INFO: NPC Stat Blocks

From the mean streets of Night City to the mountains of Mars, a tabletop RPG campaign teetering on the brink of the Fourth Corporate War. Cyberpunk 2.0.2.0. (R. Talsorian Games)

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INFO: NPC Stat Blocks

Post by nemarsde »

Originally posted 06 Dec 2002, 15:31

Various examples of stat blocks for NPCs from behind the GM's screen.

This allows the players to gain a sense of perspective on their own characters if they are not familiar with the Cyberpunk 2.0.2.0 system and setting.

Note: Only stat blocks for NPCs already encountered by the player characters in-game will be included in this topic.
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Yakuza Chimpira

Post by nemarsde »

This is an example of the low-level Yakuza gangster or chimpira that can be encountered on the streets of Night City.

Yakuza chimpira are usually new members in the Yakuza family, recruited from the street gangs. They're often the most violent and unruly Yakuza, only distinguishable from a street gang by their more expensive gear.

Note: The Kagero-gumi Yakuza that attacked the player characters at the Jade Palace were of this type.

Stats
INT 4 REF 7 TECH 6
CL 7 ATT 5 LK 4
MA 7 BT 8 EMP 2

Cybernetics
Fashionware

Skills
Gang Rank 7, Awareness/Notice 6, Brawling 12, Driving 10, Handgun 10, Intimidate 11, Melee 11, SMG 10, Streetwise 10

Outfit
Light armour jacket (SP 14 Torso, Arms). Colt AMT Model 2000 autopistol or Uzi Miniauto 9 SMG. Combat knife or sword

Combat Scores

Initiative: +7
Save: 8
BTM: -3
Damage: +1
Dodge: +7
Colt AMT Model 2000 (WA 0/DMG 4D6+1/#Shots 8/ROF 1/Rel VR/50m) +11
Uzi Miniauto 9 (WA 1/DMG 2D6+1/#Shots 30/ROF 35/Rel VR/150m) +11
Combat knife (DMG 1D6+4 AP*) +11
Sword (DMG 2D6+3 AP*) +11

Armour (including BTM):
Head 3, Torso 17, Arms 17, Legs 3

*Blade. Soft SP -50%
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Stab Shesko

Post by nemarsde »

An Eastern European cyber-soldier, Stab Shesko served with secret police forces in the Invasion of Luthuania (2015) and the Brushfire Wars (2018), where he gained a reputation as a ruthless killer. Recently he moved to the New World, working as a hired gun for Central American drugs traffickers, Jamaican Yardies, and other crime organisations in and around the Caribbean. Shesko's known to kill at close-range, favouring shotguns and cyber-weapons.

Note: Stab Shesko was killed by the player characters in Phoenix City.

Stats
INT 5 REF 11 TECH 7
CL 5 ATT 8 LK 5
MA 6 BT 10 EMP 2

Cybernetics
Neuralware Processor with Sandevistan Speedware (+3 to Initiative). Smartgun Link, Interface Plugs. Rippers (1D6). Subdermal armour (SP 10 Head, SP 18 Torso). Skinweave (SP 12 Whole Body). Cyberlegs w. Hydraulic Rams and transparent Plastic Covering. Retractable Blades (1D6+3). Cyberoptics and Cyberaudio. Biotech Body Enhancement

Skills
Combat Sense +7, Athletics 17, Awareness/Notice 19, Handgun 18, Martial Arts: Thai Boxing 16, Melee 16, Rifle 16, Wardrobe & Style 9

Outfit
Plastech Duster (SP 18 Torso, Arms, Legs). Colt Alpha-Omega autopistol (smartlinked) and Arasaka Rapid Assault 12 shotgun (smartlinked). Low impedence cables

Combat Scores

Initiative: +21
Save: 10
BTM: -4
Damage: +2
Dodge: +16
Colt Alpha-Omega (WA 2/DMG 2D6+2/#Shots 10/ROF 2/Rel VR/50m) +24
Arasaka Rapid Assault 12 (WA -1/DMG Spread 4D6/#Shots 20/ROF 10/Rel ST/50m) +19
Rippers (DMG 1D6+2 AP*) +16
Retractable Blades (DMG 1D6+10 AP*) +19

Armour (including BTM):
Head 26, Torso 52, Arms 34, Legs 22 (SDP 30)

*Blade. Soft SP -50%
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Cultie Zealot

Post by nemarsde »

By 2005 the Millennium cult known as the Church of the New Epoch had evolved into a militant organisation in Night City. Led by the Nine Hierophants, the Church began its campaign to take over the world. According to the Book of the Cataclysm, written by the Nine, this would be achieved through the Harbinger (i.e., the Bioplague). The authorities believed the Church were developing a computer virus, based on the Bioplague.

The laws of the Church were prescribed in the Codex, which was enforced by the Zealots. Fanatically loyal to the Nine Hierophants, the Zealots were full conversion borgs, built using the most advanced technology of the time and intended to be used as the Church's shock troops.

With their manouevre jets and modified drive-train, a Zealot could almost fly into battle; hooded cloaks billowing behind them. Once at point blank range, the Zealots would engage with monofilament saws, solid fuel flamethrowers and autoshotguns. One Zealot could cut through an entire squad of corporate police, and often the only chance of survival was to get back in the car and try to outrun the Zealot.

All Zealots were cyberpsychotic and were controlled through their adherence to the Codex, almost like robots controlled by strings of code. Nevertheless, compared to even the street ronin of 2020, the Zealot is not as over-aweing as it once was and most were destroyed by the megacorporations in 2009.

Note: The player characters fought against Zealots at the White City.

Stats
INT 4 REF 10 TECH 3
CL 6 ATT 0 LK 6
MA 25 BT 12 EMP 0

Cybernetics
Alpha Full Conversion with All Options, Increased MA, Increased SP and SDP (SP 40 Whole Body. SDP +20). Longevity Module. Neuralware Processor with Kerenzikov Boosterware (+2 to Initiative). Smartgun Link, Cybermodem Link, Interface Plugs. BuzzHand (2D6+2). Pop-Up Flamethrower. Cellular Cybermodem. Cyberoptics and Cyberaudio

Skills
Combat Sense +7, Athletics 16, Awareness/Notice 17, Brawling 15, Handgun 15, Intimidate 11, Melee 17

Outfit
10-Gauge Pistol (smartlinked). Low impedence cables. Thrust jet unit

Combat Scores

Initiative: +19
Save: 12
BTM: -5
Damage: +4
Dodge: +16
10-Gauge Pistol (WA -2/DMG Spread 5D6/#Shots 9/ROF 2/Rel ST/30m) +17
Pop-Up Flamethrower (WA 0/DMG Spread 2D6*/#Shots 4/ROF 1/Rel ST/1m) +19
BuzzHand (DMG 2D6+6 AP**) +17

Armour (including BTM):
Head 45 (SDP 40), Torso 45 (SDP 50), Arms 45 (SDP 40), Legs 45 (SDP 40)

*Incendiary. 1D3 DMG/round for 2 rounds after 1st. Armour destroyed in 3 rounds
**Powered monomolecular. Soft SP -75%, Hard SP -50%, x2 DMG on critical
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Yardie Gangster

Post by nemarsde »

This is an example of the Jamaican Yardie gangster encountered on the streets of Night City.

Often drugged up on synthcoke, these gangsters are single-minded and brutal killers. Yardie gangs favour killings and mutilations to further their goals, and the only bond between them is callous violence.

Note: The Yardies that attacked the player characters outside the Tokyo Rose were of this type.

Stats
INT 6 REF 9 TECH 7
CL 8 ATT 7 LK 6
MA 8 BT 11 EMP 3

Cybernetics
Adrenal Booster, Muscle & Bone Lace, Nanosurgeons, Skinweave (SP 12 Whole Body), Neuralware Processor with Sandevistan Speedware (+3 to Initiative). Smartgun Link, Vehicle Link, Interface Plugs.

Skills
Combat Sense +6, Athletics 14, Awareness/Notice 15, Driving 13, Electronic Security 10, Handgun 12, Martial Arts: Capeoira 15, Melee 12, Rifle 16, SMG 12, Stealth 11, Weapon Tech 9

Outfit
Light armour jacket (SP 14 Torso, Arms), heavy leather pants (SP 4 Legs). Fed Arms Tech Assault II SMG (smartlinked) or Kalashnikov A-80 assault rifle (smartlinked). Machete. Frag grenade or incendiary grenade

Combat Scores

Initiative: +18
Save: 11
BTM: -5
Damage: +4
Dodge: +17
Fed Arms Tech Assault II (WA 1/DMG 1D6+1/#Shots 50/ROF 25/Rel ST/150m) +15
Kalashnikov A-80 (WA -1/DMG 6D6+2/#Shots 35/ROF 25/Rel ST/400m) +17
Machete (DMG 3D6+4 AP*) +12
Kick (DMG 1D6+10) +17

Armour (including BTM):
Head 17, Torso 31, Arms 31, Legs 21

*Blade. Soft SP -50%
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Hans Berlin

Post by nemarsde »

The Berlin Twins, Hans and Gunter are two celebrity Eurosolo brothers that have gained a reputation working for private citizens. Mostly involved in petty disputes between media stars, with their slick black hair and thin pencil moustaches the Berlin Twins have the right look, even if they're almost unproven as solos.

Note: Hans Berlin was killed by Mach at Al-Ghul's New Year's Eve Party.

Stats
INT 4 REF 8 TECH 4
CL 8 ATT 4 LK 10
MA 8 BT 9 EMP 2

Cybernetics
Neuralware Processor with Kerenzikov Boosterware (+2 to Initiative). Smartgun Link, Interface Plugs. Cyberoptic. Slice 'n' Dice. Nasal Filters. Skinweave (SP 12 Whole Body)

Skills
Combat Sense +6, Athletics 17, Awareness/Notice 15, Handgun 14, Intimidate 15, Martial Arts: Boxing 11, Melee 14, Personal Grooming 10, SMG 15, Streetwise 14

Outfit
Light armour jacket (SP 14 Torso, Arms). HK MPK-11 SMG (smartlinked), Sternmeyer Type 35 autopistol (smartlinked). Low impedence cables

Combat Scores

Initiative: +16
Save: 9
BTM: -3
Damage: +1
Dodge: +17
Sternmeyer Type 35 (WA 0/DMG 3D6/#Shots 8/ROF 2/Rel VR/50m) +18
H&K MPK-11 (WA 0/DMG 4D6+1/#Shots 30/ROF 20/Rel ST/200m) +19
Slice 'n' Dice (2D6+1 AP*) +14
Punch (1D3+1) +14

Armour (including BTM):
Head 15, Torso 29, Arms 29, Legs 15

*Monomolecular. Soft SP -66%, Hard SP -33%, x2 DMG on critical
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Guerilla-fighter

Post by nemarsde »

As always with Third World terrorist groups, it's the young, poor and uneducated that're are most vulnerable to propaganda.

Such groups have training camps in remote locations, often occupying abandoned buildings and with the backing of megacorps. Guerilla-fighters shouldn't be underestimated, or second guessed. They may be poorly trained and untested in combat, but not always. Experienced guerilla-fighters can be a deadly effective fighting force.

Note: The player characters fought against Jihad guerilla-fighters at the Battle of Douz.

Stats
INT 4 REF 7 TECH 6
CL 6 ATT 4 LK 7
MA 8 BT 7 EMP 6

Cybernetics
Random

Skills
Family 8, Awareness/Notice 9, Brawling 14, Driving 13, Handgun 11, Melee 12, Rifle or SMG 11, Stealth 11, Wilderness Survival 8

Outfit
Kevlar vest (SP 10 Torso). Militech Ronin Light Assault rifle or Militech-10 SMG. Frag grenade

Combat Scores

Initiative: +7
Save: 7
BTM: -2
Damage: 0
Dodge: +7
Militech Ronin Light Assault (WA 1/DMG 5D6/#Shots 35/ROF 30/Rel VR/400m) +12
Militech-10 (WA 1/DMG 2D6+3/#Shots 30/ROF 20/Rel ST/200m) +12
Punch (DMG 1D3) +14

Armour (including BTM):
Head 2, Torso 12, Arms 2, Legs 2
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ESA Cyber-commando

Post by nemarsde »

The ESA cyber-commandos were developed after the orbital colony revolts of 2018. Intended to work in tandem with the Spider ACPA as a weapon platform, ESA cyber-commandos specialise in assaulting structures with sealed atmospheres, space stations and colonies. The design is state of the art, an upgraded Copernicus-class borg, sleek and lightweight, armed with the new LPA1 liquid-propellant twin mag assault rifle and a retractable ChainRipp. The LPA1 can be loaded with high-tech WASP rounds that are only made available to EC spec ops and turn this assault rifle into the most lethal hand-held weapon system known to man. (And with its liquid-propellant, the LPA1 can be fired in zero atmosphere.)

It'd surprise some Europeans to learn that the soldiers butchered and wired into all this cutting edge hardware aren't picked from elite special forces, they're picked from the streets and Third World mercenary armies. They're the only ones stupid or desparate enough. Like any megacorp, ESA vets its volunteers but after the volunteers have sold out, they become ESA property and after atrauma enhanced full conversion they're actually the cheapest part of the cyber-commando. The ESA are well aware of this. They don't fit longevity modules into the borgs, and they don't bother with training or much therapy. Biopods are kept in braindance until needed, and on the job they just follow the commands that come through the cybermodem. They behave almost like robots, but with the human ability to improvise, adapt and overcome.

As a reward, volunteers are guaranteed a naturalised body at the end of their service, and European citizenship.

Note: ESA cyber-commandos were used by Interpol in Operation Circlet, posing as Saigo Gozo, and at the Battle of Douz.

Stats
INT 7 REF 15 TECH 8
CL 9 ATT 0 LK 5
MA 25 BT 20 EMP 4

Cybernetics
Copernicus Full Conversion with All Options, Increased REF, MA, BT. Neuralware Processor with Sandevistan Speedware and Boostmaster (+4 to Initiative). Smartgun Link, Cybermodem Link, Interface Plugs. ChainRipp (3D6). Cellular Cybermodem. Cyberoptics and Cyberaudio

Skills
Combat Sense +6, Awareness/Notice 24, Handgun 20, Hide/Evade 11, Martial Arts: Aikido 20, Melee 20, Rifle 20, SMG 20, Stealth 19

Outfit
LPA1 Assault Rifle (smartlinked), Teargas Grenades, Stun Grenades. Low impedence cables

Combat Scores

Initiative: +25
Save: 20
BTM: -5
Damage: +12
Dodge: +23
LPA1 (WA 1/DMG 1D3x6D6 AP*/#Shots 90/ROF 20/Rel VR/500m) +25
ChainRipp (DMG 3D6+12 AP**) +20

Armour (including BTM):
Head 30 (SDP 20), Torso 30 (SDP 30), Arms 30 (SDP 20), Legs 30 (SDP 20)

*WASP. Soft SP -100%, Hard SP -50%
**Powered blade. SP -50%
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Yakuza Teppo-dama

Post by nemarsde »

In the dark future, there's a lot of wet work to be done on the mean streets.

Recruited from Japanese or Korean combat gangs, or boryokudan, most of the Yakuza's hitmen or teppo-dama aren't made members of the family but are more like loyal dogs, whose rewards are food, shelter and the chance to wreak destruction under the protective aegis of the family.

Note: The player characters fought against Yakuza teppo-dama from Kagero, Harada, and Mutsu-gumi at the Apocalypse Club.

Stats
INT 3 REF 10 TECH 7
CL 6 ATT 2 LK 6
MA 4 BT 11 EMP 4

Cyberware
Neuralware Processor, Smartgun Link, Interface Plugs. Cyberoptics. Muscle & Bone Lace. Skinweave (SP 12 Whole Body). Light Tattoos

Skills
Combat Sense +7, Athletics 15, Awareness/Notice 25, Handgun 16, Intimidate 10, Martial Arts: Karate 20, SMG 15, Strength Feat 17

Equipment
Light armour jacket (SP 14 Torso, Arms). Sword or hambo. Colt AMT 200 autopistol (smartlinked) or Uzi Miniauto 9 SMG (smartlinked)

Combat Scores

Initiative: +17
Save: 11
BTM: -5
Damage: +4
Dodge: +20
Colt AMT Model 2000 (WA 0/DMG 4D6+1/#Shots 8/ROF 1/Rel VR/50m) +19
Uzi Miniauto 9 (WA 1/DMG 2D6+1/#Shots 30/ROF 35/Rel VR/150m) +19
Sword (DMG 2D6+16 AP*) +20
Hambo (DMG 2D6+14) +20

Armour (including BTM):
Head 17, Torso 31, Arms 31, Legs 17

*Blade. Soft SP -50%
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Laura MacAlister

Post by nemarsde »

Painfully thin after two years fighting to survive on the Isle of Wight Penal Colony, Laura MacAlister says she's lost her appetite for food, only hinting at what she had to eat on the penal colony. She now survives on a diet of cheap soda and cigarettes.

With a shaved head, demonic light tattoos up her neck and pierced nose and brow, she looks rough as hell. Laura fought for the SRA during the Scottish Uprising, a solo working the streets of the Lanark-Lothian Metroplex, she built her reputation with several cold-blooded murders of BCF and ARMINTAC soldiers. She was captured at the Battle of Buckton in 2018.

Note: Laura MacAlister is Mary MacAlister's older sister and old friends with Nyx.

Stats
INT 7 REF 12 TECH 5
CL 9 ATT 3 LK 4
MA 10/8 BT 8 EMP 4

Cybernetics
Neuralware Processor with Sandevistan Speedware (+3 to Initiative). Chipware Socket (Martial Arts: Karate +3, Rifle +3, SMG +3), Pain Editor. Smartgun Link, Interface Plugs. Skinweave (SP 12 Whole Body). Reflex Boost. Cyberoptics (Anti-Dazzle, Image Enhancement, IR, Low Lite, Targeting Scope, TimesSquare Plus). Gang Jazzler. Extended Canines (1D3+1). Light Tattoos

Skills
Combat Sense +9, Awareness/Notice 26, Brawling 21, Driving 19, Endurance 13, Handgun 22, Heavy Weapons 22, Hide/Evade 9, Melee 18, Stealth 21, Streetwise 13, Wilderness Survival 15

Outfit
Ultra Kevlar with Gianni Helmet (SP 20 Whole Body). Titanium Katana. Avante P-1135 Needlegun (smartlinked). Cockerill Assault Cannon. Low impedence cables

Combat Scores

Initiative: +24
Save: 8
BTM: -3
Damage: +1
Dodge: +15
Avante P-1135 Needlegun (WA 0/DMG 1D3/#Shots 15/ROF 1/Rel ST/40m) +26
Cockerill Assault Cannon (WA 1/DMG 5D10+10 AP*/#Shots 12/ROF 1/Rel VR/1500m) +23
Titanium Katana (WA 1/DMG 3D6+6 AP**) +19
Punch (DMG 1D3+1) +21

Armour (including BTM):
Head 35, Torso 35, Arms 35, Legs 35

*DPU. SP -50%
**Blade. Soft SP -50%
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Prototype Cyberpred Exotic

Post by nemarsde »

In the Combat Zone they tell a story about a biotechie working for Biosystems Ltd, a meglomaniac who revelled in his god-like power over living things. There was no end to his pride, he was the centre of his world and thought he was the centre of everyone else's.

One day he was working at the weekend and overheard some of the assistants in his lab talking. Even though many of the biotechie's acclaimed works would never have been possible without these assistants, the biotechie was shocked to find that two of them were in love. He was overcome with revulsion and jealously, the thought that these two assistants loved each other drove him insane. He had always treated them as mere neophytes, he was their paterfamilias, how dare they show such disregard!

He had to split the couple and tried everything. He tried to lure the girl away from the boy, but her love was strong. He tried to pay off the boy, but his love was stronger. Finally, one night the biotechie caught the girl alone and drugged her. Working feverously he transformed her into a monster of the dark future, using a vatgrown cyberpred. When the boy found her, he was sick, his lover could still talk and screamed for him to run. Too late. The biotechie had fitted her with a behaviour chip, she was commanded to kill the boy and she did.

But the biotechie had forgotten one thing in his arrogance. The behaviour chip commanded the girl to kill her lover, it didn't command her not to kill the biotechie. He died under her claws. The security guards were on their way. Descending into cyberpsychosis, she killed them all, over twenty of them, before escaping the lab and disappearing into the Combat Zone.

Another story says this is what happens when an Akaromi Biocorp corporate ninja tries breaking into Biotechnica. The only problem with turning such a sneaky choomba into a prototype cyberpred exotic is that they're very likely to sneak off.

Note: The player characters were ambushed by this prototype cyberpred exotic in the Combat Zone. It was a vatgrown tiger with armour-plated skull, clustered frontal optics, full cyberlimbs with retractable claws, cybersnakes mounted on the shoulders and a capacitor laser mounted on the tail.

Stats
INT 8 REF 10 TECH 8
CL 9 ATT 0 LK 8
MA 11 BT 26 EMP 0

Cyberware
Neuralware Processor with Lantech Kerenzikov Boostware and Boostmaster (+5 to Initiative). Reflex Boost. Chipware Socket (Berserk Chip, Adrenaline/Endorphine Surge Chip), Smartgun Link, Interface Plugs. Frontal Optic Mount. Cyberoptics and Cyberaudio. Cybersnake Mk2 (1D6). Advanced Muscle & Bone Lace. Muscle Grafts. ArmourWeave (SP 18 Whole Body). Body Plating Cowl and Faceplate (SP 20 Head). Subdermal Torso Armour (SP 22 Torso), Subdermal Skull Armour (SP 14 Head). Cyberlegs, Added Strength, Armour (SP 20). Cyberclaws (2D6), Cyberfangs (2D6), Gas Jet (Hallucinogen), 2 Shot Capacitor Laser. Biotech Body Enhancement.

Skills
Combat Sneak +10, Athletics 16, Awareness/Notice 34, Basic Tech 14, Hide/Evade 18, Melee 16, Rifle 20, Stealth 25, Streetwise 15, Strength Feat 32

Equipment
None

Combat Scores

Initiative: +20
Save: 26
BTM: -7
Damage: +20
Dodge: +16
Cybersnake Mk2 (DMG 1D6+20 AP*) +18
Cyberfangs (DMG 3D6+20 AP**) +18
Cyberclaws (DMG 3D6+36 AP**) +18
2 Shot Capacitor Laser (WA 3/DMG 3D6/#Shots 2/ROF 1/Rel ST/10m) +28

Armour (including BTM):
Head 41, Torso 47, Arms 27 (SDP 35), Legs 27 (SDP 35)

*Powered blade. SP -50%
**Blade. Soft SP -50%
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Akira the Supergoon

Post by nemarsde »

Akira the Supergoon is Arasaka's most famous corporate samurai in Night City, feared by everyone within the zaibatsu, everyone within the umbrella organisation, from the daimyos to the oyabuns, all the way down to the Japanese combat gangs.

Akira started out as fanatically loyal, which was reinforced by behaviour chips. Involved in so many corporate black ops in Night City, Akira's bosses could not risk exposing any secrets by putting Akira in for therapy. They found a makeshift solution by lobotomising him with a Zombie programme.

So Akira the Supergoon isn't actually cyberpsychotic, but serves his masters at Arasaka well, predictable and loyal as ever.

A tall Japanese sumo wrestler in his early-thirties, Akira has a gaunt, sallow face with dead eyes, all three of them. His hair is always neatly cut in a flattop, and he dresses smartly in Japanese-style business suits.

Note: Akira the Supergoon killed both JC Stalker and HiLyte, before being killed by the player characters.

Stats
INT 2 REF 12 TECH 5
CL 3 ATT 5 LK 3
MA 8 BT 12 EMP 4

Cybernetics
Neuralware Processor with Kerenzikov Boosterware (+2 to Initiative). Chipware Socket. Cybermodem Link. Pain Editor. Smartgun Link, Interface Plugs. Skinweave (SP 12 Whole Body). Reflex Boost. Cyberoptics and Cyberaudio. Third Eye Cyberoptic. Body Plating (SP 25 Torso)

Skills
Combat Sense +9, Awareness/Notice 17, Athletics 21, Handgun 22, Martial Arts: Karate 21, Melee 20, SMG 20

Outfit
Kendachi Mono-Two. Kendachi Monowhip. Towa 14 MP (smartlinked). Low impedence cables

Combat Scores

Initiative: +23
Save: 12
BTM: -5
Damage: +4
Dodge: +21
Towa 14 (WA 2/DMG 2D6+1/#Shots 16/ROF 16/Rel VR/50m) +28
Kendachi Mono-Two (WA 1/DMG 4D6+15 AP*) +22
Kendachi Monowhip (DMG 2D6+4 AP*) +20
Punch (DMG 1D3+13) +23

Armour (including BTM):
Head 17, Torso 42, Arms 17, Legs 17

*Monomolecular. Soft SP -66%, Hard SP -33%, x2 DMG on critical
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Night City Police

Post by nemarsde »

NIGHT CITY POLICE PATROL OFFICER

Night City's finest. Frack.

City police patrol officers are generally all the same. There's a commonly held belief in Night City that the only entry requirement for the NCPD is a bad attitude and a healthy appetite for Killer Kim's donuts. (With crewcut and moustache being issued with their Sternmeyers and nightsticks.)

Expect a patrol officer to be lazy, arrogant and sarcastic, responding to most situations with short, curt sentences and belligerence. This subtly threatening behaviour keeps most law-abiding city slickers in check, but boosters and culties aren't so easily cowed.

In central districts, patrol officers will wear their navy blue uniform with a cap, and waterproof armour jacket, carrying either a heavy assault rifle or shotgun. Elsewhere, patrol officers will opt for the cumbersome issue patrol helmet and vest with alloy plate inserts. They'll usually ditch their issue weapon in favour of the same assault rifles that're popular in the Combat Zone. More chance of surviving until backup arrives if they get caught up in a firefight. (Non-issue assault rifles are also untraceable. Perfect for street sweeping.)

Note: The player characters have killed several patrol officers, though Awari has killed the most.

Stats
INT 4 REF 6/3 TECH 5
CL 4 ATT 5 LK 4
MA 6 BT 8 EMP 6

Cybernetics
Neuralware Processor. Smartgun Link, Cyberoptic

Skills
Authority 5, Awareness/Notice 8, Dodge & Escape 11/8, Brawling 13/10, Handgun 12/9, Melee 10/7, Rifle 11/8, Streetwise 8

Outfit
1. Protective headgear insert (SP 4 Head) and light armour jacket (SP 14 Torso, Arms). Sternmeyer 35 autopistol (smartlinked). FN-RAL assault rifle (smartlinked) or Sternmeyer Stakeout 10 shotgun (smartlinked). Techtronica 15 Microwaver. Nightstick. Low impedance cables

2. Police patrol helmet (SP 25 Head) and patrol armour with alloy plates (SP 20/20/23 Torso/Arms/Legs, EV -3). Sternmeyer 35 autopistol (smartlinked). AKR-20 assault rifle or Militech Ronin Light Assault rifle. Techtronica 15 Microwaver. Nightstick. Low impedance cables

Combat Scores

Initiative: +6/+3
Save: 8
BTM: -3
Damage: +1
Dodge: +11/+8
Sternmeyer Type 35 (WA 0/DMG 3D6/#Shots 8/ROF 2/Rel VR/50m) +16/+13
FN-RAL (WA -1/DMG 6D6+2/#Shots 30/ROF 30/Rel VR/400m) +14
Sternmeyer Stakeout 10 (WA -2/DMG Spread 4D6/#Shots 10/ROF 2/Rel ST/50m) +13
AKR-20 (WA 0/DMG 5D6/#Shots 30/ROF 30/Rel ST/400m) +8
Militech Ronin Light Assault (WA 1/DMG 5D6/#Shots 35/ROF 30/Rel VR/400m) +9
Techtronica 15 (WA 0/DMG 1D6/#Shots 10/ROF 2/Rel VR/20m) +12/+9
Nightstick (DMG 2D6+4) +10/+7

Armour (including BTM):
1. Head 7, Torso 17, Arms 17, Legs 3

2. Head 28, Torso 23, Arms 23, Legs 26

NIGHT CITY POLICE SERGEANT

Sergeants are the backbone of the NCPD, leading patrol officers involved in details and operations city-wide.

Police sergeants are usually respected, even if they're not always respectable. They generally use the same equipment as other city police, but have less need for the patrol armour since they can avoid such duties.

Stats
INT 4 REF 8/6 TECH 3
CL 7 ATT 4 LK 4
MA 5 BT 8 EMP 4

Cybernetics
Neuralware Processor. Smartgun Link, Cyberoptics and Cyberaudio, Pain Editor

Skills
Authority 13, Athletics 12/10, Awareness/Notice 8, Dodge & Escape 13/11, Brawling 14/12, Education & General Knowledge 7, Handgun 13/11, Human Perception 8, Interrogation 11, Melee 13/11, Rifle 13/11, Streetwise 11

Outfit
1. Protective headgear insert (SP 4 Head), light armour jacket (SP 14 Torso, Arms), Kevlar vest (SP 10 Torso) or 2. Police patrol helmet (SP 25 Head) and patrol armour (SP 20/15/18 Torso/Arms/Legs, EV -2). Sternmeyer 35 autopistol (smartlinked). FN-RAL assault rifle (smartlinked) or Sternmeyer Stakeout 10 shotgun (smartlinked). Techtronica 15 Microwaver. Nightstick. Low impedance cables

Combat Scores

Initiative: +8/+6
Save: 8
BTM: -3
Damage: +1
Dodge: +13/+11
Sternmeyer Type 35 (WA 0/DMG 3D6/#Shots 8/ROF 2/Rel VR/50m) +17/+15
FN-RAL (WA -1/DMG 6D6+2/#Shots 30/ROF 30/Rel VR/400m) +16/+14
Sternmeyer Stakeout 10 (WA -2/DMG 4D6/#Shots 10/ROF 2/Rel ST/50m) +15/+13
Techtronica 15 (WA 0/DMG 1D6/#Shots 10/ROF 2/Rel VR/20m) +13/+11
Nightstick (DMG 2D6+4) +13/+11

Armour (including BTM):
1. Head 7, Torso 27, Arms 17, Legs 3

2. Head 28, Torso 23, Arms 18, Legs 21
nemarsde
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Posts: 401
Joined: 20 Jul 2007, 20:04
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Arasaka Security

Post by nemarsde »

There's a good reason why edgerunners get nervous around the "boys in black", Arasaka Security. Although far from Arasaka Corp's most highly trained or cyberenhanced corporate samurai or ninja, Arasaka Security solos are still ruthless and efficient killers. And there's never just one of them, the core of Arasaka Security forces is the three-man solo team.

Since you have to be a ruthless and efficient killer to even join Arasaka Security, cybersurgery is usually kept to a minimum to avoid cyberpsychosis and expensive therapy (resources that are needed for the Corp's more advanced forces).

Working in three-man solo teams, part of a ten-man squad (with officer), Arasaka Security solos are commonly seen in their black AV-6s and Arasaka Kuma 4x4s, or backing up corporate guards in their Arasaka Combat-10 APCs. Each solo in the team may be equipped with a range of weapons, and either Arasaka combat armour or their world famous black, light-absorbent Stealth armour. They may be supported by Arasaka Standard-B ACPA or the feared Arasaka RDAK remote assassins.

Although Arasaka Security solos are usually armed with SMGs and shotguns, depending on the mission they can be armed with any Arasaka weapon. From Setsuko-Arasaka PMS SMGs for silent kills, to Arasaka WAA assault rifles for the Combat Zone, or the Barrett-Arasaka Light 20mm assault cannon for taking down metalheads.

Of course, Arasaka Security solos may be equipped with almost anything if they're on a black ops mission.

Note: The player characters have avoided Arasaka Security solos many times.

Stats
INT 5 REF 9/8 TECH 5
CL 5 ATT 4 LK 4
MA 5 BT 9 EMP 1

Cybernetics
Neuralware Processor. Chipware Socket. Smartgun Link, Interface Plugs. Cyberoptics and Cyberaudio.

Skills
Combat Sense +4, Awareness/Notice 13, Driving 13/12, Handgun 15/14, Martial Arts: Arasaka-Te 13/12, Melee 13/12, Rifle 13/12, SMG 14/13, Stealth 11/13

Outfit
1. Arasaka combat armour (SP 18/18/18/4 Head/Torso/Arms/Legs, EV -1), or 2. Arasaka Blackjack Stealth armour (SP 16 Whole Body, EV -2). Arasaka WSA autopistol (smartlinked). Arasaka Minami 10 SMG (smartlinked) or Arasaka Rapid Assault 12 shotgun (smartlinked). Low impedence cables

Combat Scores

Initiative: +13/+12
Save: 9
BTM: -3
Damage: +1
Dodge: +14/+13
Arasaka WSA (WA 0/DMG 2D6+3/#Shots 15/ROF 2/Rel VR/50m) +19/+18
Arasaka Minami 10 (WA 0/DMG 2D6+3/#Shots 40/ROF 20/Rel VR/200m) +18/+17
Arasaka Rapid Assault 12 (WA -1/DMG Spread 4D6/#Shots 20/ROF 10/Rel ST/50m) +16/+15
Punch (DMG 1D3+5) +14/+13

Setsuko-Arasaka PMS (WA 1/DMG 1D6+2/#Shots 40/ROF 20/Rel ST/150m) +19/+18
Arasaka WAA (WA 1/DMG 5D6/#Shots 30/ROF 30/Rel VR/400m) +18/+17
Barrett-Arasaka Light 20mm (WA 0/DMG 4D10 AP*/#Shots 10/ROF 1/Rel VR/450m) +16/+15

Armour (including BTM):
1. Head 21, Torso 21, Arms 21, Legs 7
2. Head 19, Torso 19, Arms 19, Legs 19

*Saboted. SP -50%
nemarsde
Regular
Posts: 401
Joined: 20 Jul 2007, 20:04
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Aries

Post by nemarsde »

Aries is the living example of a man who has been through hell and come back to tell about it. Many years ago, he was an agent for the CIA, closely associated with the Gang of Four. After the fall of the United States, he ran black ops in the Second Central American War, then surfaced in Night City in 2010 as a high-priced solo. Over the years his humanity slowly drained away until he went borg about a year later. After his capture, which was well publicised by the media, he underwent therapy and is now working as a hired gun for the Night City Police Department hunting down other borgs.

Known to be close to Captain Strawberry Morressey, and the White Lion, Aries is hooked up with the Night City authorities and with the underworld, giving him almost complete access to cyberware and weaponary. This, along with 25 years of combat experience make Aries one of the most dangerous beings alive.

Note: The player characters don't know why the GM has posted the stats for Aries, but as a Dragoon-class borg he's nearly 7 feet of thickened myomar and dull composite armour plate, with an integrated frontal optic and extending sensory booms instead of ears. His face plate is designed around the sign of Aries.

Stats
INT 8 REF 15 TECH 5
CL 7 ATT 0 LK 5
MA 25 BT 20 EMP 2

Cyberware
Dragoon-class Full Conversion with All Options, including Ambidexterity Sub-Processor, Chipware, Pain Editor and Shielding. Increased SDP. Neuralware Processor with Kerenzikov Boostware and Boostmaster (+3 to Initiative). Cybermodem Link, Smartgun Link, Interface Plugs. Frontal Optic Mount. Sensory Extensions. Cyberoptics and Cyberaudio. Sat Link. Cellular Cybermodem. Tri-Dart Launchers (Tranquiliser). Auto-Flechette Pistols.

Skills
Combat Sense +10, Awareness/Notice 40, Handgun 31, Hide/Evade 12, Martial Arts: Jeet Kune Do 25, Shadow/Track 13, SMG 20, Stealth 25, Streetwise 19

Outfit
EMP Grenades, Techtronica 20 Microwaver. ETE LATG 37mm. Low impedence cables

Combat Scores

Initiative: +28
Save: 20
BTM: -5
Damage: +12
Dodge: +25
Tri-Dart Launchers (WA 0/DMG 1D3 Drugs/#Shots 3/ROF 3/Rel ST/3m) +35
Techtronica 20 (WA 0/DMG 1D6/#Shots 15/ROF 2/Rel VR/25m) +31
Auto-Flechette Pistols (WA 2/DMG 1D6x1D6 AP*/#Shots 100/ROF 30/Rel ST/200m) +37
ETE LATG 37mm (WA 3/DMG 9D10 AP**/#Shots 10/ROF 1/Rel ST/1200m) +21
Kick (DMG 6D6+22) +27

Armour (including BTM):
Head 45 (SDP 60), Torso 45 (SDP 70), Arms 45 (SDP 60), Legs 45 (SDP 60)

*Flechette. SP -75%
**DPU. SP -50%
nemarsde
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Posts: 401
Joined: 20 Jul 2007, 20:04
Location: UK
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Militech

Post by nemarsde »

MILITECH CORPORATE GUARDS

Militech corporate guards can be found around the world, guarding client corps or even governments, and usually wearing sour, slightly bored expressions.

These corporate guards are commonly known to shoot first and ask questions later. Their grey combat armour is usually badged with Militech and client's logos, and they're equipped with close combat Militech weapons. Where ever there's a Militech corporate guard, there's almost always a Militech Commando armoured car too. Their job generally involves standing around, grunting at the locals, and they never walk anywhere when they can catch a ride in an armoured car.

Stats
INT 4 REF 8 TECH 4
CL 3 ATT 4 LK 4
MA 5 BT 8 EMP 3

Cybernetics
Neuralware Processor. Chipware Socket, Smartgun Link, Interface Plugs. Cyberoptics and Cyberaudio.

Skills
Authority 7, Awareness/Notice 8, Brawling 11, Dodge & Escape 13, Handgun 14, Melee 12

Outfit
Militech combat armour (SP 20/18/14/14 Head/Torso/Arms/Legs, EV -1). Militech Arms Avenger autopistol (smartlinked). Militech High Power-15 PDW (smartlinked) or Militech M/P Shotgun (smartlinked). Militech Taser. Low impedence cables. Flexible rubber baton

Combat Scores

Initiative: +8
Save: 8
BTM: -3
Damage: +1
Dodge: +13
Militech Arms Avenger (WA 0/DMG 2D6+1/#Shots 10/ROF 2/Rel VR/50m) +18
Militech High Power-15 (WA 2/DMG 2D6+4/#Shots 180/ROF 60/Rel ST/200m) +17
Militech M/P Shotgun (WA 0/DMG Spread 4D6/#Shots 8/ROF 2/Rel ST/50m) +15
Militech Taser (WA -1/DMG Stun -2/#Shots 10/ROF 1/Rel ST/10m) +13
Flexible rubber baton (DMG 2D6+2) +12

Armour (including BTM):
Head 23, Torso 21, Arms 17, Legs 17

MILITECH CYBER-SOLDIERS

Recruiting from armies around the world, Militech cyber-soldiers are amongst the best paid, best trained and best equipped mercenaries in the world. Combined with the best support money can buy, this makes Militech a vital player in global politics and the security sector.

Although Militech will use stealth tactics, they aren't as adapt at subterfuge as their arch-rivals, Arasaka Corporation. What Militech might achieve with a platoon of cyber-soldiers, Arasaka might achieve with one corporate ninja and an assassination.

But gone are the days of the cybergrunts of the Central American Wars, borderline cyberpsychos, bulked out with linear frames, subdermal armour and cyberlimbs, constantly in therapy just to keep them from the killing frenzy. Today's Militech cyber-soldier relies more on equipment than cyberenhancement, and needs the emotional depth for complicated non-combat missions.

Militech cyber-soldiers wear all grey combat armour in most situations, but some forces still use the obsolete M73 Mirage Gear and its selectable camouflage. Apart from assault weapons, squads of cyber-soliders might also be armed with RPG-A rocket launchers. Militech's more advanced weapons and ACPA are kept for their cyber-commando forces.

Militech cyber-soldiers are arranged into four-man teams, part of a twelve-man squad, often with a team of Militech Spyder Recon cyborgs. They're usually transported by AV-6 or Militech Behemoth tracked APC, and can be supported by Militech MT-4 light tanks. Close air support will usually be AVX-9C Viper attack aerodynes, or the Militech RPV-400 remote rotorcraft. Militech also makes use of its ATF-37B Thunderhawk fighter jet.

Note: Militech cyber-soldiers are the bulk of Militech's forces.

Stats
INT 5 REF 9/7 TECH 5
CL 4 ATT 5 LK 3
MA 6 BT 8 EMP 4

Cybernetics
Neuralware Processor. Smartgun Link, Interface Plugs. Cyberoptics and Cyberaudio. Chipware Socket. Pain Editor.

Skills
Combat Sense +7, Awareness/Notice 18, Brawling 15/13, Dodge & Escape 14/12, Endurance 12, Intimidate 7, Handgun 15/13, Heavy Weapons 14/12, Rifle 14/12

Outfit
1. Militech combat armour (SP 20/18/14/14 Head/Torso/Arms/Legs, EV -1), or 2. Militech M73 Mirage Gear armour (SP 36/30/12/12 Head/Torso/Arms/Legs, EV -3). Militech Arms Avenger autopistol (smartlinked). Militech Ronin Light Assault rifle (smartlinked) or Militech Mini-GL (smartlinked). Frag Grenades. Low impedence cables

Combat Scores

Initiative: +18/+16
Save: 8
BTM: -3
Damage: +1
Dodge: +14/+12
Militech Arms Avenger (WA 0/DMG 2D6+1/#Shots 10/ROF 2/Rel VR/50m) +19/+17
Militech Ronin Light Assault (WA 1/DMG 5D6/#Shots 35/ROF 30/Rel VR/400m) +19/+17
Militech Mini-GL (WA 0/DMG 2D6+1 2.5m rad/#Shots 16/ROF 2/Rel ST/200m) +18/+16
Punch (DMG 1D3+1) +15/+13

Militech Arms RPG-A (WA -2/DMG 6D10/#Shots 1/ROF 1/Rel VR/1000m) +12/+10

Armour (including BTM):
1. Head 23, Torso 21, Arms 17, Legs 17
2. Head 39, Torso 33, Arms 15, Legs 15

MILITECH CYBER-COMMANDO

For spec ops you need the best of the best, and Militech's cyber-commandos, the War Hawks, are about as good as they come. They have the most advanced cyberware and the most advanced equipment and are often supported by heavily armed Militech ACPA and the AVD remote fast attack aerodynes.

Militech cyber-commandos wear the infamous Militech EMA-1 armour with smart gas masks, carrying the M-31A1 advanced infantry combat weapon with its under-barrel grenade launcher. Each squad will usually have anti-armour weapons like the Militech Urban Missile Launcher, Militech Cyborg Rifle or even the Militech AM-3 recoiless rifle.

Note: The player characters were detained by Militech cyber-commandos when they stopped on the highway to check out the wreck of a Petrochem transporter.

Stats
INT 6 REF 11 TECH 5
CL 8 ATT 6 LK 4
MA 8 BT 12 EMP 7

Cybernetics
Neuralware Processor. Chipware Socket, Sandevistan Speedware with Boostmaster (+4 to Initiative). Smartgun Link, Interface Plugs, Reflex Boost. Cyberoptics and Cyberaudio. Lifesaver Skinweave, Muscle & Bone Lace. Chemical Analyser, Nasal Filters, Rebreathers with Toxic Filter

Skills
Combat Sense +8, Athletics 16, Awareness/Notice 19, Demolitions 12, Endurance 19, First Aid 11, Handgun 19, Heavy Weapons 18, Hide/Evade 12, Martial Arts: Judo 19, Melee 18, Rifle 18, SMG 18, Stealth 19, Swimming 20, Weaponsmith 9, Wilderness Survival 11

Outfit
Militech EMA-1 Softshell armour (SP 25 Whole Body). Militech Arms Avenger autopistol (smartlinked). Militech M-31A1 AICW (smartlinked). Kendachi MonoKnife. Frag and incendiary grenades. Anti-tank mines and claymore mines. Low impedence cables

Combat Scores

Initiative: +23
Save: 12
BTM: -5
Damage: +4
Dodge: +20
Militech Arms Avenger (WA 0/DMG 2D6+1/#Shots 10/ROF 2/Rel VR/50m) +23
Militech M-31A1 (WA 2/DMG 4D6/#Shots 150/ROF 30/Rel ST/400m) +24
Militech M-31A1 Mini-GL (WA -1/DMG 2D6x1D6 AP*/#Shots 4/ROF 2/Rel VR/200m) +21
Kendachi MonoKnife (WA +1/2D6+12 AP**) +20

Militech Cyborg Rifle (WA 1/DMG 7D6+3***/#Shots 30/ROF 2/Rel VR/500m) +23
Militech Urban Missile Launcher (WA 2/DMG 4D6 AP*** 2m rad/#Shots 12/ROF 2/Rel ST/200m) +24
Militech AM-3 (WA 1/DMG 6D10+12 AP*/#Shots 5/ROF 1/Rel ST/1600m) +23

Armour (including BTM):
Head 42, Torso 42, Arms 42, Legs 42

*Flechette or Saboted DPU. SP -75%
**Monomolecular. Soft SP -66%, Hard SP -33%, x2 DMG on critical
***Saboted or HEAT. SP -50%
nemarsde
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Posts: 401
Joined: 20 Jul 2007, 20:04
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Erick Jons

Post by nemarsde »

Tall, well-fed, with neatly trimmed blonde hair in a side parting and a clean-shaven jaw, Jons looks a lot like an air force pilot.

A German raised in an American corporate zone, he's cautious and competent in his job, always well-prepared, assessing situations in advance if possible.

Outside of work he's completely different, sometimes going under the alter ego of "The Facialiser", he knows every massage parlour, brothel and bordello within a 10 km radius of any airport or spaceport in the solar system.

Trained by the ESA, he joined Orbital Air just before the First Corporate War in 2005, where he earned his wings. Now in his mid-forties, Jons is one of the best combat pilots in the world.

Note: Erick Jons was recruited into the Wild Boys by Brennon Collier, and joined the team on their mission to Mars.

Stats
INT 7 REF 10 TECH 6
CL 6 ATT 5 LK 4
MA 7 BT 6 EMP 3

Cybernetics
Neuralware Processor with Sandevistan Speedware (+3 to Initiative). Chipware Socket (Rifle +3, SMG +3), Pain Editor, Biomonitor. Smartgun Link, Vehicle Link, Interface Plugs. Orbital Crystal Subdermal Torso Armour (SP 22 Torso). Lifesaver Skinweave (SP 12 Whole Body). Reflex Boost. Cyberoptics (Anti-Dazzle, Image Enhancement, Teleoptics, Low Lite, Targeting Scope, TimesSquare Plus). Adrenal Booster (+1 to Initiative). Enhanced Antibodies. Nanosurgeons. Toxin Binders

Skills
Vehicle Zen (Aircraft) +10, Awareness/Notice 18, Astrogation 12, Basic Tech 9, Electronics 9, Handgun 14, Heavy Weapons 15, Martial Arts: Savate 14, Pilot Spaceplane/Shuttle 30, Pilot Vector Thrust Vehicle 28, System Knowledge 9, Operate Heavy Machinery 15, Wilderness Survival 10

Outfit
Ultra Kevlar with Gianni Helmet (SP 20 Whole Body). Kendachi MonoKnife. Glock 30 MP (smartlinked). Low impedence cables

Combat Scores

Initiative: +19 (+24)
Save: 6
BTM: -2
Damage: 0
Dodge: +15
Glock 30 (WA 2/DMG 2D6+3/#Shots 30/ROF 3/Rel VR/50m) +20
Kendachi MonoKnife (WA 1/DMG 2D6+4 AP*) +15
Punch (DMG 1D3+4) +14

Armour (including BTM):
Head 34, Torso 56, Arms 34, Legs 34

*Monomolecular. Soft SP -66%, Hard SP -33%, x2 DMG on critical
nemarsde
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Posts: 401
Joined: 20 Jul 2007, 20:04
Location: UK
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Soviet Spetsnaz

Post by nemarsde »

Peasants, born and raised in the farmlands in the Soviet Union, often choose to join the army rather than work themselves to death in the fields or factories of the government subsidised megacorps. Those that pass out of the gulag-like training camps at the top of their class are often assigned to Spetsnaz Brigades.

And the Soviets like to use their Spetsnaz every chance they get, a good Spetsnaz is a Spetsnaz who has died for their country. A Spetsnaz not in use is trouble waiting to happen.

But don't make the mistake of thinking Spetsnaz are stupid. Not at all, but over nearly a century of Soviet rule, they have developed their own Spartan-like culture. They have no allusions about the Kremlin and the USSR. They know they're marked for death, they just don't care. They are Spetsnaz. They won't die in the gutter or under the yoke. They chose to die fighting.

Spetsnaz carry an unremarkable loadout in battle, except when on urban ops when they're often equipped with the silenced 12mm Paltik Pistol and Slasher Grenades for their 30mm grenade launchers. Slasher's have a fearsome rep, a shell filled with weighted spools of monomolecular fibre that unwind like streamers when fired.

Note: Spetsnaz accompanied the team on the Assault on Project 3002, Corporals Arkasha and Mihail surviving to the LZ.

Stats
INT 9 REF 9 TECH 5
CL 10 ATT 3 LK 4
MA 6 BT 8 EMP 2

Cybernetics
Neuralware Processor. Kerenzikov Boosterware (+2 to Initiative). Smartgun Link, Interface Plugs. Cam-O-Skin. Sov Cyberoptic (Targeting Scope). Sov Cyberaudio (Radio Splice, Scrambler). Sov Cyberarm with Toolhand. Body Plating (SP 25 Head/Torso)

Skills
Combat Sense +8, Awareness/Notice 22, Athletics 16, Handgun 15, Heavy Weapons 14, Martial Arts: Sambo 17, Resist Torture/Drugs 15, Rifle 15, Stealth 14, SMG 15

Outfit
Reactive body armour (SP 20 Head/Torso, EV -1). Paltik Pistol (smartlinked). AKR-20 assault rifle with grenade launcher (smartlinked). Low impedence cables

Combat Scores

Initiative: +19
Save: 8
BTM: -3
Damage: +1
Dodge: +17
Paltik Pistol (WA 0/DMG 4D6+1/#Shots 10/ROF 5/Rel ST/50m) +19
AKR-20 Assault Rifle (WA 0/DMG 5D6/#Shots 30/ROF 30/Rel ST/400m) +19
Grenade Launcher (WA 0/DMG Spread 4D6 AP*/#Shots 1/ROF 1/Rel ST/50m) +18
Punch (3D6+9) +19

Armour (including BTM):
Head 48, Torso 48, L Arm 23 (SDP 40), R Arm 3, Legs 3

*Powered monomolecular. Soft SP -75%, Hard SP -50%, x2 DMG on critical
nemarsde
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Posts: 401
Joined: 20 Jul 2007, 20:04
Location: UK
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Project 3002 Cyberform

Post by nemarsde »

Robots are everywhere in the 2020s, in the homes, in the offices and factories, and even on the streets, but they aren't as common in security and military ops as predicted.

Droid brains just aren't smart enough to interact with humans in critical situations. They can have remote control, so a human or AI controller can jack in if needed, but this feature is limited by range and terrain. An onboard human controller gives you a full conversion cyborg, and an onboard AI will cost about 4 million and drain the batteries like a capacitor laser making them unsuitable for frontline combat.

This is where cyberforms come in, controlled by an onboard ceretronic core. Several vatgrown animal brains, bridged and spliced together with neuroware. Like a cyborg but without the humanity loss and legal issues, smarter than a droid brain, cheaper than both, and a human or AI controller can still jack in.

A droid runs off strict protocols, a cyberform runs off animal instinct and training given to it in braindance. It's like a dog, without the personality.

Cyberforms have other advantages too, they can be wired to track by scent and work well in a pack.

Note: Chryse Base uses working assistant droids for security, Isidis Base have security teams, but according to Shamat Hulith, Project 3002 uses cyberforms.

Stats
INT 6 REF 12 TECH 0
CL 0 ATT 0 LK 0
MA 15 BT 10 EMP 0

Cybernetics
Humanoid Cyberform. Armour (SP 25 Whole Body). Smartgun Link. Olfactory Boost. Cyberoptics and Cyberaudio. Motion Sensor. Sub-Flechette Gun (smartlinked)

Skills
Awareness/Notice 14, Athletics 14, SMG 15, Brawling 15

Outfit
Low impedance cables

Combat Scores

Initiative: +12
Save: 10
BTM: -4
Damage: +2
Dodge: +14
Sub-Flechette Gun (WA 2/DMG 1D6x1D6 AP*/#Shots 30/ROF 35/Rel VR/200m) +21
Rippers (2D6+2 AP**) +15

Armour (including BTM):
Head 29 (SDP 40), Torso 29 (SDP 40), Arms 29 (SDP 40), Legs 29 (SDP 40)

*Flechette. SP -75%
**Blade. Soft SP -50%
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