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  • Cybernetics

    *Extended Cybernetics* This section introduces cybernetics from Shadowrun/Cyberpunk sources. …

  • Enhancement Switches

    A note for speed upgrades; the chart on 165 of the first printing of the second edition rules is used for speed upgrades moving up 1 category per die (3D gives a 25-50% increase in speed usually). Every round of combat maneuvers requires the jury rig dice …

  • False Identification

    Characters can make disposable identities on their own using the Security/Forgery skill. A character with a Slicing computer (portable) linked into the local government databanks can make a basic background. Anything more advanced requires an intelligence …

  • Slugthrower Firearms

    Slugthrowers are generally less expensive than blasters, but shorter range, have less capacity, and often do less damage than a blaster the same size. *Holdout Pistols*; Very Lt Pistol 1d (6mm) Ammo 6, Range 1-2/4/6, 100 credits Light Pistol 2d (8mm) …

  • Stacking Explosives (Combined Actions)

    The chart for difficulty is the same for getting skill bonuses for commanding multiple troops/workers to combine efforts on a project (assumes the workers have the same average skill and difficulty is based on Command skill).

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