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Rules / Gear

Gear and Items

Banned Items

The following items are banned, in totality, from use on Runnerhub. They may not be used by players or GMs.

  • Milspec armor of any and all kinds, including the Ares Firewatch "Bug Stomper" armor in Street Lethal.
  • Bumblebee Drones
  • Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Guns
  • Zapper Rounds

Repairing Damaged Gear and Items

Damaged gear (devices, weapons, armor, drones, vehicles, etc.) can be repaired by a qualified professional or the character themselves. The cost for a repair is generally either a percentage of the item’s base value (excluding modifications), or a flat fee, whichever is lower.

When repairing Physical damage to cyberware, costs are only incurred if performing the repairs in the middle of a run. Repairs made pre- or post-run are free.

If a character has the appropriate garage to house a vehicle attached to an active lifestyle, that vehicle is repaired instantly at no cost between runs.

Professional Repairs

Repairs performed by a professional are simple and quick in the sense that they only require payment of their fee in nuyen, and a bit of waiting. The professional does not need to make a test to perform the repair, and the repairs are completed in the calculated time – though GMs may adjust the length of time for a repair to be completed if it is performed during a run.

Professional repairs do not need to be performed by a contact.

Self-Repair

Player characters may also repair their own gear, if they have the appropriate technical skills and tools. This is cheaper, if not necessarily faster, than having a professional perform the repairs, so in all cases except Matrix damage the cost of the repairs is halved. Self-repairing Matrix damage costs no nuyen, merely time, and otherwise follows the rules on CRB228. The relevant portion is copied below:

"If you have a device with Matrix damage, you can repair it with a toolkit, an hour of work, and a Hardware + Logic [Mental] test. Every hit you get can be used to either remove one box of Matrix damage or cut the time required in half; the first die spent toward time reduces the time to half an hour, the second to 15 minutes, and so on, to a minimum of one Combat Turn (3 seconds). Bricked or not, the device is off-line and unusable during the repair process."

Making repairs is an Extended Test of the relevant technical skill and the relevant attribute, which is generally Logic but can be changed at GM discretion to support “intuitive” repairs (AKA: jury-rigging). Characters may receive modifiers for this test, such as those from the Build/Repair table on CRB145, at GM discretion. If the character fails to repair all damage, they cannot attempt the test again. The character has simply reached the limits of their skill, and the remaining damage will have to be repaired by a professional.

Repair Thresholds, Costs, and Intervals Table

Type of RepairPhysical Damage (e.g. drones, vehicles)Matrix Damage (e.g. cyberdecks)Armor Damage (e.g. acid damage)Damage to Weapons
AccuracyAPReach
Repairs done by Player CharacterCost2% / 500¥ per box of damage repaired2.5% / 125¥ per point of armor restored7.5% / 75¥ per point of accuracy restored12.5% / 125¥ per point of AP restored25% / 250¥ per point of reach restored
Extended Test ThresholdOne box of damage repaired per hitOne box of Armor restored per hit101214
Extended Test Interval[Boxes of damage at start of repair] x [30 minutes]1 hour, optionally reduced by hits on test[Boxes of lost Armor at start of repair] x [1 hour]30 minutes1 hour2 hours
Repairs done by ProfessionalCost4% / 1000¥ per box of damage repaired2% / 500¥ per box of damage repaired5% / 250¥ per point of armor restored15% / 150¥ per point of accuracy restored25% / 250¥ per point of AP restored50% / 500¥ per point of Reach restored
Length of Repair (rounded up)([Boxes of damage at start of repair] / 3) x [1 day](Boxes of lost Armor at start of repair] / 3) x [1 day]2 days

Bricked or Destroyed Drones

Drones that have been bricked or destroyed can be repaired for twice the normal repair rates ( thus 8%/2k per box if done professional, 4%/1k per box if done by yourself). Software present on the drone itself is lost. This is only possible if the drone itself can be recovered after being destroyed/bricked

Weapons

Cyber-Implanted Melee Weapons

Cyber-Implanted Melee weapons increase Reach by +1 when used in pairs. This does not increase damage and both hands must be free (not holding anything).

One / Two Handed Weapons

Unless otherwise stated in the weapon description, all pistols (tasers, holdouts, heavy pistols, machine pistols) and SMGs are one handed weapons. Assault rifles, long arms and heavy weapons are two handed weapons. Using a two-handed weapon with one hand incurs a -2 penalty (-1 for trolls).

Signature Weapons

Despite the name, “Signature Weapons” (p.183, Hard Targets) are not enough to count as a Signature or Distinctive Style quality on their own.

Krime-brand Weapons

All weapons manufactured by Krime with a RAW restriction to orks and trolls may be wielded by any character, with a -2 penalty to all dicepools relevant to using the weapon when wielded by a non-trog.

Military and Future Weapons

While these weapons are not available for purchase by characters, they are available for use by GMs as mission focuses.

Specific Weapons

Aztechnology Blood Drinker Combat Axe

This weapon's accuracy remains as written; equal to the physical limit of the user and may not be modified through weapon customization. Additionally, this weapon has a reach of 1.

Barrens Special

Variations on the statline for this gun are at GM discrection, and do not persist beyond the end of a given run.

Cavalier Flash

May be prepared as described in its notes using a Simple action.

Flame Bracer

This weapon uses the Exotic Ranged Weapon (Flamethrowers) skill. Flametosser ammo is 12F and each round costs ¥10.

Hammerli Gemini

This weapon cannot take additional magazine modifications.

Horizon-Flynn Defense-Com Commlink Weapons

The availability of these items is Restricted. Additionally, for the sake of clarity, these are not functional commlinks without weapon customizations.

Krime Gloves

These gloves refill their charge following the same induction rules as standard shock gloves.

Lemat 2072

Firing the shotgun barrel uses the Pistols skill.

Morrisey Alta

This pistol's availability code is Restricted instead of Forbidden.

Nemesis Arms Praetorian

As the only Pistol in the game that can have a bayonet, it has a Reach stat of "-" rather than the normal "2" that is attributed to Bayonets.

Onotari Arms HL-13

Following the pattern of the XM30, configurations may be changed using an "automatics + logic [mental]" (5, 1 minute) extended test.

Onotari Arms S-3K

May be prepared as described in its notes using a Simple action.

Painade

This weapon uses the following statline:

POWAPRADIUSAVAILCOST
8-10M9R300¥

Toxin resistance dice pool bonuses from Nephritic Screens and other such ‘ware does not grant a benefit to resisting the Painade.

Pitchfork

Does not have the Fire damage type.

Renraku Red Samurai Katana

Not available to player characters, reflecting their Availability of "N/A".

Shiawase Arms Simoom

This weapon works as a two-part set of forearm guards for both arms. Therefore, it’s not possible to use two shooting barrel forearm guards at the same time.

Stinger Pen Gun

This has recoil compensation "-", not that it matters.

Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun

This weapon ('Street Lethal', p130) is not used on Runnerhub. This includes usage by PCs as well as NPCs. See: Banned Items

Ultimax Rainforest Carbine

The stats for this gun read as follows:

ACCDAMAPMODERCAMMOAVAILCOST
511P-2SA/BF(1)18 (C)8R2600¥

Yo-Yo

Detecting weaponized yo-yos uses the same rules as instruments of death.

Weapon Modifications

Explosive Clip

The available grenade types for this modification are HE, Frag and Flashbang. The detonation of an explosive clip is not strong enough to cause cascading shockwaves. Ignore the rules for Blasts in a Confined Space (aka ‘Chunky Salsa’, p.183, SR5) when using this modification.

Gas Vent / Silencer Compatibility

Gas vent and Silencers cannot be combined as aftermarket modifications, since they both use the barrel modification slot. The exception to this is when a weapon comes with an integral version of either modification.

Ammunition

Arrows

The rating of all arrows is capped at 12.

Depleted Uranium Rounds

DU rounds cannot be utilized with Called Shots specific to other types of ammunition, such as Bulls-Eye Double-Tap/Burst. Remember that carrying DU rounds without proper authorization and legal status is a crime, and that sensor suites can detect them easily due to the fact that they are radioactive.

Hand Loads

Hand loads are not used on Runnerhub.

Zapper Rounds

This ammunition type is not used on Runnerhub. This includes usage by PCs as well as NPCs. See: Banned Items

Grenades

Please note on your character’s sheet what the default setting is for their grenades. If this is neither noted nor stated prior to use, they are assumed to be unarmed and must be set as a Simple Action.

Grenades do not halve the armor value of someone holding them if they are prematurely detonated, a vehicle they hit, etc. Grenades only use the Demolitions rules for Explosives (p. 436, CRB) if they are deliberately placed on a surface in order to increase their penetration by someone trained in Demolitions.

Cancellation of Service Grenades

As per their fluff text, these have a radius of 5 meters.

Douser Grenades

The effect listed from having a FW of 0 is unique to this grenade

Dumdum Grenades

The effect from having DP at 0 is unique to this grenade

Armor

Ares Firewatch "Bug Stomper" Custom Armor

This armor ('Street Lethal', p129-130) is not used on Runnerhub. This includes usage by PCs as well as NPCs. See: Banned Items

Ballistic Mask

May not be worn together with a helmet.

Chameleon Suit

RPC can be applied to this armor as a modification. The RPC bonus is gained in addition to the native bonus of this armor.

Cloak

A regular Cloak (not Ruthenium Polymer Cloak) can accept the Chemical Protection, Fire Resistance, Insulation, Nonconductivity, Radiation Shielding, and Thermal Dampening armor modifications.

It can have a maximum capacity for armor modifications of 6. Each point of capacity costs 100¥ plus the cost of the modification itself.

Hardened Mil-Spec Battle Armor

This armor (p.66, Run & Gun) is not used on Runnerhub. This includes usage by PCs as well as NPCs. See: Banned Items

Snake Mesh Socks

Snake Mesh Socks do not provide a permanent armor bonus, only +2 Armor against attacks that specifically target the feet or lower legs. They also do not count towards encumbrance.

Armor Modifications

Armor Add-ons

Legal for use on. Use common sense and don’t make RD, CCD, or a GM swat you for misusing them.

Gel Packs

This armor customization can only be added to full armor pieces (e.g. armored jacket, armor vest, Berwick suit, etc.) but not armor add-ons and accessories (e.g. helmets, masks, forearm guards, etc.).

Gel Packs count as an armor stack, and thus add to encumbrance.

YNT Softweave

This armor customization can only be added to full armor pieces (e.g. armored jacket, armor vest, Berwick suit, etc.) but not armor add-ons and accessories (e.g. helmets, masks, forearm guards, etc.).

AR Fashion

The subscription services are tiered, that is, having the designer level service also includes clothes from the previous three levels.

For simplicity, the threshold to make a piece of AR clothing is based on the availability of the tier of clothes you want to make unless the GM rules otherwise.

Distributed Deck

Characters do not need Electronic Part Packs to repair these devices when they take Physical damage. Instead, characters need ten percent of the original base cost of the deck per box of damage.

Upgrading Cyberdecks / RCCs / TacNets

It is possible to upgrade a cyberdeck, RCC, or TacNet to the equivalent of a better (more expensive) model. To do so, characters must succeed on a standard Availability roll for the device they are upgrading to, then pay the price difference between the new and old device. It’s also possible to downgrade a device, though characters who do so won’t get anything back and still need to succeed at a standard Availability roll for the new device.

Delivery times are the same as buying a brand-new version of the new device.

General Gear

EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement

Hardened armor has been removed from this item, making it legal for use on Runnerhub.

Faceless

As a simple reminder to GMs, feel free to only have narratively important devices roll against Faceless. This is not a rule, just a helpful reminder.

Genemarked Pheromones

These do not stack with Tailored Pheromones.

Lockpick Set

Lockpick Sets are required to use the Locksmithing skill to open locks, including maglocks. A Locksmithing Toolkit is not required to open maglocks.

Multiprogram Operating System

This item does not stack with the Datajack Plus.

Nixdorf Sekretar

The agent that comes preloaded on Nixdorf Sekretars can only access the Computer skill.

Portable Chemical Injectors

Use the following stats for the portable chemical injectors (p.176, Chrome Flesh):

TypeCapacityAvailabilityCost
Wrist3 doses4500¥
Thigh5 doses6750¥
Harness10 doses10R2500¥

Press Pass

These are tied to a SIN. How far they will get a character and how closely that character will be watched is entirely up to GM fiat.

Social Subscription Software

These can run interchangeably on either a commlink or cyberdeck but take up a program slot while running. Note that certain services require specific sensors.

Spirit Tuxedo

The conjurer receives one service upon a successful summoning, and the conjurer must continue wearing the outfit in order to command the spirit and to benefit from its services. If the conjurer removes the outfit, the spirit gets upset and will not perform any further services until the conjurer puts the outfit back on and issues a new command.

Tailored Perfume/Cologne

Tailored Perfumes and Colognes stack with either Tailored Pheromones or Genemarked Pheromones, whichever is applicable.

Yerz Kit

It's a toolkit for self-installing the Yerzed Out mod from Rigger 5. Characters still pay the full price of the modification.

PI-TACs

Surplus PI-TACs

The maximum discount allowed on the hub is 50%, and replacement parts cost 5% of the 'normal' price per part.

Mercury Alpha Signal Booster

As a clarification, the passive mode provides 4 noise reduction.

Disguising Gear

Gear can be disguised as something similar for 25% of the base cost. This incurs a -2 penalty against tests to see through the disguise and identify the actual item. If the item is examined for an extended amount of time (more than 10 seconds), this advantage is lost.

Alchemical and Magic Items

Alchemical Tools

Atomizer

This tool requires the Exotic Ranged Weapon (Atomizer) skill to be used offensively.

Vault of Ages

This tool can be filled in downtime but cannot use Edge on downtime rolls. The reference to “Magic of Creator” is to be interpreted as “Rating of the Vault”.

Compounds

Astral Bond

Unavailable, also irrelevant due to Core rules.

Baobhan’s Tears

Unavailable.

Drain Away

Unavailable to players under normal circumstances.

HMHVV II Inhibitor

Unavailable to players under normal circumstances.

Alchemical Preparations

Lightning Blade

Please note that very few modern armors are metal; chainmail and mil-spec are the entirety of the list.

Reagents

Unless gathered or created by the character using them, all Refined and Radical Reagents will be of the Baseline Quality. GM fiat for quality and tapping out. Remember that anything in the Seattle metroplex will be high competition territory.


Page last modified on June 10, 2019, at 02:46 AM