Gear House Rules

# Mechanics

## Delivery Time

Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.

* Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character’s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling negotiation against availability to acquire an item (Note, one can not roll negotiation to get gear for another PC outside of a run), or an NPC rolling their appropriate Gear Acquisition roll as outlined in our Contact Rules. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time.For these purposes, time is tracked in real time.

 Up to 100 nuyen
 101 nuyen to 1000 nuyen
 1001 nuyen to 10000 nuyen
 10001 nuyen to 100000 nuyen
 More than 100000 nuyen

## Upgrades

You can upgrade (paying only the difference in cost) anything that has a rating, as well as cyberdecks, rigger control consoles, any cyberware or bioware, vehicles (within pilot skill categories) and weapon mounts. You must still make the availability roll for the upgrade.

When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.

Upgrades from partial limbs to be transferred to the larger limbs, but the original partial is destroyed without compensation (so you can keep the cyberhive in your hand and put it in your arm, but you pay full price for the arm)

Awakened or Emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs. For mundane PCs, there are no restrictions on getting deltaware.

When upgrading weapon mounts, they may be upgraded linearly along several different tracks:

* Light -> Standard -> Heavy
* External -> Internal -> Remote
* Remote -> Manual -> Armored Manual
* Fixed -> Flexible -> Turret
* Micro -> Mini -> Small -> Standard -> Large -> Huge -> Heavy (For drones)

You can upgrade along these tracks by just paying the difference, though if you want to move backwards on any given track you have to buy a whole new mount.

## **Repairing Vehicle Damage and Vehicle Destruction**

Vehicles and drones will cost an amount per box based on the following formula:

`(5% of the Cost of the Vehicle before modifications) / (Total number of boxes on the vehicle's physical damage track)`

This means it will cost 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a gm can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.

## Armor and Encumberance (Core, 169)

shall be ignored, and instead the entry shall read: \*Armor accessories, items listed with a “+” in front of their rating, add to the character’s Armor for the purpose of Damage Resistance tests. If your Strength attribute is too low, moving may be difficult with too much armor. For every 2 full points by which the bonus exceeds the character’s Strength, the character suffers a –1 penalty to Agility and Reaction. A GM may call it a dick move and put a stop to it if a player is attempting to overstack armor accessories in situations where the attribute penalty is irrelevant.

# Items

## Banned Items

#### Military/Future Weapons

Except where listed below, all Military/Future Weapons are banned in their entirety, with no player use permitted. GMs may make use of them with approval per our GM Rules, but players may not obtain/retain such items or use them outside the scope of the single run.

* The Aztechnology-Dassault Blood Hawk Mk 1 (Street Lethal, 53) shall be GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you're tricky enough, but you can't keep it.
* The Shiawase/Nemesis Arms Man-catcher (Street Lethal, 133) shall be permitted.

* The Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System (Street Lethal, 55) shall be permitted, but instead of using the existing statblock, or vehicle rules at all, use the rules below.
	+ While wearing the Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System, you may spend a simple action to move up to 25 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)d6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.
	+ Additionally, it may be used as a free action to arrest a fall of greater than 25m, negating all falling damage. You must be aware of your impending impact.
	+ In either case, you may only spend a single action to fire the Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System per combat turn, and may not "combine" actions. You may move, or arrest your fall, not both.
	+ Using it as a simple action takes half a point of fuel, while using it as a free action takes two points. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn't require you to remove the Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System.
	+ It cannot be used while encumbered, has no wireless functionality, and is extremely loud and bright in use. Subtlety is not an option.
	+ On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you didn't need that.
	+ On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction.) You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.
	+ The Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System shall cost 50,000 nuyen, and have an availability of 18F. Refuels shall cost 250 nuyen, and have an availability of 16F.
* Maker Mags (Page 75, Street Lethal) shall be permitted, but cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades shall not be permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.

The following items are not permitted for use:

* The Ares Firewatch "Bug Stomper" Custom Armor (Page 130, Street Lethal) shall be banned from all use, including by GMs.
* Drain Away (Forbidden Arcana, 195)
* Laminate (Forbidden Arcana 196)
* Pheromone Detection (Cutting Aces, 144)
* Renfield (Hard Targets, 128)
* The Co-Pilot line of programs (Kill Code, 71) shall not be permitted for use on the Farmer's Market in any capacity due to a critical inability to understand what they were trying to do.
* The "Mercury-Alpha" Battlefield Signal booster (Kill Code, 74) shall not be permitted for use on Farmer's Market in any capacity.
* The Micro-Dish Transmitter (Kill Code, 74) shall not be permitted for use on Farmer's Market in any capacity.
* Hardened Mil-Spec Armor of any kind (R&G 66) shall not permitted for use on the Farmer's Market by PCs.
* The KRIME Carpet (Krime Katalog, 21)
* The KRIME Collateral Damage/Calliope (Krime Katalog, 19)

### Banned Ammo & Grenades

* Zapper Rounds (Kill Code, 48) shall not be permitted on the Farmer's Market in any capacity.
* Fuzzy rounds (Kill Code, 50) shall not be permitted on the Farmer's Market in any capacity.
* E0-E0 rounds (Kill Code, 51) shall not be permitted on the Farmer's Market in any capacity.
* COS Grenades (Kill Code, 54) shall not be permitted on the Farmer's Market in any capacity.
* Douser grenades (Kill Code, 55) shall not be permitted on the Farmer's Market in any capacity.
* DumDum grenades (Kill Code, 56) shall not be permitted on the Farmer's Market in any capacity.
* Painade (Cutting Aces, 135)
* The KRIME Party (Krime Katalog, 27)

### Banned Vehicles & Vehicle Mods

* Chameleon Coating (Stolen Souls, 184, 194) (We only use the Rigger 5 Chameleon Coating on Farmer's Market)
* Official Emergency Vehicle attribute modifier (Stolen Souls, 187, 197) (Better known as corporate variant vehicles)
* Smuggling Compartment (Dwarf, Human, Elf, or Ork) (Stolen Souls, 186) (We only use the Rigger 5.0 smuggling compartments on Farmer's Market)
* Smuggling Compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on Farmer's Market)
* The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Street Lethal, 130) shall be banned from all use, including by GMs.
* Weapon Mounts (Core, 461) (We only use the Rigger 5.0 weapon mount rules on Farmer's Market)
* Yerz Kit (The Complete Trog, 187) (Use ‘Yerzed Out’ from Page 171, Rigger 5.0)

### Banned Cyberware/Bioware

* Immunization (Chrome Flesh, 164)
* All Gammaware grades
* One Shot Dart Gun (Chrome Flesh, 91)

## New Items

### Weapons and Ammunition

#### Incendiary Ammunition

* Damage Modifier: -6
* AP Modifier: 0
* Cost: 100¥ per 10 rounds
* Aval: 14F
* Description: Regular ammo not getting the job done? Tired of those pesky walls and bushes getting in the way of your massacre? Try KRIME brand Hellfire!™ incendiary ammunition to burn all of your problems away in a purifying flame! Upon being fired, this ammunition ignites its white phosphorus payload, becoming a localized inferno. On a successful or grazing hit, the target ignites and must suffer 8P AP-6 abd may light things on fire per the rules of Fire Elemental damage. The incendiary continues burning for an additional 3 turns at 6P AP-4, possibly spreading the fire to nearby flammable items or surfaces. Treat the Net Hits to catch on fire as 1 higher when making tests to catch on fire.

#### Incendiary Grenade

* Damage: 8P/6P
	+ Upon being detonated, this grenade ignites its white phosphorus payload, quickly turning the blast radius into a fiery hellscape. Upon taking damage from the blast, the target ignites and must suffer 8P AP-6. The incendiary continues burning for an additional 5 turns at 6P AP-4, damaging any creatures that start or enter the blast radius and possibly spreading the fire to nearby flammable items or surfaces.
* AP: -6/-4
* Blast: 10m
* Cost: 200¥ per explosive
* Avail: 14R
* Description: When high explosive simply isn’t enough to drive your enemies out of their shelter, try burning them out instead! Upon being detonated, this grenade ignites its white phosphorus payload, quickly turning the blast radius into a fiery hellscape. Upon taking damage from the blast, the target ignites and must suffer 8P AP-6. abd may light things on fire per the rules of Fire Elemental damage. The incendiary continues burning for an additional 3 turns at 6P AP-4, possibly spreading the fire to nearby flammable items or surfaces. Treat the Net Hits to catch on fire as 1 higher when making tests to catch on fire.
* Variants:
	+ Magnesium (300¥)- burns underwater.
	+ Thermite (400¥)- does double damage to structures and vehicles.
	+ Napalm (500¥)- lasts for 10 turns instead of 5.
	+ Note that variants cannot be combined and are purchased for individual grenades.

#### Rubber Minigrenade

* Damage: 12S
* AP: +2
* Cost: 20¥ per round
* Avail: 6
* Description: Typically used as a training for grenadiers, these rubber grenades also serve as a serviceable less-than-lethal weapon when applied directly to the enemy. After all, why use explosives when you can use the raw concussive force of a giant piece of rubber?
* Special Mechanics: This type of ammunition must be fired out of a grenade launcher. Grenade launchers with a firing mode that is not Single Shot may take advantage of this firing mode, unlike with conventional grenades.

#### UV Strobe Grenade

* Cost: 500¥ per grenade
* Avail: 6
* Description: Acts as a flashpak, but also emits UV light, triggering allergies and weaknesses to UV light for 3 combat turns while exposed to the light.

## Other Items

### Thief Bag (Rating 1-4)

* \*Capacity: Rating
* Cost: Rating \* 100¥
* Avail: 10R
* Description: The thief bag can have a number of capabilities added to it in order to make it better at hiding the materials inside. Each of the following upgrades to the Thief Bag takes one capacity and costs 1,000 nuyen:
	+ Biofiber: Blocks auras of items inside the bag. The bag itself emits a minor aura of the fibers used to create the bag.
	+ Faraday: The bag completely blocks all matrix connection to and from any device inside the bag.
	+ Chemical Seal: No chemicals can get into or out of the bag. This includes pheremones and other scents that might be tracked.
	+ Radiation shielding: Blocks minor radiation signatures often used for tracking.
	+ Radiation seal: Completely blocks radiation from an item. Require Radiation shielding as a base.
	+ Note that modifications can be stacked.

### UV Light

* Cost: 200¥
* Avail: 2
* Description: This acts as a UV light that is capable of blocking infected powers for those that have that kind of weakness. It comes in directional (flashlight) and area (a lantern) forms. Each UV light has a rechargeable power supply that lasts for 1 hour of uninterrupted use (or more if connected to an external power source). It comes in either a flashlight or a lantern.
* Variants (Free at time of purchase):
	+ Flashlight: Adjustable focus allows this to hit everyone up to 100m away with a 5 meter width at its effective end (similar to how you select the area for suppressive fire)
	+ Lantern: Hits everyone within 20m of the lantern

### Burner SINs

Players may buy burner sins and associated licenses at the same availability, but with 20% of the cost. These SINs expire after 1 week and may not leave the session they were bought in. They may have rating 1 through 6.

 Burner Fake License (Rating 1-6)

## Altered and Clarified Items

These items function differently or have added clarification than what is stated Rules As Written.

## Armour

#### EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement (Street Lethal 130) shall be permitted with the following changes.

* Remove the "hardened" tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10, and is treated as being 10cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test, or by a contact with the same.

#### The Shaman Tuxedo (Cutting Aces, 143)

* The price will be modified to 16000 nuyen.
* The availability will be modified to 16
* The Shaman Tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.
* You must continue to wear the Shaman Tuxedo for as long as you have the summoned spirit. Removing any part of the Shaman Tuxedo while you have a currently summoned spirit summoned with the Shaman Tuxedo will cause them to instantly lose all remaining services.
* The Shaman Tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning. (e.g. A Hermetic mage may not have a Shaman Tuxedo to provide its bonus for Task Spirits)

#### The Urban Explorer Daedalus (Street Lethal, 47)

* cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.

#### PPP Vitals

* Cannot be used with “heavy armor,” defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power in Street Grimoire, 171). It will stack with any base armor of Rating 12 or lower.

## Armour Mods

#### AR Enhanced Mod(Cutting Aces, 138)

* Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.

#### Grey Mana Integration armor modification (Better Than Bad, 156)

* Permitted on the Farmer's Market with the following changes:
	+ Rather than requiring a Chemical Seal for ratings 4 to 6, Ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated - that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a Rating 3 system.
	+ When targeted by a beneficial or other unresisted magical effect, Grey Mana Integration opposes the spellcasting roll with it's rating in dice, reducing the hits on the test as appropriate.
	+ The penalties for Awakened for Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - treat it as a localized, stacking, inacclimacable background count.
	+ While Grey Mana Integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.

## Weapons

#### Laser Weapons

* Laser Weapons can be used to perform the Called Shot: Hotshot
	+ This ammo-specific Called Shot allows you to temporarily increase the wattage of your laser weapon, dialing up the power to levels well past the weapon’s recommended tolerances. This can only be used with a single Semi-Automatic shot, but uses 3 times the normal amount of charges Modifier:-6 (there's a vote that may change this number, but it is so overwhelmingly -6 that it's pretty safe to call this) Effect: +7 DV, at the cost of reducing the Accuracy of the laser by 1 (cumulative with previous Accuracy loss) and not being able to fire the weapon in question on your next pass, as it needs to cool down and is temporarily inoperable. If the base Accuracy of your laser ever hits 2, it becomes totally inoperable until repaired. Repairing the laser to full Accuracy requires an Armorer Extended test with a threshold of (the amount of accuracy the laser has lost) and an interval of 15 minutes.

#### Ares Armatus (Hard Targets, 184)

* uses the Exotic Ranged Weapon (Lasers) skill.

#### Aztechnology Blood Drinker Combat Axe (Street Lethal, 130)

* shall be permitted as-is. It shall have a reach score of 0.

#### The Barrens Special (Street Lethal, 29)

* The Barrens Special shall be permitted, but will not have any alterations from the listed statblock. All uses of it should conform to the printed statblock.

#### Bows (Core, 183)

* Bows use the lowest of Bow Rating or Arrow Rating to determine damage. Strength is not used to determine damage, but instead inflicts a penalty when the archer's strength is below the rating of the bow, -2 per point below the minimum.

#### Collapsible Scythe (Hard Targets, 183)

* uses the Blades skill and falls under the "Polearms" specialization.

#### Fluid Motion Mace (Street Lethal, 21)

* The Fluid Motion Mace shall disregard the penalties listed outside their statblock, for simplicity's sake. This means that it has no minimum strength requirement to avoid penalties.

#### Garrote (Run & Gun, 20)

* Use Garrote Exotic skill+Agi+magic/ware BS-4 because it must be a called shot, this can be modified by Sharpshooter and/or strive vs their dodge. Success, you have them mechanically subdued. Fail, you missed.
* If you succeeded, you can repeat step 1 without the -4, add or subtract the net hits from the total needed to escape or knock them prone as per subduing rules. You also deal damage equal to the net hits(If there are any)+the weapon's listed damage. If you failed, go back to step 1 and try again.
* Breaking free: Either Agi+Unarmed vs total net hits on the initial test and any further tests, or get the weapon out of their hands.

#### Krime Happiness (Street Lethal, 38)

* The Krime Happiness shall be permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won't stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.

#### Krime Trollbow (Street Lethal, 24)

* The Krime Trollbow (Street Lethal, 24) shall use the stats from the book, correcting for the erroneous "reach" entry on the table for the ranged components. The stats are reproduced as follows.
	+ It will use Archery to fire, with an accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.
	+ The melee component shall use the Blades skill, with an Accuracy of 3, a reach of 1, a DV of (Strength + 1) physical, and an AP of -1.

#### The Krime Whammy (Street Lethal, 40)

* shall act as listed, and additionally, shall be able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.

#### Morrissey Alta (Street Lethal, 32)

* The Morrissey Alta shall be Restricted, not Forbidden.

#### The Narcoject Dazzler (Street Lethal, 47)

* shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.

#### The Narcoject PEP (Street Lethal, 44)

* shall be permitted, but it is a matter of official record that the explanation of "It shoots lasers to plasmatize your skin, then explodes that plasma" is marketing bullshit. How does it work? No clue, but not like that.

#### Narcoject Trackstopper (Street Lethal, 44)

* The Narcoject Trackstopper shall be permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.
* In addition to allowing the foam to dissipate on its own, or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c'est la vie.
* Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.
* The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.
* It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it's soak values) before carrying through into the door... assuming you're clever enough to turn the doorknob when you bash into it.

#### Nemesis Arms Praetorian (Cutting Aces, 134)

* Accuracy code should read 4(5), not 4(6).

#### The Onotari HL-13 (Street Lethal, 34)

* shall use Automatics rather than Firearms for its configuration roll.

#### The Renraku Red Samurai Katana (Street Lethal, 132)

* shall be permitted, however, PC possession shall incur the Wanted negative quality automatically, with a bounty of 50,000 nuyen. This may be bought off with 20 karma, 40,000 nuyen, or any combination thereof (2000 nuyen to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.

#### The Ultimax Rain Forest Carbine (Gun H(e)aven 3, 32)

* shall use the missions FAQ errata linked here.

#### The Wuxing-Armstech PTL-02 (Street Lethal, 133)

* shall be permitted, but note that it only functions underwater.

#### FN-AAL Gyrojet Pistol

* The stat block for Gyrojet ammunition in the official errata for Run & Gun shall be ignored.
* shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e., Gyrojet ammunition will not work in a Heavy Pistol, and vice versa). There are no changes to the stats or mechanics of the weapon itself.

## Weapon Accessories & Ammo

#### The Krime Pack (Street Lethal, 45)

* Permitted however it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.
* Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.

#### Looper Rounds (Kill Code, 49)

* shall be permitted, but rather than using the text written, refer to the following: Looper Rounds are available for 200 nuyen for every 10 rounds, and have an availability of 12R. When they strike a valid device - a sensor, a visual device, or an audio device - they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached, and direct matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind, and may not be used against any device paid for with essence.

#### ArrowLink (Kill Code, 52)

* shall be permitted. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer's end, and they can not provide any connection to a targeted device paid for by essence (Devices on the firer's end may be paid for with essence, if desired.)

## Gear

#### Atomizer (Forbidden Arcana, 193)

* An Atomizer has an Accuracy of 3, and Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.
* The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).
* The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)
* An Atomizer cannot take accessories or modifications.

#### Door Gunner tac-app (Kill Code, 71)

* The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the "necessary skill" is always Gunnery.

#### Ghost Box (Cutting Aces, 141)

* This does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater like affect in the eye. The most using this device will give is social modifiers.

#### Grey Mana Tattoos (Better Than Bad, 156)

* While Grey Mana Tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.

#### The Horizon-Flynn Defense-com Commlink Weapons (Street Lethal, 131)

* It is a Perception + Intuition [Mental] (3) test to identify that these are weapons.

====**Jammers**====\*Standard area and directional jammers shall not stack.

* Purchased jammers will stack with jammers created using a device with the Jam Signals action.

#### Tailored Perfume/Cologne (Cutting Aces, 143)

* The use of these are permitted, but only one application can be used effectively. If an additional, unique Tailored Perfumes/Colognes are applied while another is still active, all effects from all Tailored Perfumes/Colognes are negated. Additional applications of the same perfume or cologne do not have any effect.

#### Faceless (Kill Code, 57)

* shall be permitted. Double the cost and availability of the base item (thus, it is Rating\*4F and Rating\*1000 nuyen.) The modifications for Generic and Specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with Essence. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. The Specific Face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the Upgrade Rules for rating, as well as Base->Generic Face->Specific Face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.

#### The Horizon Flow commlink (Kill Code, 68)

* It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.

#### The Wuxing Frequency commlink (Kill Code, 68)

* Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.

## Drugs

#### Deepweed (Core Rulebook, 411)

* shall have an addiction rating of 4 and an addiction threshold of 2.

#### Psyche (Core Rulebook, 412)

* The text for Psyche should be clarified as follows to include technomancers.

* "This designer stimulant is especially prized by magicians and technomancers alike. In addition to the effects noted above, Awakened or emerged users also only suffer a –1 dice pool modifier for each sustained spell or complex form (rather than the standard –2). Psyche users are simultaneously hyper-aware and detached, easily absorbed by detail and obsessive about certain facts or problems."

## Cyberware & Bioware

#### Cyberlimb Armor Limitations

* Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.

#### Cyberware Grades

* Omegaware
	+ Users who take Omegaware must also take additional Negative Qualities in equal RVP amount to the money saved (E.G. Rating 2 Omegaware Cerebellum boosters save 25,000 nuyen, so the user must take 13 Karma of chargen karma NQ's to make up for this). Negative Qualities would disappear if the 'ware was replaced without needing to spend karma
	+ The list of generally approved Negative Qualities, generally disapproved Negative Qualities, and Negative Qualities that only work on certain types of ware have not been generated.

* GreyWare (Better Than Bad, 159)
	+ shall be permitted on the Farmer's Market . It shall be permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a GreyWare smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a GreyWare implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.

#### Adapsin (Chrome Flesh, 160)

* For simplicity's sake, Adapsin will provide immediate essence reduction of already implanted 'ware. This will leave an essence hole, without true essence recovery. This is solely to save the step of "Yo, street doc, rip out all my 'ware and put it back in."

#### Antenna Grill (The Complete Trog, 184)

* Requires implanted cyberdeck/commlink or a living persona.
* Can only be taken by characters with tusks (Orks, Trolls, people with implanted tusks, etc.)

#### Chemical Glands (Chrome Flesh, 112)

* Gradual Release has been banned
* Permitted drugs for use in Chemical Glands are:
	+ All drugs in the Core Rulebook are permitted. BTLs, as noted below, are excepted.
	+ All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.
	+ Bioglands may be used like cyber for awakened drugs, by refilling them instead of having it grow.
	+ No BTLs.
	+ No contact vector only drugs.
	+ All drugs in Boston Lockdown are permitted, with the following exception: Numb.

#### Control Rig (Core, 452)

* While in VR and jumped into a vehicle a rigger may choose to use Intuition for vehicle skill tests calling for Reaction or Logic for vehicle skill test that call for Agility.

#### Horn Compartment (The Complete Trog, 185)

* In order to take this option one must have a horn.

#### The Remote Cyberhand (Rigger 5.0, 130)

* shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.

#### Striking Callus (Chrome Flesh, 121)

* Striking Calluses may not be installed on cyberlimbs and shall only apply to unarmed attacks, not unarmed combat or attacks made with unarmed weapons.

#### DataJack Plus (Kill Code, 65)

* shall be permitted. It only functions when connected to a deck or RCC, it does not include any free programs, and it cannot run an Agent or Virtual Machine. Functionally, it increases the program slots of the deck or RCC by its rating. As a clarification, Datajack Plus will stack with Multiprogram Operating System (Kill Code, 57).

#### EARRS (Kill Code, 66)

* shall be permitted, but the -10 penalty shall apply to all non-matrix, non-resonance actions.

#### The MCT Biolink (Kill Code, 67)

* shall be permitted. It provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.

## Magic

#### Banishing Foci (Core 320, 326)

* shall instead cost 5,000 nuyen per rating and 3 karma per rating to bind, work against all spirits instead of just one, and grant a dicepool bonus equivalent to rating instead of limit increases.

#### Vault of Ages (Forbidden Arcana, 193)

* A Vault of Ages can hold (Rating x 2) preparations, each of which can have a maximum force of (Rating x 2)
* Vaults of Ages have a maximum rating of 5

## Matrix Software & Hardware

#### Fuchi Cyber-N and Fuchi Cyber-Ex (Kill Code, 60)

* Fuchi Cyber-N and Fuchi Cyber-Ex series are available for player and NPC use on the Farmer's Market. They can be upgraded per our Upgrade Rules, but each attribute can only ever go up or stay the same. In addition, each of these is considered their own class of item, so you cannot upgrade from a Cyber-N to a Cyber-Ex, or from a Cyber-Ex to a Shadow Warrior, for example. All Fuchi Cyber series custom decks have a maximum Device Rating of 6.

#### Subliminal Subacoustics (Cutting Aces, 146)

* Emotions that fit are GM discretion, and their decision is final.

#### Booster Clouds (Kill Code, 57)

* Rather than a spray can, they shall be an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them. They do not stack with themselves - only the greatest bonus to a single action applies. Disregard the "Custom Case" entry.

#### Booster Chips (Kill Code, 59)

* "Armor Defeating" will apply to Attack, "Slick WIlly" to Sleaze, "Data Dynamo" to Data Processing, and "Fortified" to Firewall. They have no impact on one's mental attributes. The damage is resisted with Body alone and is treated as Fading for the purposes of healing.

#### Security Decks (Kill Code, 61)

* Can be used as-is. Note that the Encryption program is not factored into the attribute array.

#### The Shadow Warrior (Kill Code, 62-63)

* Can be used as-is. Note that a bonus to the limit on sleaze tests does not alter the actual Sleaze attribute.

#### The EVO Sublime (Kill Code, 62-63)

* Disregard the requirement that it be implanted.

#### The Destiny Blade (Kill Code, 63)

* Can be used as-is. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.

#### The Kitbashed Sleeper (Kill Code, 63)

* As usual for a technomancer using a device, they do not benefit from their Living Persona's attributes, though they can still use Resonance actions per its rules. The number of irreparable matrix boxes must be tracked on your character's wiki page after each run. The deck is still irreparably broken and unusable after it's natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of it's ultimately consumable nature.

#### Cry Wolf (Kill Code, 65)

* It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from it's effects for 24 hours after it triggers.

#### The Shiawase Cyber-6 RCC (Kill Code, 68)

* Instead of it's normal special rules, refer to the following: While a Rigger's persona is running through this RCC in VR - whether jumped into a drone or not - any drones slaved to the RCC or jumped into by the Rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the Rigger is increased by 4 damage before resistance.

#### The SpinRad Global Skirmisher RCC (Kill Code, 68)

* It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.

#### The Mobile CNC tac-app (Kill Code, 72)

* Rather than what is written, it provides 6 bonus dice, allocated as desired amongst people connected to the PI-Tac's network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.

#### The Shield Wall tac-app (Kill Code, 72)

* Rather than what is written, it shall provide +3 firewall to any linked device for the purposes of defending against any Attack action or any matrix or resonance action that could cause Matrix Damage.

#### The Tactical Program Dongle (Kill Code, 72)

* It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.

#### Surplus and Refurbished Pi-Tacs (Page 74, Kill Code)

* Can be used with the following changes:
	+ You may select a maximum of two missing functions for the purposes of discounts.
	+ Restoring a feature costs 5% of the full price of the PI-Tac and does not require an installation roll, similar to weapon modification.
	+ A glitch on any test associated with the device causes the device to lose a function. It may only be repaired using the process detailed in Change 2.
	+ Any Matrix or Physical damage the host device suffers is increased by one, similar to attacking the PI-Tac unit.

## Drones

#### Anthrodrones

* Anthrodrones may make use of humanoid armor by substituting the worn armor value for the drone armor value, modified by AP accordingly, for the purposes of resisting damage. (This does NOT change the standard calculation for determining if Vehicle Armor prevents a Damage Resistance Test entirely, as this step would still consider the drone's armor.)
* Medusa Extensions (Cutting Aces, 147): Medusa Extensions cannot have weapon mounts installed.

## Vehicles

#### GMC Armadillo

* Comes with a single "pod" of your choice. Purchasing a new "pod" has no availability and costs 6k nuyen. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new "pod" takes approximately 1 hour if untrained, or 15 minutes with ranks in automotive mechanic. It is largely assisted and requires only normal exertion.

#### Krime Barco de Pesca

* Can be used, but its base speed attribute is 4 instead of 7.

#### KRIME Wageslave PMV (Krime Katalog, 30)

* Will act as listed with the following changes:
	+ The minimum BOD + STR score is removed.
	+ The entire "note" section is struck. In its place, the Krime Wageslave PMV will flip over on a glitched driving test.

## Vehicle Mods

#### Ejection Seats (Rigger 5.0, 164)

* Will have the following statline: 1 slot (body), modification threshold: 10, required tools: tools shop, skill: hardware, avail 12R and cost 1k nuyen per seat. Parachutes can be added to the seat for an additional 750 nuyen.

#### Missile Defense System (Rigger 5.0, 160)

* The system can make a Missile Parry test for free, using a relevant autosoft + the vehicle's sensors. It uses one weapon at a time, either a ballistics weapon capable of full auto, or a laser weapon. A ballistics weapon grants 2 free hits on the test, a laser weapon gives 4 free hits. A ballistic weapon uses 20 rounds of ammunition in performing a Missile Parry. The system cannot use a weapon that has been used this combat turn, and the weapon used to Missile Parry will be unavailable until the start of the next combat turn.

==== Metahuman Adjustment ====\*The Market will assume that PC vehicles are built for the PC's metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.

* + In those rare cases where another PC has to take the wheel of someone else's car and make a driving test, if the second PC is a different metatype, they will take penalties deemed appropriate by the GM. They will also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a Troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties)