00.00 Cyberware d6 Table

00.00 Cyberware d6 Table
SystemDiff. to
Install
Wound Level
Caused
Cyber RatingBasic CostSystem TOUNotes
Misc. Items      
SimNerveModeratemortal1/0.5500*Used to
communicate commands from brain to hardware. Necessary for all cyberware except for
Synthflesh II & III
Enhanced
SimNerve (ESN)
Difficultmortal1.51875  
SynthefleshEasystunned0/0.5200-650N/AFake flesh used
to cover cyber. Cyber Value for Grade I only
FoolerModeratewounded twice1.560004DAdds +2D to
difficulty of sensors to detect cyberware.
Neural JackModerateincapacitated0.511003DUsed to access
cybernetically capable computers via SimNerve
Weapon JackModerateincapacitated19004D+1D to the interfaced
weapons skill attempt. When used in conjunction with an eye display system, the system
adds +2D.
Power Cells-  2004D 
Testron Body
Vision
Moderatewounded twice1.56000N/AAdds +1D to
sneak or disguise skill checks.
Organ
Replacement
Difficultmortal2.5500007D*Increases a
patient's STR by +1D/ max +3D.
Broken HeartDifficultmortal2500007D*Each heart-unit adds
+1D  to the person's roll versus dying when mortally wounded
NW Personal
Jammer
Difficultwound0.536005DAdds +2D to
difficulty to electronic surveillance rolls.
Finger StingerModeratestunned0.510005D 
NW Adjustable
Comlink
Moderatewound1.515005D 
Motion ScannerModeratewounded twice120006DAdds +1D to
Perception for detecting vibrations. Cost: 2000 if implanted into biological hand; 900 if
added as a cyberhand module
Element ScannerModeratewounded twice121006DCost: 2100 if
implanted into biological hand;1000 if added as a cyberhand  module. Adds +1D to sensor attempts to identify composition of an item.
      .
Optical
systems & Visual Enhancers
      
Bug EyesModeratewound1.527004DGives the user
near 270 degree vision. Adds +2D to Perception attempts.
Brodie
SuperSight
Moderatewounded twice129506D+1D to
Perception
NW SupersightModeratewounded twice122504D+1D to
Perception
Furtherman
SuperSight
Moderatewounded twice126005D+1D to
Perception
NW Heat-SeekerModerateincapacitated123004D+1D to
Perception in dark; Allows sight in darknesss via infrared
Brodie
Heat-Seeker
Moderateincapacitated123506D+1D bonus to
Perception in low-light or dark conditions
Furtherman
Heat-Seeker
Moderateincapacitated121005D+1D bonus to
Perception in low-light or dark conditions
NW Low-LightModeratewounded twice119004D+1D to
Perception in dark; Negate all but total darkness
Brodie Low-LightModeratewounded twice125006D+1D to Perception in
dark; Negate all but total darkness
Brodie
Telescoptric
Moderateincapacitated123005DMagnification
x25;+1D to Perception at long distances
NW TelescoptricModerateincapacitated117504DMagnification
x25;+1D to Perception at long distances
Brodie LEDDifficultincapacitated1.545005DProvides LED
info thu cyber-eye; interfaces with Scholar Chips
NW LEDDifficultincapacitated1.535004DProvides LED
info thu cyber-eye; interfaces with Scholar Chips
Furtherman
Hunter
Moderateincapacitated1.537505D+1D to weapons
skill when used with Simnerve link to weapon
NW HunterModerateincapacitated1.532504D+1D to weapons skill
when used with Simnerve link to weapon
Brodie HunterModerateincapacitated1.542005D+1D to weapons skill
when used with Simnerve link to weapon
Testron
Anti-Glare
   500 +1D bonus to the
STR roll against blinding attacks.
NW Micro-OpticsModerateincapacitated117504DThis grants a
+1D bonus to Perception when looking for details only visible through magnification.
Brodie
MicrOptics
Moderateincapacitated123006DThis grants a
+1D bonus to Perception when looking for details only visible through magnification.
Furtherman
MicroOptics
Moderateincapacitated120005DThis grants a
+1D bonus to Perception when looking for details only visible through magnification.
Furtherman
Low-Light
Moderatewounded twice122005D+1D to Perception in
dark; Negate all but total darkness
Furtherman
Telescoptric
Moderateincapacitated120005DMagnification x25;+1D
to Perception at long distances
Furtherman LEDDifficultincapacitated1.540005DProvides LED
info thu cyber-eye; interfaces with Scholar Chips
McGinley
Watch Dog Line
------------
Visual Finger
Base Unit
Moderatewounded twice15004D 
Advisor Base
Unit
Moderateincapacitated1.57504D 
Heel! Base UnitModeratewounded twice13504D 
NW Basic Eye- -1004D 
Brodie Basic Eye   1506D 
Furtherman Basic
Eye
- -1255D 
Enhanced Eye Systems ------------
Furtherman View
System EES
Moderateincapacitated118005D+1D to sight
Perceptrion
NW Supersight
EES
Moderateincapacitated122504D+1D+1 to Perception
NW MondoVision
EES
Moderateincapacitated133004D+2D to Perception
Brodie
Cyber-Detector
Difficultincapacitated160005DAdds +1D to Perception
attempts to detect cyberware.
NW Range ScopeModerateincapacitated133504DProvides +1D to
applicable weapons skills.
NW InfraredModeratewounded twice119004DAdds +1D to Perception
attempts of heat signatures in dark conditions.]
Furtherman
Tracker
Moderateincapacitated120004DAdds +1D to Perception
attempts when shadowing a target
Testron Cats Eye
Low-Light
Moderateincapacitated122004DAdds +1D for
Perception attempts in low-light conditions.
Brodie Fiber
Telescoptric
Difficultincapacitated134003D 
NW EyeHUDDifficultincapacitated1.565004DAdds +1D to Perception
attempts when utilizing applicable information from multiple sensors presented in the
display.
ChromespecModeratewounded twice110006DAdds +2D vs. blinding
flashes, +1D to visual Perception attempts in high-glare environments.
NW Eye LiteModeratestunned0.55005D 
       
Olfactory
Systems
      
McGinley
Bloodhound
Moderatestunned0.512506DGives a linked user a
+1D to any Perception check involving scent.
       
Taste and
Vocal
      
Dr. YukModeratestunned0.510006DMr. Yuk gives a +1D
bonus to taste-based Perception rolls.
NW PersuaderModeratewounded twice1100004DThe Persuader gives a
+1D bonus to any vocal attempt of con or persuasion. The Persuader can be detected with a
Moderate auditory Perception or higher.
McGinley Smooth
Talker
Moderatewounded twice1125005DThe McGinley provides
a +2D bonus to any vocal attempt of con or persuasion, but is detectable with a Easy roll
versus auditory Perception.
       
Tactile Systems      
Furtherman
Hypertouch
Moderatewounded twice150004DWhen replaced, manual
Dexterity is increased by +1D when manipulating small or delicate objects. When combined
with Furtherman MicroOptics system, add +2D to skill checks for microscopic manipulation.
       
Auditory
Systems
      
Furtherman EVDModeratewounded twice0.512505D+1D to hearing
Perception rools
Furtherman LFModeratewounded twice115005D+1D to Perception
detection low-frequency sounds
Furtherman HFModerateincapacitated0.515005D+1D to Perception
detection high-frequency sounds
Ear TapModeratewound118005DAdds +1D to auditory
Perception attempts when receiving frequencies and/or searching for a particular pattern.
NW Sonar SoundModeratewound0.528005DAdds +1D toPerception
attempts in dimly-lit conditions when using sonar information.
McGinley
SenseDog Line:
      
Base UnitModeratewounded twice140006D 
Overseer ModuleModeratewounded twice0.515006D 
ListenDogModeratewounded twice0.512506D 
       
       
Physical
Enhancements
      
Brodie
Equilibrium
Difficultmortal1.543004D*+1D to acrobatics,
beast riding, dodge, melee combat (defensive only) and some other balance related skills.
NW SynthemuscleModerateincapacitated1.5125004D*+1D-+2D to STR;
normally installed to support cyberlimbs
NW Intradermal
Plate
Moderatemortal222500 STR+2D against
all attacks.
Furtherman
Adreno-Charger
Easywounded twice145004D*Holds the
Adrenocharger chemical (5 doses)
Furtherman
Endorpho-Charger
Moderateincapacitated145004D*Holds the
Endorphocharger chemical (5 doses)
Becker QuickKillModerateincapacitated2.595005D+Holds the Becker
QuickKill (can hold Endorphocharger or Adrenocharger also) (8 doses)
Brodie
Mind-Enhance Injector
Difficultmortal280005D+Holds the
MindEnhance chemical (5 doses)
NW PainShield
Injector
Moderateincapacitated275005D+Holds the
Painshield chemical
Furtherman NBXEasywound040005D+Holds the any
drug; manually triggered; does not require Simnerve.
       
Prosthetics       
Cyberhands     See rules & table for Cost and bonuses
Brodie
Cyberskeleton
Difficultmortal2300009DBase STR+3 to
all actions; supports cybernetic muscles
SheathModeratewound0.59002DConcealed sheath
for small weapons; can open on command from SimNerve.
Body ClubModerateincapacitated1.530004DDamage Value
STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for
a drained Club). A mishap means the user may have zapped himself.
Brodie ShockFistModeratewounded twice1.575007D5D electrical
attack may be made (touch range only)
Brodie RamFistModeratewounded twice1.565007DRamFist does STR+2D/7D
damage.
RamFist Gas
Cartridge
   400  
Sub-dermal
Knuckle Implant
Moderatestunned0.58006Dadd +1D to brawling
parry and provide +1D physical/ 0 energy for the limb when taking damage from blocking
Sub-dermal Foot
Implant
Moderatestunned0.510006Dadd +1D to
brawling blocks and provide +1D physical/ 0 energy for the limb when taking damage from
blocking
Flex-version
Knuckle Implant
Moderatewound112006D 
Flex-version
Foot Implant
Moderatewound115006D 
HeadButt PlateModeratewounded twice0.512004D 
McGinley VenomModeratewounded twice165006D 
- Sleep capsule---500-Sleep gas:
Moderate STR check or unconsciousness for five minutes.
- Acid cartridge---750-Acid: damage value 4D.
- Nausea---600-Nausea: Moderate STR
check or vomiting for three rounds.
- Paint---75- 
- Fog---75- 
Furtherman
Cutting Edge
Moderatewounded twice1.590007DDamage value
STR+1D/7D.
LockpicksEasystunned0.55006D 
ScissorsEasystunned0.52006D 
MicrolightEasystunned0.54006D 
Interface JackEasystunned0.516006D 
RollerboysModeratewounded twice130007DAdds +10 to
movement running speed limit. Add +1D to the difficulty if traveling over less than even
terrain, +2D if attempting to go uphill.]
RocketeersModeratewounded twice1.5100007D50 meters
vertical limit; 140 meters horizontal limit. Treat like rocket pack.They are usable only
by people with the Rocket pack operations skill and, even then, at +2 to the difficulty
number.
ClamponsModeratewounded twice1.5100007DAdd +2D to running or
climbing skill checks on nonstandard surfaces.
MagneticsModeratewounded twice1.5100007DAdd +2D to running or
climbing skill checks on nonstandard surfaces.
ToolHandVery Difficultwounded twice150007DAdds +1D on all repair
skills (may specialize for an extra +1)
Magic (Illusion)Very Difficultwounded twice145007D 
Artist KitVery Difficultwounded twice135007D 
Medic HandVery Difficultwounded twice165007DAdds +1D on
Medic/First aid skills
Cyberarms and
cyberlegs
     See rules & table for Cost and bonuses
       
Weapons      
Brodie SerpentEasywound124006DDamage Value
3D+1, range 3-8/15/30; ammo 3; ammo cost 35
Furtherman
Enforcer
Moderatewounded twice1.5125006DDamage Value 4D,
range 3-10/25/50; ammo 12; ammo cost 30
ClawsModeratewounded twice235005DDamage Value
STR+1D/5D
Electric ClawsModeratewounded twice235007DDamage Value
STR+2D/7D or STR+1D/5D unpowered; holds ten charges; and takes 30 min to recharge
RazortipsModeratewound122004DDamage STR+1D; may be
filled with poisons, drugs, or acids.
FangsEasystunned0.514004DDamage Value STR+1;
may be filled with poisons, drugs, or acids.
Razor WireModeratewound111006DRange up to two
meters; STR+2D/6D damage
Sonic DisruptorModeratewounded twice1.5200007DDamage Value: 7D
Range: Short: 3-25 Medium: 75 Long: 150 Price: 20000 Ammo: 30 Ammo Price: 125
Neutrino
Nullifier
Moderatewounded twice1.5200007DDamage Value: 8D
Range: Short: 3-15 Medium: 50 Long: 100 Price: 20000 Ammo: 20
Rocket DigitsModeratewound1.536004DDamage Value
(per Rocket) 3D+1 Range: 10-25/50/150
Furtherman
Cyber-weapon Scope
N/AN/AN/A2500N/A 
Body ClubModerateincapacitated1.530004DDamage Value
STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for
a drained Club). A mishap means the user may have zapped himself.
VenomModeratewound1.527004DDamage value
determined by the toxin (See Dufuss, Somynide and Scud)
       
Armor Chart      
Armor Type    PriceArmor ValueNotes
Furtherman
Mini-shields
N/A  2000+1D+1p / +2eActivated by
SimNerve, appears like insect carapaces. TOU/Max Value: +1D physical / +2 energy Mass: N/A
Cost: 2000/graft
EMP
Shieldin& Level I
N/A  3000+1DIncreases the
difficulty of attempts to shut down protected electronics
EMP Shielding,
Level II
N/A  35001D+2 
Skill WareDiff. to InstallWound Level CausedCyber RatingCost
NW Chip Reader, vIModerateincapacitated0.5900
-,vIIModerateincapacitated11200
SkillNerve, vlDifficultmortal13500
– vIIDifficultmortal16500
– vlllDifficultmortal118000