The BlackHammer CyberPunk Project
Eratta for CP2020 #1
(c) 1991 R.Talsorian Games, Inc
(Posted by acd@cbnewsh.cb.att.com (andrew.c.durston):)
This document contains erratta for the main Cyberpunk rulebook (1st edition), Solo
of Fortune, and Chromebook 1.
Document Index:
Cyberpunk 1st. edition
Getting Cyberpunk
- 15-- Character points 2) Roll 1d10 ( instead of 2d6 ) for each stat,
- rerolling any scores of 2 or less.
- 16-- RUN; to determine how far your character can run in a combat round
- (3.2 seconds) multiply MA by 3. You can run 3x this distance in a
- 10 second Turn.
- 17-- On the character sheet, NOMAD has been added to the list of roles.
- 19-- Body Type: the table that tells you how far you can throw is on
- page 89.
- 19-- Body Type: You may carry up to 10x ( not 5x ) your BT in Kg.
- You may also dead lift 40x your BT in kg.
Working
- 39-- Chinese/SEAsian has been added to the language families. This includes
- Burmese, Tibetan, Vietnamese, Thai, Mandarin and Cantonese.
Fitted for the Future
- 47-- Money in 2020: "Eurodollars are pretty much the standard of currency
- in the 2020 world; accepted in the US, Japan, the Far East and what's
- left of the Middle East."
- 49-- Encumbrance; A CPunk character can carry around as many kilos as his
- BT multiplied by 10. His deadlift ability is 40 times his BT stat.
- 52,53-- SPM-1 Battlegove damage is 3d6/2d6, NOT 3d6/1d6+3
- 53-- Grenade Launchers ( 150eb ) may be attached under most assault rifles
- or hand-held. Range is 200m. HVY 0 L/N R varies 1 1 ST
- 54,55-- Pictures of Sternmeyer M-95A and AKR-20 are actually Sternmeyer CG-13
- and FN-RAL
- 57-- Battlegloves: "a Battleglove delivers 3d6 crushing and 2d6 punching
- damage and has three spaces for holding any standard cyberarm option."
- 57-- Linear Frames: The last type is Sigma ( not Epsilon? )
Putting the Cyber into the Punk
- 66,67-- Skinwatch code is SWTC not SKW
- 66,67-- Kerenzikov HL is 1d6/2d6
- 66,67-- Neuralware: Olfactory Boost (N) (OLI) increase Awareness by smell
- by +2. Allows scent tracking. COst 100 eb. HL 2pts.
- 66,67-- Interface Plugs HL is 1d6/pair
- 66,67-- Gills are good for 4, not 6, hours
- 66,67-- Radiation Detector code is RAD not RD
- 66,67-- Scratcher damage is 1d6/2 not 1d6
- 66,67-- Teleoptics ability is 20x not 30x
- 66,67-- Thermograph Sensor HL is 1pt
- 68,69-- Voice Stress Analyzer code is VSA not VS
- 68,69-- Tight-Beam Radio Link Code is TBR not TB
- 68,69-- Cyberarm; 4 options allowed. Cyberleg; 3 options allowed.
- 68,69-- Ripper Hand code is RPH not RIP
- 68,69-- Spike Hand damage is 1d6+3 not 2d6
- 68,69-- Cyberweapons; no shotgun in this version. Weapon has been made
- part of the Weapon Mount and Link option.
- 68,69-- Linear Frame Epsilon is Sigma
- 71-- Coprocessors, Kerenzikov; "Kerenzikov boost can be installed at two
- levels of augmentation ( +1 or +2 to initiative, HL is 1d6/2d6 ).
- 72-- Coprocessors, Machine/Tech Link; This also allows the control of
- smaller machines and appliances not in a factory situation
- 73-- Implants; note, Motion Detectors, Radiation detectors and
- Chemical analyzers are 360 degree systems. Radars and Sonars are
- 180 degree systems.
- 73-- Implants, Gills; good for 4 hours only
- 75-- Cyberweapons, Rippers; damage is 1d6/2
- 76-- Cyberweapons, Wolvers; damage is 3d6 per hand
- 76-- Cyberoptics, Targeting Scope: "In game terms this allows you to
- add +1 ONLY to smartgun attacks."
- 77-- Cyberoptics, Dartgun; "Posion dart will penetrate light Kevlar
- armor with a lethal dosage. Takes up three (3) spaces."
- 78-- Cyberaudio, Amplified Hearing; adds +1 to any soundrelated Awareness
- check
- 78-- Cyberaudio, Sound Editing; adds +2 to any sound related Awareness
- check. Can be used with Enhanced Hearing Range.
- 79-- Cyberlimbs, Options; A limb can hold up to 4 built-ins maximum.
- A hand or foot is considered one option.
- 81-- Cyberweapons, Popup Gun Table;
- V.Weak to Weak limb = light pistol only
- Average to Strong limb = medium pistol or light SMG
- Very Strong limb = heavy to v heavy pistol or medium SMG or
- small shotgun ( 2 shots, 1/2 normal range )
- 82-- Cyberweapons, Grenade Launcher; note, a standard cyberlimb
- storage space can hold 2 launcher-style grenades
Friday Night Firefight
- 86 Picture is identified as Sternmeyer 21 SMG
- 88 Actions; * Move up to your full movement ( 3 x your MA in meters )
- per round
- 89 Weapon Ranges Table: Throwing grenades = 10m x Body Type, -1m/every kg
- over 1; other items = 3m x BT
- 89-- Weapon Modifiers Table; Aiming gives +1/rnd up to 3 rounds
- 89-- Grenade Table; after rolling for direction if grenade misses, roll
- another 1d10 for distance in meters.
- 89-- Common Covers table; Sheetrock wall = 5 sp
- 90-- Martial Arts Forms and Bonuses Table;
Boxing(1) Strike +3, Block +2, Dodge +1
Thai Boxing(4) Strike +3, Kick +3, Block +2, Grapple +1
Tae Kwon Do(4) Strike +3, Kick +4, Block +2, Dodge +1, Sweep+1
- 91
- 93-- Common Covers SPs; Sheetrock wall = 5 sp
- 96-- Ranged Weapons, Reliability Table;
Very Reliable 3 or less
Standard 5 or less
Unreliable 8 or less
- 97-- Airguns, Drug and Poison Effects Table; Nausea Drugs, illness, -4 Ref
- 97-- Airguns, Acid; effects last 3 combat rounds
- 97-- Tasers; "Tasers can be recharged from wall current, taking 1 hour to
- reach full charge."
- 98-- Bows, X-bows, Spears and Throwing Stars; all nongrenade thrown weapons
- have a range of 3x your BT in meters
- 99-- Grenades; Grenades can be thrown up to 10x the character's Body Type
- in meters, -1m/kg over 1.
- 101-- Explosive Ranges Table;
Plastique 1 kg, 4m, 7d10
C6 1/2 kg, 5m, 8d10
TNT 1 stick, 3m, 4d10
Trauma Team
- 108-- Sample Medical History; Ripperjack will take 13 not 16 days to recover
Drugs
- 115-- Cost Example; cost will be 650 eb per dose
Netrunner
- 123-- Both illustrated cyberdecks have 1 CPU as part of their stats.
- 132-- Program List; Wizard Book's strength is 6 vs Code Gates, 4 vs
- everything else
- 132-- Program List; VIRAL 15 costs 590eb not 600eb
- 132-- Program List; Hellbolt and Sword's costs are reversed
- 132-- Program List; Open Sesame costs 130 eb not 150
- 133-- Program List; Padlock strength is 4 not 6.
- 143-- Attacks against Systems and Cyberdecks; Attacking programs
- STR + 1d10 vs Code or Data Wall's STR + 1d10
- 161-- Virtual Limits Table;
Virtual Conference Room 1 MU
Virtual Office 2 MU
Virtual Rec Area 4 MU
Virtual Building 8 MU
Virtual City 16 MU
Virtual World 32 MU
- 163-- Virtually there, How Long Will It Take;
1 object 1 sec
100 objects 2 min
1,000 objects 15 min
10,000 objects 2 hrs
100,000 objects 24 hrs
1,000,000 objects 240 hrs
1,000,000,000 objects 2400 hrs
All Things Dark and Cyberpunk
- 175-- Bell-Boeing V-22F Osprey; cost 2.5 to 10 million EB
Megacorps 2020
Page Company Employees Troops Covert
---- ------- --------- ------ ------
200 EBM 1,000,000 20,000 2,000
200 Network 54 ( as before ) 5,000 750
202 Merril, A&F ( " ) 100 10
203 Petrochem 338,000 30,000 2,500
204 Arasaka 1,000,000 100,000 5,000
204 Militech 350,000 100,000 2,031
Solo of Fortune
(now printed on the back page of newer copies)
- Fully Chipped, pg.7
- Magazine Extensions, 2x normal load is 20eb, 3x normal load
- is 60eb.
- New frames: Bullpup configuration for an assault rifle can drop
- the concealment rating from N to L with GM's decision
- Ultratech Ad, pg.22
- Nuke'Em UV Optic, HC=1
- Cyberwarrior Ad., pg 32
- Hammerhand; HC=2d6+1, damage is 1d10, reinforced frame allows you
- to mount ANY heavy pistol on the OUTSIDE of forearm.
- Buzzsaw; HC=2d6+4, soft armor damaged 2 SP/hit
- Speeding Bullet; because of extensive modifications to standard
- cyberlegs, only ONE other option is allowed
- Boostmaster; this package is +1 TO REF not initiative and you
- must have Kerenzikov or Speedware first!
- Bubba and J.T.
- pg 38 - Sternmeyer M-95A ROF=4/30
- pg 42 - Fabrica De Armes M-2012, ROF=1/4, squad auto has a ROF of
- 30 and 100 rnd drum magazine
- pg 47 - Espinoza One Shot, Acc=-1, damage for .50cal caseless is 3d6
- pg 47 - Fashion Gun 9; P/0/P/E/9mm/7/2/UR
- pg 47 - Surprising Stranger; P/0/P/E/10mm(2d6+2)/4/2/ST
- pg 47 - Kang Tao Type 97; magazine holds 10 rnds.
- pg 48 - Teen Dream; Acc= -1
- pg 48 - Federated X-22; P/0/P/E/.22caseless/10/2/ST
- pg 48 - Federated X-38; ROF=2, damage for .38caseless is 2d6
- pg 48 - Federated Impact; ROF=2
- pg 48 - Federated Tech-Assailt; magazine holds 30rnds
- Militech ad, pg 50 -
- High Power 15; RIF/2/N/P/9mm caseless long(2d6+4)/180/20(60)/ST,
- 200m range
- Ninja, availability is C, caliber is 5mm caseless. Over 4m away, gun
- cannot be heard without cyberaudio
- Boomer Buster; P/1(-1)/L(J)/P/.477(5d6)/4/1/VR, Accuracy and Concealment
- drop unless firer has brace unfolded or a cyberarm. Eff range increases
- to 100m with brace unfolded. Ammo is automatically AP [Note: according
- to a letter to us from RTG, only AP ammo is sold for the weapon ].
- EUROSOLO in 2020
- When creating a Eurosolo in the 2020 edition of Cyberpunk, remember
- that he will have an automatic +2 in his General Knowledge skill and
- +1 in a non-native European language. This reflects his greater level
- of starting education and the EEC's more cosmopolitan theatre of action.
- This advantage is balanced by subtracting one point from his Pickup
- skills ( in general, Europeans in 2020 have far more structured
- societies and less chance to experiment with life on the Street).
- A typical EuroSolo will have a Combat Sense of +5 to +7
EuroSolo Skills Package Recommended Pickup Skills
-------- ------ -------- ----------- ------ ------
Awareness Business Sense
Handgun Culture
Martial Arts Social
SMG Driving
Wardrobe and Style Languages
Athletics Stealth
Weapons Tech Pilot (various craft)
Corporate Policy Persuation
Expert (one subject)
- Cyberwear should be kept to a minimum; cyberoptics,
- cyberaudio, boosters, sometimes interface/chipware plugs.
- Obvious cyberlimbs and implants are frowned upon.
- For more detail, see Eurosource book.
Chromebook 1
All weapons listed (unless otherwise noted) have the maximum effective
range alotted to their class in CP2020, pg 51.
Damage from the DZ 25 DetCard [pg 47] is 3d6 in 3m diameter.
To determine damage of Malorian SubFlechette Gun [pg 48] roll 1d6 for
the number of penetrators per round that hit. Each penetrator does 1d6
damage (armor is 1/4). All the penetrators from a single round will hit
in the same body area.
Minigrenades for the Militech Launcher [pg 46] are 30eb a piece, except
for HEP rounds which are 40eb.
Hollow-nose ammo for the Darra M-9 Rifle [pg 50] is 45eb per box of
100 rounds, but is only available along the pacific rim.
Ammo prices for the S&W Model F [pg 54] are approx 45eb/dozen for
HEP and API rounds; 20eb/dozen for Acid shells.
Surgery Code for Chromebook Cyberwear --
AntiPlague Nanotech (N) Magnetic Feet/Hands (N)
Cutting Torch (N) Mace Hand (M)
Cyberhand (MA) Mag-Duct Spots (M)
Cyberliver (MA) Optishields (M)
Decentralized Heart (CR) Pacesetter/Pacesetter 2000 Hearts (CR)
Digits (N) Rebreathers (MA)
Dodgeball (M) Skate Foot (M)
E-Monitor (N) Tazer Grip (N)
Flashbulb (N) Tear Gas Sprayer (M)
Forked Tongue (N) Times Square Plus (M)
Frequency Changer (N) Video Cam/Transmitter (M)
Gang Jazzler (M) Video Imager (N)
Gas Jet (N) Voice Pattern (N)
Gyro-Stabilizer Watch-Man (N)
Icer (N) Wearman Mk.II (M)
Lifesaver Skinweave (N) Wet Drive (CR)
Limblink (N) Whip (N)