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  I'll start with the basics. 
  Scarring. 
  A scar will let anyone see you've been in combat and know how to handle yourself. But who wants to go to 
  the trouble of getting hurt in combat or even attacking yourself with a knife or something. 
  Well all you need is a basic skin graft from your local ripperdoc. But they come at a cost (about 100 eb plus 
  surgery costs, cheaper on RealSkin®) but who can but a cost on a non-painful way of increasing your rep 
  (even if it is only a slight rep increase or an ATTR decrease. both are GM's call as is the HC). 
   
  The Mask 
  This is a bioware mod. Youve all probably seen the movie The Mask and now you too can have the attitude 
  and looks of him, and still look normal by day. the bioware is mostly composed of nanites. They change the 
  skin of your face at a mental command to a Mask (be it green or fluro pink, different colours are available, not 
  available for Gemini borgs, yet) they also slightly change your brain chemistry to reduce your inhibitions and 
  any nervousness. You know what you are doing but are on a slight high (which lasts around 6 hours) 
  Cost: 250eb HC: 1d6 
   
  Oww I've been shot! 
  Now we know that boosters will probably respect you more if you can shoot yourself in the leg without 
  flinching but what if you have a cyberleg. Well all you need is this option. 
  Basically it's a bag of fake blood attached to your leg inside some fake flesh with an armoured backing. (we 
  suggest low caliber weapons if your going to shoot yourself) or if you're prepared to pay a little more we can 
  do as they do in the movies and have an internal blast and the weapon firing blanks. 
  The system needs to be returned to the manufacturer for reloading and resealing (although you could try to do 
  it yourself) or you can buy the blood bags and replace one after using it. 
  Cost: 200 eb (300 eb for bioware version) (220/320 for internal blast versions) and HC is 1d6 (for both 
  (seeing blood after shooting yourself is both a scary and dehumanising experience, this only become 
  applicable when used)) and refill bags are 50 eb each (with blood included) and takes one option space. 
  Notes: good idea isn't it. shoot yourself and not have to go to hospital. Available in a bioware version too. Can 
  be placed on the leg (either leg, either side) or arm (ditto) or lower torso (either side). 
   
  Oops 
  This cyberhand is disguised as a normal flesh hand and works as a normal hand. Until that is you activate the 
  special options. Once activated the fingers will fall off at random moments when handling something 
  (anything). Great fun at parties. 
  Cost: 100 eb plus normal hand cost HC: 2 points plus normal hand costs (unless already taken out) 
  Note: the fingers can be reattached but don't try to pick anything up. 
  Best if used when having a quick change wrist. and a great trick to play on others (just swap this with their 
  normal hand) but make sure they can take the joke. 
  
   
  Mesh Face 
  But even better than scarring is to have the cybernetic titanium being seen through your flesh (like 
  fleshweave) but in this version we arn't talking about an arm or a leg we're talking about your face. yes this is 
  for those of you with a facial injury or an armor plated face. Imagine the shock value. now this isn't a low tech 
  mod this is just like having a skin graft attached to your face but a patchy one. underneath the skin and 
  through the holes the cybernetics are clearly visible (like the terminator when half the flesh face has been shot 
  off). 
  Notes: this system needs to have one option space nearby (either in the chest,arm or in the head for full borgs) 
  the cost is 350 eb and HC is 1d4. 
   
  Spitter 
  Now we all know that spitting aint cool but spitting with this is gross. It's more of a spray weapon than a 
  spitter and it's a full borg only option so that might help you get an idea of what it's like. 
  We start with installing a second stomach with a filter linked between it and the normal stomach (the filter 
  keeps the gross chunks out, removing it makes this really gross) and then we install a tube up the throat and to 
  the mouth (all concealed beneath the borgs armoured hide). Then a pump is added at the bottom of the tube (at 
  the bottom of the stomach) and voila. You can spray up to 3 metres (12 feet approx) away. The spray is 
  usually just liquids (ie water, beer, etc) but don't try this unless you're prepared for the consequenses. 
  Cost: 300eb (I think) HC: 1d6 
  Note: Make sure you have a drink before you use this. 
   
  Ooze 
  This thing is gross, very gross. But at least the effect is only on the user (unlike the Spitter). Only really usable 
  with a cyberarm utilizing RealSkin®. Takes 1 option space and lasts for days. 
  Cost: 200eb HC: 1d6+3 Notes: you know what it'll do. I don't wanna go into it. But cartridges last for 6 hours 
  and can be turned on and off at will. 
   
  Anchor-wire Cyberleg Option 
  This cyberleg option is a variant of Anchoring Cyberfeet (uses 2 spaces) which has anchoring spikes with 
  foldout spikes and a 20m monowire cable (very strong, can support a 'borg) 
  The anchoring spikes can penetrate anything up to 12SP. The lenght of wire spooled out is adjustable. 
  Notes: This interesting option was first used by a very talented cybertechie who, very publically, jumped off a 
  bridge (the anchor held into the surface and he swung under the bridge and held on underneath and was 
  hidden from view). This allowed the techie to gain himself a new identity and remove the threat of the 
  corporation from him.  It works like it says. If you don't believe us try it!  
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  The CCDAI is a variation of the 'borg AI document published by Joe Rowe on his homepage (the Cyberpunk 
  Software Archive) 
   
  How does a Dragoon squad work when using the combat crystal?, by collectivisation. So an AI controlling a 
  whole squad of borgs would work like the combat crystal. But what happens to the Borgs under heavy 
  military jamming? they don't work. So what about an AI that itself is part of the borg squad with a part of 
  itself in each borg. That's were the CCDAI comes in. 
  The AI is distributed across the Combat Crystal linked 'borg squad (hence CC) for maximum survivability, ie 
  each part of the squad holds part of the collective AI (hence D) and then enough of the AI memory is 
  available to rebuild it if any parts of it are destroyed. 
  The cost of each unit depends on the number of units and the complexity of the AI to be built (it is very rare 
  
  for an existing AI to be used but a lower level AI can be incorporated into the built AI, for a cost of course). 
  Skills added also effect the cost. 
  There are only two known in existance and they are both are under the control of TST personnel. This system 
  is only available from Total System Technologies 
   
  Notes: 
  The advantage of this system are very few compared to the standard 'borg controlling AI but what little 
  advantages there are are significant enough for some people. 
  But don't think it is the answer to all your 'borg problems, cause it could decide not to follow your orders (it is 
  an AI). 
  It should be noted that the AI will, and can, learn. That's how come the professor has the high stats. 
   
  The cost you ask. Well it's negotiated and depends on the programed the CCDAI is to have and the number of 
  parts it is to have. But you can expect it to cost excess of 60,000eb and have a minimum of 4 parts.  
  CCDAI based upon, and expansion thereof, the concept by Joe Rowe  
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  The 'borgs known to be used by the Professor include: 
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  There are also 2 converted biopods ready for incorporation into the Professor. 
  The solo known as Lucifer Crow has also been seen in the company of the Professor and it is assumed that he 
  has been in charge of the Professor on those occasions. 
  AquaJet 
  MEMO 
  TO: R&D Aquatic 
  FROM: Special Forces, Aquatic 
  After consideration and testing the AJ-04 'Arm Jet' has been found to 
  be satisfactory for a field test. 
   
  Have 6 of the systems ready for inclusion to the test pilots by 0500 
  tomorrow. 
   
  -Major *&$^#&%* (Encrypted for security reasons) 
   
  PS: i really hope this one works joseph, especially after the last 
  failure  
  recovered by unknown from defunct military aquatic operations center. 
   
  The AquaJet system, resurected thanks to current advancements in aquatic technologies, is a forearm system 
  for cyberarm equipped troops. A non-popup system the AquaJet is a aquatic propulsion system designed to 
  enhance swimming troops speed underwater. 
  Some have suggested that it is nothing more than a low powered rip off of the Aquarius FBC's swimmer 
  system but the manufacturer firmly denies this allegation. 
   
  The AquaJet will increase the swimmers MA by 5 while engaged and has the power to run fo 30 minutes on 
  it's own powersource. An external powersource could be connected to this system but an attempt has not yet 
  been made to do this. HC is 1D6 and the external section must be uncovered to use. It has an SDP of 12 and 
  an SP of 3. (a bullet or other projectile fired down the intake will do x1.5 damage to internal sections of this 
  system. above and beyond this is normal damage.) 
   
  This system is wetwired (but your limb may not be...)  
   
   
   
   
   
   
   
  
  I
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  ICARUS 
  CARUS 
  CARUS 
  CARUS B
  B
  B
  BRIDGE
  RIDGE
  RIDGE
  RIDGE     
   
    Bio-Link Interface  
  The Icarus Bridge is, basically, a complicated set of 
  interface plugs. 
  With some not so 
  standard options that you 
  won't find on of any other 
  set of plugs. 
   
  The complete system is 
  equal to 6 standard 
  interface plugs and has, 
  compared to standard 
  plugs, a ultra high 
  processing and 
  communication speed. 
   
  Due to their design the 
  Icarus Bridge plugs are 
  incompatable with standard plugs (unless a complicated, 
  and large, interface is used), but a standard plug can be 
  included in the system piggy-backed on the Icarus System 
  (see version numbers below). 
   
  The bridge also includes the complete set of links 
  (Cybermodem, Vehicle, Smartgun/Weapon, 
  Machine/Tech, and DataTerm Links).  
   
  A side effect of the system is that the user aquires a permanent reflex boost (similar to Kerenzikov 
  Boosterware) and a limited turn booster is available if requested (see 
  options below).  
  The system is not compact (requiring a whole limb for interfacing into 
  the target) but it was not designed to be so as the connection interface 
  into the target vehicle/system is designed to hold both the users body 
  as well as the link. But as the system is not recommended for any 
  vehicle smaller than a small car, or a bodyweight Cybermodem 
  system, the size of the system is not considered a drawback. 
   
  Another possible drawback is that the system is not compatable with 
  current cyberlimb technology which requires the user to have flesh 
  limbs or lose one section of the system (this is not recommended). 
   
  There is plans for a full body conversion version of the Icarus System 
  but this has not yet been developed.  
  ICARUS BRIDGE I 
   
  +1 REF, +1 control tasks, Icarus Interface Standard (Full Body)  
  Notes: The prototype system, it is still available on the open market.  
  Cost: 2500  
  HC: 3D6+3  
  
  ICARUS BRIDGE II 
   
  +2 REF, +2 control tasks, Icarus Interface Standard (Full Body)  
  Notes: The first of the current systems  
   
  Cost: 3000  
  HC: 3D6  
   
   
  ICARUS BRIDGE II.A 
   
  +2 REF, +2 control tasks, Icarus Interface Standard (Full 
  Body), 
  Standard Wrist Interface Plugs (piggy-back on Icarus 
  System)  
  Cost: 3500  
  HC: 3D6+2  
   
  ICARUS BRIDGE II.A.2 
   
  +2 REF, +2 control tasks, Icarus Interface Standard (Full 
  Body), 
  Standard Wrist Interface Plugs (piggy-back on Icarus 
  System), 
  Plughead (or other head mounted plugs) Interface Plugs.  
  Cost: 3700  
  HC: 3D6+3  
   
  ICARUS BRIDGE II.B 
   
  +2 REF, +2 control tasks, Icarus Interface Standard (Full 
  Body), 
  Livewire Wrist Interface Plugs (piggy-back on Icarus 
  System)  
  Cost: 3700  
  HC: 3D6+3  
   
  ICARUS BRIDGE II.B.2 
   
  +2 REF, +2 control tasks, Icarus Interface Standard (Full Body), 
  Livewire Wrist Interface Plugs (piggy-back on Icarus System), 
  Plughead Livewire Interface Plugs.  
  Cost: 3800  
  HC: 4D6  
   
   
   
   
   
  ICARUS BRIDGE III 
   
  +2 REF, +2 control tasks, Icarus Interface Standard (Full Body), 
  Wrist Interface Plugs (piggy-back on Icarus System), 
  Plughead Interface Plugs, Speedware(+1 iniative for 5 turns)  
  Cost: 4500  
  HC: 4D6+2 
   
  
   
   
  ICARUS BRIDGE III.A 
   
  +2 REF, +2 control tasks, Icarus Interface Standard (Full Body), 
  Wrist Interface Plugs (piggy-back on Icarus System), 
  Plughead Interface Plugs, Ankle Interface Pligs, 
  Speedware(+1 iniative for 5 turns)  
  Cost: 4700  
  HC: 4D6+3  
   
  ICARUS BRIDGE III.A.2  
  +2 REF, +2 control tasks, Icarus Interface Standard (Full Body), 
  Livewire Wrist Interface Plugs (piggy-back on Icarus System), 
  Livewire Plughead Interface Plugs, Livewire Ankle Interface Plugs, 
  Speedware(+1 iniative for 5 turns)  
  Cost: 4800  
  HC: 4D6+4  
   
   
  ICARUS BRIDGE IV 
   
  +2 REF, +2 control tasks, Icarus Interface Livewire (Full Body), 
  Livewire Wrist Interface Plugs (piggy-back on Icarus System), 
  Livewire Plughead Interface Plugs, Livewire Ankle Interface Plugs, 
  Speedware(+1 iniative for 5 turns), Tactile Boost, Olifactory Boost, 
  Pain Editor, Taste Boost.  
  Cost: 5000  
  HC: 5D6  
   
  ICARUS BRIDGE Interface 
   
  SDP: 30, SP(optional): 15, 1 vechilular space [over the space required for 
  the driver] 
  (available for PA soon). 
  Cost: 50,000 eb (over & above Cybernetic Linkage cost)  
   
  ICARUS CABLES 
   
  150eb per limb/section (6 sections for whole body) 
  800eb for full set of cables.  
   
   
   
   
   
   
   
   
   
   
  
  Cyberware from LOCK
  N
  LOAD 
      A Battlelords of the 23rd Century Sourcebook 
  Live-Eye (EyeStalk Actuation Coil) 
  There was once a debate between two cybertechies about the usefulness of the Vidcam Cyberfinger and 
  whether exposing the hand to us the vidcam was to much of a risk. By the end of the debate they both agreed 
  that it was and both went to see if they could design a better system that did the same job. Both came back 
  with the same idea. 
  And the LiveEye was born. 
  Consisting a specially built Cyberhand (can replace current cyberhand) the Live-Eye is part of the middle 
  finger (the thumb, index and other fingers are standard fngers, cyberfingers can be mounted) with the 
  actuation coil being extended throught this finger from its storage in the palm to a length of 30 centimetres. 
  The video input is then sent to a Kiroshi Video Imager or Times Square Plus display. 
  Passive IR (250eb) or Teleoptics X10 (275eb) can be installed. 
  HC: 2d6+2 
  Cost: 800 eb 
  Weapon Mount Hands 
  For many enhanced people the idea of installing a rifle or similar weapon in the place the forearm is not such 
  as difficult decision. After all you only loose one arm and in it's place you get a large weapon that you don't 
  need to unsling when you need it. But for some of us the need for both arms is vital, but the idea of mounting 
  a wepon is appealing. 
  Now you can have the best of both worlds. 
  The Weapon Mount Hand is an independant cyberhand mounted on the rifle, or other weapon, in the place of 
  an underslung secondary weapon. The hand is not as powerful as a standard hand (it hasn't got the backing of 
  a cyberarms strength, just it's stability) and takes getting used to (it's not exactly a standard hand) but it is 
  useful. 
  Cost: 300 eb 
  HC: 3 
  Notes: Although this is a standard hand (sort of) it cannot be used for firing an hand held weapon (ie rifle, 
  pistol, etc) but it can be used for carrying grenades and alike (note I said carry). Still It's better than nothing, 
  right?  
   
   
   
   
   
   
   
  
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  This armor is more suited to a full-body conversion than an add-on to a full 'borg but can be 
  obtained both ways (although some consider the 'borg to be too 'specialized' for general street 
  work, hence the armor only version is more popular).  
  The Solar Combat Armor is a specially constructed armor coating to the 'borg which is made specially heat resistant and fire 
  resistant (hence flamethrower immune). The Armor affords no extra protection in Stopping Power but the effect of a flaming borg 
  on opponents has been found to have a paralyzing effect on them. But the major drawback is that any gear being carried by this 
  'borg has to be specially treated so it does not burn up once the armor is activated. 
  One of the things this thing is very good at doing is getting the attention of any thermographic and infrared sensors when it is 
  activated as well as distorting the image any thermal optics the 'borg has. The recommended maximum use time is 10 minutes (for 
  cooling and reducing the number of fires started) with a cooldown period of 20 minutes (less if cooling system installed) and the 
  fuel supply is enough for over half an hour (45 minutes). 
  There is only one known currently in existence and has been used for assassination and booster 'control' in the Night City region. 
  But it assumed that a number of them are being constructed.  
  The armor system takes one option space in each limb (for the full body flame) (and is not suggested for Gemini or Battle Angel 
  'borgs) as well as 1 space in the torso and an ammo hopper dedicated to the system (although a flamethrower can be linked to the 
  hopper). A cooling system can be installed in the torso (1 option space) which reduces the cool down time by half. 
  The flame system takes 2 combat rounds to be activated (ie it will flame up the round after you decide to start it) and 2 to deactivate 
  (ie 4 rounds of flame minimum) 
  Lastly a word of warning. If the borgs armor is penetrated there is a 50% chance that the routing system to the flame points will be 
  breached and the borg will become an instant fireball (but won't be destroyed) and any other internal options in that limb will be 
  destroyed (or otherwise damaged and will have to be replaced) the flame can be turned off when this happens but it will take 2 
  combat rounds for the flames to die down and the system cannot be used again until repaired. 
   
  Cost: 10,000 (armor add-on, borg price below) 
  HC: 1D6 
   
  Coolant System: 5,000 HC: 4 
   
  Note: Any clothing and gear on the borg must be fire resistant or be burned up. 
  Special Note: Although the 10 minute recommendation is made for flame use the recommendation is made more so the 'borg doesn't 
  burn down the city (town, building). 15 minutes is the actual limit and the cooling system makes the limit unnecessary  
  
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  HUNTER SKELE-BORG  
  There is a new phase in the style of the average Full Body Conversion. The Skele-borg. These are the 'borgs that covet speed above 
  the strength that full conversion can only bring. And it seems that they are more frequent that you'd think. More and more 'borgs are 
  opting for this style over the 'bigger is better' attitude. 
  And now the first of the 'standard' Skeleborgs has been released, The Hunter Skele-'borg. While considered by some to be not a 
  'true' skeleborg it still fits into the style very well.  
   
  PHYSICAL STATS 
  REFLEX: 18  
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE: 18  
  M/Turn:  
  MPH  
  Jump (up):  
  (broad):  
  BODY: 10  
   
  Lift:  
  Throw:  
  Damage Mod:  
   
   
  HAND-TO-HAND 
  Punch:  
  Kick:  
  
  PHYSICAL STRUCTURE 
   
   
  HEAD 
   
   
  SP:  
   
   
  SDP: (disabled),  
  (destroyed) 
   
   
  Options (Optic): 4 & 4 
   
   
  Options (Audio): 8 
   
   
   
  TORSO 
   
   
  SP:  
   
   
  SDP:  
   
   
  Options: 1  
   
  RIGHT ARM W/HAND 
  LEFT ARM W/HAND 
  SP:  
  SP:  
  SDP:  
  SDP:  
  Options: 1  
  Options: 1  
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
  SP:  
  SP:  
  SDP:  
  SDP:  
  Options: 1  
  Options: 1  
  OPTION PACKAGES 
  Sensor Options:  
  None Installed 
  Weapon Subsystems:  
  None Installed 
  Other Options:  
  None Installed 
  TOTAL PACKAGE COSTS 
  Eurodollars:  
   
  Humanity Cost:  
   
   
  HELLION SKELE-BORG  
  This Skele-borg, the second in the line, demonic in appearance, was designed to make use 
  of all the possiblility of the skele-borg design (but only managed to make use of 50% of 
  the potential of this form). 
   
  This shell stands taller than most (over 3m in height) with four arms and a long prehensile 
  tail that is mainly used for balance (a design quirk means that MA is reduced in half when 
  tail is removed/destroyed, and also shell is constantly moving/swaying to stop from falling 
  over). The horns on the head are mainly for appearance but can be used when headbutting, 
  or ramming (like a bull). 
   
  Note: Legs are of the digitrade style.  
   
  
  PHYSICAL STATS 
  REFLEX: 18  
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE: 25  
  M/Turn:  
  MPH  
  Jump (up):  
  (broad):  
  BODY: 10  
   
  Lift:  
  Throw:  
  Damage Mod:  
   
   
  HAND-TO-HAND 
  Punch:  
  Kick:  
  PHYSICAL STRUCTURE 
   
   
  HEAD 
   
   
  SP: 20 
   
   
  SDP: 20 (disabled),  
  30 (destroyed) 
   
   
  Options (Optic): 4 & 4 plus 2 & 2 in chest 
   
   
  Options (Audio): 8 
   
   
   
  TORSO 
   
   
  SP: 25  
   
   
  SDP: 25/35  
   
   
  Options: 1  
   
  RIGHT ARM W/HAND 
  LEFT ARM W/HAND 
  SP: 20  
  SP: 20  
  SDP: 20/30  
  SDP: 20/30  
  Options: 2  
  Options: 2  
  SECONDARY RIGHT ARM W/HAND 
  SECONDARY LEFT ARM W/HAND 
  SP: 10  
  SP: 10  
  SDP: 15/25  
  SDP: 15/25  
  Options: 1  
  Options: 1  
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
  SP: 15  
  SP: 15  
  SDP: 15/25 
  SDP: 15/25 
  Options: 1  
  Options: 1  
  OPTION PACKAGES 
  Sensor Options:  
  None Installed 
  Weapon Subsystems:  
  None Installed 
  Other Options:  
  None Installed 
  TOTAL PACKAGE COSTS 
  Eurodollars: 60,000  
   
  Humanity Cost:  
   
   
   
  
  SKELE-BORG  
  Considered by some to be the only 'true' skeleborg this shell can only be utilised by a CCDAI or other AI control types (due to space 
  limitations).  
   
  PHYSICAL STATS 
  REFLEX:  
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE:  
  M/Turn:  
  MPH  
  Jump (up):  
  (broad):  
  BODY:  
   
  Lift:  
  Throw:  
  Damage Mod:  
   
   
  HAND-TO-HAND 
  Punch:  
  Kick:  
   
   
   
   
   
  PHYSICAL STRUCTURE 
   
  
   
  HEAD 
   
   
  SP:  
   
   
  SDP: (disabled),  
  (destroyed) 
   
   
  Options (Optic): &  
   
   
  Options (Audio):  
   
   
   
  TORSO 
   
   
  SP:  
   
   
  SDP:  
   
   
  Options:  
   
  RIGHT ARM W/HAND 
  LEFT ARM W/HAND 
  SP:  
  SP:  
  SDP:  
  SDP:  
  Options:  
  Options:  
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
  SP:  
  SP:  
  SDP:  
  SDP:  
  Options:  
  Options:  
  OPTION PACKAGES 
  Sensor Options:  
  Sensor names, description of sensor 
  Weapon Subsystems:  
  Weapons, weapon description  
  Other Options:  
  You get it yet?  
  TOTAL PACKAGE COSTS 
  Eurodollars:  
   
  Humanity Cost:  
   
   
   
  
  Smiling Jack SAMAS™ Full Body Conversion  
  Created first in the 
  SAMAS™ Full Body 
  Conversion line the Smiling 
  Jack is a light 'borg (similar 
  in capabilities to the alpha 
  class 'borg) with a 
  SAMAS™ flight unit 
  installed (named such as it 
  was designed especially for 
  the Arasaka SAMAS™ ). 
  Being a light borg it 
  manages to fully use the 
  capabilities of the 
  SAMAS™ flight system and 
  perform maneuvers that are 
  very unexpected. 
   
  The Smiling Jack has mini-
  missile launchers built into 
  the wings, a feature not 
  present in the Arasaka 
  SAMAS™. 
   
  The original naming of the 
  Smiling Jack was due to the 
  setup of the 'borgs head 
  which makes it look like it is 
  continually smiling. This 
  feature has been removed in 
  some production models and 
  changed by some after sale 
  modifications.  
  PHYSICAL STATS 
  REFLEX: 15  
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE: 10  
  M/Turn: 30m  
  MPH 20mph  
  Jump (up): 6m  
  (broad): 8m 
  BODY: 12  
   
  Lift: 480kg  
  Throw: 120m  
  Damage Mod: +4 
   
   
  HAND-TO-HAND 
  Punch: 1D6+8 
  Kick: 2D6+8 
  
  PHYSICAL STRUCTURE 
   
   
  HEAD 
  TORSO 
  SP: 30 
  SP: 30  
  SDP: 20 (disabled),  
  30 (destroyed) 
  SDP: 30/40  
  Options (Optic): 3 & 3 
  Options: 0  
  Options (Audio): 6 
   
   
  RIGHT ARM W/HAND 
  LEFT ARM W/HAND 
  SP: 30  
  SP: 30  
  SDP: 20/30  
  SDP: 20/30  
  Options: 1  
  Options: 1  
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
  SP: 30  
  SP: 30  
  SDP: 20/30 
  SDP: 20/30 
  Options: 0  
  Options: 0  
  OPTION PACKAGES 
  Sensor Options:  
  Interferometry System (10x magnification, both microscopic and telescopic at all times), OptiShield with 
  Times Square Plus, Time/Day Display & Low Lite, Military Radio (with band-jumping, burst transmission, 
  IFF and scrambler functions, 500km range), Sound Editing, Enhanced Hearing Range, CybermatrixTM 
  Reactive Body Plating.  
  Weapon Subsystems:  
  LimbLinkTM in arms & to MML,  
  Mini-Missile Launch Tubes in wings 
  HVY +2 L P 4D6 (MICROMISSILE) 6 1/2/3/6 ST 200m  
  Other Options:  
  Gyro-Stabillizer, LiveWires (wrist), EMP Shielding, Climbers (can dig into solid materials to aid climbing +2 
  to Climbing tasks, also +4 damage in melee combat), SAMAS™ Flight Unit, Ambidexterity Sub-processor.  
  TOTAL PACKAGE COSTS 
  Eurodollars: 100,000  
   
  Humanity Cost: 18D6+2  
   
   
   
  Super SAMAS™ Full Body Conversion  
  Designed to use the same 
  flight system as the Arasaka 
  SAMAS™ (see The 
  BlackHammer Project) The 
  Super_SAMAS™ Full 
  Body Conversion is also an 
  ARASAKA creation but 
  was not put into production 
  by the Ara's (alleged control 
  problems). 
  There has been some 
  difficulties found by some 
  users when they load up 
  
  their SAMAS™ shell only to discover that they cannot fly because they 
  are overweight (this is one of the reasons that Arasaka did not produce 
  this shell) but the addition of extra jump jets in the legs (which 
  effectively removes any leg option spaces) will help towards alleviating 
  this problem (Note: towards not completely). 
   
  The Super_SAMAS™ is equipped with two single-space weapon 
  mounts, over-the-shoulder connected to flight pack, fore-arm single-
  space cyberweapons, and three large forearm mounted blades, used for 
  cutting down enemy infantry. 
  The Super_SAMAS™ is is ideal for engaging with AV's, helicopters, 
  Powered Armor and troops. When dispatched in squads they are 
  virtually unmatched when engaging with flight-capable PA but is not 
  equipped to handle vehicles that travel faster that Mach 1. 
  In addition to it's onboard weapons the Super_SAMAS™ can use any 
  standard 'borg portable weaponry, with weight considerations effecting 
  the choice. 
   
  The Super_SAMAS™ is the second of the SAMAS™ Full Body 
  Conversion line.  
  PHYSICAL STATS 
  REFLEX: 15  
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE: 10  
  M/Turn: 30m  
  MPH 20mph  
  Jump (up): 6m  
  (broad): 8m 
  BODY: 20 *16* 
   
  Lift: 800kg 
  Throw: 200m 
  Damage Mod: +8 
   
   
  HAND-TO-HAND 
  Punch: 1D6+8 
  Kick: 2D6+8 
  PHYSICAL STRUCTURE 
   
   
  HEAD 
   
   
  SP: 40 
   
   
  SDP: 40 (disabled),  
  50 (destroyed) 
   
   
  Options (Optic): 3 & 3 
   
   
  Options (Audio): 6 
   
   
   
  TORSO 
   
   
  SP: 40  
   
   
  SDP: 50/60  
   
   
  Options: 0  
   
  RIGHT ARM W/HAND 
  LEFT ARM W/HAND 
  SP: 40  
  SP: 40  
  SDP: 40/50  
  SDP: 40/50  
  Options: 1  
  Options: 1  
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
  SP: 40  
  SP: 40  
  SDP: 40/50 
  SDP: 40/50 
  Options: 0  
  Options: 0  
   
  
  OPTION PACKAGES 
  Sensor Options:  
  Interferometry System (10x magnification, both microscopic and telescopic at all times), OptiShield with Times Square Plus, 
  Time/Day Display & Low Lite, Military Radio (with band-jumping, burst transmission, IFF and scrambler functions, 500km range), 
  Sound Editing, Enhanced Hearing Range, CybermatrixTM Reactive Body Plating.  
  Weapon Subsystems:  
    ForeArm Blades: Large Blades mounted on the forearms of the borg, used in sweeping motions for hand-to-hand attacks when 
  flying past targets. 
    Over-the-shoulder Weapons: Mounted over the shoulder these 1-space mounts have LimbLinkTM installed for greated accuracy. 
    Arms: The Arms have LimbLinkTM installed standard.  
  Other Options:  
  SAMAS™ Flight System, Jet Boosters (legs)  
  TOTAL PACKAGE COSTS 
  Eurodollars: 150,000  
   
  Humanity Cost: 19D6  
   
   
   
   
  
  Special Forces SAMAS™ Full_Body_Conversion 
  When the design specifications for the Smiling 
  Jack SAMAS™ were released an unnamed 
  company requested a SAMAS™ borg with 
  Special Forces deployment in mind. The result 
  is the Special Forces SAMAS™ , also known 
  as the SF-SAMAS™ and Dead-'Borg. The 
  original request and the end product differ 
  slightly, as the end result is more like a panzer-
  shell that any other type, but it still 
  comfortably fits into the criteria on the request 
  list.  
  After the release of this 'borg there was an 
  attack on what was the alternate site for the 
  SAMAS™ 'borg research labs which shut 
  down all current construction of SAMAS™ 
  'borgs (but that doesn't mean that there aren't 
  more SAMAS™ 'borg designed, and it doesn't 
  mean there are either :-) it just means there 
  isn't any more research being done currently).  
  PHYSICAL STATS 
  REFLEX: 15  
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE: 15  
  M/Turn: 45m  
  MPH 40m  
  Jump (up): 6m  
  (broad): 11m  
  BODY: 14  
   
  Lift: 560kg  
  Throw: 140m  
  Damage Mod: +6 
   
   
  
  HAND-TO-HAND 
  Punch: 1D6+6  
  Kick: 2D6+6 
  PHYSICAL STRUCTURE 
   
   
  HEAD 
   
   
  SP: 30 
   
   
  SDP: 25 (disabled),  
  35 (destroyed) 
   
   
  Options (Optic): 3 & 3 
   
   
  Options (Audio): 6 
   
   
   
  TORSO 
   
   
  SP: 30  
   
   
  SDP: 35/45  
   
   
  Options: 0  
   
  RIGHT ARM W/HAND 
  LEFT ARM W/HAND 
  SP: 30  
  SP: 30  
  SDP: 25/35  
  SDP: 25/35  
  Options: 0  
  Options: 0  
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
  SP: 30  
  SP: 30  
  SDP: 25/35  
  SDP: 25/35  
  Options: 0  
  Options: 0  
  OPTION PACKAGES 
  Sensor Options:  
  RASER Scanner (mounted in chest), Interferometry System (10x magnification, both microscopic and 
  telescopic at all times), OptiShield with Times Square Plus, Time/Day Display & Low Lite, Military Radio 
  (with band-jumping, burst transmission, IFF and scrambler functions, 500km range), Sound Editing, 
  Enhanced Hearing Range, CybermatrixTM Reactive Body Plating.  
  Weapon Subsystems:  
  6 Shoulder mounted MML Launch Tubes (3 per shoulder), usually HE MML. 
  6 Wing mounted MML Launch Tubes (3 per upper wing) 
  HVY +2 L P 4D6 (MICROMISSILE) 6 1/2/3/6 ST 200m  
  Wrist Racate (each arm) 
  Knee & Foot Spikes  
  Other Options:  
  Gyro-Stabillizer, LiveWires (wrist), EMP Shielding, Climbers (can dig into solid materials to aid climbing +2 
  to Climbing tasks, also +4 damage in melee combat), SAMAS™ Flight Unit, Ambidexterity Sub-processor. 
  Variable Spectrum Spotlight (mounted in chest) SAMAS™ Flight Unit  
  TOTAL PACKAGE COSTS 
  Eurodollars: 140,000  
   
  Humanity Cost: 19D6  
   
   
   
  
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  Heavy Machine  
  Full Body Conversion 
   
    A full body conversion, very similar to the alpha type, with a cosmetic head and 
  armored body, and some little extra's, allowing the borg, with correctly designed 
  clothing, to seem at least partially human during it's 'down-time'. 
  The primary use of this design is for allowing the borg to seem human at first glance 
  from security personnel and people walking down the street, allowing it a small 
  degree of stealth in non-combat situations.  
   
  HEAVY MACHINE PHYSICAL STATS 
  REFLEX: 10 
   
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE: 10 
   
  M/Turn: 30m 
  MPH 20mph 
  Jump (up): 6m 
  (broad): 8m 
  BODY: 12 
   
  Lift: 480kg 
  Throw: 120m 
  Damage Mod: +4 
   
   
  HAND-TO-HAND 
  Punch: 1D6+4 
  Kick: 2D6+4 
  PHYSICAL STRUCTURE 
   
   
  HEAD 
   
   
  SP: 25 
   
   
  SDP: 20 (disabled),  
  30 (destroyed) 
   
   
  Options (Optic): 4 & 4 
   
   
  Options (Audio): 6 
   
   
  TORSO 
   
   
   
  SP: 25 
   
   
   
  SDP: 30/40 
   
   
   
  Options: 4 
   
   
  RIGHT ARM W/HAND 
  LEFT ARM 
  W/HAND 
   
  SP: 25 
  SP: 25 
   
  SDP: 20/30 
  SDP: 20/30 
   
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
   
  SP: 25 
  SP: 25 
   
  SDP: 20/30 
  SDP: 20/30 
   
  OPTION PACKAGES 
   
  Sensor Options: None Installed 
   
   
  Weapon Subsystems: None Installed 
   
   
  Other Options: Humiguise head stylisation (custom to 
  each borg)  
   
   
  TOTAL PACKAGE COSTS 
   
  Eurodollars: 45 000 
   
   
  Humanity Cost: 16D6 
   
   
   
  
  WHITE TIGER SHOCKTROOPER 
  Colored usually white or dark grey with black tiger stripes as design accents, the White Tiger Full Body 
  Conversion is well suited to the cold weather environment (ie snow). It is roughly humanoid shaped but big 
  and husky with broad, armored shoulders, a barrel chest, thin waist and short, powerful, thick legs. 
  The Hands and toes are clawed, adding to the hand-to-hand capabilities, and a number of inconspicious and 
  concealed weapons (not installed at time of sale) add to the firepower of the weapons carried. 
  The left arm has three retractable cyberwhips with bladed tips and taser shock options that fries whatever 
  they grab/entangle. Or they can be used as an electrified, slashing, whip. 
  Designed originally as a non-urban environment FBC the White Tiger has listed by a number of urban 
  groups as their number one 'want' item with large rewards being posted for the delivery of one such FBC. 
  PHYSICAL STATS 
  REFLEX: 15 
  ATTRACTIVENESS: NA 
   
  MOVEMENT ALLOWANCE: 10 
  M/Turn: 30m 
  MPH 20 mph 
  Jump (up): 3 
  (broad): 8 
  BODY: 15 
   
  Lift: 600kg 
  Throw: 150m 
  Damage Mod: +8 
   
   
  HAND-TO-HAND 
  Punch: 
  1D6+8 
  Kick: 2D6+8 
  PHYSICAL STRUCTURE 
   
   
  HEAD 
  TORSO 
  SP: 30 
  SP: 30 
  SDP: 30 (disabled),   
  40 (destroyed) 
  SDP: 40/50 
  Options (Optic): 4 & 4 
  Options: 3 
  Options (Audio): 4 
   
   
  RIGHT ARM W/HAND 
  LEFT ARM W/HAND 
  SP: 30 
  SP: 30 
  SDP: 30/40 
  SDP: 30/40 
  Options: 2 
  Options: 1 
  RIGHT LEG W/FOOT 
  LEFT LEG W/FOOT 
  SP: 30 
  SP: 30 
  SDP: 30/40 
  SDP: 30/40 
  Options: 2 
  Options: 2 
  OPTION PACKAGES 
  Weapon Subsystems:  
  Ripper hand (L & R), Electro Cyberwhip, Claw Feet  
  Melee 0 - - 1D6+8 3 3 ST 3m 
  Other Options:  
  Environmental Assimilation System, Shielding, Chipware Socket, Ambidexterity Sub-processor, IR Thermal Dam, R Arm Quick 
  Change Mount 
  TOTAL PACKAGE COSTS 
  Eurodollars: 41000 
   
  Humanity Cost: 16D6 
   
   
  
  Mantis Shocktrooper 
  Full Body Conversion  
  More shock than trooper the Mantis has been designed by experts (most commonly refered to as 'drips under pressure') for the use 
  as part of psychological warfare. 
  The Mantis has this value as it is capable of concealing itself in locations not commonly checked by most troops.  
   
  PHYSICAL STATS 
   
   
     
  REFLEX:  
   
   
     
  ATTRACTIVENESS: NA 
   
   
   
     
  MOVEMENT ALLOWANCE:  
   
   
     
  M/Turn:  
  MPH  
   
   
     
  Jump (up):  
  (broad):  
   
   
     
  BODY:  
   
   
   
     
  Lift:  
  Throw:  
   
   
     
  Damage Mod:  
   
   
   
   
     
   
  HAND-TO-HAND 
   
     
  Punch:  
  Kick:  
   
   
     
  PHYSICAL STRUCTURE 
   
   
   
     
   
  HEAD 
   
   
   
   
     
  SP:  
   
   
   
   
     
  SDP: (disabled),  
  (destroyed) 
   
   
   
   
     
  Options 
  (Optic): &  
   
   
   
   
     
  Options 
  (Audio):  
   
   
   
   
     
   
  TORSO 
   
   
   
     
   
  SP:  
   
   
   
     
   
  SDP:  
   
   
   
     
   
  Options:  
   
   
   
     
  RIGHT ARM W/HAND 
   
  LEFT ARM 
  W/HAND 
   
     
  SP:  
  SP:  
   
   
     
  SDP:  
  SDP:  
   
   
     
  Options:  
  Options:  
   
   
     
  RIGHT LEG W/FOOT 
   
  LEFT LEG 
  W/FOOT 
   
     
  SP:  
  SP:  
   
   
     
  SDP:  
  SDP:  
   
   
     
  Options:  
  Options:  
   
   
     
   
  OPTION PACKAGES 
   
     
   
  Sensor Options:  
   
     
   
  Sensor names, description of sensor 
   
     
   
  Weapon Subsystems:  
   
     
   
  Weapons, weapon description  
   
     
   
  Other Options:  
   
     
   
  You get it yet?  
   
     
   
  TOTAL PACKAGE COSTS 
   
     
  Eurodollars:  
   
   
   
     
  Humanity Cost:  
   
   
   
     
  
   
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  Hip Mechanical Arm Mounts 
  Originally built for the mounting of extra weapons on a combat 'borg, these mounts are more often used for secondary devices 
  (optics, audio, or simply carry bags). But this shouldn't stop you from getting them. They are considered to be the most useful 
  cyber-option ever by some users and the most insane by others these mounts hold 2 spaces of cybernetics options and cost so little. 
  Hip mounts are bought essentially 'stripped' and customised to the users requirements and taste. Many customisations are now 
  possible and experience has shown that weapon mounts are not as useful as the equipment and other secondary purpose uses. 
  Currently TST can supply and install the following versions of the hip mounts:  
  • 
  Pistol Holster (size unspecified) 
  • 
  CCPL secondary powerpack 
  • 
  Laser 
  • 
  Grenade Rack (x4) 
  • 
  Ammunition Holdall (x4 reloads) 
  (Note: Prices for the above options vary, contact TST for specific prices (or your GM)) 
  3 weeks after the original version was placed on the market copies started appearing for non-CCPL 'borgs which included a CCPL 
  power pack on one mount and the laser (or another 'upgraded' laser) on the other mount. The company originally marketing the 
  mounts was removed from the corporate playing field when their headquarters were destroyed in a large explosion (along with over 
  98% of their personel).  
  Due to original design inadequatcies the mounts are unable to have weapons above Pistols mounted for firing, or a weight above 
  56kg placed upon them. They are also prone to break if large amounts of stress are placed upon them (don't use them for a martial 
  arts hold)[exact levels GM's call]. 
  There is a version capable of mounting heavy weapons in in development but it is a number of years away from becoming viable.  
   
  The original version was a tri-barreled laser weapon specially built for the mounting arms (which themselves were built for a laser 
  weapon [no recoil]). Unfortunately for the first buyers the lasers didn't pack much of a punch so they were discarded fairly quickly. 
  Information for this weapon in below  
  Hip lasers 
  Two tri-barreled lasers mounted on mechanical arms connected to a borg's hips may be disorienting to opponents but isn't that the 
  point on the street, to win the battle any by any means foul or fair. 
  But these weapons are specially built for 'borgs as the mounts need to be attached to a 'borg chassis for proper control and those 
  'borgs utilizing the CCPL 'Cybersteroids' System will find that the CCPL power packs are perfectly suited to increasing the firing 
  capacity of this weapon to almost unlimited shots (dependant on power available from CCPL Power Pack). 
  But many ask 'Why a tri-barrel?'. Well, it was discovered that a laser with a lower maximum power shot available was infinitely 
  more reliable than a standard laser and to keep the damage in an operational threat zone the tri-barrel version was created. 
  While the look of the weapon may put off many potential users we anticipate this weapon system will be very popular with many 
  people. 
  Mounts have an SDP of 25 and can be armoured, for a fee, up to SP10.  
  Hip Laser EX +1 - - 2d6 (laser) per laser fired 
  - 3 VR 100m 
   HC: 
  1d6 per mount  
   Cost: 1,500eb per mount 
   
  'Borg Buster  
  This particular nasty weapon system is built for the borgs who hunt borgs (the canned meat canners if you prefer). It uses a not quite 
  standard ammo hopper as part of the weapon system. The ammohopper holds 2 reloads for a HLAW (note HLAW) which is fired 
  from a retractable over-the-shoulder HLAW mount (which holds a third HLAW round). 
  There is no way on earth (or in orbit) that anyone who isn't Military, Corporate-Military, or C-SWAT will be able to get one of 
  these legally (and impossible illegaly). In fact many of those who have seen it in action suggest it be only used in military actions 
  (which makes it perfect for use in Shockwave, or so I'm told) and the worst combat zones. But it's nothing if not deadly accurate 
  (WA +2, smartlinked).  
  HLAW +2 smart - R 11D10AP HEAT 4 (+1 in launcher) 2 per round, 
  6 for ammo pack) 
  VR 
  Range 100m,  
  4m burst radius 
  HC: *3* 
  Cost: 4,000 eb (800 per reload) 
  Note: Ammo Hopper is part of this system & cannot be used for other weapons 
  
  Note: this is the ultmate weapon to be used by GM's to combat that lovely borg a PC has aquired. 
   
   
  CyberEmp Humanity recovery system 
  The CyberEmp (also known as EmpDoc and BorgEmp) is a very rare and very (very) expensive procedure. The subject is confined 
  to a compound in Europe and has little contact with the outside world during the period of the procedure. am minimum of 6 months 
  is spent in the facility and over 1 million eurodollars (on top of 'borg expenses) but 12 months us usually spent in the facility. The 
  whole system is geared to minimizing the amount of HC to the subject by slowly transferring their view of themself from a 'normal' 
  human to a borg. For 6 months spent in the facility 60% of the expected Humanty Loss is countered and this increases for time spent 
  there. The system consists of two wrist units, a neck and a head unit which are all connected to one of the sixteen high level AI's 
  which control the process. 
   
  The process is a slow one due to the way that it works. The surgery on the subject is done in the first week and the control units are 
  added at this time. Over the next few months the system slowly adjusts the patients view on the world until they accept themselves 
  as a full-body conversion. Daily psych tests and weekly analysis is standard and all staff are trained to treat each patient as their 
  system is acknowledging them to be (staff are briefed daily). The controlling units reduce the levels of the subjects REF, BOD, MA, 
  etc to their pre-borg ranges and slowly increses the control over it until the subject has accepted themselves as a borg. 
  Notes: The cost is 150,000eb per month spent in the facility and time spent is calculated from the amount of HC loss to be 
  countered. 60% - 1D6+6 months, 70% - 1D6+11 months. The is a limited size storage area at the facility with room for one vehicle 
  and 1 shipping container worth of gear per patient. There is no charge for the storage. Minimum charge for stay is 1 million 
  eurodollars. The system changes the view the subject has of themselves to the level of change they are at (ie 1st month - normal 
  human, last month - full borg). 
   
  The success of the system can be shown by the fact that it is the only facility to convert subjects to a Dragoon and a Spyder full-
  body conversion and having both the subjects keep their sanity, reasonable empathy and, more so in the case of the Dragoon, their 
  free will.  
   
  Oxygen Battery Recharger 
  Originally developed for the cold vacuum of space this system is now available for aquatic use (although still usable in space). The 
  system recharges the shell's internal oxygen battery, slightly modified of course, making the time a borg can spend underwater, or 
  inside that hazardous contaminated environment, even longer.  
  Available only at specialist Full Body Replacement outlets.  
   
  Spare battery tanks available at speciality diving stores and borg cybernetic outlets. 
   
  Notes: The extra batteries hold 10 hours of oxygen and transfer to the borgs's internal battery in 10 minutes and can only be 
  transferred in full. The original internal battery must be repalced with a specially rebuilt version (paid for in cost below, replacement 
  takes 2 hours, CR operation, biosystem must be disconnected from body) which allows for the recharging to be accomplished. The 
  amount of oxygen available is reduced to 14 hours but is worth it when taking into account that a total of 64 hours can be spent 
  outside of an oxygenated habitat. Overfilling the internal battery can cause it to "explode," (1 in 10 chance. Biosystem has no 
  oxygen being added and you can die. get thee to a hospital with cyber-surgeons or borg docs within 10 mins for any chance of 
  survival (shell will collapse or freeze after 8 mins) Lose 1 point of INT for every minute over 6 that biosystem is without oxygen 
  being added to system. After 15 mins without oxygen biosystem is dead - no chance of recovery [40 emergency medical roll to 
  recover] critical emergency surgery and oxygen battery must be replaced (it blew up remember) but in most cases it will simply 
  loose all the oxygen in all batteries concerned (except for a 5 minute reserve in the borg. see above for what happens once this runs 
  out). The connection point on the borg is usually on the lower torso at one side but can be, potentially, anywhere on the torso. The 
  spare batteries are a similar size to SCUBA and FLUBA tanks but are in no way compatable with those systems. 
  Cost: 2000eb HC: 1D6  
  Oxygen Battery (tank): 300eb (refill): 100eb. 
   
  Stylization Options for Full Body Conversions 
  Stylization. Doesn't give you a lot of information does it? Sure you are told that it individualises the borg but how? Where does it 
  start? Where does it finish? How much does it cost? (varies, yeah and so does the GM's mood) Well TST hope to reduce your 
  confusion with the release of the Beast 'Borg stylization line. For a set fee (yes we do tell you how much) we will stylize your shell 
  in an animalistic style that you select from our large library. 
   
  The modifications can be as limited or extensive as you like. From as simple as a face mask colorisation to a complete shell rebuild 
  (stat changes no included). 
  
   
  Contact TST today and discover your animal style. 
  Note: shell rebuilds in no way affect the stats of a borg shell. Stat change can be done at this time but at an extra 10% cost over 
  standard costs. 
   
  Also note that this is only a guide. Final cost is up to the GM.  
  Face Mask  
  Primary Color Paint  
  50eb 
   
  Complex Multicolored Design  
  600eb 
  Head & Hand color  
  Primary Color  
  300eb 
   
  Complex Design/Many Colored 
  1,000eb 
  Upper-Body Colorisation Primary Color Paint  
  500eb 
   
  Complex Design/Many Colored 
  1,600eb 
  Full Body Colorisation  
  Primary Color Paint  
  700eb 
   
  Complex Design/Many Colored 
  1,900eb 
  Head & Hand Rebuild  
  Basic  
  700eb 
   
  Complex Design  
  1,400eb 
  Upper-Body Rebuild  
  Basic  
  800eb 
   
  Complex  
  2,000eb EG Croc Head on torso, Reptillian Arms, Head Color 1,700eb 
  Full Body Rebuild  
  Complex  
  2,500eb  
  Note: I was channel surfing one afternoon and saw Beast Wars® and thought that a borg would look good 
  rebuilt like one of them. See Beast Wars® for some examples.  
   
   
  Humiguise 
  The cry has been 'if you want to look human, get a Gemini' for a while now, but that is soon to change. It will now be 'look human?, 
  get Humiguise'. 
   
  Humiguise is a system which allows a 'borg to look human but unlike other systems it doesn't mean your shell won't be able to work 
  as normal. 
   
  The system works differently systems by not concentration on concealing the whole 'borg but working on subsections. This system 
  works on the Head & neck, and/or hands. The Shell is required as this is not a off-the-shelf option. It should also be noted that this 
  system is not an armor and is not a heavy duty sytem and tears are possible in it (Get enough tears, damage, and you might look like 
  the Terminator®) [after all it's only synthskin]. 
   
  Awareness 22 to spot ('borg size can effect this) with distance to spot as normal. 
   
  Cost: 1,000 eb (replacement 800eb)       HC: 0 
  Full body and custom Humiguise also available. 
   
   
  Frame Reinforcement 
  Every so often a 'borg comes to us for a frame upgrade 'cause they want to mount a bigger/more effective/higher recoil weapon. 
  Why?, we ask ourselves, when a frame reinforcement would do the same job with the same effectiveness. Then the answer was 
  found, because no-one provided the re-inforcement. So we decided to do it. 
          e.g. a torso upgrade would allow a 4-space weapon/somthing to be mounted from the shoulder. 
  Cost: 3/4 rds (three quarters, 75%) of the cost of the frame (SDP) upgrade. (Hey we didn't say it would be cheap) 
  HC: ??? (ask your GM, personally I'd make it the same)  
  An example of this upgrade/re-inforcement is the installation of a 20MM Vulcan cannon 
  (canibalised from an auto-gyro) from the right shoulder of a 'borg (Note: this includes a 
  ammunition drum) without structural damage to the 'borg) 
   
   
   
  
   
   
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  Now available the new and improved Full Body Conversion Flight Unit (the original was recalled after a design fault was detected) 
  which is now a completely different design to the original. Now, instead of the twin small underpowered jet engines, you have a 
  choice of twin rotors, counter-rotating single stalk rotors or twin turbine engines (combat proven designs them all). 
   
  BFU-2ti 
  Originally created from a canabilised Combat Tiltrotor Remote, this version is the only with arnaments as standard. 
  Utilising twin rotors this Flight Unit was the first of the current line. 
  SDP 25  SP 5  Top Speed 150/50 mph  50 mile range 
  Weapons 12.7mm Chaingun (or 1 space)  
   
  BFU-2tt 
  Created fram a disabled Bell-Boeing Aircar the original of this version was quite sucessful prompting production. The 
  engines of this version are set out similarly to the BFU-2ti 
  SDP 30  SP 8  Top Speed 160/50 mph  50 mile range ACC/DEC 15/20 
  BFU-2tc 
  Also a 'combat modification', this version from a Bell Bumblebee' Remote Rotocraft, this version was the most favoured of 
  those tested by out testing borg.  
  SDP 25  SP 6  Top Speed 70 mph  70 mile range 
  It should be noted that All systems are designed for the borg to be left in the standing position during takeoff/landing and only the 
  first 2 systems designed to fly at great speed with the borg horizontal (the first number for those systems). All systems are also 
  equipped with explosive bolt escape systems to ditch a damaged Flight Unit. 
  A Pilot skill is also required to use these systems competently (a single chipslot is built into all designs)  
   
   
  Gear for Full Body Replacements 
  Dragon Metalgear 
  Metalgear is good, for the average street solo, but for borgs it isn't. It doesn't sit right, give enough protection, or even allow for your 
  shells weaponry. TST is now offering, for Full Conversions only, Dragon Metalgear. The only armor made especially for borgs. 
  Available in SP50, 55, and SP60 only. Helmet not included.  
  Notes: Dragon Metalgear is an advanced, borg only, version of SmartArmor specially modified to allow the free movement of the 
  cyborg body with the minimum of encumberance and also allow the use of the cyborgs internal body weaponry, without sacrificing 
  the effectiveness of the armor. 
  Armor has to be specially modified for it's owner and incurs a triple EV on 
  other users in different shells. Armor cannot be made to fit multiple shells. 
  Shell must have interface plugs to use armor. 
  If BOD is below 12 a double EV is incured (borgs and fleshies alike) 
  SP 
  50 
  55 
  60 
  EV 
  -2 
  -2 
  -3 
  Cost 
  2,000 
  3,000 
  4,000 
  Armor must be linked to user or double EV 
   
   
   
   
   
   
   
   
   
   
  
  VEHICLES 
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  Imagine a train transferred onto the road. Then you might just have an idea what on of these looks like.  The truck itself is a 
  derivative of the Mac II "Monster" (it's a derivative as it's almost totally rebuilt) and it can handle up to 12 trailers (10 purely cargo, 
  1 extra fuel and outrider vehicle and 1 defensive trailer).  More advanced versions are to be released by the TST Corporation.  Most 
  of the really costly elements of the system have been developed by TST after they acquired the rights to manufacture of the vehicle. 
  TST intends to sell the vehicle in a modular form.  
  The modules are:  
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  All Fuel Tanks are placed under a minimum of SP60. The purchase of a 
  complete system will also make the buyer eligible to receive two cargo forklifts which can fit beneath the flatbed on the trailers. All 
  vehicles described below also incorporate the controlling components that help the SRT to work.  All section of the vehicle can have 
  polycote added if the buyer so desires (for an extra cost).  
  The Maximum configuration is normally set out as: 
  Primary Rig, 2x Cargo Trailer (with wheels set rearward), normal Cargo Trailer (with link to SRig), 
  Secondary Rig, Fuel Tanker (combo or not), Cargo Trailer (WsR), Cargo Trailer (SrL), 
  Secondary Rig, 2x Cargo Trailer (Wsr), Cargo Trailer (SrL), 
  Secondary Rig, 2x Cargo Trailer, Rear Defense Trailer. 
  BTW for those of you who don't know SRT stands for "Super Road Train".  
  TECHNICAL DATA    
  Primary Tractor/Rig  
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  Special Equipment:  
  Military Radio w/scrambler, Shooter Security System, Weapon Hatch, Radar, Radar ID, Radar Detector, Radar Rangefinder, 
  Sonics, Military Nav System, Bed, Mini-Galley, Environment Control, IR Baffling, Cellular Phone, Crash Control, Damage 
  Control, RAM, Life Support (8 Man Hours), AGAMS, Smoke, Laser Communicator, Cybernetic Linkage, AP Grenade Charges, 
  ECM, Vidcam (x3), Image Enhancement, Infrared, Thermograph, Ultraviolet, SP30 Window Armor, Puncture Proof Tyres (SP 20-
  military style), Off Road Capability, Auto-pilot, Halogen/Infra-Red/UltraViolet Headlights. There is a radio/CCD booster in the rear 
  defense trailer as well as a Satellite Uplink Device which can be accessed by the driver or any another person on the SRT.   
  Onboard computer has INT 6, 100 MU storage bank, 48 hour backup power (recharges from rolling tyres), cyber control, powerstrip 
  2020, smartstrip, holovid driver, modem, chipreader, Navigation map Database. When the train is linked the `puter can be accessed 
  by the smaller computers in the other rigs. It is also Cybermodem connectable.  The Cybermodem which is available with this 
  package has a speed of +4, DataWalls of 10 a 100 MU of memory and also comes with a Chipreader, Extra Batteries, ZetaTech 
  Diagnet, EBM 99080 'MUSE' and is fully Cellular Capable or can be used cellularly through the Radio/Cellular Setup incorporated 
  in the vehicle (connection stuffups reduced due to the booster).  
  Weapons:  
  2x 30mm AutoCannons in separate Turrets with 10 reloads each,  
  LATGM - 7 missiles. 
  The physical layout of the main Rig has the driver in the center of the vehicle and slightly ahead of the weapons officer. The 
  weapons officer sits to the left and slightly behind the driver. On the right is the first passenger who can also double as a net security 
  person. The second passenger sits directly behind the driver. Directly to the left of them is the main computer and to the right is the 
  door. The front windscreen is fully armored and the physical size of the glass is very little as most of the visual displays are on 
  vidscreens (thats if they're needed at all). The window size is reduced to reduce the chance of projectiles punching through them. 
  The front windows also have an armored cover (an extra SP 20)which can be placed over it for extra protection (unfortunately you 
  have to be cyberlinked to the vehicle to see when it is place). 
  Secondary Tractor/Rig  
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  Special Equipment:  
  "AI" Robotic Control, Cyberlinkage, Armored Fuel Tanks, SRT Components, Crash Control, Damage Control, Armored Tyres, Off-
  Road Capable, Smoke Launchers, AGAMS, Bullet Proof Glass, Window Armor Screens (SP40), Laser Communicator, Shooter 
  Security System, Weapon Hatch, Zetatech PS4040 Portstation, AP Grenade Charges. 
  Weapons:  
  2x Turrets for a 1/2 space weapon & 2 reloads for each.    
  The driver and passenger spaces in this vehicle are considered to be cramped by most people (people who are friends, very good 
  friends, would call it cosy) and to cope with this the weapon turrets can be moved to accommodate a passenger (usually onto the 
  roof). 
  
  If the weapon turret is placed on the roof the AGAMS is placed in a turret on to of tha 1/2 space turret. 
  When buying 3 of the vehicle is when this system becomes most economical when the turrets also give the weapons a greater firing 
  arc. (they are usually placed ,from the front, driver door/roof, both doors, passenger door/roof). 
  Cargo Trailer  
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  The cargo is either a cargo crate or on pallets with a small space below the floor where the spare wheels, extra ammo, forklifts & 
  other junk can be stored.  The rear of the trailer is reinforced to allow for the connection of further trailers.  The cargo trailers used 
  directly behind a PP are the same except that their wheels are set behind the doors to the cargo area. All tyres are Puncture Proof, 
  OffRoad Capable and have fully independent steering and suspension.  This also comes with AP Grenade Charges. 
  Fuel Tanker  
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  The Fuel in the tanker is enough to extend the range on the SRT to over 8,000 miles.  Armored to an SP of 60.  The exterior of this 
  trailer is designed to be inconspicuous to the rest of the vehicle.  There is no cargo space below the tank as this area is used for 
  hoses, pumps and other components for the fuel transfer system.  The wheels for this tanker are set rear of the body. 
  The fuel tank is built to be able to withstand puncture and still not catch fire (a decision made by the original GT driver, with the 
  benifit of experience). The way this is done is mostly by compartmentisation and other unnamed methods. 
  Fuel Tanker/Cargo Trailer Combo  
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  The fuel tanker size is reduced to half (4,000 miles range + whatever already in the PP's tanks) and a small cargo area is places 
  behind the tank.  There is no cargo space below the tank as this area is used for hoses, pumps and other components for the fuel 
  transfer system. AP Grenade charges are also included on this vehicle. 
  Fuel Tanker/HovTank Combo  
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  The fuel is as above except that there is an extra small seperate fuel tank for AV Fuel.  The rear cargo section is redesigned to allow 
  for the two Hovtanks and not create any extra drag or reduce performance of the SRT.  It also allows the HovTanks to leave the 
  SRT and act as extra defensive vehicles.  The Hovtanks are placed at the rear of the vehicle with one above the other. This isn't the 
  best way to have them and will probably be changed in the final release version.  It is believed that a trailer holding 4 HovTanks 
  may become available but this is not yet confirmed (or economical). The original configuration had only one HovTank and can be 
  made available on request. 
  AP Grenade Charges are to be included on all versions. 
  
  Rear Defense Trailer  
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  Special Equipment:  
  AGAMS, Radio/CCD/Cellular Booster (ECCM Equivalent), Satellite Uplink, Radar (with Radar ID, Detector & Rangefinder), AP 
  Grenade Charges,  Magnetometer, Remote Store, Launch & Recovery System (holds 3 RPV-400), Laser Communicator, Chute, 
  Vidcam, Minelayer (10 Anti-tank Mines).  
  Weapons:  
  1x 1 space weapon turret with 3 reloads, 2x 1/2 space weapon turrets with 3 reloads, 
  3x VSAM in verticle launch bins, 2x VSAM in retractable turret. 
  The remote launcher is similar to the type used on aircraft carriers but in a smaller version. It is placed on top of the trailer 
  immediately in front of the RDT.  
  HovTank  
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  Special Equipment:  
  IR Baffling, Crash Control, Damage Control, Cybernetic Linkage, Environment Control, Life Support (8 hours), AGAMS, AP 
  Grenade Charges, Military Radio w/Scrambler, Laser Communicator, Radar, Radar/Laser Rangefinders, Radar ID, MultiTarget, 
  Entertainment System, Image Enhancement, LowLite, TeleOptics, RAM, Navigation System, SRT Refuel System, Basic AutoPilot, 
  Shooter Security System, Searchlight.  
  Weapons:  
  20mm Gatling with 3 reloads, 2.75" rockets in 19 shot pod, VSAM x3, Painting Laser, Turret with 7.62mm Minigun with 2 Mags & 
  40mm Auto-GL with 2 Mags, 4 AAM, 6x Hellfire Missiles.  
  The configuration of the HovTank allows for multiple redundancy in it's engines as it is designed to be a scout/defense vehicle and 
  therefore take more punishment than the average vehicle (the vehicle has extra engines mounted).    
  The crews usually stay in the vehicle while it is connected to the SRT as it is easier than transferring in and out when trouble 
  appears. 
  The Hovtank is rarely seen due to the high cost (on top of the high cost of the vehicle without it) but may be considered necessary 
  when engagements with other vehicles may be out of the range of installed weapons. 
   
  
  Outrider Car  
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  Special Equipment:  
  Military Radio w/scrambler, Cellular Phone, Laser Com
  Cybernetic Linkage, Armoured Spotlight, Halogen Hea
  Thermograph, Teleoptics, Laser Detector, Simple Security System, Of
  Weapons:  
  12.7mm Machinegun with 2 extra clips (in forward ar
  3.5" rocket in 6-shot pod, 12.7mm Gatling with 2 reloads (in turr
  This is the vehicle most commonly purchased with th
  But personally I prefer a combination of the two. T
  driver to rest). 
  History : 
  The original SRT wasn't anything more than a normal
  trailers linked to it. It was considered illegal but the cops had bigger fish to f
  as well.  The owner/driver then left the US and emigrated to 
  across the Republic of Western Australia/Federal Re
  Miraculously he survived the encounter (the trailer
  used trailers with the wheels set back from the bod
  for extra acceleration. That version also had an ar
  extra way. On his 12th trip a fuel tanker was used 
  took one well aimed incendiary grenade and a leakin
  BOOM" 
  The border troops found him 500m ahead of wher
  came out of the coma 7½ years later he learned of h
  serve out the rest of his 8 year sentence.  A week later he was out.
  inheritance. This was in 2011.  With the money he retired and disappeared and it wa
  a group of Runners, Techies and Solo's (a trans team) tracked him to the Hunter Region (Austr
  amount of money to build another, more advanced, SR
  called the Green Thunder (due to a technical fa
  models which have polycote) which included all of t
  original is unknown but there are two copies known 
  is not known but he intends to be at the TST releas
  The vehicle looks rather weird if seen from the sid
  The thing that distinguishes the original Green Thunder from the copie
  "WIDE TURNS ARE AN UNDERSTATEMENT"
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  litary Radio w/scrambler, Cellular Phone, Laser Comminicator, Comm-Suite, Nav System, Stereo Plus, Crash Control x2, 
  Cybernetic Linkage, Armoured Spotlight, Halogen Headlights, Radar, Radar Detector, Image Enhancement, 
  eoptics, Laser Detector, Simple Security System, Off-road Capable, IR Baffling, Damage Control.
  12.7mm Machinegun with 2 extra clips (in forward articulated mount), VSAM x2 HLAW,  
  shot pod, 12.7mm Gatling with 2 reloads (in turret on roof). 
  This is the vehicle most commonly purchased with the SRT as it is cheaper (to run and initial cost) when compared to the HovT
  But personally I prefer a combination of the two. The Outrider car can link up to the rear of the vehicle and be 
  The original SRT wasn't anything more than a normal truck but with more trailers.  The Rig had a more powerful engine and four 
  trailers linked to it. It was considered illegal but the cops had bigger fish to fry and supplying the troops during Martial Law help
  The owner/driver then left the US and emigrated to Australia (taking his truck with him).  There he transported goods 
  across the Republic of Western Australia/Federal Republic of Australia border until the army caught up with him and blew it u
  Miraculously he survived the encounter (the trailers were destroyed but the rig wasn't).  Six months later he was back. This time he 
  used trailers with the wheels set back from the body and a connecting unit used on top.  An engine was used on one of these units 
  for extra acceleration. That version also had an armor of SP10. Unfortunately he forgot to armor or disguise the fuel tanks i
  extra way. On his 12th trip a fuel tanker was used for extra range. And having it directly behind the cab wasn't th
  took one well aimed incendiary grenade and a leaking fuel tank to start the fire. But the cargo of explosives quickly put it 
  The border troops found him 500m ahead of where the truck came to a halt with almost every bone in his body broken.
  came out of the coma 7½ years later he learned of his prison sentence and when he had recovered sufficiently he was sent to j
  week later he was out.  A lawyer was waiting at the gate to hand over a sub
  With the money he retired and disappeared and it was thought he was in the WA Republic.
  trans team) tracked him to the Hunter Region (Australia) and offered him a substantial 
  amount of money to build another, more advanced, SRT.  He declined the money but accepted the challenge.
  called the Green Thunder (due to a technical fault which changed the polycote to a Dark Green colour, it's fixed in production 
  models which have polycote) which included all of the aspects shown above (except multiple AV stuff). 
  original is unknown but there are two copies known to be running the Fed Republic/WA border. The curre
  is not known but he intends to be at the TST release. 
  The vehicle looks rather weird if seen from the side (actually like a train) but this could be helpful. 
  inguishes the original Green Thunder from the copies is a scrolling polycote bumper sticker which says
  "WIDE TURNS ARE AN UNDERSTATEMENT" 
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  Suite, Nav System, Stereo Plus, Crash Control x2, 
  dlights, Radar, Radar Detector, Image Enhancement, Light Amplification, 
  Damage Control. 
  e SRT as it is cheaper (to run and initial cost) when compared to the HovTank. 
  cle and be towed (allowing the 
  The Rig had a more powerful engine and four 
  ry and supplying the troops during Martial Law helped 
  There he transported goods 
  der until the army caught up with him and blew it up. 
  Six months later he was back. This time he 
  An engine was used on one of these units 
  sguise the fuel tanks in any 
  ge. And having it directly behind the cab wasn't that bright. It only 
  losives quickly put it out. "KA-
  n his body broken.  When he 
  is prison sentence and when he had recovered sufficiently he was sent to jail to 
  A lawyer was waiting at the gate to hand over a substantial 
  s thought he was in the WA Republic.  In 2018 
  alia) and offered him a substantial 
  He declined the money but accepted the challenge.  The product was 
  ur, it's fixed in production 
  he aspects shown above (except multiple AV stuff). The whereabouts of the 
  to be running the Fed Republic/WA border. The current location of the designer 
  s is a scrolling polycote bumper sticker which says:  
  
  The SM Attack Bike. 
  With the Firestorm all around us, especially in Nig
  new and interesting devices being showcased and rushed into use. This
  one of many. 
   
  A Combat bike made especially for the use of Metalg
  Mobility Armor, PowerArmor, the whispered Power 'bo
  Conversion clad troops. Specially strengthened this
  Russian_Arms_Bombardier clad trooper using it!
  Available in Bike, Bike & sidecar, Frame only and S
  Attack Bike       w/o sidecar  
  Top Speed: 110 mph  
  ACC/DEC: 20/30 mph 
  Crew: 1  
  Range: 400 miles 
  Passengers: 0  
  Cargo: 45kg (external) 
  Maneuver: +1  
  Mass: 400 kg 
  SDP: 45  
  SP: 5  
  Special 
  Equipment: 
  Off-road capable, Military radio 
  w/scrambler, Halogen Headlight, 
  Cybernetic linkage  
    
  Cost: 15,000 eb 
  Weapons: 2x 5.56mm Machineguns fixed forward 
   
   
  TST realises that 'field modifications' are often made on many products and we would like to help t
  with a range of SM Bike varients. 
   
  RPV Varient 
  Many remotes need a platform they can be launched f
  control station under your control. 
  Changes 
  Use bike w/sidecar 
  Remove 12.7mm gun, add RPV station (+600 eb to cost
  micro remotes and storage space). 
  Anti-Armor Varient 
  While not the best Anti-Armor vehicle available it is the most available (w
  Changes 
  Use bike w/sidecar 
  Remove 12.7mm Gun 
  Add 37mm LATG, & 2 LATGM 
   
   
   
   
   
   
   
   
   
  With the Firestorm all around us, especially in Night City, there are many 
  g devices being showcased and rushed into use. This is 
  A Combat bike made especially for the use of Metalgear, Enhanced 
  Mobility Armor, PowerArmor, the whispered Power 'borg, and Full Body 
  Conversion clad troops. Specially strengthened this bike can handle even a 
  Bombardier clad trooper using it! 
  Available in Bike, Bike & sidecar, Frame only and Stealthy versions. 
  20/30 mph  
  400 miles  
  45kg (external)  
  400 kg  
   
  road capable, Military radio 
  w/scrambler, Halogen Headlight,  
  15,000 eb  
  2x 5.56mm Machineguns fixed forward  
  Attack Bike       with sidecar 
  Top Speed: 100 mph  
  ACC/DEC: 
  Crew: 1  
  Passengers: 1  
  Maneuver: +1  
  SDP: 55  
  Special 
  Equipment: 
  Off-road capable, Mili
  w/scrambler, Halogen Headlight, 
  Cybernetic linkage 
    
  Weapons: 2x 5.56mm Machineguns fixed forward, 
  12.7mm Machinegun 
  in forward mount (passenger weapon), 
  Smoke Launcher 
   
  n made on many products and we would like to help those enterprising mercenaries 
  Many remotes need a platform they can be launched from but many of these platforms are not portable. T
  Remove 12.7mm gun, add RPV station (+600 eb to cost), Launch platform (holds 2 aerial RPVs, 2 medium w
  Armor vehicle available it is the most available (which often counts in these times) 
   
  with sidecar (shown above)  
  ACC/DEC: 18/30 mph  
  Range: 400 miles  
  Cargo: 45kg (external)  
  Mass: 400 kg  
  SP: 5  
  road capable, Military radio 
  w/scrambler, Halogen Headlight,  
  Cybernetic linkage  
  Cost: 15,000 eb  
  2x 5.56mm Machineguns fixed forward, 
  12.7mm Machinegun  
  in forward mount (passenger weapon), 
  Smoke Launcher  
  hose enterprising mercenaries 
  rom but many of these platforms are not portable. This one is, with a full RPV 
  ), Launch platform (holds 2 aerial RPVs, 2 medium wheeled and 2 
  hich often counts in these times)  
  
  Yet another of our available attack bikes, this inspired by fairly unknown computer game called Command & Conquer.  
  C&C Attack Bike 
   
   
  Top Speed: 100 mph  
   
  ACC/DEC: 18/30 mph 
  Crew: 1  
  Range: 400 miles  
  Passengers: 0  
  Cargo: 45kg  
  Maneuver: +1  
  Mass: 350 kg  
  SDP: 45  
  SP: 5  
  Special Equipment: Off-road capable, Military radio w/scrambler,  
  Halogen Headlight, Cybernetic linkage  
    
  Cost: 15,000 eb  
  Weapons: 7.62mm Minigun fixed forward,  
  2x Light Anti-Tank Guided Missile  
   
  Vehicle Options 
  Securi Points 
  If you've got a car then you know that booster will probably try to joyride in it but with current anti-theft devices (like the minigun) 
  it's getting harder for them too do that. So carjacking is becoming popular. But what if you get kidnapped at the same time. Boy are 
  you in trouble. Well, you used to be. Now there are Securi Points. Places where you can hide a weapon in case you get kidnapped in 
  your own car. These storage places are made so that you can fight back when they decide to get rid of you. 
  50 eb for a knife holder, 100eb for a pistol. 
  Securi Points are also usable on the exterior of your vehicle (hidden of course)  
   
  Turrets 
  Written on many vehicle data sheets are the words '[weapon] in turret'. 
  That's pretty non-descript. So I ask what actual type of turret is it? Or is it just a mounting point? Maybe it's one of these. 
  Note: Prices will follow shortly. 
   
  Bonnet Mounts/Turrets 
      Fixed forward, Universal & articulated mounts are the main types of mounts used in this way. They are usually fitted 
  flush with the shell of the vehicle to reduce awareness of them in a combat situation and do not effect the handling of the 
  vehicle. Considered to be one of the more useful non-military weapons mounts they cannot be fitted to some vehicles (as 
  they do not have a bonnet). Available in 1/2 & 1 space mountings. 
   
  Bull-bar/RAM Turrets 
      With Bull-bars and RAMs becoming popular this option is becoming feasable and cost effectice in the marketplace. 
  Built only for 1/2 space weapons they can be linked to Ammo-Hoppers. 
  Usually mounted on the underside of bull-bars they have a full forward firing arc and a limited side transverse (unless 
  mounted on one side of the Bullbar). Twin turrets (one on each side) linked to the one firing position are available. 
  Available in articulated and Fixed mounts only. 
   
  
  Mini-Ammo Hoppers 
      It has been found that there is space in many vehicles that are not taken advantage of by their designers. TST can help 
  you take advantage of this space without comprimising the integrity of the vehicle. One of the solutions is to use Mini-
  Ammo Hoppers. 1/2 space ammo hoppers installed in the waste space of vehicles. (0 spaces for bikes, 1/2 for small cars, 1 
  for medium to large cars and AV's, Trucks 1 space, APC's/Tanks/Helicopters/Small planes 0, Medium planes 1/2 a space, 
  Large planes 2 spaces) 
  Cost: 1,300eb per 1/2 space hopper (linkages for ammunition to weapons are included in this cost) 
  Note: Vehicle with this installed will always have something hit when armor is penetrated. If rolled that nothing is hit, roll 
  again. 
  Consult with GM before installing in spare spaces of vehicles 
   
  Fixed Mounts with removable weapons 
      A lot of cities frown upon vehicles with weapons of certain types and sizes being freely shown. But most mountings are 
  not made to allow their weapons to be quickly, efficiently and temporarily removed. This particular mounting allows this 
  and efficient re-installation also. 
  Mount takes 1/2 space internal of vehicle (for ammo, links, etc) and can only be mounted on the passenger side of the 
  bonnet, on the roof and on a side of a vehicle (usually,there are exceptions).  
  Consult with GM as whether this mount can use free space in your vehicle. 
   
  Small size vehicular weapons 
  Micro-Missile Launcher 
  HVY 
  +2 4D6 
  8 
  2 
  ST 
  200m 
  1/2 Space 
  Rostovic Missile Launcher 
   
  HVY 
  +0 5D6 
  8 
  1 
  ST 
  300m 
  1/2 Space 
  Oni Autoshotgun 
   
  RIF 
  +0 4D6+3 
  180 5/20 
  VR 75m 
  1/2 Space 
  Stealth Work at TST 
  TST was formed with the aim of building and rebuilding vehicles with the best possible use of stealth technology available. And 
  ever since TST has provided what we consider to be the best stealth systems available for the lower end user. And for modest fees 
  we can do it for you as well. Talk to any of our employees to arrange an appointment to discuss the options available for you. 
  NOTE: any stealth work done by TST costs the standard amount as shown in Maximum Metal plus 20% (labor costs). Stealth 
  advantages are as standard shown in Maximum Metal. 
   
  TST also does the standard mechanical work on weapon and stealth systems (Maintainence, turret additions, etc) 
  A lot of this type of work is done by TST  
   
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  An Environmental Assimilation System for your PA! Never I hear you say. 
  Well shut up and look at this 
  TST will outfit your PA for the future with the PA Environmental Assimilation 
  System 
  Notes: 
  Yes it its what is claims to be. And it works exactly like the normal one. And for 
  only 30,000eb (payable before work starts). 
   
  PA-ASHO  
  When your using any type of armor in a battle situation you never have enough 
  hands and in Power Armor it's the same, you always need another pair of hands. 
  Well TST are proud to be releasing the PA-ASHO, the pair of hands you've 
  been looking for. They work just like the standard cybernetic ASHO but are 
  made specifically for powered armor. They take 1 torso space (external) on your 
  PA and are made up to include 2 spaces per arm (max 2, 1 space for a hand. But 
  you don't always need a hand right?). 
  PA-ASHO costs 4,000eb for 2 arms and each arm has an SDP of 30 and can be 
  armored to SP 30 for a small fee (500eb) SDP can be upgraded but costs make it 
  unbelievable expensive (see Options for Full Body replacements (SDP increase 
  for PA-ASHO limbs same cost as SDP increase for borg full body).  
  Note: Hits to PA in spaces where limbs are hits the ASHO limbs and damage to 
  them should be recorded as such.  
  PA Stereo-Plus  
  You can rock on in your car, in your con-apt and in concerts. You can even rock on forever with a wearman, but you can't in a PA. 
  Why? TST asks. Sure the established military would say that in combat, music would be distracting, but what about those who don't 
  use PA in the Army, what about the cops and corporate police who use PA for their patrols? Sure they're in combat, but not all the 
  time. So TST is releasing the PA Stereo-Plus. A voice or v-link controlled stereo built specially for Powered Armor. And when 
  linked to the PA's radio it can also pick up standard music radio. 
  Notes: PA Stereo-Plus is a 5 chip player and if linked to a radio (extra 50eb) is also a radio. 
  Cost: 400eb; 1/4 space. Must be placed in head (otherwise it can't be heard properly).  
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  Well, it's happened. TST have brought out their first of, hopefully, many 'toys' for the technological solo. 
  The Directional Radio Communication System. A radio communication system for the black op where everyone is moving and it's 
  hard to keep track of them. 
  A radio splice add-on which will help locate the other members of your team. The system will tell you, without degrading 
  communication operationability. 
  All this for less than 300 euro. 
  The system works by using twin speakers in each of your ears or by adjusting the levels to the brain from each of the auditory 
  nerves. 
  Each side gets a slightly different volume, after directional analisys by the on-board nanocomputer, which is very effective in giving 
  the user a direction perception. 
   
  Also available is a distance system which works in a similar fashion (but using the signal strength) to give a distance perception. 
   
  Both systems can used in conjunction with channel selection and a modified version of the scrambler audio options. 
   
  Notes: 
  The direction system needs at least a week of practice before it becomes truely effective for the user, and after that time it's only 
  80% effective. Another 2 weeks would be advantageous for proper direction perception.. 
  The distance system needs a similar amount of time, seperate to the direction practice time. (ie. practice for both at the same time 
  would increase the time to 2 weeks before 80% effectiveness). 
  Only works at 80% effectiveness if signal being gathered from radio not equipped with the system. 100% effective from DCom to 
  DCom System. 
   
  Cost: 
  200eb if bought with radio splice 
  150eb if bought seperately Modified Scrambler: normal price +10% 
   
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  Pistol Toys 
  Even the biggest pistol made for borgs doesn't have enough firepower for some people so toys range is releasing the Micromissile 
  Pistol add-on. 
  The standard pistol (not included) has the added accessory of two micromissile launch tubes attached to the barrel and their triggers 
  linked to the pistol's trigger. The Micromissiles are given an additional -1 to hit and the pistol recieves the same. Not a very pretty 
  addon but an effective and munchkin only weapon. 
  Cost: 300eb 
  Note: The weapon can impose a greater penalty to hit as the above modifiers is only if the user has the weapon braced.  
   
  
  AR-110 Disk Cannon 
  A unique weapon the Disk Cannon is a lateral magnetic rail cannon firing 
  razor sharp AP saw blades of a design similar to those used in power saws 
  (power saw blades may be used but reliability is UR). The range for this 
  weapon is limited, but it is designed as a close-up weapon. 
  Ex  0  N  R  2d6AP (saw)  8  1  ST  50m 
   
  AR-M36 Rifle Rocket Launcher 
  A rifle style mini-rocket launcher, firing a high explosive rocket, this 
  weapon is considered by some to be to front heavy but not damagingly 
  so. 
  Hvy  0  N  R  4D6  4  1/2/4  ST  300m 
   
   
   
  AR-M45 Cyborg Missile Launcher 
  A monster of a weapon, overshadowed only by the AR-M50 and vehicle 
  missile weapons, this missile launcher was designed for use in a heavy 
  combat situation (or for use by commanders who want their borgs to be 
  cannon fodder). Carrying this weapon is bound to get the attention of 
  everyone on the battlefield, using it definitely will. 
  Hvy  0  -  -  4D6+4  4  1/2/4  ST  400m 
   
  AR-M50 Heavy Missile Launcher 
  The true monster of these weapons the AR-M50 is the largest 
  ever shoulder mounted weapon system on a full body conversion 
  to be sold commercially.  
  This weapon has seen use in many environments with very few 
  negative reviews (although most have commented that the flip 
  open cover is an option they would not have installed if they had 
  designed this monster). 
  Hvy  0  -  -  4D6+5  4  1/2/4  ST  500m 
   
   
   
   
   
   
   
   
   
   
   
  
  PLACES 
   
  The Borg Bar is a hangout for the full body conversions of Night City and is the only bar of it's type known. 
  The patrons are very specific on who they will let stay (but they won't actually throw someone out without 
  reason) and there are only Borgs, their technicians and respected solo's who stay. There isn't actually a 
  bouncer but there are usually volunteers for getting rid of people causing a disturbance. 
  The barman, a 'borg and owner of the bar, bought the place about six months ago and immediately approx 
  90% of the patrons were 'borgs and it's stayed that way ever since.  
  The drinks aren't very good and a couple taste like used machine oil (in fact one is!) but they aren't exactly 
  meant for human consumption.  
  Anyone who walks in off the street and isn't a borg (yes they can tell) will usually be given the worst service, 
  the worst drinks and usually the cold chrome shoulder. If they manage to last a month (none have yet) they 
  might actually get some better service. Note: I said might, not will.  
  There are a few exceptions but the PC's are defintely not one of them.  
  And of course the place has the reputation of being the hangout for borgs and so the whole city knows it. But 
  the cops don't come in and check the ID's and Registered Borgs (most of them are too afraid) and the gangs 
  did, originally, try to muscle into the place. There are now fewer gangs in the area. 
  But it's the cyberpsycho's that make the general public afraid of the place (lets play word association: borg; 
  cyberpsycho; crazy; killer; Aarrgh! Can you see my point?) but it isn't as much as a problem as you might 
  think. There have been only 4 psycho's try to use the place as a hiding place.  
  The first two were blown away by two borgs who were guarding the door (the owner has contacts in C-
  SWAT) and the third was blown away as he opened the door (the contact was rather slow that time) while the 
  fourth actually made it inside with a lot of cops on his tail. The cops didn't try to enter the bar and when they 
  called for the psycho to surrender his battered body was thrown out the door, across the street, where it 
  impacted with the wall of the building opposite - level with the third storey. This scared the cops even more 
  and the only officer to enter the bar was a C-Swat Sargent. The Officer reappeared an hour later, very drunk, 
  without any statement from those inside.  
  There hasn't yet been a fifth psycho.  
  Occasionally the borgs will play a party game they call 'Titanium Fist' where those present punch a SP80 of 
  ex-ship plating with their fist. As you may be able to tell any 'fleshies' who try this will be in a lot of pain. 
  Only one borg has managed to punch through the plating (he had CCPL) but many have tried. It is considered 
  to be unsportsmanlike to use anything other than brass (or titanium) knuckles to protect the hand.  
  There is one anomaly which confuses many people and that is the table in the back corner of the place. No 
  matter how crowded the place gets it is left empty or has two old guys sitting at it. If you try to sit there you 
  will be ejected from the bar (like psycho number four) and if you get close enough to see the top it has rows of 
  lines carved into the top. 
  The regular patrons see that the two old guys are not disturbed as they move small figurines on the table top 
  and nobody will talk about what they are doing or who they are. Many wonder who the two old guys actually 
  are but none of those present at the bar will tell.  
  BTW: this place is definitely not a hiring hall. 
  
      "HUP-TWO-FIVE-FOUR!                  "HUP-TWO-SEVEN-ONE! 
       WE LIKE FIGHTING WE LIKE WAR!        NO ONE GONNA TAKE 
       HUP-ELEVEN-THREE-EIGHT!              MY GUN" 
       WE LIKE GUNS AND WE LIKE HATE! 
       HUP-SEVEN-SIXTEEN-NINE! 
       WE CAN'T COUNT BUT WE CAN RHYME!" 
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  Contact Tharg by email at 2000ad@egmont.co.uk 
   
  
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  STS is a small transportation company that is generally used as a sub-contractor by the major companies for 
  their 'grey' cargos, or directly by management corporates for 'black' cargos they don't wish to place in the 
  hands of independents. 
  The major reason for this popularity is the unique way they manage their cargos. 
  The cargo transport time is not important to the company, the completed delivery is, and if this means the 
  sacrifise of overnight delivery, then that is unimportant. And so far this method has worked as there has been 
  only 4 incidents of cargo interception, and the cargo has been recovered, intact, in all instances. 
  The general cargo size is larger items, cargo crates, vehicles, cyborg shells, or occasionally bulk cargo, as 
  very small items are more suited to totally independant operators. 
   
  Game information below. GM's only.  
  GM info only  
  The range of vehicles includes the following  
  • 
  Two B-Double Semi Trailers with trailers as in the top left picture with the interior converted for 
  cargo use.  
  • 
  One Dump Truck, converted to cargo as above.  
  • 
  One ex-Garbage Truck as in top right picture. with a personnel conversion, but is more regularly used 
  for cargo, or perishable goods.  
  • 
  One Sulphuric Acid Tanker trailer converted for cargo. Not very spacious, but quite useful  
  Fuel Tankers where considered for use but this was dismissed as the potentional for their highjack was 
  considered too great. But a Milk Tanker is being considered for the next expansion. 
   
  The following images were acquired by an independant investigation team who were looking into STS. 
  There has been no 'confirmed' sightings of company vehicles, but these trucks were seen in the vicinity of 
  their offices and are believed to be used by STS. 
  Verification has been neither confirmed or denied by the company.  
  
   
   
   
   
   
   
  TOTAL SYSTEMS TECHNOLOGIES IS CREATED AND OWNED BY DANIEL RADFORD, ALL 
  CONTENT WRITTEN BY DANIEL RADFORD EXCEPT WHERE STATED OTHERWISE 
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Catalog - Total System Technologies by Daniel Radford.pdf