TEXT: CYBERPUNK 2020 AMMO & ADD-ONS
  4.1
  Information © R.Talsorian Games Inc. All rights reserved. Last updated 25/11/98. node16@ajames.force9.net
  GRENADES
  Hand Grenades (20-30eb, thown 10 x BODY in m)
  HE
  7d6 frag to 5m & 3d6 to 6-10m
  Anti-Tank
  5d10HEAT, 3d6 frag to 5m, 1/2 throw
  Chemical
  Gas, smoke or paint. 10m
  WP/Incendiary
  4d6 for 3 turns, 5m. Soft SP -2/round
  Flash-Bang
  Stun -2 or D 4. REF 20 or B 2. 5/15m
  Concussion
  Stun -5. 5/15m
  Flash
  20+ REF or blinded for 40 secs. 10m
  Sonic (40eb)
  Stun -1, 20+ BOD or deaf 40 secs. 6m
  Motion Restraint
  25+ Dodge, 30+ BOD to get free. 1m
  EMP (200-400eb)
  Disorient 1d6x10, Pulse effect. 4-10m
  Saucer (65eb)
  2d6+3 frag. 15m. +2 to throw
  Mini-Gren (40eb)
  1d6+3. 3m. 1.5" big
  Scatter (70eb)
  IR defeating cloud for 5 turns. 5m
  Spraypaint (20eb)
  Blind for 1-2 mins if center. 4m
  Stench (20eb)
  V.Diff COOL/BOD roll. 5x5m
  LN2
  2d6+2 (min 6), 1d6/2+1 area. 3m
  Smoke Pellets
  A stealth roll to escape the area
  Acid (50eb)
  Acid cloud, 1pt/location/turn
  Blind Gas
  Body -2 (+3 diff) or blind 1d10+2 turns
  Militech 25mm Grenades (30eb, 150m, HoB)
  Chemical
  Smoke or gas. 5m
  Flechette
  2d6 x 1d6AP, 2mx25m pattern
  Fragmentation
  2d6+1 (1). 5m
  HEP (40eb)
  5d6HEP (3*), armor -2 levels
  Stundart (5eb)
  Stun -4 through soft SP10, 100m range
  Slasher (75eb)
  4d6, 1/3 SP. 2m. -2 WA, 50m range
  Frag
  3d6. 3m
  Flash
  50% -5 REF+Awa for 3 turns. 5m
  Incendiary
  4/2/1d6. 1m
  Concussion
  3d6 Stun, SP 1/3. 4m
  LN2
  2d6 (min 4) to 2 areas+LN2 effects. 2m
  IMI 25mm Grenades (1.5 x cost, 100m, SOF2)
  Same  types available as normal 25mm Grenades
  Tsunamni High Pressure 25mm Grenades (15eb, 1500m)
  Frag
  3d6+1 (1). 5m
  HE
  5d6 (2). 3m
  HEP (25eb)
  5d6 (3*), armor damaged 2 levels
  Incendiary
  4/3/2d6 (2). 2m
  Militech 25mm Pistol Grenades (15m <9mm> 50m)
  Concussion (15)
  3d6 Stun, SP 1/3. 4m
  Def. Frag (20eb)
  2d6+1. 3m
  FlashBomb (15eb)
  Stun save, -5 REF+Awa x 5 turns. 5m
  HEP (30eb)
  5d6 HEP
  Incendiary (30eb)
  4d6/3d6/2d6. 1m
  Off. Frag (25eb)
  5d6. 3m
  Chemical (20eb)
  Smoke or tear gas. 3m
  30mm Launched Grenades (200m, auto 1300m)
  Same type & effects as 40mm Grenades, expect:
  Slasher (75eb)
  4d6, 1/3 SP. 2.5m. -2 WA, 50m range
  40mm Launched Grenades (R, 50eb, 200m/100eb, 1600m)
  HE
  7d6 (2). 5m radius. Armed after 10m
  HEDP
  4d10HEAT (4*), 4d6 over 1m
  Illumination
  20m + 20m LL, or 1d6x6. 5eb 'chute
  Chemical
  Carriers gas or smoke. 10m. 5eb 'chute
  Bean Bag
  2d6; Stun -5, +1/15SP; 50m range
  20+ REF roll, -1 Diff/100kg of target
  WP
  4d6x3 (2). 10m
  Fletchette
  1d6/2 x 2d6AP (1). 3mx25m
  HEP
  7d6 HEP, SP -5 levels, -1 WA
  Flash-Bang
  Stun -2, stun+deaf 4 turns. 5/15m
  20+ REF or blind 2 turns. 25m range
  SHOTGUN ROUNDS
  .410/28 Gauge (15eb/12)
  Shotshell
  2d6/1d6+2/1d6
  Slug
  3d6+1AP. Soft SP halves penetration
  Triplex shells
  1d6/2x2d6
  20 Gauge (15eb/12)
  Shotshell
  3d6/2d6/1d6
  Flare (25eb/25)
  Illumination 30m. 2d6+2 & 1d6/2 if hit
  Flash-Bang
  Effects listed below. 2/5m. 25m range
  Flash (30eb/25)
  Flash-Bang grenade in 25mx3m pattern
  Slug
  3d6+1AP. Soft SP halves pen damage
   12 Gauge (15eb/12)
  Shotshell
  4d6/3d6/2d6. 1-3m x 50m
  APFSDS (10eb)
  6d6AP. 25m range
  Flare (25eb/25)
  Illuminates 30m. 2d6+2 & 1d6/2 if hit
  Flash-Bang
  Effects listed below. 2/5m. 25m range
  Flash (30eb/25)
  Flash-Bang grenade in 25mx3m pattern
  Flechettes (8eb)
  4d6AP. Armor and pen damage 1/4
  Gas (5-25eb)
  Tear, sleep, or biotoxin gas. 1m
  HE (5eb)
  4d6. 1/2m
  HEAT
  4d6HEAT
  Non-Lethal
  4d6 Stun, Soft SP only resist half dam
  Slug
  4d6+2AP. Soft SP halves pen damage
  Smoke (15eb/25)
  3m of smoke
  Stinger (15eb/25)
  4d6 Stun beyond 3m
  Stundart (20eb/4)
  Stun -2, penetrates soft armor of 10SP
  Thermite (30eb)
  8d6AP, 1/2 width. 10% ruin barrel
  Slasher (75eb)
  4d6, 1/3 SP. 1m. -3 WA, 10m range
  Ball Bearing (x2)
  5d6+1/4d6+1/3d6+1, 1-2m pattern
  12 Gauge Magnum
  Buckshot (1eb)
  4d6+2/3d6+2/2d6+2
  HE Slug (2eb)
  3d6, 1m radius
  AP Slug (3eb)
  3d6HEP
  10 Gauge (15eb/12)
  Same range & effects as 12 ga. with these exceptions
  Shotshell
  5d6/4d6/3d6
  Flare (30eb/25)
  Illuminates 30m. 2d6+2 & 1d6/2 if hit
  Flash (35eb/25)
  Flash-Bang grenade in 25mx3m pattern
  Flechettes (8eb)
  5d6AP. Armor and pen damage 1/4
  Gas (5-25eb)
  Tear, sleep, or biotoxin gas. 2m
  Non-Lethal
  5d6 Stun, Soft SP only resist half dam
  Slug
  5d6+3AP. Soft SP halves pen damage
  Smoke (20eb/25)
  3m of smoke
  Stinger (20eb/25)
  5d6 Stun beyond 9m
  10 Gauge 3" Magnum
  Cannot be fired from a normal 10 ga. +20% gun modification.
  Shotshell
  6d6/5d6/4d6
  Stinger (19eb/25)
  6d6/5d6/4d6 Stun over 9m
  Gas
  3m
  Flare
  40m, 3 turns. 3d6, 2d6
  Smoke
  4m, 5 turns
  4 Gauge (CLAW)
  #000 Buckshot
  8d6
  Slug
  9d6+2AP. Soft SP halves pen damage
  APFSDS
  5d10AP
  HEAT
  7d10, 1/2SP
  Slasher (75eb)
  2.5m wide, 4d6 damage, 1/3 armor
  Flechette, mini-grenades, non-lethal batons, thermite shells,
  flash-bombs, HEP and gas shells are also available
  
  CYBERPUNK 2020 AMMO & ADD-ONS
  4.2
  Information © R.Talsorian Games Inc. All rights reserved. Last updated 25/11/98. node16@ajames.force9.net
  AMMO EFFECTS
  API: Armor Piercing Incendiary, half armor and damage if the
  round penetrates, but if penetrated armor won't protect against
  addition damage.
  EMP Grenade: When detonated the EMP grenade fuses its
  internal mechanism five seconds after arming. Effects are simi-
  lar to a Techtronica "Pulse Rifle" over a 4-10m diameter.
  Unshielded electronics and cyberware are immediately disa-
  bled. Internal cyberware comes back on-line in 4 minutes, and
  cyberlimb functions are regained in 10 minutes. Chips are wiped.
  Electronics/cyberware with hardening/shielding are not effected.
  Anyone in the area of effect will still have orientation loss (make
  a Stun Save at -1, effects lasts 1d6x10 seconds).
  HEAT: High Explosive Anti-Tank, half armor and full damage.
  HEP: High-Explosive Penetration, damage is half real and half
  is applied as concussion damage. Armor has no effect and is
  damaged 2 levels.
  Flash Bang
  Grenade: All people within 5 meters of the blast (15m indoors)
  must make a Stun Save at -2 to avoid being stunned and deaf-
  ened for 4 turns (40 sec) and a Difficulty 20+ REF test to avoid
  being blinded for 2 turns (20 sec). Anti-dazzle protection ne-
  gates the flash effect and makes the REF test unnecessary.
  Shotgun Shell: All people within 2 meters of the blast (5m in-
  doors) must make a Stun Save and a Difficult 20+ REF test to
  avoid being stunned for 1 turn and blinded for 2 turns. The Flash-
  Bang round has a maximum range of 25m, if it has not impacted
  something solid by that time, it explodes automatically.
  Grapnel (30eb+)
  1/2 range, WA -2, 1d6 dam, Catch 50%
  Net
  25m range, WA -5, 1d6 + 50% wrap
  20+ REF or 25+ BOD to escape net
  Splatshell (10eb+)
  1d6+1 hits. 5mx2m to 15x6m pattern
  Slasher (75eb)
  4d6, 1/3 SP. 3m. -2 WA, 50m range
  Spraypaint (20eb)
  Blind for 1d6/3 turns, 4m
  EMP (400eb)
  Disorient 10sec, Cyber 4/10min, 5m
  LN2
  2d6+2 (min 6), 1d6/2+1 area. 3m
  Note: Grenades for launchers cannot normally be used as
  thrown grenades and vice versa. Hi pressure grenades will not
  function in normal launchers and vice versa.
  Classic Rifle Grenades (50eb, WA -3, 100m)
  HE
  8d6. 5m
  HEAT
  8d10HEAT, 4d6 over 1m
  Chemical
  Gas or smoke. 10m
  EMP (400eb)
  Disorient 1d6x10, Cyber 4-10min, 5m
  DCR Rifle Grenades (50eb, WA -1, 150m)
  HE
  7d6 frag to 5m, 3d6 frag to 6-10m
  Smoke
  Smoke over 10m
  HEAT
  5d10HEAT, 3d6 frag to 5m. WA +0
  OTHER ROUNDS
  Webs and Nets
  Det Web (450eb)
  40AP, WA 0, 25m range
  Taser (100eb)
  As taser, WA 0, 25m range
  Web
  Entangle, N.Imp Bod+Ref, 30m range
  Sharpwire(450eb)
  WA +2, Bod/2 damage, 1/2SP, 10m
  Micromissiles
  HE (50eb)
  4d6, 2m
  Anti-Armor (75eb)
  4d6 HEAT, 1/2 SP, 1m
  HEP (200eb)
  4d6+4, no burst
  13mm Shells
  HEP (45eb/12)
  4d6+2
  API (45eb/12)
  4d6+3 1/2SP, 1d6, 1d6/2 0SP
  Acid (20eb/12)
  1d6 x 4 turns
  LN2
  1d6+2 to one location + LN2 effects
  15mm Kurtz
  "Practice" (8eb)
  4d10+3@
  HE (20eb)
  3d10, 1m
  25mm Cockerill Cannon Rounds
  AP
  5d10+10AP (Pen 5)
  HEP
  5d10+10HEP (Pen 6)
  Flechette
  1d6+3x1d6+1AP. 1m/2m/4mx100m
  30mm Rockets (200eb/6)
  HE
  5d6 (1), 3m
  Rockets Reloads
  RPG-A
  HEAT 6d10AP
  250eb
  HE 6d10 (3), 6m
  250eb
  RPG-B
  HEAT 9d10AP
  400eb
  2" Rocket
  6d10, 1 space\12
  100eb
  2.75" Rocket
  8d10, 1 space\10
  200eb
  3.5" Rocket
  9d10, 1 space\6
  400eb
  5" Rocket
  13d10
  1000eb
  Missile Reloads
  LATGM
  12d10AP, 1/5 space
  1500eb
  HATGM
  18d10AP, 1/3 space
  3500eb
  Hellfire
  20d10AP, 1 space
  10,000eb
  Shells
  60mm Mortar
  8d10
  50eb
  80mm Mortar
  9d10, 1 space/20
  150eb
  120mm Mortar
  13d10, 1 space/10
  250eb
  105mm Howitzer
  11d10, 1 space/5
  500eb
  150mm Howitzer
  13d10, 1 space
  1000eb
  200mm Howitzer
  28d10, 1 space
  2000eb
  230mm Rocket
  4d10AP
  2500eb
  Chemical Loads
  Shell
  Grenade
  Smoke
  0.3x
  15eb+
  Hot Smoke
  1x
  35eb+
  Tear Gas
  2x
  15-20eb
  Nausea Gas
  2x
  25-50eb
  Knock-out Gas
  3x
  50-75eb
  Mace
  3x
  45-80eb
  Nerve Gas
  20x
  White Phopherous
  4x
  AMMUNITION RELOADS
  Light Pistol & SMG (100)
  15eb
  Medium Pistol &SMG (100)
  30eb
  Heavy Pistol & SMG (100)
  36eb
  Very Heavy Pistol (100)
  40eb
  Assault Rifle (100)
  40eb
  Airgun Pellets (100)
  6eb
  Acid or Drug Pellets (100)
  30eb
  Needlegun Rounds (100)
  50eb
  20mm Cannon Round (Each)
  25eb
  Flamethrower Reload
  50eb
  Paintloads (100)
  10eb
  Acid/Drug/Poison loads (100)
  30eb
  Glass/Ceramic/Steel Balls (20)
  5eb
  
  CYBERPUNK 2020 AMMO & ADD-ONS
  4.3
  Information © R.Talsorian Games Inc. All rights reserved. Last updated 25/11/98. node16@ajames.force9.net
  Non-Lethal/Concussive Damage: Subtract armor SP from
  damage, up to half the damage total, at least half damage goes
  through any armor except hard armors (i.e. Metalgear, ACPA,
  full medieval armor).
  The target must then make a Stun/Shock Save as it was dam-
  aged by the concussion damage that went through. Rigid armor
  prevents any concussion damage from hitting the target;
  Skinweave has no effect on concussion damage. All targets,
  whether affected by the concussion or not, must make a Diffi-
  cult 10 REF save or be knocked down by the impact.
  LN2 (Liquid Nitrogen): LN2 takes one full turn to take effect.
  BTM is halved for resisting damage. 6 or more points of LN2
  damage to the head kills the brain, or if the GM is in the mood,
  causes severe brain damage. To avoid causing more harm, the
  victim must make a COOL check (no pun intended) at a target
  number of 15, plus the damage rolled. Resist Torture helps. If
  his roll comes up under, then he takes additional damage equal
  to the amount he failed the check by, modified by his (modified)
  BTM. this represents the character’s inability to keep himself
  from thrashing about in pain. The character then makes a Shock
  Save (or Death Save, if appropriate), as per usual.
  If hit on thick, but unarmored clothing, the character will be af-
  fected as above, but at -1 damage. He may make a REF roll
  (Athletics or Dodge/Escape apply) to shrug off the garment (but
  only if it’s a top layer) and only take half damage. If hit on armor,
  the armor is affected as above in one turn. The character has
  that long to ditch his armor (once again only if it is a top layer).
  This is simulated with a REF+Athletics OR Escape versus the
  SP of the garment, plus any EV penalties. Should the character
  choose not to do so, his armor will be affected (Soft SP/10,
  Hard SP/5), and he will take half damage. Against Layers of
  Armor, the first layer of armor takes full effect, the second layer
  takes half the effect. Against SDP, SDP is halved.
  Any hit doing more than half the damage than the LN2 hit did,
  causes the affected area to explode.
  EXPLOSIVES EFFECTS
  Concussive Damage/HEP: Damage is half real, half stun and
  armor has no effect. Soft armor is damaged 2 levels, and hard
  armor takes 1/4 damage from the explosion. Equipment also
  takes 1/2 damage.
  Within 1m:
  Full damage
  Band 1:
  1/2 damage
  Band 2:
  1/4 damage
  Band 3:
  1/8 damage
  Shrapnel Damage: Anyone within two extra range bands of
  the explosion takes 1d10* damage.
  DAMAGE MODIFIERS
  Tamped Explosives:
  1/2 range, x2 damage
  Confined Spaces:
  x2 damage
  Touching:
  x2 damage
  Covering Blast:
  x3 damage
  
  CYBERPUNK 2020 AMMO & ADD-ONS
  4.4
  Information © R.Talsorian Games Inc. All rights reserved. Last updated 25/11/98. node16@ajames.force9.net
  AMMUNITION TYPES
  Bullets
  SP Mod
  Damage Mod & Notes
  Cost
  Normal
  -
  -
  1x
  Brass Cased
  -
  -
  3x
  Plasticase
  -
  Poor availability
  1x
  Armor Piercing
  x1/2
  1/2 Pen
  3x
  API
  x1/2
  1/2 Pen, +1d6, 1d6/2. 50% fire
  4x
  Dual-Purpose
  x1/2
  1/2 Pen or 1.5x
  4x
  Electrothermal
  -
  1.5x Damage
  2x
  Hollowpoints
  x2
  1.5x Pen
  1.125x
  Frag Flechettes
  x1/2 [soft]
  Rare and very illegal
  5x
  Rubber Bullets
  -
  Stun beyond 3m
  1/3x
  Safety Rounds
  x2
  3x Pen. Shatter on 10SP/30SDP
  6x
  Electric Fire
  -
  Caseless rounds
  0.9x
  Wasp Flechette
  1/2 [soft]
  x1d6/2
  10x
  12mm Anti-Personel
  1/2
  x2
  10x
  Silver Bullets
  -
  -
  5x
  DumDums
  x2
  x1.75 Pen
  1x
  Titanium
  1/2
  -
  10x
  Tungsten Carbide
  1/3
  1/2 Pen
  15x
  Depleted Uranium
  1/4
  +1d6, 1/2 Pen
  150x
  Memory Expander
  1/4 [soft]
  x1.5 Pen
  10x
  Tracers
  -
  +1D3x1d6
  1.5x
  Subsonic
  x1.5
  -
  2x
  Acid
  -
  1D4x3, ceramic shells shatter on SP4+
  75eb/20
  Heartbreaker
  -
  Heart attack 1d6 rnds, shatter on SP5+
  50eb each
  Arrows
  SP Mod
  Damage Mod & Notes
  Cost
  Target
  1/2
  normal
  24eb/12
  Broadhead
  1/2 [soft]
  2x Pen
  40eb/12
  Stun
  -
  damage is Stun
  20eb/12
  Spinner
  1/2 [soft]
  3x Pen
  80eb/12
  Warhead
  varies
  25mm pistol grenade, WA -2
  varies
  Crossbow Quarrels
  SP Mod
  Damage Mod & Notes
  Cost
  Target
  1/2
  normal
  30eb/12
  Broadhead
  1/2 [soft]
  2x Pen
  50eb/12
  Stun
  -
  damage is Stun
  25eb/12
  Spinner
  1/2 [soft]
  3x Pen
  100eb/12
  Warhead
  varies
  25mm pistol grenade, WA-2
  varies
  Silver
  1/2
  -
  3x
  Airgun Splatballs
  SP Mod
  Damage Mod & Notes
  Cost
  Drugged
  -
  by drug type
  5x
  Acid
  -
  1d6 x 3 turns
  5x
  Needlegun Loads
  Normal
  1/2 [soft]
  -
  50eb/100
  Drugged
  1/2 [soft]
  + drug type
  5x
  Anti-Armor
  1/4 [s], 1/2 [h]
  -
  4x
  HE (Impact)
  -
  4d6
  5x
  HE (Timer/Liquid)
  1/2 [s]
  +4d6
  5x
  
  CYBERPUNK 2020 AMMO & ADD-ONS
  4.5
  Information © R.Talsorian Games Inc. All rights reserved. Last updated 25/11/98. node16@ajames.force9.net
  FIREARM ACCESSORIES
  Equipment
  Bonuses & Notes
  Cost
  Book
  Holster
  Shoulder, thigh or leg
  20
  CP20
  Shoulder Sling
  For rifles, shotguns, SMGs
  5
  CP20
  Silencer/Suppressor
  -1WA, +1 Con, Awareness roll to hear
  100
  CP20
  Laser Sight
  +1 WA
  CP20
  Commercial UB Gren. Launcher
  HVY  +0  L  R  (30-40mm)  1  1  ST  225m
  150
  CP20
  Cyberleg Holster
  1 L.Pistol to Med.SMG, & 1 clip
  100
  CP20
  Cybernetic Pop-up Gun
  L.Pistol to Med.SMG
  1-800
  CP20
  Weapon Mount & Link
  Hardpoint on cyberlimb for weapon
  100
  CP20
  Smartgun Link
  +2 WA with smartgun
  100
  CP20
  Cyberoptic Targeting Scope
  +1 WA to smartgun attacks only
  400
  CP20
  Smart/Vision goggles
  4 option spaces, -10% option cost
  200
  CP20
      - Smartlink Scope
  +1 WA, when used with a smartgun (+3)
  +360
  CP20
      - Magnification
  Upto x25 magnification
  +200
  HoB
      - Image Intensifiers
  +2 to Awareness
  +250
  HoB
      - Thermograph
  Works as the cybernetic option
  +200
  HoB
  Scopesight
  +2 L/E, +1 M, on an aiming action
  200
  HoB
  Low Lite Scope
  +2 L/E, +1 M, on an aiming action
  300
  HoB
  Computer Sights
  +3 L/E, +2 M, +LL, need to aim
  500
  HoB
  Computer + Thermo Sight
  +3 L/E, +2 M, +LL, +Thermo, must aim
  700
  HoB
  Bipod
  +2 when braced & stationary
  10
  HoB
  Bayonet
  3d6AP when fixed
  15
  HoB
  Gyro Mount
  Negates hip & movement penalties
  250
  HoB
  Portable Laser Rangefinder
  Determines exact range
  50
  HoB
  Power Exo-Mount
  For hvy. weapons, -1 WA & MA, -2 REF
  5000
  HoB
  M-205 Grenade Launcher
  HVY  +1  L  P  (40mm)  1  1  VR  200m
  250
  HoB
  Classic Rifle Grenades
  HVY  -3  N  P  Varies  1  0.5  VR  100m
  50
  HoB
  COT Sight
  Smartgun sight +3 WA
  4000
  SOF
  Cookie Cutter
  Smartgun won't shoot badge wearers
  300
  SOF
  Extra Cookie Cutter Badge
  15
  SOF
  New Frames
  Bullpup frame might lower concealability
  SOF
  Braces and Stocks
  +1WA
  50
  SOF
  Cooling Shroud
  +1 Rel
  50
  SOF
  Magazine Extensions
  x2 or x3 capacity
  40
  SOF
  Techtronica "Scangrip"
  200
  SOF2
  Cybernetic Targeting System
  Built-in Gyro Mount
  1300
  SOF2
  Gun Cleaning Kit
  -1 Rel when used and not cleaned
  50
  SOF2
  Digital Weapon Link
  +2 to TECH rolls for unjamming gun
  500
  Chr1
  DUD Smartgun Controller
  Voice activated weapons, need DUD
  720
  Chr1
  Militech Pump Mini-Grenade L
  HVY  -1  L  C  (25mm)   4   2  ST  150m
  255
  Chr1
  Militech Drum Mini-Grenade L
  HVY +0  N  P  (25mm)  16  2  ST  150m
  475
  Chr1
  DCR Rifle Grenades
  HVY  -1  N  P  Varies  1  0.5  VR  150m
  50/100
  Chr1
  Speedholster
  +1 to Fastdraw
  100
  Chr1
  Quickdraw Cyberarm Holster
  +2 to Fastdraw (P concealability)
  200
  Chr2
  Stutter Chipping
  Can't shoot designated  friendlys (10 sec)
  310
  Chr3
  Nine-Eleven Chip
  Phones for help, 1d10+2 mins
  175
  Chr2
  Security Chipping
  V.Diff Smartlock
  250
  Chr2
  Gun-Cam
  Holds 10 digital pictures
  100
  Chr2
  ET Battery
  100 shot battery
  150
  Chr2
  .22 Muzzle Adaptor
  50eb to fit, for firing rifle/pistol grenades
  200
  Chr2
  Under-Barrel Capacitor Laser
  RIF  +2  -  R  3d6  2  2  UR  25m
  950
  Chr2
  Under-Barrel Microwaver
  EX   +0  -  P  1d6+special  4  2  ST  20m
  500
  Chr2
  Hip-mounted Powerpack
  x2 shots, +5m to microwaver range, 4 kg
  250
  Chr2
  Under-Barrel  Micro-Missile Pod
  HVY  +1  L  P  4d6  1  1  ST  200m
  200
  Chr2
  Under-Barrel Sharpwire Net
  450
  Chr2
  Kleen Bore Nanoagents
  Cleans gun!
  50
  Chr2
  Midnight Arms Smart Glove
  +200eb/smartgun
  110
  Chr3
  Smartgoggle Mirrorshades
  2 spaces, -10% option cost
  450
  Chr3
  Smartplate Link
  Smartgun=3x  base cost
  300
  Chr3
  BOW ACCESSORIES
  Equipment
  Bonuses & Notes
  Cost
  Book
  Bow String Silencer
  Makes bow completely silent
  50
  SOF2
  Crossbow Autoloader
  Holds 1/2 normal shots (6), ROF x2, -1 WA
  25%
  SOF2
  Basic Bow Sights
  +1 WA when aimed
  50
  SOF2
  Cyber-targeting
  +1 WA (+2), needs smartgoggles or optic
  +250
  SOF2
  IR
  As cyberoptic option
  200
  SOF2
  LowLite
  Negates darkness penalties
  150
  SOF2
  Gyro-stabilizer
  Halves movement penalties for self-bow
  100
  SOF2
  
  CYBERPUNK 2020 AMMO & ADD-ONS
  4.6
  Information © R.Talsorian Games Inc. All rights reserved. Last updated 25/11/98. node16@ajames.force9.net
  MELEE WEAPON ACCESSORIES
  Equipment
  Bonuses & Notes
  Cost
  Book
  Monomolecular Edges
  +1d6 damage, 1/3 soft SP, 2/3 hard SP
  5x
  PAC
  GUN CUSTOMIZATION (From Solo Of Fortune 2)
  Modification
  Bonuses & Notes
  Cost
  Diff.
  Time
  Custom Grip
  +1 WA Fastdraw, Snapshot
  0.3x
  Diff
  40min
  Adjustable Stock
  1 extra aiming turn, +1 WA Snapshot
  0.6x
  Diff
  2hrs
  Folding Stock; Rifle
  +1 Concealability, -1/-2 WA
  0.3x
  Aver
  1hr
  Stock; Pistol, Lt.SMG
  +0/+1 WA at Long & Extreme
  0.3x
  Aver
  1hr
  Solenoid Trigger
  +1 WA at Extreme, +10% weight
  1x
  Aver
  1hr
  Building Solenoid Trigger
  Replaces trigger with firing stud
  .5x
  Aver
  1hr
  Electric Trigger (CL)
  +1 WA at Extreme
  1x
  Aver
  1hr
  Electric Fire Ammo (CL)
  Modify 100 rounds for electric fire
  -
  Aver
  3hrs
  Barrel Chopping
  +1 Con, 1/2 range, +50% pattern
  0.3x
  Easy
  20min
  Chopping  Pistol, SMG
  -1 WA, 1/2 range
  0.3x
  Aver
  20min
  Cheap Barrel Chopping
  -2 WA, 1-2=jam, Fumble=explosion
  -
  NA
  10min
  Barrel Extension
  -1 Con, +25% range
  0.3x
  Easy
  30min
  Burst Fire
  -1 WA, -1 Rel, allows 3 round burst
  1.5x
  V.Diff
  3-6hrs
  Pure Auto Fire
  Fires 1/2 mag (max 30), WA: -1, -2 Rel
  1x
  Diff
  2hrs
  Selective Fire
  Single, 3rnd, or auto at -2 WA; -1 Rel
  2x
  V.Diff
  4-6hrs
  Heat Resistant Barrels
  Counteracts 1 level of Rel loss
  0.5x
  Aver
  40min
  Make Resistant Barrel
  Use Weaponsmith to manufacture
  0.2x
  Diff
  1hr
  Quality
  +1 Rel upto VR
  0.5x
  Compensation
  +1 ROF for semi-autos (ROF 1 or 2)
  0.4x
  Diff
  2hrs
  Electrothermal Enhance.
  +50% dam, range; +.5-1kg; cased only
  0.5x
  V.Diff
  Smartgun Modification
  +2 WA with Smartgun Link
  1x
  Smart Plate Modification
  For use with Smartgun2 SmartPlate
  0.2x
  Smart Glove Mod.
  For use with Smart Glove
  200eb
  Brass Catcher
  Soft or hard versions
  0.1x
  Easy
  10min
  Bayonet Lug
  Allows mounting of bayonet
  0.1x
  Easy
  10min
  Finishes
  Bonuses & Notes
  Cost
    - Standard
  Matte black, blued, nickel
  0x
    - Natural Colors
  Red, green, black, etc
  0.1x
    - Bowling Ball
  2 or more colors mixed together
  0.3x
    - Custom
  Chrome, pearlescent, camo, gloss colors
  1x
    - Neon Glow
  Iridescent light emitting finish
  1.5x
    - Printless
  Near Imp TECH to lift prints
  2x
  Magazines
  Bonuses & Notes
  Cost
  Extended Magazines
  upto 5x original capacity
  1eb/rnd (cased)
    - Over 2x
  -1 Con, -1 Rel, -1/-2 Snapshot
  .5eb/rnd (caseless)
    - Heavy Weapons
  2-3eb/rnd
  Notes: These prices are moderated by normal economic factors (quality, black market availability, etc).
  If the weapon is built to specification (by a weaponsmith with CADam and an autofactory for instance) the price modifiers are halved.
  
SOURCE: textdata/thevault/Cyberpunk/Unsorted/Cyberpunk 2020 Ammo & Add-Ons.pdf