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RTG CP2020 DataScreen

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RTG CP2020 DataScreen

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Deadthing
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© © All Rights Reserved
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TASK/ATTACK TO HIT NUMBERS OPPONENT RATING

DIFFICULTY OF TASK, SHOT OR OPPONENT


TABLE
EASY AVERAGE DIFFIC. V. DIFF. N. IMPOSS
P. BLNK CLOSE MEDIUM LONG EXTREME LEVEL OF STAT
10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Level Stat
5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 1-2 Poor
6 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 3-4 Below Average
7 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
5-6 Average
7-9 Above Average
8 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
9-10 Exceptional
9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
10 1 2 3 4 5 6 7 8 9 10 11 12 12 14 15 16 17 18 19 20 LEVEL OF SKILL
11 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Level Skill Rating
12 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1-2........................................Novice
13 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 3-4..................................Unskilled
14 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 5-6..................................... Trained
7-8............................Professional
15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
9-10.................................... Master
16 1 2 3 4 5 6 7 8 9 10 11 12 13 14
17 1 2 3 4 5 6 7 8 9 10 11 12 13
18 1 2 3 4 5 6 7 8 9 10 11 12
DIFFICULTY
19 1 2 3 4 5 6 7 8 9 10 11 MODIFIERS
20 1 2 3 4 5 6 7 8 9 10
Complex Repair.................................. +2

Using the Task/Attack Table DRUGS & POISON Very Complex Repair......................... +4
“It’s Never Been Done Before.”....... +5
Type Effect Damage Don’t have the right parts................. +2
The Task/Attack Table can be used to speed up Hallucinogen Confusion -4 INT
combat or actions for NPC’s or player characters. Nausea Illness -4 REF
Don’t have the right tools................. +3

Teargas Tearing -2 REF Unfamiliar tools,


For NPC’s: weapon or vehicle.............................. +4
Sleep Drugs Sleep† None
1) Decide the level of NPC’s Stat in the required area of Biotoxin 1 Death 4D6 Under stress......................................... +3
expertise (see Opponent Rating Table). Biotoxin II Death 8D6 Under attack..............................+3 to +4
2) Decide the NPC’s level of Skill. (O.R. Table) Nerve Gas Death 8D10 Wounded....................................+2 to +6
†Half effect is drowsiness, -2 to all stats
3) Add the total together and compare this value to
Drunk, drugged or tired.................... +4
the left side of the table. Use the top of the table to
determine the range or level of task difficulty. The cross Hostile Environment.......................... +4
indexed number is the 1D10 roll needed to succeed. MICROWAVE EFFECTS Very Hostile Environment................+6
For Players: MICROWAVER SIDE EFFECTS Lack of instructions for task............ +2
1 Cyberoptics short for 1D6 turns All the other characters
1) Write down major Skill/Stat combinations (Awareness,
weapon skills, etc.) for all players in the game. Use the 2 Neural pulse! If character has interface are “kibitzing” while you’re
table to tell players the 1D10 roll needed to succeed. plugs, reflex boosts or other hardwiring, trying to do the task........................... +3
REF stat reduced by 1D6/2 permanently
until repaired. Has never performed
3 Cyberaudio shorts for 1D6 turns this task before....................................+1
Difficulty Acrobatics involved......... +3
GRENADE MISS TABLE 4 Cyberlimb malfunction: Lose all use of
cyberlimb for 1D10 turns. Roll 1D6 for
limb, rerolling if no limb present. Very Difficulty Acrobatics

1-2....Right Arm involved................................................ +4


10 3........Left Leg
4........Right Leg Impossible Acrobatics involved..... +5
5-6....Left Arm
Information hidden,
5 Total Neural breakdown! Character secret or obscure................................ +3
reduced to twitching, epileptic fit for
7 8 9 1D6/3 turns. Well-hidden clue secret door,
panel, etc.............................................. +3
6 No Effect
Complex program.............................. +3
5 TARGET 6 ADD TO DAMAGE Very complex program..................... +5
Complex lock....................................... +3
Strength Add to Damage Very complex lock.............................. +5
2 3 4 Very Weak......................................... -2 Target on guard or alerted.............. +3
Average............................................ +0
Brightly lit area.................................... +3
Strong................................................ +1
Very Strong....................................... +2 Insufficient light.................................. +3
1 Body Type 11-12...............................+4 Pitch Blackness................................... +4
Body Type 13-14..............................+6 Trying to perform secretive task
ROLL 1D10 IF GRENADE THROW MISSES, THEN ROLL while under observation.................. +4
A SECOND 1D10 FOR METERS FROM TARGET SPACE.
Body Type 15+.................................+8
Copyright © R. Talsorian Games 2018. All Rights Reserved
WEAPONS LIST ATTACK MODIFIERS
Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost
LIGHT AUTOPISTOLS
WEAPON RANGES
BudgetArms C-13 P -1 P E 1D6(5mm) 8 2 ST 50m 75.00 Handguns............................................50m
Dai Lung Cybermag 15
Federated Arms X-22
P
P
-1
0
P
J
C
E
1D6+1(6mm)
1D6+1(6mm)
10
10
2
2
UR
ST
50m
50m
50.00
150.00
Submachineguns............................ 150m
Shotguns.............................................50m
MEDIUM AUTOPISTOLS
Militech Arms Avenger P 0 J E 2D6+1(9mm) 10 2 VR 50m 250.00 Rifles.................................................. 400m
Dai Lung Streetmaster P 0 J E 2d6+3(10mm) 12 2 UR 50m 250.00 Thrown Objects...........10m x Body Stat
Federated Arms X-9mm P 0 J E 2d6+1(9mm) 12 2 ST 50m 300.00
HEAVY AUTOPISTOLS
BudgetArms Auto 3 P -1 J E 3D6(11mm) 8 2 UR 50m 350.00 TO HIT NUMBERS
Sternmeyer Type 35 P 0 J C 3D6(11mm) 8 2 VR 50m 400.00 Point Blank (Touching)......................... 10
VERY HEAVY AUTOPISTOLS Close (1/4 Long range).........................15
Armalite 44 P 0 J E 4D5+1(12mm) 8 1 ST 50m 450.00
Colt AMT Model 2000 P 0 J C 4D6+1(12mm) 8 1 VR 50m 500.00 Medium (1/2 Long range)...................20
LIGHT SUBMACHINEGUNS
Long (Full range)................................... 25
Uzi Miniauto 9 SMG +1 J E 2D6(9mm) 30 35 VR 150m 475.00 Extreme (2x Long range).....................30
H&K MP-2013 SMG +1 J C 2D6+3(10mm) 35 32 ST 150m 450.00
Fed. Arms Tech Assault SMG +1 J C 1D6+1(6mm) 50 25 ST 150m 400.00
MEDIUM SMGS MODIFIERS (ADD TO ATTACKER’S ROLL)
Arasaka Minami 10 SMG 0 J R 2D6+2(10mm) 40 20 VR 200m 500.00 Target immobile.................................... +4
H&K MPK-9 SMG +1 J C 2D6+1 (9mm) 35 25 ST 200m 520.00
Target dodging (melee only)...............-2
HEAVY SMGS
Sternmeyer SMG 21 SMG -1 L E 3D6(11mm) 30 15 CR 200m 500.00
Moving Target REF > 10........................-3
H&K MPK-11 SMG 0 L C 4D6(12mm) 30 20 ST 200m 700.00 Moving Target REF > 12....................... -4
Ingram MAC 14 SMG -2 L E 4D6(12mm) 20 10 ST 200m 650.00
Moving Target REF > 14....................... -5
ASSAULT RIFLES
Militech Ronin Light Assault RIF +1 N C 5D6(5.56) 35 30 VR 400m 450.00
Snapshop.................................................-3
AKR-16 Medium Assault RIF 0 N C 5D6(5.56) 30 30 ST 400m 500.00 Ambush.................................................... +5
FN-CAL Heavy Assault Rifle RIF -1 N C 6D6+2(7.62) 30 30 VR 400m 600.00 Aimed shot at body location.............. -4
Kalishnikov A-80 Hvy. Rifle RIF -1 N E 6D6+2(7.62) 35 25 ST 400m 550.00
Ricochet or indirect fire....................... -5
SHOTGUNS
Arasaka Rapid Assault 12 SHT -1 N C 4d6(00) 20 10 ST 50m 900.00 Blinded by light or dust........................-3
Sternmeyer Stakeout 10 SHT -2 N R 4d6(00) 10 2 ST 50m 450.00 Target silhouetted................................. +2
HEAVY WEAPONS Turning to Face Target..........................-2
Barret-Arasaka Light 20mm
HellKat 16 Missile Launcher
HVY
HVY
0
-1
N
N
R
R
4D10(20mm)
7D10
10
1
1
1
VR
VR
450m
1km
2,000.00
3,000.00
Using two weapons................... -3 on both
Militech Arms RPG-A HVY -2 N R 6D10 1 1 VR 1000m 1,500.00 Firing while running...............................-3
Frag Grenade
Stun Grenade
HVY
HVY
0
0
P
P
P
P
7D6
-5 to Stun Roll
1
1
1
1
VR
VR
Throw
Throw
30.00
30.00
Firing shoulder arm from hip..............-2
Incendiary Grenade HVY 0 P P 4D6 for 3 turns 1 1 VR Throw 30.00 Turret mounted weapon..................... +2
Sonic or Dazzle Grenade HVY 0 P P Deaf/blind 3 turns 1 1 VR Throw 30.00 Vehicle mounted, no turret................ -4
Gas Grenade HVY 0 P P See Drug/Poison 1 1 VR Throw 30.00
C-6 Plastic Explosive HVY 0 P P 8D10 per kg. 1 1 VR NA 100.00/kg Large target............................................ +4
Mine (all types) HVY 0 J P 4D10 1 1 VR NA 350.00 Small target............................................ -4
K-A F-253 Flamethrower HVY -2 N R 2D10 10 1 ST 50m 1,500.00
Tiny target............................................... -6
EXOTICS
Techtronica 15 Microwaver P 0 J P 1D6 10 2 VR 20m 400.00
Aiming.................... (+1 each turn, up to 3 turns)
Militech Elect. LaserCannon RIF 0 N R 1-5D6 10 2 UR 200m 8,000.00 Laser Sight...............................................+1
Avante P-1135 Needlegun
Enertex AKM Power Squirt
P
P
0
-2
P
J
P
C
Drugs
Drugs
15
50
2
1
ST
VR
40m
10m
200.00
15.00
Telescopic Sight..............+2 Ext., +1 Med
Nelspot “Wombat” P -1 J C Drugs 20 2 UR 40m 200.00 Targeting scope......................................+1
Militech Electronics Taser
EagleTech “Tomcat” C-Bow
P
EX
-1
0
P
N
E
C
1D6(5mm)
4D6
5
12
2
1
ST
VR
10m
150m
60.00
150.00
Smartgun................................................. +2
EagleTech “Stryker” X-Bow EX -1 N C 3D6+3 12 1 VR 50m 220.00 Smartgoggles......................................... +2
MELEE WEAPONS Three Round Burst
Note: Most melee weapons are available on the open market and have a ROF of 1, a WA of 0, and no reloads (Close/Medium only)........................... +3
Kendachi Monoknife® MEL +1 N P 2D6 NA NA VR 1m 200.00
Kendachi MonoKatana® MEL +1 P R 4D6 NA NA UR 1m 600.00 Full Auto, Close.............. +1 for every 10 rnds
SPM-1 Battleglove™ MEL -2 N P 3D6/2D6 NA NA VR 1m 900.00 Full Auto, all other.......... -1 for every 10 rnds
Club Melee 0 M C 1D6 NA NA NA 1m Free
Knife Melee 0 P C 1D6 NA NA NA 1m 1-20.00
Sword Melee 0 N C 2D6+2 NA NA NA 1m 20.00
Axe Melee -1 N C 2D6+3 NA NA NA 1m 15.00
Nunchaku/Tonfa Melee 0 L C 3D6 NA NA NA 1m 15.00
Naginata Melee 0 N P 3D6 NA NA NA 2m 100.00
Shiriken Melee 0 P C 1D6/3 NA NA NA Throw 2-3.00 AREA EFFECT TABLE
Switchblade Melee 0 P C 1D6/2 NA NA NA 1m 15.00
Brass knuckles Melee 0 P C 1D6+2 NA NA NA 1m 10.00
Sledgehammer Melee -1 N C 4D6 NA NA NA 1m 20.00 Type Area
Chainsaw Melee -3 N C 4D6 NA NA NA 2m 80.00
Grenades................................................5m
Molotovs...................................... 2m p/liter
ARMOR TABLE *AP rounds: Treat Armor as if half SP √=Edged weapons treat SP as half
† (EV) Encumberance values should be added together and subtracted from character’s total REF stat. Flamethrower.......................................2m
Type of Armor Covers SP* EV† Cost
Cyberclimb flamethrower................. 1m
Cloth, leather√ Arms, torso, possibly legs 0 +0 Varies Mine.........................................................2m
Heavy Leather Arms, torso, possibly legs 4 +0 50eb
Kevlar T-Shirt, Vest√ Torso 10 +0 90eb
Claymore........ 6m line from center of explosion
Steel helmet Head 14 +0 20eb C-6.................................................5m p/kg
Light Armor Jacket√ Torso, Arms 14 +0 150eb
Med Armor Jacket√ Torso, Arms 18 +1 200eb
RPG......................................................... 4m
Flack vest√ Torso 20 +1 200eb Missile.................................................... 6m
Flack Pants√ Legs 20 +1 200eb Shotgun (Close).................................... 1m
Nylon Helmet Head 20 +0 100eb
Heavy Armor Jacket Torso, Arms 20 +2 250eb Shotgun (Med)......................................2m
Doors Gunner’s Vest Torso 25 +3 250eb Shotgun (Lng/Ext)................................3m
MetalGear™ Whole Body 25 +2 600eb
NETRUNNING PROGRAMS
NETRUNNER
Name Class Function Strength MU Cost COMBAT
INTRUSION
Hammer Intrusion Knocks down data walls (2D6 per attack to data wall Strength) 4 1 400 FORMULAS
Jackhammer Intrusion Knocks down data walls (1D6 per attack to data wall Strength) 2 2 360
Worm Intrusion Infiltrates and breaks down data walls silently in 2 turns 2 5 660
DECRYPTION
Code Cracker Decryptor Breaks down code gates and file locks 3 2 380 INITIATIVE
Wizard’s Book Decryptor Deciphers code gates (STR 6) & file locks 4/6 2 400
Raffles Decryptor Deciphers code gates & file locks 5 3 560 COMPUTER INT + 1D10
DETECTION/ALARM VS NETRUNNER REF +
Watchdog Detect/Alarm Detects entry and alerts owner 4 5 610 DECK SPEED + 1D10
Bloodhound Detect/Alarm Detect entry and traces signal, then alerts master 3 5 700
Pit Bull Detect/Alarm Detects entry, traces signal and cuts intruder’s line until killed 2 6 780
SeeYa Detect/Alarm Detects “invisible” ICONS 3 1 280 UTILITIES &
Hidden Virtue Detect/Alarm Detects “real” things in virtual realities 3 1 280
Speedtrap Detect/Alarm Detects hidden programming within 10 spaces 4 4 600 CONTROLLERS
ANTI SYSTEM ROLL EQUAL TO OR LOWER
Flatline Anti System Kills operating CPU 3 2 570 THAN STR ON 1D10
Poison Flatline Anti System Kills all system Memory 2 2 540
Krash Anti System Crashes system CPU for 1D6 turns 3 2 570
DecKrash Anti System Crashes deck CPU for 1D6 turns. Drops opponent out of Netspace 4 2 600 ANTISYSTEM
Virizz Anti System Ties up 1 action of system till deck is turned off 4 2 600
VIRAL 15 Anti System Erases one file to randomly each turn 4 2 590 PROGRAM STR + 1D10
Murphy Anti System Causes system to randomly launch programs 3 2 600 VS DATA WALL STR + 1D10
EVASION/STEALTH
Invisibility Evasion Hides cybersignal, making you appear “invisible” 3 1 300 DECRYPTION
Stealth Evasion Mutes cybersignal, making it harder to detect 4 3 480
Replicator Evasion Confuses attacking IC by creating millions of deck signals ¾ 2 320 PROGRAM STR + 1D10
VS CODE GATE
PROTECTION
Shield Protection Stops attacks to Netrunner 3 1 150 OR FILE LOCK STR + 1D10
Force Shield Protection Stops stronger attacks to Netrunner 4 2 160
Reflector Protection Reflects and stops Stun, Hellbolt, Knockout attacks 5 2 160 ANTI-PERSONNEL,
Armor Protection Reduce Stun, Hellbolt, Brainwipe, Zombie, Hellhound attacks by -3 pts. 4 3 480
Flack Protection Creates static walls to blind attacks. STR 2 vs DOG series programs 4/2 2 180 ANTI-IC, EVASION,
ANTI-IC DETECTION
Killer II Anti IC Attacks all types, 1D6 damage to target STR. Mobile 2 5 1320
Killer IV Anti IC Attacks all types, 1D6 damage to target STR. Mobile 4 5 1400
DEFENDER’S INT + PROGRAM
Killer VI Anti IC Attacks all types, 1D6 damage to target STR. Mobile 6 5 1480 STR + INTERFACE + 1D10
Manticore Anti IC Attacks Demons, de-rezzing instantly 2 3 880 VS ATTACKER’S INT +
Hydra Anti IC Attacks Demons, de-rezzing instantly 3 3 920 PROGRAM STR + INTERFACE
Dragon Anti IC Attacks Demons, derezzing instantly 4 3 960 + 1D10
Aardvark Anti IC Detects and attacks Worms, de-rezzing instantly 4 3 1000
ANTI-PERSONNEL
Stun Anti-Person. Freezes Netrunner for 1D6 turns 3 3 6000
Hellbolt Anti-Person. Cause 1D10 physical damage to Netrunner 4 4 6250
Sword Anti-Person. Hellbolt variant, causes 1D6 physical damage to Netrunner 3 4 6750
Brainwipe Anti-Person. Reduce INT by 1D6 each turn, killing Netrunner 3 4 6500
Zombie Anti-Person. Reduce INT by 1D6 each turn, leaving Netrunner mindless 5 4 7500
Liche Anti-Person. Erases memory, replacing with pseudo-personality 4 4 7250
Firestarter Anti-Person. Causes power surge, starting fire in Netrunner’s deck. 4 4 6250
Hellhound Anti-Person. Tracks Netrunner, waits, then causes 3D10 damage/turn 6 6 10,000
Spazz Anti-Person. Reduces Netrunner RED for 1D6 turns 4 3 6250
Glue Anti-Person. Locks Netrunner in place for 1D10 turns 5 4 6240
Knockout Anti-Person. Causes coma for 1D6 hours 4 3 6250
JackAttack Anti-Person. Prevents Netrunner from logging off 3 3 6000
CONTROLLERS
Viddy Master Controller Video board controller 4 1 140
Soundmachine Controller Microphone/voxbox controller 4 1 140
Open Sesamé Controller Electronic door controller 3 1 130
Genie Controller More powerful door, elevator controller 5 1 150
Hotwire™ Controller Vehicle controller 3 1 130
Dee-2® Controller Robot controller 3 1 130
Crystal Ball Controller Video/camera controller 4 1 140
News at 8 Controller Screamsheet box controller 4 1 140
Phone Home Controller Send & receive cellular calls, intercepts calls at STR. 2 5 1 150
UTILITIES
Databaser Utility Stores up to 10,000 pages per file of information/text 8 2 180
Alias Utility Replaces file name with false one 6 2 160
ReRezz Utility Recompiles and restores destroyed programs 3 1 130
Instant Replay Utility Records coordinates of current Netrun for replay later 8 2 180
Gatemaster Utility Detects and destroys Virizz, Viral 15 programs 5 1 150
PadLock Utility Refuses to allow log on through deck unless code is given 4 2 160
Electrolock Utility Locks files as is a STR. 3 code gate. 7 2 170
Filelocker® Utility Locks files, requiring code word (runner’s choice) to open 4 1 140
NetMap Utility Provides accurate maps of most well-known Net locations 4 1 140
Packer Utility Reduces programs by ½ size. Take 2 turns to unpack 4 1 140
Backup Utility Creates copies of most programs on chip 4 1 140
DEMON SERIES
Imp II Demon Carries 2 programs 3 3 1000
Afreet II Demon Carries 3 programs 3 4 1160
Succubus II Demon Caries 4 programs 4 4 1200
Balron II Demon Carries 4 programs 5 5 1240
WEAPONS LIST
Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost
LIGHT AUTOPISTOLS
BudgetArms C-13 P -1 P E 1D6(5mm) 8 2 ST 50m 75.00
Dai Lung Cybermag 15 P -1 P C 1D6+1(6mm) 10 2 UR 50m 50.00
Federated Arms X-22 P 0 J E 1D6+1(6mm) 10 2 ST 50m 150.00
MEDIUM AUTOPISTOLS
Militech Arms Avenger P 0 J E 2D6+1(9mm) 10 2 VR 50m 250.00
Dai Lung Streetmaster P 0 J E 2d6+3(10mm) 12 2 UR 50m 250.00
Federated Arms X-9mm P 0 J E 2d6+1(9mm) 12 2 ST 50m 300.00
HEAVY AUTOPISTOLS
BudgetArms Auto 3 P -1 J E 3D6(11mm) 8 2 UR 50m 350.00
Sternmeyer Type 35 P 0 J C 3D6(11mm) 8 2 VR 50m 400.00
VERY HEAVY AUTOPISTOLS
Armalite 44 P 0 J E 4D5+1(12mm) 8 1 ST 50m 450.00
Colt AMT Model 2000 P 0 J C 4D6+1(12mm) 8 1 VR 50m 500.00
LIGHT SUBMACHINEGUNS
Uzi Miniauto 9 SMG +1 J E 2D6(9mm) 30 35 VR 150m 475.00
H&K MP-2013 SMG +1 J C 2D6+3(10mm) 35 32 ST 150m 450.00
Fed. Arms Tech Assault SMG +1 J C 1D6+1(6mm) 50 25 ST 150m 400.00
MEDIUM SMGS
Arasaka Minami 10 SMG 0 J R 2D6+2(10mm) 40 20 VR 200m 500.00
H&K MPK-9 SMG +1 J C 2D6+1 (9mm) 35 25 ST 200m 520.00
HEAVY SMGS
Sternmeyer SMG 21 SMG -1 L E 3D6(11mm) 30 15 CR 200m 500.00
H&K MPK-11 SMG 0 L C 4D6(12mm) 30 20 ST 200m 700.00
Ingram MAC 14 SMG -2 L E 4D6(12mm) 20 10 ST 200m 650.00
ASSAULT RIFLES
Militech Ronin Light Assault RIF +1 N C 5D6(5.56) 35 30 VR 400m 450.00
AKR-16 Medium Assault RIF 0 N C 5D6(5.56) 30 30 ST 400m 500.00
FN-CAL Heavy Assault Rifle RIF -1 N C 6D6+2(7.62) 30 30 VR 400m 600.00
Kalishnikov A-80 Hvy. Rifle RIF -1 N E 6D6+2(7.62) 35 25 ST 400m 550.00
SHOTGUNS
Arasaka Rapid Assault 12 SHT -1 N C 4d6(00) 20 10 ST 50m 900.00
Sternmeyer Stakeout 10 SHT -2 N R 4d6(00) 10 2 ST 50m 450.00
HEAVY WEAPONS
Barret-Arasaka Light 20mm HVY 0 N R 4D10(20mm) 10 1 VR 450m 2,000.00
HellKat 16 Missile Launcher HVY -1 N R 7D10 1 1 VR 1km 3,000.00
Militech Arms RPG-A HVY -2 N R 6D10 1 1 VR 1000m 1,500.00
Frag Grenade HVY 0 P P 7D6 1 1 VR Throw 30.00
Stun Grenade HVY 0 P P -5 to Stun Roll 1 1 VR Throw 30.00
Incendiary Grenade HVY 0 P P 4D6 for 3 turns 1 1 VR Throw 30.00
Sonic or Dazzle Grenade HVY 0 P P Deaf/blind 3 turns 1 1 VR Throw 30.00
Gas Grenade HVY 0 P P See Drug/Poison 1 1 VR Throw 30.00
C-6 Plastic Explosive HVY 0 P P 8D10 per kg. 1 1 VR NA 100.00/kg
Mine (all types) HVY 0 J P 4D10 1 1 VR NA 350.00
K-A F-253 Flamethrower HVY -2 N R 2D10 10 1 ST 50m 1,500.00
EXOTICS
Techtronica 15 Microwaver P 0 J P 1D6 10 2 VR 20m 400.00
Militech Elect. LaserCannon RIF 0 N R 1-5D6 10 2 UR 200m 8,000.00
Avante P-1135 Needlegun P 0 P P Drugs 15 2 ST 40m 200.00
Enertex AKM Power Squirt P -2 J C Drugs 50 1 VR 10m 15.00
Nelspot “Wombat” P -1 J C Drugs 20 2 UR 40m 200.00
Militech Electronics Taser P -1 P E 1D6(5mm) 5 2 ST 10m 60.00
EagleTech “Tomcat” C-Bow EX 0 N C 4D6 12 1 VR 150m 150.00
EagleTech “Stryker” X-Bow EX -1 N C 3D6+3 12 1 VR 50m 220.00
MELEE WEAPONS
Note: Most melee weapons are available on the open market and have a ROF of 1, a WA of 0, and no reloads
Kendachi Monoknife® MEL +1 N P 2D6 NA NA VR 1m 200.00
Kendachi MonoKatana® MEL +1 P R 4D6 NA NA UR 1m 600.00
SPM-1 Battleglove™ MEL -2 N P 3D6/2D6 NA NA VR 1m 900.00
Club Melee 0 M C 1D6 NA NA NA 1m Free
Knife Melee 0 P C 1D6 NA NA NA 1m 1-20.00
Sword Melee 0 N C 2D6+2 NA NA NA 1m 20.00
Axe Melee -1 N C 2D6+3 NA NA NA 1m 15.00
Nunchaku/Tonfa Melee 0 L C 3D6 NA NA NA 1m 15.00
Naginata Melee 0 N P 3D6 NA NA NA 2m 100.00
Shiriken Melee 0 P C 1D6/3 NA NA NA Throw 2-3.00
Switchblade Melee 0 P C 1D6/2 NA NA NA 1m 15.00
Brass knuckles Melee 0 P C 1D6+2 NA NA NA 1m 10.00
Sledgehammer Melee -1 N C 4D6 NA NA NA 1m 20.00
Chainsaw Melee -3 N C 4D6 NA NA NA 2m 80.00
When you’re getting down to the Meat and the Metal, you don’t have time
to dig through stacks of hardcopy. That’s why you need to interface with
the Data Screen. All the information you need, in one place and at your
fingertips, including new tables to make FNFF combat and Netrunning even
faster. Plus: WHEN THE CHIPS ARE DOWN; a 32 page Cyberpunk® adventure!
Data Screen: your personal downlink to Cyberpunk® 2020

2
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Copyright © R. Talsorian Games 2018. All Rights Reserved
T H E RO L E PL AY I NG G A M E O F T H E DA RK F U T U RE

DATA S C RE E N 2 . 0 . 2 . 0 .

CP 3801 ISBN 0-937-279-14-5

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