House Rules for Shadowrun II


Contents

  1. Character Creation
    1. Races
    2. Edges & Flaws
    3. Biowear
    4. Physical Adepts
  2. Combat
    1. Combat Pool
    2. Control Pool
    3. Damage and Movement
    4. Overflow of Mental Damage
    5. Ranged Combat
    6. Melee Combat
    7. Projectile Weapons
  3. Magic
    1. Improving Spells
    2. Minimum Spell Level
    3. Fetishes and Exclusive
    4. Maximum Spell & Spirit Levels
    5. Spell Locks
    6. Anchoring
    7. Centering
    8. Shielding
    9. Spells
    10. Spirits
  4. Equipment
    1. Cyberware
    2. Changes to Weapon Damages
    3. Notes on Weapons
    4. Notes on Ammo
    5. Riot Shields
    6. Magnification Equipment
    7. Non-lethal Damage Weapons
    8. Toxins
  5. Vehicles
    1. Recoil on Vehicle Weapons
    2. Vehicle Sensors
    3. Modified Vehicle Stats
      1. Civilian Vehicles
      2. Security Vehicles
      3. Drones
      4. Military Vehicles





House Rules for Shadowrun II


CHARACTER CREATION


RACES
Using the point build system, various metahuman races cost this much:


Human -3 Hobgoblin 10
Elf 10 Gnome 14
Dwarf 10 Oni NITC
Orc 10 Wakyambi 10
Troll 10 Ogre 13
Cyclops NITC Minotaur 10
Koborokuru 13 Satyr NITC
Fomori 10 Night One 13
Menehune 13 Dryad NITC
NITC == Not In This Campaign

EDGES & FLAWS
No more than five edges, point value of flaws taken must differ from edges by no more than 5 points.

BIOWARE:
Regardless of race, body attribute etc... every character has a body index of 6.

PHYSICAL ADEPTS:
Physical adepts are allowed to purchase 1.5 times their magic rating in powers. Mystic Armor is both Ballistic and Impact Armor.
Modifications to PhysAd powers:
Freefall:
Divide maximum fall distance by 2 for open space falls as opposed to falls within reach of a wall, tree, mountain side, et al.
Magic Sense:
Is not the astrally active power as represented in Awakenings but rather is a more of a sixth sense about magic present around the adept. There is no astral presence, no ability to analyze the magic.


COMBAT


COMBAT POOL:
The combat pool is equal to the sum of twice your Quickness, plus your Intelligence and Willpower, all divided by three. (Q*2+I+W)/3

Note: The combat pool refreshes at the beginning of the phase (initiative number) not at the characters action. This is important when dealing with delayed actions.

Uses of Combat Pool:
Ranged Combat:
When attacking- you may add dice up to a maximum of 1/2 your relevant skill.
When defending- you may subtract DICE from your opponents attack, by spending you own combat pool.
Grenades/Explosions:
When attacking- you may add dice up to a maximum of 1/2 your relevant skill to place the explosives.
When defending- dice from your combat pool may be added to the resisting attribute.
Melee Combat:
When attacking/countering- you may add dice up to a maximum of 1/2 your relevant skill.
When resisting- dice from your combat pool may be added to the resisting attribute.
When defending only, add as many dice as you want to counterattacking but no attack is made.
Damaging Manipulations:
When resisting- dice from your combat pool may be added to the resisting attribute.

CONTROL POOL:
The rigger's control pool is equal to the intelligence of the rigger plus any reaction modifiers of the Vehicle Control Rig. This pool substitutes for the combat pool (ie a rigger does not get the use of both the combat and control pool), and is used according to the rules for the combat pool (as above).

NOTE: AVM's use the rules for ranged combat, while APM's and HEM's use the rules for explosives.

DAMAGE & MOVEMENT:
Subtract the damage modifier from physical wounds from the quickness of the character to determine movement (minimum of one quickness).


OVERFLOW OF MENTAL DAMAGE:
For every three boxes of mental damage above deadly, one box of physical damage is marked.


RANGED COMBAT:
Auto fire/Burst Fire: +1 Power & recoil modifier for every shot over the first fired that autofire/burst. Also firing auto fire/burst does not increase the damage code of the weapon only the power.
Multiple Targets: when firing semi-automatic or burst fire, both shots tartet at a +1 Modifier.
Auto fire at one opponent: The maximum power gain from firing autofire, is half again the power of the weapon (round down), therefore if more shots are fired at a target than would be needed to gain this bonus, these are treated as seperate attacks. Both attacker and defender must split thier combat pool among each of these attacks. Penalties for recoil are applied only after recoil-compensation is exceeded. This represents that if one firing at a point the first coulple shots will most likely hit the target, but it is doubtfull if all the shots will.

For example: Nemisis is firing a full automatic burst at a scumbag standing right in front of her (i.e. no cover). She is using a Ingram Smartgun (7M) with 4 levels of recoil compensation. Since the maximum power the weapon can be augmented to is 1.5 times the base power round down, in this case 10M, Nemisis will fire her bullets in 4 round volleys, and will fire a total of 16 bullets at her opponent (she's pissed) The first 4 round volley will have a target number of 2 and a damage code of 10M, the second 4 round volley will have a target number of 5 and a damage code of 10M, the third volley will have a target number of 9 and a damage code of 10M, and the fourth volley will have a target number of 13, and a damage code of 10M.

Autofire at multiple opponents: There are no automatic penalties for firing at multiple opponents, however, one must fire at least one bullet for every meter seperating opponents, and that recoil modifiers apply equally to each round/volley fired. Both attacker and defender must split their combat pool among each of these shots/volleys. If the attacker is smart gun enabled s/he may split the fire in any manner desired, if not the attack should be spread evenly amoung the opponents.

For example: Nemesis is firing autofire at Majorasshole and 3 scumbags. Nemesis is again using an Ingram Smartgun with 4 levels of recoil compensation. Majorasshole and his 3 scumbags are standing in the open; Majorasshole is standing one meter away from the closest of the three scumbags, who are standing shoulder to shoulder. Nemesis (since she is smartgun enabled) decides to put 3 round into Majorasshole and one into each of the scumbags, noting that she also has to use one bullet meter to account for the meter space seperating Majorasshole from his scumbags. The target number for this attack is: short range 4 -2 smartgun + 6 recoil (fired 7 shots) -4 recoil compensation = 4 against all targets. Majorasshole has a damage code of 9M against him, and each of the 3 scumbags has a damage code of 7M against them.

MELEE COMBAT:
Damage: the damage for all the different melee weapons has been changed, however, all non-stun attacks treat impact armor (except vehicle armor) at only 1/2 value (round up).

Note: the effect of dikote has been changed, it always adds two to the power of any bladed or piercing weapon.

WEAPON DAMAGE MAX. DAMAGE
Unarmed (Str/2+3)M Stun --

w/ unarmed skill 3+

(Str/2)M --
Hand Razor (Str/2+3)L 7
Spurs (Str/2+4)M 9
Sword (Str/2+5)M 10
Katana (Str/2+3)S 8
Survival Knife (dagger) (Str/2+4)M 9
Knife (Str/2+3)L 8
Pole Arm/Two handed Sword (Str/2+5)D 10
Combat Axe (Str/2+6)S 11

Thrusting Point

(Str/2+4)M 9
Staff (Str/2+5)S Stun 10
Club (Str/2+5)M Stun 10
Sap (Str/2+4)M Stun 9
Monofilament Whip 9S (vrs. 1/4 armor) --
Plastic Bone Lacing (Str/2+4)M Stun --
(Str/2+1)M --
Aluminum Bone Lacing (Str/2+5)M Stun --
(Str/2+2)M --
Titanium Bone Lacing (Str/2+6)M Stun --
(Str/2+3)M --
Two handed Weapons in Melee: Two points is added to the characters strength for purposes of melee combat (weapon damage & Knockdown)
Knockdown in Melee: If an opponent is hit, he/she must make a strenth test (combat pool can be used for this purpose up to the strenth of the character) against the strenth of the person hitting him... one success pluss one for every damage level inflicted is needed to avoid being knocked down. It takes a simple action to stand up.
Reach: the benifit for longer reach (no matter how much more reach) is a -1 to the target number.
Multiple opponents: the disadvantage (note there is no advantage for the attacker except as follows) for a person being attacked by multiple opponents, is that his/her skill (skill not dice, this influences how combat pool may be spent) is reduced by one for each person engaged with him (yes, this does mean that a person set upon by two opponents must subtract 2 not 1 from his/her skill) The definition of engaged is this: opponents are engaged if either side has initiated melee combat, and is in effect until an opponent does something besides a melee action.
PROJECTILE WEAPONS:
Damage: the damage for all the different melee weapons has been changed, however, all non-stun attacks treat impact armor (except vehicle armor) at only 1/2 value (round up). Also, the power of projectile weapons drops by one for every range category beyond short.

Note: the effect of dikote has been changed, it always adds two to the power of any bladed or piercing weapon.

WEAPON DAMAGE MAX. DAMAGE
Standard Bow (Str/2+4)M 9
Ranger X Bow (Str/2+5)M 10
Light Crossbow 6L --
Medium Crossbow 8M --
Heavy Crossbow 9S --
Throwing Knife (Str/2+3)L 8
Shuriken (Str/2+3)M 7


MAGIC


IMPORTANT NOTE:
Contrary to what is written in the book, the defender needs only to EQUAL the number of sucesses (not exceed) to take no effect from the spell.


IMPROVING SPELLS:
Contrary to what is written in the book, spells can be improved after the fact, ie a level 5 spell can be raised to a level 6 spell by paying the difference in Karma cost.


MINIMUM SPELL LEVEL:
The minimum spell level is 3; except for some spell which function as more cantrips than true spells... Healthy Glow, Entertainment, Spectacle, Trid Entertainment, Makeover, Fashion.


FETISHES AND EXCLUSIVE:
These do not reduce the cost of learning a spell, only the level of drain.


MAXIMUM SPELL & SPIRIT LEVELS:
The maximum spell level that can be learned is equal to the mages Sorcery, Spellcasting, etc.
The maxiumum spirit level that can be summoned is equal to the mages Conjuring, etc, with the following caviat... +1 is added for each level or initiation of a shaman to their totem spirit.


SPELL LOCKS:
Cost= 25,000 nuyen/level
Bonding= 1 karma/level
The level is the maximum level of spell which can be bound into the item... spells are not fixed, they can be exchanged...the focus can be turned off/on with a simple action... the focus does have a real physical form, which can be removed from the spell caster.
When binding a spell with a variable effect (ie spell which is based on number or successes) the average number of successes is used. Also it takes 10 minutes per level of the spell to bind it into a spell lock.


ANCHORING:
When anchoring damaging manipulations onto melee weapons:
The damage category (ie L/M/S) of the spell must be equal to the damage category of the weapon.
For every two points of power of the spell, one is added to the power of the weapon. Special effects of damage are up to GM interpretation.
A weapon thus enchanted does allow the user to use his/her full melee combat skill(does not need to use Willpower) against spirits.
Note: anchoring any damaging manipulation spell on a weapon destroys any dikote coating on it.


CENTERING:
Centering is a complex action which is performed the action before casting a spell. Each use of Centering can be used either for Centering and Spellcasting, Centering vs. Drain, or Centering vs. Penalties. Unlike the description in the Grimoire II, each success (not every 2 successes) produces the result given. Also unlike the description in the Grimoire II, centering can be used for all three purposes assuming a complex action is expended for each action.
Note: Target penalties apply to centering tests.
Note: Centering vrs. Drain can be used for Conjuring Tests.


SHIELDING:
Shielding works differenly than as given in Grimoire II. The shielding value is equal to Initiate level plus one. Shielding is an exclusive action except one may spell defend while shielding. An initiate may raise the target number of a resisted spell by the shielding value on a number of people equal to the shielding value. Vehicles can be shielded but count as a number of people equal to half its body. Note: must have LOS one those shielded.


SPELLS:
Damaging Manipulations: The maximum damage code for a damaging manipulation is S. All damaging manipulations are defended against with 1/2 impact armor, special effects are per GM interpretation. Extra Sucesses bases on non-spell defense, do not cancel the total effect of the spell, but instead reduce damage. Note, however, that combat pool dice may be used against this type of spell.
Combat Spells: The maximum damge code for combat spells is S.
Transformational manipulation spells: a number of net sucessess equal to 1/2 the resisting attribute (round up) is required for effect to take place.
Attribute reduction spells: do not exist in this campaign.
Mental stat modifying health spells: are not available in this campaign. (ie +1..+4 Int/ Will/ Charisma)
Physical attribute modifying health spells are altered as follows: There are no longer various versions fo the spell (+1 - +4), instead the effect of the spell is determined by its level.

Level 3: + 1 to Body, Quickness, Strength or Reaction or +1d6 to initiative
Level 4: + 2 to Body, Quickness, Strength or Reaction or +2d6 to initiative
Level 6: + 3 to Body, Quickness, Strength or Reaction or +3d6 to initiative
Level 8: + 4 to Body, Quickness, Strength or Reaction

There are no effects superior to this in the current game.
Invisibility Spell: This spell requires any person looking for the invisible person/object to make a perception roll equal to twice the number of successes of the spell. If the invisible person is once spotted, it is possible to track their movements by making a perception test equal to the number of successes of the spell. If one engages the invisible person in combat, all target numbers are increased by 2. This spell, works at 1/2 effectiveness against IR vision (ie spell success *1 for noticing, spell success /2 for keeping track of & target number are increases only by 1).
Ram: The effective power of the ram (goes against 1/2 the barrier rating of the door) is equal to twice the power + 2 for every success (target number for high tech doors is usually 8). When firing against vehicles the spell is treated as above if the desire is to breach a door in the vehicle or as a power bolt if trying to destroy it.
Vehicle Mask: Vehicle mask works as written, except that the mage can effect a vehicle with a body equal to the magician's magic rating.
Confusion: The effect of this spell is +1 to target numbers for every net success, not every two as stated in Shadowrun II.

SPIRITS:
Watchers are limited to a maximum force of Willpower/2 (round down).
Physical/Astral Combat Pool: Spirits do not have access to either of these.
Powers of Spirits:

Accident: This is an opposed success test using the spirits force against the quickness or intelligence (whichever is higher) of the target. The number of net successes and the environment determine the effect.

Alienation: Alienation is a sustained effect (just like a mage sustaining a spell) which renders the victim invisable/inaudible & intangible to the rest of the world. To obtain this effect the Spirit must make an opposed success test against willpower and achieve one net success. Characters making a perception test to see the alienated victim use the spirit's force as the target number, adding +1 to the target number for every net success after the first.

Binding: Binding is a sustained effect. A spirit using this power must roll at least one net success in an opposed test using its force against the victim's willpower. To perform any action requiring movement against the surface, an affected victim must make a succesful strength test against the force of the spirit.

Concealment: Concealment is a sustained effect. It works exactly like an invisability spell, with a number of successes equal to the level of the spirit.

Confusion: Confustion is a sustained effect. It works exactly like the confusion spell with a number of dice equal to the force of the spirit, except that if the spririt generates a number of net successes equal to 1/2 the target's willpower (round up), the target loses all sense of direction and purpose, so that they wander aimlessly throught the terrain. This effect can be broken, by generating a Willpower test against a target number equal to the spirit's force.

Electrical Projection: This effect is exactly the same as a damaging manipulation with a number of dice equal to the force of the spirit, a power equal to the force of the spirit, and a damage level of Moderate.

Engulf: This effect is the same as that written in Shadowrun II, except that the attacks by both the Fire and Earth Elementals are defended against with 1/2 impact armor.

Fear: Fear is a sustained effect. The spririt can target a number of individuals equal to its force (3 x force for greater) as long as all individuals are in LOS. Each person targeted must make an opposed test using willpower and the spirits force; every two net successes gives a +1 target modifier to the feared individual. Also if a number of net successes greater than the target's professional rating (shadowrunners = 4) is generated, then the individual must flee out of LOS; the individual then is allowed a willpower test against the spirit's force, if one success is generated, then the individual is free of the effect, otherwise the person must run until out of the domain of the spirit.

Flame Aura: The effect is the same as written in Shadowrun II, except that -1 is subtracted for m the power of the attack for each level of reach the weapon has; also the attack is against 1/2 impact armor.

Guard: This effect is exactly the same as written in Shadorun II. It is a sustainded effect which requires LOS. Note, however, it is usable on one person per force rating of the spirit; with vehicles counting as 1 person per 2 points of body. Note: no die rolls are required, and this power can be used at the same time as another power (for instance movement & guard)

Manifistation: This effect is exactly the same as that written in Shadowrun II.

Movement: There are two ways in which this power may be used: Both of these powers are sustainded effects & require LOS.

1. It may benificially aid someone in moving through a terrain. The spirit may multiply the rate at which one moves through its terrain based upon its force. For each point of force rating after the first, the movement rate is multiplied by the remaining force. The force rating points may be split up between various individuals is so desired. Vehicles may also be effected; 1/2 the body of the vehicle is subtracted from the spirit's force, any remaining force is the movement multiple.

2. The power may be used against individuals, by subtracting the spirit's force rating form the individial's quickness (minimum of 1) for purposes of movement. The force rating may be split up between various individuals. This power can also be used against vehicles. Vehicles may also be effected; 1/2 the body of the vehicle is subtracted from the spirit's force, any remaining force is the movement divisor.

Noxious Breath: This effects is exactly the same as that written in Shadowrun II, except that a respirator reduces the damage to (force -2)L.

Psychokinesis: This effect is exactly the same as that written in Shadowrun II. Search: This power is up to GM interpretation.


EQUIPMENT


CYBERWEAR

Cyber Ears
Cyber replacements cost 0.3 points of essence and give the character 0.6 essence points worth of ear mods. Once the mods exceed the 0.6 essence capacity of the cyber ear, the character pays the essence cost as normal.

Enhanced Articulation: has been changed, its effects are as follows:
+1 Reaction
+1 Armed Combat, Unarmed Combat, Thrown, Athletics & Stealth.

Note on Heavy Combat Armor:
Heavy Combat Armor does NOT effect the combat pool.

CHANGES TO WEAPON DAMAGES

Damage of all Heavy Pistols is reduced one power level.


Weapon Mode Damage
Defiance T-250 SA 10M
Enfield AS-7 SA/BF/FA 8M
Mossberg CMDT SA/BF/FA 8M
Ranger Arms SM-3 SA 10S
Walther WA-2100 SA 10S
Garet Model 121 SA 11S
Generic HMG FA 11S
Stoner-Ares M107 FA 11S
APM (flechette damage) -- 12D
HEM -- 12D
AVM -- 16D
Panther Assault Cannon SS 14D
Victory Rotary Assault Cannon FA 14D
Vehicle Assault Cannon SS 17D
Villigant Rotary Assault Cannon FA 17D



Notes on weapons:
APM's drop off damage at -1 power per meter (not 1/2 meter).

Notes on ammo:
Flechette Rounds:
Flechette rounds reduce the power of the attack by 1. The attack goes against either 1/2 ballistic armor or impact armor whichever is greater.

Explosive Rounds:
Explosive rounds increase the power oif the attack by 2. All other rules for explosive ammo are in effect.

Shot Rounds:
Shot increases the damage code of the attack by 1 when going against unarmored opponents. It's damage code is normal against armored opponents, and it goes against either ballistic armor or double impact whichever is greater.

APDS Ammo:
APDS goes against 1/2 ballistic armor, however its damage code is reduced by one level (if the attack already has a damage code of L, the power of the attack is reduced by 2).

HEAP Ammo:
Only available for Assault Cannons, this ammo goes against 1/2 vehicle armor. Against softer targets (people), this weapon does one less damage category, and armor is not halved.


RIOT SHIELDS:

SIZE BALLISTIC ARMOR SKILL BONUS
Small 1 1
Large 1 2


Shields in Melee Combat:
  1. When using a shield defensively (ie no conterattacking capacity) the user may substitute Quickness for Armed Combat.
  2. When using a shield defensively (ie no counterattacking capacity) a person trained in its use (Armed Combat) gains the addition of the skill bonus to his/her skill. Also any reach advantages are negated. If engaged by multiple opponents, this shield option can be used at any point, however all normal penalties apply. Example: You are being attacked by two opponents (which means you must subtract 2 from your skill); one with a dagger & one with a halberd. You have a skill of 5 in Armed Combat, and have a small shield and a sword. Both attack you in the same segment, you decide to parry the halberd with the shield and counterattack dagger wielder. You have a skill of 4 (5-2+1) vrs. the halberd and also negate his reach advantage, and a skill of 3 vrs. the dagger wielder, but you have the reach advantage.
  3. Either shield may be used to attack for (Str/2+3)M Stun.
MAGNIFICATION EQUIPMENT:

Magnification equipment is useful in combat, as it allows a person to partially nullify range modifiers. Each level of Magnification subtracts one from the range penalty (ie target numbers for this purpose never get better than 4).

NON-LETHAL DAMAGE WEAPONS:

Taser: The Taser does a damage code of 5D, and is resisted against by body and any pertinant modifiers to body (ie Dermal armor applies but not Bone Lacing.) Also certain modifiers for being grounded may also apply for instance a person in security armor is partially insulated and the damage code should be dropped to Serious, and a flying mage is not in contact with ground at all, so the power should be dropped by one, and the damage code dropped to Moderate.) To achieve a successful hit which does the above damage, the attacker must achieve a number of successes equal to the opponents impact armor plus one.

Narcojet: The Narcojet poison does a damage code of 5D, and is resisted against by body and any pertinant modifiers to body (ie Dermal armor applies but not Bone Lacing.) To achieve a successful hit which does the above damage, the attacker must achieve a number of successes equal to the opponents impact armor plus one.

Ares Squirt: To achieve a successful hit which does the effect of the carrier toxin/drug, the attacker must achieve a number of successes equal to the opponents impact or ballistic armor (whichever is greater) plus one.

TOXINS:
Note: The following replaces all damage & secondary effects for toxins.

Antidote Patch: An antidote patch may be used up to 1 turn after the toxin has taken effect, this is treated like an additional body (body = patch strength) test against the toxin. The antidote patch works against both the mental & physical damage if a toxin does both.
Note: A Stim-Patch is not effective against mental damage done by toxins, however the antidote patch works as normal.


Neuro-stun VIII:
Condition Damage Speed



Unprotected 5D Stun 1 turn
Respirator/hold breath 4S Stun 2 turn
Chemsuit N/A N/A
Narcojet:
Condition Damage Speed



Injected 5D Stun instant
Fugu-5:
Condition Damage Speed



Injected 5D instant
Atropine:
Condition Damage Speed



Injected 5S Stun instant
3D every 5 minutes
until neutralized
Cyanide:
Condition Damage Speed



Inhaled 6D instant
Respirator/hold breath N/A N/A
Chemsuit N/A N/A
Injected 4D 1 minute
Hyper:
Condition Damage Speed



Inhaled 4S Stun instant
Respirator/hold breath N/A N/A
Chemsuit N/A N/A
Injected 4S Stun 1 turn
Note: Individuals effected by hyper will take 1 box mental damage for every box of physical damage they take. Duration = 60 minutes minus 5 minutes per success in Body Test (Target Number =4).
MAO:
Condition Damage Speed



Injected 6L Stun instant
Note: Individuals effected by hyper subtract 1 from their initiative, quickness and strength, and any effects from an adrenal pump are halved.
Green Ring 3:
Condition Damage Speed



Unprotected 6S 1 turn
6M Stun
Respirator/hold breath 5S 2 turn
5M Stun
Chemsuit N/A N/A
Seven-7:
Condition Damage Speed



Unprotected 10D 1 turn
10S Stun
Respirator/hold breath 6D 1 turn
6S Stun
Chemsuit 5D 2 turn
6S Stun


VEHICLES


CHANGES TO VEHICLE RULES

Below are new statistics for vehicles. The body listed is the total body used for resistance test (no longer is it body + 1/2 armor), and the armor listed is the total armor (not body + armor). There are also some changes in the signature of some vehicles.

As in the normal rules all weapons loose a damage category when firing at a vehicle (if the damage is already light, or reduced to light because of AP ammo, the power is reduced by 2) except for the heavy autocannon, and anti-vehicular missles/rockets.

Recoil on Vehicle Mounted Weapons:

All weapons have a recoil modifier of +1 per shot above the first, reguardless of size.

There is no need to buy gas-vent or gyro systems for vehicle mounted weapons... you just buy the amount of recoil compensation that you want (up to a maximum of 12). The price of this is GM perogative.

Vehicle Sensors

Vehicle sensors are useful in two manners:
  1. They add their rating to any perception tests that the rigger makes.
  2. They use their rating as Magnification Equipment for the determination of range in combat (see magnification equipment in above house rules).
New Vehicle Statistics


CIVILIAN VEHICLES BODY ARMOR SIGNATURE
Volksvagen elektro 3 2 5
Mitsubishi Runabout 3 2 5
Leyland-Zil Tsarina (electric) 3 2 5
(multi-fuel) 3 2 2
Crysler-Nissan Jackrabbit (electric) 4 3 5
(multi-fuel) 4 3 3
Ford Americar 6 4 3
Honda-GM 3220 ZX 6 4 2
Honda-GM 3220 ZX Turbo 6 4 1
Eurocar Westwind 2000 5 4 3
SAAB "Dynamit" 776TI 5 10 2
Toyota "Elite" Limousine 8 5 3
Mitsubishi "Nightsky" Limousine 10 12 4
Rolls Royce "Phaeton" Limousine 10 12 5
Dodge Scoot 1 0 5
Entertainment Systems Papoose 1 0 5
Suzuki "Aurora" Racing Bike 2 0 2
Yamaha Rapier 3 1 2
Hyundai Offroader 3 2 2
Thundercloud "Pinto" All-Terrain Trike 4 4 3
Gaz-Nike White Eagle 3 3 2
Harley-Davidson Scorpion 3 8 2
BMW Blitzen 2050 3 8 2
Honda "Viking" Supercycle 5 6 2
Ford-Canada Bison 10 12 4
Rolls Royce Prairie Cat 8 10 3
Gaz-Wilys Nomad 6 4 3
Nissan-Holden Brumby 6 4 3
Landrover Model 2046 6 4 3
Toyota Gopher Pickup 5 3 3
Leyland-Rover Trandsport Series 6 4 3
Renault-Fiat Eurovan 6 4 2
Volkswagen Superkombi 7 10 3
Ares Master Series 12 4 2
GMC Bulldog Step-Van 9 4 2
GMC 4201 Series 16 10 1
Conestoga Traiblazer Prime Mover 18 6 1
Nordkapp-Conestoga "Bergen" 20 12 1
Crysler-Nissan G12A ACV 8 4 5
Mostrans "Ivan the Terrrible" KVP-14T 8 4 3
GMC-Beachcaft "Vacatiorner" ACV 8 4 3
GMC-Nissan Hovertruck 10 4 3
Suzuki Watersport (standard) 2 1 3
(electric) 2 1 5
Samuvani-Criscraft Otter 6 4 3
Zemlya-Poltava Swordsman 7 4 4
Aztech Nightrunner 6 4 5/8
Colorado Craft "Cigarette" 5 4 4
Marine Technologies "Dolphin II" 8 4 4
Harland & Woilff "Classique" 12 4 3
Cessna C750 6 6 3
Fiat-Fokker "Cloud Nine" Amphibian 6 6 4
Embraer-Dassault Mistral 8 6 3
Lear-Cessna Platinum I 10 6 3
Lear-Cessna Platinum II 12 10 4
Hawker-Siddley HS-895 Skytruck 14 6 3
Federated-Boeing Communter 2050 6 6 3
Hughes WK-2 Stallion 8 6 4
Ares "Dragon" Rotrocraft 12 8 3
Huges Aerospace Airstar 2050 8 12 4
Augusta-Cierva "Plutocrat" Rotocraft 8 10 4
Luftschiffbau Zeppelin LZ-2049 16 10 8
Goodyear Commuter-47 LTA 11 8 8
Airship Industries Skyswimmer 8 8 8


SECURITY VEHICLES BODY ARMOR SIGNATURE
Citymaster Urban Security Vehicle 12 16 3
Mobmaster Riot Control Vehicle 14 18 3
Crysler-Nissan Patrol-One 6 12 4
General Products Cop 4 6 4
Harley Electraglide-1000 Patrol Cycle 3 8 2
Surfstar marine Seacop 8 12 4
GMC Riverine 12 12 3
Blohm & Voss River Commander 16 14 3
Northrop PRC-42B Wasp 3 4 3/5
Northrop PRC-44B Yellowjacket 4 5 3/5
Casa J-239 Raven 6 6 4/9
Moonlight Aerospace Avenger 6 12 8
GMC Beachcraft Patroller 8 12 5
Sikorsky-Bell "Red Ranger" Scout ACV 5 10 3
Night Glider 3 3 10
GMC MPUV 5 12 3/5
Wasp "F" Serious Upgrade 3 8 3/5
Yellowjacket "F" Serious Upgrade 4 10 3/5


DRONES BODY ARMOR SIGNATURE
Aztechnology GCR-23C Crawler 2 2 4
Gaz-Niki GNRD-71BIS Snooper 2 3 5
Aerodesign Systems Condor LDSD-23 1 0 10
MCT-Nissan Rotodrone 4 3 3
Cyberspace Designs Dalmatian Recon 4 3 5
Sikorsky-Bell Microscimmer 1 2 3
GM-Nissan "Spotter" Recon Drone 4 3 4
CAS "Wandjina" RPV 8 10 4/8
Nissan "Doberman" Patrol Vehicle 6 10 3
Steel Lynx Drone 6 12 5
Ferret RPD-V1 Perimeter Drone 2 8 8
Aerodesign Condor II LDSD-41 2 5 10


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