morkaphene
Cost: 300 cr Effect: Ignore 5 Ballistic Armor. Rules: Tactical Load.
Cost: 2,500 cr Damage: 2d8+DEX Properties: 2-handed, Firearm, Loud, Range 12, Aim 1, Burst, Recoil.
Cost: 7,500 cr Slot: Skin Effect: Gain Ballistic 2. You may install this up to 3 times. Rules: Cyberware.
Cost: 100,000 cr Slot: Skin Effect: During a Safe Rest, copy the appearance and voice of a humanoid whose scan or profile you possess. Gain advantage on Influence checks to impersonate them. Advanced biometric scans may still detect you. Rules: Cyberware.
Cost: 75,000 cr Slot: Neural Effect: 1/combat, for free, until the end of your next turn, gain 20 temp HP, advantage on STR checks and saves, and your melee attacks deal +5 damage. Rules: Cyberware.
Cost: 20,000 cr Slot: Torso Effect: 1/combat, when you are reduced to half HP or less, automatically use one carried Stim Patch or other healing item of your choice on yourself for free. Rules: Cyberware.
Cost: 75,000 cr Slot: Torso Effect: 1/combat, spend 1 action to regain 3d6+6 HP. Rules: Cyberware.
Cost: 20,000 cr Slot: Senses Effect: Record a full sensory Braintrance (BT) of what you experience: sight, sound, smell, taste, touch, balance, and pain. A creature with a Chip Slot can slot the BT chip and experience the recording as you did. Rules: Cyberware.
Cost: 100 cr Damage: 1d4+DEX slashing Properties: Light, Concealable.
Bypasses metal detectors.
Cost: 5,000 cr Slot: Torso Effect: Gain advantage on saves against drugs, poison, alcohol, disease, and chemical exposure. Rules: Cyberware.
Cost: 500 cr Slot: None Effect: You can use data chips, skill chips, memory shards, encrypted credentials, and similar slot-loaded media. This does not use an item slot or Neural slot, and does not count as installed cyberware. Rules: Cyberware.
Cost: 100 cr Damage: 1d6+STR bludgeoning Properties: Concealable.
May knock out at 0 HP.
Cost: 15,000 cr Slot: Neural Effect: 1/round, when you attack a creature you can see, learn one tactical detail: Armor, Ballistic, hidden weapon, cyberware, Tactical Load, resistance, vulnerability, or weakness. Rules: Cyberware.
Cost: 2,500 cr Damage: 5d6+DEX Properties: 2-handed, Firearm, Loud, Range 5, Spread, Burst, Double Tap, Recoil.
Cost: 10,000 cr Slot: Arms Effect: Gain advantage on Might checks using your arm. Your unarmed attacks deal 1d8+STR Bludgeoning. You may install this up to 2 times. Advantage does not stack. Rules: Cyberware.
Cost: 20,000 cr Slot: Legs Effect: Increase your Speed by +2 spaces. Rules: Cyberware.
Cost: 5,000 cr Slot: Arms Effect: When adjacent to a device, lock, drone, terminal, or vehicle, you can attempt to breach it without tools. Rules: Cyberware.
Cost: 5,000 cr Slot: Neural Effect: You can command one linked drone without speaking or using your hands. Rules: Cyberware.
Cost: 750 cr Effect: Deal +1d6 Lightning. On crit, a Hackable target is Dazed. Rules: Tactical Load.
Cost: 3,000 cr Slot: Neural Effect: You can communicate silently with willing linked creatures within signal range. Rules: Cyberware.
Cost: 1,000 cr Effect: Target and adjacent creatures take +5 damage; weapon is always Loud. Rules: Tactical Load.
Cost: 2,500 cr Slot: Arms Effect: Gain advantage on Finesse checks to pick locks, palm objects, plant devices, or bypass simple physical security. Rules: Cyberware.
Cost: 400 cr Effect: 2-handed only. When you use Burst, choose one creature adjacent to the target; it takes no damage. Rules: Firearm Accessory.
Cost: 50,000 cr Armor: 10+DEX Properties: Ballistic 13, Req. 4 STR, max 2 DEX.
This is a standard 52-card deck. Attack (Range 6): Flip over a card and do damage equal to that card's face value if it is 3-13. If you flip over a 2, you miss. On an ace, you crit and flip over the next 2 cards, adding their values but using the suit effect of the ace. Each suit has a special effect as follows: clubs (double damage), diamonds (on hit: ), hearts (on hit: - Disadvantage on next attack), spades (ignore armor).
2d6+DEX piercing damage. Does not follow standard hit/miss/crit rules. Instead, misses on a roll of 2, 3, or 12. On a 7 or 11, deals additional damage equal to the roll. This additional damage bypasses armor.
Cost: 5,000 cr Slot: Legs Effect: Gain advantage on Stealth checks to move quietly. Rules: Cyberware.
Cost: 25,000 cr Slot: Arms Effect: Your unarmed attacks with this arm deal 1d12+STR Bludgeoning. Gain Advantage on Might checks using that arm. You may install this up to 2 times; with 2 installed, you can dual wield them. Advantage does not stack. Rules: Cyberware.
Cost: 800 cr Damage: 2d6+DEX Properties: Firearm, Loud, Range 8, Aim 1, Double Tap, Recoil.
Cost: 15,000 cr Armor: 10 Properties: Ballistic 11, Req. 3 STR.
Cost: 400 cr Effect: Deal +5 damage on a hit; the weapon gains Recoil and is always Loud. Rules: Tactical Load.
Cost: 250 cr Damage: 1d6+DEX Properties: Light, Firearm, Loud, Range 4, Aim 1, Double Tap, Concealable.
Cost: 200 cr Effect: Deal +5 damage against unarmored targets. Rules: Tactical Load.
Cost: 300 cr Effect: Target or one flammable object it touches catches fire on hit. Rules: Tactical Load.
Cost: 15,000 cr Slot: Arms Effect: You have a hidden melee weapon that cannot be disarmed. It deals 1d10+STR Slashing. You may install this up to 2 times. Rules: Cyberware.
Cost: 2,000 cr Slot: Torso Effect: You can hide one small object, holdout weapon, credstick, keycard, or data chip inside your body. It cannot be found without a close search or scan. May be installed multiple times. Rules: Cyberware.
Cost: 15,000 cr Slot: Legs Effect: 1/round, when you move, jump up to 3 spaces horizontally or vertically as part of that movement. Rules: Cyberware.
Cost: 4,000 cr Slot: Legs Effect: Reduce falling damage by 20. Rules: Cyberware.
Cost: 750 cr Effect: 1-handed only. When you Double Tap within Range 4, ignore Recoil 1/round. Rules: Firearm Accessory.
Cost: 8,000 cr Damage: 3d10+DEX Properties: 2-handed, Firearm, Loud, Range 12, Burst, Recoil, Unwieldy 2, Req. 2 STR.
Cost: 500 cr Damage: 1d8+DEX Properties: Light, Firearm, Loud, Range 8, Aim 1, Double Tap.
Cost: 2,500 cr Slot: Senses Effect: Low light does not provide cover against your sight. Total darkness is unchanged. Rules: Cyberware.
Cost: 5,000 cr Slot: Legs Effect: You can stand, walk, or climb on metal surfaces, even upside down, at half Speed. Rules: Cyberware.
Cost: 25,000 cr Slot: Arms Effect: You have a hidden blade that cannot be disarmed. It deals 1d10+DEX Slashing. 1/turn, when you move at least 3 spaces toward a creature and hit it, deal +5 damage. You may install this up to 2 times; with 2 installed, you can dual wield them. Rules: Cyberware.
Cost: 3,000 cr Slot: Torso Effect: You always know your own HP, Wounds, toxins, diseases, and major injuries. Adjacent allies gain advantage on checks to diagnose or stabilize you. Rules: Cyberware.
Cost: 10,000 cr Slot: Neural Effect: You can perfectly record, store, and replay sensory memories, conversations, images, and data you personally experience. Rules: Cyberware.
Cost: 500,000 cr Armor: 16 Properties: Ballistic 17, Req. 5 STR.
Cost: 1,000 cr Damage: 1d4+DEX slashing Properties: 2-handed, Concealable.
Target must be unaware, Incapacitated, Restrained, Grappled, or Dying; target cannot speak/shout until your next turn.
Cost: 3,500 cr Damage: 1d10+STR slashing Properties: 2-handed, or 1-handed with Req. 2 STR.
Cost: 1,000 cr Slot: None Effect: You can interface directly with compatible computers, vehicles, drones, smart weapons, and secure devices. This does not use a Neural slot. Rules: Cyberware.
Cost: 50,000 cr Slot: Skin Effect: 1/combat, become Invisible until the end of your next turn, until you attack, or until you move more than half Speed on a turn. Rules: Cyberware.
Cost: 30,000 cr Slot: Neural Effect: 1/combat, when you take damage, reduce it by 10. Rules: Cyberware.
Cost: 5,000 cr Slot: Senses Effect: You can hear a whisper up to 6 spaces away. Gain advantage on checks to find hidden creatures that rely on sound. You may install this up to 3 times, increasing that distance by +6 spaces each time; advantage does not stack. Rules: Cyberware.
1d6+DEX, Range 8, Aim 1, Charge 2, Recoil.
Charge 2: Every action spent charging adds 1d6 to next damage roll. Can Aim and Charge at the same time. When fully charged, ignores Armor and Cover. Silenced: Loses the Loud property.
Cost: 15,000 cr Armor: 8+DEX Properties: Ballistic 10, Req. 3 STR, max 2 DEX.
Cost: 3,000 cr Damage: 2d10+DEX Properties: 2-handed, Firearm, Loud, Range 16, Aim 2, Recoil.
2d6+5+DEX piercing. Vicious: When you crit, roll an additional die. Fires only HP ammo (included in damage). Can accept 2 weapon accessories instead of 1.
Cost: 35,000 cr Slot: Arms Effect: 1/combat, make a Range 8 attack for 4d8+DEX damage. Choose Physical, Fire, Lightning, or Toxic when installed. Rules: Cyberware.
Cost: 1,500 cr Damage: 6d6+DEX Properties: 2-handed, Firearm, Loud, Range 6, Spread, Recoil.
Cost: 1,000 cr Effect: Ignore Recoil from this weapon 1/round. Rules: Firearm Accessory.
Cost: 500 cr Effect: Gains Aim 1. If it has Aim 1, choose the target when you attack instead of when you aim. Rules: Firearm Accessory.
Cost: 25,000 cr Slot: Arms Effect: You have a hidden Reach 2 melee weapon that cannot be disarmed. It deals 1d8+DEX Slashing. On a crit, if the target is Hackable and you can Quickhack, also apply one Script. It also functions as a physical datajack, allowing you to breach an adjacent compatible device, lock, drone, terminal, vehicle, or secure port without tools. Rules: Cyberware.
Cost: 100 cr Effect: Damage becomes Bludgeoning; can knock out at 0 HP. Rules: Tactical Load.
Cost: 1,200 cr Damage: 2d6+DEX Properties: Firearm, Loud, Range 8, Aim 1, Burst, Recoil.
Cost: 1,000 cr Damage: 4d6+DEX Properties: Firearm, Loud, Close, Range 4, Spread, Recoil.
Cost: 1,000 cr Effect: 2-handed only. Increase Aim X by 1 (max 3) and gain Unwieldy 2. Rules: Firearm Accessory.
Cost: 30,000 cr Slot: Torso Effect: 1/Safe Rest, when you would die or gain your sixth Wound, instead remain alive at 1 HP with 5 Wounds. Rules: Cyberware.
Cost: 15,000 cr Slot: Neural Effect: 1/combat, when you are targeted by a hostile hack, Program, or electronic intrusion, impose disadvantage on the roll or gain advantage on the save. Rules: Cyberware.
Cost: 1,000 cr Damage: 1d6+STR Lightning Properties: Light.
On crit: target is Dazed.
Cost: 5,000 cr Slot: Senses Effect: You can detect active wireless signals, drones, cameras, comms, hidden transmitters, and nearby networked devices. Rules: Cyberware.
Cost: 40,000 cr Slot: Skin Effect: Against Electronic Sensors, you gain the Invisible condition while motionless. While moving at half Speed, gain advantage on Stealth checks against Electronic Sensors. Rules: Cyberware.
Cost: 100,000 cr Slot: Neural Effect: A linked operator with permission, credentials, or a successful breach can take over your motor and sensory functions, controlling your body and experiencing your senses. Often illegal or highly regulated. Rules: Cyberware.
Cost: 1,500 cr Effect: Makes the firearm smartgun-enabled, allowing it to pair with Smartlink cyberware. Rules: Firearm Accessory.
Cost: 7,500 cr Slot: Neural Effect: 1/round, when you attack with a paired smartgun-enabled firearm, treat it as if you spent 1 action aiming, up to its Aim X limit. Rules: Cyberware.
Cost: 6,000 cr Damage: 2d12+DEX Properties: 2-handed, Firearm, Loud, Range 24, Aim 3, Recoil, Unwieldy 2.
Cost: 50,000 cr Slot: Senses Effect: For sight and targeting, perceive creatures and objects through Cover and Full Cover. Full Cover still prevents attacks unless you can shoot, strike, or route an effect around it. Rules: Cyberware.
Cost: 15,000 cr Slot: Skin Effect: Gain +1 Armor. You may install this up to 3 times. Rules: Cyberware.
Cost: 2,500 cr Slot: Torso Effect: You can speak silently over comms or to linked cyberware without moving your mouth. Rules: Cyberware.
Cost: 750 cr Effect: Weapon loses Loud (still noticeable in quiet areas). Cannot be used with Tech weapons. Rules: Firearm Accessory.
Cost: 20,000 cr Armor: 5+DEX Properties: Ballistic 4, Req. 1 STR.
Cost: 5,000 cr Slot: Torso Effect: You can hold your breath for 10 minutes and gain advantage on saves against gas, smoke, poison clouds, and airborne toxins. Rules: Cyberware.
Cost: 3,000 cr Armor: 4+DEX Properties: Ballistic 4, Req. 1 STR.
Cost: 5,000 cr Armor: 6+DEX Properties: Ballistic 8, Req. 2 STR, max 2 DEX.
Cost: 4,000 cr Slot: Senses Effect: Gain advantage on Perception checks to spot hidden creatures, snipers, drones, cameras, concealed weapons, and distant details. Rules: Cyberware.
Cost: 5,000 cr Damage: 1d6+DEX Properties: Firearm, Loud, Range 10, Aim 1, Charge 2, Double Tap, Recoil.
Cost: 25,000 cr Damage: 1d10+DEX Properties: 2-handed, Firearm, Loud, Range 24, Aim 3, Charge 4, Recoil, Unwieldy 2.
Cost: 5,000 cr Damage: 1d10+STR Fire Properties: 2-handed.
Deals +5 damage vs. objects, doors, barriers, and unattended gear.
Cost: 10,000 cr Slot: Skin Effect: Creatures, drones, and cameras relying on heat vision have disadvantage to detect you. Rules: Cyberware.
Cost: 10,000 cr Slot: Senses Effect: Lighting does not hide heat signatures from you. Creatures with a detectable heat signature do not benefit from Invisible or cover against your sight due to lighting, smoke, or visual concealment. Gain advantage on checks to find hidden creatures by heat. Rules: Cyberware.
Cost: 7,500 cr Slot: Arms Effect: Your hand contains basic tools. Gain advantage on Finesse checks to repair, disable, jury-rig, or modify small devices. Rules: Cyberware.
Cost: 15,000 cr Slot: Torso Effect: 1/combat, gain 10 temp HP. Rules: Cyberware.
Cost: 75,000 cr Slot: Torso Effect: 1/combat, when you would drop to 0 HP, stay at 1 HP instead. Rules: Cyberware.
Cost: 7,500 cr Slot: Neural Effect: While directly linked to a vehicle, gain advantage on checks to drive, pilot, evade, or maintain control. Rules: Cyberware.
Cost: 1,000 cr Damage: 1d8+STR slashing
Compact powered sword or machete.
Cost: 500 cr Damage: 1d6+DEX piercing Properties: Light, Concealable.
Cost: 5,000 cr Slot: Torso Effect: Gain advantage on Influence checks to impersonate a voice you have heard. Rules: Cyberware.
Cost: 500 cr Effect: Ignore Cover and Full Cover. Can attack unseen targets with Disadvantage if location is known. Rules: Tactical Load.
Cost: 100,000 cr Slot: Neural Effect: Gain advantage on Initiative. 1/combat, on your turn, gain 2 extra actions. Attacks made with those extra actions do not suffer rushed attack penalties, but are still subject to other penalties. Rules: Cyberware.