TEXT: RIGGING 
  102 
   
  Riggers are characters who have special cyberware, known as vehicle 
  control rigs, surgically implanted into their bodies.  The control rig 
  allows a rigger to command vehicles via neural link through a datajack.  
  When jacked into a vehicle modified to interface with a vehicle control 
  rig, riggers can make their vehicles perform exceptional feats that 
  normal characters, driving through steering wheels and other manual 
  controls, cannot. 
   
  Riggers can also jack into remote control decks, which allow them to 
  command multiple drones simultaneously.  When working together 
  under a rigger’s control, drones allow him or her to exert influence over 
  a large area, as well as significantly increasing the rigger’s combat 
  power.  Few things are more frightening than an army of drones bearing 
  down on an unfortunate soul. 
   
  SENSORS 
   
  All vehicles possess some rudimentary sensors that a driver may access 
  through heads-up-display (HUD) or vidscreens, and a rigger can access 
  through his cybernetic link.  The ratings and senses of sensors are listed 
  below.  For each level of sensors (other than Rating 0), the sensors have 
  Telescopic Perception: All +2 and Enhanced Perception: All +1.  For 
  more information on Sensors, see the section on equipment below. 
   
  Rating 0 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness 
  Rating 1 Sensors: As above plus Normal Sight; Normal Hearing, Radar; 
  Ultraviolet Perception 
  Rating 2-4 Sensors: As above plus Infrared Perception 
  Rating 5+ Sensors: As above plus Flash Defense: Sight Group +1 (per 
  rating above 4) 
   
  USING DRONES 
   
  Riggers can control unmanned vehicles (known as drones) via remote-
  control networks.  This section provides rules for using drones and 
  remote-control networks. 
   
  Nearly any kind of vehicle may serve as drones: matchbox-sized cars, 
  dwarf-sized rotorcraft, ground patrol vehicles the size of a large dog, and 
  even modified sports cars. 
   
  The key difference that sets drones apart from ordinary vehicles is their 
  Pilot Computer system.  All drones have a Pilot Computer system, 
  which enables the drone to act independently of its controller to a 
  limited degree. 
   
  A drone must be adapted for rigger control (though it need not be fitted 
  with a datajack system unless the rigger intends to jack directly into the 
  vehicle).  All drones that are incapable of carrying passengers are 
  usually pre-adapted automatically for rigger control.  Passenger vehicles 
  or larger passenger drones are not usually pre-adapted, but the 
  manufacturer, a mechanic or even a rigger character can adapt most 
  vehicles and drones quickly. 
   
  OPERATIVE MODES 
  All affiliated drones operate under Primary or Secondary mode.  A 
  rigger may only operate a single drone in his network in Primary mode.  
  This mode enables the rigger to control the drone as if he were directly 
  jacked into it.  The rigger may use his own skills and skill levels when 
  making tests for the drone.  He controls the vehicle as if it were an 
  extension of his body. 
   
  A drone operating in Secondary mode uses the drone’s Pilot Computer 
  skills for any tests or combat.  If a rigger is in Primary mode on one 
  drone, he can only casually observe through the sensors of drones in his 
  network that are in Secondary mode.  To observe through a drone in 
  Secondary mode, the rigger must spend a Full Phase action to do so.  
  Additionally, Computer Programming rolls to comprehend commands 
  made by drones in Secondary mode are made at –4 modifier. 
  CAPTAIN’S CHAIR MODE 
  Instead of controlling a single drone, a rigger can supervise all the 
  drones in his network via the remote-control deck’s master control.  
  Riggers call this practice “sitting in the captain’s chair”. 
   
  When operating drones in the captain’s chair mode, all vehicles use their 
  Pilot Computer skills for tests or combat.  Captain’s chair mode is the 
  only drone control method available to characters that do not possess 
  vehicle control rig cyberware. 
   
  REMOTE CONTROL NETWORKS 
   
  A remote control network consists of two fundamental elements: a 
  remote-control deck and drones.  The remote-control deck is the central 
  control station from which the rigger monitors and directs the 
  movements of drones connected to the network.  The remote-control 
  deck also maintains the electronic integrity of the network by ensuring 
  stable data flow and employing active countermeasures to keep out 
  unwanted intruders. 
   
  Because of the vast amount of data being transmitted over the airwaves, 
  remote control networks use three separate radio channels to command 
  and control drones: the command, simsense, and system channels.  The 
  command channel relays messages that direct the movements and 
  actions of the drones, as well as situational information and intelligence 
  between drones and the remote-control deck.  The simsense channel 
  routs audio, visual and simsense data between drones, remote-control 
  deck and the rigger.  The system channel carries data that ensures 
  network integrity and monitors drone status. 
   
  SUBSCRIBER LISTS 
  A remote-control deck’s subscriber list is a file that enables the deck to 
  identify all the drones under its control.  Only drones listed on a remote-
  control deck’s subscriber list can connect with the deck.  This helps 
  protect the network from unwanted intruders who may attempt to 
  intercept network communications and feed the network false 
  information, or even seize control of the system. 
   
  A subscriber can contain a number of drones equal to twice the remote-
  control deck’s rating, though the deck can only actively control a 
  number of drones equal to its rating. 
   
  All network drones operate under affiliated and non-affiliated status.  
  Any drone that is under the direct control of a remote-control deck is 
  affiliated with that deck.  Affiliated drones can receive commands from 
  the remote control deck and transmit data to it and to other affiliated 
  drones.  A non-affiliated drone is operating independently of the remote-
  control deck.  Consequently, a rigger controlling a network can neither 
  see through nor control the non-affiliated drone.  Additionally, the non-
  affiliated drone cannot communicate with any other drones in the 
  network. 
   
  Affiliating or disaffiliating a drone requires a ½ Phase action.  
  Substituting one drone for another in affiliation requires a Full Phase 
  action.  A drone may not act during the Combat Turn in which it is being 
  affiliated. 
   
  DUMP SHOCK 
  Because vehicle control rig jacks are connected to the riggers’ middle 
  brains, the effects of dump shock on riggers can be considerably more 
  serious than the effects of dump shock on a decker.  Any time a rigger is 
  dumped from a remote control network, the following things occur: 
  • 
  The rigger is disoriented for 1 combat turn where all skills, tests, 
  and rolls are made at –2 (i.e. –2 CV, -2 to all skill and 
  characteristic rolls) 
  • 
  The rigger also takes damage in the form of an Ego Attack doing 
  2d6 damage per rating of the remote-control deck. 
  If involuntarily jacked out of a vehicle (other than from vehicle 
  destruction), the rigger takes 2d6 Ego Attack damage and be disoriented 
  as above. 
   
  
  SHADOWPUNK—RIGGING 
  103 
  ISSUING COMMANDS 
  When riggers are jacked into remote-control decks, they may issue 
  commands to drones at the same time that they take their own actions.  
  Issuing a command to a drone takes a Full Phase action. 
   
  A rigger can issue only one command to a single drone, regardless of 
  how many drones his remote-control deck is managing at that time.  A 
  rigger can, however, issue all of his drones the exact same command at 
  the same time as a Full Phase action. 
   
  If a rigger is in Primary mode in a drone, he controls it as if he were 
  driving it personally.  He does not have to spend a Full Phase action to 
  command the drone, but he does have to use a Full Phase action to issue 
  a command to another drone. 
   
  A rigger can issue a drone one-sentence commands such as “circle this 
  area”, “shoot anyone who comes through this door”, “follow that car”, 
  and other similar commands.  The more specific and detailed the 
  command, the greater the chance the drone’s Pilot Computer will 
  become confused.  The GM should rate the command’s complexity, 
  assign a modifier to the Pilot Computer’s Intelligence Roll, and then 
  give the rigger the option to downgrade the complexity before issuing 
  the command. 
   
  The player then rolls the Computer Programming Roll for the drone, and 
  the greater the drone makes the roll, the more leeway it has in 
  “interpreting” the command to the rigger’s benefit. 
   
  When making skill tests or in combat, drones not directly controlled by 
  the rigger use their Pilot Computers to determine their skills and 
  abilities. 
   
  All drones in a remote-control network act at the same speed as the 
  rigger or the drone speed, whichever is less. 
   
  REMOTE CONTROL EQUIPMENT 
   
  AUDIO/VISUAL SCREEN DISPLAY 
  With the shift to full cybernetic controls, screen displays are necessary 
  for displaying footage to other people.  The audio/visual screen displays 
  use the latest in miniaturized multimedia technology to convey video 
  feeds as well as real-time sound recordings of events being observed by 
  drones. 
   
  These 11-inch LCD screen attachments display the rigger’s point of 
  view from the remote-control network.  A rigger can also connect 
  multiple screens to a remote-control deck so that each screen 
  simultaneously displays a different drone’s point of view.  The screens 
  also enable a rigger to communicate with viewers, either by voice or by 
  typing text.  Viewers cannot talk back unless the remote-control deck is 
  equipped with an intercom. 
  Type 
   
   
   
  Cost 
  Audio/Visual Screen Display 
   
   
   
  100 
   
  HITCHER JACKS 
  Similar to cyberterminal hitcher jacks, these accessories enable a second 
  individual to plug into a rigger’s remote-control deck, providing a 
  second set of eyes to watch the operation and increase awareness of the 
  remote-control operation 
   
  Hitcher jacks for remote-control decks work the same way as they do for 
  cyberterminals.  They allow other characters to perceive everthing the 
  rigger does.  If the rigger is in captain’s chair mode, so is the observer; if 
  the rigger is directly controlling a drone, the observer perceives on the 
  signals from that drone.  Hitcher jacks also allow an observer to 
  communicate with the rigger.  However, hitcher jacks do not provide the 
  observer with any control over the network or drones. 
  Type 
   
   
   
  Cost 
  Hitcher Jacks 
   
   
   
  250 
   
  INTERCOM SYSTEM 
  An often-overlooked accessory to any remote-control network is a two-
  way intercom.  This minor yet important device facilitates 
  communication between the rigger and onlookers.  Additionally, the 
  speaker has a port that enables any voice radio to be connected to the 
  intercom. 
  Type 
   
   
   
  Cost 
  Audio/Visual Screen Display 
   
   
   
  25 
   
  REMOTE CONTROL BIOFEEDBACK FILTER 
  The remote-control biofeedback filter is an internal accessory that 
  protects the rigger from harmful simsense peak level surges. 
  Power: Mental Defense; Adv: None; AP: 1 per Rating; Lim: Only 
  against Dump Shock (-1); IIF (-.25); Independent (-2) 
  Type 
  MD 
  Cost 
  Remote Control Biofeedback Filter 
  +1-10 
  Rating x 
  10000 
   
  REMOTE-CONTROL ENCRYPTION MODULE (RCEM) 
  Though remote-control decks hop from frequency to frequency to 
  maintain signal security, signals are still occasionally intercepted.  To 
  guard against this, the remote-control encryption module provides an 
  added layer of security by encoding and decoding the digital signals in a 
  secure routine.  The RCEM encodes and decodes remote-control signal 
  transmissions, making them indecipherable to intruders who intercept a 
  remote-control channel.  The RCEM provides skill levels for 
  Cryptography to guard against intrusion of the network by other riggers.  
  The maximum rating for the RCEM is 10. 
  Power: Cryptography Skill; Adv: None; AP: 2 per Rating; Lim: IIF (-
  .25); Independent (-2); Does not work in magnetic fields (-.25); Only 
  to encrypt or decrypt radio transmissions (-1) 
  Type 
  SL 
  Cost 
  Remote Control Encryption Module 
  +1-10 
  Rating x 5000 
   
  RIGGER DECRYPTION MODULE 
  A diagnostic tool used by security riggers, the rigger decryption 
  module’s firmware cryptographic routines can be used to decrypt 
  remote-control network signals encoded by an RCEM as well as 
  encrypted security systems.  The rigger decryption module provides skill 
  levels for Cryptography to decrypt encrypted signals created by an 
  RCEM.  The maximum rating for the rigger decryption module is 10. 
  Power: Cryptography Skill; Adv: None; AP: 2 per Rating; Lim: IIF (-
  .25); Independent (-2); Does not work in magnetic fields (-.25); Only 
  to decrypt radio transmissions (-1) 
  Type 
  SL 
  Cost 
  Remote Decryption Module 
  +1-10 
  Rating x 7500 
   
  RIGGER NETWORK SECURITY MODULE 
  The rigger network security module (RiNSeM) provides constant 
  protocol checking and constant security updates to all parts of the 
  network, and it makes infiltrating the network much more difficult.  This 
  piece provides skill levels for Systems Operation for use in the skill vs. 
  skill test to determine if the character can successfully fend off an 
  attempt to take over his remote-control network.  The maximum rating 
  for the rigger network security module is 10. 
   Power: Systems Operation Skill; Adv: None; AP: 2 per Rating; Lim: 
  IIF (-.25); Independent (-2); Does not work in magnetic fields (-.25); 
  Only to prevent infiltration of remote-control networks (-1) 
  Type 
  SL 
  Cost 
  Rigger Protocol Emulation Module 
  +1-10 
  Rating x 5000 
   
  RIGGER PROTOCOL EMULATION MODULE 
  The rigger protocol emulation module allows a rigger to emulate many 
  of the various protocols used on contemporary rigged security systems 
  and remote-control networks.  This module is required for infiltrating 
  remote-control network or accessing security systems.  This piece 
  provides skill levels for Systems Operation for use in the skill vs. skill 
  test to determine if the character can take over a remote-control network 
  or security system.  A character cannot attempt to take control of 
  networks or security systems without this module.  The maximum rating 
  for the rigger protocol emulation module is 10. 
  Power: Systems Operation Skill; Adv: None; AP: 2 per Rating; Lim: 
  IIF (-.25); Independent (-2); Does not work in magnetic fields (-.25); 
  Only to infiltrate remote-control networks or security systems (-1) 
  Type 
  SL 
  Cost 
  Rigger Protocol Emulation Module 
  +1-10 
  Rating x 5000 
   
  
  SHADOWPUNK—RIGGING 
  104 
  STORAGE MEMORY 
  Storage memory is just as important for remote-control decks as it is for 
  cyberdecks. Storage memory allows a rigger to record the images, 
  simsense and other data transmitted by drones and vehicles under his 
  control.  Storage memory also allows a rigger to store pre-programmed 
  drone commands or falsified sensory input for intrusion electronic 
  warfare attacks. 
  Type 
   
  Cost 
  Storage Memory 
   
  Mp x 6 
   
  BASIC VEHICLE DESIGN 
   
  This section details the rules used to create and determine the cost of 
  vehicles in the Shadowpunk system. 
   
  Starting Vehicle Characteristics Table 
  Characteristic 
  Starting Value 
  Cost per +1 
  Strength 
  10 
  2500 
  Body 
  10 
  1000 
  Size 
  1 hex 
  15000 per Size 
  Increase 
  Defense 
  3 
  7500 
  Motorcycles 
  3 
  5000 
  Dexterity 
  10 
  7500 
  Speed 
  1+(DEX/10) 
  5000 
  Movement 
  See Movement Table 
  See Movement Table 
   
  Vehicle Movement Table 
  Movement Mode 
  Starting Value 
  Cost per 1” 
  Ground Movement 
  6” 
  500 
  ACV 
  6” 
  500 
  Automobiles 
  6” 
  225 
  Motorcycles 
  6” 
  225 
  Flight 
  0” 
  1000 
  Airships 
  0” 
  500 
  Rotorcraft 
  0” 
  650 
  Jet Aircraft 
  0” 
  250 
  Supersonic Jet 
  0” (1”=1 km) 
  7500 
  Propeller Aircraft 
  0” 
  400 
  Thunderbirds 
  0” 
  650 
  Swimming 
  2” 
  1000 
  Gliding 
  0” 
  250 
  Leaping 
  0” 
  1000 
   
  Size: Each reduction in size for a vehicle results in ½ size, 1/8 mass, +2 
  DCV, -2 to all PER Rolls made to notice it, +3” Knockback, and –1 
  Body.  Each size reduction costs 12 points.  Vehicles may increase in 
  size per the Vehicle Size Table on page 9 of The Ultimate Vehicle. 
   
  Cargo: Cargo space in vehicles typically takes up 1/8th the total amount 
  of size of the vehicle.  The rest of the vehicle is occupied by engine, 
  seating, controls, etc.  The amount of cargo space available in the 
  vehicle may be increased up to 7/8th of the total vehicle size.  Doing so 
  on a vehicle not initially designed to costs 250 nuyen per hex designated 
  for cargo. 
   
  AIR-CUSHION VEHICLES 
  These vehicles buy their Running with the Advantage: Sideways 
  Maneuverability (+.25) and the Limitation: Only on Appropriate Terrain 
  (Duct Fans; -.25).  Air cushion vehicles also buy an equivalent amount 
  of surface-only Swimming to their Running. 
   
  AIRSHIPS 
  These vehicles buy their Flight with the Limitations: Side Effect (1d6 
  RKA to anyone who comes into contact with the propeller, 
  automatically occurs when Flight is in use, only affects environment in 
  front of the vehicle; -.25); Cannot Move Backwards (-.25); Limited 
  Maneuverability (-.5) 
   
  AUTOMOBILES 
  These vehicles buy their Running with the Limitations: OAF: Tires (-1); 
  and Only on Smooth Surfaces (-.25). 
  JET AIRCRAFT 
  These vehicles buy their Flight with the Limitations: Side Effect (2d6 
  RKA, Area of Effect: 7” Line behind engines, automatically occurs 
  when Flight is in use, only affects environment around vehicle; -1.75); 
  Stall Velocity: ¼ Vehicle Movement (-.25); Takeoff/Landing (-1) 
   
  Supersonic Jets buy secondary flight with the Advantage: Megascale 
  (1”=1km, +.25) and also apply the Limitations: Side Effect (2d6 RKA, 
  Area of Effect: 7” Line behind engines, automatically occurs when 
  Flight is in use, only affects environment around vehicle; -1.75); Cannot 
  takeoff or land at this speed (-0) 
   
  MOTORCYCLES 
  These vehicles buy their Running with the Limitations: OAF: Tires (-1) 
  and Only on Smooth Surfaces (-.25). 
  These vehicles automatically take a Physical Limitation: Two-Wheeled 
  (-5 Points) and has Defense that Does Not Protect Occupants (-.5). 
   
  PROPELLER AIRCRAFT 
  These vehicles buy their Flight with the Limitations: Side Effect (1d6 
  RKA to anyone who comes into contact with the propeller, 
  automatically occurs when Flight is in use, only affects environment in 
  front of the vehicle; -.25); Stall Velocity: ¼ Vehicle Movement (-.25); 
  Takeoff/Landing (-1) 
   
  ROTORCRAFT 
  These vehicles buy their flight with the Advantages: No Turn Mode 
  (+.25) and Sideways Maneuverability (+.5) and the Limitations: Side 
  Effects (2d6 RKA; Area of Effect: 6” Radius around the vehicle, 
  automatically occurs when Flight is in use, only affects environment 
  around the vehicle; -1.75) 
   
  SURFACE WATERCRAFT 
  These vehicles buy their Swimming with the following Limitations: 
  Surface Only (-1); Side Effects (1d6 RKA to anyone who comes into 
  contact with the bottom stern of the vehicle, automatically occurs when 
  Swimming is in use, only affects environment around the vehicle; -.25).  
  They also typically sell their Running to 0”. 
   
  THUNDERBIRDS 
  These vehicles buy their flight with the Advantages: No Turn Mode 
  (+.25) and Sideways Maneuverability (+.5) and the Limitations: Side 
  Effect (2d6 RKA, Area of Effect: 7” line behind engines (which face 
  downward when the vehicle is hovering), automatically occurs when 
  Flight is in use, only affects environment around vehicle; -1.75). 
   
  VEHICLE MODIFICATIONS 
   
  NITROUS OXIDE INJECTOR 
  This modification injects nitrous oxide into the engine, providing a short 
  boost to power output.  This option is not available for motorcycles. 
  Power: x2 Noncombat Movement; Adv: 20 Charges (+.25); Noncombat 
  Acceleration/Deceleration (+1); AP: 13; Lim: OIF, Bulky (-1); 
  Charges never recover (-2) 
  Type 
   
  Cost 
  Nitrous Oxide Injector 
   
  5000 
   
  TURBOCHARGING/SUPERCONDUCTIVE DRIVE 
  Turbocharging improves the speed and acceleration of a vehicle by 
  using a turbine to compress and force more air into the chamber, thereby 
  providing more boost and power.  A similar modification, called a 
  superconductive drive, provides electric engines with the same 
  performance boost.  Turbochargers require a high rpm for them to 
  provide their boost, and it takes a short time to build the appropriate 
  boost to the engine.  Superconductive drives require some time to build 
  up their charge from the batteries, but provide the same boost to the 
  engine.  This option is not available for motorcycles. 
  Type 
  Running 
  Cost 
  Stage 1 Turbo/Superconductive Drive 
  +10% 
  2000 
  Stage 2 Turbo/Superconductive Drive 
  +20% 
  5000 
  Stage 3 Turbo/Superconductive Drive 
  +30% 
  15000 
  Stage 4 Turbo/Superconductive Drive 
  +40% 
  40000 
   
  
  SHADOWPUNK—RIGGING 
  105 
  CONTROL MODIFICATION 
   
  AUTONAV COMPUTER 
  These computers are able to drive a vehicle on their own and perform 
  basic control functions.  These systems are available for most vehicles 
  except for motorcycles, unless the motorcycle is equipped with 
  gyroscopic stabilization. 
   
  AutoNav Computer Rating 1 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  DEX 
  0 
  11- 
  OCV/DCV: 3/3 
  2 
  SPD 
  0 
   
  Phases: 6, 12 
   
   
  Cost 
  Skills 
  3 
  Navigation 11- 
  3 
  Systems Operation 11- 
  3 
  Combat Driving or Combat Piloting 11- 
  2 
  AK: Local Area 11- 
  2 
  KS: Traffic Rules or KS: Flight Protocols 11- 
   
   
  Cost 
  Programs 
  1 
  Drive Vehicle 
  1 
  Follow Driver Commands 
   
  AutoNav Computer Rating 2 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  13 
  DEX 
  9 
  12- 
  OCV/DCV: 4/4 
  3 
  SPD 
  7 
   
  Phases: 4, 8, 12 
   
   
  Cost 
  Skills 
  5 
  Navigation 12- 
  5 
  Systems Operation 12- 
  5 
  Combat Driving or Combat Piloting 12- 
  3 
  AK: Local Area 12- 
  3 
  KS: Traffic Rules or KS: Flight Protocols 12- 
   
   
  Cost 
  Programs 
  1 
  Drive Vehicle 
  1 
  Follow Driver Commands 
  1 
  Suggest Alternate Routes 
   
  AutoNav Computer Rating 3 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  12- 
  PER Roll 11- 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  3 
  SPD 
  5 
   
  Phases: 4, 8, 12 
   
   
  Cost 
  Skills 
  7 
  Navigation 13- 
  7 
  Systems Operation 13- 
  7 
  Combat Driving or Combat Piloting 13- 
  4 
  AK: Local Area 13- 
  4 
  KS: Traffic Rules or KS: Flight Protocols 13- 
   
   
  Cost 
  Programs 
  1 
  Drive Vehicle 
  1 
  Follow Driver Commands 
  1 
  Suggest Alternate Routes 
   
  AutoNav Computer Rating 4 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  12- 
  PER Roll 12- 
  18 
  DEX 
  24 
  12- 
  OCV/DCV: 6/6 
  4 
  SPD 
  12 
   
  Phases: 3, 6, 9, 12 
   
   
  Cost 
  Skills 
  9 
  Navigation 14- 
  9 
  Systems Operation 14- 
  9 
  Combat Driving or Combat Piloting 14- 
  5 
  AK: Local Area 14- 
  5 
  KS: Traffic Rules or KS: Flight Protocols 14- 
   
   
  Cost 
  Programs 
  1 
  Drive Vehicle 
  1 
  Follow Driver Commands 
  1 
  Plan Routes 
  1 
  Suggest Alternate Routes 
   
  Type 
   
  Cost 
  AutoNav Computer Rating 1 
   
  500 
  AutoNav Computer Rating 2 
   
  1000 
  AutoNav Computer Rating 3 
   
  5000 
  AutoNav Computer Rating 4 
   
  15000 
   
  DATAJACK PORT 
  A datajack port provides a rigger with direct control of a vehicle and 
  also enables any individual equipped with a datajack to plug into the 
  vehicle and control it through the virtual dashboard with rudimentary 
  cybernetic commands.  Vehicle-control rig cyberware cannot properly 
  interface with a simple datajack port; a full vehicle-control rig is 
  required for the rigger to receive the full benefits of his cyberware.  This 
  option is unnecessary if the vehicle already has the rigger adaptation 
  option, as that already includes a datajack port. 
  Power: Combat Driving Skill or Combat Piloting Skill +1; Lightning 
  Reflexes +2; Adv: None; AP: 6; Lim: Does not work with vehicle 
  control rigs (-.5); Only when Mindlinked with vehicle (-1) 
  Type 
   
  Cost 
  Datajack Port 
   
  2500 
   
  DRIVE-BY-WIRE SYSTEM 
  Drive-by-wire 
  systems 
  substitute 
  advanced 
  computer-controlled 
  maneuvering systems for standard mechanical or basic electronic 
  steering controls.  It also includes an advanced tuning of the engine to 
  allow the vehicle to move at incredible rates and resulting in an almost 
  supernaturally responsive vehicle. 
  Power: SPD; Adv: None; AP: 10 per rating; Lim: None 
  Type 
  SPD 
  Cost 
  Drive-By-Wire 
  +1 
  Rating x BODY x 2000 
   
  IMPROVED HANDLING 
  Improved Handling improve the rudder and other control surfaces of 
  watercraft, the aerodynamics and control surfaces of aircraft, or the 
  suspension of wheeled vehicles to give the vehicle better handling. 
  Power: DEX; Adv: None; AP: 3 per rating; Lim: None 
  Type 
  DEX 
  Cost 
  Improved Handling 
  +1-10 
  Rating x BODY x 500 
   
  MOTORBIKE GYRO-STABILIZATION GEAR 
  This package of gyroscopic balancing systems allows a motorbike to 
  balance itself, so that it may be remotely driven or even piloted by an 
  AutoNav computer. 
  Type 
   
  Cost 
  Motorbike Gyro-Stabilization Gear 
  5000 
   
  OFF-ROAD SUSPENSION 
  This modification improves off-road handling of wheeled ground 
  vehicles. 
  Power: Penalty Skill Levels: Off-Road Driving Penalties; Adv: None; 
  AP: 6; Lim: None 
  Type 
  SL 
  Cost 
  Off-Road Suspension 
  +3 
  BODY x 750 
   
  PILOT COMPUTER 
  The advanced Drone Pilot Computer option if the character desires a 
  more powerful computer than Rating 1 (which is standard in all vehicles 
  equipped with a remote control interface). 
   
  Pilot Computer Rating 1 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  13 
  DEX 
  9 
  12- 
  OCV/DCV: 4/4 
  3 
  SPD 
  7 
   
  Phases: 4, 8, 12 
   
   
  Cost 
  Skills 
  10 
  User-defined skills among Combat Skill Levels, Autofire 
  Skills, Stealth, or Concealment 
  3 
  Computer Programming 11- 
  3 
  Navigation 11- 
  3 
  Systems Operation 11- 
  
  SHADOWPUNK—RIGGING 
  106 
  3 
  Combat Driving or Combat Piloting 12- 
  3 
  Tactics 11- 
  2 
  AK: Local Area 11- 
   
   
  Cost 
  Programs 
  1 
  Pilot Drone 
  1 
  Follow Rigger Commands 
   
  Pilot Computer Rating 2 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  4 
  SPD 
  15 
   
  Phases: 3, 6, 9, 12 
   
   
  Cost 
  Skills 
  20 
  User-defined skills among Combat Skill Levels, Autofire 
  Skills, Stealth, or Concealment 
  5 
  Computer Programming 12- 
  5 
  Navigation 12- 
  5 
  Systems Operation 12- 
  5 
  Combat Driving or Combat Piloting 14- 
  5 
  Tactics 12- 
  3 
  AK: Local Area 12- 
   
   
  Cost 
  Programs 
  1 
  Pilot Drone 
  1 
  Follow Rigger Commands 
   
  Pilot Computer Rating 3 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  18 
  DEX 
  24 
  13- 
  OCV/DCV: 6/6 
  5 
  SPD 
  22 
   
  Phases: 3, 5, 8, 10, 12 
   
   
  Cost 
  Skills 
  30 
  User-defined skills among Combat Skill Levels, Autofire 
  Skills, Stealth, or Concealment 
  7 
  Computer Programming 13- 
  7 
  Navigation 13- 
  7 
  Systems Operation 13- 
  7 
  Combat Driving or Combat Piloting 16- 
  7 
  Tactics 13- 
  4 
  AK: Local Area 13- 
   
   
  Cost 
  Programs 
  1 
  Pilot Drone 
  1 
  Follow Rigger Commands 
   
  Pilot Computer Rating 4 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  21 
  DEX 
  33 
  13- 
  OCV/DCV: 7/7 
  6 
  SPD 
  27 
   
  Phases: 2, 4, 6, 8, 10, 12 
   
   
  Cost 
  Skills 
  40 
  User-defined skills among Combat Skill Levels, Autofire 
  Skills, Stealth, or Concealment 
  9 
  Computer Programming 14- 
  9 
  Navigation 14- 
  9 
  Systems Operation 14- 
  9 
  Combat Driving or Combat Piloting 17- 
  9 
  Tactics 14- 
  5 
  AK: Local Area 14- 
   
   
  Cost 
  Programs 
  1 
  Pilot Drone 
  1 
  Follow Rigger Commands 
   
  Pilot Computer Rating 5 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  24 
  DEX 
  42 
  15- 
  OCV/DCV: 8/8 
  7 
  SPD 
  36 
   
  Phases: 2, 4, 6, 7, 9, 11, 12 
   
   
  Cost 
  Skills 
  50 
  User-defined skills among Combat Skill Levels, Autofire 
  Skills, Stealth, or Concealment 
  11 
  Computer Programming 15- 
  11 
  Navigation 15- 
  11 
  Systems Operation 15- 
  11 
  Combat Driving or Combat Piloting 19- 
  11 
  Tactics 15- 
  6 
  AK: Local Area 15- 
   
   
  Cost 
  Programs 
  1 
  Pilot Drone 
  1 
  Follow Rigger Commands 
   
  Type 
   
  Cost 
  Pilot Computer Rating 1 
   
  0 
  Pilot Computer Rating 2 
   
  5000 
  Pilot Computer Rating 3 
   
  25000 
  Pilot Computer Rating 4 
   
  500000 
  Pilot Computer Rating 5 
   
  2500000 
   
  REMOTE CONTROL INTERFACE 
  The remote-control interface enables a vehicle to receive and transmit 
  data from and to a remote-control network so that a rigger can control 
  the vehicle via the network.  The remote control interface also gives the 
  vehicle a Pilot Computer Rating 1 that reflects the vehicle’s level of 
  semi-autonomy.  A vehicle with a Remote Control Interface can have its 
  Pilot Computer increased as normal.  This modification is not needed for 
  drones, as they are automatically equipped with remote-control gear.  
  The vehicle must be equipped with at least Rating 1 Sensors so that the 
  rigger controlling the vehicle can sense through it. 
  Type 
   
  Cost 
  Remote Control Interface 
   
  BODY x 1000 
   
  RIGGER ADAPTATION 
  This modification consists of a “black box” that translates machine code 
  into neurological stimuli and vice versa.  The rigger adaptation 
  modification incorporates a datajack port.  A character with a vehicle 
  control rig has access to all of the cyberwares benefits when jacked into 
  a vehicle with rigger adaptation. 
  Type 
   
   
  Cost 
  Rigger Adaptation 
   
   
  3000 
   
  SECONDARY CONTROLS 
  This modification duplicates the basic steering and speed control 
  functions of the primary controls and is normally slaved to a vehicle’s 
  primary controls.  The co-pilot controls common on many aircraft are 
  examples of secondary controls.  This modification is not available for 
  motorcycles. 
  Type 
   
   
  Cost 
  Secondary Controls 
   
   
  400 
   
  PROTECTIVE SYSTEMS 
   
  Vehicles may not have a DEF higher than its BODY.  Special Rules as 
  to how DEF is applied to particular locations is noted on the Modified 
  Reference Sheet under Vehicle Hit Location Charts: 
   
  x½ = Total DEF of vehicle is halved at this location 
  x¼ = Total DEF of vehicle is quartered at this location 
  3 = DEF at this location is 3 
  As Tire = DEF is equal to the type of tire equipped 
  As Rider = Consult the Hit Location Chart for characters and apply 
  damage normally 
   
  ABLATIVE ARMOR 
  Ablative armor consists of dozens or hundreds of small, square, ceramic-
  metallic plates, roughly 10 centimeters long on each side.  When a 
  projectile or explosion strikes a vehicle, some of the ablative plates blow 
  off the vehicle deflecting the attack.  Ablative armor is automatically 
  visible and stacks to a vehicle’s other DEF.  Any attack that does more 
  than 4 BODY automatically triggers the Activation of the Ablative 
  Armor.  Ablative Armor is the only protective system that may take a 
  vehicle’s DEF above its BODY. 
  Power: Armor; Adv: None; AP: 3 per DEF; Lim: Ablative: Activation 
  Roll (-.5); Visible (-.25) 
  Type 
   
  DEF 
  Cost 
  Ablative Armor 
   
  4 
  3000 
  
  SHADOWPUNK—RIGGING 
  107 
  ADVANCED PASSENGER PROTECTION SYSTEM 
  This system is installed on vehicles other than motorcycles to give those 
  riding a better chance of surviving a crash unhurt.  It consists of 
  specially designed seat belts and harnesses, additional impact-activated 
  air-bags in all passenger positions and special reinforcement of the body 
  panels.  The Advanced Passenger Protection Systems adds to the effects 
  of a crash cage and roll bars. 
  Power: 25% Damage Reduction, Physical Resistant; Adv: None; AP: 
  15; Lim: Only against crash damage (-1); Only against damage to 
  passengers (-.5) 
  Type 
   
   
  Cost 
  Advanced Passenger Protection System 
   
  3000 
   
  CONCEALED ARMOR 
  Even casual observers can easily discern standard armor on a vehicle.  
  Concealed armor is hidden in a vehicle’s interior spaces so that anyone 
  attempting to detect it must actually search the vehicle.  Concealed 
  Armor, Vehicle Armor and Hardened Vehicle Armor, are not 
  compatible.  Concealed Armor has a maximum rating of 13, and a 
  vehicle may still not have a DEF higher than its BODY. 
  Power: DEF; Adv: None; AP: 3 per +1 DEF; Lim: None 
  Type 
   
  Cost 
  Concealed Armor 
  2000 per +1 DEF 
   
  CRASH CAGE 
  A crash cage consists of a padded, hydraulically cushioned passenger 
  cabin and seating that protects passengers in a crash.  The crash cage 
  adds to the effects of Advanced Passenger Protection Systems and roll 
  bars. 
  Power: 25% Damage Reduction, Physical Resistant; Adv: None; AP: 
  15; Lim: Only against crash damage (-1); Only against damage to 
  passengers (-.5) 
  Type 
   
   
  Cost 
  Crash Cage 
   
   
  3000 
   
  ENVIROSEAL SYSTEM 
  This system provides a vehicle with gas-tight (or watertight) seals unless 
  a door or window is opened.  Also any damage to the vehicle breaks the 
  seal, so it is very fragile. 
  Power: Life-Support: Self-Contained Breathing; Adv: Usable by Others 
  (varies); AP: 10; Lim: Only when vehicle is undamaged (-1); Only 
  when vehicle is completely closed (-.5) 
  Type 
   
  Cost 
  EnviroSeal System 
   
  BODY x 500 
   
  HARDENED VEHICLE ARMOR 
  Standard vehicle armor consists of hardened ceramic and metallic panels 
  that protect both the vehicle and passengers from attacks.  Concealed 
  Armor, Vehicle Armor and Hardened Vehicle Armor, are not 
  compatible. 
  Power: DEF; Adv: Hardened (+.25); AP: 3.75 per +1 DEF; Lim: 
  Visible (-.25) 
  Type 
   
  Cost 
  Vehicle Armor 
  3000 per +1 DEF 
   
  LIFE SUPPORT SYSTEM 
  Life-support systems provide oxygen and basic climate controls inside a 
  sealed vehicle cabin or cockpit. 
  Power: Life-Support: Self-Contained Breathing, Safe in Low 
  Pressure/Vacuum, High Pressure, Intense Cold, Intense Heat; Adv: 
  Usable By Others (varies); AP: 17; Lim: Only when vehicle is 
  undamaged (-1); Only when vehicle is completely closed (-.5) 
  Type 
   
  Cost 
  EnviroSeal System 
   
  BODY x 750 
   
  ROLL BARS 
  These add rigidity to vehicles and mitigate damage from crashes.  The 
  roll bars add to the effects of a crash cage and Advanced Passenger 
  Protection Systems. 
  Power: 25% Damage Reduction, Physical Resistant; Adv: None; AP: 
  15; Lim: Only against crash damage (-1); Only against damage to 
  passengers (-.5) 
  Type 
   
   
  Cost 
  Roll Bars 
   
   
  3000 
  PERSONAL ARMOR 
  This includes advanced ceramics and Kevlar body panels to fend off 
  small arms fire to protect the passengers and driver from attacks directly 
  specifically at them. 
  Power: Armor; Adv: Hardened (+.25); AP: 1.5 per +1 rPD; Lim: Only 
  to protect passengers (-1) 
  Type 
   
  Cost 
  Personal Armor 
  375 per +1 rPD 
   
  VEHICLE ARMOR 
  Standard vehicle armor consists of ceramic and metallic panels that 
  protect both the vehicle and passengers from attacks.  Concealed Armor, 
  Vehicle Armor and Hardened Vehicle Armor, are not compatible. 
  Power: DEF; Adv: None; AP: 3 per +1 DEF; Lim: Visible (-.25) 
  Type 
   
  Cost 
  Vehicle Armor 
  1500 per +1 DEF 
   
  SIGNATURE MODIFICATIONS 
   
  ACTIVE THERMAL MASKING 
  This is a high-powered coolant system that temporarily absorbs heat 
  generated by the vehicle’s power plant. 
  Power: Invisibility: Infrared Vision; Adv: Reduced END: 0 END (+.5); 
  AP: 30; Lim: Side Effect (Drain 3d6 AP of Running, automatically 
  occurs when power is in use, only affects the vehicle; -1) 
  Type 
   
  Cost 
  Active Thermal Masking 
   
  BODY x 1000 
   
  VEHICLE WEAPON SYSTEMS 
   
  Vehicles may mount weapons on any of the mountings below, but they 
  follow the same rules as characters do in regards to strength minima and 
  recoil. 
   
  Ammo Storage varies by the type of weapon installed.  Extra 
  ammunition storage can be purchased and installed as listed below.  For 
  dual-weapon mounts, divide the maximum of each weapon by total by 
  the number of weapons installed into the mount.  See the Ammo column 
  of the Vehicle Weapons section below for the base amount of storage 
   
  FIXED MOUNTS 
  A fixed mount is a hardpoint with a weapon permanently affixed to it.  
  Fixed mounts fire in a fixed arc, so a driver typically has to aim the 
  weapon by moving the vehicle.  Single fixed mounts are usually placed 
  along the vehicle’s center line, while twin mounts may sit either side-by-
  side along the center line, or may be placed on the left and right fairings 
  of the vehicle. 
   
  Fixed mounts may be mounted externally or internally.  External mounts 
  are easily seen by casual observers and are not protected by the vehicle’s 
  armor.  Internal mounts are normally concealed from outside viewers, 
  but require a Full Phase action to deploy.  While deployed, the weapon 
  is not protected by the vehicle’s armor. 
   
  Fixed Mounts provide Strength +10 to the vehicle, only for weapon STR 
  Minimum requirements. 
  Power: STR +10; Adv: None; AP: 10; Lim: Only to offset STR 
  Minimum (-1); (External Only: Visible -.25) 
  Type 
   
  Cost 
  External Fixed Mount 
   
  BODY x 100 
  Internal Fixed Mount 
   
  BODY x 150 
  Extra Ammo Storage 
  (Maximum is x5 standard) 
   
  BODY x 50 
   
  MISSILE AND ROCKET MOUNTS 
  Missiles and rockets require special mounts on vehicles separate from 
  other weapon mountings. 
   
  For ground vehicles, externally mounted missiles and rockets sit on roof-
  rack mounts.  Civilian vehicles armed in this way must also have roll 
  bars for stability.  A vehicle may carry a number of missiles or rockets 
  equal to its BODY divided by 3. 
   
  
  SHADOWPUNK—RIGGING 
  108 
  Aircraft and helicopters generally carry rockets and missiles on pinions 
  under their wings, fairings, or fuselages.  An aircraft may carry a number 
  of missile or rocket mounts equal to its BODY divided by 3. 
   
  Internal rocket and missile mounts work much the same as internal fixed 
  mounts, requiring a Full Phase action to deploy. 
   
  Drones must be at least Size 0 (.5 x .5) to mount full size missiles.  
  Smaller drones must fire micro-missiles. 
  Type 
   
   
  Cost 
  External Missile/Rocket Mount 
   
   
  1500 
  Internal Missile/Rocket Mount 
   
   
  5000 
   
  PINTLE MOUNTS 
  These are the simplest mounts available, consisting of simple reinforced 
  holes and swivels mounted into the side of a vehicle.  Pintle mounts fire 
  in a fixed 60 degree arc.  Mounting or dismounting a weapon from a 
  pintle mount requires a Full-Phase action.  These weapons cannot be 
  fired remotely; they must be manned to fire.  Pintle Mounts provide 
  Strength +5 to the vehicle, only to offset STR Minimums. 
  Power: STR +5; Adv: None; AP: 5; Lim: Only to offset STR Minimum 
  (-1) 
  Type 
   
  Cost 
  Pintle Mount 
   
  BODY x 50 
  Extra Ammo Storage 
  (Maximum is x5 standard) 
   
  BODY x 10 
   
  RING MOUNTS 
  These are a step up from the basic pintle mount.  It consists of a freely 
  rotating ring set on the top of a vehicle, with a tripod assembly attached 
  to the ring; the gunner stands in the middle of the ring to fire the 
  weapon.  The ring rotates in a full circle, giving full 360 degree arc of 
  fire.  Mount or dismounting a weapon from a ring mount requires a Full 
  Phase action.  Weapons on ring mounts may not be fired remotedly, they 
  must be manned.  Ring Mounts provide Strength +10 to the vehicle, only 
  to offset STR Minimums. 
  Power: STR +10; Adv: None; AP: 10; Lim: Only to offset STR 
  Minimum (-1) 
  Type 
   
  Cost 
  Ring Mount 
   
  BODY x 150 
  Extra Ammo Storage 
  (Maximum is x5 standard) 
   
  BODY x 50 
   
  SMARTLINK INTEGRATION KIT 
  The smartlink integration kit is an interface that connects smartgun-
  equipped weapons mounted in fixed mounts and turrets with gunners 
  who are equipped with smartlink cyberware.  Without the integration kit, 
  smartgun-equipped weapons mounted in fixed mounts or turrets do not 
  gain the benefit of the smartlink.  Characters who do not have smartlink 
  cyberware firing smartlink-equipped vehicle weapons are treated like 
  they are using Smart Goggles instead. 
   
  The gunner need not be jacked into the vehicle to take advantage of the 
  smartlink system.  The smartlink integration kit contains palm-induction 
  links or interface jacks for weapon controls.  Smartlink integration is not 
  necessary for weapons mounted on pintle or ring mounts. 
  Type 
   
   
  Cost 
  Smartlink Integration Kit 
   
   
  1000 
   
  TARGETING SYSTEM 
  These are computerized targeting systems that account for distance, 
  wind, and other factors that can affect the firing of a weapon.  It is 
  similar to the targeting computer cyberware, but accounts for many 
  things that only occur on vehicles, so the two systems will integrate 
  perfectly.  The maximum rating for this system is 6. 
  Power: Combat Skill Levels: All Ranged; Adv: None; AP: 5 per rating; 
  Lim: Only to offset any penalties (-.5) 
  Type 
   
  CSL 
  Cost 
  Targeting System 
   
  +1-6 
  Rat. x 10000 
   
  TURRETS 
  Turrets are motorized, armored ring mounts.  Turrets come in two 
  different types: Standard and Pop-Up.  Both types of turrets may be fired 
  from within the turret itself or from a remote position inside the vehicle 
  via sensors.  Turrets provide Strength +20 to the vehicle, only to offset 
  STR Minimums.  Pop-up turrets are normally concealed from outside 
  viewers, but require a Full Phase action to deploy.  Weapons mounted 
  on any turret are always protected by the vehicle’s armor. 
  Power: STR +20; Adv: None; AP: 20; Lim: Only to offset STR 
  Minimum (-1) 
  Type 
   
  Cost 
  Standard Turret 
   
  BODY x 1000 
  Pop-Up Turret 
   
  BODY x 1500 
  Extra Ammo Storage 
  (Maximum is x3 standard) 
   
  BODY x 500 
   
  VEHICLE GYROSCOPIC STABILIZERS 
  Vehicle gyroscopic stabilizers are available for weapons mounted in 
  fixed mounts and turrets.  Vehicle gyroscopic stabilizers provide 
  Strength +10 to the vehicle, only to offset STR Minimums. 
  Power: STR +10; Adv: None; AP: 10; Lim: Only to offset STR 
  Minimum (-1) 
  Type 
   
  Cost 
  Vehicle Gyroscopic Stabilizer 
   
  BODY x 250 
   
  ELECTRONIC SYSTEMS 
   
  ELECTRONIC COUNTERMEASURES (ECM) 
  Electronic countermeasures include active devices such as barrage radio 
  jammers, infrared jammers, chaff and flare dispensers, and wave 
  harmonic disrupters that confound sensor systems and jam the 
  communications of opposing remote-control operations. 
   
  The ECM cause penalties to Systems Operation Skill rolls and all rolls 
  involved with remote-control networks.  An ECM booster is an add-on 
  that increases the area affected by ECM.  The maximum rating for either 
  system is 10. 
  Power: Change Environment: Penalties to Systems Operation and 
  Remote-Control skills x1024 Area (1024” Radius); Adv: Reduced 
  END: 0 END (+.5), Personal Immunity (+.25); AP: 96 +4.5 per 
  Rating, +7.5 per x2 Range; Lim: OIF, Bulky (-1); Does not work in 
  magnetic fields (-.25); Only for radio-based communications (-.5) 
  Type 
  Pen. 
  Range 
  Cost 
  Electronic Countermeasures 
  -1 
  1024” 
  Rat. x 10000 
  ECM Booster 
  -- 
  x2 
  Rat. x 10000 
   
  ELECTRONIC COUNTER-COUNTERMEASURES (ECCM) 
  Electronic counter-countermeasures include signal amplifiers and noise 
  filters that nullify the effects of ECM. 
   
  ECCM provide skill levels to all remote-control network based skills, 
  only to offset penalties created by ECM.  The maximum rating for 
  ECCM is 10. 
  Power: Penalty Skill Levels: All remote-control network skills affected 
  by ECM; Adv: None; AP: 3 per Rating; Lim: OIF, Bulky (-1); Does 
  not work in magnetic fields (-.25) 
  Type 
  SL 
  Cost 
  Electronic Counter-Countermeasures 
  +1 
  Rat. x 10000 
   
  REMOTE –CONTROL ENCRYPTION MODULE 
  This device works just like the encryption module for the remote-control 
  decks, allowing remotely-controlled drones to decrypt encrypted signals 
  from the rigger and scramble their own transmissions to protect against 
  signal interception.  If a vehicle or drone is part of a remote-control 
  network using and encryption module to scramble its signals, then the 
  vehicle/drone must have a module to communicate with the network.  
  The RCEM provides skill levels for Cryptography to guard against 
  intrusion of the network by other riggers.  The maximum rating for the 
  RCEM is 10. 
  Power: Cryptography Skill; Adv: None; AP: 3 per Rating; Lim: IIF (-
  .25); Independent (-2); Does not work in magnetic fields (-.25); Only 
  to encrypt or decrypt radio transmissions (-1) 
  Type 
  SL 
  Cost 
  Remote Control Encryption Module 
  +1-10 
  Rating x 5000 
   
  
  SHADOWPUNK—RIGGING 
  109 
  SENSORS 
  Sensor systems include standard and enhanced audio/video sensors, 
  thermal and radar sensors, and ultrasound sensors, as well as 
  identification, recognition and tracking software. 
  Rating 0 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness 
  Rating 1 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, Radar; Ultraviolet Perception, Telescopic: All +2, Enhanced 
  Senses: All +1 
  Rating 2 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +4, Enhanced Senses: All +2 
  Rating 3 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +6, Enhanced Senses: All +3 
  Rating 4 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +8, Enhanced Senses: All +4 
  Rating 5 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +10, Enhanced Senses: All +5, Flash Defense: Sight 
  Group +2 
  Rating 6 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +12, Enhanced Senses: All +6, Flash Defense: Sight 
  Group +4 
  Rating 7 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +14, Enhanced Senses: All +7, Flash Defense: Sight 
  Group +6 
  Rating 8 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +16, Enhanced Senses: All +8, Flash Defense: Sight 
  Group +8 
  Rating 9 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +18, Enhanced Senses: All +9, Flash Defense: Sight 
  Group +10 
  Rating 10 Sensors: Detect Range, Sense, Ranged, Discriminatory; 
  Ultrasonic Perception; Spatial Awareness, Normal Sight; Normal 
  Hearing, 
  Radar; 
  Ultraviolet 
  Perception, 
  Infrared 
  Perception, 
  Telescopic: All +20, Enhanced Senses: All +10, Flash Defense: Sight 
  Group +12 
  Type 
   
  Cost 
  Rating 1 Sensors 
   
  5000 
  Rating 2 Sensors 
   
  7500 
  Rating 3 Sensors 
   
  10000 
  Rating 4 Sensors 
   
  12500 
  Rating 5 Sensors 
   
  15000 
  Rating 6 Sensors 
   
  20000 
  Rating 7 Sensors 
   
  30000 
  Rating 8 Sensors 
   
  50000 
  Rating 9 Sensors 
   
  100000 
  Rating 10 Sensors 
   
  500000 
   
  VEHICLE ACCESSORIES 
   
  AMPHIBIOUS OPERATION PACKAGE 
  This is used to modify ground vehicles for amphibious operations.  If the 
  vehicle has watertight seals and life-support, it can be used for 
  underwater operations.  This option requires EnviroSeal and Life-
  Support.  A ground vehicle may have no more than ½ its Running 
  movement in Swimming.  This option is obvious to anyone looking 
  upon the vehicle. 
  Power: Swimming; Adv: None; AP: 1 per 1”; Lim: None 
  Type 
  Swim 
  Cost 
  Amphibious Operation Package 
  +1” 
  2500 per +1 
   
  ANTI-THEFT SYSTEMS 
  Every vehicle comes equipped with maglocks on its entry points and on 
  its control systems.  Default vehicle maglocks are rated at 2, and are 
  equipped with either a keypad, cardreader or fingerprint scanner 
  (purchaser’s choice).  These maglocks can be defeated, allowing access 
  to and control over the vehicle.  The system can be programmed with a 
  variety of responses to a triggered alarm.  It may be set to emit a loud, 
  attention-grabbing alarm, automatically call a pre-programmed number 
  via the onboard cell-phone, or alert a controlling rigger.  More secure 
  anti-theft systems can be purchased, improving the quality of the 
  maglocks and adding other security features. 
   
  Improved Security: Anti-theft systems can be improved to ratings 3 to 
  10 with this modification.  The improved rating is used for all of the 
  vehicle’s maglocks and other features. 
   
  Electric Shock: An electrical current ripples through the outer shell of 
  the vehicle, giving a nasty shock to the would-be thief.  The voltage 
  level does the same damage as a taser (6d6 NND: Electricity). 
   
  Explosion: Those who really hate vehicle thieves can set up their anti-
  theft systems to blow up the vehicle with plastic explosives.  As a 
  general rule, vehicles must be packed with enough plastic explosives to 
  do enough BODY on average to destroy the vehicle.  The explosion 
  destroys the vehicle and inflicts its damage on the would-be intruder—as 
  well as passengers, cargo, and anyone passing by. 
   
  Proximity Alert: A vehicle with this system uses its sensors to scan any 
  people who approach within a prescribed distance.  If the approaching 
  person is not carrying a proper identifier (usually a minor radio beacon, 
  magnetized passcard, etc.) the vehicle audibly warns the interloper to 
  back off.  If the person continues to approach the vehicle, it issues an 
  alarm and/or triggers a linked system (such as the electric shock system).  
  Only vehicles with sensors of 1 or more may take this modification. 
  Type 
   
  Cost 
  Improved Security 
   
   
  Rating 3-6 
   
  Rat. x 400 
  Rating 7-9 
   
  Rat. x 1000 
  Rating 10+ 
   
  Rat. x 5000 
  Electric Shock System 
   
  +2000 
  Proximity Alert 
   
  +250 
   
  EJECTION BUCKET SEATS 
  The ejection bucket seat is a standard or armored bucket seat fitted with 
  a small solid-fuel rocket and rudimentary stabilization systems.  
  Ejection-activation controls may be included on or near the seat at the 
  time of installation.  The seat includes a parasail that deploys on ejection 
  and brings the chair and occupant safely down to the ground, assuming 
  the occupant was securely strapped in.  Reinforced ejection seats are 
  also available for large orks, trolls, etc. 
  Power: STR; Adv: Reduced END: 0 END; AP: 30/40; Lim: Only to 
  throw an occupant straight up (-2) 
  Power: Gliding 6”; Adv: None; AP: 6; Lim: OAF (-1); Limited 
  Movement (character cannot gain altitude and must move down 12” 
  for every 1” forward; -.5); 1 recoverable charge (lasts until the 
  character hits the ground or the parachute is fouled; -.75) 
  Type 
   
  Cost 
  Ejection Bucket Seat 
   
  3000 
  Reinforced Ejection Bucket Seat 
   
  6000 
   
  CONVERTIBLE TOP 
  “Rag-top” conversions are available for vehicles that normally come 
  with hard tops and do not have gull-wing or canopy access.  The 
  conversion replaces the hard-top roof with a folding canopy that can be 
  extended or retracted on command.  Rag-tops do not provide protection 
  to passengers from side, rear, or top attacks. 
  Type 
  Cost 
  Convertible Top 
  10% base vehicle 
   
  
  SHADOWPUNK—RIGGING 
  110 
  CRANE 
  A crane is a hydraulically powered mechanical boom capable of lifting 
  heavy loads.  To use a crane, the vehicle must be stationary and 
  immobilized with the supplied chocks. 
  Power: Telekinesis; Adv: Reduced END: 0 END (+.5); AP: 4.5 per 2 
  points of TK STR; Lim: Affects whole object (-.25); Only works out 
  to 3 x vehicle length (-.25) 
  Type 
   
  Cost 
  Crane 
   
  STR x 250 
   
  DRONE RACK 
  Drone racks are used to launch airborne drones from moving vehicles.  
  The rack is a hardware cradle that holds the drone, moves it into launch 
  position and then releases it.  Drone racks can also be used to recover 
  launched drones while a vehicle is moving.  For every multiple of 
  maximum BODY held equal to the mounting vehicle’s BODY, the 
  Drone Rack takes up 1 Hex of the vehicle’s available space. 
  Type 
  Cost 
  Drone Rack 
  Total BODY of Drones 
  Carried x 500 
   
  MECHANICAL ARMS 
  Articulated mechanical arms are not as strong as cranes, but they possess 
  superior dexterity.  In fact, a mechanical arm can do the same things that 
  a metahuman arm can and then some. 
  Power: Telekinesis with Fine Manipulation; Adv: Reduced END: 0 
  END (+.5); AP: 10 + 4.5 per 2 points of TK STR; Lim: Only works 
  out to 3 x vehicle length (-.25) 
  Type 
   
  Cost 
  Mechanical Arms 
   
  STR x 1500 
   
  MEDICAL CLINIC 
  A mobile medical clinic is a complete assortment of medical gear 
  including emergency diagnostic electronics and biomonitors, pressurized 
  oxygen tanks and breathing masks, a stabilization unit and an assortment 
  of controlled drugs and compounds.  A vehicle medical clinic is the 
  equivalent of a medical shop.  Ambulances and other emergency 
  medical vehicles primarily use vehicle medical clinics. 
  Type 
   
  Cost 
  Medical Clinic 
   
  300000 
   
  PHOTOVOLTAIC CHAMELEON PAINT 
  Photovoltaic chameleon pain allows the pigmentation and pattern of a 
  vehicle’s paint to be altered.  Unmarked security and police vehicles use 
  chameleon paint to switch between a mundane appearance and official 
  security/police markings.  Likewise, shadowrunners use chameleon paint 
  to lose tails and prevent their vehicles from being identified at crime 
  scenes.  Chameleon paint is also popular among members of certain 
  social classes who like to show off their vehicles with specialized 
  schemes or display certain messages to passersby. 
   
  Chameleon paint requires more than a simple paint job.  First, a 
  monofilament mesh must be secured to the vehicle’s surface with 
  insulating resin.  The mesh is then wired to the vehicle’s onboard 
  computer.  The photovoltaic paint is then applied over the mesh.  The 
  paint scheme is controlled via a program loaded onto the onboard 
  computer, allowing the user to select a particular color and pattern for 
  each segment of the mesh grid. 
   
  Changing a vehicle’s color takes a minimum of a Full Phase action and 
  may take longer depending on the complexity of the paint scheme. 
   
  Chameleon paint does not allow a vehicle to blend into surrounding 
  environment, as do ruthenium polymers.  In fact, chameleon paint is 
  incompatible with ruthenium, as well as ablative armor. 
  Power: Shapeshift: Sight Group; Adv: Reduced END: 0 END (+.5); 
  Persistent (+.5); AP: 10; Lim: IIF (-.25); Does not work in magnetic 
  fields (-.25); Only to change the vehicle’s paint scheme (-1) 
  Type 
  Cost 
  Photovoltaic Chameleon Paint 
  BODY x 500 
   
  SEATS 
  Seats come in two types: bench and bucket.  Both types of seats have 
  additional options available: armoring and reinforcement. 
  Bench Seats: These are popular in compact vehicles or other vehicles in 
  which space is at a premium.  A single bench seat can accommodate two 
  human-sized passengers.  Folding bench seats are common in vehicles 
  such as limousines, to provide extra seating for lackeys and the like 
  when needed, or also in station wagons. 
  Bucket Seats: These hold a single person in greater comfort than a 
  standard bench seat.  Folding bucket seats are common in SUVs and 
  minivans, and alloy greater storage when necessary. 
  Armored Seats: Any type of seat may be armored to protect against 
  incoming fire that penetrates the vehicle.  Armored seats provide 2 DEF 
  against attacks from the rear. 
  Reinforced Seats: These are designed to support the weight of larger 
  orks, trolls, and other large metahumans.  If an oversized metahuman 
  attempts to sit in a standard seat, he will crush the seat and mangle its 
  padding.  Other effects may apply from discomfort. 
   
  Metahuman Adjustment Package Deal: All of the vehicles listed in the 
  Vehicles document are also available in metahuman-adjusted variants, 
  which replace all standard seats with reinforced seating.  This package 
  deal also includes size adjustment of manual controls. 
  Type 
   
  Cost 
  Bench Seat 
   
  750 
  Folding Bench Seat 
   
  750 
  Reinforced Bench Seat 
   
  1500 
  Standard Bucket Seat 
   
  700 
  Folding Bucket Seats 
   
  700 
  Reinforced Bucket Seat 
   
  1500 
  Armored Seats 
   
  +1500 
   
  SIDECAR 
  Motorcycle sidecars are built by increasing the size of the vehicle by 1 
  level and can either be used to carry passengers or other gear.  It’s 
  possible to install weapon mounts into a sidecar as well.  Hitching or 
  unhitching a sidecar requires 15 minutes. 
  Type 
   
  Cost 
  Sidecar 
   
  2000 
   
  SPOTLIGHT 
  A spotlight projects a concentrated beam of light.  In addition to 
  standard white-light spotlights, they are also available in medium-range 
  infrared or ultraviolet.  They may be controlled manually or operated 
  remotely from inside the vehicle. 
  Power: Images: Normal Sight 2” Radius; Adv: Reduced END: 0 END 
  (+.5); AP: 15; Lim: OAF (-.5); Only to create light (-1) 
  Type 
   
  Cost 
  Spotlight 
   
  600 
   
  TIRES 
  A number of different tire types are available.  All vehicles are fitted 
  with appropriate tires at the time of manufacture for no cost.  Characters 
  need only pay tire cost if they request special tires or replace or add tires 
  later. 
  Standard Tires:  These are regular, run-of-the-mill tires. 
  Performance Tires: These tires provide +1 to Combat Driving rolls 
  when on paved roads due to improved handling but are Susceptible to 
  being driven on anything but roads.  They take 1 BODY per hour of 
  operation off-road, or 2 BODY in really rocky off-road conditions. 
  Off-Road Tires: These tires provide +1 to Combat Driving rolls due to 
  improved handling but lack the finesse of paved road tires.  All Combat 
  Driving rolls on paved roads are at -1. 
  Puncture-Resistant: These tires are inner sealed with Kevlar and 
  puncture resistant fibers, allowing them to resist damage better than 
  standard tires. 
  Snow Tires: These are standard tires that provide +1 to Combat Driving 
  rolls to maintain control on snow and ice. 
  Type 
  DEF 
  BODY 
  Cost 
  Standard 
  2 
  2 
  BODY x 10 
  Performance 
  3 
  3 
  BODY x 15 
  Off-Road 
  3 
  3 
  BODY x 25 
  Puncture-Resistant 
  4 
  4 
  BODY x 40 
  Snow 
  3 
  3 
  BODY x 15 
  
  SHADOWPUNK—RIGGING 
  111 
  WINCHES 
  Winches are attached to the bumpers of ground vehicles and can pull or 
  tow heavy loads.  A winch can also be used to pull the vehicle across 
  normally impassable terrain, such as up a vertical cliff face. 
  Power: Telekinesis; Adv: Reduced END: 0 END (+.5); AP: 4.5 per 2 
  TK STR; Lim: Only to pull or drag objects (-1); Affects whole object 
  (-.25) 
  Power: Flight 1”; Adv: Reduced END: 0 END (+.5); AP: 3; Lim: Only 
  to where the winch is secured (-1);  
  Type 
  Cost 
  Winch 
  100 + STR x 10 
   
  VEHICLE EQUIPMENT 
   
  MORPHING LICENSE PLATE 
  A morphing license plate is composed of smart materials that bend and 
  deform according to set patterns when charged with electricity.  This 
  allows the plate to be programmed to depict certain embossed letters or 
  numbers.  The plate is also colored with photovoltaic paint, so that its 
  color scheme may also change according to the electric charge, allowing 
  the plate to mimic license plates from any state or country. 
  Power: Shapeshift: Sight Group, Touch; Adv: Reduced END: 0 END 
  (+.5); Persistent (+.5); AP: 26; Lim: IIF (-.25); Independent (-2); Does 
  not work in magnetic fields (-.25); Only to change the license plate (-
  2) 
  Type 
   
  Cost 
  Morphing License Plate 
   
  5000 
   
  OIL SLICK SPRAYER 
  Though clichéd, this device is still effective.  An oil-slick sprayer 
  consists of an electric hydraulic cylinder, an oil reservoir tank and a 
  multi-nozzle sprayer.  Usually mounted under the rear bumper, this 
  device sprays a sheet of Teflon-powdered oil onto the street, a tactic 
  designed to induce the crashes of pursuing ground vehicles. 
  Power: Change Environment: 4” Radius, -5 to Combat Driving; Adv: 10 
  Continuing charge lasting 20 minutes (+1); AP: 60; Lim: IIF (-.25); 
  Independent (-2); 2” Range (-.25); Only behind the vehicle (-.5) 
  Type 
   
  Cost 
  Oil Slick Sprayer 
   
  600 
  Oil Tank Refills 
   
  50 
   
  VEHICLE SMOKE PROJECTOR 
  Smoke projection canisters are designed to be externally mounted on a 
  vehicle.  When triggered, smoke projectors spew massive amounts of 
  smoke, providing fast cover.  Infrared smoke may also be used to 
  obscure thermographic vision and sensors. 
  Power: Change Environment: 16” Radius, -5 to Normal Sight 
  Perception Rolls, Infrared Perception Rolls; Adv: 12 Continuing 
  charge lasting 5 minutes (+.75); AP: 70/88; Lim: IIF (-.25); 
  Independent (-2); No Range (-.5) 
  Type 
   
  Cost 
  Vehicle Smoke Projector 
   
  1000 
  Infrared Smoke 
   
  1200 
   
  SPIKE STRIP 
  Spike strips are long, thing strips embedded with a multitude of sharp, 
  penetrating spikes.  When unrolled and stretched across a roadway, the 
  spikes of the strip are designed to puncture and deflate rubber tires that 
  pass over the strip.  Spike strips are commonly used by law enforcement 
  personnel to end vehicle chases or to close off a street from vehicle 
  access.  The area affected is difficult to determine and GMs may allow 
  drivers a PER Roll to determine if they see the spike strip. 
  Power: 1d6 RKA (Spikes); Adv: Invisible Power Effects: All (+1); 
  Armor Piercing (+.5); Area of Effect: 2” Line (+1); Reduced END: 0 
  END (+.5); Persistent (+.5); AP: 68; Lim: OAF (-1); Independent (-2); 
  No Range (-.5); Only affect wheels that are in contact with the ground 
  that cross the area (-1) 
  Type 
   
  Cost 
  Spike Strip 
   
  500 
   
  
  SHADOWPUNK—RIGGING 
  112 
  VEHICLE WEAPONS 
  Weapon 
  OCV 
  RMod 
  Damage 
  STUNx 
  STR 
  Min. 
  Ammo 
  Range 
  Mode 
  Avail. 
  Legality 
  Nuyen 
  Pistols 
  10mm Pistol 
  +1 
  0 
  1½d6 
  0 
  10 
  x 50 
  125 
  SA 
  -2/24 hrs 
  -2P-E 
  300 
  .357 Magnum Pistol 
  +1 
  0 
  2d6-1 
  +1 
  11 
  x 48 
  125 
  SA 
  -2/24 hrs 
  -2P-E 
  400 
  11mm Pistol 
  +1 
  0 
  2d6 
  0 
  11 
  x 46 
  150 
  SA 
  -2/24 hrs 
  -2P-E 
  400 
  .45 Cal Pistol 
  +1 
  0 
  2d6 
  0 
  11 
  x 46 
  150 
  SA 
  -3/36 hrs 
  -1P-E 
  400 
  .410 Magnum Pistol 
  +1 
  0 
  2d6 
  +1 
  13 
  x 44 
  150 
  SA 
  -2/24 hrs 
  -2P-E 
  500 
  12mm Pistol 
  +1 
  0 
  2d6+1 
  0 
  13 
  x 40 
  175 
  SA 
  -4/48 hrs 
  -1P-E 
  600 
  .44 Magnum Pistol 
  +1 
  0 
  2d6+1 
  +1 
  15 
  x 40 
  175 
  SA 
  -3/36 hrs 
  -1P-E 
  600 
  .454 Casull Pistol 
  +1 
  0 
  2d6+1 
  +1 
  15 
  x 40 
  175 
  SA 
  -4/48 hrs 
  -1P-E 
  600 
  14mm Pistol 
  +1 
  0 
  2½d6 
  +1 
  20 
  x 34 
  200 
  SA 
  -7/5 days 
  0P-E 
  800 
  .666 Cal Pistol 
  +1 
  0 
  3d6-1 
  +1 
  25 
  x 32 
  200 
  SA 
  -8/7 days 
  +1P-E 
  900 
  Submachine Guns 
  10mm Submachine Gun 
  +1 
  0 
  1½d6 
  0 
  10 
  x 50 
  125 
  AF-10 
  -3/24 hrs 
  -2P-E 
  1000 
  .357 Magnum Submachine Gun 
  +1 
  0 
  2d6-1 
  +1 
  11 
  x 48 
  125 
  AF-10 
  -3/24 hrs 
  -2P-E 
  1100 
  11mm Submachine Gun 
  +1 
  0 
  2d6 
  0 
  11 
  x 46 
  150 
  AF-10 
  -3/24 hrs 
  -2P-E 
  1100 
  .45 Cal Submachine Gun 
  +1 
  0 
  2d6 
  0 
  11 
  x 46 
  150 
  AF-10 
  -3/36 hrs 
  -1P-E 
  1100 
  .410 Magnum Submachine Gun 
  +1 
  0 
  2d6 
  +1 
  13 
  x 44 
  150 
  AF-10 
  -3/24 hrs 
  -2P-E 
  1200 
  12mm Submachine Gun 
  +1 
  0 
  2d6+1 
  0 
  13 
  x 40 
  175 
  AF-10 
  -3/48 hrs 
  -1P-E 
  1300 
  .44 Magnum Submachine Gun 
  +1 
  0 
  2d6+1 
  +1 
  15 
  x 40 
  175 
  AF-10 
  -3/36 hrs 
  -1P-E 
  1300 
  .454 Casull Submachine Gun 
  +1 
  0 
  2d6+1 
  +1 
  15 
  x 40 
  175 
  AF-10 
  -4/48 hrs 
  -1P-E 
  1300 
  14mm Submachine Gun 
  +1 
  0 
  2½d6 
  +1 
  20 
  x 34 
  200 
  AF-10 
  -8/5 days 
  0P-E 
  1500 
  .666 Cal Submachine Gun 
  +1 
  0 
  3d6-1 
  +1 
  25 
  x 32 
  200 
  AF-10 
  -9/7 days 
  +1P-E 
  1600 
  Shotguns 
  .410 Shotgun 
  0 
  0 
  2d6 
  +1 
  10 
  x 46 
  150 
  SA 
  -2/24 hrs 
  0-F 
  400 
  .410 Auto Shotgun 
  0 
  0 
  2d6 
  +1 
  10 
  x 46 
  150 
  AF-5 
  -3/36 hrs 
  +1-F 
  600 
  20 Gauge Shotgun 
  0 
  0 
  2d6+1 
  +1 
  12 
  x 42 
  175 
  SA 
  -2/24 hrs 
  0-F 
  500 
  20 Gauge Auto Shotgun 
  0 
  0 
  2d6+1 
  +1 
  12 
  x 42 
  175 
  AF-5 
  -3/36 hrs 
  +1-F 
  750 
  12 Gauge Shotgun 
  0 
  0 
  2½d6 
  +1 
  15 
  x 38 
  200 
  SA 
  -3/24 hrs 
  0-F 
  600 
  12 Gauge Auto Shotgun 
  0 
  0 
  2½d6 
  +1 
  15 
  x 38 
  200 
  AF-5 
  -4/36 hrs 
  +1-F 
  900 
  10 Gauge Shotgun 
  0 
  0 
  3d6-1 
  +1 
  18 
  x 32 
  225 
  SA 
  -3/36 hrs 
  +1-F 
  800 
  10 Gauge Auto Shotgun 
  0 
  0 
  3d6-1 
  +1 
  18 
  x 32 
  225 
  AF-5 
  -4/48 hrs 
  +2-F 
  1200 
  8 Gauge Shotgun 
  0 
  0 
  3d6 
  +1 
  20 
  x 30 
  250 
  SA 
  -4/48 hrs 
  +1-F 
  900 
  8 Gauge Auto Shotgun 
  0 
  0 
  3d6 
  +1 
  20 
  x 30 
  250 
  AF-5 
  -5/5 days 
  +2-F 
  1350 
  4 Gauge Shotgun 
  0 
  0 
  3d6+1 
  +1 
  23 
  x 28 
  275 
  SA 
  -5/7 days 
  +2-F 
  1000 
  4 Gauge Auto Shotgun 
  0 
  0 
  3d6+1 
  +1 
  23 
  x 28 
  275 
  AF-5 
  -6/10 days 
  +3-F 
  1500 
  Machine Guns 
  5.56mm Machine Gun 
  +1 
  +2 
  2d6+1 
  0 
  10 
  x 40 
  875 
  AF-10 
  -2/4 days 
  +1-H 
  1200 
  7.62mm Machine Gun 
  +1 
  +2 
  2½d6 
  0 
  13 
  x 36 
  1000 
  AF-10 
  -3/5 days 
  +2-H 
  1300 
  .30 Cal Machine Gun 
  +1 
  +2 
  2½d6 
  +1 
  15 
  x 34 
  1000 
  AF-10 
  -3/5 days 
  +2-H 
  1400 
  .450 Cal Machine Gun 
  +1 
  +2 
  3d6-1 
  +1 
  18 
  x 32 
  1000 
  AF-10 
  -4/5 days 
  +2-H 
  1500 
  .50 Cal Machine Gun 
  +1 
  +2 
  3d6 
  +1 
  20 
  x 30 
  1125 
  AF-10 
  -4/7 days 
  +3-H 
  1600 
  13mm Machine Gun 
  +1 
  +2 
  3d6 
  +1 
  20 
  x 30 
  1125 
  AF-10 
  -5/14 days 
  +4-H 
  1700 
  14.5mm Machine Gun 
  +1 
  +2 
  3d6+1 
  +1 
  23 
  x 28 
  1250 
  AF-10 
  -6/21 days 
  +4-H 
  1800 
  Miniguns 
  5.56mm Minigun 
  +0 
  +1 
  2d6+1 
  0 
  20 
  x 40 
  875 
  AF-20* 
  -3/4 days 
  +2-H 
  1400 
  7.62mm Minigun 
  +0 
  +1 
  2½d6 
  0 
  23 
  x 36 
  1000 
  AF-20* 
  -4/5 days 
  +3-K 
  1500 
  .30 Cal Machine Gun 
  +0 
  +1 
  2½d6 
  +1 
  25 
  x 34 
  1000 
  AF-20* 
  -4/5 days 
  +3-K 
  1600 
  .450 Cal Machine Gun 
  +0 
  +1 
  3d6-1 
  +1 
  28 
  x 32 
  1000 
  AF-20* 
  -5/5 days 
  +3-K 
  1700 
  .50 Cal Machine Gun 
  +0 
  +1 
  3d6 
  +1 
  30 
  x 30 
  1125 
  AF-20* 
  -5/7 days 
  +4-K 
  1800 
  14.5mm Machine Gun 
  +0 
  +1 
  3d6+1 
  +1 
  33 
  x 28 
  1250 
  AF-20* 
  -7/21 days 
  +5-K 
  2000 
  Cannons 
  20mm Cannon 
  +1 
  +4 
  4d6+1 
  +1 
  27 
  x 24 
  1625 
  SA 
  -8/14 days 
  +2-H 
  5000 
  25mm Cannon 
  +1 
  +4 
  4½d6 
  +1 
  29 
  x 22 
  1750 
  SA 
  -8/15 days 
  +2-H 
  10000 
  30mm Cannon 
  +1 
  +4 
  5d6 
  +1 
  31 
  x 20 
  1875 
  SA 
  -9/16 days 
  +2-H 
  15000 
  75mm Cannon 
  +1 
  +4 
  6d6 
  +1 
  38 
  x 16 
  2250 
  SA 
  -10/21 days 
  +2-H 
  20000 
  90mm Cannon 
  +1 
  +4 
  6½d6 
  +1 
  42 
  x 14 
  2500 
  SS 
  -11/1 mo 
  +2-H 
  40000 
  105mm Cannon 
  +1 
  +4 
  7d6 
  +1 
  44 
  x 12 
  2625 
  SS 
  -12/2 mo 
  +2-H 
  50000 
  120mm Cannon 
  +1 
  +4 
  7½d6 
  +1 
  48 
  x 10 
  2875 
  SS 
  -13/6 mo 
  +2-H 
  60000 
  140mm Cannon 
  +1 
  +4 
  8d6 
  +1 
  50 
  x 8 
  3000 
  SS 
  -14/1 year 
  +2-H 
  75000 
  Railguns 
  4mm Railgun 
  +2 
  +6 
  4d6 AP2 
  +1 
  45 
  x 34 
  1500 
  SS 
  -10/21 days 
  +4-H 
  20000 
  6mm Railgun 
  +2 
  +6 
  4d6+1 AP2 
  +1 
  49 
  x 32 
  1625 
  SS 
  -11/1 mo 
  +4-H 
  30000 
  8mm Railgun 
  +2 
  +6 
  4½d6 AP2 
  +1 
  53 
  x 30 
  1750 
  SS 
  -12/2 mo 
  +4-H 
  40000 
  1cm Railgun 
  +2 
  +6 
  5d6 AP2 
  +1 
  56 
  x 28 
  1875 
  SS 
  -13/6 mo 
  +4-H 
  50000 
  2cm Railgun 
  +2 
  +6 
  5½d6 AP2 
  +1 
  64 
  x 24 
  2000 
  SS 
  -14/1 year 
  +5-H 
  100000 
  3cm Railgun 
  +2 
  +6 
  6d6 AP2 
  +1 
  68 
  x 20 
  2125 
  SS 
  -15/1 year 
  +6-H 
  150000 
  4cm Railgun 
  +2 
  +6 
  6½d6 AP2 
  +1 
  75 
  x 16 
  2500 
  SS 
  -16/1 year 
  +7-H 
  200000 
  * Always fires on AF-20, STR Min takes into account AF-20 and ½ Recoil Penalties (Minigun Class weapon) 
  The Ammo Column represents the multiplier used to figure the standard Ammunition Capacity of a Weapon Mount.  Take this multiplier by the Vehicle BODY and this is the 
  number of rounds the standard mount carries.  This can be increased by spending money to allocate more storage for ammunition. 
  
SOURCE: textdata/thevault/Hero System/SHADOWPUNK/Shadowpunk ver 091 PDF/Shadowpunk-09-Rigging.pdf