HOUSE RULES: GEAR, CYBERTECH, AND COMBAT

GEAR

STARTING FUNDS (p. 48)
Multiply the character's monthly earnings by his or her LUCK to get starting money.

WEAPONS (p. 50)
LASERS are the standard weaponry, powered by the latest high-efficiency rechargeable power cells to provide high intensity and large fire capacity. Firearms are still used, but are archaic and rare.

There are two types of laser weapons. LOW-SPECTRUM lasers (those using light below the visible spectrum) use less power and deliver more surface burning damage. HIGH-SPECTRUM lasers (those using light above the visible spectrum, such as X-ray or YAG) require more power and deliver greater penetration. High-spectrum lasers reduce armor SP by half but require twice the power (each 1d6 of damage reduces ammunition capacity by 2).

Personal Laser Pistol (plainclothes issue): A highly concealable weapon, essentially a six-inch tube holding the focusing lenses, powered by generators and power cells within the pistol-grip.

P   +2   P   C   1-5d6   50   2   ST   100m   $750

Uniformed Laser Pistol: A larger version of the plainclothes laser tube, carried by uniformed officers who regularly require heavier firepower.

P   +3   J   C   1-6d6   60   2   ST   100m   $1000

Assault Laser: A submachinegun-sized laser, with a wider aperture tube and more powerful generators capable of prolonged emissions. The firer may "spread" an attack by playing a prolonged emission over multiple adjacent targets, with a reduction of 1d6 damage per contiguous meter.

RIF   +3   L   P   1-10d6   100   2   ST   200m   $2500

ARMOR ENCUMBRANCE VALUE (p. 56)
Each point of EV reduces REF by -1 and Initiative by -2. (I.e., MetalGear, EV 2, would cause -2 to REF and -4 to Initiative rolls.)

LAYERING ARMOR (PP. 57, 89, 91)
Armor may be layered at an Encumbrance Value penalty of +1 EV per layer per location. Thus, wearing a Light Armor Jacket (torso and arms, EV 0) over an Armored Vest (torso, EV 0) will add an EV penalty of +2 (2 layers on one location), thus reducing REF by 2.

CYBERTECHNOLOGY

CYBERTECH (p. 65)
All cybertech (including cyberdecks and programs) is TEN TIMES the cost listed in the book.

SUBDERMAL ARMOR (p. 66) and SKINWEAVE (p. 67) do not exist.

PAIN EDITORS (p. 66) reduce the penalties to a Stun/Shock Save by half; a Save is still required.

RIPPERS (p. 67) inflict 1d6 damage, not 2d6.

WOLVERS (p. 67) inflict 2d6 damage, not 3d6.

NEURALWARE (p. 70)
Modern Transdermal Direct Neural Interface (TDNI) technology allows "smart" devices or cyberdecks to interface with the user's Neural Processor without requiring the plugs and cables of a cybernetic Link. A DNI smart device uses hundreds of tiny skin-transductive electrodes, requiring only firm contact with the skin for the smartlink to be maintained. A cyberdeck or smart vehicle usually uses a headband in which the electrodes are strapped to the user's forehead; a smartgun typically has the electrodes installed on the surface of the gun's grip, with redundant electrodes so that the link can be maintained even with the jarring and movement of combat. A DNI smart device has the same bonuses as a standard "plug-in" smart device, but is five times as expensive (i.e., the cost of a DNI smartgun is usually ten times the normal cost of the gun). Note that the user must have a Neural Processor ($10,000, 1d6 HL, M Surgery) to use any smart device, DNI or normal.

BIOWARE (p. 75)
In the late 2190s Biotechnology threatens to supercede Cybertechnology in prevalence and importance. Please see MORNINMAN'S BIOWARE SUPPLEMENT. For this campaign, all costs in that supplement should be multiplied by ten. The "Shukutei Biomed Torso Endoarmor," "Genetek 'TuffSkin' Dermal Armor," and "ConGen 'Kiten' Dermal Plating" options are not available for this campaign.

COMBAT

DAMAGE: MAXIMUM WEAPON DAMAGE (p. 91)
High attack rolls inclict greater damage: each point of the attack roll higher than that needed to hit will inflict +1 damage. However, each weapon has a maximum potential damage.
Projectile weapons and lasers: the maximum rolled damage (i.e., 12 for 2d6) plus the location modifier.
Melee weapons: double the maximum rolled damage, plus BTM and location modifier.
Unarmed: the maximum rolled damage, plus BTM, location modifier, and Martial Arts skill level.

WOUNDS (p. 93)
A wounded character loses 1 REF and MA per 3 damage points taken, and subtracts 1 from all skill rolls per damage point taken. A character using a Pain Editor or otherwise immune to pain suffers no skill loss, but still suffers REF and MA loss. A character who suffers total damage greater than 20 + either BODY or COOL will die of shock and blood loss, even if the damage is only from many flesh wounds.

DAMAGE  CATEGORY        EFFECTS
1-4    Flesh Wound      Bruising, cutting, or tearing.
5-8    Serious Wound    Bone damage or severe tissue trauma.  
                        A limb cannot be used unless the char-
                        acter makes a Stun/Shock Save greater 
                        than the limb damage times 3.
9-12   Critical Wound   Internal organ damage or destruction 
                        of a limb.  The victim will take one 
                        damage point per minute until 
                        stabilized.
13-20  Mortal Wound     Massive destruction of vital organs.
                        Impending death.  The victim will take 
                        one damage point per round until 
                        stabilized.
21+    Death            Instant Death.  

SPECIAL WOUND CASES (p. 93): HIT LOCATION DAMAGE
The hit location affects the total damage done and may limit the severity of the wound. Any further damage to a location that has reached its maximum wound state will increase the necessary healing time, but will not further impede the character.

LOCATION	Damage      Maximum
Head		+2          Death
Torso		+0          Mortal Wound
Arm		+2          Critical Wound
Leg		-2          Critical Wound

STUN/SHOCK SAVE (p. 94)
A wounded character must make a Stun/Shock Save, rolling against the total damage taken. The Stun/Shock Save is a skill roll, using COOL plus either Resist Torture or Combat Sense plus the character's Body Type Modifier.If the Save fails, the character is stunned for one round, losing all actions and probably falling down. The character may roll another Stun/Shock Save each round to recover from being stunned. Characters with active Pain Editors need only make a Stun/Shock Save for head wounds.

DEATH SAVE (p. 94) The Death Save is a characteristic roll. The character must roll the total damage or greater, using BODY + COOL + 1d10.