.75 
   
  >>>>>[This is dumb! Just grab a machine gun instead of this kind of drek!]<<<<< 
   
  —Riggin’ Renegade (17:43:31/07-13-55) 
  UNCLE ALBERT’S 2036 CATALOG 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 63  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  63 
  INFRARED LASER (P.5) 
  AS NORMAL 
  Any normal laser can be adapted to operate as an IR laser. This doubles the weapon’s 
  cost, but Power Level reductions due to smoke only apply if they are caused by 
  thermographic smoke. All the weapon’s stats remain the same, except as noted below. 
   
  Availability 
  Cost 
  Street Index 
  +4/+7 days 
  double normal 
  +1 
  TWIN LASER (P.5) 
  1-G 
  Fires two beams, and each can be fired separately (in effect, you can fire four shots per 
  Combat Phase). Use Sniper Rifle ranges, but reduce the Power Level by -1 at Medium range, 
  -2 at Long range, and -4 at Extreme; also reduce the Power Level by -1 for every 4 meters 
  of smoke fired through. Every shot drains 2 PF; no power drain if the vehicle has an IC or 
  MultiF engine. 
  The Twin Laser takes up three “points” when fitted in a turret. There is no recoil penalty. 
  Ballistic armor has no effect, Impact armor is only one-half (round down) effective. Vehicle 
  armor is also one-half effective. For every two meters of  smoke fired through, reduce the 
  weapon's Power Level by 1. 
   
  Type 
  Conceal 
  Ammo 
  Mode Damage 
  Weight 
  Availability 
  Cost 
  Street 
  Index 
  Sniper 
  — 
   
  special 
  SA 
  18S 
  340 
  — 
  700,000¥ 
  — 
  BOMB RACK (P.6) 
  3-J 
  Can only be mounted on rotorcraft, and takes up Firmpoints. No other items can be 
  mounted on the Firmpoint. Four rack types are available: for one, two, three, or four bombs. 
  See the table below for costs and the number of Firmpoints needed. Dropping one or more 
  bombs takes one action, regardless of the number of bombs dropped. 
   
  No. of bombs 
  Firmpoints 
  Availability 
  Cost 
  Street Index 
  1 
  1 
  5/4 days 
  500¥ 
  1 
  2 
  1 
  6/7 days 
  1,100¥ 
  1.1 
  3 
  2 
  8/8 days 
  1,750¥ 
  1.3 
  4 
  2 
  11/12 days 
  2,500¥ 
  1.6 
   
  >>>>>[Better off using missiles.]<<<<< 
   
  —Riggin' Renegade (17:54:10/07-13-55) 
  CLOUD BOMB (P.6) 
  1-I 
  This bomb creates a cloud of Heavy Smoke (p.89, SRII) in an area of 10 meters radius 
  from the bomb. After 1D6 turns, the smokescreen detonates, doing 6S damage to everyone 
  in the cloud. Targets close to the cloud are subjected to an atatck as well, but with a Power 
  Level Reduction of -2 per meter, and all damage is Stun for targets who are not actually in 
  the cloud (that is, someone four meters away from the cloud is subjected to a 2S Stun 
  attack). Impact armor defends in all cases. Treat the weapon as an Aerodynamic Grenade for 
  scatter (p.96, SRII). The helicopter using a Cloud Bomb may not be higher than 50 meters 
  above the ground. 
  Storage of a Cloud Bomb inside a vehicle requires 2 CF. 
   
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  6S (Stun) 
  -1 per .5 meter 
  45 
  10/7 days 
  1,000¥ 
  4 
   
  >>>>>[Now this is an idea that I wholeheartedly support! First you blind the fraggers with the 
  smoke, and then it also blows up when they’re in the cloud!!]<<<<< 
   
  —Terry Taxicab (07:13:51/07-17-55) 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 64  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
  S E C T I O N 
  11 
  64 
  Defense 
  CHAFF DISPENSER (P.7) 
  LEGAL 
  Creates a cloud of radar-reflective foil next to the vehicle that fires it. Exactly where the 
  cloud appears depends on where the dispenser is fitted on the vehicle (GM’s decision). The 
  cloud is some 5 meters in radius (though wind can and will spread out te foil), and lasts for 
  1D6 turns. It does not move with the vehicle. 
  All normal attacks directed through the cloud have a +2 modifier, while all attacks using 
  radar have a +4 modifier (not cumulative with the +2). Assume that all vehicle sensor 
  systems use radar. 
  One “round” of chaff costs 10¥, the launcher can hold 10 rounds in an internal 
  magazine. 
  Base Time: 8 hours 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 4 
  Parts cost: 300¥ 
  Equipment needed: Vehicle Shop 
  CF: 2 
   
  >>>>>[The trick is nearly a old as radar itself, and still there’s no real answer to it…]<<<<< 
   
  —Riggin' Renegade (18:01:52/07-13-55) 
  DROP-SPIKE PLATE (P.8) 
  LEGAL 
  These plates can be mounted on the underside of any vehicle. It requires one Firmpoint 
  for the regular model, two Firmpoints for the large model; dropping either plate requires an 
  action. 
  The regular plate is 2m x 2m, the large plate is 4m x 2m. The driver of a vehicle driving 
  over the plate must roll a Handling Test to avoid driving over the spikes. If he fails, his tires 
  are ripped to pieces, and he must make a Crash Test with a +2 modifier. If the vehicle has 
  Runflat tires, the Handling Test has a -2 modifier to the Target Number. 
  Storing a regular plate inside a vehicle requires 1 CF, a large plate needs 2 CF. Only one 
  plate can be mounted underneath a normal vehicle; larger vehicles (GM's decision) can 
  mount either two regular plates or one large plate. It is not possible to “reload” the plate(s) 
  while the vehicle is moving. If standing still, it requires 1 minute per plate, and the persons 
  doing the reloading must be outside the vehicle. A dropped plate can be retrieved for 
  future use. 
   
   
  Weight 
  Availability 
  Cost 
  Street Index 
  Regular 
  22.5 
  5/48hrs 
  200¥ 
  .9 
  Large 
  45 
  8/60hrs 
  350¥ 
  1.1 
  GAS STREAMER (P.9) 
  LEGAL 
  Creates a cloud of smoke or tear gas (depending on the load in the magazine) of some 
  20m x 2m. For the effects of tear gas, see CS Grenade, p.25, Running Gear. 
  Base Time: 6 hours 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 4 
  Parts cost: 1,000¥ 
  Equipment needed: Vehicle Shop 
  CF: 1 
   
  >>>>>[If you’ve got EnviroSeal™ you won’t get bothered by the tear gas, except maybe for 
  the reduced visibility.]<<<<< 
   
  —Rellik (15:09:47/07-14-55) 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 65  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  65 
  HEAVY DUTY ICE DROPPER (P.9) 
  LEGAL 
  Creates a sheet of ice some 5m x 5m large. Any vehicle passing over the ice must 
  make a Handling test to avoid crashing. The “weapon” uses clips with ten shots each. 
  Reloading a clip costs 100¥ per shot. The Ice Dropper requires one action to be fired. 
  Base Time: 24 hours 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 6 
  Parts cost: 1,000¥ 
  Equipment needed: Vehicle Shop 
  CF: 2 
   
  >>>>>[Trust a mundane to come up with an idea for which we’ve been using spells for 
  years.]<<<<< 
   
  —Steel (08:21:52/07-12-55) 
   
  >>>>>[But you have to admit that it’s not as taxing on your shaman, and you can also use it 
  when he’s out of town.]<<<<< 
   
  —Rellik (15:14:26/07-14-55) 
  FLAME CLOUD EJECTOR (P.9) 
  3-J 
  Produces a cloud of Heavy Smoke (p.89, SRII) of some 5 meters radius, which stays in 
  place until the end of the next turn. After this, it bursts into fire; it has a Firesetting Rating of 
  5 (see Tech Specs, page 72, for details). Any vehicle passing though the burning cloud 
  must roll a Handling Test to avoid crashing. The cloud keeps burning for two turns. 
  It costs one action to fire the Flame Cloud Ejector. It can be fired ten times, and costs 
  65¥ per shot to reload. It has the equivalent of an internal magazine. 
  Base Time: 10 hours 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 5 
  Parts cost: 5,000¥ 
  Equipment needed: Vehicle Shop 
  CF: 1 
   
  >>>>>[A pyromaniac’s wet dream.]<<<<< 
   
  —Younger (10:42:24/07-14-55) 
  RADARPROOF ARMOR (P.10) 
  LEGAL 
  Adds +2 to the Target Number of any attempt to fire at the vehicle using vehicle 
  sensors. It can not be layered with normal armor, or its benefits are lost. 
  Maximum Value: 3x Vehicle's Body (3x original Body for cycles and aircraft) 
  Speed Penalty: -5/-15 per 3 points 
  Economy: +10% per 3 points 
  Handling: +1 per 6 full points 
  Base Time: 12 hours per point 
  Target Number: desired Armor Rating 
  Cost: 1,500¥ (1,000¥ for cycles and aircraft) per point to original Body times 3, 3,000¥ per point thereafter 
  ARMORED WHEEL HUB (P.10) 
  LEGAL 
  Adds armor to the wheel: +1 Ballistic and +1 Impact per level fitted. Armor may not be 
  more than +4/+4. This is cumulative with the (5/3) armor of Runflat tires, thus these can 
  become (9/7). 
  Base Time: 1 hour per tire per level 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 2 + level 
  Parts cost: 15¥ per tire per level 
  Equipment needed: Vehicle Toolkit 
  CF: none 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 66  
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  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
  S E C T I O N 
  11 
  66 
  Munitions 
  MINE PROXIMITY FUSE (P.12) 
  AS MINE 
  These devices are rating 3, which means they roll 3 dice against a passing vehicle’s 
  Signature when a vehicle comes within 5 meters of the mine. A successful roll detonates the 
  mine. Lower the Target Number by -4 when the vehicle drives directly over the mine. 
  Signature increases due to thermal and aural masking (p.112, Rigger Black Book) are not 
  included in the Target Number for the mine. The mines normally arm at the end of the turn 
  in which they are dropped, but a successful Demolitions B/R (2) test can set this time 
  anywhere between 0 and virtually infinite. Remember that you need to buy the mine 
  separately. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  3 
  — 
  6/48hrs 
  100¥ 
  2.5 
   
  >>>>>[Now all we need is mines to fit these to.]<<<<< 
   
  —Chat (20:31:52/07-17-55) 
   
  >>>>>[Easy enough. See page 48.]<<<<< 
   
  —ASDF (22:41:05/07-19-55) 
  ANTI-POWER-PLANT ROCKET (P.13) 
  1-L 
  If this weapon hits, the vehicle rolls to reduce damage normally. If any damage re-
  mains, the vehicle's electrical system is shorted out. No matter how high the damage gets, 
  no actual damage is done to the vehicle, only the electrical system is affected. Moving 
  electrically-driven vehicles must make a Crash Test immediately; electrical vehicles that are 
  not moving can not move until the system has been fixed. Vehicles with IC or MultiF en-
  gines can keep moving, but all electrical devices are out of operation. Jacked-in riggers 
  suffer 12M Stun damage if their vehicle gets hit due to the electrical shock that hits them 
  straight into their nervous system. 
  Fixing the electrical system requires a Vehicle (B/R) skill roll with a Target Number of 5, 
  and some three hours of work (reduced normally). 
   
  Intelligence 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  CF 
  NA 
  12M 
  — 
  2 
  6/48hrs 
  2,500¥ 
  1.3 
  2 
  ARMOR-PIERCING ROCKETS (P.13) 
  1-L 
  When defending against this rocket, only use half of the vehicle's armor rating. Power 
  Level Reduction is -8 per meter. 
   
   
  Intelligence 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street 
  Index 
  CF 
  Rocket 
  NA 
  16D 
  -8 per meter 
  2.5 
  10/6 days 
  3,500¥ 
  2.5 
  3 
  Missile 
  3 
  16D 
  -8 per meter 
  3 
  12/6 days 
  4,500¥ 
  3 
  3 
  EXPLOSIVE-TIPPED SPIKES (P.13) 
  2-I 
  A vehicle that drives over these suffers a 2D attack to each tire that gets hit. This is 
  resisted with the vehicle's Body, and any tire armor defends against it (use the Impact 
  value). If a tire takes Deadly damage, it blows up and forces the driver to make a Handling 
  test. 
   
  Conceal Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  10 
  2D 
  — 
  .1 
  8/10 days 
  5¥ 
  2 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 67  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  67 
  SMOKING JENNY (P.14) 
  3-L 
  Creates a cloud of Heavy Smoke (p.89, SRII) some 2 meters wide and high, and with a 
  length equal to the distance flown by the rocket. The cloud is created instantly. The damage 
  listed below is used only when the rocket hits someone or something. 
   
  Intelligence 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  CF 
  NA 
  8M Stun 
  — 
  2 
  8/72hrs 
  2,000¥ 
  1.8 
  2 
   
  >>>>>[You can also use these to fool people who are looking for you if you’re doing a panzer 
  run: if you’ve been spotted, fire one of these rockets over some cover and fly through its smoke 
  trail. When you reach the cover, dive behind it and hit the brakes. Most likely, your assaillants think 
  you’ve popped a smoke grenade and hit the throttle, since that creates a trail of smoke instead 
  of a cloud. With luck, they’ll chase the rocket instead of you.]<<<<< 
   
  —Alexia (13:03:25/07-14-55) 
   
  >>>>>[Don’t trust a word she says. Alexia has shot down at least four t-birds close to the FRFZ 
  (need I explain why they were there?) while on border patrol duty for the PCC. Any border patrol 
  worth their salt won’t chase a missile because they follow you on their sensors instead of using 
  Mark One Eyeball.]<<<<< 
   
  —George (23:14:27/07-14-55) 
  PUFF DRAGON (P.14) 
  3-L 
  Bursts after flying a pre-selected distance. Setting this distance requires one action 
  before the rocket is inserted in the launcher. Riggers controlling their vehicle cybernetically 
  may set the distance after the rocket is inserted into the launcher, and before it is fired (cos-
  ts a Free Action). The Heavy Smoke cloud (p.89, SRII) is some 5 meters in radius. The 
  damage listed below is used only when the rocket hits someone. 
   
  Intelligence 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street 
  Index 
  CF 
  Rocket 
  NA 
  8M Stun 
  — 
  2 
  9/72hrs 
  2,200¥ 
  2 
  3 
  Missile 
  3 
  8M Stun 
  — 
  2.5 
  11/72hrs 
  3,200¥ 
  2 
  3 
  FIREBALL SPECIAL (P.15) 
  1-L 
  The Rocket variant has Firesetting Rating of 5 (see p.72, Tech Specs). The Missile has 
  Firesetting Rating 4. This is in addition to the normal damage of the weapon. If more than 
  Light damage is done to a vehicle, the interior will be on fire. The Power Level Reduction is 
  -6 per meter. 
   
   
  Intelligence 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street 
  Index 
  CF 
  Rocket 
  NA 
  12D 
  -6 per meter 
  2.5 
  10/4 days 
  3,500¥ 
  2.3 
  3 
  Missile 
  3 
  9D 
  -6 per meter 
  3.5 
  12/7 days 
  4,500¥ 
  2.5 
  3 
  THE BAFFLER (P.15) 
  3-L 
  Bursts after flying a pre-selected distance. Setting this distance requires one action 
  before the rocket is inserted in the launcher. Riggers controlling their vehicle cybernetically 
  may set the distance after the rocket is inserted into the launcher, and before it is fired (costs 
  a Free Action). The cloud is some 5 meters in radius and lasts until the end of the next turn; 
  all normal attacks directed through the cloud have a +2 modifier, while all attacks using 
  radar have a +4 modifier (not cumulative with the +2). Assume that all vehicle sensor 
  systems use radar. 
  The damage listed below is used only when the rocket hits someone. 
   
  Intelligence 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  CF 
  NA 
  8M Stun 
  — 
  2.5 
  6/3 days 
  3,000¥ 
  2 
  2 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 68  
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  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
  S E C T I O N 
  11 
  68 
  INCENDIARY AMMO (P.16) 
  2-L 
  Does normal damage, but has a Firesetting rating of 3 per round (if firing a burst, add 
  one to this rating per round, just as with the Power Level). Available for LMGs, MMGs, and 
  HMGs only. Stats are for a packet of ten rounds. 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  normal 
  .25 
  6/48hrs 
  30¥ 
  2 
  ANTI-PERSONNEL AMMO (P.16) 
  3-L 
  Increases the Power Level of the weapon by +2 and the Damage Level by +1 (both 
  against creatures only; any Hardened or vehicle armor negates these increases). Available 
  for all weapons except cannon. 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  +2 Power 
  +1 Damage 
  .75 
  12/10 days 
  100¥ 
  3.5 
   
  >>>>>[Yes, don’t get hit by one of these or you’ll be sorry.]<<<<< 
   
  —Thunderkit (20:13:55/07-10-55) 
  ANTI-VEHICULAR AMMO (P.17) 
  2-L 
  This ammunition does not have its Damage Level reduced when fired against a vehicle 
  or Hardened armor. Against other targets, damage is normal. Available for Light and Heavy 
  Pistols, Assault Rifles, Shotguns, SMGs, and Sniper Rifles. 
   
  Conceal 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  see above 
  .25 
  16/14 days 
  300¥ 
  4 
  TRACER AMMO (P.17) 
  See page 51, Fields of Fire. 
   
  >>>>>[Very effective at giving away your position.]<<<<< 
   
  —Wendy (05:16:43/07-11-55) 
  EXPLOSIVE GRENADE (P.18) 
  3-I 
  Non-aerodynamic grenade; Power Level Reduction -1 per meter {SR: -1 per two 
  meters}. 
   
  Conceal Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  7 
  6M 
  -1 per meter 
  .25 
  6/72hrs 
  25¥ 
  1.5 
  SMOKE GRENADE (P.18) 
  See page 48, Fields of Fire. 
  CONCUSSION GRENADE (P.18) 
  3-I 
  A non-aerodynamic grenade. 
   
  Conceal 
  Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  7 
  10M Stun 
  -2 per meter 
  .25 
  6/72hrs 
  40¥ 
  1.2 
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 69  
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  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  69 
  PAINT GRENADE (P.18) 
  6-I 
  This grenade creates a cloud of paint with a radius of 5 meters. Exact effects are GM’s 
  discretion. 
   
  Conceal Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  6 
  — 
  — 
  .25 
  3/48hrs 
  20¥ 
  2 
  FOAM GRENADE (P.18) 
  LEGAL 
  This grenade has a blast radius of 5 meters. If it is used against a fire, it rolls 5 dice in an 
  opposed test against the Firesetting Rating of the substance on fire (see page 72, Tech 
  Specs); if the grenade scores more successes (or if there is a tie), the fire goes out. 
   
  Conceal Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  6 
  — 
  — 
  .25 
  3/48hrs 
  30¥ 
  .9 
  Accessories 
  COMPUTER GUNNER (P.19) 
  2-E3 
  This system can operate independantly, in the same manner as a drone, as described 
  on p.19 of the 2036 Catalog. It gets its own initiative of 10+1D6 (reduced normally due to 
  vehicle damage), and has Firearms and Gunnery skill, both at level 5. It uses the vehicle's 
  sensors for targeting; in a vehicle without sensors, the Computer Gunner uses normal Target 
  Numbers. Add the Sensor Rating to the skill's rating when firing, just as with a character. 
  The Computer Gunner can only operate one set of weapons (all those that fire in the 
  same direction are considered a set; for instance, all weapons in a turret, all forward-firing 
  weapons, and so on). If more than one set is to be controlled, one computer must be fitted 
  per set. In effect, this computer turns all those weapons into a single drone (see pages 100-
  107, Rigger Black Book). 
  Base Time: 6 hours per weapon to be controlled 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 4 
  Parts cost: 6,000¥ per weapon to be controlled 
  Equipment needed: Vehicle Facility 
  CF: 1 per two weapons to be controlled (round up) 
   
  >>>>>[Allows you to have your hands free and still fire, but other than that it’s value is doubtful 
  me thinks.]<<<<< 
   
  —Steffi (11:36:08/07-15-55) 
  AUTOMATIC TARGET ACQUISITION DEVICE (ATAD) (P.20) 
  3-E2 
  Functions as level 3 sensors, but only for the weapons to which the sensor package has 
  been fitted. Only one central logic unit is needed, regardless of the number of sensor 
  packages present. 
  The weapon(s) can also fire as described on p.20 of the 2036 Catalog. The “critical 
  range” is 0 to 50 meters, and the weapon rolls 3 dice (the sensor's rating) to see if it hits. 
  Central Logic Unit: 
  Sensor Package: 
  Base Time: 7 days 
  Base Time: 6 hours 
  Skill: appropriate Vehicle (B/R) skill 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 5 
  Target Number: 3 
  Parts cost: 40,000¥ 
  Parts cost: 10,000¥ 
  Equipment needed: Vehicle Facility 
  Equipment needed: Vehicle Shop 
  CF: 2 
  CF: 0 
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 70  
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  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
  S E C T I O N 
  11 
  70 
  SINGLE WEAPON COMPUTER (P.20) 
  4-E2 
  Must be fitted to each weapon separately. Gives a -1 modifier to the Target Number for 
  that weapon only. This modifier applies even to sensor-enhanced targeting (p.126, Rigger 
  Black Book). 
  Base Time: 6 hours 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 4 
  Parts cost: 1,500¥ 
  Equipment needed: Vehicle Toolkit 
  CF: 0 
  EXTRA DRIVER CONTROLS (P.21) 
  LEGAL 
  This is a set of secondary controls (p.117, Rigger Black Book), which can only be fitted 
  into a turret. 1 CF is needed in the turret to house the control gear, while another 2 CF 
  somewhere else in the vehicle is required for the rest of the control links. Riggers can jack in 
  through these controls. 
  Base Time: 2 weeks 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 6 
  Parts cost: 5,000¥ 
  Equipment needed: Vehicle Facility 
  CF: 1 in turret, 2 in rest of vehicle. 
  WEAPON TIMER (P.21) 
  LEGAL 
  Activating this system costs a Simple Action; riggers jacked into the vehicle pay only a 
  Free Action. Must be fitted to each weapon separately. 
  Base Time: 1 hour 
  Skill: Firearms (B/R) or appropriate Vehicle (B/R) skill 
  Target Number: 4 
  Parts cost: 350¥ 
  Equipment needed: Vehicle Toolkit 
  CF: 0 
  “THUNDERKIT” FUEL CELLS (P.22) 
  LEGAL 
  Only available for electrically-driven motorcycles. This system increases both Cruising 
  and Maximum Speeds by +50%. These fuel cells replace the bike’s normal batteries. 
  Recharging time is doubled. 
  Base Time: 12 hours 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 5 
  Parts cost: 50¥ x vehicle's current top speed 
  Equipment needed: Vehicle Shop 
  CF: 0 
  MAGAZINE SWITCH (P.22) 
  AS WEAPON 
  Allows two clips or belts to be fitted to one weapon. The firer can select which clip or 
  belt is to be used by spending a Simple Action (a Free Action if the weapon is a smartgun 
  controlled through a Smartgun Link, or if it is an integral vehicle weapon controlled by a 
  rigger through a Vehicle Control Rig). 
  Base Time: 2 hours 
  Skill: Firearms (B/R) skill 
  Target Number: 4 
  Parts cost: 250¥ 
  Equipment needed: Firearms Toolkit 
  CF: 0 
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 71  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  71 
  RADAR DETECTOR (P.22) 
  LEGAL 
  If a vehicle is the target of the Sensors of another vehicle, this device is allowed a test 
  using its rating for the number of dice, against a Target Number 4. If the test succeeds 
  (generates at least one success), the Radar Detector will warn the vehicle's driver (by means 
  of a sound) that the vehicle is about to be under attack. It does not indicate where the 
  attack is coming from. 
  The device can be linked into a Chaff Dispenser (see p.64) and/or an ECM system for 
  100¥ per link; when it detects something, it fires one round of chaff and/or switches on the 
  ECM automatically (this feature can be turned on or off by spending a Simple Action). 
  Base Time: 10 minutes (+30 minutes for link to Chaff Dispenser) 
  Skill: Electronics (B/R) or appropriate Vehicle (B/R) skill 
  Target Number: 4 
  Parts cost: 75¥ x rating² (max. rating = 4) 
  Equipment needed: Vehicle Toolkit 
  CF: 0 
  RADAR JAMMER (P.23) 
  3-E2 
  This is a rating 2 ECM system (see p.126, Rigger Black Book). 
  Parts cost: 60,000¥ 
  CF: 3 
  BOLLIX (P.23) 
  2-E3 
  Blocks all radio reception and limpet beacons (see below) within 5 km. All vehicle 
  sensors within 5 km add 1D6 to their Target Numbers (roll every action the weapons are 
  fired using the sensors). Add 2D6 to the Target Numbers of all vehicle sensors and remote-
  controlled vehicles within 1.5 km. Furthermore, the Bollix also works as level 2 ECM. 
  For every turn the Bollix is in use, it uses 2 PF of power. If the vehicle is equipped with 
  an IC or MultiF engine, the Bollix can operate indefinitely. 
  Parts cost: 150,000¥ 
  CF: 4 
  DUAL-LEVEL FLATBED (P.24) 
  LEGAL 
  Available in 7-meter, 10-meter, and 20-meter variants, this trailer can hold twice the 
  number of containers of a normal Flatbed Trailer of its size (p.115, Rigger Black Book), 
  stacked on top of eachother. 
  7-meter variant (Body = 2): 15,000¥ 
  10-meter variant (Body = 3): 22,500¥ 
  20-meter variant (Body = 4): 30,000¥ 
  MINI-SAFE (P.24) 
  LEGAL 
  Either model has a Barrier Rating of 6, and has a rating 4 Keypad Maglock (see p.86, 
  Neo-Anarchist’s Guide to Real Life) on its lid. The small safe can hold .75 CF of cargo, the 
  large one can hold 2 CF. 
  Small safe: 
  Large safe: 
  Base Time: 1 hour 
  Base Time: 1 hour 
  Skill: appropriate Vehicle (B/R) skill 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 3 
  Target Number: 3 
  Parts cost: 150¥ 
  Parts cost: 700¥ 
  Equipment needed: Vehicle Toolkit 
  Equipment needed: Vehicle Toolkit 
  CF: 1 
  CF: 3 
   
  >>>>>[Simple enough to pass: just take the entire safe and open it in your own time. A 
  blowtorch normally does the trick.]<<<<< 
   
  —Robbie Ransom (10:32:59/07-14-55) 
   
   
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 72  
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    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
  S E C T I O N 
  11 
  72 
  PORTABLE EARTH STATION (P.25) 
  LEGAL 
  Takes 1 turn to deploy. 
  Base Time: 6 hours 
  Skill: Electronics (B/R) or appropriate Vehicle (B/R) skill 
  Target Number: 6 
  Parts cost: 700¥ 
  Equipment needed: Vehicle Shop 
  CF: 3 
  SAFETY SEAT (P.25) 
  LEGAL 
  This seat gives the occupant three extra dice to roll for his Body Test in case of a crash. 
  It takes four Complex Actions to get into a Safety Seat, and two to get out. If the harnesses 
  are not used, it only takes one Complex Action to get into or out of the seat, but the extra 
  Body dice are lost. Also available in Large model, for big passengers. 
  Base Time: 2 days 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 4 
  Parts cost: 1,000¥ (1,200¥ for Large model) 
  Equipment needed: Vehicle Shop 
  CF: 6 (7 for Large model) 
   
  >>>>>[Add all these safety devices together and no way are you going to get hurt in a 
  crash!]<<<<< 
   
  —Dancer (03:58:15/07-12-55) 
  OVERDRIVE (P.26) 
  LEGAL 
  Increases Maximum Speed by +20%, but extended use can be harmful to the vehicle. 
  At the end of every turn this device is in use, roll 2D6. If the roll is less than the number of 
  turns, the vehicle's engine malfunctions. Roll on the Engine Failure Table on p.110, Rigger 
  Black Book, to see the effect of the engine failure. If and when the engine fails, it automa-
  tically and immediately loses the speed bonus of the Overdrive. The Overdrive itself is not 
  damaged. 
  The Overdrive unit gives a +1 to Handling, but only when it is engaged. If the unit is 
  deactivated whle the vehicle is traveling at higher than its normal top speed, the driver 
  must immediately make a Handling Test. If it fails, make a Crash Test. 
  One Overdrive must be installed for every wheel the vehicle has. It is of no use to 
  vehicles that do not use wheels to move (aircraft, LAVs, boats, and so on). 
  Activating or deactivating Overdrive costs a Simple Action, or a Free Action for a rigger 
  controlling the vehicle cybernetically. 
  Base Time: 1 day per wheel 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 6 
  Parts cost: 1,000¥ per wheel 
  Equipment needed: Vehicle Facility 
  CF: 0 
   
  >>>>>[Good for an extra boost as long as you don’t keep it on for too long.]<<<<< 
   
  —FFY (10:49:22/07-07-55) 
  ANTILOCK BRAKING SYSTEM (P.26) 
  LEGAL 
  Gives a -1 modifier to Handling, but only when making a Handling Test due to applying 
  the brakes (GM's decision). 
  Base Time: 1 day per wheel 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 5 
  Parts cost: 1,000¥ per wheel 
  Equipment needed: Vehicle Facility 
  CF: 0 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 73  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  73 
  FALSE WEAPONS (P.27) 
  LEGAL 
  To notice that these are not real, a Perception (6) test is needed. For every ten meters 
  (round down) the observer is away, increase the Target Number by +1. 
  Base Time: 1 hour per “weapon” 
  Skill: appropriate Vehicle (B/R) skill 
  Target Number: 2 
  Parts cost: 100¥ per “weapon” 
  Equipment needed: Vehicle Toolkit 
  CF: 0 
   
  >>>>>[Though these are legal, don't be surprised if a cop starts asking nasty 
  questions.]<<<<< 
   
  —Slumber (05:16:51/07-20-55) 
  EXTERNAL WEAPON POD EJECTION SYSTEM (P.28) 
  3-J 
  This is basically a pod which can contain a single weapon and 1 CF of dedicated ammo 
  storage. The pod must be fitted to a Hardpoint or Firmpoint, which can not be used for 
  anything else (though a Firmpoint on an aircraft may mount a missile or rocket in addition to 
  the pod, as usual). 
  Ejecting each pod takes a Simple Action for the vehicle’s driver or pilot. Jacked-in 
  riggers pay a Free Action per pod to be ejected. 
  Though any weapon can be mounted in a pod, it is bound to the normal restrictions, 
  depending on where the pod is to be mounted — if mounted on a Hardpoint, any weapon 
  is allowed; no heavy weapons if mounted on a Firmpoint. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  — 
  — 
  10 
  5/4 days 
  2,000¥ 
  1 
  Personal Items 
  HAND-HELD GRENADE LAUNCHER (P.29) 
  1-J 
  Simply a Grenade Launcher that cannot be fitted to another weapon. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Grenade 
  2 
   
  5 (c) 
  SS 
  grenade 
  2.5 
  9/5 days 
  2,300¥ 
  3 
  FIREPROOF SUIT (P.30) 
  LEGAL 
  Provides armor against fire damage only. The level of armor depends on how long the 
  wearer is exposed: 4 points for the first 10 turns (30 seconds), 3 points during turns 11 to 
  14, 2 points in turns 15 to 16, 1 point in turns 17 and 18, and no protection after that. Keep 
  track of the number of turns the suit has been exposed to fire, because the suit does not 
  repair itself (it can’t be repaired in any way). For instance, if a new suit is exposed to fire for 
  six turns, it only has four turns of level 4 protection left the next time it is exposed to fire. 
  The suit also has a Fire Resistance Rating of 6 (see page 72, Tech Specs). 
   
  Conceal 
  Ballistic 
  Impact 
  Weight 
  Availability 
  Cost 
  Street Index 
  4 
  special 
  3 
  6/72hrs 
  500¥ 
  2.5 
   
  >>>>>[Too bad you can’t wear these things in public places without people raising eyebrows, 
  otherwise I’d feel a whole lot safer with all these mages around/]<<<<< 
   
  —Mike Maxer (10:46:04/07-06-55) 
   
  >>>>>[Are you kidding? People always think we throw fireballs around the place, but we’d be 
  crazy if we did — or unconcious from the drain.]<<<<< 
   
  —Froggy (22:37:08/07-09-55) 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 74  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
  S E C T I O N 
  11 
  74 
  >>>>>[Wait for a line of fire-resistant clothes in a Plastic Warriors release coming to a computer 
  near you soon!]<<<<< 
   
  —Gurth (Chrome) 
  BATTLE VEST (P.30) 
  LEGAL 
  Has sufficient room to hold the following items: one pistol of any type (in a built-in 
  holster), two hand grenades of any type, six ammo clips for any weapon, and one knife (in a 
  built-in sheath) of any type. The pistol and knife count as being in a holster when 
  quickdrawing. 
   
  Conceal 
  Ballistic 
  Impact 
  Weight 
  Availability 
  Cost 
  Street Index 
  7 
  0 
  0 
  1 
  5/3 days 
  750¥ 
  1.75 
  ANTI-VEHICULAR RIFLE (P.31) 
  3-J 
   
  Comes with a built-in rating 2 telescope sight. This weapon fires Medium Machine 
  Gun ammo, but uses Assault Rifle ranges. Also, its damage is not reduced when firing 
  against vehicles. 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Assault 
  3 
   
  10 (c) 
  SA/BF 
  8S 
  5.3 
  14/16 days 
  6,000¥ 
  3.2 
  BOWIE KNIFE (P.31) 
  6-B 
  No changes. 
   
  Conceal 
  Reach 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  6 
  0 
  (str+2)L 
  1 
  3/24hrs 
  50¥ 
  .8 
   
  >>>>>[Give me a Cougar anytime.]<<<<< 
   
  —Watcher (10:27:51/07-10-55) 
  LASER LAW/VLAW (P.31) 
  1-J 
  These weapons are one-shot, though they can be recharged in about an hour using the 
  built-in recharger. For the LAW, use the Assault Rifle ranges. For the VLAW, use the SMG 
  ranges. For both, reduce the Power Level as follows: -1 at Medium range, -2 at Long range, 
  -4 at Extreme range; and -1 for every meter of smoke shot through. 
   
  Laser LAW: 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  Assault 
  2 
   
  1 (m) 
  SS 
  12M 
  5 
  24/21 days 
  75,000¥ 
  3 
  Laser VLAW: 
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage 
  Weight 
  Availability 
  Cost 
  Street Index 
  SMG 
  4 
   
  1 (m) 
  SS 
  10M 
  3.5 
  24/21 days 
  60,000¥ 
  3 
  PORTABLE FIRE EXTINGUISHER (P.32) 
  LEGAL 
  Takes up 1 CF when stored inside a vehicle. Refilling the extinguisher costs 20¥. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  2 
  4 
  9 
  2/12hrs 
  150¥ 
  .8 
   
  >>>>>[Now this is handy with all those pyrotechnic missiles being sold here!]<<<<< 
   
  —ASDF (10:45:15/07-18-55) 
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 75  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  75 
  LIMPET BEACON (P.33) 
  LEGAL 
  Gives a -1 modifier to the Target Number of any vehicle-mounted weapons that are 
  targeted using the vehicle's sensors, and also for missile fire from man-pack missile 
  launchers. 
  A laser or radar-guided weapon passing within 20 meters of a Limpet Beacon has a 
  chance of heading for the beacon. Roll a test using the weapon’s Intelligence against a 
  Target Number 4. No successes means the weapon heads for the beacon. Resolve an attack 
  with 1D6-1 successes in favor of the weapon against the vehicle (or whatever) the beacon is 
  mounted on. 
  If a weapon with a blast area hits the vehicle with the Limpet Beacon, there is a 1 to 3 
  on 1D6 chance that the beacon is destroyed by the blast. 
   
  Conceal 
  Rating 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  -1 
  — 
  8/6 days 
  250¥ 
  1.2 
  THERMITE LIMPET MINE (P.33) 
  1-I 
  Makes a normal attack against the vehicle this mine is placed on, using the damage 
  code listed below. This same code is also used to resolve the attack on anyone who 
  happens to be in the blast radius. The timer can be set between 2 seconds and 2 minutes. 
  The mine has a Firesetting Rating of 2; when more than one mine is set to explode at the 
  same time, add the ratings together. If damage is done to a vehicle, its interior may be on 
  fire. 
   
  Conceal Damage 
  Power Level 
  Weight 
  Availability 
  Cost 
  Street Index 
  8 
  10S 
  -5 per meter 
  .25 
  9/7 days 
  80¥ 
  2.5 
  Internal Combustion 
  Everything here is only available for IC and MultiF engines. 
  TUBULAR HEADERS (P.34) 
  LEGAL 
  These cost 20% of the cost of the engine fitted in the vehicle (p.109, Rigger Black 
  Book). The vehicle’s Cruising and Maximum Speeds are both increased by +5%, though 
  Signature is modified by -1. 
  Base Time: 2 days 
  Target Number: 3 
  Speed Increase: +20% 
  Fuel Consumption: +0% 
  Cost: +15% (IC); +20% (MultiF) 
  Signature: -1 
  CARBURETOR (P.35) 
  LEGAL 
  If buying a new engine with this carburetor, reduce the cost of the engine by 20% (that 
  means you don’t get any nuyen back if you refit an existing engine with it, chummer!). If 
  retro-fitting an engine with this carburetor, its cost is as listed below. Don't bother with the 
  Base Time, Skill, Target Number, Parts Cost, and Equipment Needed when installing a new 
  engine with this carburetor. Only install the engine (p.108-110, Rigger Black Book). 
  Both Cruise and Maximum Speeds are reduced by 10%, and Economy is increased by 
  10%. 
  Base Time: 1 day 
  Target Number: 4 
  Speed Increase: -10% 
  Fuel Consumption: -10% 
  Cost: -20% 
  Signature: -0 
  
   
  SYSTEM 
  SHADOWGEAR 
  VEHICLES 
  PICTURES 
  THAMATURGY 
  EXPLOSIVES 
  CRITTERS 
  SPORTS 
   
  PAGE 76  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
   
  S E C T I O N 
  11 
  76 
  MULTI-CARBURETOR SYSTEM (P.35) 
  LEGAL 
  Same as the above Carburetor, but the engine's cost is reduced by 10%; Cruise and 
  Maximum Speeds are reduced by 5%, and Economy is increased by 5%. 
  Base Time: 2 days 
  Target Number: 4 
  Speed Increase: -5% 
  Fuel Consumption: -5% 
  Cost: -10% 
  Signature: -0 
  NITROUS OXIDE (P.35) 
  LEGAL 
  Each tank takes up 1 CF, and costs 200¥ to refill. Opening a tank costs a Simple Action 
  (Free Action for jacked-in riggers), and increases the vehicle’s Maximum Speed by +50%. 
  Economy stays the same. This increase lasts until the end of the next turn, and only one tank 
  can be used at a time — that is, effects of nitrous are not cumulative. 
  After the effect stops, the vehicle slows down until it is moving at Maximum Speed. 
  Base Time: 5 hours per tank 
  Target Number: 3 
  Speed Increase: +50% (only when engaged) 
  Fuel Consumption: +0% 
  Cost: 500¥ per tank, 100¥ for engine modification 
  Signature: -1 (only when engaged) 
  CF: 1 per tank 
   
  >>>>>[AKA laughing gas. When you’re filling those tanks, don’t forget it’s toxic.]<<<<< 
   
  —333 (19:26:52/07-13-55) 
   
  >>>>>[I don’t think many runners care about that last statement, for obvious 
  reasons.]<<<<< 
   
  —Stepfather (15:53:11/07-16-55) 
  “BLUEPRINTED” ENGINES (P.36) 
  LEGAL 
  Cruising and Maximum Speeds are increased by 10%, though Economy stays the same. 
  Installing this engine is exactly the same as installing any other engine. 
  Base Time: 2 days 
  Target Number: 4 
  Speed Increase: +10% 
  Fuel Consumption: +0% 
  Cost: +30% (IC); +50% (MultiF) 
  Signature: -0 
  TURBOCHARGER (P.36) 
  See p.110, Rigger Black Book. 
  SUPERCHARGER (P.36) 
  LEGAL 
  Gives a +10/+30 to Speed, per level (maximum 4). Any work done to the engine is 
  permanently modified by +1 for every Supercharger level fitted. 
  Base Time: 2 days per level 
  Target Number: level+4 for ground and marine vehicles; level+5 for air cushion, drones, RPVs, and aircraft; 
  level+6 for rotorcraft 
  Maximum Increase: +35% (1 level is always possible) 
  Fuel Consumption: +10% (IC); +15% (MultiF) 
  Cost: +20% (IC); +30% (MultiF) 
  Signature: -1 per two levels (round down) 
   
   
   
   
   
   
  
   
  CHOPPER 
  SLAYER 
  GEAR 
  UNCLE ALBERT 
   
   
   
   
   
  PAGE 77  
   
    
   
   
   
   
  PLASTIC WARRIORS 
   
  PROJECT 3 
   
   
   
   
  S E C T I O N 
  11 
   
  77 
  VARIABLE-PITCH TURBOCHARGER (P.37) 
  LEGAL 
  Similar to the normal Turbocharger (p.110, Rigger Black Book), but with the following 
  modifiers. Speed increase is +7/+21 per level. Any work done to the engine is permanently 
  modified by +1 for every level installed. 
  Base Time: 1 day per level 
  Target Number: level+3 for ground and marine vehicles; level+4 for air cushion, drones, RPVs, and aircraft; 
  level+5 for rotorcraft 
  Maximum Increase: +25% (1 level is always possible) 
  Fuel Consumption: +7% (IC); +13% (MultiF) 
  Cost: +15% (IC); +20% (MultiF) 
  Signature: -1 
  TURBO-SUPERCHARGER (P.37) 
  LEGAL 
  A combination of a normal turbocharger and a supercharger. Any work done to the 
  engine is modified by +2 for every level installed. 
  Base Time: 3 days per level 
  Target Number: level+4 for ground and marine vehicles; level+5 for air cushion, drones, RPVs, and aircraft; 
  level+6 for rotorcraft 
  Maximum Increase: +40% (1 level is always possible) 
  Fuel Consumption: +13% (IC); +22% (MultiF) 
  Cost: +25% (IC); +40% (MultiF) 
  Signature: -1 per three levels (round up) 
   
  
   
  78   PROJECT 3 
   
   
  A selection of new and optional rules scavenged together from various places. 
   
   
  ARMOR & DAMAGE RESISTANCE 
  If the rating of a piece of body armor is greater than the 
  Power Level of the attack, the Target Number for the 
  Resistance Test is 2. This means that, if you get hit by a hold-
  out (4L) or by a heavy pistol (9M) and you’re wearing an 
  armor jacket and lined coat (total Ballistic armor of 7), you get 
  to roll against a Target Number of 2 in either case. 
  This house-rule allows characters to even better survive 
  attacks with low Power Levels: for every 2 full points that the 
  armor’s rating exceeds the Power Level of the attack, you get 
  to roll an extra die for the Resistance Test. So, that would 
  mean in the example above that the target would get an extra 
  die to defend against the hold-out, but not against the heavy 
  pistol. 
   
  AUTOFIRE 
  —Marc A Renouf <jormung@ENGIN.UMICH.EDU> 
  Note: These rules have one holdover from SRI. In our 
  game, we have kept the concept of “dodge” intact. Namely, 
  one can spend X dice from his or her combat pool to devote 
  to dodging an attack. The target number for dodging is 
  typically a 4 (though this is often modified) as per SRI. The 
  rationale for this rule being kept is as follows: Bullet from light 
  pistol. Bullet from rifle. Both travel at roughly similar velocities, 
  high enough that you are not actually dodging the bullet but 
  rather trying to get away from the point of aim. Therefore, it 
  should be no more difficult to get out of the pistol’s line of aim 
  than the rifle’s (actually, the rifle would be easier to dodge at 
  close range, which adds another level of complexity that it is 
  not prudent to keep track of).  In SRII, however, dodge dice 
  are rolled with the same Target Number as the Body Target 
  Number. In the case of a light pistol, it is a 6, in the case of a 
  rifle, it is 7 to 9.  If one would include the effects of armor 
  making easier to “dodge,” this makes little or no sense. 
  Therefore, to get around this vague dependence on 
  power level, the old SRI rules for dodging have been held 
  over. These rules actually allow for more clean misses, which 
  means more ammo wasted shooting at nothing in particular, 
  which is WAY more realistic than hitting everything you shoot 
  at. So, with that out of the way, let us proceed… 
   
  AUTOFIRE 
  The easiest way to illustrate is by example. Consider the 
  following. Spam the Sam has a Firearms skill of 7 and is using 
  an Ingram Smartgun. He is shooting at a poor corp guard at 
  medium range, no relative movement, good light conditions 
  (yeah, right, when does that ever happen…) 
  His base Target Number is a 5, modified to a 3 by the 
  presence of sly old Spam’s trusty smartlink. Spam fires ten 
  rounds on full auto, rolling a 2, 4, 5, 5, 8, 8, and 11. Now 
  here's where it gets a bit tricky. The Ingram has gas vent 2 and 
  a folding stock. But folding stocks are for pussies, so Spam 
  fires from the hip, leaving him with only 2 points of recoil 
  reduction. The first round hits on the base Target Number of 3 
  as it has no recoil (though in the SRII errata (see page 88) it 
  states that the first round is subject to recoil mod. GM choice, 
  but we don’t use it as semiautos don’t have it.) The second 
  and third rounds are taken care of by the gas vent 2, so the 
  first three rounds hit with a target number of 3. After that, 
  recoil takes over, so the fourth round has a +1 (Target Number 
  4), the fifth round has a further +1 (Target Number 5) and so 
  on. 
  Say the corp goon didn’t dodge (too good to be true). In 
  that case, Spam’s 11 is good enough to hit with 11 rounds, 
  but only ten were fired, so he hits with ten rounds. Ouch. 
  Damage from that comes out to be 17D (actually, the damage 
  code is staged up more than D due to the number of rounds 
  that hit. The GM has the choice of capping the damage at D, 
  using the rules in the back of Fields of Fire, or continuing the 
  staging starting at Light-overflow, Moderate-overflow, and so 
  on (see page 82). This gets real vicious real quick. But then, so 
  does getting nailed with many SMG rounds). Keep in mind 
  that Spam has only one success with this number of rounds. 
  So far, this is just like the rules as written. But wait, there's 
  more… 
  But what if the guard dodges? In that case, you take off 
  Spam’s successes on a one-for-one basis with the guard’s 
  dodge successes STARTING FROM THE HIGHEST NUMBER. So 
  say the guard gets a single dodge success. Spam the Sam’s 
  11 is removed. In SRII, Spam would miss completely!  But 
  alas, he has  two 8’s, so he hits with 8 rounds (base Target 
  Number 3, 3 rounds for free with recoil comp, one more 
  round on a one-for-+1 basis as described above). The damage 
  code for this is 15D (again, overflow damage is up to the 
  discretion of the GM). But note that Spam has 2 successes, 
  which is sufficient to stage the damage up one category (this 
  gets REAL ugly when you use the overflow-staging rules…) 
  Now say there were two guards. Being an equal-
  opportunity hose-beast, Spam decides that they each get five 
  rounds. His base Target Number is again a 3 (5 - 2). Again, he 
  gets three rounds at that Target Number. The fourth round hits 
  on a 4, the fifth round hits on a 5. At this point, however, 
  Spam is switching targets, and thus has to pay the secondary 
  target modifier of +2.  So the sixth round hits at an 8, not a 6. 
  The seventh round hits on a 9, etc., all the way up to the tenth 
  round, which would hit on a 12. 
  So with his 2,4,5,5,8,8, and 11, Spam hits the first goon 
  with all five rounds and the second with four rounds. (This 
  assumes that the goons are close enough that Spam doesn't 
  have to walk his fire). Say both guards dodge, and both score 
  two successes. Both guards start taking off successes FROM 
  THE HIGHEST, so both take off the 11 and one of the 8’s. At 
  this point, Spam hits the first guard with all 5 rounds (ouch) 
  and wings the second guard with 1 round. So damage codes 
  are 12S for the first guard and 8M for the second, each treated 
  as though Spam had only one success (no upward staging). 
  If both guards had gotten three dodge successes, the 
  second guard would have been missed completely, as Spam’s 
  highest is now a 5, which is not enough to hit the second 
  OPTIONAL RULES 
  
   
  OPTIONAL RULES 
   
   
  PROJECT 3   79 
   
  guard at all. The first guard would have been in trouble, 
  though.  Spam’s two 5’s are enough to still hit with all five 
  rounds fired in the first goon's direction, for a damage code of 
  12S. But Spam has two 5’s, so the damage code stages up to 
  12D. Ouch. 
  If there were more targets, each would get a +2 jump in 
  Spam’s target number when it came to the rounds that they 
  were to be hit with. 
   
   
   
  ODDITIES 
  As you have probably noticed, it is possible to dodge into 
  more damage. Them’s the breaks. That’s what happens when 
  you dodge into the stream of lead instead of away from it. 
  Also, this is one of the few circumstances where a tie 
  favors the defender, since the attacker has no more successes 
  that indicate rounds that hit after all his successes have been 
  taken off the top. 
  As an added bonus, you don't have to roll bijillions of dice 
  and the dice you do roll only have to be rolled once, 
  regardless of how many targets you are engaging. 
  These rules allow for engaging multiple targets, walking 
  your fire, hitting with partial bursts, you name it. They are fairly 
  realistic (typically, only about the first four rounds hit with any 
  accuracy, and it is very difficult to hit more than one target 
  reliably. If you are emplaced, firing with tracers, and have 
  sufficient recoil comp, however, the automatic weapon can 
  become a fearsome opponent, just like it is in real life. 
  I hope my explanation has been clear (probably not, but I 
  suck at trying to write examples this way.  It’s easier if you 
  actually see it in use).  If not, let me know, and I will attempt 
  to further clarify them. They may seem complicated, but in 
  practice, once you get the hang of lining up your successes 
  numerically and taking off the top, they get very quick and 
  easy to use. The added bonus of only having to roll the dice 
  once for all the targets is nice as well. As I said, if anything is 
  unclear, or my math sucks, or whatever, let me know. 
   
  DEMOLITIONS 
  —by Carl Rigney 
  Of course, in my 2040 the military has keyed resonating 
  explosives that analyze the vibrations of the previous 
  explosions and time their detonation to maximize the effect. 
  There are also smart-charges that explain their operation the 
  way medkits do. Ignore both; the PCs don’t need these kind of 
  toys. 
   
  Moving on to mechanics, I find FASA’s demolitions skill 
  absurd. “Simple” demolitions like blowing holes in walls 
  should be straightforward. For someone with demolitions skill, 
  I’d make the Target Number equal to the number of charges 
  required, regardless of size, because the tricky part is the 
  fusing. Setup for simple demo takes 1 minute per 1kg block, 
  obviously more if they have to be propped up, less if it’s 
  prewired in demo carrysacks.  Tamping increases the time 
  quite a bit. You can do things hastily, dividing the time it takes 
  by the penalty you accept to your Target Number. If you have 
  enough explosives and make your Success Test, the wall is 
  breached; the more successes, the cleaner the results. If the 
  test fails, it could range from a hangfire to simply not 
  breaching. People with very high demolitions skills can 
  probably get by with less explosive simply because generous 
  margins are built into the rule-of-thumb numbers given in the 
  Demolitions chapter. Properly destroying things like roads, 
  bridges, or (gack!) airfields take MUCH longer, because you 
  have to a lot of work preparing the structure, you can’t just tie 
  6 sticks of dynamite to the railroad track and blow up the 
  bridge, no matter what you see in the movies. 
   
  In your example, if your demo engineer has all the time 
  she wants she needs to roll skill 4 vs. target 2, although I 
  might up it to a 4 on the basis that its a ceiling and suchlike. In 
  other words, a routine task. 
   
  EXPANDED CHARACTER CREATION SYSTEM 
  This system was created by Nightfox, to which he added 
  an advantages/disadvantages list from Brian Angliss, and 
  posted the result on the ShadowRN mailing list somewhere in 
  the first half of 1994. Jani reposted it on Januari 29, 1995, 
  which prompted Nightfox to add this comment: 
   
  and trust me when I say - don’t allow them to have 46 points. 
   
  Well, since people haved asked, here is my character creation system with the disadvange list made by Brian Angliss included. It 
  tends to be a lot more flexible than the original system and have a little higher 0 point values. >>>>>[???]<<<<< —Gurth (0 
  point values?) 
   
   
  
   
  OPTIONAL RULES 
   
   
  80   PROJECT 3 
   
  Other point costs 
  2 
  access to ShadowTech Bioware + Cyberware 
  2 
  access to Alpha Cyberware + Cultured Bioware (if 
  Shadowtech is bought) 
  4 
  access to Beta Cyberware + Cultured Bioware (if 
  Shadowtech is bought) These are still all at their normal 
  prices 
   
  All Metahuman races have the same ability and special 
  bonuses as normal. Humans get +4 skill points and either 3 
  extra starting contacts, a buddy, a gang or acces to 
  shadowtech Bioware and Cyberware. Also a mage may ask 
  for something special and possibly receive it :) 
   
  A normal PC will run in the 35 point range, an NPC will 
  run lower, while and higher level character will run up to 46 
  points (rather powerful really) 
   
  All characters get their native language at Intelligence 
  +2, and a further (Intelligence) points of languages. They start off with 1 in there Karma pool and two contacts. 
   
  Characters may take allergies or disadvantages for more skill/Attribute points Brian Angliss’s Disadvantage System is included 
  here as help if needed. 
   
  --------------------------------------------------------------------------- 
  From:         Brian Angliss <angliss@PHYSCI.PSU.EDU> 
  Subject:      ShadowRun disad system-here it is, folks 
   
  As many of you asked that I post my SR modifications, here’s the first. Use it if you like it, ignore it if you don’t. Comments and 
  additions will be taken in stride and flames will be doused. 
   
  SHADOWRUN DISADVANTAGES 
  based off of GURPS and Hero, but mostly GURPS. 
   
  The way I set them up is the character gets a certain number of points for each disadvantage. These points can be used like Force 
  points, skill points, or Attribute points. These disads do not give extra money for any reason. I also have a small and very incomplete 
  list of advantages that can be purchased with Disad points but nothing else. They are quite powerful and expensive. The maximum 
  number of Disad points I allow in my game is 20, but you can do as you see fit. 
   
  DISADVANTAGE TABLE 
  Name 
  Point Gain 
  Effects 
  Age 
  1/10 years over 40 
  -1 Body, Quickness, and Strength per 10 years 
  Odius Personal Habit 
  1-3 
  +1/3/5 Target Number for social rolls (stuff like farting loudly in public) 
  Social Stigma 
  1-3 
  +1/3/5 Target Number for social rolls (reaction varies from person to person) 
  Albino 
  4 
  Severe Sunlight Alergy, distinguishing feature 
  Deaf 
  4 
  Neural hearing centers are dead — cyber won’t help. Player must use sign language too 
  Epilepsy 
  6 
  +4 to all TNs when stressed and a Willpower(11) roll to avoid spasams for 10-Willpower min. 
  Obese 
  2 
  -1 Quickness, +1 die for swimming, -1 Charisma 
  Giant 
  3 
  +1 Body, +1 Strength, -1 Quickness, +1 Target Number for social skills 
  Hemophilia 
  6 
  +1 box physical damage after even a light wound per minute until a coagulant is applied. Not 
  usable with platelet factories —no Points! 
  Low Pain Threshold 
  2 
  +1 box Stun damage each wound, +1 Target Number to resist pain (like torture) 
  Mute 
  5 
  Like Deaf, the player can’t talk either 
  Skinny 
  1 
  -1 Target Number to fit through small places, -1 Strength 
  Stutters 
  2 
  +2 Target Number for speaking/Language skills, and player must roll too in tight situations 
  Absent Minded 
  3 
  +4 Target Number all memory tests, +3 Target Number for concentration tests 
  Alcoholic 
  3 
  +6 Target Number to resist taking a drink and getting drunk (rate is up to GM) 
  Bad Temper 
  2 
  Willpower(5+) roll to resist insulting people who stress him out 
  Name 
  Point Gain 
  Effects 
  Berserk 
  3 
  Willpower(9) test NOT to fly into an all-out attack of foe until foe is dead/unconscious. 
  Wounds are not felt until Rage wears off. 
  Bloodlust 
  2 
  Will only go for the kill, never attacks to wound or maim. 
  Character Generation table 
  Points 
  Attributes 
  Skills 
  Resources/Force 
  Magic 
  1 
  17 
  18 
  1000¥/7 
  — 
  2 
  18 
  19 
  2000¥/9 
  — 
  3 
  19 
  20 
  3000¥/12 
  — 
  4 
  20 
  21 
  5000¥/15 
  — 
  5 
  20 
  22 
  10,000¥/17 
  — 
  6 
  21 
  23 
  30,000¥/19 
  — 
  7 
  22 
  24 
  60,000¥/22 
  — 
  8 
  23 
  25 
  90,000¥/25 
  — 
  9 
  23 
  26 
  140,000¥/27 
  — 
  10 
  24 
  27 
  220,000¥/29 
  — 
  11 
  25 
  28 
  300,000¥/32 
  — 
  12 
  26 
  30 
  400,000¥/35 
  Adept 
  13 
  27 
  32 
  500,000¥/38 
  — 
  14 
  28 
  34 
  650,000¥/42 
  — 
  15 
  29 
  36 
  800,000¥/46 
  — 
  16 
  30 
  40 
  1,000,000¥/50 
  Mage 
  
   
  OPTIONAL RULES 
   
   
  PROJECT 3   81 
   
  Bully 
  2 
  Willpower(4) test to not push people around 
  Code of Honor 
  1-3 
  This depends on the GM, but varies on how restrictive the Code is 
  Combat Paralysis 
  3 
  In combat, make a Willpower(8) test or suffer a -2 to Reaction 
  Compulsive Behavior 
  1-3 
  GMs discretion, but off of frequency of the behavior 
  Cowardice 
  2 
  Make a Willpower(5) test to not run from all danger 
  Delusions 
  1-3 
  These vary, but the most common would be of grandeur. They relate to severity 
  Dsylexia 
  3 
  Can NEVER learn to read. Period. 
  Fanatic 
  3 
  Self explanatory — cause can be anything 
  Glutton 
  1 
  Eats all the time, may or may not be Obese too. 
  Greedy/Miserly 
  2 
  Hordes money/never uses it — this is mostly a roleplaying thing 
  Gullable 
  2 
  +4 Target Number to detect bullshit 
  Honesty 
  4 
  Will not break the law — ever. A real kicker. 
  Illiterate 
  2 
  Can’t read yet, but can learn. Needs to buy off this disad to learn to read 
  Impulsive 
  3 
  Always rushes into things 
  Racism 
  3 
  Self explanatory 
  Jealousy 
  2 
  Always jealous of anyone who is better than the character 
  Kleptomaniac 
  3 
  Must steal daily, +1 die any stealing skill 
  Lecherous 
  3 
  Makes passes at anything that moves 
  Overconfident 
  2 
  Mostly a role play device 
  Pacifism 
  6 
  Won’t fight unless for self defense, and won’t ever kill 
  Paranoia 
  1 
  Pretty normal in the world of Shadowrun 
  Phobias 
  1-5 
  This is based off the severity and type of fear at GMs discretion 
  Pyromania 
  1 
  Loves to light fires. Roleplay it 
  Sadism 
  3 
  Enjoys causing pain, +1 die to torture skills 
  Masochism 
  4 
  Likes feeling pain, +1 Stun box every wound, Stun or physical 
  Shy 
  1-3 
  Based off severity 
  Split Personality 
  2/person 
  This requires massive roleplaying and also the skills of the character to be split between the 
  multiple personalities 
  Unlucky 
  1-3 
  Severity (level 3 effects everyone around the unlucky person too) 
  Vows 
  1-3 
  How strong the person holds their vows 
  Weak Willed 
  1/level 
  +2 Target Number per level on all Willpower tests 
  Dependant NPC’s 
  3/person 
  Children, spouses, etc. 
  Distinctive Feature 
  1-3 
  Based on what it looks like, how easy it is to hide, and the effect it has on others 
  Hunted and Watched 
  1-4 
  Based off of who wants you, how badly they want you, what they want you for, and what 
  they want to do to you when they get you 
  Secret ID 
  3 
  Dual identity, one as a real person with a SIN and one as a runner 
  Rivalry 
  1-3 
  Romantic to professional to both 
  Vulnerablity 
  1-4 
  Extra damage to specific body parts, or especially vulnerable to a type of attack 
   
  POWERS to be purchased only with Disad points: 
   
  ADVANTAGE TABLE 
  Name 
  Point Cost 
  Effects 
  Double Jointed 
  2 
  +Quickness dice to contortionism, +1 die to all build and repair, +1 Reaction (like Enhanced 
  Articulation) 
  Ambidexterity 
  3 
  No modifiers for using two weapons at the same time, can use 2 smartlinks too. 
  Eidietic Memory 
  10 
  Photographic memory — no memory rolls are necessary 
  High Pain Threshold 
  2 
  -1 box Stun, -1 Target Number to resist pain 
  Astrally Insensetive 
  3/level 
  -1 Target Number per level to resist all spells, +1 Target Number per level for magician to heal 
  character 
  Peripheral vision 
  4 
  -1 Target Number, +1 die to all visual perception 
  Speed Healing 
  3 
  -1 Target Number for doctor tests and -1/3 base time to heal 
   
  
   
  OPTIONAL RULES 
   
   
  82   PROJECT 3 
   
  EXTINGUISHING FIRES 
  Tech Specs talks about starting fires (page 72), but here’s 
  how to put them out using the same system. 
  The extinguisher rolls a number of dice equal to its rating, 
  in an opposed test against the Firesetting Rating of the 
  substance on fire (see Tech Specs); if the extinguisher scores 
  more successes (or if there is a tie), the fire goes out. Fire 
  extinguishers will therefore have a rating, with some 
  typical ratings appearing in the table below. A fire 
  extinguisher will hardly work if the substance on fire 
  floats onto the extinguishing material—putting out a 
  gasoline fire with water won’t work for this reason. 
   
  FIRE EXTINGUISHER RATINGS 
  Extinguisher type/method 
  Rating 
  Beating the fire with a broom 
  1 
  Blanket (cloth) 
  2 
  Blanket (fire-resistant) 
  3 
  Typical fire extinguisher 
  3-6 
  Water (plenty) 
  3 
   
  Also, if you want to be realistic, some methods of 
  putting out a fire can only make it worse: throwing 
  water on burning frying oil will only result in a huge 
  fireball filling the room (magicians eat your heart out!). 
   
  FALLING DAMAGE 
  Though Fields of Fire has rules for falling damage 
  on page 76, these are a bit unrealistic when falling 
  short distances: simply dropping to the ground when 
  you’re standing causes 2D damage, which means that 
  only people with a Body of 8 or higher can fully stage this 
  down to nothing. 
   
  FALLING DAMAGE TABLE 
  Distance fallen 
  Damage 
  up to 1 meter 
  1D6M 
  1 to 3 meters 
  (½ distance)S 
  more than 3 meters 
  (½ distance)D 
   
  Looking at the Falling Damage Table above, falling from 
  heights over 3 meters uses the Fields of Fire rules. Below 3 
  meters, the same rules are used, but the Damage Level is S. 
  Under 1 meters, the damage is Moderate, but roll 1D6 for the 
  Power Level; the Rule of Six applies to this 1D6, so you never 
  know how high your Target Number can end up. 
  That means that if you drop to the ground while standing 
  (by spending a Free Action to do so, p.81, SRII), you take 
  1D6M damage, unless you fall correctly. Assume that anyone 
  who has Unarmed Combat skill knows how to fall without 
  injuring himself in such a situation; other people need to make 
  an Athletics(4) test to avoid injury. 
  When “changing position” as a Simple Action (p.81, 
  SRII), you don’t take damage from hitting the pavement. 
  As an extra nicety to players, your GM could decide to 
  add 1D6 to the Power Level of any fall… 
   
   
  HELMETS 
  The rules for helmets work fine if nobody tries to make an 
  Aimed Shot to the character’s head. Things get difficult once 
  someone does want to do this. 
  The helmet in the SRII rules gives +1/+1 armor, but what 
  if the helmet is the only armor that protects in a given attack, 
  like an Aimed Shot to the head? This could be solved by 
  ruling that the helmet only gives 1/1 armor, 
  but this is unrealistic: it is easier to build a 
  good helmet than a piece of body armor that 
  protects equally well. 
  This optional rule works as follows: under 
  normal circumstances, a helmet gives its 
  normal armor bonus, cumulative with other 
  worn armor, like in the SRII rules. If a 
  character is only wearing a helmet, simply use 
  only the bonus — only wearing the +1/+1 
  helmet gives the character an armor of 
  Ballistic 1, Impact 1. 
  But now, if someone makes an Aimed 
  Shot to the wearer’s head, the helmet has 
  different armor values, which are based on the 
  armor the helmet is supposed to be part of, 
  but add the helmet’s armor to this. Following 
  this reasoning, the helmet in the SRII rules 
  belongs to the partial heavy armor; the partial 
  heavy has armor 6/4, the helmet is +1/+1. 
  This means the helmet by itself has armor 7/5, 
  but only when an attack is aimed specifically 
  at the wearer’s head. 
   
  PISTOL RECOIL 
  Pistols use the normal recoil rules, but to better simulate 
  real life, you could let pistols capable of firing bursts of fully-
  automatic use Heavy Weapon recoil rules when firing in either 
  of those modes. 
   
  STAGING OVERFLOW 
  Under SRII rules, you cannot completely kill someone 
  with a single attack even if you use a 1,000D nuclear weapon. 
  Using the optional rules in Fields of Fire, it is possible but still 
  hard to do. Therefore, we present two options for making the 
  game deadlier in a big way. Examples of both follow as well. 
  1. The least deadly. Every two successes that the attacker has 
  left, and which would stage the damage past D, give the 
  target an additional Light wound. 
  2. If the target takes a Deadly wound, any additional 
  successes are used to start again at Light, but this is 
  Overflow damage. 
   
  Joe Sample shoots at Jane Victim using a 6M 
  SMG. Joe gets a total of 9 successes on his Firearms 
  test. Jane, being the victim she is, is not wearing any 
  armor, and her Body of 2 doesn’t cut it — she rolls no 
  successes to reduce the damage. The first 4 of Joe’s 
  successes stage the damage up to Deadly. But Joe has 
  5 successes left… 
  1. This gives Jane two more Light wounds, meaning 
  she is now at 2 points of Overflow damage: one 
  more point and she’s gone for good. 
   
  
   
  OPTIONAL RULES 
   
   
  PROJECT 3   83 
   
  2. The first 2 successes stage the damage to Light, 
  the second pair stages it to Moderate: she is now 
  suffering from 3 points of Overflow damage, and 
  that makes her officially and completely dead. 
  In any case, Jane’s pals had better call 
  DocWagon™ to see if they can either revive her, or 
  sell her for parts, whichever is more convenient. 
   
  Remember, you only completely die when your Overflow 
  is more than your Body rating, as indicated on page 111 of 
  SRII. 
   
  STOCKS 
  Weapons come with different types of 
  stocks: rigid, folding, and stockless. A 
  rigid stock is one that doesn’t fold; a 
  folding stock is one that somehow can be 
  retracted or otherwise folded out of the 
  way; and a stockless weapon is one that, 
  oddly enough, doesn’t have a stock. 
  Game effects for all of these are pretty 
  simple. On a stockless or folding-stock 
  weapon, 
  you 
  cannot 
  mount 
  stock-
  mounted accessories (i.e., shock pads); on 
  a weapon with a rigid stock, you can fit 
  shock pads. 
  Simple enough so far. Now, to make 
  some more differences between stocked 
  and stockless weapons, we introduce the 
  Hipfiring modifier of +2. This modifier is 
  applied any time a character fires a 
  weapon without bracing it against his 
  shoulder. In effect, hip firing means you 
  aren't looking over your weapons’s sights, 
  and so you don't know exactly where 
  your weapon is pointing. Smartguns never 
  get this +2, because you always know 
  what the gun is aimed at (the crosshairs in 
  your field of vision sort of give it away). A 
  weapon fitted with a sighting band (p.61) 
  only gets a +1 instead of a +2, but this is 
  not cumulative with the bonus provided 
  by a laser sight. 
  The only other exception to this are 
  single-shot and semi-auto pistols, which do not suffer this +2 
  because they are meant to be fired without a stock. When 
  firing from the hip, you don’t get the benefits provided by 
  shock pads; to get these, you need to put the weapon’s butt 
  against your shoulder. 
  In effect, hip firing means you aren't looking over your 
  weapons’s sights, and so you don't know exactly where your 
  weapon is pointing. Smartguns and weapons with laser sights 
  never get hipfiring modifiers. 
  A folding-stock weapon can only be fired from the 
  shoulder if the stock is folded out; a rigid-stock weapon can 
  always be fired from the shoulder; a stockless weapon can 
  never be fired from the shoulder. Weapons mounted on 
  tripods, gyro-mounts, or vehicles don't get the +2 hipfiring 
  modifier. 
  Extending or retracting a folding stock costs a Simple 
  Action. Concealability of a weapon with a folding stock is 
  assumed to be for the weapon with the stock folded; 
  unfolding it lowers Concealability by 2 points. Folding stocks 
  do not normally provide recoil compensation, unless noted in 
  the weapon's description. 
   
  To conclude this bit, we include a list of all stockless 
  weapons, and of those with folding stocks. You should be able 
  to deduce from the pictures and/or descriptions in the various 
  supplements which kind of stock each weapon has, though. 
   
  Stockless: Ares MP Laser, Ares MP Maser, ArmTech Mini-6 Grenade 
  Pistol, Ceres Tri-Barrel, Defiance AT-900, Fichetti Military XI, GE 
  Vindicator Minigun, H&K MP-5 TX, H&K MPK9, H&K MPK-11, Heavy 
  Machine Gun, Ingram Mk IV, Ingram Warrior-
  10, IWS Mini-5, M400 Heavy Machine Gun, 
  Medium Machine Gun, Micro Uzi III, sawn-off 
  Remington 990, Remington Roomsweeper, 
  Sandler 
  “Mad 
  Max,” 
  Seco 
  Quickfire, 
  Sternmeyer Stakeout 10, Uzi Miniauto 9, 
  Walther S900, Whitney-Morgan Caseless 
  Machine Gun 
  Folding Stock: AK-97 SMG, Arasaka Minami 
  10, Ares AMP, Ares Crusader MP, Ares 
  Suppressor Automatic Grenade Launcher, 
  Ares Wippet, Beretta 200ST, Bond & 
  Carrington MP-11, Browning Defender 10, 
  Ceska Black Scorpion, Colt Cobra, Fichetti 
  Hurricane, FN HAR, Franchi SPAS-22, H&K 
  70 K, H&K G12A3z, H&K HK227, H&K 
  HK227S, H&K MP-2013, H&K MP-9, Ingram 
  MAC-14, Ingram MAC-20, Ingram Model 
  20t Smartgun, Mossberg CMDT Combat Gun, 
  Ranger Arms Security 12, Sandler Model II, 
  Sandler TMP, SCK Model 100, SIG 882, 
  Sternmeyer SMG 21, Steyr MP I 25, Uzi III, 
  Uzi IV, vz 88V 
   
  WHITE PHOSPHOROUS 
  This nasty substance is covered well 
  in Fields of Fire (page 86), but in order 
  to comply to the fire rules in Tech 
  Specs (page 72), a small addition is 
  needed: WP has a Firesetting rating of 
  7; anytime something takes damage 
  from WP there is a chance a fire is 
  started. This fire can be extinguished 
  normally. 
   
  UNARMED COMBAT MOVES 
  To effectively use these new moves, you’ll need to use 
  the Melee Combat v2.1 rules from Tech Specs. None of the 
  martial arts included there give modifiers for the use of these 
  moves, except as noted below. 
   
  Diving Blow: attempting to knock your opponents down by 
  diving into him. Damage is none, but both the target and 
  attacker are prone if the attack hits. If the attack fails, only 
  the attacker is prone. Target Number is target’s Body 
  Rating minus one-half (round down) the attacker’s Body 
  Rating. The target cannot Block this attack, and also cannot 
  perform a Diving Blow as a counter-attack. In case both 
  attacker and defender want to do this maneuver, tough 
  luck for the defender, but the attacker gets to do this 
  move while the defender must do something else. 
   
  
   
  OPTIONAL RULES 
   
   
  84   PROJECT 3 
   
  Elbow Smash: hitting someone with your elbow, usually 
  when they’re standing beside or behind you.2 Damage is 
  (str+1)M Stun Target Number is 4, but with -1 Reach. 
  Flying Kick: you’ve seen Bruce Lee do it, now do it yourself! 
  Very difficult, this requires you to jump up and kick at the 
  target’s head. If such a kick fails to hit the character must 
  succeed at an Athletics(4) test to land successfully (also 
  see Falling Damage, p.82). Damage is (str+2)M Stun, and 
  this is counted as an Aimed Shot to the head with +1 
  Reach, so the target does not use armor (except for 
  helmets) to defend against it. If a Sweep is performed 
  against a character doing a Flying Kick, both fail 
  automatically. Tai Know Do and Thai Boxing give a +1 
  modifier to this move, Kung Fu a +2. 
  Knee Strike: slamming your knee into your opponent’s torso. 
  Damage is (str+1)M Stun, Target Number = 5. Thai Boxing 
  gives a +2 modifier to using this move. 
  Roundhouse Kick: turning a 360 on one leg to kick extra 
  hard with your other leg. Damage is (str+3)M Stun, Target 
  Number is 6. All combat styles that give a modifier to a 
  normal kick give the same modifier to a roundhouse kick. 
  Scissor Kick: jumping up into the air and kicking two targets 
  at once, one with each leg. You must be between the two 
  targets, who must be about 2 meters apart (3 meters if 
  you’re a troll, or 1 meter if you’re a dwarf). Make a single 
  attack test against a Target Number of 6 for both targets, 
  and split the successes between the two targets as you 
  like. Each target gets to make a separate attack test to 
  defend. If a target gets hit, she takes (str+1)M Stun 
  damage from the kick. Like with Flying Kicks, if a Sweep is 
  performed against you, both attacks automatically fail—
  you can still hit a target that doesn’t attempt to Sweep 
  you. 
   
                                                          
  2 Add this to an idea SK came up with: a spur in the rear end of 
  your forearm, extending backward… 
  —Gurth 
  
   
  PROJECT 3   85 
   
  >>>>>[You know what’s really annoying? Mistakes in rulebooks. Since FASA doesn’t appear to be very good at proof-reading, they tend to 
  bring out errata sheets for their books as well. So, what I’ve done in this chapter is put together some errata sheets for various Shadowrun 
  books. Thank you to Thomas W. Craig, Hamlet, JackFrost, Paolo Marcucci, and of course, FASA Corporation.]<<<<< 
   
  —Gurth (the next generation of heroes) 
  Errata for the Shadowrun Sourcebook Fields of Fire 
     
  Page 32 (Colt M-23 Assault Rifle) 
  Weapon statistics are fouled up. They should read as follows: 
   
  Type 
  Conceal 
  Ammo 
  Mode 
  Damage Weight Availability 
  Cost 
  Street Index 
  Assault 
  3 
   
  40 (c) 
  SA/BF/FA 
  8M 
  4.5 
  6/36hrs 
  950¥ 
  2 
   
  Page 59 (BattleTac™ Integration System) 
  Replace the final paragraph with the following: 
  “Using BattleTac™ requires Military Science skill, or preferably the Small Units Tactics Specialization of that skill, and the Special 
  Skill BattleTac™ (acquired as per a General skill (see p.190 SRII) after character generation). See also page 84 for more information.” 
     
   Page 60 (Target Designators) 
  The range for the Microwave Designator should be 8,000m, and the range for the Radar Designator should be 10,000m. 
     
  Page 74 (Ablative Vehicle Armor) 
  Price is per point of the vehicle’s original Body. Also, a motorcycle can mount up to one-half (round  down) of its original Body. 
     
  Page 76 (Jumping) 
  A character can standing broad jump a distance equal to one-half (round down) his Strength, minus his body, for a minimum of 
  one meter. If the character’s Strength is less than his Body, add +1 to the Target Number of the Jumping Test. 
     
  Page 81 (Off-Hand Training) 
  The cost of the Special Skill: Ambidexterity is equal to 2 Skill Points per Skill Rating. Also, in the example, the modifier should be 
  +2, not -2. 
     
  Page 84-85 (Smartlink Level II) 
  Replace the third paragraph with the following: 
  “Called Shots (p. 92, SRII) are easier to make with the Smartlink Level II. Apply a +2 Called Shot modifier (instead of the normal 
  +4) when using the Smartlink Level II.” 
     
  Page 85 (Smoke Rules) 
  The rate at which a cloud of smoke dissipates in the wind is noted incorrectly in the second paragraph. The duration of a blowing 
  smoke cloud is found  by subtracting the result of the wind strength D6 from 7, and in turn dividing that number into the indicated 
  duration for the smoke. (So for example, a smoke mortar  round explodes. Scatter (wind direction) is determined. Then another D6 is 
  rolled for the wind strength; the result is 5 (a strong wind). Therefore, the smoke will only remain, blowing and dissipating in the 
  direction of the wind, for 7 - 5 = 2, 4 ÷ 2 = 2 minutes before it offers no modifier. Also, the Table notation “In Minutes” should be 
  under the third column, directly below “duration.” 
      
  Page 91 (Panther Assault Cannon Statistics) 
  The cost of the Panther Assault Cannon is 7,200¥. 
     
  SHADOWRUN®: FIELDS OF FIRE™ Errata (v1.1) 
  April 21, 1994 
  Shadowrun® is a Registered Trademark of FASA Corporation. Fields of Fire is a Trademark of FASA Corporation. All material © 1994 FASA 
  Corporation. All rights reserved. Permission is granted to duplicate and download this page for personal use only. 
  ERRATA SHEETS 
  
   
  ERRATA SHEETS 
   
   
  86   PROJECT 3 
   
  Errata for the Shadowrun Sourcebook The Grimoire, Second Edition 
   
  >>>>>[Hey better this than a third edition]<<<<< 
   
  —The folks at FASA (Mess up again) 
   
  SPELL FORMULAS 
  Drain Level 
  Price 
  Drain Level 
  Price 
  Light 
  50¥ x Force 
  Moderate 
  100¥ x Force 
  Serious 
  500¥ x Force 
  Deadly 
  1,000¥ x Force 
   
  ENCHANTING MATERIAL COSTS 
  Material 
  Raw form 
  Refined form 
  Radical form 
  Herbals 
  50¥ 
  100¥ 
  200¥ 
  Crystals 
  100¥ 
  200¥ 
  400¥ 
  Semi-precious Gems 
  200¥ 
  400¥ 
  800¥ 
  Precious Gems 
  500¥ 
  1,000¥ 
  2,000¥ 
  Iron 
  50¥ 
  100¥ 
  200¥ 
  Copper 
  100¥ 
  200¥ 
  400¥ 
  Silver 
  300¥ 
  600¥ 
  1,200¥ 
  Gold 
  10,000¥ 
  20,000¥ 
  40,000¥ 
  Mercury 
  600¥ 
  1,200¥ 
  2,400¥ 
  Tin 
  30¥ 
  60¥ 
  120¥ 
  Lead 
  30¥ 
  60¥ 
  120¥ 
  Orichalcum 
  88,000 per unit 
   
  MAGICAL SUPPLIES 
  Name 
  Availability 
  Cost 
  Street Index 
  Fetish Focus 
  3/26hrs 
  Rating x 3,000¥ 
  1 
  Ally Conjuring Materials 
  (Force)/36hrs 
  1,000¥ per unit 
  1 
  Ward Castin Materials 
  (Force)/36hrs 
  1,000¥ per unit 
  1 
  Watcher Casting Materials 
  (Force)/36hrs 
  1,000¥ per unit 
  1 
   
  Page 92: Wards 
  Replace the third paragraph of this section with the following: 
  “Warding requires the magician to make a Sorcery Test against the desired Force Rating of the ward.  The astral rating of the ward 
  is equal to that Force Rating and it remains active for a number of days equal to the number of successes. The magician may choose 
  not to use all his successes, making  it easier to resist Drain for setting the wards.” 
  Errata for the Shadowrun Sourcebook Prime Runners 
   
  The following omissions have been noted in the PRIME RUNNERS sourcebook. 
   
  REN MARTINDALE (Page 42-43) 
  This character’s list of skills was omitted. 
   
  Skills 
  Boat: 3 
  Car: 4 
  Etiquette (Corporate): 4 
  Etiquette (Media): 7 
  Etiquette (Street): 6 
  Firearms: 2 
  Interrogation: 7 
  Negotiation: 4 
  Stealth: 3 
  Special Skill 
  Nose for a Story: 6 
   
  SUTHERLAND (Page 72-73) 
  This character’s list of skills was omitted. 
   
  Skills 
  Car: 4 
  Computer: 14 
  Computer (B/R): 9 
  Computer Theory: 14 
  Electronics: 7 
  Etiquette (Corporate): 4 
  
   
  ERRATA SHEETS 
   
   
  PROJECT 3   87 
   
  Etiquette (Street): 3 
  Firearms: 2 
  Pistols: 4 
  Predator: 6 
  Knowledge 
  Music: 4* 
  Physical Sciences: 4 
  KARL-HEINZ ZESSLER (Page 76-78) 
  The character’s correct name is Zessler, despite what the 
  text says. 
   
   
   
  SHADOWRUN: Prime Runners Errata (v1.0) 
  December 5, 1994 
  Shadowrun® is a Registered Trademark of FASA Corporation. Prime Runners™ is a Trademark of FASA  Corporation. All material © 1994 FASA 
  Corporation. All rights reserved. Permission is granted to duplicate  and download this page for personal use only. 
  Errata for the rulebook Shadowrun Second Edition 
   
  Hey, it’s better than a third edition... —The Folks at FASA 
   
  Sometimes, no matter what you do, errors creep in. What follows is the official errata for Shadowrun, Second Edition. Most of 
  these aren’t as much errors as clarifications or reconsiderations of some rules after the book went to the printers. The relevant rules 
  sections will be corrected in future printings. Enjoy. 
   
  VEHICLES AND WEAPON DAMAGE 
  An important point was inadequatly made in the rules. 
  On page 108 it speaks about comparing the Power of an 
  attacking weapon against the Vehicle Armor Rating. It states 
  that if the Power of the weapon does not exceed the Vehicle 
  Armor Rating the attack will do no damage. This is true, 
  except that when using Burst or Autofire (p.92) the 
  comparison should be made before the Damage Code is 
  increased to account for the multiple rounds in the burst. So, a 
  weapon with a base Damage Code of say 5M will not 
  penetrate vehicular armor with a rating of 6 or higher, even if 
  a burst is fired (adjusted Damage Code 8S). Note also that the 
  Damage Code modifier for a Called Shot should be applied 
  before the comparison. 
   
  BARRIERS AND WEAPON DAMAGE 
  The references above to the Damage Code and Barrier 
  Ratings hold for attacks against normal Barriers as well (p.98). 
   
  FULL-AUTO SHOTGUNS 
  Shotguns capable of Full-Autofire mode (FA) should use 
  the Heavy Weapon Recoil rules (p.89) and recieve a Recoil 
  Modifier of +2 per round, not the standard +1 per round. 
   
  SPELLS 
  Change the Drain Code of Mind Probe to [(F/2)+2]D. 
   
  SHADOWRUN II ERRATA V1.0 (8/92) 
  Shadowrun™ is a trademark of FASA Corporation © 1992 FASA Corporation All Rights Reserved Permission is granted to copy this page for 
  distribution. 
     Errata for the rulebook Shadowrun Second Edition Hardcover 
   
  p.32  Automatic Success and Failure 
  Ignore the notation about the rule of six giving an 
  automatic success. That statement is wrong. 
   
  p.32  The Rule of Six 
  Add: the rule of six does not apply to Initiative (see p.79). 
   
  p.50  Combat Mage 
  The combat mage’s Body should be 2 (3) and his dice 
  pools: Combat: 7 (9) and Magic: 6 (8).  His Heal Moderate 
  Wounds: 3 spell should simply be Heal: 3. 
  p.51  Decker 
  The decker’s Reaction should read 5(9)* and her Initiative 
  should read 5(9)* + 1d6(3d6)*. The askerisk still refers to 
  matrix-only Initiative. 
   
  p.54  Elven Decker 
  The elven decker’s changes are the same as for the 
  decker, p.51. 
   
  p.56  Former Wage Mage 
  The Heal Severe Wounds: 3 spell under the Fighter profile 
  should read simply Heal: 3. 
   
  p.57  Gang Member 
  The gang member has a Projectile Weapons skill of 3. 
   
  
   
  ERRATA SHEETS 
   
   
  88   PROJECT 3 
   
  p.59  Rigger 
  The rigger’s Essence should be 1.35. 
   
  p.62  Street Samurai 
  The street samurai’s Quickness should read 4 (5), his 
  Strength 6 (7), his Essence .1, his Combat Pool 7, and he 
  should have only one level of Muscle Replacement. 
   
  p.69  The Skill Web (SRII GM Screen also) 
  Add a dot between the Firearms, Gunnery, Projectile, and 
  Throwing skills and their respective (B/R) skills. Those four 
  should resemble Armed Combat, like so: 
   
  — skill name —— (B/R) 
   
  Also, shift the dot associated with Conjuring in toward 
  the skill, so that web-section looks like this: 
   
  — Magical Theory — 
  |–– Conjuring 
  — Sorcery 
   
  p.89  Ranged Combat Modifiers table (SRII GM 
  Screen also) 
  Change the “recoil, heavy weapon” modifier to “+1 per 
  round fired that Combat Phase.” 
   
  p.89  Recoil 
  In the first paragraph, replace the second half of the 
  paragraph starting with "Full-autofire…" with the following: 
  “Full-autofire weapons take a cumulative +1 modifier for each 
  round fired that Combat Phase. That is, a character choosing to 
  fire a seven-round full-autofire burst receives a +7 modifier. If 
  that same character chooses instead to fire two five-round full-
  auto bursts, he would have a +5 modifier for the first burst, 
  and a +10 modifier for the second burst.” 
  The final paragraph (top of second column) should read: 
  “Double the uncompensated recoil modifiers for medium and 
  heavy machineguns (heavy weapons) and shotguns. If a 
  medium machine gun is firing 10 rounds, and has six points of 
  recoil compensation, its final modifier is +8(4x2).” 
   
  p.92-93  Full-Auto Mode 
  Replace the sentence beginning “Each round fired…” with 
  the following: “Each round fired inposes a +1 recoil modifier 
  for the entire group.” 
  Also replace the last sentence on the page with: “The 
  Power Rating of the weapon increases by 1 point for every 
  round fired in that full-auto burst.” 
  The example has some errors.  Replace the fifth to 
  seventh paragraphs with the following: "“The first punk gets a 
  three-round burst, which increases the Damage Code of the 
  weapon to 10D. The three-round burst qualifies for 3 points of 
  recoil, which the weapon compensates for.  Punk 1: Damage 
  Code 10D, Target Number 3. 
  “Punk 2 gets a three-round burst too, with the same 
  healthy damage code of 10D. Now, however, six rounds have 
  been fired so the total recoil modifier is 6. The weapon 
  compensates for 3, leaving 3 for a +3 modifier. This is the 
  second target of the combat phase, which adds another +2 
  modifier. Punk 2: Damage Code 10D, Target Number 8. 
  “Punk 3 gets the four-round burst (lucky her) that has a 
  damage code of 11D. The recoil modifier is now +7 (10-3). 
  Being the third target also means a +4 modifier added to the 
  attack because of multiple targets.  Punk 3: Damage Code 
  11D, Target Number 14.” 
   
  p.96  Strength Minimum Rating 
  Change the final sentence of the section to read: “a 
  crossbow’s Strength Minimum Rating is used to determine its 
  range.” 
   
  p.98  Grenade Blast Diagram 
  The “5S” notation in the right-hand diagram should read 
  “4S,” and the total blast consequently “20S.” 
   
  p.98  Barriers (general) 
  Add to the end of the page (column two): “Always use 
  the base Power Rating of the round, unmodified for burst or 
  full-autofire, for comparison against the Barrier Rating.” 
   
  p.102  Friends in the Melee 
  The “see page” reference for multiple opponents should 
  read “this page” instead of p.90. 
   
  p.108  Vehicles, Weapons, and Magic 
  Third paragraph, change the second sentence to: “that is, 
  if the base Power of the weapon, unmodified by burst or full-
  autofire, does not exceed the rating of the vehicle armor, it 
  will not penetrate.” 
   
  p.131  Spell Success Test 
  The final paragraph of the example should read: “Rolling 
  the dice, Jason gets a total of 10 dice (4+6) against a Target 
  Number of 6 (5+1). The results are 1,3,4,5,5,6,6,6,6,6. Five of 
  the dice score 6, so there are 6 successes.” 
   
  >>>>>[Huh? I think it should read: “Six of the dice score 6, so 
  there are 6 successes.”]<<<<< 
   
  —Gurth (20:37:29/02-16-95) 
   
  p.144 Spirit Table 
  Under the nature spirits it should be the “Hearth” spirit, 
  not the “Heath” spirit.  There are no candy spirits in 
  Shadowrun. 
   
  p.151  Spell Directory 
  Change the “type” of the spells Mana Bolt, Mana Missile, 
  and Manaball to “mana,” rather than “physical” as listed. 
   
  p.153  Mind Probe 
  Change the Drain to [(F/2)+2]D. 
   
  p.155 Treat 
  Change the first sentence of the third paragraph to 
  “Successes from the Spell Success Test can be used to actually 
  
   
  ERRATA SHEETS 
   
   
  PROJECT 3   89 
   
  heal boxes of damage, or reduce the base time, as found on 
  the following table.” 
   
  p.158  Spark 
  Change the duration of the spell to “Instant.” 
   
  p.159  Table of Spells 
  Change the type of Mana Missile to “M,” the Drain Code 
  of Mind Probe to [(F/2)+2]D, and the duration of Spark to 
  “Instant.” 
   
  >>>>>[It should be Manaball that must be changed to M, I 
  feel.]<<<<< 
   
  —Gurth (20:40:50/02-16-95) 
   
  p.168  Passive Alert 
  The second sentence should read “Add 50 percent to the 
  ratings of all IC.” 
   
  p.168  The Opposition 
  Use the decker archetype instead of the corporate decker 
  as noted, if the SRII Gamemaster Screen is available, then 
  use the corporate decker.  
   
  p.179  Damaging the Target 
  Remove the word “die” from the sixth line. 
   
  p.202  Contacts 
  In the last paragraph, remove the word “half” from “…half 
  the character’s Intelligence…” 
   
  p.205  Corporate Security Guard 
  Add a Willpower Attribute of 2. 
   
  p.207  The Fixer 
  Add the skill “Equipment Acquisition: 4” skill. 
   
  p.211  The Street Cop 
  Add a Willpower Attribute of 3. 
   
  
   
  PROJECT 3   90 
   
   
  CORPORATE HITMAN 
  “If the corp needs someone taken care of, it’s me who 
  gets the job. It doesn’t matter who, why, where or when to 
  me, rest assured that whoever ends up on the wrong side of 
  my mission will not see another day. I firmly believe in the 
  ideals of my corporation—I wouldn’t do this work if I didn’t” 
  QUOTES 
  “One shot one kill.” 
  “Don’t mess with a pro. Comprende, chummer?” 
  “Lone Star? They can’t touch me even if they tried.” 
  COMMENTARY 
  The corporate hitman is a different kind of company man. 
  He specializes in eliminating people, and knows a hundred 
  and one ways to do it. His superiors know he is something 
  special, and intend to make every use of his skills—if the 
  situation warrants it. 
  ATTRIBUTES 
  SKILLS 
  Body: 3 
  Armed Combat: 6(7) 
  Quickness: 6(7) 
  Athletics: 2(3) 
  Strength: 5 
  Demolitions: 5 
  Charisma: 1 
  Etiquette (Corporate): 3 
  Intelligence: 6 
  Firearms: 6(8) 
  Willpower: 6 
  Psychology: 4 
  Essence: .3 
  Stealth: 5(6) 
  Reaction: 6(11) 
  Unarmed Combat: 6(7) 
  CYBERWARE 
  BIOWARE 
  Cyberarm with Heavy Pistol 
  Enhanced Articulation 
  Cybergun and Retractable 
  Reflex Recorder (Firearms) 
  Spur 
  Cybereyes with Optical 
  Magnification (3) 
  Smartlink Level II 
  Wired Reflexes (2) 
  Professional Rating: 4 
   
   
   
   
   
  ELVEN MAGICAL CULT PRIEST 
  “The modern age has proven the old religions wrong. 
  They still see magic as evil, even though they’re trying to 
  change now—too late, as ever. Magic is the only true 
  religion. It has Power, real Power, something that the others 
  lack. I have made it my life’s goal to teach others its Ways.” 
  QUOTES 
  “Don’t fear me, fear them up in those glass towers.” 
  “Magic is Power. Learning to wield it is just one step to 
  total delivery.” 
  COMMENTARY 
  The magical cult priest firmly believes in her ideals. She 
  sees her magical talents as a gift from some higher force, and 
  intends to use them to its greater glory. In a way, her thinking 
  is similar to that of other religions, but she has given a Sixth 
  World twist to it. 
  ATTRIBUTES 
  SKILLS 
  Body: 3 
  Armed Combat (Staff): 2 
  Quickness: 5 
  Conjuring: 4 
  Strength: 2 
  Enchanting: 3 
  Charisma: 7 
  Etiquette (Street): 5 
  Intelligence: 4 
  Etiquette (Tribal): 2 
  Willpower: 6 
  Leadership: 4 
  Essence: 6 
  Magical Theory: 3 
  Magic: 6 
  Sorcery: 5 
  Reaction: 4 
  Special Skill 
   
  Religion (Magical Cults): 5 
  SPELLS 
  Heal: 6 
  Magic Fingers: 5 
  Mind Probe: 4 
  Trid Entertainment: 6 
  Professional Rating: 1-3 
  ARCHETYPES & CONTACTS 
  
   
  PROJECT 3   91 
   
   
  The Shadowrun book provides a pretty good character sheet, but we’ve found that it absolutely never has the 
  room to write down all the weapons characters are likely to own, let alone keep track of all the modifications on 
  those weapons. Therefore, the next page provides three weapon monitors, with this page holding a short 
  explanation of how we intended them to be used. For this, we use a sample weapon as toted by Richie, one of Mr. 
  Brett’s characters: an Arasaka Rapid Assault Shot 12 auto-shotgun. 
   
  Weapon 
  Conceal Damage Short Medium Long 
  Extreme Weight Recoil 
  Assault Shot 12   
  NA 
    
  8S 
    
  5 
   
   20  
   50  
   100  
   7.25  
   +2  
  Type: Shotgun 
   
  Magazine capacity & type: 20 (c) 
   
  Top mount: Ultra-sound Sight 
   
  Barrel mount: Improved Gas Vent (4) 
   
  Under-barrel mount: Rangefinder 
   
  Stock mount: Shock pads 
   
  Stock type: none/rigid/folding 
  Smartlink: Level II (Internal) 
   
  Total recoil reduction: 5 
   
  Firing modes: Semi-Auto/Full-Auto 
   
  Ammo type 
  Full clips left 
  Empty clips 
  Rounds left in clip 
  Loose ammo 
   Gas (Neuro-Stun) 1 
   
   
   
  20 
   
   
   
   Explosive 
   
  10 
   
   
   
  3 
   
   
   
   Duplex 
   
  4 
   
  1 
   
  16 
   
   
   
   APDS 
   
  10 
   
   
   
  20 
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  Going over the filled-out monitor, we can see the obvious details, like that the weapon is not concealable, does 
  8S damage, its ranges in meters, and that it weighs 7.25 kilograms. But the record sheet also says that the shotgun 
  has a recoil modifier of +2 per round (in effect, heavy weapon recoil rules). The weapon’s type is a Shotgun, and it 
  holds 20 rounds in a clip. 
  On the weapon’s top mount is an ultra-sound sight, with a rangefinder on the under-barrel mount, an 
  improved gas vent rating 4 on the barrel, and shock pads on the stock. The stock type is “rigid,” which means that 
  the weapon does have a stock, but that it can’t fold (this is probably something peculiar to our game, in that we 
  sort of rate weapons for the type of stock they have; see page 83.) Furthermore, the weapon has an internal 
  smartlink, of level II technology. The gas vent and shock pads combined give 5 points of recoil reduction when 
  firing the Arasaka (Richie’s Strength of 8 would give another 2 points, but that’s not listed here as it isn’t particular 
  to this weapon), which can fire in SA and FA modes. 
  The weapon is provided with 1 full clip of gas rounds, 10 clips of Explosive, but the current clip has only 3 
  rounds left in it. Also, there originally were 5 clips of duplex ammo, but one has been emptied completely (he 
  loaded it with Duplex and roasted a fragging dragon with one ten-round burst…), and the current one has had 4 
  rounds fired from it. Also, he has 10 clips of APDS rounds, none of which has been fired. 
   
  CHARACTER SHEET EXPANSION 
  
   
   
   
  ENHANCED WEAPON RECORD SHEETS 
   
  Weapon 
  Conceal Damage Short Medium Long 
  Extreme Weight Recoil 
   
    
    
    
   
   
   
   
   
   
   
   
   
   
   
  Type:  
   
  Magazine capacity & type:  
   
  Top mount:  
   
  Barrel mount:  
   
  Under-barrel mount: none/rigid/folding 
  Stock mount:  
   
  Stock type:  
   
  Smartlink:  
   
  Total recoil reduction:  
   
  Firing modes:  
   
  Ammo type 
  Full clips left 
  Empty clips 
  Rounds left in clip 
  Loose ammo 
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  Weapon 
  Conceal Damage Short Medium Long 
  Extreme Weight Recoil 
   
    
    
    
   
   
   
   
   
   
   
   
   
   
   
  Type:  
   
  Magazine capacity & type:  
   
  Top mount:  
   
  Barrel mount:  
   
  Under-barrel mount: none/rigid/folding 
  Stock mount:  
   
  Stock type:  
   
  Smartlink:  
   
  Total recoil reduction:  
   
  Firing modes:  
   
  Ammo type 
  Full clips left 
  Empty clips 
  Rounds left in clip 
  Loose ammo 
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  Weapon 
  Conceal Damage Short Medium Long 
  Extreme Weight Recoil 
   
    
    
    
   
   
   
   
   
   
   
   
   
   
   
  Type:  
   
  Magazine capacity & type:  
   
  Top mount:  
   
  Barrel mount:  
   
  Under-barrel mount: none/rigid/folding 
  Stock mount:  
   
  Stock type:  
   
  Smartlink:  
   
  Total recoil reduction:  
   
  Firing modes:  
   
  Ammo type 
  Full clips left 
  Empty clips 
  Rounds left in clip 
  Loose ammo 
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  this Plastic Warriors-designed page may be duplicated for personal as well as other peoples’ use :) 
   
   
  
SOURCE: textdata/thevault/Shadowrun [multi]/3rd Party/Shadowrun Project 3.pdf