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	<updated>2026-05-01T00:35:09Z</updated>
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		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Cyberware&amp;diff=3663</id>
		<title>SR5:Gear Lists:Cyberware</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Cyberware&amp;diff=3663"/>
		<updated>2024-10-13T10:02:33Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Bioware */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Lists=&lt;br /&gt;
===Ware Grades===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Grades!!Ess Cost Multiplier!!Avail Mod !!Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Standard || *1.0 || - || *1&lt;br /&gt;
|-&lt;br /&gt;
| Alphaware|| *0.8 || +2 || *1.2&lt;br /&gt;
|-&lt;br /&gt;
| Betaware|| *0.7 || +4 || *1.5&lt;br /&gt;
|-&lt;br /&gt;
| Deltaware|| *0.5 || +8 || *2.5&lt;br /&gt;
|-&lt;br /&gt;
| Used|| *1.25 || -4 || *0.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberware===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Headware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Commlink&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1&lt;br /&gt;
|Essence=1|Avail=5R|Cost=43,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2&lt;br /&gt;
|Essence=2|Avail=10R|Cost=97,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3&lt;br /&gt;
|Essence=3|Avail=15R|Cost=208,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)&lt;br /&gt;
|Capacity=[1]|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)&lt;br /&gt;
|Capacity=[2]|Avail=16F|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)&lt;br /&gt;
|Capacity=[3]|Avail=20F|Cost=40,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck&lt;br /&gt;
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Datajack&lt;br /&gt;
|Essence=0.1|Avail=2|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)&lt;br /&gt;
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Simrig&lt;br /&gt;
|Essence=0.2|Avail=12R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment&lt;br /&gt;
|Avail=8|Cost=800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)&lt;br /&gt;
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Earware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter&lt;br /&gt;
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Damper&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Body --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)&lt;br /&gt;
|Essence=0.5|Avail=8R|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)&lt;br /&gt;
|Essence=1|Avail=12R|Cost=18,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)&lt;br /&gt;
|Essence=1.5|Avail=16R|Cost=30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun&lt;br /&gt;
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)&lt;br /&gt;
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)&lt;br /&gt;
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1&lt;br /&gt;
|Essence=2|Avail=8R|Cost=39,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2&lt;br /&gt;
|Essence=3|Avail=12R|Cost=149,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3&lt;br /&gt;
|Essence=5|Avail=20R|Cost=217,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm&lt;br /&gt;
|Essence=1|Capacity=15|Avail=4|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg&lt;br /&gt;
|Essence=1|Capacity=20|Avail=4|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot&lt;br /&gt;
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm&lt;br /&gt;
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg&lt;br /&gt;
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso&lt;br /&gt;
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull&lt;br /&gt;
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm&lt;br /&gt;
|Essence=1|Capacity=8|Avail=4|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg&lt;br /&gt;
|Essence=1|Capacity=10|Avail=4|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot&lt;br /&gt;
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm&lt;br /&gt;
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg&lt;br /&gt;
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso&lt;br /&gt;
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull&lt;br /&gt;
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb Enhancements --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb Accessories --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount&lt;br /&gt;
|Capacity=[8]|Avail=12F|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide&lt;br /&gt;
|Capacity=[3]|Avail=12R|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster&lt;br /&gt;
|Capacity=[5]|Avail=8R|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)&lt;br /&gt;
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment&lt;br /&gt;
|Capacity=[5]|Avail=6|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol&lt;br /&gt;
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol&lt;br /&gt;
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol&lt;br /&gt;
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun&lt;br /&gt;
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun&lt;br /&gt;
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher&lt;br /&gt;
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight&lt;br /&gt;
|Capacity=[1]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor&lt;br /&gt;
|Capacity=[2]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)&lt;br /&gt;
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)&lt;br /&gt;
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand&lt;br /&gt;
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bioware===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Device!!Essence!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Basic --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation&lt;br /&gt;
|Essence=0.3|Avail=12|Cost=24,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories&lt;br /&gt;
|Essence=0.2|Avail=12|Cost=17,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland&lt;br /&gt;
|Essence=0.7|Avail=20R|Cost=140,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Gradual Release|Essence=+-|Avail=-|Cost=-|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=+0.1|Avail=12R|Cost=6,000|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Internal Release|Essence=+0|Avail=-|Cost=-|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=+0.1|Avail=12R|Cost=6,000|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=+0.1|Avail=12F|Cost=4,000|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=+0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}&lt;br /&gt;
&amp;lt;!-- Orthoskin Upgrades --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Cultured --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor&lt;br /&gt;
|Essence=0.3|Avail=18F|Cost=48,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)&lt;br /&gt;
|Essence=0.1|Avail=10|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator&lt;br /&gt;
|Essence=0.1|Avail=6|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Bioware:Basic&amp;diff=3662</id>
		<title>SR5:Bioware:Basic</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Bioware:Basic&amp;diff=3662"/>
		<updated>2024-10-13T09:57:22Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Chemical Gland */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
Bioware is subtler, more holistic, and less invasive than cyberware, at the cost of being substantially pricier. Instead of replacing body parts with machines, bioware augments the body’s own functions and integrates transplanted organs that function as natural features. The application of biotechnology is a tricky business, as the fine balance of homeostasis between the body’s organic systems must be maintained. In the last decade, bionics and bio-engineering techniques have taken bioware from cutting edge to commonplace. Bioware is more expensive monetarily, costs less Essence, and is much harder to spot. Also—and we’d like to think this goes without saying—bioware has no wireless capability at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Device!!Essence!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation&lt;br /&gt;
|Essence=0.3|Avail=12|Cost=24,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories&lt;br /&gt;
|Essence=0.2|Avail=12|Cost=17,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland&lt;br /&gt;
|Essence=0.7|Avail=20R|Cost=140,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source=SR5:CF}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Adrenaline Pump (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.75|Availability=(Rating x 6)F|Cost=55,000|CostNote=x Rating&lt;br /&gt;
|Description=This enhanced gland is implanted in the lower abdomen, connected to both supradrenal glands. When dormant, the pump is merely a reservoir for adrenaline. When activated, a small muscular sac contracts, sending a surge of concentrated adrenaline into the blood stream. Physical and emotional stress can force your pump to activate if you fail a Composure Test (p. 152); otherwise you can trigger it as a Free Action.&lt;br /&gt;
&lt;br /&gt;
While the pump is active, you ignore injury modifiers and don’t fall unconscious, even if your Stun Condition Monitor is filled. You can’t rest, but the adrenaline pump’s Rating is added to your Strength, Agility, Reaction, and Willpower attributes. The pump works for Rating x 1D6 Combat Turns (the pump can’t be switched off early). When time’s up, you crash and take Stun damage equal to the number of Combat Turns the pump was active (use your natural Body + Willpower to resist the damage).After the effects end, your attribute values return to normal and you stop ignoring injury modifiers or unconsciousness from Stun damage. After use, the pump requires 1 hour to regenerate its supply. During that time, it cannot be activated.&lt;br /&gt;
|Special=;Trigger Pump:Free Action&lt;br /&gt;
;Active Benefits:Ignore Injury Modifiers&lt;br /&gt;
:Can't Fall Unconscious&lt;br /&gt;
:+Rating to STR, AGI, REA, WIL&lt;br /&gt;
;Active Duration:Rating x 1D6 Combat Turns&lt;br /&gt;
;After Duration:Duration amount of Stun Damage (Resist with Body + Willpower)&lt;br /&gt;
;Recharge Rate:1 Hour&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bone Density Augmentation (R 1–4)==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:black;color:gold;&amp;quot;&lt;br /&gt;
!Rating!!Unarmed Damage&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|1||(STR)P&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|2||(STR + 1)P&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|3||(STR + 2)P&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|4||(STR + 3)P&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.3|Availability=Rating x 4|Cost=5,000|CostNote=x Rating&lt;br /&gt;
|Description=The molecular structure of your bones is altered to increase density and tensile strength. Ligaments are strengthened, and the increased bone density increases your weight a bit. Your Body attribute is increased by the bone density Rating for the purpose of damage resistance tests. You also deal Physical damage in unarmed combat, based on the Rating of the augmentation (see the Bone Density Augmentation table). Bone density augmentation is incompatible with other augmentations to the bones, including bone lacing cyberware.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cat’s Eye==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=4,000|CostNote=x Rating&lt;br /&gt;
|Description=These transgenic vat-grown implants are very literally cats’ eyes with a modified DNA profile and occipital connecting structures. The structure of cat’s eyes amplifies light and enhances night vision, providing lowlight vision. Cat’s eyes are slit and reflective, just like, well, a cat’s. This bioware is obviously not compatible with cyberware eye enhancements or replacements.&lt;br /&gt;
|Special=;Vision:LowLight&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Articulation==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.3|Availability=12|Cost=24,000|CostNote=x Rating&lt;br /&gt;
|Description=A number of procedures like joint-surface coating, re-lubrication, and tendon and ligament augmentation lead to more fluid muscle and joint action. Enhanced articulation provides you with a +1 dice pool modifier to your Escape Artist skill and a +1 increase to your Physical limit (cumulative with other limit modifiers).&lt;br /&gt;
|Special=;Escape Artist:+1 DP&lt;br /&gt;
;Physical Limit:+1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Muscle Augmentation (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=(Rating x 5)R|Cost=31,000|CostNote=x Rating&lt;br /&gt;
|Description=This biological weaving treatment enhances existing muscle tissue, rather than replacing it with vat-grown muscles. Specially grown muscle cables are woven into existing muscle fibers, enhancing muscle mass and brute strength while providing a bulkier look. Muscle augmentation adds its rating to your Strength. This bioware is incompatible with augmentations that increase Strength, including the muscle replacements cyberware.&lt;br /&gt;
|Special=Add Rating to Strength&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Muscle Toner (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=(Rating x 5)R|Cost=32,000|CostNote=x Rating&lt;br /&gt;
|Description=This treatment increases muscle fiber elasticity in existing muscle tension, resulting in increased muscle tension and flexibility while providing a smooth and ropy physique. Muscle toner adds its rating to your Agility. This bioware is incompatible with augmentations that increase Agility, including the muscle replacements cyberware.&lt;br /&gt;
|Special=Add Rating to Agility&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Orthoskin (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.25|Availability=(Rating x 4)R|Cost=6,000|CostNote=x Rating&lt;br /&gt;
|Description=A web of biofibers in the skin provides the equivalent of personal armor while being virtually indistinguishable from natural skin. Orthoskin adds its Rating to your Armor Rating, and is cumulative with other Armor. Orthoskin cannot be combined with skin augmentations that give you Armor, including dermal plating.&lt;br /&gt;
|Special=Add Rating to Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Pathogenic Defense (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.1|Availability=Rating x 2|Cost=4,500|CostNote=x Rating&lt;br /&gt;
|Description=This enhanced spleen can produce more effective and aggressive white blood cells for combating pathogens. Pathogenic defense adds its Rating to Disease Resistance Tests.&lt;br /&gt;
|Special=Add Rating to Disease Resistance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Platelet Factories==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Availability=12|Cost=17,000|CostNote=x Rating&lt;br /&gt;
|Description=Platelet factories increase your body’s ability to handle Physical damage by accelerating the production of platelets within bone marrow and their concentration in the blood, which helps stop bleeding faster. Any time you would take 2 or more boxes of damage to your Physical Condition Monitor, reduce the damage by one box.&lt;br /&gt;
|Special=Reduce 2 or more Physical Damage by 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Skin Pocket==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=12,000|CostNote=x Rating&lt;br /&gt;
|Description=This skin flap can be located anywhere on your body. A nerveless “sheath” of flesh concealed by the flap is perfect for hiding a small object—it’s the bioware version of a '''[[SR5:Cyberware:Body#Smuggling Compartment|smuggling compartment]]'''. The skin pocket has a Concealability of –10. It takes a Complex Action to add or remove an item from a skin pocket.&lt;br /&gt;
|Special=;Add/Remove Object:Complex Action&lt;br /&gt;
;Concealability:-10&lt;br /&gt;
;Size:Small&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Suprathyroid Gland==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.7|Availability=20R|Cost=140,000|CostNote=x Rating&lt;br /&gt;
|Description=Placed on top of your existing thyroid gland, the suprathyroid gland supersedes the metabolic functions of your thyroid. The enhanced metabolism produces more energy, supercharging you. While you’re supercharged, you might want to supersize—to fuel your optimized metabolism, you’ll need to eat twice as much as normal. You get a +1 to your Agility, Body, Reaction, and Strength, along with a 25 percent boost in lifestyle costs. And you might get a bit hyperactive.&lt;br /&gt;
|Special=;Pros:+1 to AGI, BOD, REA, STR&lt;br /&gt;
;Cons:LifeStyle Cost + 25%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Symbiotes (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=Rating x 5|Cost=3,500|CostNote=x Rating&lt;br /&gt;
|Description=Tailored micro-organisms in your bloodstream greatly enhance your healing. Add the Rating of the symbiotes as a dice pool modifier on healing tests (Physical and Stun). However, the symbiotes have unusual dietary requirements that must be met to keep them alive. You need to pay (Rating x 200) nuyen per month for special symbiote food, although if you have a High Lifestyle or better it’s covered.&lt;br /&gt;
|Special=;Pros:+Rating DP to Healing Tests&lt;br /&gt;
;Cons:-Rating x 200 Nuyen per Month (Unless High Lifestyle or Better)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Synthacardium (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.1|Availability=Rating x 4|Cost=30,000|CostNote=x Rating&lt;br /&gt;
|Description=Artificially hanced myocardium allows cardiovascular functions to be performed more efficiently, enabling the heart to keep the blood better oxygenated. The synthacardium adds its Rating as a dice pool bonus to your tests using skills in the Athletics skill group.&lt;br /&gt;
|Special=+Rating DP to Athletics Skill Tests&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tailored Pheromones (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=(Rating x 4)R|Cost=31,000|CostNote=x Rating&lt;br /&gt;
|Description=These pheromones are specially tailored to subtly influence others and can be released at will. Tailored pheromones add their Rating as a dice pool modifier to your skill tests for skills in the Acting and Influence skill groups, but only when the person you’re using them on is within a comfortable conversation range—if they can’t smell you, the pheromones don’t work. Tailored pheromones also work on you to make you feel better about yourself; increase your Social limit by the Rating. Tailored pheromones have no effect on magical abilities and tests.&lt;br /&gt;
|Special=+Rating DP to Acting and Influence Skill Tests&lt;br /&gt;
&lt;br /&gt;
+Rating to Social Limit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toxin Extractor (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=Rating x 3|Cost=4,800|CostNote=x Rating&lt;br /&gt;
|Description=A specially cultivated cluster of cells in your liver improves its filtering capabilities. The toxin extractor adds its Rating as a dice pool modifier to all your Toxin Resistance Tests (Toxins, Drugs, and BTLs, p. 408).&lt;br /&gt;
|Special=+Rating DP to Toxin Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tracheal Filter (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.1|Availability=Rating x 3|Cost=4,500|CostNote=x Rating&lt;br /&gt;
|Description=Implanted at the top of your trachea, this organ can absorb airborne impurities and keep them from reaching your lungs. The filter adds its Rating as a dice pool modifier to Toxin Resistance Tests versus inhalation vector toxins (Toxins, Drugs, and BTLs, p. 408).&lt;br /&gt;
|Special=+Rating DP to Inhalation Toxin Resistance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Amplified Immune System (1-4)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Amplified Immune System (1-4)&lt;br /&gt;
|Essence=(Rating) x 0.1|Availability=(Rating) x 7|Cost=(Rating) x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Chemical Gland==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Chemical Gland&lt;br /&gt;
|Essence=0.1|Availability=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While chemical glands were originally intended to produce insulin for diabetics, megacorporations soon learned that there was a market for any number of unusual natural pharmaceuticals and organs that could produce them, and the streets quickly followed suit. The chemical gland is a small organic sac that produces a single substance. Often implanted in place of the appendix, the chemical gland can also be located in many other spots inside the body, such as the roof of the mouth so it can be used with fangs, or perhaps near an internal weapon system to provide a coating of venom. Even more unusual placements have been dreamed up. Each gland can only produce a single compound, chosen when purchased, and the selection cannot be changed. These compounds must be naturally occurring and not synthetic. The gland produces a single dose every twenty-four hours and can hold as many as four doses at once. An expanded reservoir is, of course, available. Note that the implantation of a chemical gland in no way provides immunity, or even improved resistance, from the substance for the user. The gland’s protective sac keeps the compound from leaking into the body naturally, but if introduced in another way (such as biting one’s self with fangs), the user can be exposed to it.&lt;br /&gt;
&lt;br /&gt;
In addition to the base price, the chemical gland’s cost is further increased by an amount equal to the cost of one hundred doses of the chemical compound it produces. The Availability of the chemical gland is 12, or equal to the compound created, whichever is higher, and is Restricted or Forbidden if the chemical carries such a flag. A user may have several chemical glands.&lt;br /&gt;
&lt;br /&gt;
The chemical gland may be connected to a cybernetic reservoir, or have a release methodology chosen from below.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Gradual Release===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Gradual Release&lt;br /&gt;
|Essence=-|Availability=-|Cost=-&lt;br /&gt;
|Special=;Benefits:User under the effect of the chemical at all times&lt;br /&gt;
|Description=A chemical gland can be used to leak its substance continuously into the body, ensuring that a dose is present at all times. This leaves the user under the effect of the chemical at all times and eliminates any reserve. This can easily lead to terminal addiction for certain chemicals.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Exhalation Spray===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Exhalation Spray&lt;br /&gt;
|Essence=0.1|Availability=12R|Cost=6,000&lt;br /&gt;
|Special=:Benefits:Gain an Exotic Ranged Weapon (Sprayer) attack&lt;br /&gt;
:OR inhale a dose of inhalation vector drug or poison&lt;br /&gt;
|Description=Implanted in the neck and sealed off via a sphincter, the exhalation spray is triggered by an active learned reflex, where the user first takes a deep breath, then hand pressure against the throat opens the inner sphincter, which disperses into a strong exhalation, expelling the chemical in an aerosol spray. Only contactor inhalation-vectored chemicals are of much use in this method, and the user must be careful not to inhale until the dose is fully discharged. Alternately, the user can manually activate the sphincter and inhale a dose themselves, a popular approach for many asthmatics.&lt;br /&gt;
&lt;br /&gt;
When exhaled, the dose expands in a cone two meters long and two meters wide at its widest point, which may catch multiple targets if they’re placed closely enough. The Exotic Ranged Weapon (Sprayer) skill is used for any attacks with this augmentation. A user may only have one exhalation sprayer.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Internal Release===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Internal Release&lt;br /&gt;
|Essence=-|Availability=-|Cost=-&lt;br /&gt;
|Special=;Benefits:Inject chemical with an action&lt;br /&gt;
|Description=The most common method is a simple internal release, triggered by mental command not terribly different from flexing a muscle. In this way, it serves as a sort of biological auto-injector. This is the default method of release and is included in the cost of the gland.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Spit===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Spit&lt;br /&gt;
|Essence=0.1|Availability=12R|Cost=6,000&lt;br /&gt;
|Special=;Benefit:Gain access to a Exotic Ranged Weapon (Spitter) attack&lt;br /&gt;
|Description=An unusual choice as it always exposes the user to the chemical, spitting involves a sphincter added to the mouth that can be opened by contraction of facial muscles or continuous tongue placement, unlocking a single dose of the substance for use. Metahuman spit with a concentrated chemical core can be launched up to 5 meters. A user may only have one implant, and they use the Exotic Ranged Weapon (Spitter) skill to employ it.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Reservoir===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Weapon Reservoir&lt;br /&gt;
|Essence=0.1|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=;Benefit:Coat bioware/cyberware weapon in a chemical&lt;br /&gt;
|Description=By connecting the chemical gland directly to the root system of a weapon augmentation, the weapon can be coated with a single dose each time it’s extended. Alternately, it can be connected to fangs or a stinger, allowing for injection only upon penetration.&lt;br /&gt;
&lt;br /&gt;
If used as an injector, a natural weapon attack must score two additional hits, which must be used for an injection rather than used to increase damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Expanded Reservoir===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Expanded Reservoir&lt;br /&gt;
|Essence=0.1|Availability=12|Cost=2,000|CostNote= + (cost of compound x 4)&lt;br /&gt;
|Special=;Benefits:Chemical gland gains four extra doses (up to a maximum of 20 doses per gland)&lt;br /&gt;
|Description=A chemical gland may have up to four additional reservoirs attached to it, each holding up to four more doses of the chemical in question. While a character may have multiple chemical glands, they may not share reservoirs.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Elastic Joints==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Elastic Joints&lt;br /&gt;
|Essence=0.2|Availability=8|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Expanded Volume (1-4)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Expanded Volume (1-4)&lt;br /&gt;
|Essence=(Rating) x 0.1|Availability=(Rating) x 4|Cost=(Rating) x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Gills==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Gills&lt;br /&gt;
|Essence=0.2|Availability=8|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Hand And Foot Webbing==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Hand And Foot Webbing&lt;br /&gt;
|Essence=0.05|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Hearing Enhancement==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Hearing Enhancement&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Hearing Expansion==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Hearing Expansion&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Joint Replacement==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Joint Replacement&lt;br /&gt;
|Essence=0.05|Availability=2|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Nephritic Screen (1-6)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Nephritic Screen (1-6)&lt;br /&gt;
|Essence=(Rating) x 0.05|Availability=(Rating) x 2|Cost=(Rating) x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Nictitating Membrane==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Nictitating Membrane&lt;br /&gt;
|Essence=0.05|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Replacement Limbs==&lt;br /&gt;
===Replacement Finger/Toe===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Finger/Toe&lt;br /&gt;
|Availability=2|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Replacement Hand/Foot===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Hand/Foot&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Replacement Partial Arm/Leg===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Partial Arm/Leg&lt;br /&gt;
|Essence=0.2|Availability=6|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Replacement Full Arm/Leg===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Full Arm/Leg&lt;br /&gt;
|Essence=0.4|Availability=8|Cost=40,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spidersilk Gland==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Spidersilk Gland&lt;br /&gt;
|Essence=0.3|Availability=10|Cost=35,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spinal Re-alignment==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Spinal Re-alignment&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tactile Sensitivity==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tactile Sensitivity&lt;br /&gt;
|Essence=0.1|Availability=12|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tail==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tail&lt;br /&gt;
|Essence=0.25|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tail (prehensile)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tail (prehensile)&lt;br /&gt;
|Essence=0.5|Availability=8|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tailored Critter Pheromones (1-3)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tailored Critter Pheromones (1-3)&lt;br /&gt;
|Essence=(Rating) X 0.1|Availability=(Rating) X 4|Cost=(Rating) x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Troll Eyes==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Troll Eyes&lt;br /&gt;
|Essence=0.2|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Vocal Range Enhancer==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Vocal Range Enhancer&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Vocal Range Expander==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Vocal Range Expander&lt;br /&gt;
|Essence=0.2|Availability=12R|Cost=30,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Orthoskin Upgrades==&lt;br /&gt;
===Chemical Repulsion===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Chemical Repulsion&lt;br /&gt;
|Essence=0.25|Availability=12R|Cost=20,000&lt;br /&gt;
|Special=;Benefits:Immunity to [[DMSO]] substances&lt;br /&gt;
:+2 against Contact [[Poisons]]&lt;br /&gt;
;Penalties:-2 Body on Fatigue tests&lt;br /&gt;
:Hot environments increase in everity by one step&lt;br /&gt;
|Description= By sealing the skin tightly, the user trades natural cooling via sweating for a sealed system, allowing them to resist chemical attacks more easily, including complete immunity to [[DMSO]]. Not recommended for athletes or others who regularly indulge in endurance-based activities, as the lack of a cooling system other than panting is quite dangerous for metahumans! Drink fluid often.&lt;br /&gt;
&lt;br /&gt;
In addition to immunity to any DMSO-carried substance, the user gains +2 Body to resist any contact-vector toxin. The user also suffers a penalty of –2 Body for any Fatigue test and suffers an increase in severity by one step from any hot environment. (p. 172, SR5); for example, a Moderate situation for others is Harsh for the user.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Dragon Hide===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Dragon Hide&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=2,000&lt;br /&gt;
|Special=;Benefits:+2 Bidy against [[Fire]] Damage&lt;br /&gt;
;Penalties:-2 to Perception tests for heat detection&lt;br /&gt;
|Description=While many expect this mod to involve scales, that would be a simple cosmetic modification unconnected to the actual upgrade. Dragon Hide weaves flame-retardant materials into the orthoskin, which distributes thermal impact, prevents blistering, and reduces overall burning as energy dissipates across the larger surface.&lt;br /&gt;
&lt;br /&gt;
The user gains +2 Body for resisting Fire damage, but also has a –2 penalty on Perception Tests involving heat detection.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Electroshock===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Electroshock&lt;br /&gt;
|Essence=0.25|Availability=8|Cost=8,000&lt;br /&gt;
|Special=;Benefit:+4 to resist own electrical discharge&lt;br /&gt;
;Penalty:-2 to all other elecrtical attacks&lt;br /&gt;
:Not compatible with Insulation&lt;br /&gt;
|Description=Use of conductive materials allows the user to channel any internal electrical weapon throughout their entire body—quite a surprise for someone who thought they were safe while grappling a target! Note that electrical weaponry is sold separately.&lt;br /&gt;
&lt;br /&gt;
The user gains +4 Body to resist their own electrical discharge, due to passing the shock outwards, but suffers a –2 Body penalty to resist other electrical attacks as their skin transmits the shock into their organs more efficiently. This augmentation is not compatible with the insulation augmentation.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Insulation===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Insulation&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=8,000&lt;br /&gt;
|Special=;Benefits:+2 Body for resisting [[Electrical]] damage&lt;br /&gt;
:Penalty:Not compatible with electroshock&lt;br /&gt;
|Description=Use of non-conductive materials leaves the user more resistant against electrical discharges, keeping the vulnerable organs inside safer than before.&lt;br /&gt;
&lt;br /&gt;
The user gains +2 Body for resisting electrical damage. This is not compatible with electroshock.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Penguin Blubber===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Penguin Blubber&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=2,000&lt;br /&gt;
|Special=;Benefits:+2 Body for resisting [[Cold]] Damage&lt;br /&gt;
:x5 time interval for harsh cold for Fatigue damage&lt;br /&gt;
|Description=Thicker than normal orthoskin, penguin blubber produces a protective oil that prevents skin from drying and cracking in sub-freezing temperatures while protecting internal organs against the cold. It also gives the user a somewhat tubby look. Users with penguin blubber can happily frolic barefoot on snow or take a dip in freezing water, enjoying temperatures as low as –10 degrees Celsius without long-term effect. Adding insulating material over this can result in a toasty-warm explorer in even the harshest Antarctic temperatures.&lt;br /&gt;
&lt;br /&gt;
The user gains +2 Body for resisting cold damage and can quintuple the time exposed to harsh cold environs for purposes of Fatigue damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Sealskin===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Sealskin&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=2,000&lt;br /&gt;
|Special=:Benefit:No penalties for moving in water&lt;br /&gt;
|Description=This simple skin is coated with naturally refreshing water-repelling oils that allow the user to cut through the waves with ease. The user’s skin retains a somewhat moist appearance at all times.&lt;br /&gt;
&lt;br /&gt;
Sealskin removes all penalties associated with moving through water, allowing the user to operate underwater as easily as in air. Note that this does not include either water breathing functionality or swimming ability (those are sold separately).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Sharkskin===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Sharkskin&lt;br /&gt;
|Essence=0.25|Availability=8|Cost=8,000&lt;br /&gt;
|Special=;Benefit:+1 [[Reach}} in unarmed combat&lt;br /&gt;
|Description=The user’s skin is coated with denticles, small abrasive lumps comparable to sandpaper. While quite difficult to cause true damage to a target with rubbing, the slow abrasion can lead to skin loss and bleeding, if not mortal wounds. This makes it quite difficult to strike or grapple the user in unarmed combat situations. The user can also scuff objects or pop balloons by simply brushing up against them.&lt;br /&gt;
&lt;br /&gt;
A user with sharkskin gains an effective Reach of +1 for unarmed combat, reflecting these assorted advantages.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Cyberware&amp;diff=3661</id>
		<title>SR5:Gear Lists:Cyberware</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Cyberware&amp;diff=3661"/>
		<updated>2024-10-13T09:36:14Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Bioware */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Lists=&lt;br /&gt;
===Ware Grades===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Grades!!Ess Cost Multiplier!!Avail Mod !!Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Standard || *1.0 || - || *1&lt;br /&gt;
|-&lt;br /&gt;
| Alphaware|| *0.8 || +2 || *1.2&lt;br /&gt;
|-&lt;br /&gt;
| Betaware|| *0.7 || +4 || *1.5&lt;br /&gt;
|-&lt;br /&gt;
| Deltaware|| *0.5 || +8 || *2.5&lt;br /&gt;
|-&lt;br /&gt;
| Used|| *1.25 || -4 || *0.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberware===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Headware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Commlink&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1&lt;br /&gt;
|Essence=1|Avail=5R|Cost=43,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2&lt;br /&gt;
|Essence=2|Avail=10R|Cost=97,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3&lt;br /&gt;
|Essence=3|Avail=15R|Cost=208,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)&lt;br /&gt;
|Capacity=[1]|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)&lt;br /&gt;
|Capacity=[2]|Avail=16F|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)&lt;br /&gt;
|Capacity=[3]|Avail=20F|Cost=40,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck&lt;br /&gt;
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Datajack&lt;br /&gt;
|Essence=0.1|Avail=2|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)&lt;br /&gt;
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Simrig&lt;br /&gt;
|Essence=0.2|Avail=12R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment&lt;br /&gt;
|Avail=8|Cost=800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)&lt;br /&gt;
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Earware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter&lt;br /&gt;
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Damper&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Body --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)&lt;br /&gt;
|Essence=0.5|Avail=8R|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)&lt;br /&gt;
|Essence=1|Avail=12R|Cost=18,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)&lt;br /&gt;
|Essence=1.5|Avail=16R|Cost=30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun&lt;br /&gt;
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)&lt;br /&gt;
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)&lt;br /&gt;
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1&lt;br /&gt;
|Essence=2|Avail=8R|Cost=39,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2&lt;br /&gt;
|Essence=3|Avail=12R|Cost=149,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3&lt;br /&gt;
|Essence=5|Avail=20R|Cost=217,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm&lt;br /&gt;
|Essence=1|Capacity=15|Avail=4|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg&lt;br /&gt;
|Essence=1|Capacity=20|Avail=4|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot&lt;br /&gt;
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm&lt;br /&gt;
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg&lt;br /&gt;
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso&lt;br /&gt;
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull&lt;br /&gt;
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm&lt;br /&gt;
|Essence=1|Capacity=8|Avail=4|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg&lt;br /&gt;
|Essence=1|Capacity=10|Avail=4|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot&lt;br /&gt;
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm&lt;br /&gt;
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg&lt;br /&gt;
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso&lt;br /&gt;
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull&lt;br /&gt;
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb Enhancements --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb Accessories --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount&lt;br /&gt;
|Capacity=[8]|Avail=12F|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide&lt;br /&gt;
|Capacity=[3]|Avail=12R|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster&lt;br /&gt;
|Capacity=[5]|Avail=8R|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)&lt;br /&gt;
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment&lt;br /&gt;
|Capacity=[5]|Avail=6|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol&lt;br /&gt;
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol&lt;br /&gt;
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol&lt;br /&gt;
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun&lt;br /&gt;
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun&lt;br /&gt;
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher&lt;br /&gt;
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight&lt;br /&gt;
|Capacity=[1]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor&lt;br /&gt;
|Capacity=[2]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)&lt;br /&gt;
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)&lt;br /&gt;
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand&lt;br /&gt;
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bioware===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Device!!Essence!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Basic --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation&lt;br /&gt;
|Essence=0.3|Avail=12|Cost=24,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories&lt;br /&gt;
|Essence=0.2|Avail=12|Cost=17,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland&lt;br /&gt;
|Essence=0.7|Avail=20R|Cost=140,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}} p.112}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}&lt;br /&gt;
&amp;lt;!-- Orthoskin Upgrades --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Cultured --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor&lt;br /&gt;
|Essence=0.3|Avail=18F|Cost=48,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)&lt;br /&gt;
|Essence=0.1|Avail=10|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator&lt;br /&gt;
|Essence=0.1|Avail=6|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Bioware:Basic&amp;diff=3660</id>
		<title>SR5:Bioware:Basic</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Bioware:Basic&amp;diff=3660"/>
		<updated>2024-10-13T09:25:30Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Orthoskin Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
Bioware is subtler, more holistic, and less invasive than cyberware, at the cost of being substantially pricier. Instead of replacing body parts with machines, bioware augments the body’s own functions and integrates transplanted organs that function as natural features. The application of biotechnology is a tricky business, as the fine balance of homeostasis between the body’s organic systems must be maintained. In the last decade, bionics and bio-engineering techniques have taken bioware from cutting edge to commonplace. Bioware is more expensive monetarily, costs less Essence, and is much harder to spot. Also—and we’d like to think this goes without saying—bioware has no wireless capability at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Device!!Essence!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation&lt;br /&gt;
|Essence=0.3|Avail=12|Cost=24,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories&lt;br /&gt;
|Essence=0.2|Avail=12|Cost=17,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland&lt;br /&gt;
|Essence=0.7|Avail=20R|Cost=140,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source=SR5:CF}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Adrenaline Pump (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.75|Availability=(Rating x 6)F|Cost=55,000|CostNote=x Rating&lt;br /&gt;
|Description=This enhanced gland is implanted in the lower abdomen, connected to both supradrenal glands. When dormant, the pump is merely a reservoir for adrenaline. When activated, a small muscular sac contracts, sending a surge of concentrated adrenaline into the blood stream. Physical and emotional stress can force your pump to activate if you fail a Composure Test (p. 152); otherwise you can trigger it as a Free Action.&lt;br /&gt;
&lt;br /&gt;
While the pump is active, you ignore injury modifiers and don’t fall unconscious, even if your Stun Condition Monitor is filled. You can’t rest, but the adrenaline pump’s Rating is added to your Strength, Agility, Reaction, and Willpower attributes. The pump works for Rating x 1D6 Combat Turns (the pump can’t be switched off early). When time’s up, you crash and take Stun damage equal to the number of Combat Turns the pump was active (use your natural Body + Willpower to resist the damage).After the effects end, your attribute values return to normal and you stop ignoring injury modifiers or unconsciousness from Stun damage. After use, the pump requires 1 hour to regenerate its supply. During that time, it cannot be activated.&lt;br /&gt;
|Special=;Trigger Pump:Free Action&lt;br /&gt;
;Active Benefits:Ignore Injury Modifiers&lt;br /&gt;
:Can't Fall Unconscious&lt;br /&gt;
:+Rating to STR, AGI, REA, WIL&lt;br /&gt;
;Active Duration:Rating x 1D6 Combat Turns&lt;br /&gt;
;After Duration:Duration amount of Stun Damage (Resist with Body + Willpower)&lt;br /&gt;
;Recharge Rate:1 Hour&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bone Density Augmentation (R 1–4)==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:black;color:gold;&amp;quot;&lt;br /&gt;
!Rating!!Unarmed Damage&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|1||(STR)P&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|2||(STR + 1)P&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|3||(STR + 2)P&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
|4||(STR + 3)P&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.3|Availability=Rating x 4|Cost=5,000|CostNote=x Rating&lt;br /&gt;
|Description=The molecular structure of your bones is altered to increase density and tensile strength. Ligaments are strengthened, and the increased bone density increases your weight a bit. Your Body attribute is increased by the bone density Rating for the purpose of damage resistance tests. You also deal Physical damage in unarmed combat, based on the Rating of the augmentation (see the Bone Density Augmentation table). Bone density augmentation is incompatible with other augmentations to the bones, including bone lacing cyberware.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cat’s Eye==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=4,000|CostNote=x Rating&lt;br /&gt;
|Description=These transgenic vat-grown implants are very literally cats’ eyes with a modified DNA profile and occipital connecting structures. The structure of cat’s eyes amplifies light and enhances night vision, providing lowlight vision. Cat’s eyes are slit and reflective, just like, well, a cat’s. This bioware is obviously not compatible with cyberware eye enhancements or replacements.&lt;br /&gt;
|Special=;Vision:LowLight&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Articulation==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.3|Availability=12|Cost=24,000|CostNote=x Rating&lt;br /&gt;
|Description=A number of procedures like joint-surface coating, re-lubrication, and tendon and ligament augmentation lead to more fluid muscle and joint action. Enhanced articulation provides you with a +1 dice pool modifier to your Escape Artist skill and a +1 increase to your Physical limit (cumulative with other limit modifiers).&lt;br /&gt;
|Special=;Escape Artist:+1 DP&lt;br /&gt;
;Physical Limit:+1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Muscle Augmentation (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=(Rating x 5)R|Cost=31,000|CostNote=x Rating&lt;br /&gt;
|Description=This biological weaving treatment enhances existing muscle tissue, rather than replacing it with vat-grown muscles. Specially grown muscle cables are woven into existing muscle fibers, enhancing muscle mass and brute strength while providing a bulkier look. Muscle augmentation adds its rating to your Strength. This bioware is incompatible with augmentations that increase Strength, including the muscle replacements cyberware.&lt;br /&gt;
|Special=Add Rating to Strength&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Muscle Toner (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=(Rating x 5)R|Cost=32,000|CostNote=x Rating&lt;br /&gt;
|Description=This treatment increases muscle fiber elasticity in existing muscle tension, resulting in increased muscle tension and flexibility while providing a smooth and ropy physique. Muscle toner adds its rating to your Agility. This bioware is incompatible with augmentations that increase Agility, including the muscle replacements cyberware.&lt;br /&gt;
|Special=Add Rating to Agility&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Orthoskin (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.25|Availability=(Rating x 4)R|Cost=6,000|CostNote=x Rating&lt;br /&gt;
|Description=A web of biofibers in the skin provides the equivalent of personal armor while being virtually indistinguishable from natural skin. Orthoskin adds its Rating to your Armor Rating, and is cumulative with other Armor. Orthoskin cannot be combined with skin augmentations that give you Armor, including dermal plating.&lt;br /&gt;
|Special=Add Rating to Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Pathogenic Defense (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.1|Availability=Rating x 2|Cost=4,500|CostNote=x Rating&lt;br /&gt;
|Description=This enhanced spleen can produce more effective and aggressive white blood cells for combating pathogens. Pathogenic defense adds its Rating to Disease Resistance Tests.&lt;br /&gt;
|Special=Add Rating to Disease Resistance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Platelet Factories==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Availability=12|Cost=17,000|CostNote=x Rating&lt;br /&gt;
|Description=Platelet factories increase your body’s ability to handle Physical damage by accelerating the production of platelets within bone marrow and their concentration in the blood, which helps stop bleeding faster. Any time you would take 2 or more boxes of damage to your Physical Condition Monitor, reduce the damage by one box.&lt;br /&gt;
|Special=Reduce 2 or more Physical Damage by 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Skin Pocket==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=12,000|CostNote=x Rating&lt;br /&gt;
|Description=This skin flap can be located anywhere on your body. A nerveless “sheath” of flesh concealed by the flap is perfect for hiding a small object—it’s the bioware version of a '''[[SR5:Cyberware:Body#Smuggling Compartment|smuggling compartment]]'''. The skin pocket has a Concealability of –10. It takes a Complex Action to add or remove an item from a skin pocket.&lt;br /&gt;
|Special=;Add/Remove Object:Complex Action&lt;br /&gt;
;Concealability:-10&lt;br /&gt;
;Size:Small&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Suprathyroid Gland==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.7|Availability=20R|Cost=140,000|CostNote=x Rating&lt;br /&gt;
|Description=Placed on top of your existing thyroid gland, the suprathyroid gland supersedes the metabolic functions of your thyroid. The enhanced metabolism produces more energy, supercharging you. While you’re supercharged, you might want to supersize—to fuel your optimized metabolism, you’ll need to eat twice as much as normal. You get a +1 to your Agility, Body, Reaction, and Strength, along with a 25 percent boost in lifestyle costs. And you might get a bit hyperactive.&lt;br /&gt;
|Special=;Pros:+1 to AGI, BOD, REA, STR&lt;br /&gt;
;Cons:LifeStyle Cost + 25%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Symbiotes (R 1–4)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=Rating x 5|Cost=3,500|CostNote=x Rating&lt;br /&gt;
|Description=Tailored micro-organisms in your bloodstream greatly enhance your healing. Add the Rating of the symbiotes as a dice pool modifier on healing tests (Physical and Stun). However, the symbiotes have unusual dietary requirements that must be met to keep them alive. You need to pay (Rating x 200) nuyen per month for special symbiote food, although if you have a High Lifestyle or better it’s covered.&lt;br /&gt;
|Special=;Pros:+Rating DP to Healing Tests&lt;br /&gt;
;Cons:-Rating x 200 Nuyen per Month (Unless High Lifestyle or Better)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Synthacardium (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.1|Availability=Rating x 4|Cost=30,000|CostNote=x Rating&lt;br /&gt;
|Description=Artificially hanced myocardium allows cardiovascular functions to be performed more efficiently, enabling the heart to keep the blood better oxygenated. The synthacardium adds its Rating as a dice pool bonus to your tests using skills in the Athletics skill group.&lt;br /&gt;
|Special=+Rating DP to Athletics Skill Tests&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tailored Pheromones (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=(Rating x 4)R|Cost=31,000|CostNote=x Rating&lt;br /&gt;
|Description=These pheromones are specially tailored to subtly influence others and can be released at will. Tailored pheromones add their Rating as a dice pool modifier to your skill tests for skills in the Acting and Influence skill groups, but only when the person you’re using them on is within a comfortable conversation range—if they can’t smell you, the pheromones don’t work. Tailored pheromones also work on you to make you feel better about yourself; increase your Social limit by the Rating. Tailored pheromones have no effect on magical abilities and tests.&lt;br /&gt;
|Special=+Rating DP to Acting and Influence Skill Tests&lt;br /&gt;
&lt;br /&gt;
+Rating to Social Limit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toxin Extractor (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.2|Availability=Rating x 3|Cost=4,800|CostNote=x Rating&lt;br /&gt;
|Description=A specially cultivated cluster of cells in your liver improves its filtering capabilities. The toxin extractor adds its Rating as a dice pool modifier to all your Toxin Resistance Tests (Toxins, Drugs, and BTLs, p. 408).&lt;br /&gt;
|Special=+Rating DP to Toxin Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tracheal Filter (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=Rating x 0.1|Availability=Rating x 3|Cost=4,500|CostNote=x Rating&lt;br /&gt;
|Description=Implanted at the top of your trachea, this organ can absorb airborne impurities and keep them from reaching your lungs. The filter adds its Rating as a dice pool modifier to Toxin Resistance Tests versus inhalation vector toxins (Toxins, Drugs, and BTLs, p. 408).&lt;br /&gt;
|Special=+Rating DP to Inhalation Toxin Resistance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Amplified Immune System (1-4)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Amplified Immune System (1-4)&lt;br /&gt;
|Essence=(Rating) x 0.1|Availability=(Rating) x 7|Cost=(Rating) x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Chemical Gland==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Chemical Gland&lt;br /&gt;
|Essence=0.1|Availability=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Exhalation Spray===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Exhalation Spray&lt;br /&gt;
|Essence=0.1|Availability=12R|Cost=6,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Spit===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Spit&lt;br /&gt;
|Essence=0.1|Availability=12R|Cost=6,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Reservoir===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Weapon Reservoir&lt;br /&gt;
|Essence=0.1|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Expanded Reservoir===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Expanded Reservoir&lt;br /&gt;
|Essence=0.1|Availability=12|Cost=2,000|CostNote= + (cost of compound x 4)&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Elastic Joints==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Elastic Joints&lt;br /&gt;
|Essence=0.2|Availability=8|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Expanded Volume (1-4)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Expanded Volume (1-4)&lt;br /&gt;
|Essence=(Rating) x 0.1|Availability=(Rating) x 4|Cost=(Rating) x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Gills==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Gills&lt;br /&gt;
|Essence=0.2|Availability=8|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Hand And Foot Webbing==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Hand And Foot Webbing&lt;br /&gt;
|Essence=0.05|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Hearing Enhancement==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Hearing Enhancement&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Hearing Expansion==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Hearing Expansion&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Joint Replacement==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Joint Replacement&lt;br /&gt;
|Essence=0.05|Availability=2|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Nephritic Screen (1-6)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Nephritic Screen (1-6)&lt;br /&gt;
|Essence=(Rating) x 0.05|Availability=(Rating) x 2|Cost=(Rating) x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Nictitating Membrane==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Nictitating Membrane&lt;br /&gt;
|Essence=0.05|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Replacement Limbs==&lt;br /&gt;
===Replacement Finger/Toe===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Finger/Toe&lt;br /&gt;
|Availability=2|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Replacement Hand/Foot===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Hand/Foot&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Replacement Partial Arm/Leg===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Partial Arm/Leg&lt;br /&gt;
|Essence=0.2|Availability=6|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Replacement Full Arm/Leg===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Replacement Full Arm/Leg&lt;br /&gt;
|Essence=0.4|Availability=8|Cost=40,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spidersilk Gland==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Spidersilk Gland&lt;br /&gt;
|Essence=0.3|Availability=10|Cost=35,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spinal Re-alignment==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Spinal Re-alignment&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tactile Sensitivity==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tactile Sensitivity&lt;br /&gt;
|Essence=0.1|Availability=12|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tail==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tail&lt;br /&gt;
|Essence=0.25|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tail (prehensile)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tail (prehensile)&lt;br /&gt;
|Essence=0.5|Availability=8|Cost=8,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Tailored Critter Pheromones (1-3)==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Tailored Critter Pheromones (1-3)&lt;br /&gt;
|Essence=(Rating) X 0.1|Availability=(Rating) X 4|Cost=(Rating) x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Troll Eyes==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Troll Eyes&lt;br /&gt;
|Essence=0.2|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Vocal Range Enhancer==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Vocal Range Enhancer&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Vocal Range Expander==&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Vocal Range Expander&lt;br /&gt;
|Essence=0.2|Availability=12R|Cost=30,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Orthoskin Upgrades==&lt;br /&gt;
===Chemical Repulsion===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Chemical Repulsion&lt;br /&gt;
|Essence=0.25|Availability=12R|Cost=20,000&lt;br /&gt;
|Special=;Benefits:Immunity to [[DMSO]] substances&lt;br /&gt;
:+2 against Contact [[Poisons]]&lt;br /&gt;
;Penalties:-2 Body on Fatigue tests&lt;br /&gt;
:Hot environments increase in everity by one step&lt;br /&gt;
|Description= By sealing the skin tightly, the user trades natural cooling via sweating for a sealed system, allowing them to resist chemical attacks more easily, including complete immunity to [[DMSO]]. Not recommended for athletes or others who regularly indulge in endurance-based activities, as the lack of a cooling system other than panting is quite dangerous for metahumans! Drink fluid often.&lt;br /&gt;
&lt;br /&gt;
In addition to immunity to any DMSO-carried substance, the user gains +2 Body to resist any contact-vector toxin. The user also suffers a penalty of –2 Body for any Fatigue test and suffers an increase in severity by one step from any hot environment. (p. 172, SR5); for example, a Moderate situation for others is Harsh for the user.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Dragon Hide===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Dragon Hide&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=2,000&lt;br /&gt;
|Special=;Benefits:+2 Bidy against [[Fire]] Damage&lt;br /&gt;
;Penalties:-2 to Perception tests for heat detection&lt;br /&gt;
|Description=While many expect this mod to involve scales, that would be a simple cosmetic modification unconnected to the actual upgrade. Dragon Hide weaves flame-retardant materials into the orthoskin, which distributes thermal impact, prevents blistering, and reduces overall burning as energy dissipates across the larger surface.&lt;br /&gt;
&lt;br /&gt;
The user gains +2 Body for resisting Fire damage, but also has a –2 penalty on Perception Tests involving heat detection.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Electroshock===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Electroshock&lt;br /&gt;
|Essence=0.25|Availability=8|Cost=8,000&lt;br /&gt;
|Special=;Benefit:+4 to resist own electrical discharge&lt;br /&gt;
;Penalty:-2 to all other elecrtical attacks&lt;br /&gt;
:Not compatible with Insulation&lt;br /&gt;
|Description=Use of conductive materials allows the user to channel any internal electrical weapon throughout their entire body—quite a surprise for someone who thought they were safe while grappling a target! Note that electrical weaponry is sold separately.&lt;br /&gt;
&lt;br /&gt;
The user gains +4 Body to resist their own electrical discharge, due to passing the shock outwards, but suffers a –2 Body penalty to resist other electrical attacks as their skin transmits the shock into their organs more efficiently. This augmentation is not compatible with the insulation augmentation.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Insulation===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Insulation&lt;br /&gt;
|Essence=0.1|Availability=8|Cost=8,000&lt;br /&gt;
|Special=;Benefits:+2 Body for resisting [[Electrical]] damage&lt;br /&gt;
:Penalty:Not compatible with electroshock&lt;br /&gt;
|Description=Use of non-conductive materials leaves the user more resistant against electrical discharges, keeping the vulnerable organs inside safer than before.&lt;br /&gt;
&lt;br /&gt;
The user gains +2 Body for resisting electrical damage. This is not compatible with electroshock.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Penguin Blubber===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Penguin Blubber&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=2,000&lt;br /&gt;
|Special=;Benefits:+2 Body for resisting [[Cold]] Damage&lt;br /&gt;
:x5 time interval for harsh cold for Fatigue damage&lt;br /&gt;
|Description=Thicker than normal orthoskin, penguin blubber produces a protective oil that prevents skin from drying and cracking in sub-freezing temperatures while protecting internal organs against the cold. It also gives the user a somewhat tubby look. Users with penguin blubber can happily frolic barefoot on snow or take a dip in freezing water, enjoying temperatures as low as –10 degrees Celsius without long-term effect. Adding insulating material over this can result in a toasty-warm explorer in even the harshest Antarctic temperatures.&lt;br /&gt;
&lt;br /&gt;
The user gains +2 Body for resisting cold damage and can quintuple the time exposed to harsh cold environs for purposes of Fatigue damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Sealskin===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Sealskin&lt;br /&gt;
|Essence=0.1|Availability=4|Cost=2,000&lt;br /&gt;
|Special=:Benefit:No penalties for moving in water&lt;br /&gt;
|Description=This simple skin is coated with naturally refreshing water-repelling oils that allow the user to cut through the waves with ease. The user’s skin retains a somewhat moist appearance at all times.&lt;br /&gt;
&lt;br /&gt;
Sealskin removes all penalties associated with moving through water, allowing the user to operate underwater as easily as in air. Note that this does not include either water breathing functionality or swimming ability (those are sold separately).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Sharkskin===&lt;br /&gt;
{{SR5:Cyberware Template|Type=Basic|Device=Sharkskin&lt;br /&gt;
|Essence=0.25|Availability=8|Cost=8,000&lt;br /&gt;
|Special=;Benefit:+1 [[Reach}} in unarmed combat&lt;br /&gt;
|Description=The user’s skin is coated with denticles, small abrasive lumps comparable to sandpaper. While quite difficult to cause true damage to a target with rubbing, the slow abrasion can lead to skin loss and bleeding, if not mortal wounds. This makes it quite difficult to strike or grapple the user in unarmed combat situations. The user can also scuff objects or pop balloons by simply brushing up against them.&lt;br /&gt;
&lt;br /&gt;
A user with sharkskin gains an effective Reach of +1 for unarmed combat, reflecting these assorted advantages.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Cyberware&amp;diff=3659</id>
		<title>SR5:Gear Lists:Cyberware</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Cyberware&amp;diff=3659"/>
		<updated>2024-10-13T08:55:03Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Bioware */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Lists=&lt;br /&gt;
===Ware Grades===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Grades!!Ess Cost Multiplier!!Avail Mod !!Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Standard || *1.0 || - || *1&lt;br /&gt;
|-&lt;br /&gt;
| Alphaware|| *0.8 || +2 || *1.2&lt;br /&gt;
|-&lt;br /&gt;
| Betaware|| *0.7 || +4 || *1.5&lt;br /&gt;
|-&lt;br /&gt;
| Deltaware|| *0.5 || +8 || *2.5&lt;br /&gt;
|-&lt;br /&gt;
| Used|| *1.25 || -4 || *0.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberware===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Headware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Commlink&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1&lt;br /&gt;
|Essence=1|Avail=5R|Cost=43,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2&lt;br /&gt;
|Essence=2|Avail=10R|Cost=97,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3&lt;br /&gt;
|Essence=3|Avail=15R|Cost=208,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)&lt;br /&gt;
|Capacity=[1]|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)&lt;br /&gt;
|Capacity=[2]|Avail=16F|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)&lt;br /&gt;
|Capacity=[3]|Avail=20F|Cost=40,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck&lt;br /&gt;
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Datajack&lt;br /&gt;
|Essence=0.1|Avail=2|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)&lt;br /&gt;
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Simrig&lt;br /&gt;
|Essence=0.2|Avail=12R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment&lt;br /&gt;
|Avail=8|Cost=800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)&lt;br /&gt;
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)&lt;br /&gt;
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Earware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter&lt;br /&gt;
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Damper&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Body --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)&lt;br /&gt;
|Essence=0.5|Avail=8R|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)&lt;br /&gt;
|Essence=1|Avail=12R|Cost=18,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)&lt;br /&gt;
|Essence=1.5|Avail=16R|Cost=30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun&lt;br /&gt;
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)&lt;br /&gt;
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)&lt;br /&gt;
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1&lt;br /&gt;
|Essence=2|Avail=8R|Cost=39,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2&lt;br /&gt;
|Essence=3|Avail=12R|Cost=149,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3&lt;br /&gt;
|Essence=5|Avail=20R|Cost=217,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm&lt;br /&gt;
|Essence=1|Capacity=15|Avail=4|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg&lt;br /&gt;
|Essence=1|Capacity=20|Avail=4|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot&lt;br /&gt;
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm&lt;br /&gt;
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg&lt;br /&gt;
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso&lt;br /&gt;
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull&lt;br /&gt;
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm&lt;br /&gt;
|Essence=1|Capacity=8|Avail=4|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg&lt;br /&gt;
|Essence=1|Capacity=10|Avail=4|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot&lt;br /&gt;
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm&lt;br /&gt;
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg&lt;br /&gt;
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso&lt;br /&gt;
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull&lt;br /&gt;
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb Enhancements --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)&lt;br /&gt;
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Limb Accessories --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount&lt;br /&gt;
|Capacity=[8]|Avail=12F|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide&lt;br /&gt;
|Capacity=[3]|Avail=12R|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster&lt;br /&gt;
|Capacity=[5]|Avail=8R|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)&lt;br /&gt;
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment&lt;br /&gt;
|Capacity=[5]|Avail=6|Cost=8,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol&lt;br /&gt;
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol&lt;br /&gt;
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol&lt;br /&gt;
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun&lt;br /&gt;
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun&lt;br /&gt;
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher&lt;br /&gt;
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight&lt;br /&gt;
|Capacity=[1]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor&lt;br /&gt;
|Capacity=[2]|Cost=+1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)&lt;br /&gt;
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)&lt;br /&gt;
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand&lt;br /&gt;
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bioware===&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Device!!Essence!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Basic --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation&lt;br /&gt;
|Essence=0.3|Avail=12|Cost=24,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories&lt;br /&gt;
|Essence=0.2|Avail=12|Cost=17,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket&lt;br /&gt;
|Essence=0.1|Avail=4|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland&lt;br /&gt;
|Essence=0.7|Avail=20R|Cost=140,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}&lt;br /&gt;
&amp;lt;!-- Orthoskin Upgrades --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Cultured --&amp;gt;&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor&lt;br /&gt;
|Essence=0.3|Avail=18F|Cost=48,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)&lt;br /&gt;
|Essence=0.1|Avail=10|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator&lt;br /&gt;
|Essence=0.1|Avail=6|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)&lt;br /&gt;
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3237</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3237"/>
		<updated>2018-09-05T04:55:24Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Shadow Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
&lt;br /&gt;
Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
&lt;br /&gt;
After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
&lt;br /&gt;
==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
&lt;br /&gt;
===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
&lt;br /&gt;
===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
&lt;br /&gt;
===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
&lt;br /&gt;
===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
&lt;br /&gt;
==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
&lt;br /&gt;
==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
&lt;br /&gt;
===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
&lt;br /&gt;
==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
&lt;br /&gt;
During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
&lt;br /&gt;
;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
&lt;br /&gt;
==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
&lt;br /&gt;
===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
&lt;br /&gt;
===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
&lt;br /&gt;
===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
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====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
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====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
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===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
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===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
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===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
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===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
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===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
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===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
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===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
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===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
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===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
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===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
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===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
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===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
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===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
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===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
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===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
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===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
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====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
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====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
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====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
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==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
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===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
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===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
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===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
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===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
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===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
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===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
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==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
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===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
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===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
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==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
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===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
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==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
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===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
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===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
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==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
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===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
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=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
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==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
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The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Barbed Hooks==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
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The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
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==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
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==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
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==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
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===Called Shot (Break Weapon)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Gives access to the Break Weapon Called Shot&lt;br /&gt;
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In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier (p. 197, SR5). Most weapons including guns are considered heavy material on the Barrier Rating table (p. 197, SR5). If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective. There are two options for a Break Weapon Called Shot. If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3. If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0. Note that use of this Called Shot requires Martial Art training.&lt;br /&gt;
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===Called Shot (Disarm)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.&lt;br /&gt;
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With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).&lt;br /&gt;
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If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Entanglement)===&lt;br /&gt;
;Specified Exotic Weapons Only&lt;br /&gt;
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The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Feint)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
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With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Pin)===&lt;br /&gt;
;Archery/Thrown Weapon only.&lt;br /&gt;
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With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a –2 penalty to all Defense Tests.&lt;br /&gt;
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To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
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==Clinch==&lt;br /&gt;
A Clinch is a grappling position in a stand-up fight, where the opponent’s effective Reach has been neutralized. A Clinch is included in several martial arts and can be used as a medium to move from a stand-up fight to a ground fight through throws and knock down actions. With a successful opposed Gymnastics + Agility [Physical] vs. Reaction + Intuition Test, the character has clinched their opponent. This means that the character has a hold of the opponent (and possibly visa versa), so they can’t move away from each other. The difference between a Clinch and a Grapple action is that a Grapple involves a lock or choke hold on the opponent to immobilize him, while a Clinch doesn’t immobilize an opponent and allows both the character and opponent to make actions other than those involving the Clinch.&lt;br /&gt;
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The character who initiated the Clinch gets the Superior Position bonus modifier to actions while maintaining control of the Clinch. Both the character and opponent’s Reach bonus are negated, and attacks with melee weapons receive a penalty equal to their Reach bonus. Firearm use by both the character and opponent are penalized by the net successes of the Clinch. Unless the opponent escapes from the Clinch, neither opponent nor character can move away from each other. They can, however, move up to 2 meters together on each of their actions. A character in the inferior position can attempt to use an Escape Action to break the Clinch. A character in the Superior Position can let go of the Clinch as a Free Action; at this point the character in an inferior position can choose to use an Interrupt Action (–5 Initiative Score) to attempt to maintain the Clinch and gain Superior Position. This requires a new Gymnastics + Agility [Physical] by the player in the inferior position, and they receive a +1 dice pool bonus thanks to the fact that they are already in contact with the other character; the character in the Superior Position does not get the Superior Position bonus in this instance.&lt;br /&gt;
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A successful Clinch Action can lead to a Subdual, Called Shot: Knockdown, or Throw. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
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In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
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==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
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==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
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==Counterstrike==&lt;br /&gt;
Counterstrike allows the character to leverage the opponent’s force into an advantage, allowing the character to make a quick strike back. In place of the standard Defense Test, the character makes an Unarmed Combat + Reaction [Physical] Test against the opponent’s standard Attack Test. If the defender achieves more hits than the attacker, the defender successfully avoided the attacker’s strike while returning and landing a strike of their own. The defender’s counterstrike attack has a Damage Value equal to the defending character’s standard Unarmed DV + net hits. The damage is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike as normal.&lt;br /&gt;
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==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
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==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
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==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
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==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
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==Finishing Move==&lt;br /&gt;
A finishing move is that way-cool trid final attack maneuver the hero makes to defeat the bad guy. The character must declare that he is performing a Finishing Move combination. The character makes an attack. If the character successfully damages an opponent with the melee attack, the character can then make an immediate extra strike against the same opponent with a +2 dice pool modifier. A gratuitous Free Action to taunt the opponent can also be applied, especially if the attacker is holding the target’s spine and skull in his hands at the time. This action can only be performed once per Combat Turn. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Flying Kick==&lt;br /&gt;
Covering scissor, butterfly, crescent, hook, and reverse roundhouse kicks, this Action offers both range and power to the unarmed attack. The character must be at least a meter away from the opponent and be able to move toward the opponent to perform this action. A Flying Kick Action gives both +1 Reach and +1 dice pool bonus to the unarmed attack. If the Flying Kick Action is unsuccessful, the character becomes off balance, suffering a –1 dice pool penalty to Defense Tests until the character’s next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Full Offense==&lt;br /&gt;
A Full Offense attack occurs when a character accepts that he’s going to get hurt and doesn’t care so long as he hurts his opponent more. This is also the usual state of drunken brawlers, though their accuracy tends to be diminished. The attacking character receives a +2 dice pool modifier to their Close Combat skill test, but may not use any Defensive Interrupt Actions for that Action Phase (Block, Dodge, Full Defense, Parry, etc.). They also adjust their Initiative Score by –5. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
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==Half Sword==&lt;br /&gt;
;Blades only&lt;br /&gt;
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This odd technique involves grabbing the center part of the blade for a more forceful thrust against an armored target with the intent of piercing the target’s armor. Back in the days of plate armor, the Half Sword action was like using the sword as a crowbar and peeling back the armor. Today’s armor is more flexible, but the intent is the same. With a successful attack, the character improves their AP by 2 for the weapon. If the character fails, he takes a –2 penalty to his next action (not counting Defense Tests) and cannot use the Parry or Block Defensive Actions until his next Action Phase. Regardless of success or failure, the character has to Ready the Weapon (as he’s holding it in an unusual manner) in order to attack again. This move cannot be combined with Two Weapon fighting as it requires both hands. The weapon must be a blade with at least a Reach of 1. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
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==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
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While the Pouncing Dragon technique has the character using gravity to his advantage, not every combat allows the character to have superior position. With the Haymaker, the character uses centrifugal force in order gain power in the attack. This action is wild and obvious to an opponent. With this attack, the character gives the opponent +2 to their Defense Test. If successful the character gets +1 DV.&lt;br /&gt;
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==Herding==&lt;br /&gt;
As if engaging in some sort of masochistic dance, the character can use attacks and feints to maneuver an opponent into a bad position, such as on top of a land mine or against an open elevator shaft. On a successful Close Combat Attack, the character deals no damage to his opponent. Instead, the character can move the opponent 1 meter per net hit in the direction of the character’s choosing, up to the Walking rate of the character or opponent, whichever is less. A character may attempt herding multiple opponents by splitting his dice pool as normal (Multiple Attacks, p. 196, SR5). The distance that the character can herd multiple opponents is determined on an individual opponent basis.&lt;br /&gt;
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==Iaijutsu==&lt;br /&gt;
Iaijutsu is the art of sword drawing, though this technique goes beyond just using a sword. With this action, the character may perform Quick Draw Simple Action (p. 165, SR5) with any melee weapon. As with the quick draw rules, the weapon must be properly sheathed or holstered in order to use the Quick Draw Action. If successful, the character can then attack with the weapon as a Simple Action instead of a Complex Action for that Action Phase.&lt;br /&gt;
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==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
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==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
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==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
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==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
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==Kip-up==&lt;br /&gt;
From a Prone position, the character can kick himself back into a standing position and perform an immediate Close Combat Attack Action against a nearby target. The character must make an Agility + Gymnastics [Physical] (3) Test. If successful, the character can then make a Close Combat Attack as a Simple Action. The character can’t move from a Kip-up to attack an opponent if they are not in Reach. Failure on a Kip-up Action means that the character is still Prone.&lt;br /&gt;
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==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
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==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
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==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
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==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
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==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
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==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
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==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
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==Pouncing Dragon==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
Pouncing Dragon is a close-combat attack where the character has superior position to the opponent and uses gravity to their advantage. This move can be made from a position standing above the opponent, the opponent being prone or standing below the character, or it can be executed when the character is in a Clinch with the opponent, both of them are on the ground, and the character’s Superior Position advantage is that they are on top of the opponent. Typically learned through mixed martial arts, various wrestling arts, or weapon martial arts as a way to dispatch fallen opponents, Pouncing Dragon requires characters to take advantage of gravity and put their weight behind the attack. Besides the Superior Position modifier, the character gets +2 DV on a successful attack. After the attack, the character is at the same level as the opponent and loses the Superior Position advantage.&lt;br /&gt;
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==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
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==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
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==Riposte==&lt;br /&gt;
Riposte allows shadowrunners to leverage an opponent’s force to their advantage, giving a character the chance to make a quick strike back at an attacker with their readied weapon. In place of the standard Defense Test, the character makes a (Melee Weapon Skill) + Reaction [Accuracy] Test against the opponent’s standard Attack Test. If the defender achieves more net hits than the attacker, the defender successfully avoided the attacker’s strike and managed to return a strike of their own. The defender’s riposte attack has a Damage Value equal to the normal DV of the weapon + net hits and is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike, with the damage increased by 2 due to the defender being off balance after their failed riposte.&lt;br /&gt;
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==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
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==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
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==Sacrifice Throw==&lt;br /&gt;
A throw normally keeps the character standing, using their hip, leg, or shoulder to leverage the opponent into being thrown. The Sacrifice Throw technique uses the whole character’s body as counterweight for the throw. At the end both the character and opponent are Prone. Add the character’s Strength and Body to the net hits of the unarmed attack to determine if it exceeds the opponent’s Physical Limit. If successful, the opponent can then be thrown up to a number of meters equal to 1 plus the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. If the initial test is successful but the throwing character did not exceed the opponent’s Physical Limit, then both characters are on the ground with no damage done to either. If the attack is unsuccessful, the throwing character is Prone and takes damage equal to the number of net hits scored by the opponent minus the throwing character’s Physical Limit. This may be no damage if the character succeeded in the attack, but did not exceed the opponent’s Physical Limit.&lt;br /&gt;
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==Shadow Block==&lt;br /&gt;
to the net successes of the test, not the distance thrown. If the initial test is successful but the throwing character did not exceed the opponent’s Physical Limit, then both characters are on the ground with no damage done to either. If the attack is unsuccessful, the throwing character is Prone and takes damage equal to the number of net hits scored by the opponent minus the throwing character’s Physical Limit. This may be no damage if the character succeeded in the attack, but did not exceed the opponent’s Physical Limit.&lt;br /&gt;
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Shadow Block can also be used to counteract an Evade action. As above, the character with Shadow Block makes a Gymnastics + Agility [Physical] Test with the threshold being the opponent’s net hits from their Evade Test. If successful they reduce this net hits on the test, thereby reducing the number of people the person attempting the Evade automatically passes. The Shadow Blocker can choose which person then can attack, but it has to be someone who was within five meters of the person attempting to Evade at some point in their movement.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
;Simple Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (–10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3236</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3236"/>
		<updated>2018-09-05T04:54:27Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Sacrifice Throw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
&lt;br /&gt;
Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
&lt;br /&gt;
After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
&lt;br /&gt;
==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
&lt;br /&gt;
===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
&lt;br /&gt;
===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
&lt;br /&gt;
===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
&lt;br /&gt;
===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
&lt;br /&gt;
==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
&lt;br /&gt;
==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
&lt;br /&gt;
===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
&lt;br /&gt;
==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
&lt;br /&gt;
During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
&lt;br /&gt;
;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
&lt;br /&gt;
==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
&lt;br /&gt;
===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
&lt;br /&gt;
===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
&lt;br /&gt;
===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
&lt;br /&gt;
===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
&lt;br /&gt;
===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
&lt;br /&gt;
===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
&lt;br /&gt;
===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
&lt;br /&gt;
===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
&lt;br /&gt;
===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
&lt;br /&gt;
===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
&lt;br /&gt;
===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
&lt;br /&gt;
===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
&lt;br /&gt;
===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
&lt;br /&gt;
===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
&lt;br /&gt;
===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
&lt;br /&gt;
===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
&lt;br /&gt;
===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
&lt;br /&gt;
===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
&lt;br /&gt;
===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
&lt;br /&gt;
===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
&lt;br /&gt;
===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
&lt;br /&gt;
===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
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===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
&lt;br /&gt;
===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
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===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
&lt;br /&gt;
==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
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===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
&lt;br /&gt;
=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
&lt;br /&gt;
==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
&lt;br /&gt;
The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Barbed Hooks==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
&lt;br /&gt;
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
&lt;br /&gt;
==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
&lt;br /&gt;
==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
&lt;br /&gt;
==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Break Weapon)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Gives access to the Break Weapon Called Shot&lt;br /&gt;
&lt;br /&gt;
In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier (p. 197, SR5). Most weapons including guns are considered heavy material on the Barrier Rating table (p. 197, SR5). If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective. There are two options for a Break Weapon Called Shot. If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3. If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0. Note that use of this Called Shot requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Disarm)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.&lt;br /&gt;
&lt;br /&gt;
With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).&lt;br /&gt;
&lt;br /&gt;
If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Entanglement)===&lt;br /&gt;
;Specified Exotic Weapons Only&lt;br /&gt;
&lt;br /&gt;
The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Feint)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
&lt;br /&gt;
With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Pin)===&lt;br /&gt;
;Archery/Thrown Weapon only.&lt;br /&gt;
&lt;br /&gt;
With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a –2 penalty to all Defense Tests.&lt;br /&gt;
&lt;br /&gt;
To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
&lt;br /&gt;
==Clinch==&lt;br /&gt;
A Clinch is a grappling position in a stand-up fight, where the opponent’s effective Reach has been neutralized. A Clinch is included in several martial arts and can be used as a medium to move from a stand-up fight to a ground fight through throws and knock down actions. With a successful opposed Gymnastics + Agility [Physical] vs. Reaction + Intuition Test, the character has clinched their opponent. This means that the character has a hold of the opponent (and possibly visa versa), so they can’t move away from each other. The difference between a Clinch and a Grapple action is that a Grapple involves a lock or choke hold on the opponent to immobilize him, while a Clinch doesn’t immobilize an opponent and allows both the character and opponent to make actions other than those involving the Clinch.&lt;br /&gt;
&lt;br /&gt;
The character who initiated the Clinch gets the Superior Position bonus modifier to actions while maintaining control of the Clinch. Both the character and opponent’s Reach bonus are negated, and attacks with melee weapons receive a penalty equal to their Reach bonus. Firearm use by both the character and opponent are penalized by the net successes of the Clinch. Unless the opponent escapes from the Clinch, neither opponent nor character can move away from each other. They can, however, move up to 2 meters together on each of their actions. A character in the inferior position can attempt to use an Escape Action to break the Clinch. A character in the Superior Position can let go of the Clinch as a Free Action; at this point the character in an inferior position can choose to use an Interrupt Action (–5 Initiative Score) to attempt to maintain the Clinch and gain Superior Position. This requires a new Gymnastics + Agility [Physical] by the player in the inferior position, and they receive a +1 dice pool bonus thanks to the fact that they are already in contact with the other character; the character in the Superior Position does not get the Superior Position bonus in this instance.&lt;br /&gt;
&lt;br /&gt;
A successful Clinch Action can lead to a Subdual, Called Shot: Knockdown, or Throw. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
&lt;br /&gt;
In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
Counterstrike allows the character to leverage the opponent’s force into an advantage, allowing the character to make a quick strike back. In place of the standard Defense Test, the character makes an Unarmed Combat + Reaction [Physical] Test against the opponent’s standard Attack Test. If the defender achieves more hits than the attacker, the defender successfully avoided the attacker’s strike while returning and landing a strike of their own. The defender’s counterstrike attack has a Damage Value equal to the defending character’s standard Unarmed DV + net hits. The damage is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike as normal.&lt;br /&gt;
&lt;br /&gt;
==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
&lt;br /&gt;
==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
&lt;br /&gt;
==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
&lt;br /&gt;
==Finishing Move==&lt;br /&gt;
A finishing move is that way-cool trid final attack maneuver the hero makes to defeat the bad guy. The character must declare that he is performing a Finishing Move combination. The character makes an attack. If the character successfully damages an opponent with the melee attack, the character can then make an immediate extra strike against the same opponent with a +2 dice pool modifier. A gratuitous Free Action to taunt the opponent can also be applied, especially if the attacker is holding the target’s spine and skull in his hands at the time. This action can only be performed once per Combat Turn. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Flying Kick==&lt;br /&gt;
Covering scissor, butterfly, crescent, hook, and reverse roundhouse kicks, this Action offers both range and power to the unarmed attack. The character must be at least a meter away from the opponent and be able to move toward the opponent to perform this action. A Flying Kick Action gives both +1 Reach and +1 dice pool bonus to the unarmed attack. If the Flying Kick Action is unsuccessful, the character becomes off balance, suffering a –1 dice pool penalty to Defense Tests until the character’s next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Full Offense==&lt;br /&gt;
A Full Offense attack occurs when a character accepts that he’s going to get hurt and doesn’t care so long as he hurts his opponent more. This is also the usual state of drunken brawlers, though their accuracy tends to be diminished. The attacking character receives a +2 dice pool modifier to their Close Combat skill test, but may not use any Defensive Interrupt Actions for that Action Phase (Block, Dodge, Full Defense, Parry, etc.). They also adjust their Initiative Score by –5. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
&lt;br /&gt;
==Half Sword==&lt;br /&gt;
;Blades only&lt;br /&gt;
&lt;br /&gt;
This odd technique involves grabbing the center part of the blade for a more forceful thrust against an armored target with the intent of piercing the target’s armor. Back in the days of plate armor, the Half Sword action was like using the sword as a crowbar and peeling back the armor. Today’s armor is more flexible, but the intent is the same. With a successful attack, the character improves their AP by 2 for the weapon. If the character fails, he takes a –2 penalty to his next action (not counting Defense Tests) and cannot use the Parry or Block Defensive Actions until his next Action Phase. Regardless of success or failure, the character has to Ready the Weapon (as he’s holding it in an unusual manner) in order to attack again. This move cannot be combined with Two Weapon fighting as it requires both hands. The weapon must be a blade with at least a Reach of 1. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
&lt;br /&gt;
==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
While the Pouncing Dragon technique has the character using gravity to his advantage, not every combat allows the character to have superior position. With the Haymaker, the character uses centrifugal force in order gain power in the attack. This action is wild and obvious to an opponent. With this attack, the character gives the opponent +2 to their Defense Test. If successful the character gets +1 DV.&lt;br /&gt;
&lt;br /&gt;
==Herding==&lt;br /&gt;
As if engaging in some sort of masochistic dance, the character can use attacks and feints to maneuver an opponent into a bad position, such as on top of a land mine or against an open elevator shaft. On a successful Close Combat Attack, the character deals no damage to his opponent. Instead, the character can move the opponent 1 meter per net hit in the direction of the character’s choosing, up to the Walking rate of the character or opponent, whichever is less. A character may attempt herding multiple opponents by splitting his dice pool as normal (Multiple Attacks, p. 196, SR5). The distance that the character can herd multiple opponents is determined on an individual opponent basis.&lt;br /&gt;
&lt;br /&gt;
==Iaijutsu==&lt;br /&gt;
Iaijutsu is the art of sword drawing, though this technique goes beyond just using a sword. With this action, the character may perform Quick Draw Simple Action (p. 165, SR5) with any melee weapon. As with the quick draw rules, the weapon must be properly sheathed or holstered in order to use the Quick Draw Action. If successful, the character can then attack with the weapon as a Simple Action instead of a Complex Action for that Action Phase.&lt;br /&gt;
&lt;br /&gt;
==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
&lt;br /&gt;
==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
&lt;br /&gt;
==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
&lt;br /&gt;
==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
&lt;br /&gt;
==Kip-up==&lt;br /&gt;
From a Prone position, the character can kick himself back into a standing position and perform an immediate Close Combat Attack Action against a nearby target. The character must make an Agility + Gymnastics [Physical] (3) Test. If successful, the character can then make a Close Combat Attack as a Simple Action. The character can’t move from a Kip-up to attack an opponent if they are not in Reach. Failure on a Kip-up Action means that the character is still Prone.&lt;br /&gt;
&lt;br /&gt;
==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
&lt;br /&gt;
==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
&lt;br /&gt;
==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
&lt;br /&gt;
==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Pouncing Dragon==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
Pouncing Dragon is a close-combat attack where the character has superior position to the opponent and uses gravity to their advantage. This move can be made from a position standing above the opponent, the opponent being prone or standing below the character, or it can be executed when the character is in a Clinch with the opponent, both of them are on the ground, and the character’s Superior Position advantage is that they are on top of the opponent. Typically learned through mixed martial arts, various wrestling arts, or weapon martial arts as a way to dispatch fallen opponents, Pouncing Dragon requires characters to take advantage of gravity and put their weight behind the attack. Besides the Superior Position modifier, the character gets +2 DV on a successful attack. After the attack, the character is at the same level as the opponent and loses the Superior Position advantage.&lt;br /&gt;
&lt;br /&gt;
==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
&lt;br /&gt;
==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
Riposte allows shadowrunners to leverage an opponent’s force to their advantage, giving a character the chance to make a quick strike back at an attacker with their readied weapon. In place of the standard Defense Test, the character makes a (Melee Weapon Skill) + Reaction [Accuracy] Test against the opponent’s standard Attack Test. If the defender achieves more net hits than the attacker, the defender successfully avoided the attacker’s strike and managed to return a strike of their own. The defender’s riposte attack has a Damage Value equal to the normal DV of the weapon + net hits and is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike, with the damage increased by 2 due to the defender being off balance after their failed riposte.&lt;br /&gt;
&lt;br /&gt;
==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice Throw==&lt;br /&gt;
A throw normally keeps the character standing, using their hip, leg, or shoulder to leverage the opponent into being thrown. The Sacrifice Throw technique uses the whole character’s body as counterweight for the throw. At the end both the character and opponent are Prone. Add the character’s Strength and Body to the net hits of the unarmed attack to determine if it exceeds the opponent’s Physical Limit. If successful, the opponent can then be thrown up to a number of meters equal to 1 plus the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. If the initial test is successful but the throwing character did not exceed the opponent’s Physical Limit, then both characters are on the ground with no damage done to either. If the attack is unsuccessful, the throwing character is Prone and takes damage equal to the number of net hits scored by the opponent minus the throwing character’s Physical Limit. This may be no damage if the character succeeded in the attack, but did not exceed the opponent’s Physical Limit.&lt;br /&gt;
&lt;br /&gt;
==Shadow Block==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
;Simple Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (–10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3235</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3235"/>
		<updated>2018-09-05T04:53:19Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Riposte */&lt;/p&gt;
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{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
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A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
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Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
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After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
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==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
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===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
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===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
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==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
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===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
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===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
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==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
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==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
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===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
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==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
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=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
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During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
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;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
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==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
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==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
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===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
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===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
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===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
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====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
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====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
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===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
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===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
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===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
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===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
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===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
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===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
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===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
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===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
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===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
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===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
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===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
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===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
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===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
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===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
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===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
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===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
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====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
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====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
&lt;br /&gt;
===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
&lt;br /&gt;
===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
&lt;br /&gt;
===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
&lt;br /&gt;
===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
&lt;br /&gt;
===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
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===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
&lt;br /&gt;
===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
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==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
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===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
&lt;br /&gt;
===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
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===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
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==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
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===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
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=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
&lt;br /&gt;
==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
&lt;br /&gt;
The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Barbed Hooks==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
&lt;br /&gt;
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
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==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
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==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
&lt;br /&gt;
==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Break Weapon)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Gives access to the Break Weapon Called Shot&lt;br /&gt;
&lt;br /&gt;
In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier (p. 197, SR5). Most weapons including guns are considered heavy material on the Barrier Rating table (p. 197, SR5). If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective. There are two options for a Break Weapon Called Shot. If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3. If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0. Note that use of this Called Shot requires Martial Art training.&lt;br /&gt;
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===Called Shot (Disarm)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.&lt;br /&gt;
&lt;br /&gt;
With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).&lt;br /&gt;
&lt;br /&gt;
If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Entanglement)===&lt;br /&gt;
;Specified Exotic Weapons Only&lt;br /&gt;
&lt;br /&gt;
The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Feint)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
&lt;br /&gt;
With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Pin)===&lt;br /&gt;
;Archery/Thrown Weapon only.&lt;br /&gt;
&lt;br /&gt;
With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a –2 penalty to all Defense Tests.&lt;br /&gt;
&lt;br /&gt;
To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
&lt;br /&gt;
==Clinch==&lt;br /&gt;
A Clinch is a grappling position in a stand-up fight, where the opponent’s effective Reach has been neutralized. A Clinch is included in several martial arts and can be used as a medium to move from a stand-up fight to a ground fight through throws and knock down actions. With a successful opposed Gymnastics + Agility [Physical] vs. Reaction + Intuition Test, the character has clinched their opponent. This means that the character has a hold of the opponent (and possibly visa versa), so they can’t move away from each other. The difference between a Clinch and a Grapple action is that a Grapple involves a lock or choke hold on the opponent to immobilize him, while a Clinch doesn’t immobilize an opponent and allows both the character and opponent to make actions other than those involving the Clinch.&lt;br /&gt;
&lt;br /&gt;
The character who initiated the Clinch gets the Superior Position bonus modifier to actions while maintaining control of the Clinch. Both the character and opponent’s Reach bonus are negated, and attacks with melee weapons receive a penalty equal to their Reach bonus. Firearm use by both the character and opponent are penalized by the net successes of the Clinch. Unless the opponent escapes from the Clinch, neither opponent nor character can move away from each other. They can, however, move up to 2 meters together on each of their actions. A character in the inferior position can attempt to use an Escape Action to break the Clinch. A character in the Superior Position can let go of the Clinch as a Free Action; at this point the character in an inferior position can choose to use an Interrupt Action (–5 Initiative Score) to attempt to maintain the Clinch and gain Superior Position. This requires a new Gymnastics + Agility [Physical] by the player in the inferior position, and they receive a +1 dice pool bonus thanks to the fact that they are already in contact with the other character; the character in the Superior Position does not get the Superior Position bonus in this instance.&lt;br /&gt;
&lt;br /&gt;
A successful Clinch Action can lead to a Subdual, Called Shot: Knockdown, or Throw. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
&lt;br /&gt;
In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
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==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
Counterstrike allows the character to leverage the opponent’s force into an advantage, allowing the character to make a quick strike back. In place of the standard Defense Test, the character makes an Unarmed Combat + Reaction [Physical] Test against the opponent’s standard Attack Test. If the defender achieves more hits than the attacker, the defender successfully avoided the attacker’s strike while returning and landing a strike of their own. The defender’s counterstrike attack has a Damage Value equal to the defending character’s standard Unarmed DV + net hits. The damage is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike as normal.&lt;br /&gt;
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==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
&lt;br /&gt;
==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
&lt;br /&gt;
==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
&lt;br /&gt;
==Finishing Move==&lt;br /&gt;
A finishing move is that way-cool trid final attack maneuver the hero makes to defeat the bad guy. The character must declare that he is performing a Finishing Move combination. The character makes an attack. If the character successfully damages an opponent with the melee attack, the character can then make an immediate extra strike against the same opponent with a +2 dice pool modifier. A gratuitous Free Action to taunt the opponent can also be applied, especially if the attacker is holding the target’s spine and skull in his hands at the time. This action can only be performed once per Combat Turn. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Flying Kick==&lt;br /&gt;
Covering scissor, butterfly, crescent, hook, and reverse roundhouse kicks, this Action offers both range and power to the unarmed attack. The character must be at least a meter away from the opponent and be able to move toward the opponent to perform this action. A Flying Kick Action gives both +1 Reach and +1 dice pool bonus to the unarmed attack. If the Flying Kick Action is unsuccessful, the character becomes off balance, suffering a –1 dice pool penalty to Defense Tests until the character’s next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Full Offense==&lt;br /&gt;
A Full Offense attack occurs when a character accepts that he’s going to get hurt and doesn’t care so long as he hurts his opponent more. This is also the usual state of drunken brawlers, though their accuracy tends to be diminished. The attacking character receives a +2 dice pool modifier to their Close Combat skill test, but may not use any Defensive Interrupt Actions for that Action Phase (Block, Dodge, Full Defense, Parry, etc.). They also adjust their Initiative Score by –5. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
&lt;br /&gt;
==Half Sword==&lt;br /&gt;
;Blades only&lt;br /&gt;
&lt;br /&gt;
This odd technique involves grabbing the center part of the blade for a more forceful thrust against an armored target with the intent of piercing the target’s armor. Back in the days of plate armor, the Half Sword action was like using the sword as a crowbar and peeling back the armor. Today’s armor is more flexible, but the intent is the same. With a successful attack, the character improves their AP by 2 for the weapon. If the character fails, he takes a –2 penalty to his next action (not counting Defense Tests) and cannot use the Parry or Block Defensive Actions until his next Action Phase. Regardless of success or failure, the character has to Ready the Weapon (as he’s holding it in an unusual manner) in order to attack again. This move cannot be combined with Two Weapon fighting as it requires both hands. The weapon must be a blade with at least a Reach of 1. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
&lt;br /&gt;
==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
While the Pouncing Dragon technique has the character using gravity to his advantage, not every combat allows the character to have superior position. With the Haymaker, the character uses centrifugal force in order gain power in the attack. This action is wild and obvious to an opponent. With this attack, the character gives the opponent +2 to their Defense Test. If successful the character gets +1 DV.&lt;br /&gt;
&lt;br /&gt;
==Herding==&lt;br /&gt;
As if engaging in some sort of masochistic dance, the character can use attacks and feints to maneuver an opponent into a bad position, such as on top of a land mine or against an open elevator shaft. On a successful Close Combat Attack, the character deals no damage to his opponent. Instead, the character can move the opponent 1 meter per net hit in the direction of the character’s choosing, up to the Walking rate of the character or opponent, whichever is less. A character may attempt herding multiple opponents by splitting his dice pool as normal (Multiple Attacks, p. 196, SR5). The distance that the character can herd multiple opponents is determined on an individual opponent basis.&lt;br /&gt;
&lt;br /&gt;
==Iaijutsu==&lt;br /&gt;
Iaijutsu is the art of sword drawing, though this technique goes beyond just using a sword. With this action, the character may perform Quick Draw Simple Action (p. 165, SR5) with any melee weapon. As with the quick draw rules, the weapon must be properly sheathed or holstered in order to use the Quick Draw Action. If successful, the character can then attack with the weapon as a Simple Action instead of a Complex Action for that Action Phase.&lt;br /&gt;
&lt;br /&gt;
==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
&lt;br /&gt;
==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
&lt;br /&gt;
==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
&lt;br /&gt;
==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
&lt;br /&gt;
==Kip-up==&lt;br /&gt;
From a Prone position, the character can kick himself back into a standing position and perform an immediate Close Combat Attack Action against a nearby target. The character must make an Agility + Gymnastics [Physical] (3) Test. If successful, the character can then make a Close Combat Attack as a Simple Action. The character can’t move from a Kip-up to attack an opponent if they are not in Reach. Failure on a Kip-up Action means that the character is still Prone.&lt;br /&gt;
&lt;br /&gt;
==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
&lt;br /&gt;
==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
&lt;br /&gt;
==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
&lt;br /&gt;
==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Pouncing Dragon==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
Pouncing Dragon is a close-combat attack where the character has superior position to the opponent and uses gravity to their advantage. This move can be made from a position standing above the opponent, the opponent being prone or standing below the character, or it can be executed when the character is in a Clinch with the opponent, both of them are on the ground, and the character’s Superior Position advantage is that they are on top of the opponent. Typically learned through mixed martial arts, various wrestling arts, or weapon martial arts as a way to dispatch fallen opponents, Pouncing Dragon requires characters to take advantage of gravity and put their weight behind the attack. Besides the Superior Position modifier, the character gets +2 DV on a successful attack. After the attack, the character is at the same level as the opponent and loses the Superior Position advantage.&lt;br /&gt;
&lt;br /&gt;
==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
&lt;br /&gt;
==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
Riposte allows shadowrunners to leverage an opponent’s force to their advantage, giving a character the chance to make a quick strike back at an attacker with their readied weapon. In place of the standard Defense Test, the character makes a (Melee Weapon Skill) + Reaction [Accuracy] Test against the opponent’s standard Attack Test. If the defender achieves more net hits than the attacker, the defender successfully avoided the attacker’s strike and managed to return a strike of their own. The defender’s riposte attack has a Damage Value equal to the normal DV of the weapon + net hits and is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike, with the damage increased by 2 due to the defender being off balance after their failed riposte.&lt;br /&gt;
&lt;br /&gt;
==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice Throw==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Shadow Block==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
;Simple Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (–10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3234</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3234"/>
		<updated>2018-09-05T04:52:29Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Counterstrike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
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A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
&lt;br /&gt;
Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
&lt;br /&gt;
After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
&lt;br /&gt;
==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
&lt;br /&gt;
===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
&lt;br /&gt;
===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
&lt;br /&gt;
===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
&lt;br /&gt;
===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
&lt;br /&gt;
==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
&lt;br /&gt;
==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
&lt;br /&gt;
===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
&lt;br /&gt;
==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
&lt;br /&gt;
During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
&lt;br /&gt;
;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
&lt;br /&gt;
==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
&lt;br /&gt;
===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
&lt;br /&gt;
===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
&lt;br /&gt;
===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
&lt;br /&gt;
===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
&lt;br /&gt;
===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
&lt;br /&gt;
===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
&lt;br /&gt;
===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
&lt;br /&gt;
===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
&lt;br /&gt;
===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
&lt;br /&gt;
===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
&lt;br /&gt;
===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
&lt;br /&gt;
===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
&lt;br /&gt;
===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
&lt;br /&gt;
===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
&lt;br /&gt;
===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
&lt;br /&gt;
===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
&lt;br /&gt;
===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
&lt;br /&gt;
===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
&lt;br /&gt;
===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
&lt;br /&gt;
===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
&lt;br /&gt;
===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
&lt;br /&gt;
===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
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===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
&lt;br /&gt;
===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
&lt;br /&gt;
===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
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==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
&lt;br /&gt;
===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
&lt;br /&gt;
=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
&lt;br /&gt;
==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
&lt;br /&gt;
The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Barbed Hooks==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
&lt;br /&gt;
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
&lt;br /&gt;
==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
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==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
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==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
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===Called Shot (Break Weapon)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Gives access to the Break Weapon Called Shot&lt;br /&gt;
&lt;br /&gt;
In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier (p. 197, SR5). Most weapons including guns are considered heavy material on the Barrier Rating table (p. 197, SR5). If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective. There are two options for a Break Weapon Called Shot. If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3. If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0. Note that use of this Called Shot requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Disarm)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.&lt;br /&gt;
&lt;br /&gt;
With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).&lt;br /&gt;
&lt;br /&gt;
If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Entanglement)===&lt;br /&gt;
;Specified Exotic Weapons Only&lt;br /&gt;
&lt;br /&gt;
The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Feint)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
&lt;br /&gt;
With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply. Note that use of this action requires Martial Art training.&lt;br /&gt;
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===Called Shot (Pin)===&lt;br /&gt;
;Archery/Thrown Weapon only.&lt;br /&gt;
&lt;br /&gt;
With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a –2 penalty to all Defense Tests.&lt;br /&gt;
&lt;br /&gt;
To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
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==Clinch==&lt;br /&gt;
A Clinch is a grappling position in a stand-up fight, where the opponent’s effective Reach has been neutralized. A Clinch is included in several martial arts and can be used as a medium to move from a stand-up fight to a ground fight through throws and knock down actions. With a successful opposed Gymnastics + Agility [Physical] vs. Reaction + Intuition Test, the character has clinched their opponent. This means that the character has a hold of the opponent (and possibly visa versa), so they can’t move away from each other. The difference between a Clinch and a Grapple action is that a Grapple involves a lock or choke hold on the opponent to immobilize him, while a Clinch doesn’t immobilize an opponent and allows both the character and opponent to make actions other than those involving the Clinch.&lt;br /&gt;
&lt;br /&gt;
The character who initiated the Clinch gets the Superior Position bonus modifier to actions while maintaining control of the Clinch. Both the character and opponent’s Reach bonus are negated, and attacks with melee weapons receive a penalty equal to their Reach bonus. Firearm use by both the character and opponent are penalized by the net successes of the Clinch. Unless the opponent escapes from the Clinch, neither opponent nor character can move away from each other. They can, however, move up to 2 meters together on each of their actions. A character in the inferior position can attempt to use an Escape Action to break the Clinch. A character in the Superior Position can let go of the Clinch as a Free Action; at this point the character in an inferior position can choose to use an Interrupt Action (–5 Initiative Score) to attempt to maintain the Clinch and gain Superior Position. This requires a new Gymnastics + Agility [Physical] by the player in the inferior position, and they receive a +1 dice pool bonus thanks to the fact that they are already in contact with the other character; the character in the Superior Position does not get the Superior Position bonus in this instance.&lt;br /&gt;
&lt;br /&gt;
A successful Clinch Action can lead to a Subdual, Called Shot: Knockdown, or Throw. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
&lt;br /&gt;
In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
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==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
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==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
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==Counterstrike==&lt;br /&gt;
Counterstrike allows the character to leverage the opponent’s force into an advantage, allowing the character to make a quick strike back. In place of the standard Defense Test, the character makes an Unarmed Combat + Reaction [Physical] Test against the opponent’s standard Attack Test. If the defender achieves more hits than the attacker, the defender successfully avoided the attacker’s strike while returning and landing a strike of their own. The defender’s counterstrike attack has a Damage Value equal to the defending character’s standard Unarmed DV + net hits. The damage is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike as normal.&lt;br /&gt;
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==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
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==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
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==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
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==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
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==Finishing Move==&lt;br /&gt;
A finishing move is that way-cool trid final attack maneuver the hero makes to defeat the bad guy. The character must declare that he is performing a Finishing Move combination. The character makes an attack. If the character successfully damages an opponent with the melee attack, the character can then make an immediate extra strike against the same opponent with a +2 dice pool modifier. A gratuitous Free Action to taunt the opponent can also be applied, especially if the attacker is holding the target’s spine and skull in his hands at the time. This action can only be performed once per Combat Turn. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Flying Kick==&lt;br /&gt;
Covering scissor, butterfly, crescent, hook, and reverse roundhouse kicks, this Action offers both range and power to the unarmed attack. The character must be at least a meter away from the opponent and be able to move toward the opponent to perform this action. A Flying Kick Action gives both +1 Reach and +1 dice pool bonus to the unarmed attack. If the Flying Kick Action is unsuccessful, the character becomes off balance, suffering a –1 dice pool penalty to Defense Tests until the character’s next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Full Offense==&lt;br /&gt;
A Full Offense attack occurs when a character accepts that he’s going to get hurt and doesn’t care so long as he hurts his opponent more. This is also the usual state of drunken brawlers, though their accuracy tends to be diminished. The attacking character receives a +2 dice pool modifier to their Close Combat skill test, but may not use any Defensive Interrupt Actions for that Action Phase (Block, Dodge, Full Defense, Parry, etc.). They also adjust their Initiative Score by –5. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
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==Half Sword==&lt;br /&gt;
;Blades only&lt;br /&gt;
&lt;br /&gt;
This odd technique involves grabbing the center part of the blade for a more forceful thrust against an armored target with the intent of piercing the target’s armor. Back in the days of plate armor, the Half Sword action was like using the sword as a crowbar and peeling back the armor. Today’s armor is more flexible, but the intent is the same. With a successful attack, the character improves their AP by 2 for the weapon. If the character fails, he takes a –2 penalty to his next action (not counting Defense Tests) and cannot use the Parry or Block Defensive Actions until his next Action Phase. Regardless of success or failure, the character has to Ready the Weapon (as he’s holding it in an unusual manner) in order to attack again. This move cannot be combined with Two Weapon fighting as it requires both hands. The weapon must be a blade with at least a Reach of 1. Note that use of this action requires Martial Art training.&lt;br /&gt;
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==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
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==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
While the Pouncing Dragon technique has the character using gravity to his advantage, not every combat allows the character to have superior position. With the Haymaker, the character uses centrifugal force in order gain power in the attack. This action is wild and obvious to an opponent. With this attack, the character gives the opponent +2 to their Defense Test. If successful the character gets +1 DV.&lt;br /&gt;
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==Herding==&lt;br /&gt;
As if engaging in some sort of masochistic dance, the character can use attacks and feints to maneuver an opponent into a bad position, such as on top of a land mine or against an open elevator shaft. On a successful Close Combat Attack, the character deals no damage to his opponent. Instead, the character can move the opponent 1 meter per net hit in the direction of the character’s choosing, up to the Walking rate of the character or opponent, whichever is less. A character may attempt herding multiple opponents by splitting his dice pool as normal (Multiple Attacks, p. 196, SR5). The distance that the character can herd multiple opponents is determined on an individual opponent basis.&lt;br /&gt;
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==Iaijutsu==&lt;br /&gt;
Iaijutsu is the art of sword drawing, though this technique goes beyond just using a sword. With this action, the character may perform Quick Draw Simple Action (p. 165, SR5) with any melee weapon. As with the quick draw rules, the weapon must be properly sheathed or holstered in order to use the Quick Draw Action. If successful, the character can then attack with the weapon as a Simple Action instead of a Complex Action for that Action Phase.&lt;br /&gt;
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==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
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==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
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==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
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==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
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==Kip-up==&lt;br /&gt;
From a Prone position, the character can kick himself back into a standing position and perform an immediate Close Combat Attack Action against a nearby target. The character must make an Agility + Gymnastics [Physical] (3) Test. If successful, the character can then make a Close Combat Attack as a Simple Action. The character can’t move from a Kip-up to attack an opponent if they are not in Reach. Failure on a Kip-up Action means that the character is still Prone.&lt;br /&gt;
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==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
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==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
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==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
&lt;br /&gt;
==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Pouncing Dragon==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
Pouncing Dragon is a close-combat attack where the character has superior position to the opponent and uses gravity to their advantage. This move can be made from a position standing above the opponent, the opponent being prone or standing below the character, or it can be executed when the character is in a Clinch with the opponent, both of them are on the ground, and the character’s Superior Position advantage is that they are on top of the opponent. Typically learned through mixed martial arts, various wrestling arts, or weapon martial arts as a way to dispatch fallen opponents, Pouncing Dragon requires characters to take advantage of gravity and put their weight behind the attack. Besides the Superior Position modifier, the character gets +2 DV on a successful attack. After the attack, the character is at the same level as the opponent and loses the Superior Position advantage.&lt;br /&gt;
&lt;br /&gt;
==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
&lt;br /&gt;
==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice Throw==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Shadow Block==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
;Simple Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (–10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3233</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3233"/>
		<updated>2018-09-05T04:51:16Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
&lt;br /&gt;
Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
&lt;br /&gt;
After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
&lt;br /&gt;
==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
&lt;br /&gt;
===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
&lt;br /&gt;
===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
&lt;br /&gt;
===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
&lt;br /&gt;
===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
&lt;br /&gt;
==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
&lt;br /&gt;
==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
&lt;br /&gt;
===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
&lt;br /&gt;
==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
&lt;br /&gt;
During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
&lt;br /&gt;
;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
&lt;br /&gt;
==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
&lt;br /&gt;
===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
&lt;br /&gt;
===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
&lt;br /&gt;
===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
&lt;br /&gt;
===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
&lt;br /&gt;
===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
&lt;br /&gt;
===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
&lt;br /&gt;
===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
&lt;br /&gt;
===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
&lt;br /&gt;
===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
&lt;br /&gt;
===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
&lt;br /&gt;
===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
&lt;br /&gt;
===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
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===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
&lt;br /&gt;
===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
&lt;br /&gt;
===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
&lt;br /&gt;
===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
&lt;br /&gt;
===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
&lt;br /&gt;
===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
&lt;br /&gt;
===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
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===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
&lt;br /&gt;
===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
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==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
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===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
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===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
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==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
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===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
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==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
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===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
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===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
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==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
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===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
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=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
&lt;br /&gt;
==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
&lt;br /&gt;
The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Barbed Hooks==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
&lt;br /&gt;
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
&lt;br /&gt;
==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
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==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
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==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Break Weapon)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Gives access to the Break Weapon Called Shot&lt;br /&gt;
&lt;br /&gt;
In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier (p. 197, SR5). Most weapons including guns are considered heavy material on the Barrier Rating table (p. 197, SR5). If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective. There are two options for a Break Weapon Called Shot. If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3. If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0. Note that use of this Called Shot requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Disarm)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.&lt;br /&gt;
&lt;br /&gt;
With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).&lt;br /&gt;
&lt;br /&gt;
If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Entanglement)===&lt;br /&gt;
;Specified Exotic Weapons Only&lt;br /&gt;
&lt;br /&gt;
The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Feint)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
&lt;br /&gt;
With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Pin)===&lt;br /&gt;
;Archery/Thrown Weapon only.&lt;br /&gt;
&lt;br /&gt;
With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a –2 penalty to all Defense Tests.&lt;br /&gt;
&lt;br /&gt;
To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
&lt;br /&gt;
==Clinch==&lt;br /&gt;
A Clinch is a grappling position in a stand-up fight, where the opponent’s effective Reach has been neutralized. A Clinch is included in several martial arts and can be used as a medium to move from a stand-up fight to a ground fight through throws and knock down actions. With a successful opposed Gymnastics + Agility [Physical] vs. Reaction + Intuition Test, the character has clinched their opponent. This means that the character has a hold of the opponent (and possibly visa versa), so they can’t move away from each other. The difference between a Clinch and a Grapple action is that a Grapple involves a lock or choke hold on the opponent to immobilize him, while a Clinch doesn’t immobilize an opponent and allows both the character and opponent to make actions other than those involving the Clinch.&lt;br /&gt;
&lt;br /&gt;
The character who initiated the Clinch gets the Superior Position bonus modifier to actions while maintaining control of the Clinch. Both the character and opponent’s Reach bonus are negated, and attacks with melee weapons receive a penalty equal to their Reach bonus. Firearm use by both the character and opponent are penalized by the net successes of the Clinch. Unless the opponent escapes from the Clinch, neither opponent nor character can move away from each other. They can, however, move up to 2 meters together on each of their actions. A character in the inferior position can attempt to use an Escape Action to break the Clinch. A character in the Superior Position can let go of the Clinch as a Free Action; at this point the character in an inferior position can choose to use an Interrupt Action (–5 Initiative Score) to attempt to maintain the Clinch and gain Superior Position. This requires a new Gymnastics + Agility [Physical] by the player in the inferior position, and they receive a +1 dice pool bonus thanks to the fact that they are already in contact with the other character; the character in the Superior Position does not get the Superior Position bonus in this instance.&lt;br /&gt;
&lt;br /&gt;
A successful Clinch Action can lead to a Subdual, Called Shot: Knockdown, or Throw. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
&lt;br /&gt;
In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
See p. 124.&lt;br /&gt;
&lt;br /&gt;
==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
&lt;br /&gt;
==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
&lt;br /&gt;
==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
&lt;br /&gt;
==Finishing Move==&lt;br /&gt;
A finishing move is that way-cool trid final attack maneuver the hero makes to defeat the bad guy. The character must declare that he is performing a Finishing Move combination. The character makes an attack. If the character successfully damages an opponent with the melee attack, the character can then make an immediate extra strike against the same opponent with a +2 dice pool modifier. A gratuitous Free Action to taunt the opponent can also be applied, especially if the attacker is holding the target’s spine and skull in his hands at the time. This action can only be performed once per Combat Turn. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Flying Kick==&lt;br /&gt;
Covering scissor, butterfly, crescent, hook, and reverse roundhouse kicks, this Action offers both range and power to the unarmed attack. The character must be at least a meter away from the opponent and be able to move toward the opponent to perform this action. A Flying Kick Action gives both +1 Reach and +1 dice pool bonus to the unarmed attack. If the Flying Kick Action is unsuccessful, the character becomes off balance, suffering a –1 dice pool penalty to Defense Tests until the character’s next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Full Offense==&lt;br /&gt;
A Full Offense attack occurs when a character accepts that he’s going to get hurt and doesn’t care so long as he hurts his opponent more. This is also the usual state of drunken brawlers, though their accuracy tends to be diminished. The attacking character receives a +2 dice pool modifier to their Close Combat skill test, but may not use any Defensive Interrupt Actions for that Action Phase (Block, Dodge, Full Defense, Parry, etc.). They also adjust their Initiative Score by –5. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
&lt;br /&gt;
==Half Sword==&lt;br /&gt;
;Blades only&lt;br /&gt;
&lt;br /&gt;
This odd technique involves grabbing the center part of the blade for a more forceful thrust against an armored target with the intent of piercing the target’s armor. Back in the days of plate armor, the Half Sword action was like using the sword as a crowbar and peeling back the armor. Today’s armor is more flexible, but the intent is the same. With a successful attack, the character improves their AP by 2 for the weapon. If the character fails, he takes a –2 penalty to his next action (not counting Defense Tests) and cannot use the Parry or Block Defensive Actions until his next Action Phase. Regardless of success or failure, the character has to Ready the Weapon (as he’s holding it in an unusual manner) in order to attack again. This move cannot be combined with Two Weapon fighting as it requires both hands. The weapon must be a blade with at least a Reach of 1. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
&lt;br /&gt;
==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
While the Pouncing Dragon technique has the character using gravity to his advantage, not every combat allows the character to have superior position. With the Haymaker, the character uses centrifugal force in order gain power in the attack. This action is wild and obvious to an opponent. With this attack, the character gives the opponent +2 to their Defense Test. If successful the character gets +1 DV.&lt;br /&gt;
&lt;br /&gt;
==Herding==&lt;br /&gt;
As if engaging in some sort of masochistic dance, the character can use attacks and feints to maneuver an opponent into a bad position, such as on top of a land mine or against an open elevator shaft. On a successful Close Combat Attack, the character deals no damage to his opponent. Instead, the character can move the opponent 1 meter per net hit in the direction of the character’s choosing, up to the Walking rate of the character or opponent, whichever is less. A character may attempt herding multiple opponents by splitting his dice pool as normal (Multiple Attacks, p. 196, SR5). The distance that the character can herd multiple opponents is determined on an individual opponent basis.&lt;br /&gt;
&lt;br /&gt;
==Iaijutsu==&lt;br /&gt;
Iaijutsu is the art of sword drawing, though this technique goes beyond just using a sword. With this action, the character may perform Quick Draw Simple Action (p. 165, SR5) with any melee weapon. As with the quick draw rules, the weapon must be properly sheathed or holstered in order to use the Quick Draw Action. If successful, the character can then attack with the weapon as a Simple Action instead of a Complex Action for that Action Phase.&lt;br /&gt;
&lt;br /&gt;
==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
&lt;br /&gt;
==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
&lt;br /&gt;
==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
&lt;br /&gt;
==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
&lt;br /&gt;
==Kip-up==&lt;br /&gt;
From a Prone position, the character can kick himself back into a standing position and perform an immediate Close Combat Attack Action against a nearby target. The character must make an Agility + Gymnastics [Physical] (3) Test. If successful, the character can then make a Close Combat Attack as a Simple Action. The character can’t move from a Kip-up to attack an opponent if they are not in Reach. Failure on a Kip-up Action means that the character is still Prone.&lt;br /&gt;
&lt;br /&gt;
==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
&lt;br /&gt;
==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
&lt;br /&gt;
==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
&lt;br /&gt;
==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Pouncing Dragon==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
Pouncing Dragon is a close-combat attack where the character has superior position to the opponent and uses gravity to their advantage. This move can be made from a position standing above the opponent, the opponent being prone or standing below the character, or it can be executed when the character is in a Clinch with the opponent, both of them are on the ground, and the character’s Superior Position advantage is that they are on top of the opponent. Typically learned through mixed martial arts, various wrestling arts, or weapon martial arts as a way to dispatch fallen opponents, Pouncing Dragon requires characters to take advantage of gravity and put their weight behind the attack. Besides the Superior Position modifier, the character gets +2 DV on a successful attack. After the attack, the character is at the same level as the opponent and loses the Superior Position advantage.&lt;br /&gt;
&lt;br /&gt;
==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
&lt;br /&gt;
==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice Throw==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Shadow Block==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
;Simple Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (–10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3232</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=3232"/>
		<updated>2018-09-05T04:23:26Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
&lt;br /&gt;
Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
&lt;br /&gt;
After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
&lt;br /&gt;
==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
&lt;br /&gt;
===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
&lt;br /&gt;
===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
&lt;br /&gt;
===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
&lt;br /&gt;
===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
&lt;br /&gt;
==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
&lt;br /&gt;
==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
&lt;br /&gt;
===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
&lt;br /&gt;
==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
&lt;br /&gt;
During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
&lt;br /&gt;
;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
&lt;br /&gt;
==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
&lt;br /&gt;
===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
&lt;br /&gt;
===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
&lt;br /&gt;
===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
&lt;br /&gt;
===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
&lt;br /&gt;
===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
&lt;br /&gt;
===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
&lt;br /&gt;
===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
&lt;br /&gt;
===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
&lt;br /&gt;
===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
&lt;br /&gt;
===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
&lt;br /&gt;
===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
&lt;br /&gt;
===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
&lt;br /&gt;
===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
&lt;br /&gt;
===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
&lt;br /&gt;
===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
&lt;br /&gt;
===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
&lt;br /&gt;
===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
&lt;br /&gt;
===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
&lt;br /&gt;
===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
&lt;br /&gt;
===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
&lt;br /&gt;
===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
&lt;br /&gt;
===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
&lt;br /&gt;
===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
&lt;br /&gt;
===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
&lt;br /&gt;
===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
&lt;br /&gt;
==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
&lt;br /&gt;
===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
&lt;br /&gt;
=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
&lt;br /&gt;
==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
&lt;br /&gt;
The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Barbed Hooks==&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
&lt;br /&gt;
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
&lt;br /&gt;
==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
&lt;br /&gt;
==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
&lt;br /&gt;
==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Break Weapon)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
;Gives access to the Break Weapon Called Shot&lt;br /&gt;
&lt;br /&gt;
In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier (p. 197, SR5). Most weapons including guns are considered heavy material on the Barrier Rating table (p. 197, SR5). If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective. There are two options for a Break Weapon Called Shot. If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3. If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0. Note that use of this Called Shot requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Disarm)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.&lt;br /&gt;
&lt;br /&gt;
With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).&lt;br /&gt;
&lt;br /&gt;
If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Entanglement)===&lt;br /&gt;
;Specified Exotic Weapons Only&lt;br /&gt;
&lt;br /&gt;
The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Feint)===&lt;br /&gt;
;Close Combat Only&lt;br /&gt;
&lt;br /&gt;
With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Pin)===&lt;br /&gt;
;Archery/Thrown Weapon only.&lt;br /&gt;
&lt;br /&gt;
With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a –2 penalty to all Defense Tests.&lt;br /&gt;
&lt;br /&gt;
To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
&lt;br /&gt;
==Clinch==&lt;br /&gt;
See p. 119.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
&lt;br /&gt;
In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
See p. 124.&lt;br /&gt;
&lt;br /&gt;
==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
&lt;br /&gt;
==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
&lt;br /&gt;
==Finishing Move==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 120.&lt;br /&gt;
&lt;br /&gt;
==Flying Kick==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Full Offense==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
&lt;br /&gt;
==Half Sword==&lt;br /&gt;
(BLADE ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
&lt;br /&gt;
==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Herding==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Iaijutsu==&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
&lt;br /&gt;
==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
&lt;br /&gt;
==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
&lt;br /&gt;
==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
&lt;br /&gt;
==Kip-up==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
&lt;br /&gt;
==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
&lt;br /&gt;
==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
&lt;br /&gt;
==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
&lt;br /&gt;
==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice Throw==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Shadow Block==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
==Pouncing Dragon==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
;Simple Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (–10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;br /&gt;
&lt;br /&gt;
==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Clubs&amp;diff=3231</id>
		<title>SR5:Weapons:Clubs</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Clubs&amp;diff=3231"/>
		<updated>2018-06-28T06:06:51Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Use  the  Clubs  skill  to  inflict  blunt  force  trauma  with &lt;br /&gt;
these weapons.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
==Club==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|Reach=1|DV=(STR+3)P&lt;br /&gt;
|Cost=30&lt;br /&gt;
|Source=Core&lt;br /&gt;
|Description=The weapon they named the skill after. The stats represent a range of objects, including an '''axe handle''', '''baseball bat''', '''wrench''', '''crowbar''', a '''tire iron''', and a '''two-by-four with a rusty nail in it'''. There is a price listed, but it's not overly difficult to find one for free if you know where to look.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Extendable Baton==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=(STR+2)P&lt;br /&gt;
|Availability=4|Cost=100&lt;br /&gt;
|Source=Core&lt;br /&gt;
|Special=;Simple Action:Collapse/Extend&lt;br /&gt;
;Collapsed:Concealability Modifier 0&lt;br /&gt;
;Extended:Concealability Modifier +2&lt;br /&gt;
;Wireless:Readying the extendable baton is a Free Action instead of a Simple Action.&lt;br /&gt;
|Description=The telescoping club can be collapsed, and it can be extended with a sharp flick of the wrist or a wireless signal. When retracted, it's more easily concealed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sap==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+2)P&lt;br /&gt;
|Availability=2|Cost=30&lt;br /&gt;
|Source=Core&lt;br /&gt;
|Special=;Concealment:Concealability Modifier –2&lt;br /&gt;
|Description=Also  called  a  blackjack,  this  is  a  small,  springy club, or a flat piece of iron in a flexible leather covering. It’s specially designed for concealment.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=(STR+3)P&lt;br /&gt;
|Availability=3|Cost=100&lt;br /&gt;
|Source=Core&lt;br /&gt;
|Description=This large, heavy stick is popular with magicians going for that traditional look. Available in composite, hardwood, high-carbon steel, and other materials.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stun Baton==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|Reach=1|DV=9S(e)|AP=-5&lt;br /&gt;
|Availability=6R|Cost=750&lt;br /&gt;
|Source=Core&lt;br /&gt;
|Special=;Wireless:The stun baton recharges by induction, regaining one charge per full hour of wireless-enabled time.&lt;br /&gt;
|Description=A standard riot-control weapon, viewed as a tool and symbol of corporate-government oppressors but pragmatically useful to runners. It has ten charges and regains one charge per ten seconds when plugged in.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Telescoping Staff==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|Reach=2|DV=(STR+2)P&lt;br /&gt;
|Availability=4|Cost=350&lt;br /&gt;
|Source=Core&lt;br /&gt;
|Special=;Simple Action:Extend/Collapse&lt;br /&gt;
;Wireless:Extending the telescoping staff is a Free Actions instead of a Simple Action.&lt;br /&gt;
|Description=This is a metal and composite staff that can telescope down to a reasonable size, one that can be concealed about as easily as a stun baton or a sword. It can be extended and locked in place by whirling it at the correct speed and angle and twisting the grip, or via a wireless signal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nemesis Arms Maul Stun Staff==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=9S(e)|AP=-5&lt;br /&gt;
|Availability=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=Double-sided zapping power! The stun staff is basically a staff with stun batons on each end. They’re rather large and a bit ugly but they look quite intimidating in the hands of the guards at Shiawase HQ.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=3170</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=3170"/>
		<updated>2018-05-26T22:22:46Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Exotic Melee Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ceramic/Plasteel Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Lapel Dagger|Acc=4|DV=(STR+1)P|AP=-1|Avail=5|Cost=100|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Mortimer of London &amp;quot;Belgrave&amp;quot; Sword Cane|Acc=5|Reach=1|DV=(STR+3)P|AP=-2|Avail=8|Cost=450|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Knife|Acc=5|DV=(STR+2)P|AP=-2|Avail=6R|Cost=1,000|Source=SASS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Sword|Acc=6|Reach=1|DV=(STR+4)P|AP=-2|Avail=8F|Cost=2,000|Source=SASS}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exotic Weapons==&lt;br /&gt;
&lt;br /&gt;
===Exotic Melee Weapon===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12F|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Chainsaw&lt;br /&gt;
|Acc=3|Reach=1|DV=8P|AP=-6|Avail=8|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exotic Firearms===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Grapple gun&lt;br /&gt;
|Acc=3|DV=7S|AP=-2|Modes=SS|Ammo=1(ml)|Avail=8R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Laser Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Throwing Weapon==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tasers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holdouts==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Light Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assault Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cannons/Launchers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sporting Rifle==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Improvised Weapons=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ammo/Grenades=&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arrows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Mono Tip&lt;br /&gt;
|AP=-2|Avail=8R|Cost=30|CostNote=*Rating|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Seeker Shafts&lt;br /&gt;
|Avail=12F|Cost=45|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Firearm Accessories=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=3169</id>
		<title>SR5:Weapons:Exotic Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=3169"/>
		<updated>2018-05-26T22:21:22Z</updated>

		<summary type="html">&lt;p&gt;Welling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Range Table&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | DP Modifier&lt;br /&gt;
! Short&amp;lt;br /&amp;gt;+0&lt;br /&gt;
! Medium&amp;lt;br /&amp;gt;-1&lt;br /&gt;
! Long&amp;lt;br /&amp;gt;-3&lt;br /&gt;
! Extreme&amp;lt;br /&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Exotic Ranged Weapons&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Range in Meters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Flamethrowers&lt;br /&gt;
| 0&amp;amp;ndash;5&lt;br /&gt;
| 6&amp;amp;ndash;10&lt;br /&gt;
| 11&amp;amp;ndash;15&lt;br /&gt;
| 16&amp;amp;ndash;20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Lasers&lt;br /&gt;
| 0&amp;amp;ndash;5&lt;br /&gt;
| 6&amp;amp;ndash;10&lt;br /&gt;
| 11&amp;amp;ndash;15&lt;br /&gt;
| 16&amp;amp;ndash;20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12F|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Chainsaw&lt;br /&gt;
|Acc=3|Reach=1|DV=8P|AP=-6|Avail=8|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Chakram&lt;br /&gt;
|Acc=4|DV=(STR)P|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Grapple gun&lt;br /&gt;
|Acc=3|DV=7S|AP=-2|Modes=SS|Ammo=1(ml)|Avail=8R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FlameThrowers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000|Source=SR5:GH3}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monofilament Whip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5(7)|Reach=2|DV=12P|AP=-8&lt;br /&gt;
|Availability=12F|Cost=10,000&lt;br /&gt;
|Special=;Skill:Exotic Melee Weapon (Monofilament Whip)&lt;br /&gt;
;Glitch:You catch the weighted tip on something nearby and need to disentangle it before you make another proper attack with it.&lt;br /&gt;
;Critical Glitch:You hit yourself with the whip and take its base damage (resisted normally)&lt;br /&gt;
;Wireless:The whip can be readied with a Free Action, rather than a Simple Action.&lt;br /&gt;
:The whip's built-in safety system retracts automatically instead of getting you entangled on a glitch.&lt;br /&gt;
:Accuracy increased by 2.&lt;br /&gt;
|Description=Iconic. Terrifying. Deadly. Few weapons on the street are more feared. This monofilament line can cut through bone and armor like hot butter. The line extends out to two meters, and retracts into the weapon's handle when not in use. The whip action, the weighted tip, and the deadly thread of monofilament line itself make this weapon a potential danger to it's wielder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=3|Reach=1|DV=8P|AP=-6&lt;br /&gt;
|Availability=8|Cost=500&lt;br /&gt;
||Description=The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good melee weapon (use Exotic Melee Weapon skill). When used against barriers, double the monofilament chainsaw’s Damage Value of 8P.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Garrote==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+4)S|AP=-6&lt;br /&gt;
|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=This can be as simple as a string attached to a pair of pencils but is usually a far more professional tool. The garrote is a handheld weapon designed to quietly kill via strangulation. The weapon consists of a central string, usually semiflexible wire of some sort, attached to a pair of handles used to pull the weapon tight once it is wrapped around a targets neck. Death is slow and unpleasant as the target usually struggles intensely, so a strong stomach and skill are both required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote==&lt;br /&gt;
&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+6)P|AP=-8&lt;br /&gt;
|Availability=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=Leave it to Ares to make something deadly even deadlier. The Queen of Hearts is the nickname for Ares’ monofilament garrote that will often take a head right off well before the target suffocates, though I’m certain that was part of the intended design. Other megacorps have copied the design, but Ares is by far the biggest name out there.&lt;br /&gt;
|Jackpoint=*Beware mistakes. A misplaced pinky can be the difference between a clean kill and a place on the dishonored yakuza list. The Queen of Hearts and her sister models are unforgiving on untrained fools.&lt;br /&gt;
**Thorn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chakram==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR)P&lt;br /&gt;
|Availability=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
Use Shuriken range and Skill Exotic Melee Weapon (Chakram)&lt;br /&gt;
&lt;br /&gt;
==Bullwhip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=(STR+1)P|AP=+3&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Blast Out of Hands Called Shot&lt;br /&gt;
:As normal knocks object away from Attacker&lt;br /&gt;
:Blast Out of Hands with Opposed Strength Test to yank towards attacker&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:+2 bonus to Strength Test&lt;br /&gt;
;Knockdown Called Shot&lt;br /&gt;
:Trip an opponent&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:Remote Trip&lt;br /&gt;
|Description=Whether it’s redirecting bulls, snagging wrists, or lashing infidels, the whip has seen an interesting history as a tool, a showpiece, a torture device, and a weapon.This versatility is both its greatest asset and its biggest detriment. The training that is needed to use this weapon is very specific, but a truly skilled individual can perform feats with this item unmatched by any other&lt;br /&gt;
weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Combat Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ash Arms Combat Chainsaw.png&lt;br /&gt;
|Accuracy=5|Reach=1|DV=8P|AP=-4&lt;br /&gt;
|Availability=6R|Cost=2,000&lt;br /&gt;
|Jackpoint=*This model is decent with its special features that remove some of the safety features located on most chainsaws, but cheap street rats will still try and use their local hardware store model in a fight. Most learn about their mistake the hard way.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Monofilament Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=12P|AP=-8&lt;br /&gt;
|Availability=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Monofilament makes everything better or so Ash Arms would like us to believe. While the civilian model is actually used for cutting things like concrete and sculpting stone, that is just never enough. Ash has retooled the monofilament cousin of the standard chainsaw as well and made it into a unique weapon that has probably cut off more limbs from brain-dead wielders than their intended victims. But boy is a successful hit awesome.&lt;br /&gt;
|Jackpoint=*Same problems occur here when people try and use the tools as the weapons. Darwin would be proud.&lt;br /&gt;
**Butch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Collapsible Scythe==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=2|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=16R|Cost=2,350&lt;br /&gt;
|Description=Nothing brings the terror of your imminent demise to a peak quite the same way as a shadowy figure wielding a scythe closing in on you. The progenitor of this weapon was a female assassin who goes by the name Keres. There have been a few copycats since, but none as skilled or successful. This weapon is custom made and is essentially a telescoping staff with a Smartsteel blade fused to one end. When collapsed, the staff part compresses together with a telescopic design, and the blade coils inside the end of the shaft. Collapsing or extending the scythe is a Complex Action. When collapsed, the scythe is the same size as a club or baton (0 Concealability modifer) and if inspected noticing the coiled blade can be diffcult (-4 Concealability Modifer). Wireless bonus: Collapsing or extending the scythe is a Simple Action.&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares S-III Super Squirt==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Chemical|Modes=SA|Ammo=20(c)&lt;br /&gt;
|Availability=7R|Cost=950&lt;br /&gt;
|Description=This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories}}&lt;br /&gt;
&lt;br /&gt;
==Ares Screech Sonic Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Accuracy=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)&lt;br /&gt;
|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Sonic Rifle:The sonic rifle can fire with variable beam settings. It uses the same rules as shotguns (p. 180, SR5) for determining the number of targets affected and the DV modifier, as well as ranges. The Exotic Ranged Weapon (Sonic Rifle) skill is used to fire this weapon.&lt;br /&gt;
;Damage Resistance:The Damage Resistance Test uses Willpower instead of Body and ignores all standard armor. Damper earware (p. 454, SR5) provides +2 bonus dice to the resistance test. A Hush or Silence spell reduces the DV by –1 per hit on the Spellcasting Test.&lt;br /&gt;
;Conditions:Targets hit by a beam suffer the effects of disorientation and nausea (see p. 409, SR5, use Damage Resistance Test in place of Toxin Test). The rifle uses peak discharge battery packs, with each shot consuming 1 power unit.&lt;br /&gt;
|Description=This is a nasty little oddball of a weapon. Though it’s called the Screech and its classified as a sonic rifle, anyone with this thing pointed at them will rarely hear a thing other then their own retching as they puke up their latest meal. This devious invention uses focused sound waves to disorient the target while not causing any real damage. Perfect for crowd control as long as the users are prepped with gas masks, since the reek of soybase vomit will fill the air this sucker is fired.&lt;br /&gt;
|Jackpoint=*Don’t try and use this against spirits. Their lack of a standard biology makes them immune to the effect. Works great on most other things though. Usually seems to depend on whether they have ears that affect their balance and equilibrium. &lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blowgun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Blowgun&lt;br /&gt;
|Accuracy=8|DV=1P|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=4|Cost=15&lt;br /&gt;
|Special=;Blowgun:Blowguns are fired with the Exotic Ranged Weapon (Blowgun) skill and use Taser ranges. To deliver a toxin with a blowgun needle, use the Called Shot Location rules to target an area not protected by armor. If the attack succeeds, the poison is delivered.&lt;br /&gt;
;Glitches:Note that when using a blowgun, a character may inhale his own dart on a critical glitch; some modern blowguns have a safeguard in form of a small cross-like section in the mouthpiece.&lt;br /&gt;
|Description=Nope, not kidding. The blowgun has been silently neutralizing targets for hundreds of years. Especially popular with stealthy forces that like to poison their targets&lt;br /&gt;
and then recover their goodies or finish them off once&lt;br /&gt;
they are no longer able to fight off a flea. They take a lot&lt;br /&gt;
of skill to use and almost always include a drug or toxin on their needles. Otherwise it would just be ranged&lt;br /&gt;
acupuncture.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S|AP=+4&lt;br /&gt;
|Availability=6|Cost=75&lt;br /&gt;
|Special=;Bola:Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).&lt;br /&gt;
;Called Shots:When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.&lt;br /&gt;
;Remove Bolas:Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).&lt;br /&gt;
;Range:Bolas use shuriken ranges.&lt;br /&gt;
;Boom-bolas: One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.&lt;br /&gt;
|Description=Take a pair of rocks, tie them together with a rope. Now you have basic bolas. Take that and throw it at some thing, letting the extra centrifugal force give it some added punch. Now get fancy and try and wrap it around your target. It’s not easy, but if you hit just right it’s both a takedown and a load of pain all in one. Modern bolas aren’t rocks tied with strings; instead, they’re usually solid steel connected with wire, often with three balls instead of two. They’re a favorite weapon of hunters that prefer to take their prey alive, especially bounty hunters.&lt;br /&gt;
|Jackpoint=*Sociopathic runners are often at the forefront of interesting derivations and innovations in the arms race. Boombolas are an example of that. A pair of wireless-enabled grenades, or one grenade and a counterweight, are used to snare the target with a healthy reminder of how bad not surrendering can be. There are also those who simply use the bola design to put the grenades right on top of a target. No longer chunky salsa, more of a fine purée.&lt;br /&gt;
**Red Anya&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Monofilament Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S/12P|AP=+4/-8&lt;br /&gt;
|Availability=18F|Cost=4,000&lt;br /&gt;
|Special=;Damage:A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.&lt;br /&gt;
|Description=If getting tangled up by a pair of metal balls on a metal wire wasn’t bad enough, imagine if that wire was a monofilament line. There’s very little intention to capture and much more to harm, though the company tag line is suppression through intimidation, claiming they wrap and prevent escape by the threat of increased risk of harm.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Pain Inducer==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Special|Modes=SS|Ammo=Special&lt;br /&gt;
|Availability=11R|Cost=5,000&lt;br /&gt;
|Description=For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the game-master deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.&lt;br /&gt;
&lt;br /&gt;
The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds.&lt;br /&gt;
Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Special=;Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==FN-AAL Gyrojet Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Accuracy=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=12F|Cost=2,000&lt;br /&gt;
|Special=;Accessories:The FN-AAL Gyrojet pistol can mount the same accessories as a heavy pistol and uses the same ranges.&lt;br /&gt;
;Aquatic Use:When it is used underwater, increase the standard munitions DV ratings by +2 in addition to any other modifiers.&lt;br /&gt;
|Description=Once advertised as a favorite of the British Special Boat Squadron, FN has increased their market audience to most of the marine-based special operations forces around the world. The gun fires miniature 6mm rockets that explode on impact—an effect that, underwater, is even worse than in the air.&lt;br /&gt;
|Jackpoint=*FN makes a full array of alternate munitions that match up well with their standard counterparts. Jelly rockets are awesome.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Grapple gun==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=7s|AP=–2|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=8R|Cost=500&lt;br /&gt;
|Description=This gun can shoot a grappling hook and attached rope, using [[SR5:Weapons:Bow|Light Crossbow ranges]]. It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Use the Exotic Ranged Weapon skill to shoot it. Micro rope can support a weight of up to 100 kilograms; standard and stealth ropes can support a weight of up to 400 kilograms.}}&lt;br /&gt;
&lt;br /&gt;
See [[SR5:Security:Grapple Gun|the Grapple Gun section]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Gun Cane==&lt;br /&gt;
===Gun Cane, Knockoff===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Accuracy=5|DV=9P|Modes=SS&lt;br /&gt;
|Availability=6R|Cost=150&lt;br /&gt;
|Special=;One Time Use:The Knockoff models are destroyed after firing.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=*The Trafalger line has been copied by cheaper knock-off companies, some that are using heavier rounds but all of them destroy the cane after they are used.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Gun Cane, Trafalgar===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Accuracy=6|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=9R|Cost=750&lt;br /&gt;
|Special=;Gun Cane:The gun cane uses taser ranges, can only use caseless ammo, and cannot mount any accessories. It is fired with the Exotic Ranged Weapons (Gun Cane) skill.&lt;br /&gt;
;Concealment:Its Concealment modifiers are +0 for the whole cane and –6 to detect its true nature (see p. 419, SR5).&lt;br /&gt;
|Description=Where fashion meets defense, this single-shot weapon is a fashion accessory with both form and function. Designed to look just like Mortimer’s regular line of dress canes, the Trafalger tag goes on any of the gun canes no matter what they look like.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Weapon|Type=Exotic&lt;br /&gt;
|Weapon=Net&lt;br /&gt;
|Accuracy=Physical-2&lt;br /&gt;
|Availability=6|Cost=350&lt;br /&gt;
|Special=;Successful Attack:With a successful attack using rules for a Grazing Hit (p. 173, SR5), the net lands over an opponent and they are considered to be in subduing combat (p. 195, SR5). An attacker must move to the target in order to engage in any of the Subduing actions.&lt;br /&gt;
;Escape Net:To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) or Agility + Escape Artist as a Complex Action, against a threshold equal to the attacker’s net hits.&lt;br /&gt;
;Range:Nets use half the range of throwing knives (round up) and employ the Exotic Ranged Weapons (Net) skill.&lt;br /&gt;
|Description=There always seemed to be no more embarrassing gladiatorial death than to be trapped in a net and then poked to death. I think the fact that the gladiators who fought with nets were the lowliest of the low makes it even worse. But these days it doesn’t matter. If it works, use it. The net makes a great way to slow an opponent and provide an advantage, and isn’t that what life is always about—getting the advantage?&lt;br /&gt;
|Jackpoint=*And if it doesn’t work, modify it until it does. While a few attempts at monofilament nets have been tried and failed spectacularly, other more offensive materials have been used with nets. The Terra Cotta ShredNet with its barbed wire netting and the Ares ShockNet with an electrical stun charge built in have been two very popular options to spice things up.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net Gun, Basic==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, Basic&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=4(b)&lt;br /&gt;
|Availability=9|Cost=750/350&lt;br /&gt;
|Special=;On Hit:When a target is hit, apply the rules for nets (see p. 25).&lt;br /&gt;
;Size Modifiers:If a large net is used against a normal sized target, the target receives a –2 modifier on his Agility, while a large target hit by a normal sized net receives a +2 Agility modifier. Net guns use light pistol ranges and cannot mount any accessories.&lt;br /&gt;
;Costs Gun/Ammo:The cost on the left side of the slash is the price of the gun; on the right is the cost of a full load of ammunition for the weapon.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Net Gun, XL===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, XL&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=2(b)&lt;br /&gt;
|Availability=9|Cost=1,000/400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===ShockNet===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=ShockNet&lt;br /&gt;
|Accuracy=as gun|Modes=as gun|Ammo=as gun&lt;br /&gt;
|DV=8S(e)|AP=-5&lt;br /&gt;
|Availability=10R|Cost=+250&lt;br /&gt;
|Special=;ShockNet:The ShockNet has two charges. One will activate on contact, the second at the start of the next Combat Turn.&lt;br /&gt;
|Description=This weapon comes in two models, the basic and the XL. The basic is designed for metahumans, except for trolls, and smaller critters; while the XL is intended for trolls and other larger creatures.&lt;br /&gt;
|Jackpoint=*The ShockNet ammo is great for helping with a little extra takedown on those really feisty targets.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=as Drug/Toxin|Modes=SA|Ammo=5(c)&lt;br /&gt;
|Availability=4R|Cost=600&lt;br /&gt;
|Description=The industry standard dart pistol, this fires injection dar ts (p. 434) with narcoject or another payload. The Parashield dar t pistol uses Heavy Pistol ranges and can take top-mounted accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=as Drug/Toxin|Modes=SA|Ammo=6(m)&lt;br /&gt;
|Availability=6R|Cost=1,200&lt;br /&gt;
|Description=Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tiffani Élégance Shooting Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|Image=SR5 Weapon Tiffani Elegance Shooting Bracer.png&lt;br /&gt;
|Weapon=Shooting Bracer&lt;br /&gt;
|Accuracy=5(6)|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=10R|Cost=1,250&lt;br /&gt;
|Special=;Shooting Bracer:The Élégance Shooting Bracer can only use caseless ammunition and uses taser ranges. It cannot mount any accessories.&lt;br /&gt;
;Concealability:The bracer’s Concealability modifier to hide its true function is –5 (see p. 419, SR5).&lt;br /&gt;
|Description=Elegant and deadly in one high fashion package. Tiffani has made the Élégance for years, and dozens of basic designs are out there now. The truly elite get their bracers customized to match their newest fashions, and some have gathered quite the collection of Élégance bracers in their closet.&lt;br /&gt;
|Jackpoint=*Aim on these things is wretched due to the lack of barrel. Tiffani has tried to help make up for that with a laser sight feature available on their newest model.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Flame Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Flame Bracer&lt;br /&gt;
|Accuracy=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)&lt;br /&gt;
|Availability=8F|Cost=775&lt;br /&gt;
|Description=This gizmo was invented by a mage who favored the Shape Fire spell but could never find a ﬂame when he needed it. On a critical glitch you hit yourself with the ﬂame. This weapon uses the Exotic Ranged Weapon skill.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Simoom==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Shaiwase Arms Simoon&lt;br /&gt;
|Accuracy=Physical|DV=6P|Modes=SA/FA|Ammo=6(ml)&lt;br /&gt;
|Availability=14R|Cost=1,500&lt;br /&gt;
|Description=Combining the best of offense and defense, this set of forearm guards (p. 73, Run &amp;amp; Gun) offers +1 Armor and has a built in light pistol “Magazine Barrel” on the dominant arm’s guard. Firing is a Complex Action. The magazine barrel holds 6 shots that can be fred individually or all at once as full auto fire. The Simoom uses pistol ranges. Full Auto fire takes a –2 penalty from recoil. The offhand guard has one capacity slot that stores a spare barrel magazine (nonfring) standard but can be repurposed with other equipment. The Concelability modifer to hide the true function of the bracer is –4. Wireless bonus: Firing is a Simple Action &lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Throwing Syringe==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Throwing Syringe&lt;br /&gt;
|Accuracy=Physical|DV=(STR-2)P|AP=-2|&lt;br /&gt;
|Availability=6F|Cost=1,500&lt;br /&gt;
|Description=Originally developed by a street doc who was also a throwing adept, this weapon quickly found fans with assassins due to its ability to deal deadly attacks in an easily concealable package. These aerodynamic throwing needles have an internal compressed reservoir with an inertial trigger. When the darts strike a target, they inject any liquid they contain into the target. If the syringe does not penetrate the armor and the liquid is not contact vector, the target is not affected by the liquid (see Injection Darts, p. 434, SR5). A character can ready (Agility / 2) of these syringes with one Ready Weapon action. Wireless bonus: If all the Throwing Syringes you throw in a Combat Turn have wireless and you have a smartlink system, each syringe you throw receives a +1 dice pool bonus per syringe thrown that Combat Turn at your current target, as the syringes adjust for wind and other atmospheric conditions. So you’d get no bonus on the frst throw, +1 on the second throw, and +2 on the third, etc. (assuming you aimed all three syringes at the same target. If you didn’t then no bonus).&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ares Armatus==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Ares Armatus&lt;br /&gt;
|Accuracy=6|DV=6P|AP=-5|Modes=SA|Ammo=10&lt;br /&gt;
|Availability=20F|Cost=19,000&lt;br /&gt;
|Description=A recent experimental prototype “laser shotgun” produced by Ares, this laser weapon uses a beam splitter to fre an array of smaller lasers rather than a single cohesive beam. This weapon has been seen in limited use with Firewatch teams but has not been released for sale on the military arms market. If you are lucky enough to happen across one for sale, consider its condition to be dropped once, never fired. This weapon has the same qualities specifc to other laser weapons (p. 47, Run &amp;amp; Gun) including increased range penalties and power source needs. The Armatus uses shotgun ranges and can fire narrow, medium, or wide spreads like a normal shotgun.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
=Lasers=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+Laser Weapon Basics&lt;br /&gt;
|&lt;br /&gt;
Laser weapons suffer no recoil. Laser weapons lose focus and deliver less damage over longer distances. For each range category beyond Short, decrease the weapon’s DV by 1 (Medium –1, Long –2, Extreme –3). Laser weapons are also affected by particulate matter in the air that reduce the beam’s focus. Environmental Visibility Conditions (p. 175, SR5) also affect DV. Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –2, Heavy –3). The air condition and distance modifiers stack with each other, so firing a Redline at a target at Extreme Range through Moderate Fog reduces the DV by 5.&lt;br /&gt;
&lt;br /&gt;
Portable laser weapons derive their power from peak discharge battery packs (see p. 52). Stationary or vehicle mounted laser weapons are often directly linked to energy sources.&lt;br /&gt;
&lt;br /&gt;
Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.&lt;br /&gt;
&lt;br /&gt;
They may mount underbarrel and top mounted accessories only and cannot be modified in any way.&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Laser Weapons)&lt;br /&gt;
;Range:See Weapon&lt;br /&gt;
:-1 DV per Range Category&lt;br /&gt;
;Visibility:-1 DV per level of Visibility Modifier&lt;br /&gt;
;Mounts:Underbarrel and Top only&lt;br /&gt;
;Modifications:Cannot be modified&lt;br /&gt;
Nothing confirms that you’re living in the future like burning a hole in someone with a concentrated beam of light. That’s what a laser does for you, and for some people that’s reason enough to wield them. But if you add on top of that the fact that they don’t leave behind bullet cases and they don’t experience recoil, you perhaps have some more practical reasons for taking one out in the field.&lt;br /&gt;
&lt;br /&gt;
==Ares Redline Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Redline.png&lt;br /&gt;
|Weapon=Ares Redline Laser&lt;br /&gt;
|Accuracy=9|DV=5P|AP=-10|Ammo=10(c) or external source&lt;br /&gt;
|Availability=14F|Cost=7,500&lt;br /&gt;
|Special=;Ammo:The Ares Redline consumes 1 power unit per shot and draws its power from a detachable power clip or an external source, usually a satchel power pack.&lt;br /&gt;
;Range:It uses SMG ranges.&lt;br /&gt;
|Description=Featured as the weapon of Ace Holt in the Cross Point: Daedalus trideo trilogy, the Ares Redline laser pistol has been the poster child for Ares’ laser weapons program. Even though it has been on the market for a number of years the Redline has not seen many improvements or, as most folks were hoping, an increase in production volume.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Lancer MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Lancer MP Laser.png&lt;br /&gt;
|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Accuracy=7|DV=7P|AP=-10|Ammo=2 x 10(c) or external source&lt;br /&gt;
|Availability=18F|Cost=16,000&lt;br /&gt;
|Special=;Special:The Archon uses 2 power units per shot and is either powered by twin power clips or by an external satchel or backpack power pack.&lt;br /&gt;
;Range:It uses Assault Rifle ranges.&lt;br /&gt;
|Description=It was inevitable with the popularity of the Redline that the MP-Laser line would get an upgrade and facelift to fit the image of a sci-fi laser rifle, ready for an alien invasion. Though unless the aliens are attacking a high-profile Ares facility or Firewatch training facility, we likely won’t see many Lancers on the front line.&lt;br /&gt;
|Jackpoint=*The Lancer is the evolution of the MP-III “Dragon,” a model that had very poor product recognition and identity due to the helicopter of the same name.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Archon Heavy MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Archon Heavy MP Laser.png&lt;br /&gt;
|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Accuracy=7|DV=10P|AP=-10|Ammo=External source&lt;br /&gt;
|Availability=24F|Cost=35,000&lt;br /&gt;
|Special=;Standard upgrades:Bipod, tripod mount, or gyro stabilization unit mount&lt;br /&gt;
;Ammo:The Archon uses 4 power unit per shot and is powered by either an external battery pack (almost always a power backpack) or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online).&lt;br /&gt;
;Range:The Archon uses sniper rifle ranges.&lt;br /&gt;
|Description=Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for most users the Archon comes standard with a bipod and a mount for either a tripod or gyro-mount. This bad boy will make anyone stand up and take notice.&lt;br /&gt;
|Jackpoint=*More like duck for cover if they’re smart!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Actually, more like stand up and raise their arms in surrender. This beast cuts through cover.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=FLAMETHROWERS=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+ALL ABOUT FLAMETHROWERS&lt;br /&gt;
|&lt;br /&gt;
Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI connection makes it a Free Action.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to two additional targets within two meters of another target. A single Attack Test is made against all targets, and they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is engulfing. Flamethrowers can also be used for laying down Suppressive Fire (p. 179, SR5), consuming four shots, and they can take advantage of the same rules as Flechette Suppressive Fire (p. 120).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal fire damage (p. 171, SR5) and will set fire to almost every item caught in the attack’s area of effect for at least a short period of time (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or closer.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers cannot mount any accessories except biometric safety systems (Advanced Safety, p. 50).&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Flamethrowers)&lt;br /&gt;
;Range:Taser Ranges&lt;br /&gt;
:Only -1 at Extreme Range&lt;br /&gt;
:No Penalty for Long Range and closer&lt;br /&gt;
;Ready Weapon:Complex Action&lt;br /&gt;
:Simple Action with '''Wireless'''&lt;br /&gt;
:Free Action with '''Wireless DNI'''&lt;br /&gt;
;Area Attack:Complex Action&lt;br /&gt;
:2 additional targets within 2 meters of primary target&lt;br /&gt;
:Single Attack Test, Separate Defense Tests&lt;br /&gt;
:DV -2 per additional target&lt;br /&gt;
;Suppressive Fire:Consumes 4 Shots&lt;br /&gt;
:Flechette Suppressive Fire&lt;br /&gt;
;Elemental Damage:[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire Damage]]&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are terrifying weapons that ignite a stream of gasoline and oil or napalm so they can spew flaming death. Older model flamethrowers store their fuel in a backpack-like tank, while the user holds a pistol-grip nozzle with a hose attached to supply the fuel. Modern handheld flamethrowers merge everything into a portable package about the size of a submachine gun or assault rifle. This means less fuel but a lot less shoot-the-fuel-tank-type situations.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are fired with the Exotic Ranged Weapons: Flamethrowers skill. They require a Complex Action to be made ready to fire. They can be used for Suppressive Fire (p. 179, SR5). They also can be used to attack multiple targets; using a Complex Action means the shooter can attack with a fanning motion, striking up to three targets (as long as they are all within the weapon’s range and each target is within four meters of the others). This uses two units of the flamethrower’s ammo capacity.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Their range is listed with each individual flamethrower.&lt;br /&gt;
&lt;br /&gt;
==Shiawase Blazer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Shiawase Blazer.png&lt;br /&gt;
|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA&lt;br /&gt;
|Special=;Reload:Replacing the fuel tank requires a full Combat Turn.&lt;br /&gt;
|Description=Handheld flaming death! The Blazer is small and easily portable. Used heavily during the Az-Am War to root out Amazonian guerillas, the Blazer has found its way into the standard arsenal of many mercenary and special operations units around the world.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Incinerator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Flamethrower&lt;br /&gt;
|Image=SR5 Weapon Shiawase Arms Incinerator.png&lt;br /&gt;
|Accuracy=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Availability=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=A recent release from Shiawase, the Incinerator is the first personal incendiary device to utilize advanced polymers in nearly every aspect of its construction. The advanced materials limited the thermal stress placed on the ignition chamber as well as ensuring the operator suffers limited discomfort from the intense heat. The recommended fuel mixture ensures complete combustion; field-expedience mixtures are still possible, but less efficient.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Powered SlideMount (Rating 1), Reduced Weight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*I saw a few burn teams with these outside of Bogotá. They weren’t having much of a permanent effect against the trees.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*What would you put on the powered slide mount? A tactical flashlight is a little redundant.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*If you mount a sensor of nearly any kind on it, you can perform as a sensor of a tactical net, the edge a good network gives you is impressive.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=3168</id>
		<title>SR5:Weapons:Exotic Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=3168"/>
		<updated>2018-05-26T22:20:14Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Monofilament Whip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Range Table&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | DP Modifier&lt;br /&gt;
! Short&amp;lt;br /&amp;gt;+0&lt;br /&gt;
! Medium&amp;lt;br /&amp;gt;-1&lt;br /&gt;
! Long&amp;lt;br /&amp;gt;-3&lt;br /&gt;
! Extreme&amp;lt;br /&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Exotic Ranged Weapons&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Range in Meters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Flamethrowers&lt;br /&gt;
| 0&amp;amp;ndash;5&lt;br /&gt;
| 6&amp;amp;ndash;10&lt;br /&gt;
| 11&amp;amp;ndash;15&lt;br /&gt;
| 16&amp;amp;ndash;20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Lasers&lt;br /&gt;
| 0&amp;amp;ndash;5&lt;br /&gt;
| 6&amp;amp;ndash;10&lt;br /&gt;
| 11&amp;amp;ndash;15&lt;br /&gt;
| 16&amp;amp;ndash;20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Chainsaw&lt;br /&gt;
|Acc=3|Reach=1|DV=8P|AP=-6|Avail=8|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Chakram&lt;br /&gt;
|Acc=4|DV=(STR)P|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Grapple gun&lt;br /&gt;
|Acc=3|DV=7S|AP=-2|Modes=SS|Ammo=1(ml)|Avail=8R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FlameThrowers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000|Source=SR5:GH3}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monofilament Whip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5(7)|Reach=2|DV=12P|AP=-8&lt;br /&gt;
|Availability=12F|Cost=10,000&lt;br /&gt;
|Special=;Skill:Exotic Melee Weapon (Monofilament Whip)&lt;br /&gt;
;Glitch:You catch the weighted tip on something nearby and need to disentangle it before you make another proper attack with it.&lt;br /&gt;
;Critical Glitch:You hit yourself with the whip and take its base damage (resisted normally)&lt;br /&gt;
;Wireless:The whip can be readied with a Free Action, rather than a Simple Action.&lt;br /&gt;
:The whip's built-in safety system retracts automatically instead of getting you entangled on a glitch.&lt;br /&gt;
:Accuracy increased by 2.&lt;br /&gt;
|Description=Iconic. Terrifying. Deadly. Few weapons on the street are more feared. This monofilament line can cut through bone and armor like hot butter. The line extends out to two meters, and retracts into the weapon's handle when not in use. The whip action, the weighted tip, and the deadly thread of monofilament line itself make this weapon a potential danger to it's wielder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=3|Reach=1|DV=8P|AP=-6&lt;br /&gt;
|Availability=8|Cost=500&lt;br /&gt;
||Description=The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good melee weapon (use Exotic Melee Weapon skill). When used against barriers, double the monofilament chainsaw’s Damage Value of 8P.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Garrote==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+4)S|AP=-6&lt;br /&gt;
|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=This can be as simple as a string attached to a pair of pencils but is usually a far more professional tool. The garrote is a handheld weapon designed to quietly kill via strangulation. The weapon consists of a central string, usually semiflexible wire of some sort, attached to a pair of handles used to pull the weapon tight once it is wrapped around a targets neck. Death is slow and unpleasant as the target usually struggles intensely, so a strong stomach and skill are both required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote==&lt;br /&gt;
&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+6)P|AP=-8&lt;br /&gt;
|Availability=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=Leave it to Ares to make something deadly even deadlier. The Queen of Hearts is the nickname for Ares’ monofilament garrote that will often take a head right off well before the target suffocates, though I’m certain that was part of the intended design. Other megacorps have copied the design, but Ares is by far the biggest name out there.&lt;br /&gt;
|Jackpoint=*Beware mistakes. A misplaced pinky can be the difference between a clean kill and a place on the dishonored yakuza list. The Queen of Hearts and her sister models are unforgiving on untrained fools.&lt;br /&gt;
**Thorn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chakram==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR)P&lt;br /&gt;
|Availability=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
Use Shuriken range and Skill Exotic Melee Weapon (Chakram)&lt;br /&gt;
&lt;br /&gt;
==Bullwhip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=(STR+1)P|AP=+3&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Blast Out of Hands Called Shot&lt;br /&gt;
:As normal knocks object away from Attacker&lt;br /&gt;
:Blast Out of Hands with Opposed Strength Test to yank towards attacker&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:+2 bonus to Strength Test&lt;br /&gt;
;Knockdown Called Shot&lt;br /&gt;
:Trip an opponent&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:Remote Trip&lt;br /&gt;
|Description=Whether it’s redirecting bulls, snagging wrists, or lashing infidels, the whip has seen an interesting history as a tool, a showpiece, a torture device, and a weapon.This versatility is both its greatest asset and its biggest detriment. The training that is needed to use this weapon is very specific, but a truly skilled individual can perform feats with this item unmatched by any other&lt;br /&gt;
weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Combat Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ash Arms Combat Chainsaw.png&lt;br /&gt;
|Accuracy=5|Reach=1|DV=8P|AP=-4&lt;br /&gt;
|Availability=6R|Cost=2,000&lt;br /&gt;
|Jackpoint=*This model is decent with its special features that remove some of the safety features located on most chainsaws, but cheap street rats will still try and use their local hardware store model in a fight. Most learn about their mistake the hard way.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Monofilament Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=12P|AP=-8&lt;br /&gt;
|Availability=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Monofilament makes everything better or so Ash Arms would like us to believe. While the civilian model is actually used for cutting things like concrete and sculpting stone, that is just never enough. Ash has retooled the monofilament cousin of the standard chainsaw as well and made it into a unique weapon that has probably cut off more limbs from brain-dead wielders than their intended victims. But boy is a successful hit awesome.&lt;br /&gt;
|Jackpoint=*Same problems occur here when people try and use the tools as the weapons. Darwin would be proud.&lt;br /&gt;
**Butch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Collapsible Scythe==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=2|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=16R|Cost=2,350&lt;br /&gt;
|Description=Nothing brings the terror of your imminent demise to a peak quite the same way as a shadowy figure wielding a scythe closing in on you. The progenitor of this weapon was a female assassin who goes by the name Keres. There have been a few copycats since, but none as skilled or successful. This weapon is custom made and is essentially a telescoping staff with a Smartsteel blade fused to one end. When collapsed, the staff part compresses together with a telescopic design, and the blade coils inside the end of the shaft. Collapsing or extending the scythe is a Complex Action. When collapsed, the scythe is the same size as a club or baton (0 Concealability modifer) and if inspected noticing the coiled blade can be diffcult (-4 Concealability Modifer). Wireless bonus: Collapsing or extending the scythe is a Simple Action.&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares S-III Super Squirt==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Chemical|Modes=SA|Ammo=20(c)&lt;br /&gt;
|Availability=7R|Cost=950&lt;br /&gt;
|Description=This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories}}&lt;br /&gt;
&lt;br /&gt;
==Ares Screech Sonic Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Accuracy=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)&lt;br /&gt;
|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Sonic Rifle:The sonic rifle can fire with variable beam settings. It uses the same rules as shotguns (p. 180, SR5) for determining the number of targets affected and the DV modifier, as well as ranges. The Exotic Ranged Weapon (Sonic Rifle) skill is used to fire this weapon.&lt;br /&gt;
;Damage Resistance:The Damage Resistance Test uses Willpower instead of Body and ignores all standard armor. Damper earware (p. 454, SR5) provides +2 bonus dice to the resistance test. A Hush or Silence spell reduces the DV by –1 per hit on the Spellcasting Test.&lt;br /&gt;
;Conditions:Targets hit by a beam suffer the effects of disorientation and nausea (see p. 409, SR5, use Damage Resistance Test in place of Toxin Test). The rifle uses peak discharge battery packs, with each shot consuming 1 power unit.&lt;br /&gt;
|Description=This is a nasty little oddball of a weapon. Though it’s called the Screech and its classified as a sonic rifle, anyone with this thing pointed at them will rarely hear a thing other then their own retching as they puke up their latest meal. This devious invention uses focused sound waves to disorient the target while not causing any real damage. Perfect for crowd control as long as the users are prepped with gas masks, since the reek of soybase vomit will fill the air this sucker is fired.&lt;br /&gt;
|Jackpoint=*Don’t try and use this against spirits. Their lack of a standard biology makes them immune to the effect. Works great on most other things though. Usually seems to depend on whether they have ears that affect their balance and equilibrium. &lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blowgun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Blowgun&lt;br /&gt;
|Accuracy=8|DV=1P|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=4|Cost=15&lt;br /&gt;
|Special=;Blowgun:Blowguns are fired with the Exotic Ranged Weapon (Blowgun) skill and use Taser ranges. To deliver a toxin with a blowgun needle, use the Called Shot Location rules to target an area not protected by armor. If the attack succeeds, the poison is delivered.&lt;br /&gt;
;Glitches:Note that when using a blowgun, a character may inhale his own dart on a critical glitch; some modern blowguns have a safeguard in form of a small cross-like section in the mouthpiece.&lt;br /&gt;
|Description=Nope, not kidding. The blowgun has been silently neutralizing targets for hundreds of years. Especially popular with stealthy forces that like to poison their targets&lt;br /&gt;
and then recover their goodies or finish them off once&lt;br /&gt;
they are no longer able to fight off a flea. They take a lot&lt;br /&gt;
of skill to use and almost always include a drug or toxin on their needles. Otherwise it would just be ranged&lt;br /&gt;
acupuncture.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S|AP=+4&lt;br /&gt;
|Availability=6|Cost=75&lt;br /&gt;
|Special=;Bola:Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).&lt;br /&gt;
;Called Shots:When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.&lt;br /&gt;
;Remove Bolas:Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).&lt;br /&gt;
;Range:Bolas use shuriken ranges.&lt;br /&gt;
;Boom-bolas: One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.&lt;br /&gt;
|Description=Take a pair of rocks, tie them together with a rope. Now you have basic bolas. Take that and throw it at some thing, letting the extra centrifugal force give it some added punch. Now get fancy and try and wrap it around your target. It’s not easy, but if you hit just right it’s both a takedown and a load of pain all in one. Modern bolas aren’t rocks tied with strings; instead, they’re usually solid steel connected with wire, often with three balls instead of two. They’re a favorite weapon of hunters that prefer to take their prey alive, especially bounty hunters.&lt;br /&gt;
|Jackpoint=*Sociopathic runners are often at the forefront of interesting derivations and innovations in the arms race. Boombolas are an example of that. A pair of wireless-enabled grenades, or one grenade and a counterweight, are used to snare the target with a healthy reminder of how bad not surrendering can be. There are also those who simply use the bola design to put the grenades right on top of a target. No longer chunky salsa, more of a fine purée.&lt;br /&gt;
**Red Anya&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Monofilament Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S/12P|AP=+4/-8&lt;br /&gt;
|Availability=18F|Cost=4,000&lt;br /&gt;
|Special=;Damage:A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.&lt;br /&gt;
|Description=If getting tangled up by a pair of metal balls on a metal wire wasn’t bad enough, imagine if that wire was a monofilament line. There’s very little intention to capture and much more to harm, though the company tag line is suppression through intimidation, claiming they wrap and prevent escape by the threat of increased risk of harm.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Pain Inducer==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Special|Modes=SS|Ammo=Special&lt;br /&gt;
|Availability=11R|Cost=5,000&lt;br /&gt;
|Description=For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the game-master deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.&lt;br /&gt;
&lt;br /&gt;
The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds.&lt;br /&gt;
Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Special=;Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==FN-AAL Gyrojet Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Accuracy=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=12F|Cost=2,000&lt;br /&gt;
|Special=;Accessories:The FN-AAL Gyrojet pistol can mount the same accessories as a heavy pistol and uses the same ranges.&lt;br /&gt;
;Aquatic Use:When it is used underwater, increase the standard munitions DV ratings by +2 in addition to any other modifiers.&lt;br /&gt;
|Description=Once advertised as a favorite of the British Special Boat Squadron, FN has increased their market audience to most of the marine-based special operations forces around the world. The gun fires miniature 6mm rockets that explode on impact—an effect that, underwater, is even worse than in the air.&lt;br /&gt;
|Jackpoint=*FN makes a full array of alternate munitions that match up well with their standard counterparts. Jelly rockets are awesome.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Grapple gun==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=7s|AP=–2|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=8R|Cost=500&lt;br /&gt;
|Description=This gun can shoot a grappling hook and attached rope, using [[SR5:Weapons:Bow|Light Crossbow ranges]]. It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Use the Exotic Ranged Weapon skill to shoot it. Micro rope can support a weight of up to 100 kilograms; standard and stealth ropes can support a weight of up to 400 kilograms.}}&lt;br /&gt;
&lt;br /&gt;
See [[SR5:Security:Grapple Gun|the Grapple Gun section]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Gun Cane==&lt;br /&gt;
===Gun Cane, Knockoff===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Accuracy=5|DV=9P|Modes=SS&lt;br /&gt;
|Availability=6R|Cost=150&lt;br /&gt;
|Special=;One Time Use:The Knockoff models are destroyed after firing.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=*The Trafalger line has been copied by cheaper knock-off companies, some that are using heavier rounds but all of them destroy the cane after they are used.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Gun Cane, Trafalgar===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Accuracy=6|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=9R|Cost=750&lt;br /&gt;
|Special=;Gun Cane:The gun cane uses taser ranges, can only use caseless ammo, and cannot mount any accessories. It is fired with the Exotic Ranged Weapons (Gun Cane) skill.&lt;br /&gt;
;Concealment:Its Concealment modifiers are +0 for the whole cane and –6 to detect its true nature (see p. 419, SR5).&lt;br /&gt;
|Description=Where fashion meets defense, this single-shot weapon is a fashion accessory with both form and function. Designed to look just like Mortimer’s regular line of dress canes, the Trafalger tag goes on any of the gun canes no matter what they look like.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Weapon|Type=Exotic&lt;br /&gt;
|Weapon=Net&lt;br /&gt;
|Accuracy=Physical-2&lt;br /&gt;
|Availability=6|Cost=350&lt;br /&gt;
|Special=;Successful Attack:With a successful attack using rules for a Grazing Hit (p. 173, SR5), the net lands over an opponent and they are considered to be in subduing combat (p. 195, SR5). An attacker must move to the target in order to engage in any of the Subduing actions.&lt;br /&gt;
;Escape Net:To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) or Agility + Escape Artist as a Complex Action, against a threshold equal to the attacker’s net hits.&lt;br /&gt;
;Range:Nets use half the range of throwing knives (round up) and employ the Exotic Ranged Weapons (Net) skill.&lt;br /&gt;
|Description=There always seemed to be no more embarrassing gladiatorial death than to be trapped in a net and then poked to death. I think the fact that the gladiators who fought with nets were the lowliest of the low makes it even worse. But these days it doesn’t matter. If it works, use it. The net makes a great way to slow an opponent and provide an advantage, and isn’t that what life is always about—getting the advantage?&lt;br /&gt;
|Jackpoint=*And if it doesn’t work, modify it until it does. While a few attempts at monofilament nets have been tried and failed spectacularly, other more offensive materials have been used with nets. The Terra Cotta ShredNet with its barbed wire netting and the Ares ShockNet with an electrical stun charge built in have been two very popular options to spice things up.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net Gun, Basic==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, Basic&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=4(b)&lt;br /&gt;
|Availability=9|Cost=750/350&lt;br /&gt;
|Special=;On Hit:When a target is hit, apply the rules for nets (see p. 25).&lt;br /&gt;
;Size Modifiers:If a large net is used against a normal sized target, the target receives a –2 modifier on his Agility, while a large target hit by a normal sized net receives a +2 Agility modifier. Net guns use light pistol ranges and cannot mount any accessories.&lt;br /&gt;
;Costs Gun/Ammo:The cost on the left side of the slash is the price of the gun; on the right is the cost of a full load of ammunition for the weapon.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Net Gun, XL===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, XL&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=2(b)&lt;br /&gt;
|Availability=9|Cost=1,000/400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===ShockNet===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=ShockNet&lt;br /&gt;
|Accuracy=as gun|Modes=as gun|Ammo=as gun&lt;br /&gt;
|DV=8S(e)|AP=-5&lt;br /&gt;
|Availability=10R|Cost=+250&lt;br /&gt;
|Special=;ShockNet:The ShockNet has two charges. One will activate on contact, the second at the start of the next Combat Turn.&lt;br /&gt;
|Description=This weapon comes in two models, the basic and the XL. The basic is designed for metahumans, except for trolls, and smaller critters; while the XL is intended for trolls and other larger creatures.&lt;br /&gt;
|Jackpoint=*The ShockNet ammo is great for helping with a little extra takedown on those really feisty targets.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=as Drug/Toxin|Modes=SA|Ammo=5(c)&lt;br /&gt;
|Availability=4R|Cost=600&lt;br /&gt;
|Description=The industry standard dart pistol, this fires injection dar ts (p. 434) with narcoject or another payload. The Parashield dar t pistol uses Heavy Pistol ranges and can take top-mounted accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=as Drug/Toxin|Modes=SA|Ammo=6(m)&lt;br /&gt;
|Availability=6R|Cost=1,200&lt;br /&gt;
|Description=Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tiffani Élégance Shooting Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|Image=SR5 Weapon Tiffani Elegance Shooting Bracer.png&lt;br /&gt;
|Weapon=Shooting Bracer&lt;br /&gt;
|Accuracy=5(6)|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=10R|Cost=1,250&lt;br /&gt;
|Special=;Shooting Bracer:The Élégance Shooting Bracer can only use caseless ammunition and uses taser ranges. It cannot mount any accessories.&lt;br /&gt;
;Concealability:The bracer’s Concealability modifier to hide its true function is –5 (see p. 419, SR5).&lt;br /&gt;
|Description=Elegant and deadly in one high fashion package. Tiffani has made the Élégance for years, and dozens of basic designs are out there now. The truly elite get their bracers customized to match their newest fashions, and some have gathered quite the collection of Élégance bracers in their closet.&lt;br /&gt;
|Jackpoint=*Aim on these things is wretched due to the lack of barrel. Tiffani has tried to help make up for that with a laser sight feature available on their newest model.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Flame Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Flame Bracer&lt;br /&gt;
|Accuracy=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)&lt;br /&gt;
|Availability=8F|Cost=775&lt;br /&gt;
|Description=This gizmo was invented by a mage who favored the Shape Fire spell but could never find a ﬂame when he needed it. On a critical glitch you hit yourself with the ﬂame. This weapon uses the Exotic Ranged Weapon skill.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Simoom==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Shaiwase Arms Simoon&lt;br /&gt;
|Accuracy=Physical|DV=6P|Modes=SA/FA|Ammo=6(ml)&lt;br /&gt;
|Availability=14R|Cost=1,500&lt;br /&gt;
|Description=Combining the best of offense and defense, this set of forearm guards (p. 73, Run &amp;amp; Gun) offers +1 Armor and has a built in light pistol “Magazine Barrel” on the dominant arm’s guard. Firing is a Complex Action. The magazine barrel holds 6 shots that can be fred individually or all at once as full auto fire. The Simoom uses pistol ranges. Full Auto fire takes a –2 penalty from recoil. The offhand guard has one capacity slot that stores a spare barrel magazine (nonfring) standard but can be repurposed with other equipment. The Concelability modifer to hide the true function of the bracer is –4. Wireless bonus: Firing is a Simple Action &lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Throwing Syringe==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Throwing Syringe&lt;br /&gt;
|Accuracy=Physical|DV=(STR-2)P|AP=-2|&lt;br /&gt;
|Availability=6F|Cost=1,500&lt;br /&gt;
|Description=Originally developed by a street doc who was also a throwing adept, this weapon quickly found fans with assassins due to its ability to deal deadly attacks in an easily concealable package. These aerodynamic throwing needles have an internal compressed reservoir with an inertial trigger. When the darts strike a target, they inject any liquid they contain into the target. If the syringe does not penetrate the armor and the liquid is not contact vector, the target is not affected by the liquid (see Injection Darts, p. 434, SR5). A character can ready (Agility / 2) of these syringes with one Ready Weapon action. Wireless bonus: If all the Throwing Syringes you throw in a Combat Turn have wireless and you have a smartlink system, each syringe you throw receives a +1 dice pool bonus per syringe thrown that Combat Turn at your current target, as the syringes adjust for wind and other atmospheric conditions. So you’d get no bonus on the frst throw, +1 on the second throw, and +2 on the third, etc. (assuming you aimed all three syringes at the same target. If you didn’t then no bonus).&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ares Armatus==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Ares Armatus&lt;br /&gt;
|Accuracy=6|DV=6P|AP=-5|Modes=SA|Ammo=10&lt;br /&gt;
|Availability=20F|Cost=19,000&lt;br /&gt;
|Description=A recent experimental prototype “laser shotgun” produced by Ares, this laser weapon uses a beam splitter to fre an array of smaller lasers rather than a single cohesive beam. This weapon has been seen in limited use with Firewatch teams but has not been released for sale on the military arms market. If you are lucky enough to happen across one for sale, consider its condition to be dropped once, never fired. This weapon has the same qualities specifc to other laser weapons (p. 47, Run &amp;amp; Gun) including increased range penalties and power source needs. The Armatus uses shotgun ranges and can fire narrow, medium, or wide spreads like a normal shotgun.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
=Lasers=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+Laser Weapon Basics&lt;br /&gt;
|&lt;br /&gt;
Laser weapons suffer no recoil. Laser weapons lose focus and deliver less damage over longer distances. For each range category beyond Short, decrease the weapon’s DV by 1 (Medium –1, Long –2, Extreme –3). Laser weapons are also affected by particulate matter in the air that reduce the beam’s focus. Environmental Visibility Conditions (p. 175, SR5) also affect DV. Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –2, Heavy –3). The air condition and distance modifiers stack with each other, so firing a Redline at a target at Extreme Range through Moderate Fog reduces the DV by 5.&lt;br /&gt;
&lt;br /&gt;
Portable laser weapons derive their power from peak discharge battery packs (see p. 52). Stationary or vehicle mounted laser weapons are often directly linked to energy sources.&lt;br /&gt;
&lt;br /&gt;
Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.&lt;br /&gt;
&lt;br /&gt;
They may mount underbarrel and top mounted accessories only and cannot be modified in any way.&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Laser Weapons)&lt;br /&gt;
;Range:See Weapon&lt;br /&gt;
:-1 DV per Range Category&lt;br /&gt;
;Visibility:-1 DV per level of Visibility Modifier&lt;br /&gt;
;Mounts:Underbarrel and Top only&lt;br /&gt;
;Modifications:Cannot be modified&lt;br /&gt;
Nothing confirms that you’re living in the future like burning a hole in someone with a concentrated beam of light. That’s what a laser does for you, and for some people that’s reason enough to wield them. But if you add on top of that the fact that they don’t leave behind bullet cases and they don’t experience recoil, you perhaps have some more practical reasons for taking one out in the field.&lt;br /&gt;
&lt;br /&gt;
==Ares Redline Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Redline.png&lt;br /&gt;
|Weapon=Ares Redline Laser&lt;br /&gt;
|Accuracy=9|DV=5P|AP=-10|Ammo=10(c) or external source&lt;br /&gt;
|Availability=14F|Cost=7,500&lt;br /&gt;
|Special=;Ammo:The Ares Redline consumes 1 power unit per shot and draws its power from a detachable power clip or an external source, usually a satchel power pack.&lt;br /&gt;
;Range:It uses SMG ranges.&lt;br /&gt;
|Description=Featured as the weapon of Ace Holt in the Cross Point: Daedalus trideo trilogy, the Ares Redline laser pistol has been the poster child for Ares’ laser weapons program. Even though it has been on the market for a number of years the Redline has not seen many improvements or, as most folks were hoping, an increase in production volume.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Lancer MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Lancer MP Laser.png&lt;br /&gt;
|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Accuracy=7|DV=7P|AP=-10|Ammo=2 x 10(c) or external source&lt;br /&gt;
|Availability=18F|Cost=16,000&lt;br /&gt;
|Special=;Special:The Archon uses 2 power units per shot and is either powered by twin power clips or by an external satchel or backpack power pack.&lt;br /&gt;
;Range:It uses Assault Rifle ranges.&lt;br /&gt;
|Description=It was inevitable with the popularity of the Redline that the MP-Laser line would get an upgrade and facelift to fit the image of a sci-fi laser rifle, ready for an alien invasion. Though unless the aliens are attacking a high-profile Ares facility or Firewatch training facility, we likely won’t see many Lancers on the front line.&lt;br /&gt;
|Jackpoint=*The Lancer is the evolution of the MP-III “Dragon,” a model that had very poor product recognition and identity due to the helicopter of the same name.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Archon Heavy MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Archon Heavy MP Laser.png&lt;br /&gt;
|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Accuracy=7|DV=10P|AP=-10|Ammo=External source&lt;br /&gt;
|Availability=24F|Cost=35,000&lt;br /&gt;
|Special=;Standard upgrades:Bipod, tripod mount, or gyro stabilization unit mount&lt;br /&gt;
;Ammo:The Archon uses 4 power unit per shot and is powered by either an external battery pack (almost always a power backpack) or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online).&lt;br /&gt;
;Range:The Archon uses sniper rifle ranges.&lt;br /&gt;
|Description=Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for most users the Archon comes standard with a bipod and a mount for either a tripod or gyro-mount. This bad boy will make anyone stand up and take notice.&lt;br /&gt;
|Jackpoint=*More like duck for cover if they’re smart!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Actually, more like stand up and raise their arms in surrender. This beast cuts through cover.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=FLAMETHROWERS=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+ALL ABOUT FLAMETHROWERS&lt;br /&gt;
|&lt;br /&gt;
Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI connection makes it a Free Action.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to two additional targets within two meters of another target. A single Attack Test is made against all targets, and they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is engulfing. Flamethrowers can also be used for laying down Suppressive Fire (p. 179, SR5), consuming four shots, and they can take advantage of the same rules as Flechette Suppressive Fire (p. 120).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal fire damage (p. 171, SR5) and will set fire to almost every item caught in the attack’s area of effect for at least a short period of time (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or closer.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers cannot mount any accessories except biometric safety systems (Advanced Safety, p. 50).&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Flamethrowers)&lt;br /&gt;
;Range:Taser Ranges&lt;br /&gt;
:Only -1 at Extreme Range&lt;br /&gt;
:No Penalty for Long Range and closer&lt;br /&gt;
;Ready Weapon:Complex Action&lt;br /&gt;
:Simple Action with '''Wireless'''&lt;br /&gt;
:Free Action with '''Wireless DNI'''&lt;br /&gt;
;Area Attack:Complex Action&lt;br /&gt;
:2 additional targets within 2 meters of primary target&lt;br /&gt;
:Single Attack Test, Separate Defense Tests&lt;br /&gt;
:DV -2 per additional target&lt;br /&gt;
;Suppressive Fire:Consumes 4 Shots&lt;br /&gt;
:Flechette Suppressive Fire&lt;br /&gt;
;Elemental Damage:[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire Damage]]&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are terrifying weapons that ignite a stream of gasoline and oil or napalm so they can spew flaming death. Older model flamethrowers store their fuel in a backpack-like tank, while the user holds a pistol-grip nozzle with a hose attached to supply the fuel. Modern handheld flamethrowers merge everything into a portable package about the size of a submachine gun or assault rifle. This means less fuel but a lot less shoot-the-fuel-tank-type situations.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are fired with the Exotic Ranged Weapons: Flamethrowers skill. They require a Complex Action to be made ready to fire. They can be used for Suppressive Fire (p. 179, SR5). They also can be used to attack multiple targets; using a Complex Action means the shooter can attack with a fanning motion, striking up to three targets (as long as they are all within the weapon’s range and each target is within four meters of the others). This uses two units of the flamethrower’s ammo capacity.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Their range is listed with each individual flamethrower.&lt;br /&gt;
&lt;br /&gt;
==Shiawase Blazer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Shiawase Blazer.png&lt;br /&gt;
|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA&lt;br /&gt;
|Special=;Reload:Replacing the fuel tank requires a full Combat Turn.&lt;br /&gt;
|Description=Handheld flaming death! The Blazer is small and easily portable. Used heavily during the Az-Am War to root out Amazonian guerillas, the Blazer has found its way into the standard arsenal of many mercenary and special operations units around the world.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Incinerator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Flamethrower&lt;br /&gt;
|Image=SR5 Weapon Shiawase Arms Incinerator.png&lt;br /&gt;
|Accuracy=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Availability=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=A recent release from Shiawase, the Incinerator is the first personal incendiary device to utilize advanced polymers in nearly every aspect of its construction. The advanced materials limited the thermal stress placed on the ignition chamber as well as ensuring the operator suffers limited discomfort from the intense heat. The recommended fuel mixture ensures complete combustion; field-expedience mixtures are still possible, but less efficient.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Powered SlideMount (Rating 1), Reduced Weight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*I saw a few burn teams with these outside of Bogotá. They weren’t having much of a permanent effect against the trees.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*What would you put on the powered slide mount? A tactical flashlight is a little redundant.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*If you mount a sensor of nearly any kind on it, you can perform as a sensor of a tactical net, the edge a good network gives you is impressive.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3167</id>
		<title>SR5:Combat Actions</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3167"/>
		<updated>2018-05-26T12:27:35Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Complex Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unclassified Actions==&lt;br /&gt;
These actions are very simple activities that don't require the character to take or declare an action to perform.&lt;br /&gt;
&lt;br /&gt;
===Delaying Action===&lt;br /&gt;
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.&lt;br /&gt;
&lt;br /&gt;
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).&lt;br /&gt;
&lt;br /&gt;
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.&lt;br /&gt;
&lt;br /&gt;
==Free Actions==&lt;br /&gt;
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.&lt;br /&gt;
&lt;br /&gt;
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).&lt;br /&gt;
&lt;br /&gt;
Free Actions generally require no Success Test, though special circumstances may warrant one.&lt;br /&gt;
&lt;br /&gt;
===Call a Shot===&lt;br /&gt;
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see [[SR5:Combat_Rules:Called_Shots|Called Shots]]. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.&lt;br /&gt;
&lt;br /&gt;
===Change Linked Device Mode===&lt;br /&gt;
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Deactivate Focus===&lt;br /&gt;
You can deactivate a focus at any time with a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Drop Object===&lt;br /&gt;
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.&lt;br /&gt;
&lt;br /&gt;
===Drop Prone===&lt;br /&gt;
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.&lt;br /&gt;
&lt;br /&gt;
===Eject Smartgun Clip===&lt;br /&gt;
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.&lt;br /&gt;
&lt;br /&gt;
===Gesture===&lt;br /&gt;
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.&lt;br /&gt;
&lt;br /&gt;
===Multiple Attacks===&lt;br /&gt;
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.&lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Speak/Text/Transmit Phrase===&lt;br /&gt;
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Simple Actions==&lt;br /&gt;
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.&lt;br /&gt;
&lt;br /&gt;
===Activate Focus===&lt;br /&gt;
A character may activate a focus they are carrying with a Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Call Spirit===&lt;br /&gt;
This action is used to call a spirit that has already been summoned and placed on standby.&lt;br /&gt;
&lt;br /&gt;
===Change Device Mode===&lt;br /&gt;
A character may use a Simple Action to activate, deactivate, or change the mode on any device with a simple switch, a virtual button, or a command from a commlink or other control device through either a wired or wireless link. This includes changing a gun’s firing mode, changing a shotgun’s choke, changing vision systems, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. It takes longer to interact with some devices; check individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Change Gun Mode===&lt;br /&gt;
A character holding a ready firearm can change its firing mode via a Simple Action. If the weapon is a properly linked smartgun, it costs only a Free Action to change the mode with a Change Linked Device Mode action. This includes changing a shotgun’s choke if the gun does not have a smartgun link.&lt;br /&gt;
&lt;br /&gt;
===Command Spirit===&lt;br /&gt;
Issuing a command to a single spirit or group of spirits under a summoner’s control is a Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Dismiss Spirit===&lt;br /&gt;
This is the action of freeing a spirit from the summoner’s control. It does not immediately send the spirit back to its home plane but instead frees it to do as it chooses.&lt;br /&gt;
&lt;br /&gt;
===Fire Bow===&lt;br /&gt;
Firing a single arrow from a loaded bow is a Simple Action. To nock a single arrow, the character must use the Reload Weapon Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Fire Semi-Auto, Single Shot, Burst Fire, or Full-Auto===&lt;br /&gt;
A character may fire a readied firearm in Semi-Automatic, Single Shot, Burst Fire, or Fully-Auto mode via a Simple Action, but may not take any other attack actions in the same Action Phase. If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action; the off-hand modifier applies. When taken as Simple Actions, Burst Fire fires 3 bullets, while Full-Auto fires 6 bullets.&lt;br /&gt;
&lt;br /&gt;
===Insert Clip===&lt;br /&gt;
A character may insert a fresh clip into a ready firearm by taking a Simple Action, but only if he has first removed the previous clip (see Remove Clip, p. 166 Core).&lt;br /&gt;
&lt;br /&gt;
===Observe in Detail===&lt;br /&gt;
A character may make a detailed observation by taking a Simple Action. This allows a Perception Test (see Using Perception, p. 135).&lt;br /&gt;
&lt;br /&gt;
Note that characters should always be able to observe what is immediately obvious (gamemaster’s discretion, keeping in mind any perception enhancements the character may have) without having to spend a Simple Action and make a Perception Test. For example, a character might automatically be aware that someone is running toward him with something in hand; however, the gamemaster may decide that the character cannot tell if it is a friend or foe or what is in their hand without taking an Observe in Detail action.&lt;br /&gt;
&lt;br /&gt;
===Pick Up/Put Down Object===&lt;br /&gt;
A character may pick up an object within reach or put down one that he was holding as a Simple Action. This action means care is taken to put the object down or pick it up. Just dropping an object is a Free Action, but items that get dropped are more likely to be damaged than items that are set down.&lt;br /&gt;
&lt;br /&gt;
===Quick Draw===&lt;br /&gt;
A character may attempt to quick-draw a pistol, pistol-sized weapon, or small throwing weapon and immediately fire it by using a Quick Draw Simple Action. For the character to successfully draw the weapon, the player must make a (Weapon Skill) + Reaction [Physical] (3) Test. If the weapon is held in a quick-draw holster, reduce the threshold to 2; or by 1 for a concealed quick-draw holster. If the test is successful, the character draws the weapon and fires as a single Simple Action. If the test fails, he clears the gun but cannot fire with the same action. If he glitches, the gun is stuck in the holster or dropped, and no more actions are allowed. On a critical glitch, a drawn blade may be fumbled out of the character’s reach or a pistol accidentally fired while still in the holster; the gamemaster decides the exact nature of the screw-up.&lt;br /&gt;
&lt;br /&gt;
Only properly holstered weapons can be quickdrawn. They do not have to be in a quick-draw holster, but they do need to be in a holster or sheath or on a proper sling to be quick-drawn. Two weapons may be quick-drawn and fired simultaneously, but the (Weapon Skill) + Reaction dice pool is split, and off-hand penalties apply.&lt;br /&gt;
&lt;br /&gt;
===Ready Weapon===&lt;br /&gt;
A character may ready a weapon by spending a Simple Action. The weapon may be a firearm, melee weapon, throwing weapon, ranged weapon, or mounted or vehicular weapon. Readying entails drawing a firearm from a holster, drawing a throwing or melee weapon from a sheath, picking up any kind of weapon, or generally preparing any kind of weapon for use. A weapon must be ready before it can be used. Weapons not held in a traditional holster may require a Complex Action to ready at the gamemaster’s discretion.&lt;br /&gt;
&lt;br /&gt;
A character can ready a number of small throwing weapons, such as throwing knives or shuriken, equal to one-half his Agility (round up) per Ready Weapon action.&lt;br /&gt;
&lt;br /&gt;
===Reckless Spellcasting===&lt;br /&gt;
A spellcaster may use a Simple Action to cast a spell more quickly, but at the cost of higher Drain. See Step 4: Cast Spell, p. 281.&lt;br /&gt;
&lt;br /&gt;
===Remove Clip===&lt;br /&gt;
A character may remove a clip from a ready firearm by taking a Simple Action (see Insert Clip, p. 165, and also Reload Weapons, p. 163). It takes another Simple Action to grab a fresh clip and slam it into the weapon.&lt;br /&gt;
&lt;br /&gt;
===Shift Perception===&lt;br /&gt;
A character capable of Astral Perception may shift perception to or from Astral Space as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Stand Up===&lt;br /&gt;
Using a Simple Action, a character who is lying down or prone may stand up. If the character is wounded and attempting to stand, he must succeed in a Body + Willpower (2) Test to do so (wound modifiers apply to this test).&lt;br /&gt;
&lt;br /&gt;
===Take Aim===&lt;br /&gt;
A character may take aim with a ready firearm, bow, or throwing weapon as a Simple Action. Take Aim actions are cumulative, but the benefits are lost if the character takes any other kind of action—including a Free Action-at any time before attacking. Take Aim actions may be extended over multiple Action Phases and Combat Turns. The maximum bonus a character may gain from sequential Take Aim actions, either to her limit or her dice pool, is equal to one-half the character’s Willpower, rounded up.&lt;br /&gt;
&lt;br /&gt;
Each Take Aim action applies a +1 dice pool modifier or +1 Accuracy increase to the Attack Test.&lt;br /&gt;
&lt;br /&gt;
If the character is using image magnification or a targeting scope, Take Aim must be used to line up the shot in order to receive the bonus from the item. In this case the first action of Take Aim does not provide any additional bonus beyond enabling the function of the modification.&lt;br /&gt;
&lt;br /&gt;
===Take Cover===&lt;br /&gt;
A character may use this Simple Action to gain a cover bonus to their defense test, as long as she is not surprised (see Surprise, p. 192). A character who is surprised may not take cover.&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
A character may throw a ready throwing weapon (see Ready Weapon) by taking a Simple Action. The character may not take any other attack actions in the same Action Phase. Multiple readied throwing weapons can be thrown at a target within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196).&lt;br /&gt;
&lt;br /&gt;
===Use Simple Device===&lt;br /&gt;
A character can use any simple device with a Simple Action. Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or tapping a single icon.&lt;br /&gt;
&lt;br /&gt;
==Complex Actions==&lt;br /&gt;
A Complex Action requires intense concentration and/or finesse. Only one Complex Action is possible per Action Phase. A character may also take a Free Action in the same Action Phase as a Complex Action&lt;br /&gt;
&lt;br /&gt;
===Astral Projection===&lt;br /&gt;
A character capable of Astral Projection may shift their consciousness to the astral plane as a Complex Action (see p. 313).&lt;br /&gt;
&lt;br /&gt;
===Banish Spirit===&lt;br /&gt;
A character may enter into a Banishing contest with a spirit as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
===Cast Spell===&lt;br /&gt;
A character may cast a spell as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
===Fire Full-Auto Weapons===&lt;br /&gt;
A character may fire a readied firearm in Full-Auto fire mode via a Complex Action (see Firearms, p. 424). If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196). Off-hand modifier applies (see Attacker Using Off-Hand Weapon, p. 178). When fired as a Complex Action, Full-Auto uses 10 bullets. Remember the effects of cumulative recoil when using these fire modes. And good fragging luck!&lt;br /&gt;
&lt;br /&gt;
===Fire Long Burst or Semi-Auto Burst===&lt;br /&gt;
A character may fire a readied firearm in Long Burst or Semi-Auto Burst via a Complex Action (see Firearms, p. 424). A character may attack multiple targets within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196). If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 167). Off-hand modifier applies (see Attacker Using Off-Hand Weapon, p. 178). Remember the effects of cumulative recoil when using these fire modes.&lt;br /&gt;
&lt;br /&gt;
===Fire Mounted or Vehicle Weapon===&lt;br /&gt;
Fire a previously readied mounted or vehicle weapon by taking a Complex Action (see Vehicle Combat, p. 198).&lt;br /&gt;
&lt;br /&gt;
===Load and Fire Bow===&lt;br /&gt;
With this action a character can load and fire a bow with a single Complex Action. The two activities can be reversed, Fire and Load Bow, if the bow had been readied using a Simple Action already.&lt;br /&gt;
&lt;br /&gt;
===Melee Attack===&lt;br /&gt;
A character may make a melee attack by taking a Complex Action (see Melee Combat, p. 184). A character may also attack multiple targets within melee range by adding a Multiple Attacks Free Action.&lt;br /&gt;
&lt;br /&gt;
===Reload Firearm===&lt;br /&gt;
Weapons that are belt fed (belt), break action (b), cylinder (cy), drum (d), internal magazine (m), muzzle loaders, or use a speed loader are reloaded using a Complex Action.&lt;br /&gt;
&lt;br /&gt;
===Rigger Jump In===&lt;br /&gt;
A character with a control rig and rigger adapted vehicle may jump in to control the vehicle with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
===Sprint===&lt;br /&gt;
Sprinting allows a character to increase his Running rate by using a Complex Action and making a Running Test (see Movement, p. 161).&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
A character may summon a spirit to assist them with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
===Use Skill===&lt;br /&gt;
A character may use an appropriate skill by taking a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Intervention Actions==&lt;br /&gt;
There are times when a character is permitted to take an action outside his allotted Action Phase. Such rare instances are called Interrupt Actions and are clearly identified in the rules. When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0 with their actions). The Initiative Score reduction occurs at the time of the Interrupt Action. A character may only take an Interrupt Action prior to their first Action Phase if they are not surprised.&lt;br /&gt;
&lt;br /&gt;
===Block===&lt;br /&gt;
;-5 Initiative Score&lt;br /&gt;
A character may choose to use her own unarmed combat skill to block incoming melee attacks as an Interrupt Action. By decreasing her Initiative Score, the defending character can add her Unarmed Combat skill to their defense test. This is a one-time add, unlike going on Full Defense which lasts for an entire Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
;-5 Initiative Score&lt;br /&gt;
A character may choose to use her own skill to dodge incoming attacks as an Interrupt Action. By decreasing her Initiative Score, the defending character can add her Gymnastics skill to the defense test. This is a one-time add, unlike going on Full Defense which lasts for an entire Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Full Defense===&lt;br /&gt;
;–10 Initiative Score&lt;br /&gt;
A character may choose to focus on deliberately avoiding incoming attacks as an Interrupt Action. This action adds the character’s Willpower to their Defense tests for the entire Combat Turn. Full Defense actions may be taken at any time, even before the character’s Action Phase as an Interrupt Action, as long as the character is not surprised. Characters may only go on Full Defense if they have enough Initiative Score left in that Combat Turn. The bonus gained in this manner is kept until the end of the Combat Turn so a character can choose to fight defensively early in the round by decreasing her Initiative Score to increase her defense. This bonus is also cumulative with other Interrupt Actions.&lt;br /&gt;
&lt;br /&gt;
===Hit the Dirt===&lt;br /&gt;
;–5 Initiative Score&lt;br /&gt;
A character who has already used their Free Action may choose to drop prone when caught by suppressive fire using this action. The defending character doesn’t need to make the Reaction + Edge test but is considered prone on their next Action Phase. If the suppressive fire continues, the defending character needs to use a Stand Up Simple Action to get back up, risking getting shot, or fight from the ground. If the suppressive fire has stopped the prone character still needs to use a Stand Up Simple Action to get back up.&lt;br /&gt;
&lt;br /&gt;
===Intercept===&lt;br /&gt;
;–5 Initiative Score&lt;br /&gt;
A character may take an Interrupt Action to intercept an opponent who attempts to move past him within 1 meter (+1 meter per point of Reach) or break out of melee combat with them. The Intercept Action allows a character to make a melee attack out of turn. If the character does not have enough Initiative Score left that Action Phase, he cannot intercept.&lt;br /&gt;
&lt;br /&gt;
If the opponent has a melee weapon ready, he uses his normal melee weapon skill rating; otherwise, he uses the Unarmed Combat skill. If the character is wielding a firearm they may choose to use the weapon as a club and attack with the Club skill. This attack follows all of the normal rules for Melee Combat.&lt;br /&gt;
&lt;br /&gt;
If, after their Resistance Test, the character attempting to pass takes damage equal to their Body, he is intercepted and cannot continue his movement.&lt;br /&gt;
&lt;br /&gt;
Prone combatants cannot intercept.&lt;br /&gt;
&lt;br /&gt;
With a little room to move, agile characters can avoid the Interception attempts of their opponents without engaging in combat. Using a Complex Action with their movement, they can make an Agility + Gymnastics [Physical] Test. Each hit above the threshold allows the character to move past one opponent.&lt;br /&gt;
&lt;br /&gt;
===Parry===&lt;br /&gt;
;–5 Initiative Score&lt;br /&gt;
A character may choose to use his own melee weapon skill to deflect incoming melee attacks as an Interrupt Action. By decreasing his Initiative Score, the defending character can add his melee weapon skill to their defense test. This is a one-time add, unlike going on Full Defense, which lasts for an entire Combat Turn. Bonus die, such as die from a relevant weapon foci, can be added to this test.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3166</id>
		<title>SR5:Combat Actions</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3166"/>
		<updated>2018-05-26T11:53:34Z</updated>

		<summary type="html">&lt;p&gt;Welling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unclassified Actions==&lt;br /&gt;
These actions are very simple activities that don't require the character to take or declare an action to perform.&lt;br /&gt;
&lt;br /&gt;
===Delaying Action===&lt;br /&gt;
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.&lt;br /&gt;
&lt;br /&gt;
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).&lt;br /&gt;
&lt;br /&gt;
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.&lt;br /&gt;
&lt;br /&gt;
==Free Actions==&lt;br /&gt;
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.&lt;br /&gt;
&lt;br /&gt;
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).&lt;br /&gt;
&lt;br /&gt;
Free Actions generally require no Success Test, though special circumstances may warrant one.&lt;br /&gt;
&lt;br /&gt;
===Call a Shot===&lt;br /&gt;
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see [[SR5:Combat_Rules:Called_Shots|Called Shots]]. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.&lt;br /&gt;
&lt;br /&gt;
===Change Linked Device Mode===&lt;br /&gt;
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Deactivate Focus===&lt;br /&gt;
You can deactivate a focus at any time with a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Drop Object===&lt;br /&gt;
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.&lt;br /&gt;
&lt;br /&gt;
===Drop Prone===&lt;br /&gt;
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.&lt;br /&gt;
&lt;br /&gt;
===Eject Smartgun Clip===&lt;br /&gt;
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.&lt;br /&gt;
&lt;br /&gt;
===Gesture===&lt;br /&gt;
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.&lt;br /&gt;
&lt;br /&gt;
===Multiple Attacks===&lt;br /&gt;
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.&lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Speak/Text/Transmit Phrase===&lt;br /&gt;
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Simple Actions==&lt;br /&gt;
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.&lt;br /&gt;
&lt;br /&gt;
===Activate Focus===&lt;br /&gt;
A character may activate a focus they are carrying with a Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Call Spirit===&lt;br /&gt;
This action is used to call a spirit that has already been summoned and placed on standby.&lt;br /&gt;
&lt;br /&gt;
===Change Device Mode===&lt;br /&gt;
A character may use a Simple Action to activate, deactivate, or change the mode on any device with a simple switch, a virtual button, or a command from a commlink or other control device through either a wired or wireless link. This includes changing a gun’s firing mode, changing a shotgun’s choke, changing vision systems, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. It takes longer to interact with some devices; check individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Change Gun Mode===&lt;br /&gt;
A character holding a ready firearm can change its firing mode via a Simple Action. If the weapon is a properly linked smartgun, it costs only a Free Action to change the mode with a Change Linked Device Mode action. This includes changing a shotgun’s choke if the gun does not have a smartgun link.&lt;br /&gt;
&lt;br /&gt;
===Command Spirit===&lt;br /&gt;
Issuing a command to a single spirit or group of spirits under a summoner’s control is a Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Dismiss Spirit===&lt;br /&gt;
This is the action of freeing a spirit from the summoner’s control. It does not immediately send the spirit back to its home plane but instead frees it to do as it chooses.&lt;br /&gt;
&lt;br /&gt;
===Fire Bow===&lt;br /&gt;
Firing a single arrow from a loaded bow is a Simple Action. To nock a single arrow, the character must use the Reload Weapon Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Fire Semi-Auto, Single Shot, Burst Fire, or Full-Auto===&lt;br /&gt;
A character may fire a readied firearm in Semi-Automatic, Single Shot, Burst Fire, or Fully-Auto mode via a Simple Action, but may not take any other attack actions in the same Action Phase. If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action; the off-hand modifier applies. When taken as Simple Actions, Burst Fire fires 3 bullets, while Full-Auto fires 6 bullets.&lt;br /&gt;
&lt;br /&gt;
===Insert Clip===&lt;br /&gt;
A character may insert a fresh clip into a ready firearm by taking a Simple Action, but only if he has first removed the previous clip (see Remove Clip, p. 166 Core).&lt;br /&gt;
&lt;br /&gt;
===Observe in Detail===&lt;br /&gt;
A character may make a detailed observation by taking a Simple Action. This allows a Perception Test (see Using Perception, p. 135).&lt;br /&gt;
&lt;br /&gt;
Note that characters should always be able to observe what is immediately obvious (gamemaster’s discretion, keeping in mind any perception enhancements the character may have) without having to spend a Simple Action and make a Perception Test. For example, a character might automatically be aware that someone is running toward him with something in hand; however, the gamemaster may decide that the character cannot tell if it is a friend or foe or what is in their hand without taking an Observe in Detail action.&lt;br /&gt;
&lt;br /&gt;
===Pick Up/Put Down Object===&lt;br /&gt;
A character may pick up an object within reach or put down one that he was holding as a Simple Action. This action means care is taken to put the object down or pick it up. Just dropping an object is a Free Action, but items that get dropped are more likely to be damaged than items that are set down.&lt;br /&gt;
&lt;br /&gt;
===Quick Draw===&lt;br /&gt;
A character may attempt to quick-draw a pistol, pistol-sized weapon, or small throwing weapon and immediately fire it by using a Quick Draw Simple Action. For the character to successfully draw the weapon, the player must make a (Weapon Skill) + Reaction [Physical] (3) Test. If the weapon is held in a quick-draw holster, reduce the threshold to 2; or by 1 for a concealed quick-draw holster. If the test is successful, the character draws the weapon and fires as a single Simple Action. If the test fails, he clears the gun but cannot fire with the same action. If he glitches, the gun is stuck in the holster or dropped, and no more actions are allowed. On a critical glitch, a drawn blade may be fumbled out of the character’s reach or a pistol accidentally fired while still in the holster; the gamemaster decides the exact nature of the screw-up.&lt;br /&gt;
&lt;br /&gt;
Only properly holstered weapons can be quickdrawn. They do not have to be in a quick-draw holster, but they do need to be in a holster or sheath or on a proper sling to be quick-drawn. Two weapons may be quick-drawn and fired simultaneously, but the (Weapon Skill) + Reaction dice pool is split, and off-hand penalties apply.&lt;br /&gt;
&lt;br /&gt;
===Ready Weapon===&lt;br /&gt;
A character may ready a weapon by spending a Simple Action. The weapon may be a firearm, melee weapon, throwing weapon, ranged weapon, or mounted or vehicular weapon. Readying entails drawing a firearm from a holster, drawing a throwing or melee weapon from a sheath, picking up any kind of weapon, or generally preparing any kind of weapon for use. A weapon must be ready before it can be used. Weapons not held in a traditional holster may require a Complex Action to ready at the gamemaster’s discretion.&lt;br /&gt;
&lt;br /&gt;
A character can ready a number of small throwing weapons, such as throwing knives or shuriken, equal to one-half his Agility (round up) per Ready Weapon action.&lt;br /&gt;
&lt;br /&gt;
===Reckless Spellcasting===&lt;br /&gt;
A spellcaster may use a Simple Action to cast a spell more quickly, but at the cost of higher Drain. See Step 4: Cast Spell, p. 281.&lt;br /&gt;
&lt;br /&gt;
===Remove Clip===&lt;br /&gt;
A character may remove a clip from a ready firearm by taking a Simple Action (see Insert Clip, p. 165, and also Reload Weapons, p. 163). It takes another Simple Action to grab a fresh clip and slam it into the weapon.&lt;br /&gt;
&lt;br /&gt;
===Shift Perception===&lt;br /&gt;
A character capable of Astral Perception may shift perception to or from Astral Space as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Stand Up===&lt;br /&gt;
Using a Simple Action, a character who is lying down or prone may stand up. If the character is wounded and attempting to stand, he must succeed in a Body + Willpower (2) Test to do so (wound modifiers apply to this test).&lt;br /&gt;
&lt;br /&gt;
===Take Aim===&lt;br /&gt;
A character may take aim with a ready firearm, bow, or throwing weapon as a Simple Action. Take Aim actions are cumulative, but the benefits are lost if the character takes any other kind of action—including a Free Action-at any time before attacking. Take Aim actions may be extended over multiple Action Phases and Combat Turns. The maximum bonus a character may gain from sequential Take Aim actions, either to her limit or her dice pool, is equal to one-half the character’s Willpower, rounded up.&lt;br /&gt;
&lt;br /&gt;
Each Take Aim action applies a +1 dice pool modifier or +1 Accuracy increase to the Attack Test.&lt;br /&gt;
&lt;br /&gt;
If the character is using image magnification or a targeting scope, Take Aim must be used to line up the shot in order to receive the bonus from the item. In this case the first action of Take Aim does not provide any additional bonus beyond enabling the function of the modification.&lt;br /&gt;
&lt;br /&gt;
===Take Cover===&lt;br /&gt;
A character may use this Simple Action to gain a cover bonus to their defense test, as long as she is not surprised (see Surprise, p. 192). A character who is surprised may not take cover.&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
A character may throw a ready throwing weapon (see Ready Weapon) by taking a Simple Action. The character may not take any other attack actions in the same Action Phase. Multiple readied throwing weapons can be thrown at a target within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196).&lt;br /&gt;
&lt;br /&gt;
===Use Simple Device===&lt;br /&gt;
A character can use any simple device with a Simple Action. Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or tapping a single icon.&lt;br /&gt;
&lt;br /&gt;
==Complex Actions==&lt;br /&gt;
A Complex Action requires intense concentration and/or finesse. Only one Complex Action is possible per Action Phase. A character may also take a Free Action in the same Action Phase as a Complex Action&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3165</id>
		<title>SR5:Combat Actions</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3165"/>
		<updated>2018-05-26T11:13:54Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Simple Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unclassified Actions==&lt;br /&gt;
These actions are very simple activities that don't require the character to take or declare an action to perform.&lt;br /&gt;
&lt;br /&gt;
===Delaying Action===&lt;br /&gt;
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.&lt;br /&gt;
&lt;br /&gt;
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).&lt;br /&gt;
&lt;br /&gt;
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.&lt;br /&gt;
&lt;br /&gt;
==Free Actions==&lt;br /&gt;
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.&lt;br /&gt;
&lt;br /&gt;
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).&lt;br /&gt;
&lt;br /&gt;
Free Actions generally require no Success Test, though special circumstances may warrant one.&lt;br /&gt;
&lt;br /&gt;
===Call a Shot===&lt;br /&gt;
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see [[SR5:Combat_Rules:Called_Shots|Called Shots]]. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.&lt;br /&gt;
&lt;br /&gt;
===Change Linked Device Mode===&lt;br /&gt;
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Deactivate Focus===&lt;br /&gt;
You can deactivate a focus at any time with a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Drop Object===&lt;br /&gt;
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.&lt;br /&gt;
&lt;br /&gt;
===Drop Prone===&lt;br /&gt;
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.&lt;br /&gt;
&lt;br /&gt;
===Eject Smartgun Clip===&lt;br /&gt;
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.&lt;br /&gt;
&lt;br /&gt;
===Gesture===&lt;br /&gt;
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.&lt;br /&gt;
&lt;br /&gt;
===Multiple Attacks===&lt;br /&gt;
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.&lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Speak/Text/Transmit Phrase===&lt;br /&gt;
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Simple Actions==&lt;br /&gt;
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.&lt;br /&gt;
&lt;br /&gt;
===Activate Focus===&lt;br /&gt;
A character may activate a focus they are carrying with a Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Call Spirit===&lt;br /&gt;
This action is used to call a spirit that has already been summoned and placed on standby.&lt;br /&gt;
&lt;br /&gt;
===Change Device Mode===&lt;br /&gt;
A character may use a Simple Action to activate, deactivate, or change the mode on any device with a simple switch, a virtual button, or a command from a commlink or other control device through either a wired or wireless link. This includes changing a gun’s firing mode, changing a shotgun’s choke, changing vision systems, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. It takes longer to interact with some devices; check individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Change Gun Mode===&lt;br /&gt;
A character holding a ready firearm can change its firing mode via a Simple Action. If the weapon is a properly linked smartgun, it costs only a Free Action to change the mode. This includes changing a shotgun’s choke if the gun does not have a smartgun link (see Shotguns, p. 429).&lt;br /&gt;
&lt;br /&gt;
COMMAND SPIRIT&lt;br /&gt;
Issuing a command to a single spirit or group of spirits&lt;br /&gt;
under a summoner’s control is a Simple Action.&lt;br /&gt;
DISMISS SPIRIT&lt;br /&gt;
This is the action of freeing a spirit from the summoner’s&lt;br /&gt;
control. It does not immediately send the spirit back to its&lt;br /&gt;
home plane but instead frees it to do as it chooses.&lt;br /&gt;
FIRE BOW&lt;br /&gt;
Firing a single arrow from a loaded bow is a Simple Ac-&lt;br /&gt;
tion. To nock a single arrow, the character must use the&lt;br /&gt;
Reload Weapon Simple Action.&lt;br /&gt;
FIRE SEMI-AUTO, SINGLE-SHOT,&lt;br /&gt;
BURST FIRE OR FULL-AUTO&lt;br /&gt;
A character may fire a readied firearm in Semi-Auto-&lt;br /&gt;
matic, Single-Shot, Burst-Fire, or Fully-Auto mode via&lt;br /&gt;
a Simple Action (see Firearms, p. 424) but may not&lt;br /&gt;
take any other attack actions in the same Action Phase.&lt;br /&gt;
If a character has one weapon in each hand, he may&lt;br /&gt;
fire once with each weapon by adding a Multiple At-&lt;br /&gt;
tacks Free Action (see Multiple Attacks, p. 96); the off-&lt;br /&gt;
hand modifier applies (see Attacking Using Off-Hand&lt;br /&gt;
Weapon, p. 178). When taken as Simple Actions, Burst&lt;br /&gt;
Fire fires 3 bullets, while Full-Auto fires 6 bullets.&lt;br /&gt;
INSERT CLIP&lt;br /&gt;
A character may insert a fresh clip into a ready firearm&lt;br /&gt;
by taking a Simple Action, but only if he has first re-&lt;br /&gt;
moved the previous clip (see Remove Clip, p. 166, and&lt;br /&gt;
Reloading Weapons, p. 163).&lt;br /&gt;
OBSERVE IN DETAIL&lt;br /&gt;
A character may make a detailed observation by taking&lt;br /&gt;
a Simple Action. This allows a Perception Test (see Us-&lt;br /&gt;
ing Perception, p. 135).&lt;br /&gt;
Note that characters should always be able to ob-&lt;br /&gt;
serve what is immediately obvious (gamemaster’s dis-&lt;br /&gt;
cretion, keeping in mind any perception enhancements&lt;br /&gt;
the character may have) without having to spend a Sim-&lt;br /&gt;
ple Action and make a Perception Test. For example, a&lt;br /&gt;
character might automatically be aware that someone&lt;br /&gt;
is running toward him with something in hand; however,&lt;br /&gt;
the gamemaster may decide that the character cannot&lt;br /&gt;
tell if it is a friend or foe or what is in their hand without&lt;br /&gt;
taking an Observe in Detail action.&lt;br /&gt;
PICK UP/PUT DOWN OBJECT&lt;br /&gt;
A character may pick up an object within reach or put&lt;br /&gt;
down one that he was holding as a Simple Action. This&lt;br /&gt;
action means care is taken to put the object down or&lt;br /&gt;
pick it up. Just dropping an object is a Free Action, but&lt;br /&gt;
items that get dropped are more likely to be damaged&lt;br /&gt;
than items that are set down.&lt;br /&gt;
QUICK DRAW&lt;br /&gt;
A character may attempt to quick-draw a pistol, pis-&lt;br /&gt;
tol-sized weapon, or small throwing weapon and im-&lt;br /&gt;
mediately fire it by using a Quick Draw Simple Action.&lt;br /&gt;
For the character to successfully draw the weapon, the&lt;br /&gt;
player must make a (Weapon Skill) + Reaction [Physi-&lt;br /&gt;
cal] (3) Test. If the weapon is held in a quick-draw hol-&lt;br /&gt;
ster (see p. 432), reduce the threshold to 2. If the test&lt;br /&gt;
is successful, the character draws the weapon and fires&lt;br /&gt;
as a single Simple Action. If the test fails, he clears the&lt;br /&gt;
gun but cannot fire with the same action. If he glitches,&lt;br /&gt;
the gun is stuck in the holster or dropped, and no more&lt;br /&gt;
actions are allowed. On a critical glitch, a drawn blade&lt;br /&gt;
may be fumbled out of the character’s reach or a pistol&lt;br /&gt;
accidentally fired while still in the holster; the game-&lt;br /&gt;
master decides the exact nature of the screw-up.&lt;br /&gt;
Only properly holstered weapons can be quick-&lt;br /&gt;
drawn. They do not have to be in a quick-draw holster,&lt;br /&gt;
but they do need to be in a holster or sheath or on a&lt;br /&gt;
proper sling to be quick-drawn. Two weapons may be&lt;br /&gt;
quick-drawn and fired simultaneously, but the (Weapon&lt;br /&gt;
Skill) + Reaction dice pool is split, and off-hand penal-&lt;br /&gt;
ties apply.&lt;br /&gt;
READY WEAPON&lt;br /&gt;
A character may ready a weapon by spending a Simple&lt;br /&gt;
Action. The weapon may be a firearm, melee weap-&lt;br /&gt;
on, throwing weapon, ranged weapon, or mounted or&lt;br /&gt;
vehicular weapon. Readying entails drawing a firearm&lt;br /&gt;
from a holster, drawing a throwing or melee weapon&lt;br /&gt;
from a sheath, picking up any kind of weapon, or gen-&lt;br /&gt;
erally preparing any kind of weapon for use. A weapon&lt;br /&gt;
must be ready before it can be used. Weapons not held&lt;br /&gt;
in a traditional holster may require a Complex Action to&lt;br /&gt;
ready at the gamemaster’s discretion.&lt;br /&gt;
A character can ready a number of small throwing&lt;br /&gt;
weapons, such as throwing knives or shuriken, equal&lt;br /&gt;
to one-half his Agility (round up) per Ready Weapon&lt;br /&gt;
action.&lt;br /&gt;
RECKLESS SPELLCASTING&lt;br /&gt;
A spellcaster may use a Simple Action to cast a spell&lt;br /&gt;
more quickly, but at the cost of higher Drain. See Step&lt;br /&gt;
4: Cast Spell, p. 281.&lt;br /&gt;
REMOVE CLIP&lt;br /&gt;
A character may remove a clip from a ready firearm by&lt;br /&gt;
taking a Simple Action (see Insert Clip, p. 165, and also&lt;br /&gt;
Reload Weapons, p. 163). It takes another Simple Action&lt;br /&gt;
to grab a fresh clip and slam it into the weapon.&lt;br /&gt;
SHIFT PERCEPTION&lt;br /&gt;
A character capable of Astral Perception may shift per-&lt;br /&gt;
ception to or from Astral Space as a Simple Action.&lt;br /&gt;
STAND UP&lt;br /&gt;
Using a Simple Action, a character who is lying down or&lt;br /&gt;
prone may stand up. If the character is wounded and at-&lt;br /&gt;
tempting to stand, he must succeed in a Body + Willpow-&lt;br /&gt;
er (2) Test to do so (wound modifiers apply to this test).&lt;br /&gt;
TAKE AIM&lt;br /&gt;
A character may take aim with a ready firearm, bow, or&lt;br /&gt;
throwing weapon as a Simple Action. Take Aim actions&lt;br /&gt;
are cumulative, but the benefits are lost if the character&lt;br /&gt;
takes any other kind of action—including a Free Action—&lt;br /&gt;
at any time before attacking. Take Aim actions may be&lt;br /&gt;
extended over multiple Action Phases and Combat Turns.&lt;br /&gt;
The maximum bonus a character may gain from sequen-&lt;br /&gt;
tial Take Aim actions, either to her limit or her dice pool, is&lt;br /&gt;
equal to one-half the character’s Willpower, rounded up.&lt;br /&gt;
Each Take Aim action applies a +1 dice pool modifier&lt;br /&gt;
or +1 Accuracy increase to the Attack Test.&lt;br /&gt;
If the character is using image magnification or a&lt;br /&gt;
targeting scope, Take Aim must be used to line up the&lt;br /&gt;
shot in order to receive the bonus from the item. In this&lt;br /&gt;
case the first action of Take Aim does not provide any&lt;br /&gt;
additional bonus beyond enabling the function of the&lt;br /&gt;
modification.&lt;br /&gt;
TAKE COVER&lt;br /&gt;
A character may use this Simple Action to gain a cover&lt;br /&gt;
bonus to their defense test, as long as she is not sur-&lt;br /&gt;
prised (see Surprise, p. 192). A character who is sur-&lt;br /&gt;
prised may not take cover.&lt;br /&gt;
THROW WEAPON&lt;br /&gt;
A character may throw a ready throwing weapon (see&lt;br /&gt;
Ready Weapon, p. 165) by taking a Simple Action. The&lt;br /&gt;
character may not take any other attack actions in the&lt;br /&gt;
same Action Phase. Multiple readied throwing weap-&lt;br /&gt;
ons can be thrown at a target within Short or Medium&lt;br /&gt;
range by adding a Multiple Attacks Free Action (see&lt;br /&gt;
Multiple Attacks, p. 196).&lt;br /&gt;
USE SIMPLE DEVICE&lt;br /&gt;
A character can use any simple device with a Simple&lt;br /&gt;
Action. Simple devices are those that are activated with&lt;br /&gt;
a simple movement like a thumb trigger, pressing a sin-&lt;br /&gt;
gle key, or tapping a single icon.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3164</id>
		<title>SR5:Combat Actions</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3164"/>
		<updated>2018-05-26T11:09:44Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Free Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unclassified Actions==&lt;br /&gt;
These actions are very simple activities that don't require the character to take or declare an action to perform.&lt;br /&gt;
&lt;br /&gt;
===Delaying Action===&lt;br /&gt;
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.&lt;br /&gt;
&lt;br /&gt;
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).&lt;br /&gt;
&lt;br /&gt;
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.&lt;br /&gt;
&lt;br /&gt;
==Free Actions==&lt;br /&gt;
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.&lt;br /&gt;
&lt;br /&gt;
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).&lt;br /&gt;
&lt;br /&gt;
Free Actions generally require no Success Test, though special circumstances may warrant one.&lt;br /&gt;
&lt;br /&gt;
===Call a Shot===&lt;br /&gt;
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see [[SR5:Combat_Rules:Called_Shots|Called Shots]]. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.&lt;br /&gt;
&lt;br /&gt;
===Change Linked Device Mode===&lt;br /&gt;
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Deactivate Focus===&lt;br /&gt;
You can deactivate a focus at any time with a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Drop Object===&lt;br /&gt;
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.&lt;br /&gt;
&lt;br /&gt;
===Drop Prone===&lt;br /&gt;
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.&lt;br /&gt;
&lt;br /&gt;
===Eject Smartgun Clip===&lt;br /&gt;
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.&lt;br /&gt;
&lt;br /&gt;
===Gesture===&lt;br /&gt;
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.&lt;br /&gt;
&lt;br /&gt;
===Multiple Attacks===&lt;br /&gt;
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.&lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Speak/Text/Transmit Phrase===&lt;br /&gt;
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Simple Actions==&lt;br /&gt;
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3163</id>
		<title>SR5:Combat Actions</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3163"/>
		<updated>2018-05-26T11:08:30Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Simple Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unclassified Actions==&lt;br /&gt;
These actions are very simple activities that don't require the character to take or declare an action to perform.&lt;br /&gt;
&lt;br /&gt;
===Delaying Action===&lt;br /&gt;
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.&lt;br /&gt;
&lt;br /&gt;
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).&lt;br /&gt;
&lt;br /&gt;
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.&lt;br /&gt;
&lt;br /&gt;
==Free Actions==&lt;br /&gt;
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.&lt;br /&gt;
&lt;br /&gt;
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).&lt;br /&gt;
&lt;br /&gt;
Free Actions generally require no Success Test, though special circumstances may warrant one.&lt;br /&gt;
&lt;br /&gt;
===Call a Shot===&lt;br /&gt;
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see [[SR5:Combat_Rules:Called_Shots|Called Shots]]. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.&lt;br /&gt;
&lt;br /&gt;
===Change Linked Device Mode===&lt;br /&gt;
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Drop Object===&lt;br /&gt;
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.&lt;br /&gt;
&lt;br /&gt;
===Drop Prone===&lt;br /&gt;
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.&lt;br /&gt;
&lt;br /&gt;
===Eject Smartgun Clip===&lt;br /&gt;
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.&lt;br /&gt;
&lt;br /&gt;
===Gesture===&lt;br /&gt;
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.&lt;br /&gt;
&lt;br /&gt;
===Multiple Attacks===&lt;br /&gt;
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.&lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Speak/Text/Transmit Phrase===&lt;br /&gt;
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Simple Actions==&lt;br /&gt;
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3162</id>
		<title>SR5:Combat Actions</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3162"/>
		<updated>2018-05-26T10:57:33Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* =Delaying Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unclassified Actions==&lt;br /&gt;
These actions are very simple activities that don't require the character to take or declare an action to perform.&lt;br /&gt;
&lt;br /&gt;
===Delaying Action===&lt;br /&gt;
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.&lt;br /&gt;
&lt;br /&gt;
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).&lt;br /&gt;
&lt;br /&gt;
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.&lt;br /&gt;
&lt;br /&gt;
==Free Actions==&lt;br /&gt;
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.&lt;br /&gt;
&lt;br /&gt;
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).&lt;br /&gt;
&lt;br /&gt;
Free Actions generally require no Success Test, though special circumstances may warrant one.&lt;br /&gt;
&lt;br /&gt;
===Call a Shot===&lt;br /&gt;
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see [[SR5:Combat_Rules:Called_Shots|Called Shots]]. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.&lt;br /&gt;
&lt;br /&gt;
===Change Linked Device Mode===&lt;br /&gt;
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Drop Object===&lt;br /&gt;
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.&lt;br /&gt;
&lt;br /&gt;
===Drop Prone===&lt;br /&gt;
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.&lt;br /&gt;
&lt;br /&gt;
===Eject Smartgun Clip===&lt;br /&gt;
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.&lt;br /&gt;
&lt;br /&gt;
===Gesture===&lt;br /&gt;
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.&lt;br /&gt;
&lt;br /&gt;
===Multiple Attacks===&lt;br /&gt;
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.&lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Speak/Text/Transmit Phrase===&lt;br /&gt;
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Simple Actions==&lt;br /&gt;
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.&lt;br /&gt;
&lt;br /&gt;
During his Action Phase, a character may take two Simple Actions, though only one can be an attack action. A character may also take a Free Action with the two Simple Actions.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3161</id>
		<title>SR5:Combat Actions</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Combat_Actions&amp;diff=3161"/>
		<updated>2018-05-26T10:57:11Z</updated>

		<summary type="html">&lt;p&gt;Welling: Created page with &amp;quot;==Unclassified Actions== These actions are very simple activities that don't require the character to take or declare an action to perform.  ===Delaying Action== There are tim...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unclassified Actions==&lt;br /&gt;
These actions are very simple activities that don't require the character to take or declare an action to perform.&lt;br /&gt;
&lt;br /&gt;
===Delaying Action==&lt;br /&gt;
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.&lt;br /&gt;
&lt;br /&gt;
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).&lt;br /&gt;
&lt;br /&gt;
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.&lt;br /&gt;
&lt;br /&gt;
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.&lt;br /&gt;
&lt;br /&gt;
==Free Actions==&lt;br /&gt;
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.&lt;br /&gt;
&lt;br /&gt;
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).&lt;br /&gt;
&lt;br /&gt;
Free Actions generally require no Success Test, though special circumstances may warrant one.&lt;br /&gt;
&lt;br /&gt;
===Call a Shot===&lt;br /&gt;
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see [[SR5:Combat_Rules:Called_Shots|Called Shots]]. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.&lt;br /&gt;
&lt;br /&gt;
===Change Linked Device Mode===&lt;br /&gt;
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.&lt;br /&gt;
&lt;br /&gt;
===Drop Object===&lt;br /&gt;
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.&lt;br /&gt;
&lt;br /&gt;
===Drop Prone===&lt;br /&gt;
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.&lt;br /&gt;
&lt;br /&gt;
===Eject Smartgun Clip===&lt;br /&gt;
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.&lt;br /&gt;
&lt;br /&gt;
===Gesture===&lt;br /&gt;
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.&lt;br /&gt;
&lt;br /&gt;
===Multiple Attacks===&lt;br /&gt;
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.&lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
===Speak/Text/Transmit Phrase===&lt;br /&gt;
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Simple Actions==&lt;br /&gt;
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.&lt;br /&gt;
&lt;br /&gt;
During his Action Phase, a character may take two Simple Actions, though only one can be an attack action. A character may also take a Free Action with the two Simple Actions.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Vehicles%5CDrones&amp;diff=2986</id>
		<title>SR5:Gear Lists:Vehicles\Drones</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Vehicles%5CDrones&amp;diff=2986"/>
		<updated>2018-05-06T23:27:20Z</updated>

		<summary type="html">&lt;p&gt;Welling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Craft!!Type!!Vehicle!!Handl!!Speed!!Accel!!Body!!Armor!!Pilot!!Sensor!!Seats!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Groundcraft Bikes --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Dodge Scoot&lt;br /&gt;
|Handling=4/3|Speed=3|Acceleration=1|Body=4|Armor=4|Pilot=1|Sensor=1|Seats=1|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Harley-Davidson Scorpion&lt;br /&gt;
|Handling=4/3|Speed=4|Acceleration=2|Body=8|Armor=9|Pilot=1|Sensor=2|Seats=1|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Yamaha Growler&lt;br /&gt;
|Handling=4/5|Speed=3/4|Acceleration=1|Body=5|Armor=5|Pilot=1|Sensor=1|Seats=1|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Suzuki Mirage&lt;br /&gt;
|Handling=5/3|Speed=6|Acceleration=3|Body=5|Armor=6|Pilot=1|Sensor=2|Seats=1|Cost=8,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Cocotaxi HT|Handling=4/2|Speed=3|Acceleration=2|Body=5|Armor=4|Pilot=1|Sensor=1|Seats=3|Cost=4,000|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Cyclops|Handling=4/4|Speed=4|Acceleration=2|Body=4|Armor=4|Pilot=1|Sensor=1|Seats=1|Cost=6,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Falcon-EX|Handling=3/5|Speed=2/3|Acceleration=1/2|Body=7|Armor=9|Pilot=1|Sensor=1|Seats=2|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Horseman|Handling=3/1|Speed=3|Acceleration=2|Body=4|Armor=3|Pilot=2|Sensor=2|Seats=1|Cost=12,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Kaburaya|Handling=5/3|Speed=6|Acceleration=3|Body=5|Armor=4|Pilot=1|Sensor=2|Seats=1|Cost=17,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Mustang|Handling=4/4|Speed=3|Acceleration=2|Body=8|Armor=6|Pilot=1|Sensor=1|Seats=2|Avail=3|Cost=11,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Nightmare|Handling=4/3|Speed=5|Acceleration=2|Body=8|Armor=8|Pilot=2|Sensor=3|Seats=2|Cost=22,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Nodachi|Handling=4/3|Speed=5|Acceleration=2|Body=8|Armor=9|Pilot=2|Sensor=2|Seats=2|Avail=12R|Cost=28,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Revolution|Handling=5/3|Speed=4|Acceleration=3|Body=6|Armor=9|Pilot=2|Sensor=2|Seats=1|Avail=4|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Spartan|Handling=3/4|Speed=4|Acceleration=2|Body=7|Armor=6|Pilot=2|Sensor=2|Seats=1|Cost=11,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Terrier|Handling=5/2|Speed=2|Acceleration=1|Body=2|Armor=2|Pilot=2|Sensor=2|Seats=1|Cost=4,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Zip|Handling=3/2|Speed=3|Acceleration=1|Body=6|Armor=4|Pilot=1|Sensor=2|Seats=1|Cost=3,500|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Limos --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Limo|Vehicle=Mitsubishi Nightsky|Handling=4/3|Speed=4|Acceleration=2|Body=15|Armor=15|Pilot=3|Sensor=5|Seats=8|Availability=16|Cost=320,000}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Limo|Vehicle=Phaeton|Handling=5/3|Speed=5/3|Acceleration=2|Body=16|Armor=12|Pilot=3|Sensor=4|Seats=2/8|Avail=18|Cost=350,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Cars --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Chrysler-Nissan Jackrabbit&lt;br /&gt;
|Handling=4/3|Speed=3|Acceleration=2|Body=8|Armor=4|Pilot=1|Sensor=2|Seats=2|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Honda Spirit&lt;br /&gt;
|Handling=3/2|Speed=4|Acceleration=2|Body=8|Armor=6|Pilot=1|Sensor=2|Seats=2|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Hyundai Shin-Hyung&lt;br /&gt;
|Handling=5/4|Speed=6|Acceleration=3|Body=10|Armor=6|Pilot=1|Sensor=2|Seats=4|Cost=28,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Eurocar Westwind 3000&lt;br /&gt;
|Handling=6/4|Speed=7|Acceleration=3|Body=10|Armor=8|Pilot=3|Sensor=5|Seats=2|Availability=13|Cost=110,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Ford Americar&lt;br /&gt;
|Handling=4/3|Speed=3|Acceleration=2|Body=11|Armor=6|Pilot=1|Sensor=2|Seats=4|Cost=16,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Saeder-Krupp-Bentley Concordat&lt;br /&gt;
|Handling=5/4|Speed=5|Acceleration=2|Body=12|Armor=12|Pilot=2|Sensor=4|Seats=4|Availability=10|Cost=65,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Comet|Handling=4/4|Speed=3|Acceleration=2|Body=11|Armor=6|Pilot=2|Sensor=2|Seats=4|Cost=20,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Artemis|Handling=4/2|Speed=3|Acceleration=3|Body=9|Armor=6|Pilot=1|Sensor=1|Seats=4|Cost=17,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Chameleon|Handling=4/2|Speed=4|Acceleration=1|Body=10|Armor=4|Pilot=1|Sensor=1|Seats=4|Cost=14,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Dynamit|Handling=5/1|Speed=9|Acceleration=3|Body=10|Armor=3|Pilot=2|Sensor=3|Seats=2|Avail=8|Cost=98,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Equus|Handling=3/3|Speed=4/3|Acceleration=2|Body=12|Armor=10|Pilot=2|Sensor=3|Seats=4|Cost=40,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=FunOne|Handling=3/1|Speed=3|Acceleration=1|Body=6|Armor=4|Pilot=2|Sensor=1|Seats=2/1|Cost=8,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Gladius|Handling=7/3|Speed=9|Acceleration=4|Body=10|Armor=5|Pilot=3|Sensor=5|Seats=2|Avail=14|Cost=154,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Journey|Handling=4/3|Speed=3|Acceleration=3|Body=9|Armor=5|Pilot=1|Sensor=1|Seats=4|Cost=17,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Longboard|Handling=4/3|Speed=3|Acceleration=2|Body=12|Armor=6|Pilot=1|Sensor=2|Seats=6|Cost=31,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=MetaWay|Handling=4/2|Speed=4|Acceleration=1|Body=10|Armor=4|Pilot=1|Sensor=2|Seats=1|Cost=24,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Phoenix|Handling=4/2|Speed=6|Acceleration=3|Body=10|Armor=6|Pilot=2|Sensor=3|Seats=4|Cost=32,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Xenon|Handling=3/2|Speed=4/3|Acceleration=2|Body=8|Armor=6|Pilot=2|Sensor=2|Seats=4|Cost=18,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Trucks --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Toyota Gopher&lt;br /&gt;
|Handling=5/5|Speed=4|Acceleration=2|Body=14|Armor=10|Pilot=1|Sensor=2|Seats=3|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Armadillo|Handling=3/4|Speed=4|Acceleration=2|Body=13|Armor=10|Pilot=1|Sensor=2|Seats=2/4|Cost=22,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Escalade|Handling=3/3|Speed=4|Acceleration=2|Body=16|Armor=10|Pilot=3|Sensor=4|Seats=6|Avail=10|Cost=125,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Hauler|Handling=3/3|Speed=4/3|Acceleration=1|Body=16|Armor=8|Pilot=2|Sensor=2|Seats=4/4|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Hotspur|Handling=4/5|Speed=6|Acceleration=3|Body=16|Armor=12|Pilot=2|Sensor=2|Seats=2|Avail=8|Cost=60,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Minotaur|Handling=4/5|Speed=5|Acceleration=2|Body=14|Armor=8|Pilot=4|Sensor=4|Seats=4|Cost=45,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Morgan|Handling=3/5|Speed=4|Acceleration=3|Body=14|Armor=6|Seats=2|Avail=8|Cost=7,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Northstar|Handling=5/3|Speed=6|Acceleration=2|Body=12|Armor=8|Pilot=3|Sensor=5|Seats=4|Avail=12|Cost=115,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Percheron|Handling=3/3|Speed=3|Acceleration=2|Body=15|Armor=6|Pilot=4|Sensor=3|Seats=6|Cost=39,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Sidewinder|Handling=4/3|Speed=3|Acceleration=2|Body=10|Armor=6|Pilot=2|Sensor=2|Seats=6|Cost=33,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Talon|Handling=4/3|Speed=4|Acceleration=2|Body=12|Armor=6|Pilot=2|Sensor=2|Seats=5|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Trailblazer|Handling=3/4|Speed=3|Acceleration=2|Body=12|Armor=6|Pilot=1|Sensor=2|Seats=4|Cost=32,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Watcher|Handling=3/3|Speed=3|Acceleration=3|Body=9|Armor=8|Pilot=1|Sensor=3|Seats=5|Avail=4|Cost=40,00|Source=SR5:SS}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Vans --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=GMC Bulldog&lt;br /&gt;
|Handling=3/3|Speed=3|Acceleration=1|Body=16|Armor=12|Pilot=1|Sensor=2|Seats=6|Cost=35,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Rover Model 2072&lt;br /&gt;
|Handling=5/5|Speed=4|Acceleration=2|Body=15|Armor=12|Pilot=2|Sensor=4|Seats=6|Availability=10|Cost=68,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Ares Roadmaster&lt;br /&gt;
|Handling=3/3|Speed=3|Acceleration=1|Body=18|Armor=18|Pilot=3|Sensor=3|Seats=8|Availability=8|Cost=52,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Caravaner|Handling=3/2|Speed=4|Acceleration=1|Body=12|Armor=8|Pilot=2|Sensor=2|Seats=7|Cost=28,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Chuck Wagon|Handling=2/2|Speed=3|Acceleration=1|Body=16|Armor=5|Pilot=2|Sensor=2|Seats=2|Cost=40,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Econovan|Handling=3/2|Speed=4|Acceleration=1|Body=14|Armor=8|Pilot=2|Sensor=2|Seats=10|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Endurance|Handling=3/3|Speed=4|Acceleration=3|Body=14|Armor=6|Pilot=1|Sensor=2|Seats=8|Cost=35,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=S-K LT-21|Handling=2/1|Speed=2|Acceleration=1|Body=15|Armor=7|Pilot=2|Sensor=2|Seats=2|Cost=31,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Universe|Handling=3/3|Speed=4/3|Acceleration=1|Body=14|Armor=8|Pilot=3|Sensor=2|Seats=2/14|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- RVs --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=RV|Vehicle=Chinook|Handling=3/2|Speed=4/3|Acceleration=1|Body=14|Armor=12|Pilot=2|Sensor=2|Seats=10|Cost=145,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=RV|Vehicle=Outback|Handling=3/4|Speed=3/4|Acceleration=1|Body=14|Armor=12|Pilot=2|Sensor=4|Seats=8|Cost=158,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=RV|Vehicle=Preserve|Handling=3/3|Speed=4/4|Acceleration=1|Body=16|Armor=12|Pilot=2|Sensor=3|Seats=10|Cost=134,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Tractors/Trailers --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Tractor/Trailer|Vehicle=Conestoga Trailblazer|Handling=2/1|Speed=2|Acceleration=1|Body=14|Armor=6|Pilot=2|Sensor=1|Seats=2|Avail=4|Cost=75,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Tractor/Trailer|Vehicle=Hellhound|Handling=3/2|Speed=4/3|Acceleration=1|Body=20|Armor=15|Pilot=3|Sensor=3|Seats=2|Avail=16R|Cost=150,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Tractor/Trailer|Vehicle=Trailer (Trailblazer)|Handling=1/1|Speed=1|Acceleration=1|Body=20|Armor=6|Pilot=2|Sensor=1|Cost=20,000|Source=SR5:SS}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Busses --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bus|Vehicle=Camellos HT|Handling=3/2|Speed=3|Acceleration=1|Body=16|Armor=5|Pilot=1|Sensor=2|Seats=200|Cost=150,000|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bus|Vehicle=Omnibus|Handling=2/2|Speed=3|Acceleration=1|Body=18|Armor=10|Pilot=2|Sensor=2|Seats=53|Avail=12|Cost=296,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Commercial Vehicles --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Commercial D-Compact|Handling=2/2|Speed=3|Acceleration=1|Body=12|Armor=8|Pilot=2|Sensor=2|Seats=2|Avail=12|Cost=196,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Commercial D-series|Handling=2/2|Speed=3|Acceleration=1|Body=16|Armor=10|Pilot=2|Sensor=2|Seats=2|Avail=12|Cost=248,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Commercial DD|Handling=2/2|Speed=3|Acceleration=1|Body=20|Armor=12|Pilot=2|Sensor=2|Seats=2|Avail=12|Cost=312,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=series|Handling=2/2|Speed=3|Acceleration=1|Body=18|Armor=12|Pilot=2|Sensor=3|Seats=2|Avail=14|Cost=287,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Konstructors|Handling=2/2|Speed=3|Acceleration=1|Body=24|Armor=18|Pilot=4|Sensor=3|Seats=2|Avail=16|Cost=365,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Ram Industrail Narrow|Handling=3/1|Speed=1|Acceleration=1|Body=16|Armor=8|Pilot=2|Sensor=4|Seats=2|Avail=4|Cost=49,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Ram Industrial Large|Handling=2/1|Speed=1|Acceleration=1|Body=16|Armor=8|Pilot=2|Sensor=4|Seats=2|Avail=4|Cost=51,000|Source=SR5:SS}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Security/Police/Military --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Blitzkrieg|Handling=4/3|Speed=4|Acceleration=2|Body=10|Armor=8|Pilot=3|Sensor=4|Seats=2|Avail=14R|Cost=46,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Charger|Handling=4/3|Speed=5|Acceleration=2|Body=12|Armor=12|Pilot=4|Sensor=4|Seats=5|Avail=16R|Cost=65,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Command (General)|Handling=3/3|Speed=4|Acceleration=1|Body=20|Armor=16|Pilot=5|Sensor=7|Seats=10|Avail=18R|Cost=344,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Goliath|Handling=3/2|Speed=4|Acceleration=2|Body=16|Armor=16|Pilot=3|Sensor=3|Seats=8|Avail=20R|Cost=120,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=i8 Interceptor|Handling=5/3|Speed=8|Acceleration=4|Body=12|Armor=8|Pilot=4|Sensor=4|Seats=3|Avail=16R|Cost=114,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Luxus|Handling=5/5|Speed=5|Acceleration=3|Body=18|Armor=16|Pilot=5|Sensor=6|Seats=8|Avail=14R|Cost=398,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Rhino|Handling=4/4|Speed=4|Acceleration=2|Body=17|Armor=18|Pilot=4|Sensor=4|Seats=9|Avail=18R|Cost=225,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Stallion|Handling=3/4|Speed=5|Acceleration=3|Body=16|Armor=12|Pilot=3|Sensor=3|Seats=4|Avail=16R|Cost=78,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Stürmwagon|Handling=5/4|Speed=4|Acceleration=2|Body=17|Armor=18|Pilot=4|Sensor=5|Seats=10|Avail=20R|Cost=145,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Teufelkatze|Handling=5/4|Speed=5|Acceleration=3|Body=16|Armor=16|Pilot=3|Sensor=3|Seats=7|Avail=16F|Cost=76,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Trailer (General)|Handling=3/3|Speed=3|Acceleration=1|Body=20|Armor=16|Pilot=3|Sensor=7|Seats=1|Avail=18R|Cost=54,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Wolf II|Handling=3/3|Speed=3|Acceleration=2|Body=24|Armor=12|Pilot=2|Sensor=2|Seats=6|Avail=20F|Cost=330,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Hovercraft --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Hovercraft|Type=Hovercraft|Vehicle=KVP—28|Handling=2/2|Speed=3|Acceleration=1|Body=18|Armor=12|Pilot=4|Sensor=3|Seats=2|Avail=16|Cost=87,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Hovercraft|Type=Hovercraft|Vehicle=Minnesota|Handling=4/4|Speed=4|Acceleration=2|Body=14|Armor=9|Pilot=3|Sensor=3|Seats=2/12|Avail=12R|Cost=130,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Hovercraft|Type=Hovercraft|Vehicle=Minsk|Handling=2/2|Speed=3|Acceleration=1|Body=16|Armor=10|Pilot=4|Sensor=3|Seats=2|Avail=16|Cost=77,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Hovercraft|Type=Hovercraft|Vehicle=Vodyanoy|Handling=3/3|Speed=4|Acceleration=3|Body=16|Armor=16|Pilot=1|Sensor=2|Seats=3(10)|Avail=12F|Cost=84,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Watercraft Boats --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Samuvani Criscraft Otter&lt;br /&gt;
|Handling=4|Speed=3|Acceleration=2|Body=12|Armor=6|Pilot=2|Sensor=2|Seats=8|Cost=21,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Yongkang Gala Trinity&lt;br /&gt;
|Handling=5|Speed=6|Acceleration=3|Body=10|Armor=6|Pilot=1|Sensor=1|Seats=3|Availability=8|Cost=37,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Morgan Cutlass&lt;br /&gt;
|Handling=5|Speed=4|Acceleration=2|Body=16|Armor=10|Pilot=3|Sensor=5|Seats=6|Availability=14R|Cost=96,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=AirRanger|Handling=4|Speed=4|Acceleration=3|Body=10|Armor=6|Pilot=1|Sensor=1|Seats=6|Avail=6|Cost=25,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=AirRanger Heavy|Handling=4|Speed=4|Acceleration=3|Body=12|Armor=6|Pilot=1|Sensor=1|Seats=5|Avail=8|Cost=35,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Aquavida 1|Handling=2|Speed=1|Acceleration=2|Body=20|Armor=16|Pilot=1|Sensor=3|Seats=2/8|Avail=10|Cost=115,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Aquavida 2|Handling=2|Speed=1|Acceleration=2|Body=20|Armor=16|Pilot=1|Sensor=3|Seats=4/8|Avail=12|Cost=135,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Classic 111|Handling=3|Speed=4|Acceleration=2|Body=24|Armor=14|Pilot=4|Sensor=4|Seats=14|Avail=16|Cost=14,870|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Cottonmouth|Handling=5|Speed=7|Acceleration=4|Body=8|Armor=4|Pilot=3|Sensor=3|Seats=4|Avail=12|Cost=120,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Kingfisher|Handling=3|Speed=3|Acceleration=2|Body=16|Armor=12|Pilot=3|Sensor=4|Seats=6|Avail=12|Cost=61,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Lake King|Handling=2|Speed=3|Acceleration=2|Body=14|Armor=8|Pilot=1|Sensor=1|Seats=8|Cost=35,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Manta Ray|Handling=4|Speed=5|Acceleration=3|Body=9|Armor=6|Pilot=1|Sensor=1|Seats=3|Cost=16,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Mobius|Handling=3|Speed=3|Acceleration=2|Body=36|Armor=14|Pilot=6|Sensor=5|Seats=22|Avail=36|Cost=84,980|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Nightrunner|Handling=5|Speed=6|Acceleration=3|Body=12|Armor=6|Pilot=3|Sensor=4|Seats=6|Avail=10|Cost=56,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Riverine Military|Handling=5|Speed=5|Acceleration=2|Body=20|Armor=20|Pilot=6|Sensor=6|Seats=8|Avail=20F|Cost=225,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Riverine Police|Handling=4|Speed=5|Acceleration=3|Body=16|Armor=14|Pilot=4|Sensor=5|Seats=8|Avail=15R|Cost=154,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Riverine Security|Handling=4|Speed=5|Acceleration=3|Body=16|Armor=12|Pilot=4|Sensor=4|Seats=8|Avail=15R|Cost=100,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Stingray|Handling=5|Speed=5|Acceleration=3|Body=8|Armor=6|Pilot=1|Sensor=1|Seats=2|Cost=13,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Water Strider|Handling=3|Speed=2|Acceleration=1|Body=8|Armor=5|Pilot=2|Sensor=2|Seats=1|Avail=16|Cost=11,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Waterbug|Handling=6|Speed=3|Acceleration=2|Body=8|Armor=4|Pilot=1|Seats=2|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Waterking|Handling=3|Speed=3|Acceleration=2|Body=14|Armor=8|Pilot=3|Sensor=2|Seats=12|Avail=12|Cost=74,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Waveskipper|Handling=5|Speed=3|Acceleration=2|Body=10|Armor=4|Pilot=1|Seats=1|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Boat|Vehicle=Zodiac Scorpio|Handling=4|Speed=4|Acceleration=2|Body=10|Armor=6|Pilot=1|Sensor=1|Seats=2/6|Avail=8|Cost=26,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sailboats --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Sailboat|Vehicle=Elysium|Handling=1/3|Speed=1/4|Acceleration=1/2|Body=14|Armor=10|Pilot=2|Sensor=3|Seats=6|Avail=12|Cost=78,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=SailBoat|Vehicle=Panther|Handling=1/3|Speed=2/5|Acceleration=1/3|Body=18|Armor=10|Pilot=2|Sensor=3|Seats=8|Avail=12|Cost=135,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=SailBoat|Vehicle=Trident|Handling=1/3|Speed=4/5|Acceleration=2/3|Body=16|Armor=10|Pilot=2|Sensor=3|Seats=6|Avail=12|Cost=125,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=SailBoat|Vehicle=Triton|Handling=1|Speed=6|Acceleration=2|Body=16|Armor=10|Pilot=2|Sensor=3|Seats=6|Cost=104,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Watercraft Submarines --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Submarine|Vehicle=Proteus Lamprey&lt;br /&gt;
|Handling=3|Speed=2|Acceleration=1|Body=6|Armor=6|Pilot=1|Sensor=3|Seats=4|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Watercraft|Type=Submarine|Vehicle=Vulkan Electronaut&lt;br /&gt;
|Handling=3|Speed=3|Acceleration=1|Body=12|Armor=10|Pilot=4|Sensor=4|Seats=2|Availability=10|Cost=108,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Aircraft Fixed-Wing --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Fixed-Wing|Vehicle=Artemis Industries Nightwing&lt;br /&gt;
|Handling=6|Speed=3|Acceleration=1|Body=4|Armor=0|Pilot=1|Sensor=1|Seats=1|Availability=8|Cost=20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Fixed-Wing|Vehicle=Cessna C750&lt;br /&gt;
|Handling=3|Speed=5|Acceleration=3|Body=18|Armor=4|Pilot=2|Sensor=2|Seats=4|Availability=8|Cost=146,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Fixed-Wing|Vehicle=Renault-Fiat Fokker Tundra-9&lt;br /&gt;
|Handling=3|Speed=4|Acceleration=3|Body=20|Armor=10|Pilot=3|Sensor=3|Seats=24|Availability=12|Cost=300,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Fixed-Wing|Vehicle=PBY-70 Catalina II|Handling=4|Speed=3|Acceleration=3|Body=22|Armor=14|Pilot=3|Sensor=4|Seats=16|Avail=12|Cost=250,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Aircraft Rotorcraft --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=Ares Dragon&lt;br /&gt;
|Handling=4|Speed=4|Acceleration=3|Body=22|Armor=8|Pilot=3|Sensor=3|Seats=18|Availability=12|Cost=355,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=Nissan Hound&lt;br /&gt;
|Handling=5|Speed=4|Acceleration=3|Body=16|Armor=16|Pilot=2|Sensor=4|Seats=12|Availability=13R|Cost=425,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=Northrup Wasp&lt;br /&gt;
|Handling=5|Speed=5|Acceleration=3|Body=10|Armor=8|Pilot=3|Sensor=3|Seats=1|Availability=12R|Cost=86,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=Agular GX-2|Handling=5|Speed=7|Acceleration=5|Body=20|Armor=16|Pilot=4|Sensor=5|Seats=2|Avail=28F|Cost=500,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=Agular GX-3AT|Handling=4|Speed=6|Acceleration=4|Body=22|Armor=20|Pilot=4|Sensor=4|Seats=10|Avail=28F|Cost=550,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=“Lift-Ticket” ALS-669|Handling=5|Speed=3|Acceleration=3|Body=16|Armor=12|Pilot=3|Sensor=4|Seats=5|Avail=14|Cost=325,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=Sea Sprite|Handling=5|Speed=4|Acceleration=3|Body=18|Armor=12|Pilot=3|Sensor=5|Seats=14|Avail=18R|Cost=400,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=SKA-008|Handling=6|Speed=5|Acceleration=8|Body=16|Armor=18|Pilot=4|Sensor=4|Seats=12|Avail=24R|Cost=525,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Rotorcraft|Vehicle=Stallion|Handling=5|Speed=5|Acceleration=4|Body=16|Armor=16|Pilot=4|Sensor=4|Seats=8|Avail=12|Cost=440,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Aircraft VTOL/VSTOL --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=VTOL/VSTOL|Vehicle=Ares Venture&lt;br /&gt;
|Handling=5|Speed=7|Acceleration=4|Body=16|Armor=14|Pilot=4|Sensor=4|Seats=6|Availability=12F|Cost=400,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=VTOL/VSTOL|Vehicle=GMC Banshee&lt;br /&gt;
|Handling=6|Speed=8|Acceleration=4|Body=20|Armor=18|Pilot=4|Sensor=6|Seats=12|Availability=24F|Cost=2,500,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=VTOL/VSTOL|Vehicle=Federated Boeing Commuter&lt;br /&gt;
|Handling=3|Speed=3|Acceleration=3|Body=16|Armor=8|Pilot=3|Sensor=3|Seats=30|Availability=10|Cost=350,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=VTOL/VSTOL|Vehicle=Gryphon|Handling=5|Speed=8|Acceleration=7|Body=24|Armor=24|Pilot=4|Sensor=5|Seats=2|Avail=28F|Cost=3,200,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=VTOL/VSTOL|Vehicle=“Krime Wing” 4|Handling=6|Speed=5|Acceleration=22|Body=18|Armor=4|Pilot=5|Sensor=10|Seats=(20)|Avail=24F|Cost=2,275,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Aircraft AirShip (Zeppelins --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Airship|Vehicle=LZP-2070|Handling=4|Speed=2|Acceleration=3|Body=12|Armor=6|Pilot=5|Sensor=4|Seats=6|Avail=12|Cost=85,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Aircraft|Type=Airship|Vehicle=“Mothership” LAVH|Handling=3|Speed=3|Acceleration=3|Body=10|Armor=5|Pilot=3|Sensor=4|Seats=1|Avail=24R|Cost=50,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Size!!Drone!!Handl!!Speed!!Accel!!Body!!Armor!!Pilot!!Sensor!!Seats!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Micro --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Micro|Drone=Shiawase Kanmushi&lt;br /&gt;
|Handling=4|Speed=2|Acceleration=1|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=8|Cost=1,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Micro|Drone=Silkorsky-Bell Microskimmer&lt;br /&gt;
|Handling=3|Speed=3|Acceleration=1|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=6|Cost=1,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Micro|Drone=Goldfish|Handling=2/4|Speed=1W|Acceleration=1|Body=0|Armor=0|Pilot=2|Sensor=2|Availability=6|Cost=500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Micro|Drone=NoizQuito|Handling=4|Speed=3R|Acceleration=2|Body=1|Armor=0|Pilot=3|Sensor=3|Availability=10R|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Mini --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=MCT Fly-Spy&lt;br /&gt;
|Handling=4|Speed=3|Acceleration=2|Body=1|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=8|Cost=2,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Horizon Flying Eye&lt;br /&gt;
|Handling=4|Speed=3|Acceleration=2|Body=1|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=8|Cost=2,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Condor|Handling=2|Speed=0R|Acceleration=0|Body=1(1)|Armor=0|Pilot=2|Sensor=4|Availability=6R|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Dragonfly|Handling=4|Speed=2P|Acceleration=1|Body=1(0)|Armor=3|Pilot=3|Sensor=2|Availability=12R|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Gerbil|Handling=4/2|Speed=2G|Acceleration=1|Body=1(1)|Armor=0|Pilot=2|Sensor=2|Availability=4|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Hedgehog|Handling=3|Speed=1G|Acceleration=1|Body=1(0)|Armor=0|Pilot=4|Sensor=3|Availability=8F|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Horizon CU^3|Handling=4|Speed=1P|Acceleration=1|Body=1(1)|Armor=0|Pilot=2|Sensor=3|Availability=4|Cost=3,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Pigeon 2.0|Handling=4|Speed=2P|Acceleration=1|Body=1(1)|Armor=0|Pilot=2|Sensor=2|Availability=8|Cost=3,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Mini|Drone=Remote Cyberhand|Handling=n/a|Speed=n/a|Acceleration=n/a|Body=n/a|Armor=n/a|Pilot=n/a|Availability=8|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Small --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Aztechnology Crawler&lt;br /&gt;
|Handling=4|Speed=3|Acceleration=1|Body=3|Armor=3|Pilot=4|Sensor=3&lt;br /&gt;
|Availability=4|Cost=4,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Lockheed Optic-X2&lt;br /&gt;
|Handling=4|Speed=4|Acceleration=3|Body=2|Armor=2|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=10|Cost=21,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Bloodhound|Handling=3|Speed=1G|Acceleration=1|Body=2(0)|Armor=0|Pilot=2|Sensor=4|Availability=8|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Castle Guard|Handling=4/2|Speed=1G|Acceleration=1|Body=2(0)|Armor=6|Pilot=3|Sensor=2|Availability=8R|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Ferret RPD-5X|Handling=4/2|Speed=1G|Acceleration=1|Body=2(1)|Armor=3|Pilot=3|Sensor=3|Availability=8R|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Gun Turret|Body=2(0)|Armor=6|Pilot=3|Sensor=2|Availability=4R|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Jardinero|Handling=2/4|Speed=1G|Acceleration=1|Body=2(1)|Armor=0|Pilot=2|Sensor=2|Availability=4|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Job-a-Mat|Body=2(2)|Armor=0|Pilot=2|Sensor=2|Availability=4|Cost=3,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Knight Errant P5|Handling=4/2|Speed=6G|Acceleration=2|Body=2(1)|Armor=0|Pilot=3|Sensor=2|Availability=10R|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Krake|Handling=5|Speed=3W|Acceleration=4|Body=2(0)|Armor=2|Pilot=4|Sensor=3|Availability=18F|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Mini-Zep|Handling=2|Speed=0P|Acceleration=0|Body=2(4)|Armor=0|Pilot=2|Sensor=2|Availability=4|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Pelican|Handling=4|Speed=2P|Acceleration=1|Body=2(1)|Armor=0|Pilot=2|Sensor=2|Availability=2|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Prairie Dog|Handling=2/4|Speed=2G|Acceleration=1|Body=2(0)|Armor=3|Pilot=3|Sensor=4|Availability=12F|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Proletarian|Handling=4/2|Speed=2G|Acceleration=1|Body=2(1)|Armor=0|Pilot=2|Sensor=2|Availability=6|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Renraku Dove|Handling=4|Speed=2P|Acceleration=1|Body=2(1)|Armor=0|Pilot=2|Sensor=2|Availability=4|Cost=5,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Sentry V|Handling=4/—|Speed=1G|Acceleration=1|Body=2(0)|Armor=6|Pilot=3|Sensor=2|Availability=4R|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Seven (Wheelie)|Handling=4/2|Speed=2G|Acceleration=1|Body=1(3)|Armor=0|Pilot=1|Sensor=1|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Seven (Treads)|Handling=3|Speed=2G|Acceleration=1|Body=1(3)|Armor=0|Pilot=1|Sensor=1|Availability=2|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Seven (Dirty)|Handling=2/4|Speed=2G|Acceleration=1|Body=1(3)|Armor=0|Pilot=1|Sensor=1|Availability=2|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Seven (Quad)|Handling=4|Speed=1G|Acceleration=1|Body=1(3)|Armor=0|Pilot=1|Sensor=1|Availability=4|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Seven (Swims)|Handling=3|Speed=2W|Acceleration=1|Body=1(3)|Armor=0|Pilot=1|Sensor=1|Availability=4|Cost=1,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Seven (Hovers)|Handling=4|Speed=1P|Acceleration=1|Body=1(3)|Armor=0|Pilot=1|Sensor=1|Availability=6|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Seven (Soars)|Handling=3|Speed=2J|Acceleration=1|Body=1(3)|Armor=0|Pilot=1|Sensor=1|Availability=8|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Sewer Snake|Handling=3|Speed=1G/1W|Acceleration=1/1|Body=2(1)|Armor=0|Pilot=2|Sensor=2|Availability=10|Cost=6,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Shamus|Handling=3|Speed=3G|Acceleration=1|Body=4(0)|Armor=4|Pilot=3|Sensor=8|Availability=10|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Smoke Generator|Handling=3|Speed=1G|Acceleration=1|Body=2(0)|Armor=0|Pilot=2|Sensor=2|Availability=8|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Sundowner|Handling=3|Speed=4P|Acceleration=1|Body=2(0)|Armor=0|Pilot=2|Sensor=2|Availability=8|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Small|Drone=Wolfhound|Handling=3|Speed=2J|Acceleration=1|Body=2(1)|Armor=0|Pilot=2|Sensor=4|Availability=12|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Medium --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=Ares Duelist&lt;br /&gt;
|Handling=3|Speed=3|Acceleration=1|Body=4|Armor=4|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=5R|Cost=4,500}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=GM-Nissan Doberman&lt;br /&gt;
|Handling=5|Speed=3|Acceleration=1|Body=4|Armor=4|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=4R|Cost=5,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=MCT-Nissan Roto-Drone&lt;br /&gt;
|Handling=4|Speed=4|Acceleration=2|Body=4|Armor=4|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=6|Cost=5,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=Cheetah|Handling=4|Speed=6G|Acceleration=2|Body=2(0)|Armor=6|Pilot=3|Sensor=2|Availability=12R|Cost=14,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=Evo Krokodil|Handling=3|Speed=2G/3W|Acceleration=1|Body=3(1)|Armor=6|Pilot=2|Sensor=2|Availability=8R|Cost=12,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=F-B Kull|Handling=3|Speed=4P|Acceleration=2|Body=3(3)|Armor=0|Pilot=3|Sensor=2|Availability=4|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=LEBD-2|Handling=4|Speed=2P|Acceleration=1|Body=3(0)|Armor=9|Pilot=4|Sensor=4|Availability=12R|Cost=20,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=Steed|Handling=4/2|Speed=1G|Acceleration=1|Body=3(1)|Armor=0|Pilot=2|Sensor=2|Availability=2|Cost=4,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Medium|Drone=Tunneler|Handling=3|Speed=0P|Acceleration=0|Body=3(2)|Armor=6|Pilot=2|Sensor=2|Availability=8R|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Large --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Cyberspace Designs Dalmation&lt;br /&gt;
|Handling=5|Speed=5|Acceleration=3|Body=5|Armor=5|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=6R|Cost=10,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Steel Lynx Combat Drone&lt;br /&gt;
|Handling=5|Speed=4|Acceleration=2|Body=6|Armor=12|Pilot=3|Sensor=3&lt;br /&gt;
|Availability=10R|Cost=25,000}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Malakim|Handling=3|Speed=6P|Acceleration=2|Body=4(0)|Armor=9|Pilot=4|Sensor=4|Availability=20F|Cost=40,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Matilda|Handling=1|Speed=2G|Acceleration=1|Body=8|Armor=8|Pilot=2|Sensor=1|Availability=12R|Cost=18,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=MediCart|Handling=5|Speed=5G|Acceleration=1|Body=6(2)|Armor=5|Pilot=4|Sensor=4|Availability=6|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Mule|Handling=4|Speed=1G|Acceleration=1|Body=4(3)|Armor=6|Pilot=2|Sensor=2|Availability=4|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Neptune|Handling=2|Speed=3W|Acceleration=1|Body=5(0)|Armor=3|Pilot=4|Sensor=3|Availability=10R|Cost=17,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Paladin|Handling=5|Speed=4G|Acceleration=1|Body=5(0)|Armor=18|Pilot=3|Sensor=2|Availability=8R|Cost=5,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Large|Drone=Tower|Handling=2|Speed=1P|Acceleration=1|Body=4(0)|Armor=6|Pilot=2|Sensor=2|Availability=8|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Huge --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Huge|Drone=Ares KN-Y0 (Deimos)|Handling=3|Speed=2G|Acceleration=1|Body=6(0)|Armor=18|Pilot=5|Sensor=3|Availability=20F|Cost=220,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Huge|Drone=Ares KN-Y0 (Eris)|Handling=3|Speed=2G|Acceleration=1|Body=6(0)|Armor=18|Pilot=5|Sensor=3|Availability=24F|Cost=270,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Huge|Drone=Ares KN-Y0 (Phobos)|Handling=3|Speed=2G|Acceleration=1|Body=6(0)|Armor=18|Pilot=5|Sensor=3|Availability=16F|Cost=250,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Huge|Drone=Avenging Angel|Handling=3|Speed=6J|Acceleration=2|Body=6(0)|Armor=12|Pilot=6|Sensor=6|Availability=40F|Cost=1,000,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Huge|Drone=Kodiak|Handling=2/4|Speed=2G|Acceleration=1|Body=6(2)|Armor=12|Pilot=2|Sensor=2|Availability=12R|Cost=40,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Anthropromorphic --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Anthro|Drone=Criado Juan|Handling=2|Speed=2G|Acceleration=1|Body=2|Armor=0|Pilot=2|Sensor=2|Availability=2|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Anthro|Drone=Direktionssekretar|Handling=4|Speed=4G|Acceleration=2|Body=4|Armor=3|Pilot=4|Sensor=4|Availability=12R|Cost=40,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Anthro|Drone=Juggernaught|Handling=3|Speed=4G|Acceleration=1|Body=6|Armor=12|Pilot=3|Sensor=3|Availability=14R|Cost=100,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Anthro|Drone=Kenchiku-Kikai|Handling=2|Speed=2G|Acceleration=1|Body=5|Armor=3|Pilot=2|Sensor=2|Availability=8R|Cost=20,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Anthro|Drone=Little Buddy|Handling=2|Speed=1G|Acceleration=1|Body=1|Armor=0|Pilot=2|Sensor=2|Availability=4|Cost=2,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Drone Row|Size=Anthro|Drone=Shiawase i-Doll|Handling=3|Speed=3G|Acceleration=1|Body=3|Armor=0|Pilot=3|Sensor=3|Availability=4|Cost=20,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missile --&amp;gt;&lt;br /&gt;
{{SR5:Drone Row|Size=Missile|Drone=Garuda 6|Handling=3J|Speed=6J|Acceleration=2/4|Body=2|Armor=2|Pilot=4|Sensor=3|Availability=20F|Cost=8,500|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=2985</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=2985"/>
		<updated>2018-04-01T08:02:11Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Throw Person */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
&lt;br /&gt;
Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
&lt;br /&gt;
After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
&lt;br /&gt;
==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
&lt;br /&gt;
===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
&lt;br /&gt;
===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
&lt;br /&gt;
===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
&lt;br /&gt;
===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
&lt;br /&gt;
==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
&lt;br /&gt;
==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
&lt;br /&gt;
===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
&lt;br /&gt;
==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
&lt;br /&gt;
During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
&lt;br /&gt;
;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
&lt;br /&gt;
==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
&lt;br /&gt;
===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
&lt;br /&gt;
===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
&lt;br /&gt;
===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
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====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
&lt;br /&gt;
===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
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===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
&lt;br /&gt;
===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
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===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
&lt;br /&gt;
===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
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===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
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===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
&lt;br /&gt;
===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
&lt;br /&gt;
===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
&lt;br /&gt;
===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
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===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
&lt;br /&gt;
===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
&lt;br /&gt;
===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
&lt;br /&gt;
===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
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===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
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====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
&lt;br /&gt;
===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
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===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
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===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
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===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
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===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
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==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
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===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
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===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
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==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
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===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
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==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
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===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
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===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
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==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
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===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
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=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
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==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
&lt;br /&gt;
The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Barbed Hooks==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
&lt;br /&gt;
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
&lt;br /&gt;
==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
&lt;br /&gt;
==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
&lt;br /&gt;
==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
===Called Shot (Break Weapon)===&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Disarm)===&lt;br /&gt;
(UNARMED COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Entanglement)===&lt;br /&gt;
(EXOTIC WEAPON ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Feint)===&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Pin)===&lt;br /&gt;
(ARCHERY OR THROWN WEAPON)&lt;br /&gt;
&lt;br /&gt;
See p. 112.&lt;br /&gt;
&lt;br /&gt;
==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
&lt;br /&gt;
==Clinch==&lt;br /&gt;
See p. 119.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
&lt;br /&gt;
In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
See p. 124.&lt;br /&gt;
&lt;br /&gt;
==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
&lt;br /&gt;
==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
&lt;br /&gt;
==Finishing Move==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 120.&lt;br /&gt;
&lt;br /&gt;
==Flying Kick==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Full Offense==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
&lt;br /&gt;
==Half Sword==&lt;br /&gt;
(BLADE ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
&lt;br /&gt;
==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Herding==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Iaijutsu==&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
&lt;br /&gt;
==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
&lt;br /&gt;
==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
&lt;br /&gt;
==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
&lt;br /&gt;
==Kip-up==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
&lt;br /&gt;
==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
&lt;br /&gt;
==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
&lt;br /&gt;
==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
&lt;br /&gt;
==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice Throw==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Shadow Block==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
==Pouncing Dragon==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
;Simple Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (–10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;br /&gt;
&lt;br /&gt;
==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=2984</id>
		<title>SR5:Martial Arts</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Martial_Arts&amp;diff=2984"/>
		<updated>2018-04-01T07:48:49Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Ballestra */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+LEARNING MARTIAL ARTS&lt;br /&gt;
!DESCRIPTION!!LEARNING TIME!!KARMA!!INSTRUCTION COST&lt;br /&gt;
|-&lt;br /&gt;
|New Technique||2 Weeks||5||1,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|New Style||1 Month||7||2,500&amp;amp;yen;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Note:The learning of a new style comes with one technique available under that style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A person can be very good at dishing punishment out and taking a hit without any formal training. There’s no instructor needed to tell you to ball up your fist, or to swing your foot and connect with something vital; to duck as a sword is swinging toward your head, or run for cover when bullets are flying at you. Combat skills encompass the basics of close-combat actions and associated moves (Block, Charge, Dodge, Escape, Grapple, Parry, and Subdue), and the skill rating and specialization in a close-combat skill represents how well a character performs actions along with their general style of completing said action. Martial arts styles may also be selected as specializations for the normal cost of 7 Karma—selecting that specialization provides a +2 bonus when using that technique.&lt;br /&gt;
&lt;br /&gt;
Each martial art style has six techniques for a character to choose (listed under Available Techniques). Buying a new style costs 7 Karma, and when you buy that style you may then choose a technique to go with it. Buying additional techniques costs 5 Karma. At character creation, you can buy up to 5 total techniques, in a single style, which costs 27 Karma. You can only buy one style at character creation.&lt;br /&gt;
&lt;br /&gt;
After character creation, the character can continue to learn techniques within the martial art style or pick up a new martial art style. Each technique within the style takes 2 weeks to learn and the same Karma cost. A character can learn a new technique in a different martial art style, but they must spend the time to learn that style of fighting as well. Each new style takes 1 month to learn and costs 7 Karma for the style and the first technique; that time includes the learning of the technique. Once a style is known techniques within that style cost 5 Karma and 2 weeks to learn. A character can learn multiple styles, but there is a limit in how much stacking a character can get away with. You cannot gain more than a +2 bonus or a reduction in modifiers by more than 2 from purchasing the same technique from two different martial art styles.&lt;br /&gt;
&lt;br /&gt;
==Magic And Martial Arts==&lt;br /&gt;
===Touching, Grappling, Subduing, and Clinching with Touch Spells===&lt;br /&gt;
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.&lt;br /&gt;
&lt;br /&gt;
===Magical Martial Art Techniques===&lt;br /&gt;
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.&lt;br /&gt;
&lt;br /&gt;
===Physical Adept Powers With Techniques===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!POWER!!TECHNIQUE&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Rolling Cloud&lt;br /&gt;
|-&lt;br /&gt;
|Light Body||Leaping Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Wall Running||Monkey Climb&lt;br /&gt;
|}&lt;br /&gt;
Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Martial Arts==&lt;br /&gt;
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.&lt;br /&gt;
===Cybernetic Limbs And Hands===&lt;br /&gt;
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).&lt;br /&gt;
&lt;br /&gt;
===Hand Razors, Blades, And Spurs===&lt;br /&gt;
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in '''[[#Sangre Y Acero|Sangre Y Acero]]''' style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.&lt;br /&gt;
&lt;br /&gt;
===Skillwires===&lt;br /&gt;
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.&lt;br /&gt;
&lt;br /&gt;
==Multiple Attacks and Martial Arts==&lt;br /&gt;
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.&lt;br /&gt;
&lt;br /&gt;
==Spirits And Martial Arts==&lt;br /&gt;
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique&lt;br /&gt;
&lt;br /&gt;
===Neijia===&lt;br /&gt;
;Complex Action&lt;br /&gt;
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.&lt;br /&gt;
&lt;br /&gt;
==Electricity Damage And Martial Arts==&lt;br /&gt;
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques. If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.&lt;br /&gt;
&lt;br /&gt;
=Styles=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''THE WAY OF THE SAMURAI'''&lt;br /&gt;
|The way of the samurai is not a game; it’s a way of life and a way of thinking. It stresses frugality, loyalty, martial arts, and honor until death. The samurai trace their origins to medieval Japan. They became a cultural class after the emperor disbanded his army, leaving no one to protect the people. In response, the clans created the samurai to protect themselves and their own. They developed a code, similar to the ideals in chivalry in Europe, that governed how they protected and treated others. This way lasted for several hundred years and even became the basis of several laws. By the nineteenth century the samurai as a way of life declined as the government changed and social reforms abolished the samurai class for more modern concepts.&lt;br /&gt;
&lt;br /&gt;
During the twenty-first century, corporations gained power becoming independent of government. The poor got poorer, the rich got richer. This brought on the old need of people building protections for themselves, and the samurai was reborn. Concepts of loyalty, martial arts, and honor until death still ring true with today’s samurai. Frugality, however, was replaced with survival to meet with events of today.&lt;br /&gt;
|}&lt;br /&gt;
Each style can be used as a skill specialization. Some of these styles can be a specialization for a combination of skills. The gamemaster determines if it is allowable for that skill.&lt;br /&gt;
&lt;br /&gt;
;Examples:Chakram Fighting can be applied to both the Exotic Ranged and Melee Weapon skill&lt;br /&gt;
:Gun Kata can be applied to both firearms and clubs&lt;br /&gt;
&lt;br /&gt;
==Gymnastics==&lt;br /&gt;
===Parkour===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Kip-up, Leaping Mantis, Monkey Climb, Rolling Cloud, Shadow Block&lt;br /&gt;
While not combat related, this style has to be mentioned as a collection of gymnastic techniques to move a character quickly and effectively around in any terrain. It originated as military obstacle training and has progressed into an urban style of travel. Since the 1980s, Parkour been used in dense urban environments for those who couldn’t afford their own transportation. Various gangs like the Spiders in Seattle actively train their members in Parkour.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
===52 Blocks===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Kick Attack, Multiple Opponent Defense (Defender has Defended), Pouncing Dragon, Randori (Dirty Trick), Rooted Tree&lt;br /&gt;
Those that have spent any time in prison may have heard of the 52 Blocks. It’s a mixed martial art style of unarmed strikes and blocks within a confined space and possibly handcuffed. The intent of 52 Blocks is self-defense and survival. The moves are quick and dirty, designed for effect and effectiveness, not finesse. It’s not a style that is taught, especially outside prison and is usually learned the hard way.&lt;br /&gt;
&lt;br /&gt;
===Aikido===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Constrictor’s Crush, Counterstrike, Throw Person, Yielding Force (Counter Strike, Throw)&lt;br /&gt;
Aikido is similar to Jujutsu in that it primarily involves using Yielding Force; that is, using the opponent’s force and momentum against him. This requires the character trained in Aikido to use little effort in defending and attacking his opponent. Aikido is taught by many masters in dojos in Kyoto and Neo-Tokyo, and they require their students to study Japanese philosophy in addition to their martial art techniques. Variations, such as the French Kinomichi, can be found outside Japan.&lt;br /&gt;
&lt;br /&gt;
===Bartitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Bending of the Reed, Called Shot (Disarm), Kick Attack, Riposte, Sweep&lt;br /&gt;
Bartitsu is the gentleman’s martial art style. Its most famous practitioners—including Sherlock Holmes and John Steed—may be fictional, but it is a real martial art that trains people how to use walking sticks or umbrellas, items that the everyday person might carry, as a weapon. This martial art has continued to exist through self-defense classes throughout Europe and for those of the upper crust. A similar combat variation to Bartitsu is Bataireacht from Tír na nÓg, which focuses on the use of a cudgel or shillelagh.&lt;br /&gt;
&lt;br /&gt;
===Boxing===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%&amp;quot;&lt;br /&gt;
|+'''BOXING'''&lt;br /&gt;
|This is what it’s always been—the simple sport of two men punching each other in the face till one falls down. In ancient history this was a matter of survival if the person couldn’t find a rock or stick. It wasn’t until the time of the Greeks and Romans that it would become a spectator sport and introduced into the Olympics. At that point, rules were defined and people started getting into various styles of boxing as a martial art. Boxing remains a popular international sport in the Sixth World with three separate federations each offering titles in eleven weightbased classes. Different boxers have different styles, which can generally be divided into the three styles displayed here: Brawler, Classic, and Swarmer.&lt;br /&gt;
|}&lt;br /&gt;
====Boxing (Brawler Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Full Offense, Haymaker, Opposing Force (Block), Stagger, Thunder Strike&lt;br /&gt;
Using less finesse and footwork than Classic boxing, the Brawler style focuses on force and attempting to knock out the opponent before they can get in a damaging blow. You see the Brawler boxing style more often in street fighting than you do in the ring. Similar styles include Musti-yuddha from India, a boxing style that includes head butts, finger strikes, and no one who is faint of heart.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Classic Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Haymaker, Oaken Stance (Defense Against Being Knocked Down), Opposing Force (Block), Silken Storm&lt;br /&gt;
This is the style of professional boxing with faster, longer jabs and punches, relying on reach and footwork to get out of the way of the opponent’s incoming blows. While punching another person in the face has been around since the dawn of time, this style of combat is based on 18th century rules of combat. This would include opponents fighting upright, not purposely hitting below the belt, and no biting a person’s ear off (Usually). Dornálaíocht, an Irish style of boxing, is close to the Classic style of boxing, while bare-knuckled boxing relies more on blocks than dodges.&lt;br /&gt;
&lt;br /&gt;
====Boxing (Swarmer Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Clinch, Haymaker, Silken Storm, Two-Headed Snake&lt;br /&gt;
The Swarmer style consists of using a flurry of blows, moving inside the reach of the opponent, and keeping mobile to dodge the opponent’s punches. This style has some of the same finesse as the Classic style, but it is fast and furious, both with constant movement and quicker punches.&lt;br /&gt;
&lt;br /&gt;
===Capoeira===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Feint), Kick Attack, Kip-up, Sweep, Tricking&lt;br /&gt;
Brazilian style martial arts that include elbow slams, leg strikes, and head butts. It originated with African slaves in Brazil, and its moves were disguised as a fast-moving dance. Because practitioner’s hands were manacled, offensive maneuvers focused on kicks and sweeps. Capoeira was taught secretly in societies called quilombos. During the 1900s there was attempted prohibition on quilombos and those who practice it. The practice went underground for a while until the 1940s, when it was legalized.&lt;br /&gt;
&lt;br /&gt;
===Carromeleg===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger&lt;br /&gt;
Some believe that this martial art dates back further than any other—as far back as what is theorized to be the Fourth World, when elves previously lived among humans. This art is a concentration of will and energy. There is no outward stance of someone ready to employ Carromeleg. It is the silence before the explosion as the practitioner of Carromeleg waits till the last moment before striking or counterstriking the opponent. When two masters meet, it is sometime anticlimactic as they size up their outward stance; what follows is a silent battle of will, which ends when one bows, ending the contest. It is only taught to elves and it is fiercely guarded by masters who want to keep it as an elven tradition. Bounties have been placed on those who attempt to teach this martial art to outsiders.&lt;br /&gt;
&lt;br /&gt;
===Drunken Boxing===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm, Feint), Defiant Dance, Full Offense, Karmic Response, Two-Headed Snake&lt;br /&gt;
Drunken Boxing, or Zui quan, is a style that replicates the movements of someone who is drunk. Movements within this style are about making combat unpredictable for an opponent. While looking unbalanced, a master of drunken boxing is skilled in balance and acrobatics. Though the technique does not need the practitioner to consume alcohol and literally become a drunken boxer, some take it too literally. Drunken Boxing teachings were banned in several NANs due to the behavior it caused.&lt;br /&gt;
&lt;br /&gt;
===Jeet Kune Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Counter Strike, Kick, Opposing Force (Block), Randori (Vitals), Yielding Force (Counter Strike)&lt;br /&gt;
Jeet Kune Do is a martial art style developed by the master martial artist Bruce Lee. While it wasn’t fully defined before his death, it continued to progress based on his original teachings. Jeet Kune Do is sometimes practiced by adepts with a belief that their mentor spirit is Master Lee himself. Jeet Kune Do emphasizes counter strikes and the intercepting fist.&lt;br /&gt;
&lt;br /&gt;
===Jujitsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Chin Na, Clinch, Sacrificial Throw, Sweep, Throw Person&lt;br /&gt;
Also known as the Yielding Way, this is a style in which the practitioner uses the force of the opponent against them. It originated in the sixteenth century in Japan where unarmed strikes were ineffective against armored opponents. This martial art uses little or no weapons to defeat even an armed opponent. It focuses on subduing, throws, and disarming an opponent. Descendant styles of Jutitsu include Judo and Shooto, and techniques have been adopted by Aikido, Baritsu, and Brazillian Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Karate===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Kick, Kip-up, Opposing Force (Block), Sweep, Yielding Force (Counter Strike)&lt;br /&gt;
Karate is full-contact striking combat with over seven hundred years of use, and through all those years there were various kata or models of karate created. Only a dozen or so are accepted in tournaments and sporting events. Similar styles include Hwarang-do, Wushu, and Zen Do Kai. All three emphasize kicking, grappling, and striking. More advanced practitioners learn the use of weapons along with foot and fist.&lt;br /&gt;
&lt;br /&gt;
===Knight Errant Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Broken Fang, Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Hammer Fist, Imposing Stone&lt;br /&gt;
Knight Errant Tactical training is high-threat response that emphasizes the ability to neutralize the opponent as a threat. One part of their training has been to disable the opponent’s weapon, either through bricking or by force. Such techniques have been coveted by other security forces in beefing up their own training course.&lt;br /&gt;
&lt;br /&gt;
===Krav Maga===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Disarm), Clinch, Constrictor’s Crush, Imposing Stone, Releasing Talons, Ti Khao&lt;br /&gt;
This martial art style was developed in Israel for the defense forces. It’s a brutal mix of Muay Thai, boxing, and wrestling. Krav Maga emphasizes threat neutralization and has been adopted by Middle Eastern police and security forces. Other comparative training styles include ROSS, SAMBO, and MCMAP, which also adopted the same techniques. CAS and UCAS training have to stay competitive with other nations, so with MCMAP, they encourage soldiers to train in an additional martial art style such as Karate or Jujitsu.&lt;br /&gt;
&lt;br /&gt;
===Lone Star Tactical===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Close Quarter Defense Against Firearms, Herding, Multi ple Opponent Defense (Defender Has Defended Against Previous Attacks), Oaken Stance (Defense Against Being Charged), Rooted Tree&lt;br /&gt;
Lone Star Tactical training revolves around crowd control and combat in groups engaging multiple opponents. They also understand the importance of disabling an opponent’s weapon, while knowing that bricking firearms is a higher priority than making people drop a sword or stick.&lt;br /&gt;
&lt;br /&gt;
===Muay Thai===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Crushing Jaws, Finishing Move, Kick, Thunderstrike, Ti Khao&lt;br /&gt;
Often referred as Thai Boxing, Muay Thai is a professional sporting style emphasizing swift and brutal strikes with legs, knees, and elbows. It’s been part of Thailand’s military training regime and has become a popular sporting event on the trid. Since the early 2030s it has perennially been one of the top five most watched national sporting events alongside longtime favorites like boxing and newer hip sports such as urban brawl.&lt;br /&gt;
&lt;br /&gt;
===Ninjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Dim Mak, Flying Kick, Kick Attack, Randori (Dirty Trick), Tricking&lt;br /&gt;
Ninjutsu is the art of unconventional and guerrilla warfare from Japan. It’s also known as the way of the Ninja. There are eighteen different disciplines within ninjitsu focusing on sword combat, staff fighting, unarmed combat, and even pyrotechnical techniques. The Ninjutsu style presented focuses on close-combat skills.&lt;br /&gt;
&lt;br /&gt;
===Okichitaw===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Counter Strike, Hard Technique (Parry), Randori (Vitals), Shadow Block, Sweep&lt;br /&gt;
This combat style was based on the Cree style of combat blended with Judo and Tae Kwon Do. For the NAN, it became basic training for the military. For the Sioux, it’s mandated as part of the required year of service before advancing to Wildcat training. The main weapons used with this martial art are the Gunstock War club and long knife; the styles also cover unarmed combat techniques based on hand positions with these weapons. Other weapons learned with Okichitaw are the tomahawk and plains dagger.&lt;br /&gt;
&lt;br /&gt;
===Sangre Y Acero===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Clinch, Crushing Jaws, Finishing Move, Pouncing Dragon, Tricking&lt;br /&gt;
Also known as Eztlitzli and Ars Cybernetica, this is a brutal style of cybernetic combat that originated in the darker corners of Tenochititlan. In the gladiator pits, fighters sport new and deadly cybernetic weapons to surprise their opponents. Anyone who thinks that they can fight in those pits without augmentations quickly find themselves as barghest chow the next day. This style is only practiced in Aztlan, and it has two types of practitioners: those that have survived and live in sponsored luxury and those that are dead.&lt;br /&gt;
&lt;br /&gt;
===Tae Kwon Do===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Counter Strike, Flying Kick, Kick, Opposing Force (Block), Sweep, Tricking&lt;br /&gt;
Tae Kwon Do is a striking style of martial art developed over a century ago in Korea. It mainly consists of kicks and punches from a mobile standing position. It distinguishes itself from karate with high kicking and fast hand techniques.&lt;br /&gt;
&lt;br /&gt;
===Wildcat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Counter Strike, Dim Mak, Finishing Move, Multiple Opponent Combat, Ti Khao&lt;br /&gt;
Wildcat is an advanced martial art style that builds on Okichaw basic training for the Sioux Nation Special Forces. It combines the more deadly parts of several martial arts like Aikido, Muay Thai, and Karate. Unlike Krav Maga, which emphasizes opponent neutralization, Wildcat employs more lethal techniques to disable opponents. A few other NAN special forces have their version of Wildcat style, but most prefer alternatives like Krav Maga. Some Amerind gangs with ex-Wildcats practice the Wildcat style of combat, with the vets passing their knowledge on to their gang members.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
====Wrestling (Sport Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Jiao Di (Knock Down), Karmic Response, Sweep, Throw Person&lt;br /&gt;
This is the revered ancient art of throwing your opponent to the ground and holding him there till he cries “uncle.” Wrestling is one of the oldest forms of combat. Reportedly existing for some four thousand years, with more formal rules from all over the world. Grappling your opponent and subduing him is the key strategy with this style while throwing him to the ground is optional. Several folk wrestling styles including Mongolian Bökh and Cambodian Bok Cham Bab have similar rules to the Sport style of wrestling.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Sumo Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Clinch, Herding, Jiao Di (Knock Down), Rooted Tree, Throw Person&lt;br /&gt;
Sumo is a competitive full-contact wrestling sport where the rikishi, or wrestler, attempts to force another wrestler out of the ring or to touch the ground with something besides their feet. While the only place hosting Sumo as a professional sport is Japan, there are smaller tournaments in North America and parts of Asia where metahuman exiles have continued the sport. There have been a number of international contenders in the sport, but they have been extremely limited by the Sumo Association, which is believed in some quarters to actively work to keep the sport from being dominated by foreigners. In Africa, Senegalese, or folk wrestling, has similar rules in that the winner must throw the opponent out of the ring; the same goes for Inbuan wrestling in India.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (Professional Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Jiao Di (Charge), Karmic Response, Sacrifice Throw, Tricking, Yielding Force (Throw)&lt;br /&gt;
Professional Wrestling is a mix of wrestling and theatrics loosely based on the sporting style rules of wrestling. Make no mistake, though—whether the outcomes are pre-determined or not, the style requires significant strength, coordination, and athleticism. Originating in the early twentieth century, the Professional style includes the basic classic techniques, which are then enhanced in spectacular displays. A sacrificial throw in professional wrestling is a suplex, while a sacrificial move is called a spear. Professional wrestling has various cultural and dramatic flavors. Someone may think that this is not a style of martial arts—until they get a flying elbow to the face.&lt;br /&gt;
&lt;br /&gt;
====Wrestling (MMA Style)====&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Constrictor’s Crush, Crushing Jaws, Jiao Di (Knock Down), Kick, Pouncing Dragon&lt;br /&gt;
MMA, or Mixed Martial Art, style is a full-contact sport of punches, kicks, and subdual holds mixing boxing and wrestling. MMA has its roots in Greco-Roman sport of Pankration with the same objective of beating the opponent into unconsciousness or submission. MMA is mostly a North American sport with similarities to Brazilian Jiu-Jitsu and Shoot Wrestling in Asia. Popular Aztechnology trideos include gladiatorial MMA and Brazilian Jiu-Jitsu fights with frequent gory injuries.&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+'''SWORD FIGHTING'''&lt;br /&gt;
|Street samurai love their swords, but the classic weapon of street sammies is the katana. In fact, sales of katana-design swords have exceeded all other sword sales over the past fifty years thanks to all of the street samurai wannabes out there. Still, there are other martial art styles of sword fighting that are used today around the world that don’t use a katana. In Europe, there are three styles of swordplay to choose from: Fiore dei Liberi’s two-weapon sword fighting, Kunst des Fechtens’s longsword fighting style, and La Verdadera Destreza, which uses a rapier and is the progenitor of modern fencing. Competition with Kenjutsu’s style of fighting with a katana includes the Wudan Sword style using the Jian, or double-edged. straight sword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fiore Dei Liberi (Two Weapon Sword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon), Opposing Force (Parry), Riposte, Two-Weapon-Style Attack, Two-Weapon-Style Defense, Yielding Force (Riposte)&lt;br /&gt;
The great Italian fighter of the fourteenth century, Fiore dei Liberi was both a mercenary and a fencing master. Toward the end of his fighting career, he published a martial arts manual of his various fighting techniques. One of the emphases with this style was that of the sword and dagger techniques. His preferred weapon was the longsword, which places this weapon style between Kunst des Fechten and Destreza.&lt;br /&gt;
&lt;br /&gt;
===Kenjutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Finishing Move, Iaijutsu, Multiple Opponent Combat, Multiple Opponent Defense (Friends in Melee), Opposing Force (Parry)&lt;br /&gt;
Kenjutsu is the all-encompassing term for the various Japanese schools of swordsmanship. Most commonly kenjutsu was fought with wooden swords (Bokken) and as an art rather than combat. With the reintroduction of the samurai as a way of life, Kenjutsu and Nitojutsu styles of combat using the iconic katana also returned.&lt;br /&gt;
&lt;br /&gt;
===Kunst Des Fechtens (Longsword Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Half-Sword, Multiple Opponent Combat, Opposing Force (Parry), Pouncing Dragon, Riposte, Yielding Force (Riposte)&lt;br /&gt;
German for the Art of Fencing, this line of teaching covers the use of a longsword and two-handed blades. Kunst des Fechtens is about slashing strokes rather than thrusts. Like the Wudang Sword, Kunst des Fechtens swordplay revolves around five major movements and twelve minor movements, all focused on timing and stance. This style is more aggressive, using leverage and brute strength to take down an opponent.&lt;br /&gt;
&lt;br /&gt;
===La Verdadera Destreza (Rapier Fighting)===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Multiple Opponent Combat, Multiple Opponent Defense, Opposing Force (Parry), Riposte, Yielding Force (Riposte)&lt;br /&gt;
This Spanish swordsmanship was compiled in the sixteenth century, separating itself from other European styles with the emphasis on circular movements with a sword and relying on thrusts and ripostes with a rapier. The modern fencing sport descends from the Destreza style of swordplay. Masters of the art, Camillo, Agrippa, and Thibault, have all lent their names to specific defensive and offensive strategies with the sword. Most of the trid star combat with swords is tied to this technique, as it has the most flourish and flash.&lt;br /&gt;
&lt;br /&gt;
===Pentjak-silat===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Break Weapon, Disarm), Dim Mak, Jiao Di (Charge), Randori (Vitals), Silken Storm&lt;br /&gt;
An ancient martial art from Indonesia that is over a thousand years old, Pentjak-Silat is actually an umbrella term for several techniques. It teaches the use of several weapons such as the kris and focuses on striking vital points of the opponent. It is predominantly practiced in Indonesia. Adepts have discovered that this style is effective and potent when used with weapon foci.&lt;br /&gt;
&lt;br /&gt;
===Wudang Sword===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Ballestra, Finishing Move, Flying Kick, HammerFist, Iaijutsu, Riposte&lt;br /&gt;
Wudang Sword is part of the greater wudang martial arts tradition. This style has been passed down for hundreds of years and coveted as one of the greatest sword styles from China. Many variations of sword techniques in other Chinese martial arts derive themselves from Wudang sword, but none surpass it. It consists of one sword with six sections and 132 movements. The style is beautiful with graceful lunges and jumps. Wudang Dui Jian is the dance that occurs when two Wudang sword masters meet.&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
===Arnis De Mano===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense&lt;br /&gt;
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jogo Du Pau===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Barbed Hooks, Herding, Oaken Stance (Defense Against Being Charged, Defense Against Being Knocked Down), Opposing Force (Parry), Pouncing Dragon&lt;br /&gt;
This Portuguese martial art style revolves around the use of a staff. It is said to have begun with the versatility of the staff as a tool in climbing rural terrain, crossing rivers, and defense against wild animals. While it’s been in decline since the 20th century as people moved to cities, it has made a bit of a comeback for people who want something to fall back on when a gun or knife isn’t available.&lt;br /&gt;
&lt;br /&gt;
===Quarterstaff Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Jiao Di (Knock Down), Multiple Opponent Combat, Opposing Force (Parry), Sweep, Stagger, Thunderstrike&lt;br /&gt;
Quarterstaff combat differs from Baritsu in that it uses a longer weapon and the style allows for multiple strikes by holding the weapon in the center. Quarterstaff fighting is traditionally European, but similar styles include Bojutsu and Gun. It’s all about keeping the staff in front of you and moving to shield you from blows while looking for the opportunity to get a strike in. A modern version of this style using the vibranox staff is based on a fictional trid called Denn’Bok.&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
===Kyujutsu===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Archery), Hammer Fist, Knucklebreaker (Blast Out of Hand), Soaring Shackles, Tricking&lt;br /&gt;
“The Art of Archery” as it is known, is one of the weapon techniques learned by samurai. This was the art that was used in battle in early Japan. By the late 16th century it declined due to the increased use of firearms. Kyujutsu survived as a practice along with the more formal Kyudu, the way of the bow, which emphasizes aesthetics rather than fighting. By the 21st century, Kyujutsu was revived once more with the return of the samurai as a way of life. Instead of the traditional yumi bow, practitioners took up more modern compound bows.&lt;br /&gt;
&lt;br /&gt;
===Turkish Archery===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarters Defense Against Firearms, HammerFist, Silken Storm, Soaring Shackles, Thunder Strike&lt;br /&gt;
Turkish Archery has two unique combat actions: Jarmakee and Majra. Jarmakee is a balanced stance allowing the archer to shoot from behind the head to give a better angle without exposing herself to an opponent. Majara is overdrawing; using shorter arrows with an accompanying tool. The intent, as the story goes, is that the opponent then couldn’t use the arrows to fire back. There are few practitioners of Turkish Archery, with most people preferring firearms and smartlinks, but there are still tournaments held in Istanbul.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
===Firefight===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Clinch, Close Quarter Defense Against Firearms, Close Quarter Firearms (Pistols), Multiple Opponent Defense (Friends in Melee), Oaken Stance (Defense Against Being Knocked Down, Defense Against Being Charged)&lt;br /&gt;
Firefight is a unique combat training style first developed by Ares in 2068 based on existing military combat training for urban terrain. It deals specifically with fighting in close quarters against both ranged and melee opponents. Those who practice Firefight learn how to use a firearm effectively while in melee combat. Originally only Ares FireWatch teams learned these proprietary techniques, but through espionage and shadowrunners, a few mercenary groups and security forces have learned similar training techniques.&lt;br /&gt;
&lt;br /&gt;
===Gun Kata===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Close Quarter Firearms (Pistols), Kip-up, Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Tricking, Stagger&lt;br /&gt;
Also known as Gun Fu, this martial art style is what all the fan boys want to know how to do after watching the action trids. It’s also the style that leads to the most accidental shooting incidents and elbow injuries from people thinking it’s best to hold a gun sideways. The real form of the art, as opposed to the one seen in trids, has some similarities to Ares Firefight, but with more flourish and flair. Additionally, the gun is used as both a ranged and melee weapon. There are synergies between Firefight and Gun Kata, and often after learning one, the martial artist will continue with the other. Guns used with Gun Kata have to be custom designed for impact and tricked with melee accessories. Few armorers can do such work, which means that each piece is unique enough often to identify the artist. Gun Kata practitioners also modify their smartlink so as to not receive warning feedback for the improper handling of a firearm and useless targeting data that does not account for their unorthodox uses of their weapons.&lt;br /&gt;
&lt;br /&gt;
===The Cowboy Way===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Entanglement), Hammer Fist, Haymaker, Knucklebreaker (Blast), Stagger, Tricking&lt;br /&gt;
The Cowboy Way, named after more iconic American practitioners, has its origins further back with the Huns, Tartars, and even Persians who used the lasso in hand to hand combat to ensnare opponents and to drag them off horses or out of formation to be killed. Today the technique includes a mix of gun fighting, rope use, and unarmed combat stylized by trids. It does not require wearing a ten-gallon hat, but some practitioners do anyway. Especially those with Distinctive Style.&lt;br /&gt;
&lt;br /&gt;
==Exotic Weapons==&lt;br /&gt;
===Chakram Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Called Shot (Pin), Close Quarter Firearms (Thrown Weapons), Knucklebreaker (Blast Out of Hands), Multiple Opponent Defense (Friends in Melee), Opposing Force (Block), Ti Khao&lt;br /&gt;
This martial art style originated in India in the Eighth century, with the use of the chakram, a circular weapon with a sharpened outside edge. Since then it has been copied in Mongolia, Tibet, Malaysia, and Indonesia with variations in the design of chakram. The chakram can be worn on the head, arm, or wrist to be used in melee combat or damage an opponent while clinching or subduing them. The chakram can also be thrown at ranged targets. The tanjani technique is where the chakram is spun around a finger, adding range and power before it is hurled at a target. In 2061 chakram bracelets became a fad for a while as both a weapon and fashion statement.&lt;br /&gt;
&lt;br /&gt;
===Whip Fighting===&lt;br /&gt;
;Available Techniques&lt;br /&gt;
:Bending of the Reed, Called Shot (Entanglement), Hammer Fist, Herding, Multiple Opponent Defense (Friends in Melee), Multiple Opponent Combat&lt;br /&gt;
Whip Fighting as a martial art style comes mainly from the Philippines. Latigo y Daga (Whip and Dagger) focuses on the use of flexible weapons; other martial art styles, such as caci and wushu, use weapons such as chain whips, but do not emphasize it as a primary weapon. Whip Fighting covers entanglement of an opponent and, like a lion tamer, herding multiple opponents with the crack of the whip.&lt;br /&gt;
&lt;br /&gt;
=Techniques=&lt;br /&gt;
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the '''[[SR5:Positive Qualities#One Trick Pony|One Trick Pony Quality]]'''. Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent. &lt;br /&gt;
&lt;br /&gt;
==Ballestra==&lt;br /&gt;
;Clubs or Blades Only&lt;br /&gt;
;Complex Action&lt;br /&gt;
;Requires Martial Arts&lt;br /&gt;
&lt;br /&gt;
The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a –1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase. Note that use of this action requires Martial Art training.&lt;br /&gt;
&lt;br /&gt;
==Barbed Hooks==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
;Interception Interrupt Action:+1 Die&lt;br /&gt;
&lt;br /&gt;
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.&lt;br /&gt;
&lt;br /&gt;
==Bending Of The Reed==&lt;br /&gt;
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.&lt;br /&gt;
&lt;br /&gt;
==Broken Fang==&lt;br /&gt;
Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).&lt;br /&gt;
&lt;br /&gt;
==Called Shots==&lt;br /&gt;
Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.&lt;br /&gt;
===Called Shot (Break Weapon)===&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Disarm)===&lt;br /&gt;
(UNARMED COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Entanglement)===&lt;br /&gt;
(EXOTIC WEAPON ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Feint)===&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 111.&lt;br /&gt;
&lt;br /&gt;
===Called Shot (Pin)===&lt;br /&gt;
(ARCHERY OR THROWN WEAPON)&lt;br /&gt;
&lt;br /&gt;
See p. 112.&lt;br /&gt;
&lt;br /&gt;
==Chin Na==&lt;br /&gt;
Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.&lt;br /&gt;
&lt;br /&gt;
==Clinch==&lt;br /&gt;
See p. 119.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Firearms==&lt;br /&gt;
(RANGED WEAPONS ONLY)&lt;br /&gt;
&lt;br /&gt;
In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (Depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.&lt;br /&gt;
&lt;br /&gt;
==Close Quarter Defense Against Firearms==&lt;br /&gt;
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
==Constrictor’s Crush==&lt;br /&gt;
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
See p. 124.&lt;br /&gt;
&lt;br /&gt;
==Crushing Jaws==&lt;br /&gt;
The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (P. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Defiant Dance==&lt;br /&gt;
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (Player’s choice).&lt;br /&gt;
&lt;br /&gt;
==Dim Mak==&lt;br /&gt;
Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.&lt;br /&gt;
&lt;br /&gt;
==Finishing Move==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 120.&lt;br /&gt;
&lt;br /&gt;
==Flying Kick==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Full Offense==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Grasping Vines==&lt;br /&gt;
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).&lt;br /&gt;
&lt;br /&gt;
==Half Sword==&lt;br /&gt;
(BLADE ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Hammerfist==&lt;br /&gt;
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).&lt;br /&gt;
&lt;br /&gt;
==Haymaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Herding==&lt;br /&gt;
See p. 121.&lt;br /&gt;
&lt;br /&gt;
==Iaijutsu==&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Imposing Stone==&lt;br /&gt;
This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.&lt;br /&gt;
&lt;br /&gt;
==Jiao Di==&lt;br /&gt;
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.&lt;br /&gt;
&lt;br /&gt;
==Karmic Response==&lt;br /&gt;
What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (Either Called Shot or Interrupt) instead of an Escape Action.&lt;br /&gt;
&lt;br /&gt;
==Kick Attack==&lt;br /&gt;
Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.&lt;br /&gt;
&lt;br /&gt;
==Kip-up==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Knucklebreaker==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.&lt;br /&gt;
&lt;br /&gt;
==Leaping Mantis==&lt;br /&gt;
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.&lt;br /&gt;
&lt;br /&gt;
==Monkey Climb==&lt;br /&gt;
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Combat==&lt;br /&gt;
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.&lt;br /&gt;
&lt;br /&gt;
==Multiple Opponent Defense==&lt;br /&gt;
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (Meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.&lt;br /&gt;
&lt;br /&gt;
==Oaken Stance==&lt;br /&gt;
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Opposing Force==&lt;br /&gt;
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Releasing Talons==&lt;br /&gt;
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).&lt;br /&gt;
&lt;br /&gt;
==Randori==&lt;br /&gt;
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Rooted Tree==&lt;br /&gt;
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.&lt;br /&gt;
&lt;br /&gt;
==Sacrifice Throw==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Shadow Block==&lt;br /&gt;
See p. 125.&lt;br /&gt;
&lt;br /&gt;
==Silken Storm==&lt;br /&gt;
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).&lt;br /&gt;
&lt;br /&gt;
==Soaring Shackles==&lt;br /&gt;
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).&lt;br /&gt;
&lt;br /&gt;
==Stagger==&lt;br /&gt;
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).&lt;br /&gt;
&lt;br /&gt;
==Pouncing Dragon==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
See p. 122.&lt;br /&gt;
&lt;br /&gt;
==Rolling Clouds==&lt;br /&gt;
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
(CLOSE COMBAT ONLY)&lt;br /&gt;
&lt;br /&gt;
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.&lt;br /&gt;
&lt;br /&gt;
==Throw Person==&lt;br /&gt;
See p. 123.&lt;br /&gt;
&lt;br /&gt;
==Thunder Strike==&lt;br /&gt;
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).&lt;br /&gt;
&lt;br /&gt;
==Ti Khao==&lt;br /&gt;
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.&lt;br /&gt;
&lt;br /&gt;
==Tricking==&lt;br /&gt;
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).&lt;br /&gt;
&lt;br /&gt;
==Two-headed Snake==&lt;br /&gt;
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Attack==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.&lt;br /&gt;
&lt;br /&gt;
==Two-weapon Style Defense==&lt;br /&gt;
(CLUBS/BLADES ONLY)&lt;br /&gt;
&lt;br /&gt;
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.&lt;br /&gt;
&lt;br /&gt;
==Yielding Force==&lt;br /&gt;
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (Including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.&lt;br /&gt;
&lt;br /&gt;
==Fighting In The Dark==&lt;br /&gt;
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.&lt;br /&gt;
&lt;br /&gt;
===Strike The Darkness===&lt;br /&gt;
;Blind Fighting:-1 Penalty&lt;br /&gt;
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Explosives&amp;diff=2978</id>
		<title>SR5:Explosives</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Explosives&amp;diff=2978"/>
		<updated>2018-03-29T04:05:32Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Nitroglycerin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Others Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TYPE!!NAME!!RATING!!AVAIL!!COST!!SOURCE&lt;br /&gt;
{{SR5:Explosives Row|Name=Ammonium nitrate|Rating=4|Availability=5|Cost=80|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=ANFO|Rating=6|Availability=7|Cost=100|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Binary|Rating=1-20|Availability=18F|Cost=Rating x 125|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Commercial|Rating=5|Availability=8R|Cost=100|CostNote=per KG}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Detonating Cord, Low Yield|Rating=3|Availability=10R|Cost=100|CostNote=per meter|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Detonating Cord, High Yield|Rating=6|Availability=14R|Cost=150|CostNote=per meter|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Dynamite|Rating=3|Availability=8R|Cost=350|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Foam|Rating=6-25|Availability=12F|Cost=Rating x 100|CostNote=per KG}}&lt;br /&gt;
&amp;lt;!-- {{SR5:Explosives Row|Name=Gunpowder|Rating=3|Availability=12F|Cost=Rating x 100|CostNote=per KG}} --&amp;gt;&lt;br /&gt;
{{SR5:Explosives Row|Name=Linear Charge|Rating=1-25|Availability=16R|Cost=Rating x 250|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Liquid|Rating=1-25|Availability=16F|Cost=Rating x 150|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Nitroglycerin|Rating=6|Availability=11R|Cost=350|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
{{SR5:Explosives Row|Name=Plastic|Rating=6-25|Availability=16F|Cost=Rating x 100|CostNote=per KG}}&lt;br /&gt;
{{SR5:Explosives Row|Name=TNT|Rating=5|Availability=12R|Cost=200|CostNote=per KG|Source=R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammonium nitrate==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=4&lt;br /&gt;
|Availability=5&lt;br /&gt;
|Cost=80|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
|Description=&lt;br /&gt;
Ammonium nitrate is regularly used as a component of fertilizer. As such, ammonium nitrate can be easy to acquire legally. However, governments and corporations are well aware that ammonium nitrate can be used in explosives, so they monitor and track the sales of this particular chemical. Buying too much at any given time from a legal source will likely raise red flags that law enforcement will investigate. Because of this, most runners involved in bomb making will acquire ammonium nitrate from black-market sources as opposed to legal avenues.&lt;br /&gt;
&lt;br /&gt;
Ammonium nitrate consists of a powder or granules and requires a container to hold it before a detonator can be fitted.&lt;br /&gt;
&lt;br /&gt;
Ammonium nitrate will catch fire if set alight, but it will only explode if burned when enclosed in a container. Ammonium nitrate will not detonate when wet. It can be used as an oxidizing agent for other explosives and can also be used to modify their detonation rates. Other chemicals ammonium nitrate has been used with include nitroglycerin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==ANFO==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=6&lt;br /&gt;
|Availability=7&lt;br /&gt;
|Cost=100|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
|Description=&lt;br /&gt;
Ammonium nitrate/fuel oil is a binary explosive, combining ammonium nitrate and fuel oil. The two are mixed to enhance the effectiveness of the ammonium nitrate. ANFO is a common commercial explosive used frequently in mining, quarrying, and civil construction. ANFO is considered blaster cap insensitive, so it requires a primer to be detonated, such as a small amount of dynamite or TNT.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Binary==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=1-20&lt;br /&gt;
|Availability=18F&lt;br /&gt;
|Cost=Rating x 125|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Commercial==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=5&lt;br /&gt;
|Availability=8R&lt;br /&gt;
|Cost=100|CostNote=per Kg&lt;br /&gt;
|Description=&lt;br /&gt;
A range of explosive compounds, both solid and liquid, are available to the construction industry for all their destructive needs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Det Cord==&lt;br /&gt;
===Detonating Cord, Low Yield===&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=3&lt;br /&gt;
|Availability=10R&lt;br /&gt;
|Cost=100|CostNote=per meter&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Detonating Cord, High Yield===&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=6&lt;br /&gt;
|Availability=14R&lt;br /&gt;
|Cost=150|CostNote=per meter&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
Detonating cord is a thin, plastic tube filled with a small amount of high-grade explosive, with an explosive potential that can be adjusted based on the length of the cord. Det cord, as it is commonly called, can be used on its own, wrapped around an object for use as a cutting charge, or used as a breaching charge to punch a hole in a barrier. It can also be connected to other explosives and used as a means to set off connected charges simultaneously as a high-speed fuse.&lt;br /&gt;
&lt;br /&gt;
Det cord comes in two different sizes: low yield and high yield. Low-yield det cord is often used for special effects in various trideo productions and tends to be used against average material. High-yield det cord is more powerful and can be used on heavier materials. Low-yield det cord has a base Damage Value of 3P per meter; high-yield det cord has a base Damage Value of 6P. For simplicity, add or subtract 1P from the power level of the detonating cord for every one-third of a meter (34cm) added or subtracted to the total length of detonating cord used. For example, if a player only uses one-third of a meter of low-yield detonating cord, the base Damage Value for the detonating cord is 1P.&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=3&lt;br /&gt;
|Availability=8R&lt;br /&gt;
|Cost=350|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
|Description=&lt;br /&gt;
Dynamite is typically packed in sticks weighting 0.25 kilograms each, but individual sticks can be taped together quickly to create larger charges. Dynamite is typically sold per kilogram. Although a powerful explosive on its own, dynamite can also be used as a primer for other explosives, such as ANFO.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Foam==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=6-25&lt;br /&gt;
|Availability=18F&lt;br /&gt;
|Cost=Rating x 100|CostNote=per Kg&lt;br /&gt;
|Description=&lt;br /&gt;
Plastic explosives with the consistency of shaving cream, stored in an aerosol can. Perfect for spraying into crevices, and detonated the same way as regular plastic explosives.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Linear Charge==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=1-25&lt;br /&gt;
|Availability=16R&lt;br /&gt;
|Cost=Rating x 250|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
|Description=&lt;br /&gt;
Developed for making precise, clean cuts through material with minimum effort, this is an inverted V-shaped sheath, typically made of lead, copper, or tin, with a layer of high explosive contained within. This device focuses the explosive blast onto the line to be cut, giving much greater penetration of the target material. Linear cutting charges automatically tamp the explosive, giving it the x 4 multiplier when detonated. One meter of cutting charge contains 1 kilogram of explosives of the charge’s rating. Linear cutting charges are normally filled with granular explosives such as RDX, but other high explosives can also be use, including PETN (pentaerythritol tetranitrate).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Liquid==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=1-25&lt;br /&gt;
|Availability=16F&lt;br /&gt;
|Cost=Rating x 150|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
|Description=&lt;br /&gt;
Liquid explosives are frequently referred to as “liquid plastique.” Liquid explosives function identically to plastic explosives, except that liquid explosives can be poured in desired quantities (1 liter is the approximate equivalent of 1 kilogram of plastic explosive). Liquid explosives are available in Ratings 1–25 and are frequently used with an atomizer to maximize damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nitroglycerin==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=6&lt;br /&gt;
|Availability=11R&lt;br /&gt;
|Cost=350|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
|Description=&lt;br /&gt;
A very powerful explosive that has been around since 1847, nitroglycerin is well known for its instability—it can detonate from mere jolts, let alone other explosions. Any time a character handles nitroglycerin, roll an Agility + Reaction Test—a glitch means that the nitro detonated by accident (the only reason for the test is to see if there is a glitch; the number of hits does not matter). Transporting it in a vehicle requires the driver to make a Vehicle Test, with a glitch setting it off. Have the passengers resist damage from the explosion before having the vehicle resist damage, subtracting any hits the passengers get on their Damage Resistance Tests. If anyone carrying nitroglycerin is knocked down, or if nitroglycerin is falls more than half a meter for any reason, the shock may make it detonate. Roll an Object Resistance dice pool of 8; on a glitch, the nitro accidentally detonates. Follow the same rules for a car explosion found under Car Bombs as Tools for Assassins. Treat 1 liter of nitroglycerin as 1 kilogram of Rating 6 explosives.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Plastic==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=6-25&lt;br /&gt;
|Availability=16F&lt;br /&gt;
|Cost=Rating x 100|CostNote=per Kg&lt;br /&gt;
|Description=&lt;br /&gt;
These highly stable moldable, and adhesive explosive compounds are military grade. They’re ideal for certain jobs, like breaching walls. They are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosives.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
{{SR5:Explosives Template&lt;br /&gt;
|Rating=5&lt;br /&gt;
|Availability=12R&lt;br /&gt;
|Cost=200|CostNote=per Kg&lt;br /&gt;
|Source=R&amp;amp;G&lt;br /&gt;
|Description=&lt;br /&gt;
The standard by which all other explosives are measured, trinitrotoluene has been used as an explosive compound for 200 years. TNT is highly regulated and hard to obtain legally without proper permits and licenses.&lt;br /&gt;
&lt;br /&gt;
TNT is available in blocks of varying weight that can either be cut up when smaller amounts are needed or taped together for larger charges. Any kind of detonator can be used to set off TNT.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2977</id>
		<title>Template:SR5:Matrix Rules Navigation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2977"/>
		<updated>2018-03-13T08:16:41Z</updated>

		<summary type="html">&lt;p&gt;Welling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;2&amp;quot;&lt;br /&gt;
![[SR5:Matrix:Basics|Basics]]!![[SR5:Matrix:Skills/Attributes|Skills/Attributes]]!![[SR5:Matrix:Actions|Actions]]!![[SR5:Matrix:Jargon|Jargon]]!![[SR5:Matrix:Cyberdecks|Cyberdecks]]!![[SR5:Matrix:Programs|Programs]]!![[SR5:Matrix:How To|How To]]!![[SR5:Matrix:Complex Forms|Complex Foms]]!![[SR5:Matrix:Submersion|Submersion]]!![[SR5:Matrix:Sprites|Sprites]]!![[SR5:Matrix:IC|IC]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:ComplexForms&amp;diff=2976</id>
		<title>SR5:Matrix:ComplexForms</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:ComplexForms&amp;diff=2976"/>
		<updated>2018-03-13T08:16:16Z</updated>

		<summary type="html">&lt;p&gt;Welling: Redirected page to SR5:Matrix:Complex Forms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[SR5:Matrix:Complex Forms]]&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:Complex_Forms&amp;diff=2975</id>
		<title>SR5:Matrix:Complex Forms</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:Complex_Forms&amp;diff=2975"/>
		<updated>2018-03-13T08:14:42Z</updated>

		<summary type="html">&lt;p&gt;Welling: Created page with &amp;quot;{{SR5:Rules Navigation}} {{SR5:Matrix Rules Navigation}}  ==Cleaner== ;Target:Persona ;Duration:S  ==Coriolis== ;Target:Persona ;Duration:E (5, 24 hours)  ==Derezz== ;Target:P...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Matrix Rules Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Cleaner==&lt;br /&gt;
;Target:Persona&lt;br /&gt;
;Duration:S&lt;br /&gt;
&lt;br /&gt;
==Coriolis==&lt;br /&gt;
;Target:Persona&lt;br /&gt;
;Duration:E (5, 24 hours)&lt;br /&gt;
&lt;br /&gt;
==Derezz==&lt;br /&gt;
;Target:Persona&lt;br /&gt;
;Duration:I&lt;br /&gt;
&lt;br /&gt;
==Diffusion of [Matrix Attribute]==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:S&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
;Target:File&lt;br /&gt;
;Duration:P&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:P&lt;br /&gt;
&lt;br /&gt;
==IC Tray==&lt;br /&gt;
;Target:Host&lt;br /&gt;
;Duration:I&lt;br /&gt;
&lt;br /&gt;
==Infusion of [Matrix Attribute]==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:S&lt;br /&gt;
&lt;br /&gt;
==Misread Marks==&lt;br /&gt;
;Target:IC&lt;br /&gt;
;Duration:P&lt;br /&gt;
&lt;br /&gt;
==Pulse Storm==&lt;br /&gt;
;Target:Persona&lt;br /&gt;
;Duration:I&lt;br /&gt;
&lt;br /&gt;
==Puppeteer==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:I&lt;br /&gt;
&lt;br /&gt;
==Redundancy==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:S&lt;br /&gt;
&lt;br /&gt;
==Resonance Channel==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:S&lt;br /&gt;
&lt;br /&gt;
==Resonance Spike==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:I&lt;br /&gt;
&lt;br /&gt;
==Resonance Veil==&lt;br /&gt;
;Target:Device&lt;br /&gt;
;Duration:S&lt;br /&gt;
&lt;br /&gt;
==Static Bomb==&lt;br /&gt;
;Target:Self&lt;br /&gt;
;Duration:I&lt;br /&gt;
&lt;br /&gt;
==Static Veil==&lt;br /&gt;
;Target:Persona&lt;br /&gt;
;Duration:S&lt;br /&gt;
&lt;br /&gt;
==Stitches==&lt;br /&gt;
;Target:Sprite&lt;br /&gt;
;Duration:P&lt;br /&gt;
&lt;br /&gt;
==Tattletale==&lt;br /&gt;
;Target:Persona&lt;br /&gt;
;Duration:P&lt;br /&gt;
&lt;br /&gt;
==Transcendent Grid==&lt;br /&gt;
;Target:Self&lt;br /&gt;
;Duration:I&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Blades&amp;diff=2974</id>
		<title>SR5:Weapons:Blades</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Blades&amp;diff=2974"/>
		<updated>2018-02-20T04:56:17Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Cougar Fine Shortblade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Melee weapons are for ending the lives of people conveniently within arm’s reach (see Melee Combat, p. 184). Some runners swear by them, especially those who prefer to kill silently or are afraid of hackers bricking their guns. The damage value of most melee weapons is based on the wielder’s Strength, modified by the weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ceramic/Plasteel Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Lapel Dagger|Acc=4|DV=(STR+1)P|AP=-1|Avail=5|Cost=100|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Mortimer of London &amp;quot;Belgrave&amp;quot; Sword Cane|Acc=5|Reach=1|DV=(STR+3)P|AP=-2|Avail=8|Cost=450|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Knife|Acc=5|DV=(STR+2)P|AP=-2|Avail=6R|Cost=1,000|Source=SASS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Sword|Acc=6|Reach=1|DV=(STR+4)P|AP=-2|Avail=8F|Cost=2,000|Source=SASS}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat Axe==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|Reach=2|DV=(STR+5)P|AP=-4&lt;br /&gt;
|Availability=12R|Cost=4,000&lt;br /&gt;
|Description=A two-handed tungsten-alloy monster, available single- or double-bladed. A hardened thrusting point can be concealed, spring-loaded, in the handle. While it may seem barbaric or primitive, the physical augmentations of 2075 can make an old-school weapon like a combat axe even deadlier than a firearm in the right hands. So go ahead, go medieval.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat Knife==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|DV=(STR+2)P|AP=-3&lt;br /&gt;
|Availability=4|Cost=300&lt;br /&gt;
|Description=A long, KA-BAR-style fighting knife with a blacked-out blade and a chisel point for punching through armor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Snap-Blades==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=7R|Cost=200&lt;br /&gt;
|Description=These are essentially like spurs, only they’re external—painless to install or remove. A forearm sheath conceals three blades that can be extended or retracted via wireless link or muscle movement commands.&lt;br /&gt;
|Special=;Wireless:Readying the forearm snap blades is a Free Action instead of a Simple Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Katana==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|Reach=1|DV=(STR+3)P|AP=-3&lt;br /&gt;
|Availability=9R|Cost=1,000&lt;br /&gt;
|Description=The legendary two-handed sword of the samurai. The katana has become synonymous not just with street samurai, but with shadowrunners in general, at least in the trids; they’ve got everyone packing a katana, from the decker to the mage. But being a silly cliché doesn’t make this blade any less dangerous, or less helpful in a fight.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Knife==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+1)P|AP=-1&lt;br /&gt;
|Cost=10&lt;br /&gt;
|Description=Your basic, all-purpose street cutter. It comes in a bewildering array of styles, colors, and flavors, but the statistics don’t vary from one to the next. Ordinary knives are used by the poor, the desperate, or the cautious as backup weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Pole Arm==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=3|DV=(STR+3)P|AP=-2&lt;br /&gt;
|Availability=6R|Cost=1,000&lt;br /&gt;
|Description=This is, at its very essence, a blade on the end of a very long stick. It usually features an axe-head, glaive, spear point, or similar maiming implement. It’s not easy to handle and it’s just about impossible to conceal, but it’s popular both with trolls and with melee combatants looking to safely keep said large trolls at more than arm’s length.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Survival Knife==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+2)P|AP=-1&lt;br /&gt;
|Cost=100&lt;br /&gt;
|Description=A fine quality blade—smooth on one edge, serrated on the other—with several accessories, including a GPS monitor, mini-multitool, micro-lighter, and a hidden compartment in the handle. The sides of the steel are coated with a non-toxic chemical that blacks out the blade when inert to prevent unwanted reflection, but can be activated to provide two hours of phosphorescent light. All knives can cut flesh, but a survival knife is better at cutting rope and wood, or otherwise being used as a tool. The survival knife is the kind of gadget that no professional should be without.&lt;br /&gt;
|Special=;Wireless:The knife displays an ARO of local maps, your GPS position, and can be used to make commcalls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sword==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=1|DV=(STR+3)P|AP=-2&lt;br /&gt;
|Availability=5R|Cost=500&lt;br /&gt;
|Description=It’s sharp, it’s heavy, and it will fragging cut you wide open. Available in a wide variety of styles (wakizashi, seax, scimitar, jian, machete, and so on and so forth), this one-handed blade is not as formidable as a katana but is substantially easier to hide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Highland Forge Claymore==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5_Weapon_Highland_Forge_Claymore.png&lt;br /&gt;
|Accuracy=5|Reach=2|DV=(STR+5)P|AP=-5&lt;br /&gt;
|Availability=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
;Complex Action&lt;br /&gt;
:Ready Weapon with Standard Scabbard&lt;br /&gt;
|Description=Quality killing in the classic Scottish fashion. An ideal accessory for your Heritage Line clothing or for the troll who thinks a regular sword makes a better toothpick. The Highland Forge Claymore comes with a classic leather scabbard to add that authentic look. The blade is custom-forged with a proprietary technique even the masters of Damascus would be unable to match.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*The classic leather scabbard can’t be drawn off the back of anyone smaller than a troll. The blade is just too long to clear the scabbard. Get a quickdraw sheath if you aren’t a troll.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
&lt;br /&gt;
*While the Highland Forge model claymore disses the samurai, the same megacorp that produces it also produces the Nippon Steel Nodachi, a samurai-style extra long blade. &lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Horizon-Flynn Rapier==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|Reach=1|DV=(STR+2)P|AP=-3&lt;br /&gt;
|Availability=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=Not every street samurai studies the art of kenjutsu. Some prefer the more elegant Fiore dei Liberi and thus choose the rapier over the common katana. Horizon and world-renowned bladesmith Dante Flynn have joined forces to create the ultimate tool for slipping past a flawed defense and finding a home in the heart of an enemy. The Horizon-Flynn blade is a slender composite designed for strength, flexibility, and stability for maximum armor penetration.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*The fact that Horizon has joined up with anyone to create a killing tool seems strange. It actually makes me feel like maybe they are just another mega and not something far more diabolical. &lt;br /&gt;
**Netcat&lt;br /&gt;
*Very likely the intent of this partnership. Horizon plays so nice in so many areas, having a branded killing tool seems to ground them with the rest of the evil megacorps. Also gets people to talk about something besides killing technomancers and backing the losers of the Azt-Am War.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Victorinox Memory Sword==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=Is it a belt, or is it a deadly weapon? A strange question, but one you must ask yourself when it comes to the Memory Blade. Victorinox uses their SmartSteel technology to provide a flexible material that can be commanded to stiffen and form a blade. They currently have two “self-defense” designs available for special order. The Belt, a sword length design worn around the waist, and the Bracelet, a design aimed at lady execs who want a little extra protection. Mostly found on executives with too much money, they often find their way into the shadow market after extraction ops.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*With a good decker you can modify the basic shape if you don’t want a bracelet or belt. It takes a little bit of skill, but a few Matrix jockey’s have uploaded pre-programmed codes to various sites to reshape them as anklets, bandoliers, connected rings, armbands, even one that turns the sword blade into a full shoe. You need two of the shoes if you want it to look right, but damn is that creative.&lt;br /&gt;
**Stone&lt;br /&gt;
|Special=;Complex Action:To Harden or become flexible&lt;br /&gt;
;Simple Action:To ready or draw&lt;br /&gt;
;Conceal Weapons Grip:-4 Concealability to detect.&lt;br /&gt;
;Change the shape of the blade:Software+Logic[Mental](8,1 minute)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Victorinox Memory Dagger====&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+1)P|AP=-2&lt;br /&gt;
|Availability=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Complex Action:To Harden or become flexible&lt;br /&gt;
;Simple Action:To ready or draw&lt;br /&gt;
;Conceal Weapons Grip:-4 Concealability to detect.&lt;br /&gt;
;Change the shape of the blade:Software+Logic[Mental](8,1 minute)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;One&amp;quot; Monosword==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=(STR+3)P|AP=-3&lt;br /&gt;
|Availability=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=“There can be only One” is Ares latest slogan for this classic. This tool of the modernized street samurai features a monofilament line along the edge that provides unmatched penetration potential.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cougar Fine Blades==&lt;br /&gt;
===Cougar Fine Shortblade===&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|DV=(STR+2)P|AP=-1&lt;br /&gt;
|Availability=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cougar Fine Longblade===&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|DV=(STR+3)P|AP=-1&lt;br /&gt;
|Availability=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Finely crafted but also expensive, the Fineblade line of Cougar products are usually only found in the hands of professionals where they belong. They come in two designs, a long blade, currently crafted in the fashion of a gladius; and a short blade, currently fashioned after the Bowie knife. Previous years’ designs have run the gamut since the introduction of the original Fineblade back in the ‘50s.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Blades&amp;diff=2973</id>
		<title>SR5:Weapons:Blades</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Blades&amp;diff=2973"/>
		<updated>2018-02-20T04:53:24Z</updated>

		<summary type="html">&lt;p&gt;Welling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Melee weapons are for ending the lives of people conveniently within arm’s reach (see Melee Combat, p. 184). Some runners swear by them, especially those who prefer to kill silently or are afraid of hackers bricking their guns. The damage value of most melee weapons is based on the wielder’s Strength, modified by the weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ceramic/Plasteel Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Lapel Dagger|Acc=4|DV=(STR+1)P|AP=-1|Avail=5|Cost=100|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Mortimer of London &amp;quot;Belgrave&amp;quot; Sword Cane|Acc=5|Reach=1|DV=(STR+3)P|AP=-2|Avail=8|Cost=450|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Knife|Acc=5|DV=(STR+2)P|AP=-2|Avail=6R|Cost=1,000|Source=SASS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Sword|Acc=6|Reach=1|DV=(STR+4)P|AP=-2|Avail=8F|Cost=2,000|Source=SASS}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat Axe==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|Reach=2|DV=(STR+5)P|AP=-4&lt;br /&gt;
|Availability=12R|Cost=4,000&lt;br /&gt;
|Description=A two-handed tungsten-alloy monster, available single- or double-bladed. A hardened thrusting point can be concealed, spring-loaded, in the handle. While it may seem barbaric or primitive, the physical augmentations of 2075 can make an old-school weapon like a combat axe even deadlier than a firearm in the right hands. So go ahead, go medieval.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat Knife==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|DV=(STR+2)P|AP=-3&lt;br /&gt;
|Availability=4|Cost=300&lt;br /&gt;
|Description=A long, KA-BAR-style fighting knife with a blacked-out blade and a chisel point for punching through armor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Snap-Blades==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=7R|Cost=200&lt;br /&gt;
|Description=These are essentially like spurs, only they’re external—painless to install or remove. A forearm sheath conceals three blades that can be extended or retracted via wireless link or muscle movement commands.&lt;br /&gt;
|Special=;Wireless:Readying the forearm snap blades is a Free Action instead of a Simple Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Katana==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|Reach=1|DV=(STR+3)P|AP=-3&lt;br /&gt;
|Availability=9R|Cost=1,000&lt;br /&gt;
|Description=The legendary two-handed sword of the samurai. The katana has become synonymous not just with street samurai, but with shadowrunners in general, at least in the trids; they’ve got everyone packing a katana, from the decker to the mage. But being a silly cliché doesn’t make this blade any less dangerous, or less helpful in a fight.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Knife==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+1)P|AP=-1&lt;br /&gt;
|Cost=10&lt;br /&gt;
|Description=Your basic, all-purpose street cutter. It comes in a bewildering array of styles, colors, and flavors, but the statistics don’t vary from one to the next. Ordinary knives are used by the poor, the desperate, or the cautious as backup weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Pole Arm==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=3|DV=(STR+3)P|AP=-2&lt;br /&gt;
|Availability=6R|Cost=1,000&lt;br /&gt;
|Description=This is, at its very essence, a blade on the end of a very long stick. It usually features an axe-head, glaive, spear point, or similar maiming implement. It’s not easy to handle and it’s just about impossible to conceal, but it’s popular both with trolls and with melee combatants looking to safely keep said large trolls at more than arm’s length.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Survival Knife==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+2)P|AP=-1&lt;br /&gt;
|Cost=100&lt;br /&gt;
|Description=A fine quality blade—smooth on one edge, serrated on the other—with several accessories, including a GPS monitor, mini-multitool, micro-lighter, and a hidden compartment in the handle. The sides of the steel are coated with a non-toxic chemical that blacks out the blade when inert to prevent unwanted reflection, but can be activated to provide two hours of phosphorescent light. All knives can cut flesh, but a survival knife is better at cutting rope and wood, or otherwise being used as a tool. The survival knife is the kind of gadget that no professional should be without.&lt;br /&gt;
|Special=;Wireless:The knife displays an ARO of local maps, your GPS position, and can be used to make commcalls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sword==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=1|DV=(STR+3)P|AP=-2&lt;br /&gt;
|Availability=5R|Cost=500&lt;br /&gt;
|Description=It’s sharp, it’s heavy, and it will fragging cut you wide open. Available in a wide variety of styles (wakizashi, seax, scimitar, jian, machete, and so on and so forth), this one-handed blade is not as formidable as a katana but is substantially easier to hide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Highland Forge Claymore==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5_Weapon_Highland_Forge_Claymore.png&lt;br /&gt;
|Accuracy=5|Reach=2|DV=(STR+5)P|AP=-5&lt;br /&gt;
|Availability=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
;Complex Action&lt;br /&gt;
:Ready Weapon with Standard Scabbard&lt;br /&gt;
|Description=Quality killing in the classic Scottish fashion. An ideal accessory for your Heritage Line clothing or for the troll who thinks a regular sword makes a better toothpick. The Highland Forge Claymore comes with a classic leather scabbard to add that authentic look. The blade is custom-forged with a proprietary technique even the masters of Damascus would be unable to match.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*The classic leather scabbard can’t be drawn off the back of anyone smaller than a troll. The blade is just too long to clear the scabbard. Get a quickdraw sheath if you aren’t a troll.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
&lt;br /&gt;
*While the Highland Forge model claymore disses the samurai, the same megacorp that produces it also produces the Nippon Steel Nodachi, a samurai-style extra long blade. &lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Horizon-Flynn Rapier==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|Reach=1|DV=(STR+2)P|AP=-3&lt;br /&gt;
|Availability=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=Not every street samurai studies the art of kenjutsu. Some prefer the more elegant Fiore dei Liberi and thus choose the rapier over the common katana. Horizon and world-renowned bladesmith Dante Flynn have joined forces to create the ultimate tool for slipping past a flawed defense and finding a home in the heart of an enemy. The Horizon-Flynn blade is a slender composite designed for strength, flexibility, and stability for maximum armor penetration.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*The fact that Horizon has joined up with anyone to create a killing tool seems strange. It actually makes me feel like maybe they are just another mega and not something far more diabolical. &lt;br /&gt;
**Netcat&lt;br /&gt;
*Very likely the intent of this partnership. Horizon plays so nice in so many areas, having a branded killing tool seems to ground them with the rest of the evil megacorps. Also gets people to talk about something besides killing technomancers and backing the losers of the Azt-Am War.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Victorinox Memory Sword==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=Is it a belt, or is it a deadly weapon? A strange question, but one you must ask yourself when it comes to the Memory Blade. Victorinox uses their SmartSteel technology to provide a flexible material that can be commanded to stiffen and form a blade. They currently have two “self-defense” designs available for special order. The Belt, a sword length design worn around the waist, and the Bracelet, a design aimed at lady execs who want a little extra protection. Mostly found on executives with too much money, they often find their way into the shadow market after extraction ops.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*With a good decker you can modify the basic shape if you don’t want a bracelet or belt. It takes a little bit of skill, but a few Matrix jockey’s have uploaded pre-programmed codes to various sites to reshape them as anklets, bandoliers, connected rings, armbands, even one that turns the sword blade into a full shoe. You need two of the shoes if you want it to look right, but damn is that creative.&lt;br /&gt;
**Stone&lt;br /&gt;
|Special=;Complex Action:To Harden or become flexible&lt;br /&gt;
;Simple Action:To ready or draw&lt;br /&gt;
;Conceal Weapons Grip:-4 Concealability to detect.&lt;br /&gt;
;Change the shape of the blade:Software+Logic[Mental](8,1 minute)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Victorinox Memory Dagger====&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+1)P|AP=-2&lt;br /&gt;
|Availability=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Complex Action:To Harden or become flexible&lt;br /&gt;
;Simple Action:To ready or draw&lt;br /&gt;
;Conceal Weapons Grip:-4 Concealability to detect.&lt;br /&gt;
;Change the shape of the blade:Software+Logic[Mental](8,1 minute)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;One&amp;quot; Monosword==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=(STR+3)P|AP=-3&lt;br /&gt;
|Availability=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=“There can be only One” is Ares latest slogan for this classic. This tool of the modernized street samurai features a monofilament line along the edge that provides unmatched penetration potential.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cougar Fine Shortblade==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|DV=(STR+2)P|AP=-1&lt;br /&gt;
|Availability=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Description=Finely crafted but also expensive, the Fineblade line of Cougar products are usually only found in the hands of professionals where they belong. They come in two designs, a long blade, currently crafted in the fashion of a gladius; and a short blade, currently fashioned after the Bowie knife. Previous years’ designs have run the gamut since the introduction of the original Fineblade back in the ‘50s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cougar Fine Longblade====&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=7|DV=(STR+3)P|AP=-1&lt;br /&gt;
|Availability=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2972</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2972"/>
		<updated>2018-02-20T04:52:19Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Blades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ceramic/Plasteel Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Lapel Dagger|Acc=4|DV=(STR+1)P|AP=-1|Avail=5|Cost=100|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Mortimer of London &amp;quot;Belgrave&amp;quot; Sword Cane|Acc=5|Reach=1|DV=(STR+3)P|AP=-2|Avail=8|Cost=450|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Knife|Acc=5|DV=(STR+2)P|AP=-2|Avail=6R|Cost=1,000|Source=SASS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Sword|Acc=6|Reach=1|DV=(STR+4)P|AP=-2|Avail=8F|Cost=2,000|Source=SASS}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exotic Weapons==&lt;br /&gt;
&lt;br /&gt;
===Exotic Melee Weapon===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Chainsaw&lt;br /&gt;
|Acc=3|Reach=1|DV=8P|AP=-6|Avail=8|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exotic Firearms===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Grapple gun&lt;br /&gt;
|Acc=3|DV=7S|AP=-2|Modes=SS|Ammo=1(ml)|Avail=8R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Laser Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Throwing Weapon==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tasers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holdouts==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Light Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assault Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cannons/Launchers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sporting Rifle==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Improvised Weapons=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ammo/Grenades=&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arrows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Mono Tip&lt;br /&gt;
|AP=-2|Avail=8R|Cost=30|CostNote=*Rating|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Seeker Shafts&lt;br /&gt;
|Avail=12F|Cost=45|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Firearm Accessories=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2971</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2971"/>
		<updated>2018-02-20T04:51:58Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Blades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ceramic/Plasteel Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Lapel Dagger|Acc=4|DV=(STR+1)P|AP=-1|Avail=5|Cost=100|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Mortimer of London &amp;quot;Belgrave&amp;quot; Sword Cane|Acc=5|Reach=1|DV=(STR+3)P|AP=-2|Avail=8|Cost=450|Source=CA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Knife|Acc=5|DV=(STR+2)P|AP=-2|Avail=6R|Cost=1,000|Source=SASS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Vibro Sword|Acc=6|Reach=1|DV=(STR+4)P|AP=-2|Avail=8F|Cost=2,000|Source=SASS}}&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exotic Weapons==&lt;br /&gt;
&lt;br /&gt;
===Exotic Melee Weapon===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Chainsaw&lt;br /&gt;
|Acc=3|Reach=1|DV=8P|AP=-6|Avail=8|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exotic Firearms===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Grapple gun&lt;br /&gt;
|Acc=3|DV=7S|AP=-2|Modes=SS|Ammo=1(ml)|Avail=8R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Laser Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Throwing Weapon==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tasers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holdouts==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Light Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assault Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cannons/Launchers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sporting Rifle==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Improvised Weapons=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ammo/Grenades=&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arrows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Mono Tip&lt;br /&gt;
|AP=-2|Avail=8R|Cost=30|CostNote=*Rating|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Seeker Shafts&lt;br /&gt;
|Avail=12F|Cost=45|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Firearm Accessories=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2970</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2970"/>
		<updated>2018-02-20T04:36:38Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Blades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
==Blades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ceramic/Plasteel Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clubs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exotic Weapons==&lt;br /&gt;
&lt;br /&gt;
===Exotic Melee Weapon===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Chainsaw&lt;br /&gt;
|Acc=3|Reach=1|DV=8P|AP=-6|Avail=8|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exotic Firearms===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Grapple gun&lt;br /&gt;
|Acc=3|DV=7S|AP=-2|Modes=SS|Ammo=1(ml)|Avail=8R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Laser Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Throwing Weapon==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tasers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holdouts==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Light Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Pistols==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assault Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cannons/Launchers==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Implant Weapons==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sporting Rifle==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Improvised Weapons=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ammo/Grenades=&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arrows==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Mono Tip&lt;br /&gt;
|AP=-2|Avail=8R|Cost=30|CostNote=*Rating|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Seeker Shafts&lt;br /&gt;
|Avail=12F|Cost=45|&lt;br /&gt;
Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Firearm Accessories=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Explosives_Rules&amp;diff=2969</id>
		<title>SR5:Explosives Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Explosives_Rules&amp;diff=2969"/>
		<updated>2018-02-15T21:37:13Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Basic Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Rules==&lt;br /&gt;
Explosives are primarily used to damage structures. You can use the Demolitions skill to prepare explosives, identify key or weak structural points, and focus the blast. Each hit on a Demolitions + Logic [Mental] Test adds 1 to the explosive’s effective rating. See [[SR5:Barriers|barriers]] for calculating an explosive’s effect on a barrier.&lt;br /&gt;
&lt;br /&gt;
An explosive’s Damage Value is calculated as its Rating (modified by the Demolitions Test, if you made one) times the square root of the number of kilograms used (rounded down). The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter. When explosives are attached directly to a target, the target’s armor is halved; otherwise the explosive has an AP value of –2. If an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast-—the shrapnel blast has a DV equal to the explosive’s DV minus the Structure rating of the barrier, with a Blast of –1/m.&lt;br /&gt;
&lt;br /&gt;
==Commercial and Homemade Grades==&lt;br /&gt;
All explosives are available in commercial or homemade variants. Commercial explosives are reliable and consistent, but may carry a higher risk of being traceable; homemade explosives are cheaper, but prone to mistakes in mixing them, making them more unreliable.&lt;br /&gt;
&lt;br /&gt;
All stats presented for explosives are for commercial explosives. Homemade explosives reduce are available at -3 Availability and -50% the cost, but the damage can vary up to + or - 15 (applied by the gamemaster in secret). If this reduces the damage to 0, then they fail to explode. Sometimes there is no change in damage, but using homemade explosives is always a gamble.&lt;br /&gt;
&lt;br /&gt;
Explosives bought on the black market are also prone to troubles of their own. Explosives sales are the most prone to sting operations, and commercial explosives are often stolen. If commercial explosives are sold cheaply or in large quantities, then that is a good indicator that somebody is looking for them. Homemade explosives are sometimes fraudulently presented as being commercial explosives, and sold at the higher rate.&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
==Legal Consequences==&lt;br /&gt;
If a character is caught on the job or as part of a sting operation, here's what they can expect to face legally.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|Prison time and fines for illegal possession of explosives&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Rating of Explosives&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Prison Term&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Monetary Fine&lt;br /&gt;
|-&lt;br /&gt;
|1-5||5 years||50,000¥&lt;br /&gt;
|-&lt;br /&gt;
|6–10||15 years||100,000¥&lt;br /&gt;
|-&lt;br /&gt;
|11–20||25 years||250,000¥&lt;br /&gt;
|-&lt;br /&gt;
|20+||50 years||500,000¥&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buying explosives==&lt;br /&gt;
Most explosives are bought through a fence. However, most fences will be selling hot or defective merchandise when it comes to explosives. It's often recommended to use a fixer to search out a trustworthy fence, or to have a face as an intermediary to make sure the buyer doesn't get burned, and to personally randomly select a sample of merchandise to make sure they aren't being sold a batch that's padded with false explosives, as the fence can cherry pick the actual merchandise out of the padding.&lt;br /&gt;
&lt;br /&gt;
If a fence is selling a high amount of explosives for cheap, then it's a sign that they may be trying to offload a batch of hot merchandise that the authorities are actively trying to track down. If a deal is sounds too good to be true, it probably is, as the authorities will even resort to hiring other runners to track down stolen explosives lest they be used against them. Even if a runner is trying to buy explosives for a future occasion, it should be kept in mind that most explosives have a solid shelf life, and that there's a reasonable chance that they can be traked down, leaving the runner to face legal penalites.&lt;br /&gt;
&lt;br /&gt;
A ''verified'' batch of commercial explosives are more reliable in their strength, and do not change in availability or strength. All commercial explosives are also available as homecooked explosives, which are cheaper, more unreliable, and less traceable; if a runner team is buying home-cooked explosives, reduce availability by 3, price by 50 percent, and, depending on the skill of the cook, may be modified in strength by as much as + or - 15 (rolled by the gamemaster in secret), which may mean the homemade explosives may fail to detonate. If homemade explosives are fraudulently sold as commercial explosives, then do not reduce the cost, as the homemade explosives are fraudulently being sold as commercial explosives.&lt;br /&gt;
&lt;br /&gt;
==Explosions and Background Count==&lt;br /&gt;
Most explosives are too weak to cause a background count, let alone a permanent background count. If an explosive causes 35P damage, than it causes +1 background count, which increases by +1 for every additional full 20P points of damage (+2 for 55P of explosives, +3 for 75P of explosives), up to a +3 increase for background count. If this causes no fatalities, then the increased background count fades by 1 point per hour; if it causes metahuman fatalities, then the increased background count becomes permanent.&lt;br /&gt;
&lt;br /&gt;
Background counts of +4 are possible, but only with the bomb dispersing exotic materials such as chemical, biological, or radioactive materials, or Fluorescing Astral Bacteria (FAB). If these criteria are met, the background count increases with the above rules, meaning it needs a minimum of 95P damage for a background count of 4 or higher. All background counts of 4+ or higher are permanent, even if there were no fatalities.&lt;br /&gt;
&lt;br /&gt;
If an area already has a background count, then use of explosives will not change it unless the use of explosives would increase the background count. If temporary, then the area will return to its normal background count as the new, higher background count fades (as described above). Permanent increases to background count due to explosives do not factor in the preexisting background count, and act as normally.&lt;br /&gt;
&lt;br /&gt;
Background count radiates out from the epicenter of the explosion within a circle, in a radius equal to the damage rating (a 40P explosive would cause a background count increase in 40 meters from the center). This occurs regardless of a circular or directional explosive.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2968</id>
		<title>SR5:Cyberware:Eye</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2968"/>
		<updated>2018-02-15T05:23:08Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Low-Light Vision */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
Probably the most common piece of cyberware available in 2075 is cybereyes. Or iginally designed to gif t the blind with normal sight, cybereyes allow for far more than normal human vision. While they still carry a social stigma in places, and the idea continues to carry a degree of squeamishness about it, it ’s not entirely uncommon for people with per fectly good natural eyes to trade them out for cybernetic replacements. Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and ever ything in between. Some models have their color and pattern easily altered by downloading a new skin.&lt;br /&gt;
&lt;br /&gt;
Most cybereye modifications are also offered as retinal modifications to the natural eye. Vision enhancements either take up Capacity in cybereyes or Essence in natural eyes, not both. As a general rule, upgrades are applied to both eyes so that the user’s vision doesn’t become unbalanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cybereyes==&lt;br /&gt;
===Cybereyes R1===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=4&lt;br /&gt;
|Availability=3|Cost=4,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R2===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.3|Capacity=8&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R3===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.4|Capacity=12&lt;br /&gt;
|Availability=9|Cost=10,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R4===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.5|Capacity=16&lt;br /&gt;
|Availability=12|Cost=14,000&lt;br /&gt;
|Description=The basic cybereyes system features 20/20 vision for both eyes, an image link, and a built-in camera at no extra cost, as well as capacity for vision enhancements.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flare Compensation==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the flare compensation enhancement. This protects you from blinding flashes of light as well as simple glare. It mitigates the vision modifiers for glare and reduces the penalty from flashing lights, like from a flash-pak.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Image Link==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=*&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the image link enhancement. A standard upgrade, this lets you display visual information (text, pictures, movies, the current time, etc.) in your field of vision. This is usually AROs, but you can display pretty much whatever you want on it. You and your team can use it to share tactical and situational info in real time. An image link is what you need to truly “see” AR and participate in the modern world.&lt;br /&gt;
|Special=;No Purchase:Included in the basic cybereyes system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Low-Light Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the low-light vision enhancement. This accessory allows you to see normally in light levels as low as starlight. It doesn’t help in total darkness, though.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ocular Drone==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Capacity=[6]&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=This enhancement only affects one eyeball per purchase. A small spyball drone is placed in your ocular cavity. The spyball functions as a normal cybereye (with all the relevant enhancements) until you remove it and control it as though it were a [[SR5:Mini Drones#Horizon_Flying_Eye|Horizon Flying Eye]]. When it’s out and you have only one eye, you suffer a –3 dice pool penalty to all tasks. If you replace both eyes with drones, you’re effectively blind while those drones are operating apart from you. An ocular drone is obviously not available as a retinal modification.&lt;br /&gt;
|Special=;Remove Drone:-3 Dice Pool to All Tasks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Retinal Duplication (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=16F|Cost=20,000|CostNote=x Rating&lt;br /&gt;
|Description=This highly illegal modification can be loaded with a recording of someone else’s retina to create an almost perfect reproduction. Make an Opposed Test between the retinal duplication Rating and the retinal scanner Rating (Security Devices, p. 362).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Smartlink==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=[3]&lt;br /&gt;
|Availability=8R|Cost=4,000&lt;br /&gt;
|Description=An implanted version of the smartlink vision enhancement (p. 444). Note that a smartlink installed in a natural eye or in a pair of cybereyes is more effective than a smartlink installed in an external device: see Smartgun System, p. 444.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thermographic Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the thermographic vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Enhancement (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]&lt;br /&gt;
|Availability=Rating x 3|Cost=4,000|CostNote=x Rating&lt;br /&gt;
|Description=An implanted version of vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Magnification==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=2,000&lt;br /&gt;
|Description=An implanted version of the vision magnification enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Eye Mount==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Additional Eye Mount&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Ever wanted eyes in the back of your head? Well, now you can! Each additional eye mount allows the user to attach a cybereye to any part of their body that they wish. Due to the disorienting nature of such extra eyes, the user has a cumulative penalty of –1 to their Physical limit, and all weapon Accuracies, for each eye active beyond two. (A user can close one normal eye and use an additional eye mount as the second without penalty, or close both natural eyes and use two additional eye mounts as well.) Placement of this additional eye can provide tactical advantages for the cunning shadowrunner. The most common placement is one in the back of the head, to be aware of ambushes, or to a hand, allowing someone to look around corners. The listed cost is for the mount; the cybereye itself is sold separately. Using one eye in front and one in back grants +2 dice to Surprise tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
* With the unusual SURGE effects in India often resulting in a third eye in the middle of the forehead, quite a few have gotten an eye mount in a similar way, leaving this “third eye” closed unless needed. While the third eye is cybernetic, the user normally retains their original eyes. This trend is starting to be picked up by Horizon.&lt;br /&gt;
** Dr. Spin&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye-light System==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye-light System&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The eye light system involves a pair of minuscule, high-power but low-heat lights installed into the user’s cybereyes. The mechanism is attached to the forward inner wall of the eye, with a second, smaller pupil installed to allow it to shine out. The light has a range of two meters and allows for a person with low-light vision to see for a range ten times that. The thin beam illuminates an area roughly the size of a sheet of paper or half a fuse box, allowing for a wide range of activities while leaving the hands completely free. Standard white light may be replaced by any other color, or ultraviolet, at no additional cost, with red being the most popular alternative.&lt;br /&gt;
&lt;br /&gt;
'''Wireless bonus:''' Activating or deactivating the eye light system is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye Protectors==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye Protectors&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=These are simple protective covers that go over the user’s eyes, preventing them from being harmed by dust and debris. They’re available in a wide array of color and style, as well as in plastic (Armor 3, just for the eyes) or ballistic glass (Armor 6, just for the eyes).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Microscopic Lenses==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Microscopic Lenses&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Take your lab with you, but don’t forget your slides! Microscopic lenses allow for refocusing of the eye to a massive magnification of tiny, tiny objects, up to 1000X their normal size. When microscopic lenses are active, the user’s eye is unsuitable for any other task, but a Simple Action allows the lens to be switched on or off. An item further away than 30 centimeters is beyond the focal ability of active microscopic lenses. When microscopic lenses are being used, in addition to the obvious use, they provide a +4 dice pool bonus on Perception tests to examine the material in question.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' Switching lenses on or off is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spider Eyes==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Spider Eyes&lt;br /&gt;
|Essence=0.2|Capacity=2|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Primitive eye clusters may be installed as an alternative to a third (or fourth, fifth, etc.!) eye. These simple eyes have poor detail and little color, but they discern light and darkness and, more importantly, movement. By placing these along the rear of the user’s head or neck, they can detect something approaching and react accordingly, without the distraction that a full visual sensory input would bring from a full eye. Note that Spider Eyes are cybereyes, not cybereye modifications!&lt;br /&gt;
&lt;br /&gt;
Users with spider eyes receive a +1 dice pool bonus on Surprise tests if the surprise is within 10 meters of them.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Targeting Laser==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Targeting Laser (Infrared)===&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser (Infrared)&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=6|Cost=1,250&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a large visible-dot laser (available in your choice of color) built into the user’s trigger hand, allowing it to act as a laser sight for all carried ranged weapons without using a top mount. As per a standard laser sight, this increases the weapon’s accuracy by 1 and is incompatible with smartgun modifiers.&lt;br /&gt;
&lt;br /&gt;
For people with infravision capabilities, an IR version is available so that your targeting activities are not overly obvious.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' The targeting laser provides a +1 dice pool bonus on attack tests, not cumulative with smartlink modifiers. Also, activating or deactivating the targeting laser is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2967</id>
		<title>SR5:Cyberware:Eye</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2967"/>
		<updated>2018-02-15T05:17:07Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Image Link */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
Probably the most common piece of cyberware available in 2075 is cybereyes. Or iginally designed to gif t the blind with normal sight, cybereyes allow for far more than normal human vision. While they still carry a social stigma in places, and the idea continues to carry a degree of squeamishness about it, it ’s not entirely uncommon for people with per fectly good natural eyes to trade them out for cybernetic replacements. Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and ever ything in between. Some models have their color and pattern easily altered by downloading a new skin.&lt;br /&gt;
&lt;br /&gt;
Most cybereye modifications are also offered as retinal modifications to the natural eye. Vision enhancements either take up Capacity in cybereyes or Essence in natural eyes, not both. As a general rule, upgrades are applied to both eyes so that the user’s vision doesn’t become unbalanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cybereyes==&lt;br /&gt;
===Cybereyes R1===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=4&lt;br /&gt;
|Availability=3|Cost=4,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R2===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.3|Capacity=8&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R3===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.4|Capacity=12&lt;br /&gt;
|Availability=9|Cost=10,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R4===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.5|Capacity=16&lt;br /&gt;
|Availability=12|Cost=14,000&lt;br /&gt;
|Description=The basic cybereyes system features 20/20 vision for both eyes, an image link, and a built-in camera at no extra cost, as well as capacity for vision enhancements.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flare Compensation==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the flare compensation enhancement. This protects you from blinding flashes of light as well as simple glare. It mitigates the vision modifiers for glare and reduces the penalty from flashing lights, like from a flash-pak.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Image Link==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=*&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the image link enhancement. A standard upgrade, this lets you display visual information (text, pictures, movies, the current time, etc.) in your field of vision. This is usually AROs, but you can display pretty much whatever you want on it. You and your team can use it to share tactical and situational info in real time. An image link is what you need to truly “see” AR and participate in the modern world.&lt;br /&gt;
|Special=;No Purchase:Included in the basic cybereyes system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Low-Light Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the low-light vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ocular Drone==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Capacity=[6]&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=This enhancement only affects one eyeball per purchase. A small spyball drone is placed in your ocular cavity. The spyball functions as a normal cybereye (with all the relevant enhancements) until you remove it and control it as though it were a [[SR5:Mini Drones#Horizon_Flying_Eye|Horizon Flying Eye]]. When it’s out and you have only one eye, you suffer a –3 dice pool penalty to all tasks. If you replace both eyes with drones, you’re effectively blind while those drones are operating apart from you. An ocular drone is obviously not available as a retinal modification.&lt;br /&gt;
|Special=;Remove Drone:-3 Dice Pool to All Tasks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Retinal Duplication (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=16F|Cost=20,000|CostNote=x Rating&lt;br /&gt;
|Description=This highly illegal modification can be loaded with a recording of someone else’s retina to create an almost perfect reproduction. Make an Opposed Test between the retinal duplication Rating and the retinal scanner Rating (Security Devices, p. 362).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Smartlink==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=[3]&lt;br /&gt;
|Availability=8R|Cost=4,000&lt;br /&gt;
|Description=An implanted version of the smartlink vision enhancement (p. 444). Note that a smartlink installed in a natural eye or in a pair of cybereyes is more effective than a smartlink installed in an external device: see Smartgun System, p. 444.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thermographic Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the thermographic vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Enhancement (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]&lt;br /&gt;
|Availability=Rating x 3|Cost=4,000|CostNote=x Rating&lt;br /&gt;
|Description=An implanted version of vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Magnification==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=2,000&lt;br /&gt;
|Description=An implanted version of the vision magnification enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Eye Mount==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Additional Eye Mount&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Ever wanted eyes in the back of your head? Well, now you can! Each additional eye mount allows the user to attach a cybereye to any part of their body that they wish. Due to the disorienting nature of such extra eyes, the user has a cumulative penalty of –1 to their Physical limit, and all weapon Accuracies, for each eye active beyond two. (A user can close one normal eye and use an additional eye mount as the second without penalty, or close both natural eyes and use two additional eye mounts as well.) Placement of this additional eye can provide tactical advantages for the cunning shadowrunner. The most common placement is one in the back of the head, to be aware of ambushes, or to a hand, allowing someone to look around corners. The listed cost is for the mount; the cybereye itself is sold separately. Using one eye in front and one in back grants +2 dice to Surprise tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
* With the unusual SURGE effects in India often resulting in a third eye in the middle of the forehead, quite a few have gotten an eye mount in a similar way, leaving this “third eye” closed unless needed. While the third eye is cybernetic, the user normally retains their original eyes. This trend is starting to be picked up by Horizon.&lt;br /&gt;
** Dr. Spin&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye-light System==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye-light System&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The eye light system involves a pair of minuscule, high-power but low-heat lights installed into the user’s cybereyes. The mechanism is attached to the forward inner wall of the eye, with a second, smaller pupil installed to allow it to shine out. The light has a range of two meters and allows for a person with low-light vision to see for a range ten times that. The thin beam illuminates an area roughly the size of a sheet of paper or half a fuse box, allowing for a wide range of activities while leaving the hands completely free. Standard white light may be replaced by any other color, or ultraviolet, at no additional cost, with red being the most popular alternative.&lt;br /&gt;
&lt;br /&gt;
'''Wireless bonus:''' Activating or deactivating the eye light system is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye Protectors==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye Protectors&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=These are simple protective covers that go over the user’s eyes, preventing them from being harmed by dust and debris. They’re available in a wide array of color and style, as well as in plastic (Armor 3, just for the eyes) or ballistic glass (Armor 6, just for the eyes).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Microscopic Lenses==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Microscopic Lenses&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Take your lab with you, but don’t forget your slides! Microscopic lenses allow for refocusing of the eye to a massive magnification of tiny, tiny objects, up to 1000X their normal size. When microscopic lenses are active, the user’s eye is unsuitable for any other task, but a Simple Action allows the lens to be switched on or off. An item further away than 30 centimeters is beyond the focal ability of active microscopic lenses. When microscopic lenses are being used, in addition to the obvious use, they provide a +4 dice pool bonus on Perception tests to examine the material in question.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' Switching lenses on or off is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spider Eyes==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Spider Eyes&lt;br /&gt;
|Essence=0.2|Capacity=2|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Primitive eye clusters may be installed as an alternative to a third (or fourth, fifth, etc.!) eye. These simple eyes have poor detail and little color, but they discern light and darkness and, more importantly, movement. By placing these along the rear of the user’s head or neck, they can detect something approaching and react accordingly, without the distraction that a full visual sensory input would bring from a full eye. Note that Spider Eyes are cybereyes, not cybereye modifications!&lt;br /&gt;
&lt;br /&gt;
Users with spider eyes receive a +1 dice pool bonus on Surprise tests if the surprise is within 10 meters of them.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Targeting Laser==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Targeting Laser (Infrared)===&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser (Infrared)&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=6|Cost=1,250&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a large visible-dot laser (available in your choice of color) built into the user’s trigger hand, allowing it to act as a laser sight for all carried ranged weapons without using a top mount. As per a standard laser sight, this increases the weapon’s accuracy by 1 and is incompatible with smartgun modifiers.&lt;br /&gt;
&lt;br /&gt;
For people with infravision capabilities, an IR version is available so that your targeting activities are not overly obvious.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' The targeting laser provides a +1 dice pool bonus on attack tests, not cumulative with smartlink modifiers. Also, activating or deactivating the targeting laser is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2966</id>
		<title>SR5:Cyberware:Eye</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2966"/>
		<updated>2018-02-15T05:15:51Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Flare Compensation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
Probably the most common piece of cyberware available in 2075 is cybereyes. Or iginally designed to gif t the blind with normal sight, cybereyes allow for far more than normal human vision. While they still carry a social stigma in places, and the idea continues to carry a degree of squeamishness about it, it ’s not entirely uncommon for people with per fectly good natural eyes to trade them out for cybernetic replacements. Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and ever ything in between. Some models have their color and pattern easily altered by downloading a new skin.&lt;br /&gt;
&lt;br /&gt;
Most cybereye modifications are also offered as retinal modifications to the natural eye. Vision enhancements either take up Capacity in cybereyes or Essence in natural eyes, not both. As a general rule, upgrades are applied to both eyes so that the user’s vision doesn’t become unbalanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cybereyes==&lt;br /&gt;
===Cybereyes R1===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=4&lt;br /&gt;
|Availability=3|Cost=4,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R2===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.3|Capacity=8&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R3===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.4|Capacity=12&lt;br /&gt;
|Availability=9|Cost=10,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R4===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.5|Capacity=16&lt;br /&gt;
|Availability=12|Cost=14,000&lt;br /&gt;
|Description=The basic cybereyes system features 20/20 vision for both eyes, an image link, and a built-in camera at no extra cost, as well as capacity for vision enhancements.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flare Compensation==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the flare compensation enhancement. This protects you from blinding flashes of light as well as simple glare. It mitigates the vision modifiers for glare and reduces the penalty from flashing lights, like from a flash-pak.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Image Link==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=*&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the image link enhancement (p. 444).&lt;br /&gt;
|Special=;No Purchase:Included in the basic cybereyes system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Low-Light Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the low-light vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ocular Drone==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Capacity=[6]&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=This enhancement only affects one eyeball per purchase. A small spyball drone is placed in your ocular cavity. The spyball functions as a normal cybereye (with all the relevant enhancements) until you remove it and control it as though it were a [[SR5:Mini Drones#Horizon_Flying_Eye|Horizon Flying Eye]]. When it’s out and you have only one eye, you suffer a –3 dice pool penalty to all tasks. If you replace both eyes with drones, you’re effectively blind while those drones are operating apart from you. An ocular drone is obviously not available as a retinal modification.&lt;br /&gt;
|Special=;Remove Drone:-3 Dice Pool to All Tasks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Retinal Duplication (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=16F|Cost=20,000|CostNote=x Rating&lt;br /&gt;
|Description=This highly illegal modification can be loaded with a recording of someone else’s retina to create an almost perfect reproduction. Make an Opposed Test between the retinal duplication Rating and the retinal scanner Rating (Security Devices, p. 362).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Smartlink==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=[3]&lt;br /&gt;
|Availability=8R|Cost=4,000&lt;br /&gt;
|Description=An implanted version of the smartlink vision enhancement (p. 444). Note that a smartlink installed in a natural eye or in a pair of cybereyes is more effective than a smartlink installed in an external device: see Smartgun System, p. 444.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thermographic Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the thermographic vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Enhancement (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]&lt;br /&gt;
|Availability=Rating x 3|Cost=4,000|CostNote=x Rating&lt;br /&gt;
|Description=An implanted version of vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Magnification==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=2,000&lt;br /&gt;
|Description=An implanted version of the vision magnification enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Eye Mount==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Additional Eye Mount&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Ever wanted eyes in the back of your head? Well, now you can! Each additional eye mount allows the user to attach a cybereye to any part of their body that they wish. Due to the disorienting nature of such extra eyes, the user has a cumulative penalty of –1 to their Physical limit, and all weapon Accuracies, for each eye active beyond two. (A user can close one normal eye and use an additional eye mount as the second without penalty, or close both natural eyes and use two additional eye mounts as well.) Placement of this additional eye can provide tactical advantages for the cunning shadowrunner. The most common placement is one in the back of the head, to be aware of ambushes, or to a hand, allowing someone to look around corners. The listed cost is for the mount; the cybereye itself is sold separately. Using one eye in front and one in back grants +2 dice to Surprise tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
* With the unusual SURGE effects in India often resulting in a third eye in the middle of the forehead, quite a few have gotten an eye mount in a similar way, leaving this “third eye” closed unless needed. While the third eye is cybernetic, the user normally retains their original eyes. This trend is starting to be picked up by Horizon.&lt;br /&gt;
** Dr. Spin&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye-light System==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye-light System&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The eye light system involves a pair of minuscule, high-power but low-heat lights installed into the user’s cybereyes. The mechanism is attached to the forward inner wall of the eye, with a second, smaller pupil installed to allow it to shine out. The light has a range of two meters and allows for a person with low-light vision to see for a range ten times that. The thin beam illuminates an area roughly the size of a sheet of paper or half a fuse box, allowing for a wide range of activities while leaving the hands completely free. Standard white light may be replaced by any other color, or ultraviolet, at no additional cost, with red being the most popular alternative.&lt;br /&gt;
&lt;br /&gt;
'''Wireless bonus:''' Activating or deactivating the eye light system is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye Protectors==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye Protectors&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=These are simple protective covers that go over the user’s eyes, preventing them from being harmed by dust and debris. They’re available in a wide array of color and style, as well as in plastic (Armor 3, just for the eyes) or ballistic glass (Armor 6, just for the eyes).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Microscopic Lenses==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Microscopic Lenses&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Take your lab with you, but don’t forget your slides! Microscopic lenses allow for refocusing of the eye to a massive magnification of tiny, tiny objects, up to 1000X their normal size. When microscopic lenses are active, the user’s eye is unsuitable for any other task, but a Simple Action allows the lens to be switched on or off. An item further away than 30 centimeters is beyond the focal ability of active microscopic lenses. When microscopic lenses are being used, in addition to the obvious use, they provide a +4 dice pool bonus on Perception tests to examine the material in question.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' Switching lenses on or off is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spider Eyes==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Spider Eyes&lt;br /&gt;
|Essence=0.2|Capacity=2|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Primitive eye clusters may be installed as an alternative to a third (or fourth, fifth, etc.!) eye. These simple eyes have poor detail and little color, but they discern light and darkness and, more importantly, movement. By placing these along the rear of the user’s head or neck, they can detect something approaching and react accordingly, without the distraction that a full visual sensory input would bring from a full eye. Note that Spider Eyes are cybereyes, not cybereye modifications!&lt;br /&gt;
&lt;br /&gt;
Users with spider eyes receive a +1 dice pool bonus on Surprise tests if the surprise is within 10 meters of them.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Targeting Laser==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Targeting Laser (Infrared)===&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser (Infrared)&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=6|Cost=1,250&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a large visible-dot laser (available in your choice of color) built into the user’s trigger hand, allowing it to act as a laser sight for all carried ranged weapons without using a top mount. As per a standard laser sight, this increases the weapon’s accuracy by 1 and is incompatible with smartgun modifiers.&lt;br /&gt;
&lt;br /&gt;
For people with infravision capabilities, an IR version is available so that your targeting activities are not overly obvious.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' The targeting laser provides a +1 dice pool bonus on attack tests, not cumulative with smartlink modifiers. Also, activating or deactivating the targeting laser is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2965</id>
		<title>SR5:Cyberware:Eye</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2965"/>
		<updated>2018-02-15T05:11:26Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Targeting Laser (Infrared) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
Probably the most common piece of cyberware available in 2075 is cybereyes. Or iginally designed to gif t the blind with normal sight, cybereyes allow for far more than normal human vision. While they still carry a social stigma in places, and the idea continues to carry a degree of squeamishness about it, it ’s not entirely uncommon for people with per fectly good natural eyes to trade them out for cybernetic replacements. Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and ever ything in between. Some models have their color and pattern easily altered by downloading a new skin.&lt;br /&gt;
&lt;br /&gt;
Most cybereye modifications are also offered as retinal modifications to the natural eye. Vision enhancements either take up Capacity in cybereyes or Essence in natural eyes, not both. As a general rule, upgrades are applied to both eyes so that the user’s vision doesn’t become unbalanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cybereyes==&lt;br /&gt;
===Cybereyes R1===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=4&lt;br /&gt;
|Availability=3|Cost=4,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R2===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.3|Capacity=8&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R3===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.4|Capacity=12&lt;br /&gt;
|Availability=9|Cost=10,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R4===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.5|Capacity=16&lt;br /&gt;
|Availability=12|Cost=14,000&lt;br /&gt;
|Description=The basic cybereyes system features 20/20 vision for both eyes, an image link, and a built-in camera at no extra cost, as well as capacity for vision enhancements.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flare Compensation==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the flare compensation enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Image Link==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=*&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the image link enhancement (p. 444).&lt;br /&gt;
|Special=;No Purchase:Included in the basic cybereyes system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Low-Light Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the low-light vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ocular Drone==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Capacity=[6]&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=This enhancement only affects one eyeball per purchase. A small spyball drone is placed in your ocular cavity. The spyball functions as a normal cybereye (with all the relevant enhancements) until you remove it and control it as though it were a [[SR5:Mini Drones#Horizon_Flying_Eye|Horizon Flying Eye]]. When it’s out and you have only one eye, you suffer a –3 dice pool penalty to all tasks. If you replace both eyes with drones, you’re effectively blind while those drones are operating apart from you. An ocular drone is obviously not available as a retinal modification.&lt;br /&gt;
|Special=;Remove Drone:-3 Dice Pool to All Tasks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Retinal Duplication (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=16F|Cost=20,000|CostNote=x Rating&lt;br /&gt;
|Description=This highly illegal modification can be loaded with a recording of someone else’s retina to create an almost perfect reproduction. Make an Opposed Test between the retinal duplication Rating and the retinal scanner Rating (Security Devices, p. 362).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Smartlink==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=[3]&lt;br /&gt;
|Availability=8R|Cost=4,000&lt;br /&gt;
|Description=An implanted version of the smartlink vision enhancement (p. 444). Note that a smartlink installed in a natural eye or in a pair of cybereyes is more effective than a smartlink installed in an external device: see Smartgun System, p. 444.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thermographic Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the thermographic vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Enhancement (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]&lt;br /&gt;
|Availability=Rating x 3|Cost=4,000|CostNote=x Rating&lt;br /&gt;
|Description=An implanted version of vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Magnification==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=2,000&lt;br /&gt;
|Description=An implanted version of the vision magnification enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Eye Mount==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Additional Eye Mount&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Ever wanted eyes in the back of your head? Well, now you can! Each additional eye mount allows the user to attach a cybereye to any part of their body that they wish. Due to the disorienting nature of such extra eyes, the user has a cumulative penalty of –1 to their Physical limit, and all weapon Accuracies, for each eye active beyond two. (A user can close one normal eye and use an additional eye mount as the second without penalty, or close both natural eyes and use two additional eye mounts as well.) Placement of this additional eye can provide tactical advantages for the cunning shadowrunner. The most common placement is one in the back of the head, to be aware of ambushes, or to a hand, allowing someone to look around corners. The listed cost is for the mount; the cybereye itself is sold separately. Using one eye in front and one in back grants +2 dice to Surprise tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
* With the unusual SURGE effects in India often resulting in a third eye in the middle of the forehead, quite a few have gotten an eye mount in a similar way, leaving this “third eye” closed unless needed. While the third eye is cybernetic, the user normally retains their original eyes. This trend is starting to be picked up by Horizon.&lt;br /&gt;
** Dr. Spin&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye-light System==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye-light System&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The eye light system involves a pair of minuscule, high-power but low-heat lights installed into the user’s cybereyes. The mechanism is attached to the forward inner wall of the eye, with a second, smaller pupil installed to allow it to shine out. The light has a range of two meters and allows for a person with low-light vision to see for a range ten times that. The thin beam illuminates an area roughly the size of a sheet of paper or half a fuse box, allowing for a wide range of activities while leaving the hands completely free. Standard white light may be replaced by any other color, or ultraviolet, at no additional cost, with red being the most popular alternative.&lt;br /&gt;
&lt;br /&gt;
'''Wireless bonus:''' Activating or deactivating the eye light system is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye Protectors==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye Protectors&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=These are simple protective covers that go over the user’s eyes, preventing them from being harmed by dust and debris. They’re available in a wide array of color and style, as well as in plastic (Armor 3, just for the eyes) or ballistic glass (Armor 6, just for the eyes).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Microscopic Lenses==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Microscopic Lenses&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Take your lab with you, but don’t forget your slides! Microscopic lenses allow for refocusing of the eye to a massive magnification of tiny, tiny objects, up to 1000X their normal size. When microscopic lenses are active, the user’s eye is unsuitable for any other task, but a Simple Action allows the lens to be switched on or off. An item further away than 30 centimeters is beyond the focal ability of active microscopic lenses. When microscopic lenses are being used, in addition to the obvious use, they provide a +4 dice pool bonus on Perception tests to examine the material in question.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' Switching lenses on or off is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spider Eyes==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Spider Eyes&lt;br /&gt;
|Essence=0.2|Capacity=2|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Primitive eye clusters may be installed as an alternative to a third (or fourth, fifth, etc.!) eye. These simple eyes have poor detail and little color, but they discern light and darkness and, more importantly, movement. By placing these along the rear of the user’s head or neck, they can detect something approaching and react accordingly, without the distraction that a full visual sensory input would bring from a full eye. Note that Spider Eyes are cybereyes, not cybereye modifications!&lt;br /&gt;
&lt;br /&gt;
Users with spider eyes receive a +1 dice pool bonus on Surprise tests if the surprise is within 10 meters of them.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Targeting Laser==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
===Targeting Laser (Infrared)===&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser (Infrared)&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=6|Cost=1,250&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a large visible-dot laser (available in your choice of color) built into the user’s trigger hand, allowing it to act as a laser sight for all carried ranged weapons without using a top mount. As per a standard laser sight, this increases the weapon’s accuracy by 1 and is incompatible with smartgun modifiers.&lt;br /&gt;
&lt;br /&gt;
For people with infravision capabilities, an IR version is available so that your targeting activities are not overly obvious.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' The targeting laser provides a +1 dice pool bonus on attack tests, not cumulative with smartlink modifiers. Also, activating or deactivating the targeting laser is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2964</id>
		<title>SR5:Cyberware:Eye</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Cyberware:Eye&amp;diff=2964"/>
		<updated>2018-02-15T05:11:01Z</updated>

		<summary type="html">&lt;p&gt;Welling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Cyberware Navigation}}&lt;br /&gt;
&lt;br /&gt;
Probably the most common piece of cyberware available in 2075 is cybereyes. Or iginally designed to gif t the blind with normal sight, cybereyes allow for far more than normal human vision. While they still carry a social stigma in places, and the idea continues to carry a degree of squeamishness about it, it ’s not entirely uncommon for people with per fectly good natural eyes to trade them out for cybernetic replacements. Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and ever ything in between. Some models have their color and pattern easily altered by downloading a new skin.&lt;br /&gt;
&lt;br /&gt;
Most cybereye modifications are also offered as retinal modifications to the natural eye. Vision enhancements either take up Capacity in cybereyes or Essence in natural eyes, not both. As a general rule, upgrades are applied to both eyes so that the user’s vision doesn’t become unbalanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Eyeware --&amp;gt;&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1&lt;br /&gt;
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2&lt;br /&gt;
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3&lt;br /&gt;
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4&lt;br /&gt;
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Image Link&lt;br /&gt;
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone&lt;br /&gt;
|Capacity=[6]|Avail=6|Cost=6,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)&lt;br /&gt;
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source=SR5:CF}}&lt;br /&gt;
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cybereyes==&lt;br /&gt;
===Cybereyes R1===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=4&lt;br /&gt;
|Availability=3|Cost=4,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R2===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.3|Capacity=8&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R3===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.4|Capacity=12&lt;br /&gt;
|Availability=9|Cost=10,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Cybereyes R4===&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.5|Capacity=16&lt;br /&gt;
|Availability=12|Cost=14,000&lt;br /&gt;
|Description=The basic cybereyes system features 20/20 vision for both eyes, an image link, and a built-in camera at no extra cost, as well as capacity for vision enhancements.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flare Compensation==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the flare compensation enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Image Link==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=*&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=An implanted version of the image link enhancement (p. 444).&lt;br /&gt;
|Special=;No Purchase:Included in the basic cybereyes system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Low-Light Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the low-light vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ocular Drone==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Capacity=[6]&lt;br /&gt;
|Availability=6|Cost=6,000&lt;br /&gt;
|Description=This enhancement only affects one eyeball per purchase. A small spyball drone is placed in your ocular cavity. The spyball functions as a normal cybereye (with all the relevant enhancements) until you remove it and control it as though it were a [[SR5:Mini Drones#Horizon_Flying_Eye|Horizon Flying Eye]]. When it’s out and you have only one eye, you suffer a –3 dice pool penalty to all tasks. If you replace both eyes with drones, you’re effectively blind while those drones are operating apart from you. An ocular drone is obviously not available as a retinal modification.&lt;br /&gt;
|Special=;Remove Drone:-3 Dice Pool to All Tasks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Retinal Duplication (R 1–6)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[1]&lt;br /&gt;
|Availability=16F|Cost=20,000|CostNote=x Rating&lt;br /&gt;
|Description=This highly illegal modification can be loaded with a recording of someone else’s retina to create an almost perfect reproduction. Make an Opposed Test between the retinal duplication Rating and the retinal scanner Rating (Security Devices, p. 362).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Smartlink==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.2|Capacity=[3]&lt;br /&gt;
|Availability=8R|Cost=4,000&lt;br /&gt;
|Description=An implanted version of the smartlink vision enhancement (p. 444). Note that a smartlink installed in a natural eye or in a pair of cybereyes is more effective than a smartlink installed in an external device: see Smartgun System, p. 444.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thermographic Vision==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=1,500&lt;br /&gt;
|Description=An implanted version of the thermographic vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Enhancement (R 1–3)==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[Rating]&lt;br /&gt;
|Availability=Rating x 3|Cost=4,000|CostNote=x Rating&lt;br /&gt;
|Description=An implanted version of vision enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Vision Magnification==&lt;br /&gt;
{{SR5:Cyberware Template&lt;br /&gt;
|Essence=0.1|Capacity=[2]&lt;br /&gt;
|Availability=4|Cost=2,000&lt;br /&gt;
|Description=An implanted version of the vision magnification enhancement (p. 444).&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Eye Mount==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Additional Eye Mount&lt;br /&gt;
|Essence=0.2|Capacity=[2]|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Ever wanted eyes in the back of your head? Well, now you can! Each additional eye mount allows the user to attach a cybereye to any part of their body that they wish. Due to the disorienting nature of such extra eyes, the user has a cumulative penalty of –1 to their Physical limit, and all weapon Accuracies, for each eye active beyond two. (A user can close one normal eye and use an additional eye mount as the second without penalty, or close both natural eyes and use two additional eye mounts as well.) Placement of this additional eye can provide tactical advantages for the cunning shadowrunner. The most common placement is one in the back of the head, to be aware of ambushes, or to a hand, allowing someone to look around corners. The listed cost is for the mount; the cybereye itself is sold separately. Using one eye in front and one in back grants +2 dice to Surprise tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
* With the unusual SURGE effects in India often resulting in a third eye in the middle of the forehead, quite a few have gotten an eye mount in a similar way, leaving this “third eye” closed unless needed. While the third eye is cybernetic, the user normally retains their original eyes. This trend is starting to be picked up by Horizon.&lt;br /&gt;
** Dr. Spin&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye-light System==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye-light System&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The eye light system involves a pair of minuscule, high-power but low-heat lights installed into the user’s cybereyes. The mechanism is attached to the forward inner wall of the eye, with a second, smaller pupil installed to allow it to shine out. The light has a range of two meters and allows for a person with low-light vision to see for a range ten times that. The thin beam illuminates an area roughly the size of a sheet of paper or half a fuse box, allowing for a wide range of activities while leaving the hands completely free. Standard white light may be replaced by any other color, or ultraviolet, at no additional cost, with red being the most popular alternative.&lt;br /&gt;
&lt;br /&gt;
'''Wireless bonus:''' Activating or deactivating the eye light system is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Eye Protectors==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Eye Protectors&lt;br /&gt;
|Essence=0.1|Capacity=[2]|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=These are simple protective covers that go over the user’s eyes, preventing them from being harmed by dust and debris. They’re available in a wide array of color and style, as well as in plastic (Armor 3, just for the eyes) or ballistic glass (Armor 6, just for the eyes).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Microscopic Lenses==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Microscopic Lenses&lt;br /&gt;
|Essence=0.2|Capacity=[3]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Take your lab with you, but don’t forget your slides! Microscopic lenses allow for refocusing of the eye to a massive magnification of tiny, tiny objects, up to 1000X their normal size. When microscopic lenses are active, the user’s eye is unsuitable for any other task, but a Simple Action allows the lens to be switched on or off. An item further away than 30 centimeters is beyond the focal ability of active microscopic lenses. When microscopic lenses are being used, in addition to the obvious use, they provide a +4 dice pool bonus on Perception tests to examine the material in question.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' Switching lenses on or off is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Spider Eyes==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Spider Eyes&lt;br /&gt;
|Essence=0.2|Capacity=2|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Primitive eye clusters may be installed as an alternative to a third (or fourth, fifth, etc.!) eye. These simple eyes have poor detail and little color, but they discern light and darkness and, more importantly, movement. By placing these along the rear of the user’s head or neck, they can detect something approaching and react accordingly, without the distraction that a full visual sensory input would bring from a full eye. Note that Spider Eyes are cybereyes, not cybereye modifications!&lt;br /&gt;
&lt;br /&gt;
Users with spider eyes receive a +1 dice pool bonus on Surprise tests if the surprise is within 10 meters of them.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Targeting Laser==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;br /&gt;
&lt;br /&gt;
==Targeting Laser (Infrared)==&lt;br /&gt;
{{SR5:Cyberware Template|Part=Eye|Device=Targeting Laser (Infrared)&lt;br /&gt;
|Essence=0.2|Capacity=[4]|Availability=6|Cost=1,250&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a large visible-dot laser (available in your choice of color) built into the user’s trigger hand, allowing it to act as a laser sight for all carried ranged weapons without using a top mount. As per a standard laser sight, this increases the weapon’s accuracy by 1 and is incompatible with smartgun modifiers.&lt;br /&gt;
&lt;br /&gt;
For people with infravision capabilities, an IR version is available so that your targeting activities are not overly obvious.&lt;br /&gt;
&lt;br /&gt;
'''Wireless Bonus:''' The targeting laser provides a +1 dice pool bonus on attack tests, not cumulative with smartlink modifiers. Also, activating or deactivating the targeting laser is a Free Action instead of a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:CF}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Explosives_Rules&amp;diff=2963</id>
		<title>SR5:Explosives Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Explosives_Rules&amp;diff=2963"/>
		<updated>2018-02-15T04:45:42Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Explosions and Background Count */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Rules==&lt;br /&gt;
Explosives are primarily used to damage structures. You can use the Demolitions skill to prepare explosives, identify key or weak structural points, and focus the blast. Each hit on a Demolitions + Logic [Mental] Test adds 1 to the explosive’s effective rating. See [[SR5:Barriers|barriers]] for calculating an explosive’s effect on a barrier.&lt;br /&gt;
&lt;br /&gt;
An explosive’s Damage Value is calculated as its Rating (modified by the Demolitions Test, if you made one) times the square root of the number of kilograms used (rounded down). The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter. When explosives are attached directly to a target, the target’s armor is halved; otherwise the explosive has an AP value of –2. If an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast-—the shrapnel blast has a DV equal to the explosive’s DV minus the Structure rating of the barrier, with a Blast of –1/m.&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
==Legal Consequences==&lt;br /&gt;
If a character is caught on the job or as part of a sting operation, here's what they can expect to face legally.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|Prison time and fines for illegal possession of explosives&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Rating of Explosives&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Prison Term&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Monetary Fine&lt;br /&gt;
|-&lt;br /&gt;
|1-5||5 years||50,000¥&lt;br /&gt;
|-&lt;br /&gt;
|6–10||15 years||100,000¥&lt;br /&gt;
|-&lt;br /&gt;
|11–20||25 years||250,000¥&lt;br /&gt;
|-&lt;br /&gt;
|20+||50 years||500,000¥&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buying explosives==&lt;br /&gt;
Most explosives are bought through a fence. However, most fences will be selling hot or defective merchandise when it comes to explosives. It's often recommended to use a fixer to search out a trustworthy fence, or to have a face as an intermediary to make sure the buyer doesn't get burned, and to personally randomly select a sample of merchandise to make sure they aren't being sold a batch that's padded with false explosives, as the fence can cherry pick the actual merchandise out of the padding.&lt;br /&gt;
&lt;br /&gt;
If a fence is selling a high amount of explosives for cheap, then it's a sign that they may be trying to offload a batch of hot merchandise that the authorities are actively trying to track down. If a deal is sounds too good to be true, it probably is, as the authorities will even resort to hiring other runners to track down stolen explosives lest they be used against them. Even if a runner is trying to buy explosives for a future occasion, it should be kept in mind that most explosives have a solid shelf life, and that there's a reasonable chance that they can be traked down, leaving the runner to face legal penalites.&lt;br /&gt;
&lt;br /&gt;
A ''verified'' batch of commercial explosives are more reliable in their strength, and do not change in availability or strength. All commercial explosives are also available as homecooked explosives, which are cheaper, more unreliable, and less traceable; if a runner team is buying home-cooked explosives, reduce availability by 3, price by 50 percent, and, depending on the skill of the cook, may be modified in strength by as much as + or - 15 (rolled by the gamemaster in secret), which may mean the homemade explosives may fail to detonate. If homemade explosives are fraudulently sold as commercial explosives, then do not reduce the cost, as the homemade explosives are fraudulently being sold as commercial explosives.&lt;br /&gt;
&lt;br /&gt;
==Explosions and Background Count==&lt;br /&gt;
Most explosives are too weak to cause a background count, let alone a permanent background count. If an explosive causes 35P damage, than it causes +1 background count, which increases by +1 for every additional full 20P points of damage (+2 for 55P of explosives, +3 for 75P of explosives), up to a +3 increase for background count. If this causes no fatalities, then the increased background count fades by 1 point per hour; if it causes metahuman fatalities, then the increased background count becomes permanent.&lt;br /&gt;
&lt;br /&gt;
Background counts of +4 are possible, but only with the bomb dispersing exotic materials such as chemical, biological, or radioactive materials, or Fluorescing Astral Bacteria (FAB). If these criteria are met, the background count increases with the above rules, meaning it needs a minimum of 95P damage for a background count of 4 or higher. All background counts of 4+ or higher are permanent, even if there were no fatalities.&lt;br /&gt;
&lt;br /&gt;
If an area already has a background count, then use of explosives will not change it unless the use of explosives would increase the background count. If temporary, then the area will return to its normal background count as the new, higher background count fades (as described above). Permanent increases to background count due to explosives do not factor in the preexisting background count, and act as normally.&lt;br /&gt;
&lt;br /&gt;
Background count radiates out from the epicenter of the explosion within a circle, in a radius equal to the damage rating (a 40P explosive would cause a background count increase in 40 meters from the center). This occurs regardless of a circular or directional explosive.&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2962</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2962"/>
		<updated>2018-02-08T07:01:49Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Luxury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
By adjusting the suspension and/or adjusting the workings of control systems, a vehicle can be made more responsive to manual or electronic controls. This can range from optimizing control system response times, to more dramatic changes like gyroscopic stabilizers, or destabilizing the structural integrity of the hull. Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification, the fuel consumption of the vehicle has been optimized to use the minimum amount necessary for standard operation. Additionally, the vehicle is fitted with a variety of different means to gather operational power from the environment around it including sunlight, static electricity, and wind. A vehicle with improved economy doubles its operational time as long as it is operating within normal parameters—no high speed chases.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For runners that are extra paranoid about the Matrix security on their vehicle (or just unwilling to pay for it), they can install a manual control override system. Nearly every modern vehicle made in the 2070s has the ability to be piloted remotely or purely through its electronic controls as well as its manual/mechanical controls. If a rigger is really nervous about those electronic controls being taken over, they can install a switch so that the manual controls will always take priority over the electronic ones. In order to prevent the switch from being remotely deactivated, it is always mechanical in nature with the physical pressing of the button making or breaking connections to ensure the precedence of the manual controls. In game terms, when manual control override is activated, piloting a vehicle via AR or VR is not possible. The system can only be activated by someone physically in the vehicle, within reach of the switch (usually the driver’s seat), and by using a Free Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=For teams that frequently find themselves needing to travel far away from the comforts of modern civilization, modifying a vehicle with a multifuel engine has provide invaluable. First, a portable plasma furnace is installed on the vehicle that can render small quantities of matter down to its constituent parts. Then, the vehicle’s engine is modified to be able to consume the raw material output of the plasma torch. This allows nearly any matter to be fed into the vehicle as fuel. A vehicle with a multifuel engine can always be refueled as long as there is raw material around to be processed.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those that like to make their own roads rather than follow them, there is the off-road suspension. Most modern vehicles are designed to operate on a smoothly prepared road and do not respond well out of that environment. With an off-road suspension, a vehicle’s suspension system has been replaced with one designed to operate in more rugged environments. The downside, however, is that the vehicle loses some of it responsiveness when operating in regular on-road environments. A vehicle with an off-road suspension has +1 Handling when driving off-road, but –1 Handling on-road. This stacks with bonuses from off-road tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Riggers who are completely confident in their Matrix skills and security but worried about their lack of physical security will often add a removed manual controls modification. Almost all vehicles in the 2070s are capable of being piloted by either electronic or manual controls. With this modification, the owner simply removes the option for manual controls, relying entirely on the electronic ones. Anyone wishing to pilot the vehicle who is not the owner must succeed on a Control Device Matrix action (p. 238, SR5).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=For riggers, there is no safer place where they would leave their body than a rigger cocoon. Generally built into the driver’s seat of a vehicle, the cocoon is designed solely for the safety and comfort of someone who’s consciousness is going to be somewhere other than their body. The cocoon has ballistic cloth and hard armored plating for physical protection, is fire resistant, has its own oxygen supply, and carries a host of biomed sensors to monitor the occupant’s condition. Additionally, the cocoon has a variety of safety systems to keep the occupant safe through the most extreme vehicle maneuvers and even crashes. Getting into a rigger cocoon takes about a minute, but it can be exited with a Complex Action using a quick-release system.&lt;br /&gt;
&lt;br /&gt;
Treat the rigger cocoon as a barrier with an Armor of 12 and Structure of 8 (p. 197, SR5). The occupant of the rigger cocoon receives +6 dice to resist damage from crashes or other vehicle maneuvers.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Vehicle operators who are truly daring (or have a death wish) cannot resist installing a rocket booster. This extreme modification installs a high-powered rocket propulsion system to allow the vehicle to make short jumps over intervening terrain or obstacles. That could be a gap in an unfinished road for a ground vehicle, or a dyke or dam that a boat might attempt to leap over. For aircraft, this allows them to take off with half the normal required distance. The rocket is angled to generate an upward lift of about 5 meters, similar to a jump ramp, allowing the vehicle to clear an object or gap about the size of a semi trailer or train car. The gamemaster should have the driver make a Vehicle Test with a difficulty they feel appropriate for the jump. Activating the rocket system takes a Complex Action and is in no way subtle, but it is spectacular. When landing the vehicle must resist (Body) DV damage, following all of the rules for Crash damage (p. 201, SR5). Additionally, the driver must make an immediate Vehicle Test to maintain control. If successful, the vehicle can continue driving as normal, but if it is failed the vehicle crashes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Does your team have a backseat driver who’s always wanting to take control? Or maybe your always sitting in the vehicle of teammate and wishing you had your own gas control so they would just get moving? Both of those problems can be solved with the secondary manual controls modification. This modification literally provides a second set of manual controls that can be used to pilot the vehicle, just like the primary set. Either set can control the vehicle, but the primary set always has priority. If the vehicle also has manual control override, the system can be set to switch only when a manual switch is activated. Secondary manual controls are useful for teams that may need a secondary person to control a vehicle while the driver is otherwise occupied or particularly vulnerable.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious)===&lt;br /&gt;
There are times when only the most dramatic action will break off a pursuer, and having your vehicle ditch into the water and keep going is definitely a dramatic action. An amphibious operation package is a dramatic modification that allows the vehicle to travel on water (if it didn’t already have the means to do so). The modification comes in two versions, surface and submersible, depending on how far the owner wants to take the modifications and what the needs are for water travel.&lt;br /&gt;
&lt;br /&gt;
====Surface====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the surface version, the vehicle is able to float on top of the water. This could involve a variety of systems including a secondary hull shaped to displace an appropriate amount of water, inflatable skirts or ballasts that expand to create flotation, or pontoons attached to the hull of the vehicle. Regardless of the exact form, the modification is fairly extensive, and it is immediately obvious to any observer that something dramatic has been done to the vehicle. When operating on water, the vehicle can use its normal means of propulsion or a low-powered propeller. If the latter is used, speed and maneuverability are fairly limited, but the vehicle at least functions. It probably wouldn’t do well crossing an ocean or large lake, but it can easily get across a river, sound, or bay.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Submersible====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the submersible version, the vehicle has been modified to operate under the water. This modification is much more extensive but also more subtle than the surface version. Seals are put in to make sure the vehicle and its essential components are watertight. A secondary propulsion system is then installed to allow it to move while submerged. Classically, this means a propeller powered by the vehicle’s drive train, but it can also be a ducted waterjet system for those that like later technology. Finally, internal or external ballast tanks/balloons are added so that the vehicle can control its depth. While the vehicle is capable of moving underwater, it does not handle extreme conditions well and can only handle depths of about 100 meters.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another in the line of secondary propulsion modes, the tracked mode is the ultimate in conquering off-road terrain. This ingenious modification features a system where jacks are deployed to lift the vehicle off the ground, then the tires (or other regular propulsion) are retracted partially into the body, and the tracks are deployed. Finally, the jacks are retracted, and the tracks become the means of propulsion. Smugglers that use a watercraft as their primary vehicle have found this system extremely helpful in allowing their boat to make short excursions into the typically rugged terrain frequented by smugglers. Others who have installed them in ground craft do so because they find other methods of off-road travel not good enough, or they want the versatility of being able to switch from a primary on-road system to the tracked system without making a sacrifice to either.&lt;br /&gt;
&lt;br /&gt;
When moving in tracked mode, a vehicle can move through extremely rough terrain without issue, including crossing trenches and climbing steep angles. Gamemasters should reduce driving difficulty as appropriate. Though the vehicle’s speed is limited, it can pivot on the spot since both tracks can move forward or backward independently.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion (Walker)==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For truly exceptional or demanding terrain, some riggers install a walker system of secondary propulsion on their vehicles. Using a variable number (four to eight, as needed) of retractable mechanical legs, the vehicle can deploy the system to give the vehicle the versatility and mobility of a walker. When deployed, the body of the vehicle is lifted about a meter off of the ground to provide clearance from the terrain, with each leg able to move backwards or forwards independently to provide a walking motion. When in walker mode, a vehicle is able to traverse far more rugged terrain than any other propulsion and still be highly maneuverability, though its speed is severely limited. When using the walker mode of secondary propulsion, the vehicle uses those stats for Handling, Speed, and Acceleration. Additionally, while in walker mode, the vehicle has the basic maneuverability of a metahuman meaning it can stop instantly and pivot on the spot.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques and equipment (depending on the vehicle), including things such as superchargers, fuel distribution optimization, and parts replacement, the top speed of the vehicle is increased. More dramatic increases in top end speed require more extensive modifications to the vehicle as it is pushed far beyond its original design and limitations. Some designs can only be pushed so far. In the end, though, having that raw top-end speed can save your hoop. Speed Enhancement modification can be taken with a Rating of 1 to 3, with the Rating adding to the Speed attribute of the vehicle.&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
Protection modifications are all based around providing various defensive measures for the vehicle or its occupants.&lt;br /&gt;
&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
No self-respecting rigger wants to let their precious vehicle be stolen by some gutter punk with a screwdriver. The anti-theft system modification provides a variety of protection options, depending on the level rating.&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 1 simply installs sensors that detect an unauthorized intrusion and alerts the owner with physical lights and sounds, or sends an electronic message, or both.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 2 includes the sensors from the previous level and adds the ability for the owner to remotely lockdown the vehicle, making it physically impossible to drive until the release code is sent by the owner. This system can be circumvented by decking the vehicle, or mechanically disabling the fail safe with a Hardware+Logic [Logic] (4) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=If all of that is just for soft-ass corporate drones, then Rating 3 may be for you. This level includes all of the previous features, with the addition of an electro-shock system inflicting 9S(e), or a gas release system equipped with the [[SR5:Toxins|toxin]] of your choice.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 4 is the final word in vehicle protection; it includes all of the previous level’s features and adds a remote triggered self-destruct option. The modified vehicle is reduced to medium-to-small component parts. The explosion has a base damage of 12P and –2 AP, with damage from the blast –2/m.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Need to protect your vehicle? Then give it some armor! Vehicle armor comes in two varieties: standard and concealed. '''Standard''' vehicle armor is additional plating bolted or welded to the exterior—crude but incredibly effective. However, it is immediately obvious to any observer that the vehicle has a bunch of extra plating slapped on to it. While that will win a runner some points in the barrens, it may not sit too well with security forces in downtown. '''Concealed''' armor is installed in such a way as to be noticeable only to a trained observer (Perception (4) Test), but does not allow nearly as much protection to be installed. A vehicle must choose the standard or concealed option for all additional armor taken—there cannot be some armor of one time along with some of the other. Regardless of type, each point taken for this modification adds a point to the vehicle’s Armor value for Damage Resistance Tests. The most armor any vehicle can add is equal to vehicle Body (meaning maximum armor=Body + existing armor Rating). This is true even if there are remaining modification slots on the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Passenger Protection System (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The passenger protection system (PPS) is a well known and trusted series of systems and modifications made to a vehicle to keep its passengers safe in the case of a collision or other “adverse vehicular situations.” PPS components include four-point harnesses, padded surfaces, quick-deploying air bags, and in some cases fast-drying foam. A PPS has a Rating of 1 to 6, with the Rating added as dice pool bonus to any Damage Resistance Tests by passengers from damage due to crashes or any other vehicular activity (including ramming) that is not an attack by a weapon.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Shadowrunning in a vehicle can be dangerous for the occupants. Besides just faithful (or mercenary) teammates, there may be precious cargo or passengers that need protecting. Personal armor is a modification that adds additional ballistic protection to the occupants of a vehicle in the form of protective lining, ballistic cloth, and ricochet-reducing materials. The modification has a Rating of 1 to 10, with each Rating point adding to the armor used in Damage Resistance Tests for damage to passengers from attacks originating outside the vehicle.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification a vehicle’s armor can be made more resistant to a specific type of damage. Special armor modification works in the same was as modifications for personal armor (p. 437-438, SR5), with vehicles able to take only Chemical Protection, Fire Resistance, Insulation, Nonconductivity, Radiation Shielding, and Universal Mirror Material. Each modification can be taken with a maximum Rating of the armor value of the vehicle. Special armor modification may be taken multiple times, each time with a different armor modification.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
Are you one of those runners that feel that any problem can be solved with enough bullets? Is “spray and pray” your personal street proverb? Then you probably want the ammo bin modification. Each ammo bin modification provides an extra 250 rounds of ammunition for one of the vehicle’s weapon mounts. The modification may be taken multiple times, providing more rounds for different weapons or even multiple times for the same weapon (if you really need a lot of bullets).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Drone Racks==&lt;br /&gt;
A drone rack is an indispensable tool for a rigger who relies on drones to accomplish critical tasks for their team. Drone racks consist of a metal framework or harness designed to allow for quick and easy deployment of a drone in an instant, turning a vehicle equipped with several of them into a powerful, multipurpose drone carrier. Any drone carried in any kind of drone rack can be deployed by spending a Complex Action, or Simple Action if it is wireless enabled. Each drone rack can carry a single drone of a maximum size depending on the size of the rack. Additionally, each drone rack can be standard or landing type.&lt;br /&gt;
&lt;br /&gt;
All '''standard''' drone racks deploy drones as above but require a manual process to re-embark the drone. This involves physically putting the drone back into the rack, a process that takes about one minute per drone.&lt;br /&gt;
&lt;br /&gt;
'''Landing''' drone racks have a mechanic or electromagnetic grapple system that can automatically re-embark a drone that is directly beneath or adjacent to them with a Complex Action. This can even be done while the the vehicle is in motion, as long as the target drone can match the vehicle’s speed.&lt;br /&gt;
&lt;br /&gt;
'''Micro''' drone racks can hold up to ten micro drones, '''mini''' drone racks can carry a drone of up one Mini size, '''small''' drone racks can carry up to one Small drone, '''medium''' drone racks can carry up to one Medium drone, and '''large''' drone racks can carry (you guessed it) up to one Large drone.&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those times when you want your vehicle to be less “car” and more “armored personnel carrier,” there is the gun port mod. A gun port is a small flap or slot installed strategically in the hull of the vehicle that allows a single passenger (or the driver, if you can multitask) to shoot a hand-held weapon at a target outside the vehicle, while still staying completely protected by the vehicle’s armor. The port provides a ninety-degree cone of visibility, and a small stability harness that provides 4 points of Recoil Compensation. The gun port mod can be taken as many times as possible for the vehicle, though provides no benefit beyond the amount of passengers that a vehicle can reasonably carry.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While this item normally reserved for military use, a resourceful and properly connected shadowrunner has been known to get their hands on a missile defense system (MDS). Using a highly complicated and specialized set of software, the system ties in control of one or more on-board weapon systems to shoot down incoming missiles and rockets while in flight. The system requires the vehicle to have a Sensor rating of 5 (minimum) and at least one weapon capable of Full-Auto fire, or a laser weapon, to be attached via remote control turret weapon mount. When an incoming projectile is detected, the system takes control of all weapons tied into it in order to intercept in the incoming projectile. This supersedes any other current controller of the weapon(s). Ballistics weapons use 20 rounds of ammunition each time the system activates. In game turns, each ballistic weapon tied into the system gives the defender +2 on Defense Tests made against missiles and rockets. Each laser weapon provides +4 dice.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
Some runners say that old tricks are the best tricks, and they’re the ones who most love the simple but effective oil slick sprayer. Using a few nozzles and a reservoir of slick fluid, the ground immediately behind the vehicle can be made extremely hazardous to pursuing groundbased vehicles. Activating the oil slick sprayer is a Free Action; following activation, any ground vehicles in pursuit at Short Range must make a Reaction + Vehicle Skill [Handling] (2) Test to avoid crashing. The oil slick sprayer has 6 charges and can be completely refilled for 50 nuyen.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Ram Plate==&lt;br /&gt;
While ramming might be a last resort for some, it is a first resort for others, and the ram plate is the perfect modification for those people. Ram plates come in a huge variety of shapes and sizes, from wickedly engineered sharpened bifurcating blades to a motley collection of extra car parts that the gangers welded to the front. All are equally effective. When making a Ramming attack (see p. 203, SR5) the damage done by the ramming vehicle is increased by one level, as if it were going one speed category higher. Damage taken to the ramming vehicle is unchanged.&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The road strip ejector is another classic but effective countermeasure from the good old days. Using a simple powered release mechanism, a belt that is extremely hazardous to ground vehicles is deployed with a Free Action. A road strip ejector can be equipped with any one type of road strip. The strip ejector can carry six individual strips. Refills cost the price of six of whatever road strip is desired.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750|CostNote=(+100¥ for Thermal Smoke)&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another oldie but a goodie, the smoke projector continues to prove that simple never goes out of style. One or two canisters with aerosol nozzles are attached to the vehicle, releasing a huge cloud of dense smoke on command with a Free Action. Once deployed, all actions of vehicles up to one hundred meters behind the vehicle are affected by the Moderate Smoke Visibility Modifier. For a little bit more nuyen, the system can be installed with thermal smoke.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
Shadowrunning is not a business where one wants tobe defenseless (or offense-less, for that matter), so riggers often awant to put weapons on their vehicle. While a small number of security or military-class vehicles are designed to mount weapon systems, the vast majority of vehicles are designed and built for civilian use, so installing a weapon system is strictly an after-market affair. Just like the weapons that they support, weapon mounts come in a large variety of shapes and sizes to suit the needs of the weapon as well as the owner. All weapon mounts have four attributes: Size, Visibility, Flexibility, and Control.&lt;br /&gt;
&lt;br /&gt;
'''Size''' defines what kind of weapons can be attached to the weapon mount. Light weapon mounts can hold weapons in the following categories: Melee, Tasers, Hold-Out Pistols Light Pistols, Heavy Pistols, Machine Pistols, and Submachine Guns. Standard weapon mounts can hold Tasers, Hold-Outs, Light Pistols, Heavy Pistols, Assault Rifles, Sniper Rifles, Shotguns, Exotic Ranged Weapons, Flamethrowers, and Special Weapons. Heavy weapon mounts can hold any of the previous, as well as weapons from the following categories: Machine Guns, Cannons, Launchers, and Lasers.&lt;br /&gt;
&lt;br /&gt;
'''Visibility''' defines where a weapon is mounted on a vehicle and how noticeable it is. An external mount places the weapon on the outside of the vehicle, on its hull somewhere, which is plainly obvious to any observer. An internal mount has the weapon inside the vehicle until it’s deployed using a Simple Action. Once deployed the weapon is externally visible and easily seen, but while internal the weapon cannot be seen from outside observation. A concealed mount is an internal mount but further conceals the weapon behind false paneling and other vehicle features such that it is not obvious even when searching the inside, requiring a Perception + Intuition [Intuition] (4) Test to find.&lt;br /&gt;
&lt;br /&gt;
'''Flexibility''' defines how movable a weapon is on its mount. A fixed mount cannot turn independently from the vehicle it is attached to and so relies on the driver of the vehicle to aim the weapon; it cannot change its direction of fire unless the vehicle direction also changes. A flexible mount has a limited range of motion, able to move ninety degrees horizontally and vertically. A turret mount allows for a full 360-degree of movement but can be constrained depending on where on the hull of the vehicle the weapon is placed. Most smart riggers will put a turret mount on the roof of the vehicle to fully utilize its range of motion.&lt;br /&gt;
&lt;br /&gt;
'''Control''' determines how the weapon attached to the mount can be fired. These days the default is remote, meaning the weapon can be fired by making a Control Device Matrix Action (the owner of such a device automatically succeeds). For the security paranoid, or those that just like the hands-on approach, manual control can be applied to a weapon. This option removes the possibility of remote, electronic control in favor of direct mechanical operation of the weapon, meaning a metahuman must physically operate the weapon, which tends to put them at bodily risk. Armored manual control is an option where the operator of the weapon is protected by armored panels and shields while operating the weapon. This gives the firer +6 armor against ranged attacks while operating the weapon.&lt;br /&gt;
&lt;br /&gt;
To calculate the final cost of the weapon mount modification, start with the Size. The apply the modifiers to Slot, Threshold, Availability, and Cost when choosing the other options. Use the highest requirement for Tools from the options chosen&lt;br /&gt;
&lt;br /&gt;
===Weapon Mounts===&lt;br /&gt;
====Weapon Mount (Light)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Weapon Mount (Standard)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Weapon Mount (Heavy)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Visibility===&lt;br /&gt;
====External Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Internal Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Concealed Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Flexibility===&lt;br /&gt;
====Fixed Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Flexible Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Turret Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Control===&lt;br /&gt;
====Remote Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Manual Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Armored Manual Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
Body modifications modify the hull or structure of the vehicle in some form.&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=No rigger likes to see their vehicle “baby” in pieces, but at least with the assembly/disassembly modification they know it can be put back together. For times when a rigger or their team needs to get a vehicle to (or into) a location but can’t get it there whole, they put in an assembly modification. While this can be used on larger vehicles to give more flexibility in how they can be transported, it is far more common for smaller vehicles like drones. Secure facilities will commonly search and scan for illegal or banned drones, such as small surveillance “bugs,” but detection can be circumvented by breaking the drone down into innocuous parts and smuggling those in separately.&lt;br /&gt;
&lt;br /&gt;
The assembly/disassembly modification allows a vehicle to be broken down into several smaller pieces and then reassembled for operation. Disassembling or reassembling a vehicle takes a (Vehicle Mechanic Skill) + Logic [Logic] (Body, 30 minutes) Extended Test. When broken down, the parts are extremely difficult to identify, requiring a Perception + Intuition [Intuition] (4) Test as well as having an appropriate Knowledge Skill to even recognize that the parts could be a vehicle component.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Not just for the flighty owner who can’t settle on a paint color for their vehicle, chameleon coating is an essential tool for keeping a vehicle used for shadow activities inconspicuous. A vehicle with the coating has its exterior hull covered in a specialized kind of polymer that allows it to display any kind of image sent to the system with an electronic signal. This can be as simple as changing the color of the vehicle, or as complex as covering it in moving advertisements and video. Changing the output of the coating is a Free Action. Particularly clever riggers have linked the video feed from their external sensors into the system so that the exterior of the vehicle mimics the environment around it, resulting in a crude (but effective) “cloaking” or blending system. When running in this mode, as long as it is not moving faster than its Walking rate, Perception Tests made to find the vehicle suffer a –3 dice pool penalty.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Ejection Seat==&lt;br /&gt;
Remember that time when there was an annoying or, in the back and you wished you could just push a button and fire him out of the vehicle? Well, with ejection seats you can! Using a simple expanding gas propulsion system, activated remotely with a Free Action, any seat in the vehicle can become a means to eject the occupant of that seat. Seats can be equipped with parachutes if the system is being used for safe egress of someone that you want to be whole when they land, or without if not. Traditionally, ejection seats launch vertically upward, but they can be configured to launch horizontally, or even straight down (particularly vicious in aircraft or watercraft).&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=There are plenty of situations when a runner may need to get in or out of their vehicle in an unusual way, for an unusual situation. A vehicle equipped with extra entry/exit points has a variety of extra points on the vehicle that can be used to get in or out of the vehicle. These could be an ork-sized sunroof, or a special trap door in the floor of the vehicle. In game terms, any occupant of the vehicle is assumed to have a convenient entry or exit point accessible to them, no matter what state the vehicle it is in (including upside down), or from what position they are attempting to access the vehicle (such as from the roof).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Most vehicles are manufactured with the anticipation and intention that they will be used in common or banal environments—basically, those found in the day-to-day life of most of the population. There are plenty of times, however, when a rigger will need his vehicle to operate smoothly in environments outside of those normal conditions. Since most vehicles were never designed to handle such conditions, several special modifications are needed on a variety of systems, depending on the environment. This could include additives and micro-heaters to ensure the vehicle’s liquid systems do not freeze in extreme cold, or super-coolers to keep it running in extreme heat. Each time this modification is taken, the vehicle can operate normally in a specific selected environment (desert, arctic, etc.). If the environment itself will be damaging to the vehicle, it needs a Special Armor Modification to maintain protection. Note that this modification only allows the vehicle itself to continue to operate; keeping occupants of the vehicle alive would be handled by a life support system (below).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While no riggers likes to be the “team mom” or the “runner taxi,” there are plenty of times that they will need to carry more people than their vehicle originally allowed, especially if they’re driving some super-slick European sports car that could only carry two to begin with. With increased seating, a vehicle can comfortably carry more passengers than its original design. This is far more than just jamming a couple of extra think people in the trunk—the modification includes all features for carrying people including comfortable (enough) seating, incorporating the vehicle’s safety systems (including PPS if installed, see p. 159), and other personal comfort features such as ventilation and lighting. This can mean rearranging the internal layout of the vehicle, extending it slightly, or even adding “external” seating, such as a sidecar on a motorcycle. When this modification is taken, the passenger capacity of the vehicle is increased up to a fifty percent increase of its base value, though the gamemaster has final say on exactly how many passengers the vehicle can reasonably carry.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
The world outside of a vehicle is often dangerous or outright hostile to shadowrunners and their targets. In order to keep their occupants secure, many vehicles install a Life Support system. This system comes in two levels, depending on the need. In a Level 1 system, all normal “leak points” in a vehicle—such as door and window frames—have been made air and water tight; air only circulates through the vehicle’s ventilation system. The system also includes a variety of detection systems and filters to help prevent airborne toxins and diseases from harming those inside a vehicle. All occupants of the vehicle gain +4 dice for any resistance test to an airborne drug, toxin, or disease that comes from outside the vehicle. A Level 2 system includes everything from the Level 1 system while also allowing all external air intakes to be shut off, making the vehicle completely air and water tight. Additionally, the vehicle is equipped with its own independent air supply, allowing passengers to survive where there is no air, such as under water or in space. Level 2 also counts as a Chemical Seal (p. 437, SR5) for any game situations where that applies.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
Did a teammate ever ask you to give a hand? Well, with the mechanical arm modification your vehicle actually can! This modification essentially gives your vehicle an (extra) appendage, and comes in two different forms. Arms in both forms have a length roughly equal to Body x 10 centimeters, and five centimeters for a Body 0 vehicle. The arm has a Strength equal to the vehicle’s Body / 2 (rounded up). A '''basic''' mechanical arm is a simple system with a limited range of motion that is very useful for basic grasping and carrying operations. These are generally used to load and unload cargo from the vehicle or something near it and can be used for any operations reasonably similar to that, such as putting a drone back into a drone rack. An '''articulated''' mechanical arm is a mechanical reproduction of a metahuman arm mounted on a vehicle. It has fine motor abilities and can grasp and use tools. A rigger jumped into a vehicle with an articulated mechanical arm can use any of their Technical Skills with the arm, though the gamemaster can impose a penalty if the vehicle is only equipped with one and the task regularly requires two arms. Most surprisingly (for those that don’t expect it), an articulated mechanical arm can make a melee attack against any target within range. To make a melee attack, roll Melee Skill + Agility [Accuracy]—if a rigger is jumped into the vehicle, the test uses their appropriate melee skill. If the vehicle is attacking autonomously use (Autosoft) + Pilot.&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (Rating 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While many people have (understandably) gotten skittish about injecting nanites into their head, most of the population still considers it safe to have them operate on something inorganic like their vehicle. The nanomaintenance system installs a series of specialized nanobot hives around the body of the vehicle and in key sections designed to repair and maintain the vehicle’s body and systems. This includes reshaping body panels and filling holes, cleaning critical systems, and even rebuilding/reshaping parts on a small scale. Nanomaintenance systems come in Ratings 1 to 4. When repairing damage done to a vehicle, an owner can let the nanomaintenance system attempt its job autonomously, or make repairs in conjunction with the system. If repairing autonomously, roll the Rating of the nanomaintenance system. Each hit repairs one box of vehicle damage, with the whole process taking one hour. Alternatively, the owner can repair the damage with the assistance of the system. In this case, the owner makes a standard Repair Test, with the nanomaintence system giving a bonus equal to its Rating (see p. 146, SR5). Either one option or the other must be chosen for each instance of damage to be repaired—the two cannot be combined on the same damages.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (Rating 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=When undertaking surreptitious surveillance, making a drone look like not a drone is an essential asset. For this reason, many riggers will wrap smaller drones, or anything up to humanoid size, in a synthetic skin material. The intricacy of the disguise can vary depending on how much time and resources are put into it. This can range from a simple coating of realistic-looking skin made from a synthetic material, to a full covering of living tissue fed by an artificial circulation system with devices to simulate organs. The realistic features mod has a Rating of 1 to 4. The Rating sets the threshold of the Perception Test to recognize the machine as artificial. When the modification is made, the installer chooses a single living being that the modification is trying to replicate. This modification is designed to be made on vehicles no bigger than the size of a large animal. The gamemaster can decide whether the modification is even possible, given the size and design of the vehicle, but nearly all drones should be able to accept the modification. The true nature of the vehicle is instantly recognizable by Assensing.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
You don’t need to run very long before you encounter a situation where you need to keep something (or someone) hidden from authorities that are trying to find it. In these situations, the smuggling compartment is what you need. This modification adds a storage compartment to the vehicle, one that is designed to not easily be found. In general, a smuggling compartment cannot be seen unless a person is specifically looking for hidden compartments or doing a thorough search of the vehicle, and even in that case the Perception Test to notice the compartment is made with a –6 penalty. Smuggling compartments are hidden by purely visual means, so if the contents of the compartment make it detectable by other means—chemical, radioactive, thermographic—these do not suffer a penalty. Compartments can have '''shielding''' installed on them to make the compartment difficult to detect by a particular non-visual sense. If this is done, then the –6 penalty applies to that sense as well. Shielding on a smuggling compartment may be taken multiple times, each time specifying a different sensory type (auditory, chemical, radioactive, astral, etc.). The gamemaster determines if an object can fit in a smuggling compartment, based on the size of the vehicle. In general, smuggling compartments are about ten to twenty percent of the overall size of the vehicle itself.&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Depending upon its intended role, a vehicle may have a variety of specialized equipment. This modification is a “catch-all” category for any specific piece of equipment that a rigger may want installed on their vehicle. This could include such things as a dozer blade, snow removal device, asphalt dispenser, road-paint applicator, or temperature controlled storage. No fixed costs are provided, as the gamemaster has final say on what can be installed on the vehicle and what effect it may have.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=If you have teammates that just can’t seem to stop from getting themselves critically injured, then they are going to thank you for installing a Valkyrie module. Named after the mythical maidens that carry a Viking warrior to the afterlife, the Valkyrie module is a small-scale, portable, automated emergency room. The module includes a bed with a transparent, enclosed lid and a host of sophisticated medical equipment with built-in software that can quickly analyze and treat almost any injury.&lt;br /&gt;
&lt;br /&gt;
Any person placed in the Valkyrie module is automatically stabilized (p. 209, SR5). The systems on the Valkyrie module are equivalent to a Rating 6 Medkit, with all of the same functionality. Additionally, the Valkyrie module operates as an autodoc, and so can be operated remotely.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those times when a runner needs to pull or tow something and they don’t want to call an underpaid and overweight member of the auto club, there is the winch modification. The '''basic''' winch hasn’t changed its design much in about a hundred years. It has a heavy gauge steel cable ending with a hook or latch and wraps around a powered drum. A winch can be mounted on the front or rear of the vehicle, and comes with about one hundred meters of cable and can support a load of up to ten tons, provided the vehicle itself is heavy enough to support this. If wireless enabled, the winch hook can be released remotely with a Free Action. An '''enhanced''' winch is generally found in heavy industrial or rescue vehicles but can be useful to a runner. Its winch replaces the hook with an advanced system using a combination of gecko-grip technology and magnetism that can attach to any surface on its target without the need to manually place a hook on an appropriate part. The system can be activated or deactivated remotely with a wireless command (if enabled). The enhanced system can support a load of up to one hundred tons and includes additional stabilizers deployed from the vehicle and onto/into the ground to double the towing vehicle’s weight for lifting purposes.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For the true tinkerers who can never be apart from their tools, a vehicle with ample enough space can be made into a mobile workshop. Niceties and comfort items are removed to make room for shelving, work spaces, and equipment. A vehicle modified in this way counts as being a Shop for the purposes of tool availability (p. 443, SR5). The type of shop (Automotive Mechanic, Armorer) must be chosen at the time of the modification and cannot be changed.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Luxury===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2961</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2961"/>
		<updated>2018-02-08T06:49:46Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Body Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
By adjusting the suspension and/or adjusting the workings of control systems, a vehicle can be made more responsive to manual or electronic controls. This can range from optimizing control system response times, to more dramatic changes like gyroscopic stabilizers, or destabilizing the structural integrity of the hull. Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification, the fuel consumption of the vehicle has been optimized to use the minimum amount necessary for standard operation. Additionally, the vehicle is fitted with a variety of different means to gather operational power from the environment around it including sunlight, static electricity, and wind. A vehicle with improved economy doubles its operational time as long as it is operating within normal parameters—no high speed chases.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For runners that are extra paranoid about the Matrix security on their vehicle (or just unwilling to pay for it), they can install a manual control override system. Nearly every modern vehicle made in the 2070s has the ability to be piloted remotely or purely through its electronic controls as well as its manual/mechanical controls. If a rigger is really nervous about those electronic controls being taken over, they can install a switch so that the manual controls will always take priority over the electronic ones. In order to prevent the switch from being remotely deactivated, it is always mechanical in nature with the physical pressing of the button making or breaking connections to ensure the precedence of the manual controls. In game terms, when manual control override is activated, piloting a vehicle via AR or VR is not possible. The system can only be activated by someone physically in the vehicle, within reach of the switch (usually the driver’s seat), and by using a Free Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=For teams that frequently find themselves needing to travel far away from the comforts of modern civilization, modifying a vehicle with a multifuel engine has provide invaluable. First, a portable plasma furnace is installed on the vehicle that can render small quantities of matter down to its constituent parts. Then, the vehicle’s engine is modified to be able to consume the raw material output of the plasma torch. This allows nearly any matter to be fed into the vehicle as fuel. A vehicle with a multifuel engine can always be refueled as long as there is raw material around to be processed.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those that like to make their own roads rather than follow them, there is the off-road suspension. Most modern vehicles are designed to operate on a smoothly prepared road and do not respond well out of that environment. With an off-road suspension, a vehicle’s suspension system has been replaced with one designed to operate in more rugged environments. The downside, however, is that the vehicle loses some of it responsiveness when operating in regular on-road environments. A vehicle with an off-road suspension has +1 Handling when driving off-road, but –1 Handling on-road. This stacks with bonuses from off-road tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Riggers who are completely confident in their Matrix skills and security but worried about their lack of physical security will often add a removed manual controls modification. Almost all vehicles in the 2070s are capable of being piloted by either electronic or manual controls. With this modification, the owner simply removes the option for manual controls, relying entirely on the electronic ones. Anyone wishing to pilot the vehicle who is not the owner must succeed on a Control Device Matrix action (p. 238, SR5).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=For riggers, there is no safer place where they would leave their body than a rigger cocoon. Generally built into the driver’s seat of a vehicle, the cocoon is designed solely for the safety and comfort of someone who’s consciousness is going to be somewhere other than their body. The cocoon has ballistic cloth and hard armored plating for physical protection, is fire resistant, has its own oxygen supply, and carries a host of biomed sensors to monitor the occupant’s condition. Additionally, the cocoon has a variety of safety systems to keep the occupant safe through the most extreme vehicle maneuvers and even crashes. Getting into a rigger cocoon takes about a minute, but it can be exited with a Complex Action using a quick-release system.&lt;br /&gt;
&lt;br /&gt;
Treat the rigger cocoon as a barrier with an Armor of 12 and Structure of 8 (p. 197, SR5). The occupant of the rigger cocoon receives +6 dice to resist damage from crashes or other vehicle maneuvers.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Vehicle operators who are truly daring (or have a death wish) cannot resist installing a rocket booster. This extreme modification installs a high-powered rocket propulsion system to allow the vehicle to make short jumps over intervening terrain or obstacles. That could be a gap in an unfinished road for a ground vehicle, or a dyke or dam that a boat might attempt to leap over. For aircraft, this allows them to take off with half the normal required distance. The rocket is angled to generate an upward lift of about 5 meters, similar to a jump ramp, allowing the vehicle to clear an object or gap about the size of a semi trailer or train car. The gamemaster should have the driver make a Vehicle Test with a difficulty they feel appropriate for the jump. Activating the rocket system takes a Complex Action and is in no way subtle, but it is spectacular. When landing the vehicle must resist (Body) DV damage, following all of the rules for Crash damage (p. 201, SR5). Additionally, the driver must make an immediate Vehicle Test to maintain control. If successful, the vehicle can continue driving as normal, but if it is failed the vehicle crashes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Does your team have a backseat driver who’s always wanting to take control? Or maybe your always sitting in the vehicle of teammate and wishing you had your own gas control so they would just get moving? Both of those problems can be solved with the secondary manual controls modification. This modification literally provides a second set of manual controls that can be used to pilot the vehicle, just like the primary set. Either set can control the vehicle, but the primary set always has priority. If the vehicle also has manual control override, the system can be set to switch only when a manual switch is activated. Secondary manual controls are useful for teams that may need a secondary person to control a vehicle while the driver is otherwise occupied or particularly vulnerable.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious)===&lt;br /&gt;
There are times when only the most dramatic action will break off a pursuer, and having your vehicle ditch into the water and keep going is definitely a dramatic action. An amphibious operation package is a dramatic modification that allows the vehicle to travel on water (if it didn’t already have the means to do so). The modification comes in two versions, surface and submersible, depending on how far the owner wants to take the modifications and what the needs are for water travel.&lt;br /&gt;
&lt;br /&gt;
====Surface====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the surface version, the vehicle is able to float on top of the water. This could involve a variety of systems including a secondary hull shaped to displace an appropriate amount of water, inflatable skirts or ballasts that expand to create flotation, or pontoons attached to the hull of the vehicle. Regardless of the exact form, the modification is fairly extensive, and it is immediately obvious to any observer that something dramatic has been done to the vehicle. When operating on water, the vehicle can use its normal means of propulsion or a low-powered propeller. If the latter is used, speed and maneuverability are fairly limited, but the vehicle at least functions. It probably wouldn’t do well crossing an ocean or large lake, but it can easily get across a river, sound, or bay.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Submersible====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the submersible version, the vehicle has been modified to operate under the water. This modification is much more extensive but also more subtle than the surface version. Seals are put in to make sure the vehicle and its essential components are watertight. A secondary propulsion system is then installed to allow it to move while submerged. Classically, this means a propeller powered by the vehicle’s drive train, but it can also be a ducted waterjet system for those that like later technology. Finally, internal or external ballast tanks/balloons are added so that the vehicle can control its depth. While the vehicle is capable of moving underwater, it does not handle extreme conditions well and can only handle depths of about 100 meters.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another in the line of secondary propulsion modes, the tracked mode is the ultimate in conquering off-road terrain. This ingenious modification features a system where jacks are deployed to lift the vehicle off the ground, then the tires (or other regular propulsion) are retracted partially into the body, and the tracks are deployed. Finally, the jacks are retracted, and the tracks become the means of propulsion. Smugglers that use a watercraft as their primary vehicle have found this system extremely helpful in allowing their boat to make short excursions into the typically rugged terrain frequented by smugglers. Others who have installed them in ground craft do so because they find other methods of off-road travel not good enough, or they want the versatility of being able to switch from a primary on-road system to the tracked system without making a sacrifice to either.&lt;br /&gt;
&lt;br /&gt;
When moving in tracked mode, a vehicle can move through extremely rough terrain without issue, including crossing trenches and climbing steep angles. Gamemasters should reduce driving difficulty as appropriate. Though the vehicle’s speed is limited, it can pivot on the spot since both tracks can move forward or backward independently.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion (Walker)==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For truly exceptional or demanding terrain, some riggers install a walker system of secondary propulsion on their vehicles. Using a variable number (four to eight, as needed) of retractable mechanical legs, the vehicle can deploy the system to give the vehicle the versatility and mobility of a walker. When deployed, the body of the vehicle is lifted about a meter off of the ground to provide clearance from the terrain, with each leg able to move backwards or forwards independently to provide a walking motion. When in walker mode, a vehicle is able to traverse far more rugged terrain than any other propulsion and still be highly maneuverability, though its speed is severely limited. When using the walker mode of secondary propulsion, the vehicle uses those stats for Handling, Speed, and Acceleration. Additionally, while in walker mode, the vehicle has the basic maneuverability of a metahuman meaning it can stop instantly and pivot on the spot.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques and equipment (depending on the vehicle), including things such as superchargers, fuel distribution optimization, and parts replacement, the top speed of the vehicle is increased. More dramatic increases in top end speed require more extensive modifications to the vehicle as it is pushed far beyond its original design and limitations. Some designs can only be pushed so far. In the end, though, having that raw top-end speed can save your hoop. Speed Enhancement modification can be taken with a Rating of 1 to 3, with the Rating adding to the Speed attribute of the vehicle.&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
Protection modifications are all based around providing various defensive measures for the vehicle or its occupants.&lt;br /&gt;
&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
No self-respecting rigger wants to let their precious vehicle be stolen by some gutter punk with a screwdriver. The anti-theft system modification provides a variety of protection options, depending on the level rating.&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 1 simply installs sensors that detect an unauthorized intrusion and alerts the owner with physical lights and sounds, or sends an electronic message, or both.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 2 includes the sensors from the previous level and adds the ability for the owner to remotely lockdown the vehicle, making it physically impossible to drive until the release code is sent by the owner. This system can be circumvented by decking the vehicle, or mechanically disabling the fail safe with a Hardware+Logic [Logic] (4) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=If all of that is just for soft-ass corporate drones, then Rating 3 may be for you. This level includes all of the previous features, with the addition of an electro-shock system inflicting 9S(e), or a gas release system equipped with the [[SR5:Toxins|toxin]] of your choice.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 4 is the final word in vehicle protection; it includes all of the previous level’s features and adds a remote triggered self-destruct option. The modified vehicle is reduced to medium-to-small component parts. The explosion has a base damage of 12P and –2 AP, with damage from the blast –2/m.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Need to protect your vehicle? Then give it some armor! Vehicle armor comes in two varieties: standard and concealed. '''Standard''' vehicle armor is additional plating bolted or welded to the exterior—crude but incredibly effective. However, it is immediately obvious to any observer that the vehicle has a bunch of extra plating slapped on to it. While that will win a runner some points in the barrens, it may not sit too well with security forces in downtown. '''Concealed''' armor is installed in such a way as to be noticeable only to a trained observer (Perception (4) Test), but does not allow nearly as much protection to be installed. A vehicle must choose the standard or concealed option for all additional armor taken—there cannot be some armor of one time along with some of the other. Regardless of type, each point taken for this modification adds a point to the vehicle’s Armor value for Damage Resistance Tests. The most armor any vehicle can add is equal to vehicle Body (meaning maximum armor=Body + existing armor Rating). This is true even if there are remaining modification slots on the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Passenger Protection System (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The passenger protection system (PPS) is a well known and trusted series of systems and modifications made to a vehicle to keep its passengers safe in the case of a collision or other “adverse vehicular situations.” PPS components include four-point harnesses, padded surfaces, quick-deploying air bags, and in some cases fast-drying foam. A PPS has a Rating of 1 to 6, with the Rating added as dice pool bonus to any Damage Resistance Tests by passengers from damage due to crashes or any other vehicular activity (including ramming) that is not an attack by a weapon.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Shadowrunning in a vehicle can be dangerous for the occupants. Besides just faithful (or mercenary) teammates, there may be precious cargo or passengers that need protecting. Personal armor is a modification that adds additional ballistic protection to the occupants of a vehicle in the form of protective lining, ballistic cloth, and ricochet-reducing materials. The modification has a Rating of 1 to 10, with each Rating point adding to the armor used in Damage Resistance Tests for damage to passengers from attacks originating outside the vehicle.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification a vehicle’s armor can be made more resistant to a specific type of damage. Special armor modification works in the same was as modifications for personal armor (p. 437-438, SR5), with vehicles able to take only Chemical Protection, Fire Resistance, Insulation, Nonconductivity, Radiation Shielding, and Universal Mirror Material. Each modification can be taken with a maximum Rating of the armor value of the vehicle. Special armor modification may be taken multiple times, each time with a different armor modification.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
Are you one of those runners that feel that any problem can be solved with enough bullets? Is “spray and pray” your personal street proverb? Then you probably want the ammo bin modification. Each ammo bin modification provides an extra 250 rounds of ammunition for one of the vehicle’s weapon mounts. The modification may be taken multiple times, providing more rounds for different weapons or even multiple times for the same weapon (if you really need a lot of bullets).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Drone Racks==&lt;br /&gt;
A drone rack is an indispensable tool for a rigger who relies on drones to accomplish critical tasks for their team. Drone racks consist of a metal framework or harness designed to allow for quick and easy deployment of a drone in an instant, turning a vehicle equipped with several of them into a powerful, multipurpose drone carrier. Any drone carried in any kind of drone rack can be deployed by spending a Complex Action, or Simple Action if it is wireless enabled. Each drone rack can carry a single drone of a maximum size depending on the size of the rack. Additionally, each drone rack can be standard or landing type.&lt;br /&gt;
&lt;br /&gt;
All '''standard''' drone racks deploy drones as above but require a manual process to re-embark the drone. This involves physically putting the drone back into the rack, a process that takes about one minute per drone.&lt;br /&gt;
&lt;br /&gt;
'''Landing''' drone racks have a mechanic or electromagnetic grapple system that can automatically re-embark a drone that is directly beneath or adjacent to them with a Complex Action. This can even be done while the the vehicle is in motion, as long as the target drone can match the vehicle’s speed.&lt;br /&gt;
&lt;br /&gt;
'''Micro''' drone racks can hold up to ten micro drones, '''mini''' drone racks can carry a drone of up one Mini size, '''small''' drone racks can carry up to one Small drone, '''medium''' drone racks can carry up to one Medium drone, and '''large''' drone racks can carry (you guessed it) up to one Large drone.&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those times when you want your vehicle to be less “car” and more “armored personnel carrier,” there is the gun port mod. A gun port is a small flap or slot installed strategically in the hull of the vehicle that allows a single passenger (or the driver, if you can multitask) to shoot a hand-held weapon at a target outside the vehicle, while still staying completely protected by the vehicle’s armor. The port provides a ninety-degree cone of visibility, and a small stability harness that provides 4 points of Recoil Compensation. The gun port mod can be taken as many times as possible for the vehicle, though provides no benefit beyond the amount of passengers that a vehicle can reasonably carry.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While this item normally reserved for military use, a resourceful and properly connected shadowrunner has been known to get their hands on a missile defense system (MDS). Using a highly complicated and specialized set of software, the system ties in control of one or more on-board weapon systems to shoot down incoming missiles and rockets while in flight. The system requires the vehicle to have a Sensor rating of 5 (minimum) and at least one weapon capable of Full-Auto fire, or a laser weapon, to be attached via remote control turret weapon mount. When an incoming projectile is detected, the system takes control of all weapons tied into it in order to intercept in the incoming projectile. This supersedes any other current controller of the weapon(s). Ballistics weapons use 20 rounds of ammunition each time the system activates. In game turns, each ballistic weapon tied into the system gives the defender +2 on Defense Tests made against missiles and rockets. Each laser weapon provides +4 dice.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
Some runners say that old tricks are the best tricks, and they’re the ones who most love the simple but effective oil slick sprayer. Using a few nozzles and a reservoir of slick fluid, the ground immediately behind the vehicle can be made extremely hazardous to pursuing groundbased vehicles. Activating the oil slick sprayer is a Free Action; following activation, any ground vehicles in pursuit at Short Range must make a Reaction + Vehicle Skill [Handling] (2) Test to avoid crashing. The oil slick sprayer has 6 charges and can be completely refilled for 50 nuyen.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Ram Plate==&lt;br /&gt;
While ramming might be a last resort for some, it is a first resort for others, and the ram plate is the perfect modification for those people. Ram plates come in a huge variety of shapes and sizes, from wickedly engineered sharpened bifurcating blades to a motley collection of extra car parts that the gangers welded to the front. All are equally effective. When making a Ramming attack (see p. 203, SR5) the damage done by the ramming vehicle is increased by one level, as if it were going one speed category higher. Damage taken to the ramming vehicle is unchanged.&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The road strip ejector is another classic but effective countermeasure from the good old days. Using a simple powered release mechanism, a belt that is extremely hazardous to ground vehicles is deployed with a Free Action. A road strip ejector can be equipped with any one type of road strip. The strip ejector can carry six individual strips. Refills cost the price of six of whatever road strip is desired.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750|CostNote=(+100¥ for Thermal Smoke)&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another oldie but a goodie, the smoke projector continues to prove that simple never goes out of style. One or two canisters with aerosol nozzles are attached to the vehicle, releasing a huge cloud of dense smoke on command with a Free Action. Once deployed, all actions of vehicles up to one hundred meters behind the vehicle are affected by the Moderate Smoke Visibility Modifier. For a little bit more nuyen, the system can be installed with thermal smoke.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
Shadowrunning is not a business where one wants tobe defenseless (or offense-less, for that matter), so riggers often awant to put weapons on their vehicle. While a small number of security or military-class vehicles are designed to mount weapon systems, the vast majority of vehicles are designed and built for civilian use, so installing a weapon system is strictly an after-market affair. Just like the weapons that they support, weapon mounts come in a large variety of shapes and sizes to suit the needs of the weapon as well as the owner. All weapon mounts have four attributes: Size, Visibility, Flexibility, and Control.&lt;br /&gt;
&lt;br /&gt;
'''Size''' defines what kind of weapons can be attached to the weapon mount. Light weapon mounts can hold weapons in the following categories: Melee, Tasers, Hold-Out Pistols Light Pistols, Heavy Pistols, Machine Pistols, and Submachine Guns. Standard weapon mounts can hold Tasers, Hold-Outs, Light Pistols, Heavy Pistols, Assault Rifles, Sniper Rifles, Shotguns, Exotic Ranged Weapons, Flamethrowers, and Special Weapons. Heavy weapon mounts can hold any of the previous, as well as weapons from the following categories: Machine Guns, Cannons, Launchers, and Lasers.&lt;br /&gt;
&lt;br /&gt;
'''Visibility''' defines where a weapon is mounted on a vehicle and how noticeable it is. An external mount places the weapon on the outside of the vehicle, on its hull somewhere, which is plainly obvious to any observer. An internal mount has the weapon inside the vehicle until it’s deployed using a Simple Action. Once deployed the weapon is externally visible and easily seen, but while internal the weapon cannot be seen from outside observation. A concealed mount is an internal mount but further conceals the weapon behind false paneling and other vehicle features such that it is not obvious even when searching the inside, requiring a Perception + Intuition [Intuition] (4) Test to find.&lt;br /&gt;
&lt;br /&gt;
'''Flexibility''' defines how movable a weapon is on its mount. A fixed mount cannot turn independently from the vehicle it is attached to and so relies on the driver of the vehicle to aim the weapon; it cannot change its direction of fire unless the vehicle direction also changes. A flexible mount has a limited range of motion, able to move ninety degrees horizontally and vertically. A turret mount allows for a full 360-degree of movement but can be constrained depending on where on the hull of the vehicle the weapon is placed. Most smart riggers will put a turret mount on the roof of the vehicle to fully utilize its range of motion.&lt;br /&gt;
&lt;br /&gt;
'''Control''' determines how the weapon attached to the mount can be fired. These days the default is remote, meaning the weapon can be fired by making a Control Device Matrix Action (the owner of such a device automatically succeeds). For the security paranoid, or those that just like the hands-on approach, manual control can be applied to a weapon. This option removes the possibility of remote, electronic control in favor of direct mechanical operation of the weapon, meaning a metahuman must physically operate the weapon, which tends to put them at bodily risk. Armored manual control is an option where the operator of the weapon is protected by armored panels and shields while operating the weapon. This gives the firer +6 armor against ranged attacks while operating the weapon.&lt;br /&gt;
&lt;br /&gt;
To calculate the final cost of the weapon mount modification, start with the Size. The apply the modifiers to Slot, Threshold, Availability, and Cost when choosing the other options. Use the highest requirement for Tools from the options chosen&lt;br /&gt;
&lt;br /&gt;
===Weapon Mounts===&lt;br /&gt;
====Weapon Mount (Light)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Weapon Mount (Standard)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Weapon Mount (Heavy)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Visibility===&lt;br /&gt;
====External Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Internal Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Concealed Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Flexibility===&lt;br /&gt;
====Fixed Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Flexible Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Turret Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Control===&lt;br /&gt;
====Remote Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Manual Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Armored Manual Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
Body modifications modify the hull or structure of the vehicle in some form.&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=No rigger likes to see their vehicle “baby” in pieces, but at least with the assembly/disassembly modification they know it can be put back together. For times when a rigger or their team needs to get a vehicle to (or into) a location but can’t get it there whole, they put in an assembly modification. While this can be used on larger vehicles to give more flexibility in how they can be transported, it is far more common for smaller vehicles like drones. Secure facilities will commonly search and scan for illegal or banned drones, such as small surveillance “bugs,” but detection can be circumvented by breaking the drone down into innocuous parts and smuggling those in separately.&lt;br /&gt;
&lt;br /&gt;
The assembly/disassembly modification allows a vehicle to be broken down into several smaller pieces and then reassembled for operation. Disassembling or reassembling a vehicle takes a (Vehicle Mechanic Skill) + Logic [Logic] (Body, 30 minutes) Extended Test. When broken down, the parts are extremely difficult to identify, requiring a Perception + Intuition [Intuition] (4) Test as well as having an appropriate Knowledge Skill to even recognize that the parts could be a vehicle component.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Not just for the flighty owner who can’t settle on a paint color for their vehicle, chameleon coating is an essential tool for keeping a vehicle used for shadow activities inconspicuous. A vehicle with the coating has its exterior hull covered in a specialized kind of polymer that allows it to display any kind of image sent to the system with an electronic signal. This can be as simple as changing the color of the vehicle, or as complex as covering it in moving advertisements and video. Changing the output of the coating is a Free Action. Particularly clever riggers have linked the video feed from their external sensors into the system so that the exterior of the vehicle mimics the environment around it, resulting in a crude (but effective) “cloaking” or blending system. When running in this mode, as long as it is not moving faster than its Walking rate, Perception Tests made to find the vehicle suffer a –3 dice pool penalty.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Ejection Seat==&lt;br /&gt;
Remember that time when there was an annoying or, in the back and you wished you could just push a button and fire him out of the vehicle? Well, with ejection seats you can! Using a simple expanding gas propulsion system, activated remotely with a Free Action, any seat in the vehicle can become a means to eject the occupant of that seat. Seats can be equipped with parachutes if the system is being used for safe egress of someone that you want to be whole when they land, or without if not. Traditionally, ejection seats launch vertically upward, but they can be configured to launch horizontally, or even straight down (particularly vicious in aircraft or watercraft).&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=There are plenty of situations when a runner may need to get in or out of their vehicle in an unusual way, for an unusual situation. A vehicle equipped with extra entry/exit points has a variety of extra points on the vehicle that can be used to get in or out of the vehicle. These could be an ork-sized sunroof, or a special trap door in the floor of the vehicle. In game terms, any occupant of the vehicle is assumed to have a convenient entry or exit point accessible to them, no matter what state the vehicle it is in (including upside down), or from what position they are attempting to access the vehicle (such as from the roof).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Most vehicles are manufactured with the anticipation and intention that they will be used in common or banal environments—basically, those found in the day-to-day life of most of the population. There are plenty of times, however, when a rigger will need his vehicle to operate smoothly in environments outside of those normal conditions. Since most vehicles were never designed to handle such conditions, several special modifications are needed on a variety of systems, depending on the environment. This could include additives and micro-heaters to ensure the vehicle’s liquid systems do not freeze in extreme cold, or super-coolers to keep it running in extreme heat. Each time this modification is taken, the vehicle can operate normally in a specific selected environment (desert, arctic, etc.). If the environment itself will be damaging to the vehicle, it needs a Special Armor Modification to maintain protection. Note that this modification only allows the vehicle itself to continue to operate; keeping occupants of the vehicle alive would be handled by a life support system (below).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While no riggers likes to be the “team mom” or the “runner taxi,” there are plenty of times that they will need to carry more people than their vehicle originally allowed, especially if they’re driving some super-slick European sports car that could only carry two to begin with. With increased seating, a vehicle can comfortably carry more passengers than its original design. This is far more than just jamming a couple of extra think people in the trunk—the modification includes all features for carrying people including comfortable (enough) seating, incorporating the vehicle’s safety systems (including PPS if installed, see p. 159), and other personal comfort features such as ventilation and lighting. This can mean rearranging the internal layout of the vehicle, extending it slightly, or even adding “external” seating, such as a sidecar on a motorcycle. When this modification is taken, the passenger capacity of the vehicle is increased up to a fifty percent increase of its base value, though the gamemaster has final say on exactly how many passengers the vehicle can reasonably carry.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
The world outside of a vehicle is often dangerous or outright hostile to shadowrunners and their targets. In order to keep their occupants secure, many vehicles install a Life Support system. This system comes in two levels, depending on the need. In a Level 1 system, all normal “leak points” in a vehicle—such as door and window frames—have been made air and water tight; air only circulates through the vehicle’s ventilation system. The system also includes a variety of detection systems and filters to help prevent airborne toxins and diseases from harming those inside a vehicle. All occupants of the vehicle gain +4 dice for any resistance test to an airborne drug, toxin, or disease that comes from outside the vehicle. A Level 2 system includes everything from the Level 1 system while also allowing all external air intakes to be shut off, making the vehicle completely air and water tight. Additionally, the vehicle is equipped with its own independent air supply, allowing passengers to survive where there is no air, such as under water or in space. Level 2 also counts as a Chemical Seal (p. 437, SR5) for any game situations where that applies.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
Did a teammate ever ask you to give a hand? Well, with the mechanical arm modification your vehicle actually can! This modification essentially gives your vehicle an (extra) appendage, and comes in two different forms. Arms in both forms have a length roughly equal to Body x 10 centimeters, and five centimeters for a Body 0 vehicle. The arm has a Strength equal to the vehicle’s Body / 2 (rounded up). A '''basic''' mechanical arm is a simple system with a limited range of motion that is very useful for basic grasping and carrying operations. These are generally used to load and unload cargo from the vehicle or something near it and can be used for any operations reasonably similar to that, such as putting a drone back into a drone rack. An '''articulated''' mechanical arm is a mechanical reproduction of a metahuman arm mounted on a vehicle. It has fine motor abilities and can grasp and use tools. A rigger jumped into a vehicle with an articulated mechanical arm can use any of their Technical Skills with the arm, though the gamemaster can impose a penalty if the vehicle is only equipped with one and the task regularly requires two arms. Most surprisingly (for those that don’t expect it), an articulated mechanical arm can make a melee attack against any target within range. To make a melee attack, roll Melee Skill + Agility [Accuracy]—if a rigger is jumped into the vehicle, the test uses their appropriate melee skill. If the vehicle is attacking autonomously use (Autosoft) + Pilot.&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (Rating 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While many people have (understandably) gotten skittish about injecting nanites into their head, most of the population still considers it safe to have them operate on something inorganic like their vehicle. The nanomaintenance system installs a series of specialized nanobot hives around the body of the vehicle and in key sections designed to repair and maintain the vehicle’s body and systems. This includes reshaping body panels and filling holes, cleaning critical systems, and even rebuilding/reshaping parts on a small scale. Nanomaintenance systems come in Ratings 1 to 4. When repairing damage done to a vehicle, an owner can let the nanomaintenance system attempt its job autonomously, or make repairs in conjunction with the system. If repairing autonomously, roll the Rating of the nanomaintenance system. Each hit repairs one box of vehicle damage, with the whole process taking one hour. Alternatively, the owner can repair the damage with the assistance of the system. In this case, the owner makes a standard Repair Test, with the nanomaintence system giving a bonus equal to its Rating (see p. 146, SR5). Either one option or the other must be chosen for each instance of damage to be repaired—the two cannot be combined on the same damages.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (Rating 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=When undertaking surreptitious surveillance, making a drone look like not a drone is an essential asset. For this reason, many riggers will wrap smaller drones, or anything up to humanoid size, in a synthetic skin material. The intricacy of the disguise can vary depending on how much time and resources are put into it. This can range from a simple coating of realistic-looking skin made from a synthetic material, to a full covering of living tissue fed by an artificial circulation system with devices to simulate organs. The realistic features mod has a Rating of 1 to 4. The Rating sets the threshold of the Perception Test to recognize the machine as artificial. When the modification is made, the installer chooses a single living being that the modification is trying to replicate. This modification is designed to be made on vehicles no bigger than the size of a large animal. The gamemaster can decide whether the modification is even possible, given the size and design of the vehicle, but nearly all drones should be able to accept the modification. The true nature of the vehicle is instantly recognizable by Assensing.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
You don’t need to run very long before you encounter a situation where you need to keep something (or someone) hidden from authorities that are trying to find it. In these situations, the smuggling compartment is what you need. This modification adds a storage compartment to the vehicle, one that is designed to not easily be found. In general, a smuggling compartment cannot be seen unless a person is specifically looking for hidden compartments or doing a thorough search of the vehicle, and even in that case the Perception Test to notice the compartment is made with a –6 penalty. Smuggling compartments are hidden by purely visual means, so if the contents of the compartment make it detectable by other means—chemical, radioactive, thermographic—these do not suffer a penalty. Compartments can have '''shielding''' installed on them to make the compartment difficult to detect by a particular non-visual sense. If this is done, then the –6 penalty applies to that sense as well. Shielding on a smuggling compartment may be taken multiple times, each time specifying a different sensory type (auditory, chemical, radioactive, astral, etc.). The gamemaster determines if an object can fit in a smuggling compartment, based on the size of the vehicle. In general, smuggling compartments are about ten to twenty percent of the overall size of the vehicle itself.&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Depending upon its intended role, a vehicle may have a variety of specialized equipment. This modification is a “catch-all” category for any specific piece of equipment that a rigger may want installed on their vehicle. This could include such things as a dozer blade, snow removal device, asphalt dispenser, road-paint applicator, or temperature controlled storage. No fixed costs are provided, as the gamemaster has final say on what can be installed on the vehicle and what effect it may have.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=If you have teammates that just can’t seem to stop from getting themselves critically injured, then they are going to thank you for installing a Valkyrie module. Named after the mythical maidens that carry a Viking warrior to the afterlife, the Valkyrie module is a small-scale, portable, automated emergency room. The module includes a bed with a transparent, enclosed lid and a host of sophisticated medical equipment with built-in software that can quickly analyze and treat almost any injury.&lt;br /&gt;
&lt;br /&gt;
Any person placed in the Valkyrie module is automatically stabilized (p. 209, SR5). The systems on the Valkyrie module are equivalent to a Rating 6 Medkit, with all of the same functionality. Additionally, the Valkyrie module operates as an autodoc, and so can be operated remotely.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those times when a runner needs to pull or tow something and they don’t want to call an underpaid and overweight member of the auto club, there is the winch modification. The '''basic''' winch hasn’t changed its design much in about a hundred years. It has a heavy gauge steel cable ending with a hook or latch and wraps around a powered drum. A winch can be mounted on the front or rear of the vehicle, and comes with about one hundred meters of cable and can support a load of up to ten tons, provided the vehicle itself is heavy enough to support this. If wireless enabled, the winch hook can be released remotely with a Free Action. An '''enhanced''' winch is generally found in heavy industrial or rescue vehicles but can be useful to a runner. Its winch replaces the hook with an advanced system using a combination of gecko-grip technology and magnetism that can attach to any surface on its target without the need to manually place a hook on an appropriate part. The system can be activated or deactivated remotely with a wireless command (if enabled). The enhanced system can support a load of up to one hundred tons and includes additional stabilizers deployed from the vehicle and onto/into the ground to double the towing vehicle’s weight for lifting purposes.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For the true tinkerers who can never be apart from their tools, a vehicle with ample enough space can be made into a mobile workshop. Niceties and comfort items are removed to make room for shelving, work spaces, and equipment. A vehicle modified in this way counts as being a Shop for the purposes of tool availability (p. 443, SR5). The type of shop (Automotive Mechanic, Armorer) must be chosen at the time of the modification and cannot be changed.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2960</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2960"/>
		<updated>2018-02-08T05:54:33Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Weapon Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
By adjusting the suspension and/or adjusting the workings of control systems, a vehicle can be made more responsive to manual or electronic controls. This can range from optimizing control system response times, to more dramatic changes like gyroscopic stabilizers, or destabilizing the structural integrity of the hull. Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification, the fuel consumption of the vehicle has been optimized to use the minimum amount necessary for standard operation. Additionally, the vehicle is fitted with a variety of different means to gather operational power from the environment around it including sunlight, static electricity, and wind. A vehicle with improved economy doubles its operational time as long as it is operating within normal parameters—no high speed chases.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For runners that are extra paranoid about the Matrix security on their vehicle (or just unwilling to pay for it), they can install a manual control override system. Nearly every modern vehicle made in the 2070s has the ability to be piloted remotely or purely through its electronic controls as well as its manual/mechanical controls. If a rigger is really nervous about those electronic controls being taken over, they can install a switch so that the manual controls will always take priority over the electronic ones. In order to prevent the switch from being remotely deactivated, it is always mechanical in nature with the physical pressing of the button making or breaking connections to ensure the precedence of the manual controls. In game terms, when manual control override is activated, piloting a vehicle via AR or VR is not possible. The system can only be activated by someone physically in the vehicle, within reach of the switch (usually the driver’s seat), and by using a Free Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=For teams that frequently find themselves needing to travel far away from the comforts of modern civilization, modifying a vehicle with a multifuel engine has provide invaluable. First, a portable plasma furnace is installed on the vehicle that can render small quantities of matter down to its constituent parts. Then, the vehicle’s engine is modified to be able to consume the raw material output of the plasma torch. This allows nearly any matter to be fed into the vehicle as fuel. A vehicle with a multifuel engine can always be refueled as long as there is raw material around to be processed.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those that like to make their own roads rather than follow them, there is the off-road suspension. Most modern vehicles are designed to operate on a smoothly prepared road and do not respond well out of that environment. With an off-road suspension, a vehicle’s suspension system has been replaced with one designed to operate in more rugged environments. The downside, however, is that the vehicle loses some of it responsiveness when operating in regular on-road environments. A vehicle with an off-road suspension has +1 Handling when driving off-road, but –1 Handling on-road. This stacks with bonuses from off-road tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Riggers who are completely confident in their Matrix skills and security but worried about their lack of physical security will often add a removed manual controls modification. Almost all vehicles in the 2070s are capable of being piloted by either electronic or manual controls. With this modification, the owner simply removes the option for manual controls, relying entirely on the electronic ones. Anyone wishing to pilot the vehicle who is not the owner must succeed on a Control Device Matrix action (p. 238, SR5).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=For riggers, there is no safer place where they would leave their body than a rigger cocoon. Generally built into the driver’s seat of a vehicle, the cocoon is designed solely for the safety and comfort of someone who’s consciousness is going to be somewhere other than their body. The cocoon has ballistic cloth and hard armored plating for physical protection, is fire resistant, has its own oxygen supply, and carries a host of biomed sensors to monitor the occupant’s condition. Additionally, the cocoon has a variety of safety systems to keep the occupant safe through the most extreme vehicle maneuvers and even crashes. Getting into a rigger cocoon takes about a minute, but it can be exited with a Complex Action using a quick-release system.&lt;br /&gt;
&lt;br /&gt;
Treat the rigger cocoon as a barrier with an Armor of 12 and Structure of 8 (p. 197, SR5). The occupant of the rigger cocoon receives +6 dice to resist damage from crashes or other vehicle maneuvers.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Vehicle operators who are truly daring (or have a death wish) cannot resist installing a rocket booster. This extreme modification installs a high-powered rocket propulsion system to allow the vehicle to make short jumps over intervening terrain or obstacles. That could be a gap in an unfinished road for a ground vehicle, or a dyke or dam that a boat might attempt to leap over. For aircraft, this allows them to take off with half the normal required distance. The rocket is angled to generate an upward lift of about 5 meters, similar to a jump ramp, allowing the vehicle to clear an object or gap about the size of a semi trailer or train car. The gamemaster should have the driver make a Vehicle Test with a difficulty they feel appropriate for the jump. Activating the rocket system takes a Complex Action and is in no way subtle, but it is spectacular. When landing the vehicle must resist (Body) DV damage, following all of the rules for Crash damage (p. 201, SR5). Additionally, the driver must make an immediate Vehicle Test to maintain control. If successful, the vehicle can continue driving as normal, but if it is failed the vehicle crashes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Does your team have a backseat driver who’s always wanting to take control? Or maybe your always sitting in the vehicle of teammate and wishing you had your own gas control so they would just get moving? Both of those problems can be solved with the secondary manual controls modification. This modification literally provides a second set of manual controls that can be used to pilot the vehicle, just like the primary set. Either set can control the vehicle, but the primary set always has priority. If the vehicle also has manual control override, the system can be set to switch only when a manual switch is activated. Secondary manual controls are useful for teams that may need a secondary person to control a vehicle while the driver is otherwise occupied or particularly vulnerable.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious)===&lt;br /&gt;
There are times when only the most dramatic action will break off a pursuer, and having your vehicle ditch into the water and keep going is definitely a dramatic action. An amphibious operation package is a dramatic modification that allows the vehicle to travel on water (if it didn’t already have the means to do so). The modification comes in two versions, surface and submersible, depending on how far the owner wants to take the modifications and what the needs are for water travel.&lt;br /&gt;
&lt;br /&gt;
====Surface====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the surface version, the vehicle is able to float on top of the water. This could involve a variety of systems including a secondary hull shaped to displace an appropriate amount of water, inflatable skirts or ballasts that expand to create flotation, or pontoons attached to the hull of the vehicle. Regardless of the exact form, the modification is fairly extensive, and it is immediately obvious to any observer that something dramatic has been done to the vehicle. When operating on water, the vehicle can use its normal means of propulsion or a low-powered propeller. If the latter is used, speed and maneuverability are fairly limited, but the vehicle at least functions. It probably wouldn’t do well crossing an ocean or large lake, but it can easily get across a river, sound, or bay.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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====Submersible====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the submersible version, the vehicle has been modified to operate under the water. This modification is much more extensive but also more subtle than the surface version. Seals are put in to make sure the vehicle and its essential components are watertight. A secondary propulsion system is then installed to allow it to move while submerged. Classically, this means a propeller powered by the vehicle’s drive train, but it can also be a ducted waterjet system for those that like later technology. Finally, internal or external ballast tanks/balloons are added so that the vehicle can control its depth. While the vehicle is capable of moving underwater, it does not handle extreme conditions well and can only handle depths of about 100 meters.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another in the line of secondary propulsion modes, the tracked mode is the ultimate in conquering off-road terrain. This ingenious modification features a system where jacks are deployed to lift the vehicle off the ground, then the tires (or other regular propulsion) are retracted partially into the body, and the tracks are deployed. Finally, the jacks are retracted, and the tracks become the means of propulsion. Smugglers that use a watercraft as their primary vehicle have found this system extremely helpful in allowing their boat to make short excursions into the typically rugged terrain frequented by smugglers. Others who have installed them in ground craft do so because they find other methods of off-road travel not good enough, or they want the versatility of being able to switch from a primary on-road system to the tracked system without making a sacrifice to either.&lt;br /&gt;
&lt;br /&gt;
When moving in tracked mode, a vehicle can move through extremely rough terrain without issue, including crossing trenches and climbing steep angles. Gamemasters should reduce driving difficulty as appropriate. Though the vehicle’s speed is limited, it can pivot on the spot since both tracks can move forward or backward independently.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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==Secondary Propulsion (Walker)==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For truly exceptional or demanding terrain, some riggers install a walker system of secondary propulsion on their vehicles. Using a variable number (four to eight, as needed) of retractable mechanical legs, the vehicle can deploy the system to give the vehicle the versatility and mobility of a walker. When deployed, the body of the vehicle is lifted about a meter off of the ground to provide clearance from the terrain, with each leg able to move backwards or forwards independently to provide a walking motion. When in walker mode, a vehicle is able to traverse far more rugged terrain than any other propulsion and still be highly maneuverability, though its speed is severely limited. When using the walker mode of secondary propulsion, the vehicle uses those stats for Handling, Speed, and Acceleration. Additionally, while in walker mode, the vehicle has the basic maneuverability of a metahuman meaning it can stop instantly and pivot on the spot.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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Using a variety of techniques and equipment (depending on the vehicle), including things such as superchargers, fuel distribution optimization, and parts replacement, the top speed of the vehicle is increased. More dramatic increases in top end speed require more extensive modifications to the vehicle as it is pushed far beyond its original design and limitations. Some designs can only be pushed so far. In the end, though, having that raw top-end speed can save your hoop. Speed Enhancement modification can be taken with a Rating of 1 to 3, with the Rating adding to the Speed attribute of the vehicle.&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
Protection modifications are all based around providing various defensive measures for the vehicle or its occupants.&lt;br /&gt;
&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
No self-respecting rigger wants to let their precious vehicle be stolen by some gutter punk with a screwdriver. The anti-theft system modification provides a variety of protection options, depending on the level rating.&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 1 simply installs sensors that detect an unauthorized intrusion and alerts the owner with physical lights and sounds, or sends an electronic message, or both.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 2 includes the sensors from the previous level and adds the ability for the owner to remotely lockdown the vehicle, making it physically impossible to drive until the release code is sent by the owner. This system can be circumvented by decking the vehicle, or mechanically disabling the fail safe with a Hardware+Logic [Logic] (4) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=If all of that is just for soft-ass corporate drones, then Rating 3 may be for you. This level includes all of the previous features, with the addition of an electro-shock system inflicting 9S(e), or a gas release system equipped with the [[SR5:Toxins|toxin]] of your choice.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 4 is the final word in vehicle protection; it includes all of the previous level’s features and adds a remote triggered self-destruct option. The modified vehicle is reduced to medium-to-small component parts. The explosion has a base damage of 12P and –2 AP, with damage from the blast –2/m.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
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Need to protect your vehicle? Then give it some armor! Vehicle armor comes in two varieties: standard and concealed. '''Standard''' vehicle armor is additional plating bolted or welded to the exterior—crude but incredibly effective. However, it is immediately obvious to any observer that the vehicle has a bunch of extra plating slapped on to it. While that will win a runner some points in the barrens, it may not sit too well with security forces in downtown. '''Concealed''' armor is installed in such a way as to be noticeable only to a trained observer (Perception (4) Test), but does not allow nearly as much protection to be installed. A vehicle must choose the standard or concealed option for all additional armor taken—there cannot be some armor of one time along with some of the other. Regardless of type, each point taken for this modification adds a point to the vehicle’s Armor value for Damage Resistance Tests. The most armor any vehicle can add is equal to vehicle Body (meaning maximum armor=Body + existing armor Rating). This is true even if there are remaining modification slots on the vehicle.&lt;br /&gt;
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==Passenger Protection System (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The passenger protection system (PPS) is a well known and trusted series of systems and modifications made to a vehicle to keep its passengers safe in the case of a collision or other “adverse vehicular situations.” PPS components include four-point harnesses, padded surfaces, quick-deploying air bags, and in some cases fast-drying foam. A PPS has a Rating of 1 to 6, with the Rating added as dice pool bonus to any Damage Resistance Tests by passengers from damage due to crashes or any other vehicular activity (including ramming) that is not an attack by a weapon.&lt;br /&gt;
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==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Shadowrunning in a vehicle can be dangerous for the occupants. Besides just faithful (or mercenary) teammates, there may be precious cargo or passengers that need protecting. Personal armor is a modification that adds additional ballistic protection to the occupants of a vehicle in the form of protective lining, ballistic cloth, and ricochet-reducing materials. The modification has a Rating of 1 to 10, with each Rating point adding to the armor used in Damage Resistance Tests for damage to passengers from attacks originating outside the vehicle.&lt;br /&gt;
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==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification a vehicle’s armor can be made more resistant to a specific type of damage. Special armor modification works in the same was as modifications for personal armor (p. 437-438, SR5), with vehicles able to take only Chemical Protection, Fire Resistance, Insulation, Nonconductivity, Radiation Shielding, and Universal Mirror Material. Each modification can be taken with a maximum Rating of the armor value of the vehicle. Special armor modification may be taken multiple times, each time with a different armor modification.&lt;br /&gt;
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=Weapon Modifications=&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
Are you one of those runners that feel that any problem can be solved with enough bullets? Is “spray and pray” your personal street proverb? Then you probably want the ammo bin modification. Each ammo bin modification provides an extra 250 rounds of ammunition for one of the vehicle’s weapon mounts. The modification may be taken multiple times, providing more rounds for different weapons or even multiple times for the same weapon (if you really need a lot of bullets).&lt;br /&gt;
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==Drone Racks==&lt;br /&gt;
A drone rack is an indispensable tool for a rigger who relies on drones to accomplish critical tasks for their team. Drone racks consist of a metal framework or harness designed to allow for quick and easy deployment of a drone in an instant, turning a vehicle equipped with several of them into a powerful, multipurpose drone carrier. Any drone carried in any kind of drone rack can be deployed by spending a Complex Action, or Simple Action if it is wireless enabled. Each drone rack can carry a single drone of a maximum size depending on the size of the rack. Additionally, each drone rack can be standard or landing type.&lt;br /&gt;
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All '''standard''' drone racks deploy drones as above but require a manual process to re-embark the drone. This involves physically putting the drone back into the rack, a process that takes about one minute per drone.&lt;br /&gt;
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'''Landing''' drone racks have a mechanic or electromagnetic grapple system that can automatically re-embark a drone that is directly beneath or adjacent to them with a Complex Action. This can even be done while the the vehicle is in motion, as long as the target drone can match the vehicle’s speed.&lt;br /&gt;
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'''Micro''' drone racks can hold up to ten micro drones, '''mini''' drone racks can carry a drone of up one Mini size, '''small''' drone racks can carry up to one Small drone, '''medium''' drone racks can carry up to one Medium drone, and '''large''' drone racks can carry (you guessed it) up to one Large drone.&lt;br /&gt;
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===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
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===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
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===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
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===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
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===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
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===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
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===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
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==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those times when you want your vehicle to be less “car” and more “armored personnel carrier,” there is the gun port mod. A gun port is a small flap or slot installed strategically in the hull of the vehicle that allows a single passenger (or the driver, if you can multitask) to shoot a hand-held weapon at a target outside the vehicle, while still staying completely protected by the vehicle’s armor. The port provides a ninety-degree cone of visibility, and a small stability harness that provides 4 points of Recoil Compensation. The gun port mod can be taken as many times as possible for the vehicle, though provides no benefit beyond the amount of passengers that a vehicle can reasonably carry.&lt;br /&gt;
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==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=While this item normally reserved for military use, a resourceful and properly connected shadowrunner has been known to get their hands on a missile defense system (MDS). Using a highly complicated and specialized set of software, the system ties in control of one or more on-board weapon systems to shoot down incoming missiles and rockets while in flight. The system requires the vehicle to have a Sensor rating of 5 (minimum) and at least one weapon capable of Full-Auto fire, or a laser weapon, to be attached via remote control turret weapon mount. When an incoming projectile is detected, the system takes control of all weapons tied into it in order to intercept in the incoming projectile. This supersedes any other current controller of the weapon(s). Ballistics weapons use 20 rounds of ammunition each time the system activates. In game turns, each ballistic weapon tied into the system gives the defender +2 on Defense Tests made against missiles and rockets. Each laser weapon provides +4 dice.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
Some runners say that old tricks are the best tricks, and they’re the ones who most love the simple but effective oil slick sprayer. Using a few nozzles and a reservoir of slick fluid, the ground immediately behind the vehicle can be made extremely hazardous to pursuing groundbased vehicles. Activating the oil slick sprayer is a Free Action; following activation, any ground vehicles in pursuit at Short Range must make a Reaction + Vehicle Skill [Handling] (2) Test to avoid crashing. The oil slick sprayer has 6 charges and can be completely refilled for 50 nuyen.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Ram Plate==&lt;br /&gt;
While ramming might be a last resort for some, it is a first resort for others, and the ram plate is the perfect modification for those people. Ram plates come in a huge variety of shapes and sizes, from wickedly engineered sharpened bifurcating blades to a motley collection of extra car parts that the gangers welded to the front. All are equally effective. When making a Ramming attack (see p. 203, SR5) the damage done by the ramming vehicle is increased by one level, as if it were going one speed category higher. Damage taken to the ramming vehicle is unchanged.&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The road strip ejector is another classic but effective countermeasure from the good old days. Using a simple powered release mechanism, a belt that is extremely hazardous to ground vehicles is deployed with a Free Action. A road strip ejector can be equipped with any one type of road strip. The strip ejector can carry six individual strips. Refills cost the price of six of whatever road strip is desired.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750|CostNote=(+100¥ for Thermal Smoke)&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another oldie but a goodie, the smoke projector continues to prove that simple never goes out of style. One or two canisters with aerosol nozzles are attached to the vehicle, releasing a huge cloud of dense smoke on command with a Free Action. Once deployed, all actions of vehicles up to one hundred meters behind the vehicle are affected by the Moderate Smoke Visibility Modifier. For a little bit more nuyen, the system can be installed with thermal smoke.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
Shadowrunning is not a business where one wants tobe defenseless (or offense-less, for that matter), so riggers often awant to put weapons on their vehicle. While a small number of security or military-class vehicles are designed to mount weapon systems, the vast majority of vehicles are designed and built for civilian use, so installing a weapon system is strictly an after-market affair. Just like the weapons that they support, weapon mounts come in a large variety of shapes and sizes to suit the needs of the weapon as well as the owner. All weapon mounts have four attributes: Size, Visibility, Flexibility, and Control.&lt;br /&gt;
&lt;br /&gt;
'''Size''' defines what kind of weapons can be attached to the weapon mount. Light weapon mounts can hold weapons in the following categories: Melee, Tasers, Hold-Out Pistols Light Pistols, Heavy Pistols, Machine Pistols, and Submachine Guns. Standard weapon mounts can hold Tasers, Hold-Outs, Light Pistols, Heavy Pistols, Assault Rifles, Sniper Rifles, Shotguns, Exotic Ranged Weapons, Flamethrowers, and Special Weapons. Heavy weapon mounts can hold any of the previous, as well as weapons from the following categories: Machine Guns, Cannons, Launchers, and Lasers.&lt;br /&gt;
&lt;br /&gt;
'''Visibility''' defines where a weapon is mounted on a vehicle and how noticeable it is. An external mount places the weapon on the outside of the vehicle, on its hull somewhere, which is plainly obvious to any observer. An internal mount has the weapon inside the vehicle until it’s deployed using a Simple Action. Once deployed the weapon is externally visible and easily seen, but while internal the weapon cannot be seen from outside observation. A concealed mount is an internal mount but further conceals the weapon behind false paneling and other vehicle features such that it is not obvious even when searching the inside, requiring a Perception + Intuition [Intuition] (4) Test to find.&lt;br /&gt;
&lt;br /&gt;
'''Flexibility''' defines how movable a weapon is on its mount. A fixed mount cannot turn independently from the vehicle it is attached to and so relies on the driver of the vehicle to aim the weapon; it cannot change its direction of fire unless the vehicle direction also changes. A flexible mount has a limited range of motion, able to move ninety degrees horizontally and vertically. A turret mount allows for a full 360-degree of movement but can be constrained depending on where on the hull of the vehicle the weapon is placed. Most smart riggers will put a turret mount on the roof of the vehicle to fully utilize its range of motion.&lt;br /&gt;
&lt;br /&gt;
'''Control''' determines how the weapon attached to the mount can be fired. These days the default is remote, meaning the weapon can be fired by making a Control Device Matrix Action (the owner of such a device automatically succeeds). For the security paranoid, or those that just like the hands-on approach, manual control can be applied to a weapon. This option removes the possibility of remote, electronic control in favor of direct mechanical operation of the weapon, meaning a metahuman must physically operate the weapon, which tends to put them at bodily risk. Armored manual control is an option where the operator of the weapon is protected by armored panels and shields while operating the weapon. This gives the firer +6 armor against ranged attacks while operating the weapon.&lt;br /&gt;
&lt;br /&gt;
To calculate the final cost of the weapon mount modification, start with the Size. The apply the modifiers to Slot, Threshold, Availability, and Cost when choosing the other options. Use the highest requirement for Tools from the options chosen&lt;br /&gt;
&lt;br /&gt;
===Weapon Mounts===&lt;br /&gt;
====Weapon Mount (Light)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Weapon Mount (Standard)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Weapon Mount (Heavy)====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Visibility===&lt;br /&gt;
====External Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Internal Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Concealed Visibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Flexibility===&lt;br /&gt;
====Fixed Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Flexible Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Turret Flexibility====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Control===&lt;br /&gt;
====Remote Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Manual Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Armored Manual Control====&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2959</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2959"/>
		<updated>2018-02-08T05:18:19Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Protection Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
By adjusting the suspension and/or adjusting the workings of control systems, a vehicle can be made more responsive to manual or electronic controls. This can range from optimizing control system response times, to more dramatic changes like gyroscopic stabilizers, or destabilizing the structural integrity of the hull. Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification, the fuel consumption of the vehicle has been optimized to use the minimum amount necessary for standard operation. Additionally, the vehicle is fitted with a variety of different means to gather operational power from the environment around it including sunlight, static electricity, and wind. A vehicle with improved economy doubles its operational time as long as it is operating within normal parameters—no high speed chases.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For runners that are extra paranoid about the Matrix security on their vehicle (or just unwilling to pay for it), they can install a manual control override system. Nearly every modern vehicle made in the 2070s has the ability to be piloted remotely or purely through its electronic controls as well as its manual/mechanical controls. If a rigger is really nervous about those electronic controls being taken over, they can install a switch so that the manual controls will always take priority over the electronic ones. In order to prevent the switch from being remotely deactivated, it is always mechanical in nature with the physical pressing of the button making or breaking connections to ensure the precedence of the manual controls. In game terms, when manual control override is activated, piloting a vehicle via AR or VR is not possible. The system can only be activated by someone physically in the vehicle, within reach of the switch (usually the driver’s seat), and by using a Free Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=For teams that frequently find themselves needing to travel far away from the comforts of modern civilization, modifying a vehicle with a multifuel engine has provide invaluable. First, a portable plasma furnace is installed on the vehicle that can render small quantities of matter down to its constituent parts. Then, the vehicle’s engine is modified to be able to consume the raw material output of the plasma torch. This allows nearly any matter to be fed into the vehicle as fuel. A vehicle with a multifuel engine can always be refueled as long as there is raw material around to be processed.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those that like to make their own roads rather than follow them, there is the off-road suspension. Most modern vehicles are designed to operate on a smoothly prepared road and do not respond well out of that environment. With an off-road suspension, a vehicle’s suspension system has been replaced with one designed to operate in more rugged environments. The downside, however, is that the vehicle loses some of it responsiveness when operating in regular on-road environments. A vehicle with an off-road suspension has +1 Handling when driving off-road, but –1 Handling on-road. This stacks with bonuses from off-road tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Riggers who are completely confident in their Matrix skills and security but worried about their lack of physical security will often add a removed manual controls modification. Almost all vehicles in the 2070s are capable of being piloted by either electronic or manual controls. With this modification, the owner simply removes the option for manual controls, relying entirely on the electronic ones. Anyone wishing to pilot the vehicle who is not the owner must succeed on a Control Device Matrix action (p. 238, SR5).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=For riggers, there is no safer place where they would leave their body than a rigger cocoon. Generally built into the driver’s seat of a vehicle, the cocoon is designed solely for the safety and comfort of someone who’s consciousness is going to be somewhere other than their body. The cocoon has ballistic cloth and hard armored plating for physical protection, is fire resistant, has its own oxygen supply, and carries a host of biomed sensors to monitor the occupant’s condition. Additionally, the cocoon has a variety of safety systems to keep the occupant safe through the most extreme vehicle maneuvers and even crashes. Getting into a rigger cocoon takes about a minute, but it can be exited with a Complex Action using a quick-release system.&lt;br /&gt;
&lt;br /&gt;
Treat the rigger cocoon as a barrier with an Armor of 12 and Structure of 8 (p. 197, SR5). The occupant of the rigger cocoon receives +6 dice to resist damage from crashes or other vehicle maneuvers.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Vehicle operators who are truly daring (or have a death wish) cannot resist installing a rocket booster. This extreme modification installs a high-powered rocket propulsion system to allow the vehicle to make short jumps over intervening terrain or obstacles. That could be a gap in an unfinished road for a ground vehicle, or a dyke or dam that a boat might attempt to leap over. For aircraft, this allows them to take off with half the normal required distance. The rocket is angled to generate an upward lift of about 5 meters, similar to a jump ramp, allowing the vehicle to clear an object or gap about the size of a semi trailer or train car. The gamemaster should have the driver make a Vehicle Test with a difficulty they feel appropriate for the jump. Activating the rocket system takes a Complex Action and is in no way subtle, but it is spectacular. When landing the vehicle must resist (Body) DV damage, following all of the rules for Crash damage (p. 201, SR5). Additionally, the driver must make an immediate Vehicle Test to maintain control. If successful, the vehicle can continue driving as normal, but if it is failed the vehicle crashes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Does your team have a backseat driver who’s always wanting to take control? Or maybe your always sitting in the vehicle of teammate and wishing you had your own gas control so they would just get moving? Both of those problems can be solved with the secondary manual controls modification. This modification literally provides a second set of manual controls that can be used to pilot the vehicle, just like the primary set. Either set can control the vehicle, but the primary set always has priority. If the vehicle also has manual control override, the system can be set to switch only when a manual switch is activated. Secondary manual controls are useful for teams that may need a secondary person to control a vehicle while the driver is otherwise occupied or particularly vulnerable.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious)===&lt;br /&gt;
There are times when only the most dramatic action will break off a pursuer, and having your vehicle ditch into the water and keep going is definitely a dramatic action. An amphibious operation package is a dramatic modification that allows the vehicle to travel on water (if it didn’t already have the means to do so). The modification comes in two versions, surface and submersible, depending on how far the owner wants to take the modifications and what the needs are for water travel.&lt;br /&gt;
&lt;br /&gt;
====Surface====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the surface version, the vehicle is able to float on top of the water. This could involve a variety of systems including a secondary hull shaped to displace an appropriate amount of water, inflatable skirts or ballasts that expand to create flotation, or pontoons attached to the hull of the vehicle. Regardless of the exact form, the modification is fairly extensive, and it is immediately obvious to any observer that something dramatic has been done to the vehicle. When operating on water, the vehicle can use its normal means of propulsion or a low-powered propeller. If the latter is used, speed and maneuverability are fairly limited, but the vehicle at least functions. It probably wouldn’t do well crossing an ocean or large lake, but it can easily get across a river, sound, or bay.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Submersible====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the submersible version, the vehicle has been modified to operate under the water. This modification is much more extensive but also more subtle than the surface version. Seals are put in to make sure the vehicle and its essential components are watertight. A secondary propulsion system is then installed to allow it to move while submerged. Classically, this means a propeller powered by the vehicle’s drive train, but it can also be a ducted waterjet system for those that like later technology. Finally, internal or external ballast tanks/balloons are added so that the vehicle can control its depth. While the vehicle is capable of moving underwater, it does not handle extreme conditions well and can only handle depths of about 100 meters.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another in the line of secondary propulsion modes, the tracked mode is the ultimate in conquering off-road terrain. This ingenious modification features a system where jacks are deployed to lift the vehicle off the ground, then the tires (or other regular propulsion) are retracted partially into the body, and the tracks are deployed. Finally, the jacks are retracted, and the tracks become the means of propulsion. Smugglers that use a watercraft as their primary vehicle have found this system extremely helpful in allowing their boat to make short excursions into the typically rugged terrain frequented by smugglers. Others who have installed them in ground craft do so because they find other methods of off-road travel not good enough, or they want the versatility of being able to switch from a primary on-road system to the tracked system without making a sacrifice to either.&lt;br /&gt;
&lt;br /&gt;
When moving in tracked mode, a vehicle can move through extremely rough terrain without issue, including crossing trenches and climbing steep angles. Gamemasters should reduce driving difficulty as appropriate. Though the vehicle’s speed is limited, it can pivot on the spot since both tracks can move forward or backward independently.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion (Walker)==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For truly exceptional or demanding terrain, some riggers install a walker system of secondary propulsion on their vehicles. Using a variable number (four to eight, as needed) of retractable mechanical legs, the vehicle can deploy the system to give the vehicle the versatility and mobility of a walker. When deployed, the body of the vehicle is lifted about a meter off of the ground to provide clearance from the terrain, with each leg able to move backwards or forwards independently to provide a walking motion. When in walker mode, a vehicle is able to traverse far more rugged terrain than any other propulsion and still be highly maneuverability, though its speed is severely limited. When using the walker mode of secondary propulsion, the vehicle uses those stats for Handling, Speed, and Acceleration. Additionally, while in walker mode, the vehicle has the basic maneuverability of a metahuman meaning it can stop instantly and pivot on the spot.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques and equipment (depending on the vehicle), including things such as superchargers, fuel distribution optimization, and parts replacement, the top speed of the vehicle is increased. More dramatic increases in top end speed require more extensive modifications to the vehicle as it is pushed far beyond its original design and limitations. Some designs can only be pushed so far. In the end, though, having that raw top-end speed can save your hoop. Speed Enhancement modification can be taken with a Rating of 1 to 3, with the Rating adding to the Speed attribute of the vehicle.&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
Protection modifications are all based around providing various defensive measures for the vehicle or its occupants.&lt;br /&gt;
&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
No self-respecting rigger wants to let their precious vehicle be stolen by some gutter punk with a screwdriver. The anti-theft system modification provides a variety of protection options, depending on the level rating.&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 1 simply installs sensors that detect an unauthorized intrusion and alerts the owner with physical lights and sounds, or sends an electronic message, or both.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 2 includes the sensors from the previous level and adds the ability for the owner to remotely lockdown the vehicle, making it physically impossible to drive until the release code is sent by the owner. This system can be circumvented by decking the vehicle, or mechanically disabling the fail safe with a Hardware+Logic [Logic] (4) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=If all of that is just for soft-ass corporate drones, then Rating 3 may be for you. This level includes all of the previous features, with the addition of an electro-shock system inflicting 9S(e), or a gas release system equipped with the [[SR5:Toxins|toxin]] of your choice.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Rating 4 is the final word in vehicle protection; it includes all of the previous level’s features and adds a remote triggered self-destruct option. The modified vehicle is reduced to medium-to-small component parts. The explosion has a base damage of 12P and –2 AP, with damage from the blast –2/m.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Need to protect your vehicle? Then give it some armor! Vehicle armor comes in two varieties: standard and concealed. '''Standard''' vehicle armor is additional plating bolted or welded to the exterior—crude but incredibly effective. However, it is immediately obvious to any observer that the vehicle has a bunch of extra plating slapped on to it. While that will win a runner some points in the barrens, it may not sit too well with security forces in downtown. '''Concealed''' armor is installed in such a way as to be noticeable only to a trained observer (Perception (4) Test), but does not allow nearly as much protection to be installed. A vehicle must choose the standard or concealed option for all additional armor taken—there cannot be some armor of one time along with some of the other. Regardless of type, each point taken for this modification adds a point to the vehicle’s Armor value for Damage Resistance Tests. The most armor any vehicle can add is equal to vehicle Body (meaning maximum armor=Body + existing armor Rating). This is true even if there are remaining modification slots on the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Passenger Protection System (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The passenger protection system (PPS) is a well known and trusted series of systems and modifications made to a vehicle to keep its passengers safe in the case of a collision or other “adverse vehicular situations.” PPS components include four-point harnesses, padded surfaces, quick-deploying air bags, and in some cases fast-drying foam. A PPS has a Rating of 1 to 6, with the Rating added as dice pool bonus to any Damage Resistance Tests by passengers from damage due to crashes or any other vehicular activity (including ramming) that is not an attack by a weapon.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Shadowrunning in a vehicle can be dangerous for the occupants. Besides just faithful (or mercenary) teammates, there may be precious cargo or passengers that need protecting. Personal armor is a modification that adds additional ballistic protection to the occupants of a vehicle in the form of protective lining, ballistic cloth, and ricochet-reducing materials. The modification has a Rating of 1 to 10, with each Rating point adding to the armor used in Damage Resistance Tests for damage to passengers from attacks originating outside the vehicle.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification a vehicle’s armor can be made more resistant to a specific type of damage. Special armor modification works in the same was as modifications for personal armor (p. 437-438, SR5), with vehicles able to take only Chemical Protection, Fire Resistance, Insulation, Nonconductivity, Radiation Shielding, and Universal Mirror Material. Each modification can be taken with a maximum Rating of the armor value of the vehicle. Special armor modification may be taken multiple times, each time with a different armor modification.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Standard Drone Rack==&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Landing Drone Rack==&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Smoke|Cost=+100==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Thermal Smoke|Cost=+100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
===Weapon Mount (Light)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Heavy)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==External Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Internal Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Fixed Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Flexible Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Turret Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Remote Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armored Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2958</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2958"/>
		<updated>2018-02-08T04:54:27Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Power Train Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
By adjusting the suspension and/or adjusting the workings of control systems, a vehicle can be made more responsive to manual or electronic controls. This can range from optimizing control system response times, to more dramatic changes like gyroscopic stabilizers, or destabilizing the structural integrity of the hull. Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With this modification, the fuel consumption of the vehicle has been optimized to use the minimum amount necessary for standard operation. Additionally, the vehicle is fitted with a variety of different means to gather operational power from the environment around it including sunlight, static electricity, and wind. A vehicle with improved economy doubles its operational time as long as it is operating within normal parameters—no high speed chases.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For runners that are extra paranoid about the Matrix security on their vehicle (or just unwilling to pay for it), they can install a manual control override system. Nearly every modern vehicle made in the 2070s has the ability to be piloted remotely or purely through its electronic controls as well as its manual/mechanical controls. If a rigger is really nervous about those electronic controls being taken over, they can install a switch so that the manual controls will always take priority over the electronic ones. In order to prevent the switch from being remotely deactivated, it is always mechanical in nature with the physical pressing of the button making or breaking connections to ensure the precedence of the manual controls. In game terms, when manual control override is activated, piloting a vehicle via AR or VR is not possible. The system can only be activated by someone physically in the vehicle, within reach of the switch (usually the driver’s seat), and by using a Free Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=For teams that frequently find themselves needing to travel far away from the comforts of modern civilization, modifying a vehicle with a multifuel engine has provide invaluable. First, a portable plasma furnace is installed on the vehicle that can render small quantities of matter down to its constituent parts. Then, the vehicle’s engine is modified to be able to consume the raw material output of the plasma torch. This allows nearly any matter to be fed into the vehicle as fuel. A vehicle with a multifuel engine can always be refueled as long as there is raw material around to be processed.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For those that like to make their own roads rather than follow them, there is the off-road suspension. Most modern vehicles are designed to operate on a smoothly prepared road and do not respond well out of that environment. With an off-road suspension, a vehicle’s suspension system has been replaced with one designed to operate in more rugged environments. The downside, however, is that the vehicle loses some of it responsiveness when operating in regular on-road environments. A vehicle with an off-road suspension has +1 Handling when driving off-road, but –1 Handling on-road. This stacks with bonuses from off-road tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Riggers who are completely confident in their Matrix skills and security but worried about their lack of physical security will often add a removed manual controls modification. Almost all vehicles in the 2070s are capable of being piloted by either electronic or manual controls. With this modification, the owner simply removes the option for manual controls, relying entirely on the electronic ones. Anyone wishing to pilot the vehicle who is not the owner must succeed on a Control Device Matrix action (p. 238, SR5).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=For riggers, there is no safer place where they would leave their body than a rigger cocoon. Generally built into the driver’s seat of a vehicle, the cocoon is designed solely for the safety and comfort of someone who’s consciousness is going to be somewhere other than their body. The cocoon has ballistic cloth and hard armored plating for physical protection, is fire resistant, has its own oxygen supply, and carries a host of biomed sensors to monitor the occupant’s condition. Additionally, the cocoon has a variety of safety systems to keep the occupant safe through the most extreme vehicle maneuvers and even crashes. Getting into a rigger cocoon takes about a minute, but it can be exited with a Complex Action using a quick-release system.&lt;br /&gt;
&lt;br /&gt;
Treat the rigger cocoon as a barrier with an Armor of 12 and Structure of 8 (p. 197, SR5). The occupant of the rigger cocoon receives +6 dice to resist damage from crashes or other vehicle maneuvers.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Vehicle operators who are truly daring (or have a death wish) cannot resist installing a rocket booster. This extreme modification installs a high-powered rocket propulsion system to allow the vehicle to make short jumps over intervening terrain or obstacles. That could be a gap in an unfinished road for a ground vehicle, or a dyke or dam that a boat might attempt to leap over. For aircraft, this allows them to take off with half the normal required distance. The rocket is angled to generate an upward lift of about 5 meters, similar to a jump ramp, allowing the vehicle to clear an object or gap about the size of a semi trailer or train car. The gamemaster should have the driver make a Vehicle Test with a difficulty they feel appropriate for the jump. Activating the rocket system takes a Complex Action and is in no way subtle, but it is spectacular. When landing the vehicle must resist (Body) DV damage, following all of the rules for Crash damage (p. 201, SR5). Additionally, the driver must make an immediate Vehicle Test to maintain control. If successful, the vehicle can continue driving as normal, but if it is failed the vehicle crashes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Does your team have a backseat driver who’s always wanting to take control? Or maybe your always sitting in the vehicle of teammate and wishing you had your own gas control so they would just get moving? Both of those problems can be solved with the secondary manual controls modification. This modification literally provides a second set of manual controls that can be used to pilot the vehicle, just like the primary set. Either set can control the vehicle, but the primary set always has priority. If the vehicle also has manual control override, the system can be set to switch only when a manual switch is activated. Secondary manual controls are useful for teams that may need a secondary person to control a vehicle while the driver is otherwise occupied or particularly vulnerable.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious)===&lt;br /&gt;
There are times when only the most dramatic action will break off a pursuer, and having your vehicle ditch into the water and keep going is definitely a dramatic action. An amphibious operation package is a dramatic modification that allows the vehicle to travel on water (if it didn’t already have the means to do so). The modification comes in two versions, surface and submersible, depending on how far the owner wants to take the modifications and what the needs are for water travel.&lt;br /&gt;
&lt;br /&gt;
====Surface====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the surface version, the vehicle is able to float on top of the water. This could involve a variety of systems including a secondary hull shaped to displace an appropriate amount of water, inflatable skirts or ballasts that expand to create flotation, or pontoons attached to the hull of the vehicle. Regardless of the exact form, the modification is fairly extensive, and it is immediately obvious to any observer that something dramatic has been done to the vehicle. When operating on water, the vehicle can use its normal means of propulsion or a low-powered propeller. If the latter is used, speed and maneuverability are fairly limited, but the vehicle at least functions. It probably wouldn’t do well crossing an ocean or large lake, but it can easily get across a river, sound, or bay.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
====Submersible====&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the submersible version, the vehicle has been modified to operate under the water. This modification is much more extensive but also more subtle than the surface version. Seals are put in to make sure the vehicle and its essential components are watertight. A secondary propulsion system is then installed to allow it to move while submerged. Classically, this means a propeller powered by the vehicle’s drive train, but it can also be a ducted waterjet system for those that like later technology. Finally, internal or external ballast tanks/balloons are added so that the vehicle can control its depth. While the vehicle is capable of moving underwater, it does not handle extreme conditions well and can only handle depths of about 100 meters.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Another in the line of secondary propulsion modes, the tracked mode is the ultimate in conquering off-road terrain. This ingenious modification features a system where jacks are deployed to lift the vehicle off the ground, then the tires (or other regular propulsion) are retracted partially into the body, and the tracks are deployed. Finally, the jacks are retracted, and the tracks become the means of propulsion. Smugglers that use a watercraft as their primary vehicle have found this system extremely helpful in allowing their boat to make short excursions into the typically rugged terrain frequented by smugglers. Others who have installed them in ground craft do so because they find other methods of off-road travel not good enough, or they want the versatility of being able to switch from a primary on-road system to the tracked system without making a sacrifice to either.&lt;br /&gt;
&lt;br /&gt;
When moving in tracked mode, a vehicle can move through extremely rough terrain without issue, including crossing trenches and climbing steep angles. Gamemasters should reduce driving difficulty as appropriate. Though the vehicle’s speed is limited, it can pivot on the spot since both tracks can move forward or backward independently.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion (Walker)==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For truly exceptional or demanding terrain, some riggers install a walker system of secondary propulsion on their vehicles. Using a variable number (four to eight, as needed) of retractable mechanical legs, the vehicle can deploy the system to give the vehicle the versatility and mobility of a walker. When deployed, the body of the vehicle is lifted about a meter off of the ground to provide clearance from the terrain, with each leg able to move backwards or forwards independently to provide a walking motion. When in walker mode, a vehicle is able to traverse far more rugged terrain than any other propulsion and still be highly maneuverability, though its speed is severely limited. When using the walker mode of secondary propulsion, the vehicle uses those stats for Handling, Speed, and Acceleration. Additionally, while in walker mode, the vehicle has the basic maneuverability of a metahuman meaning it can stop instantly and pivot on the spot.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques and equipment (depending on the vehicle), including things such as superchargers, fuel distribution optimization, and parts replacement, the top speed of the vehicle is increased. More dramatic increases in top end speed require more extensive modifications to the vehicle as it is pushed far beyond its original design and limitations. Some designs can only be pushed so far. In the end, though, having that raw top-end speed can save your hoop. Speed Enhancement modification can be taken with a Rating of 1 to 3, with the Rating adding to the Speed attribute of the vehicle.&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==PPS (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Standard Drone Rack==&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Landing Drone Rack==&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Smoke|Cost=+100==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Thermal Smoke|Cost=+100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
===Weapon Mount (Light)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Heavy)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==External Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Internal Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Fixed Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Flexible Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Turret Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Remote Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armored Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2957</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2957"/>
		<updated>2018-02-08T03:26:57Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Handling Enhancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
By adjusting the suspension and/or adjusting the workings of control systems, a vehicle can be made more responsive to manual or electronic controls. This can range from optimizing control system response times, to more dramatic changes like gyroscopic stabilizers, or destabilizing the structural integrity of the hull. Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension 2==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious, Surface)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Amphibious, Submersible)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Walker==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==PPS (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Standard Drone Rack==&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Landing Drone Rack==&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Smoke|Cost=+100==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Thermal Smoke|Cost=+100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
===Weapon Mount (Light)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Heavy)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==External Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Internal Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Fixed Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Flexible Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Turret Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Remote Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armored Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2956</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2956"/>
		<updated>2018-02-08T03:25:25Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Gliding System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension 2==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious, Surface)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Amphibious, Submersible)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Walker==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==PPS (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Standard Drone Rack==&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Landing Drone Rack==&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Smoke|Cost=+100==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Thermal Smoke|Cost=+100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
===Weapon Mount (Light)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Heavy)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==External Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Internal Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Fixed Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Flexible Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Turret Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Remote Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armored Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2955</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2955"/>
		<updated>2018-02-08T03:16:42Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Gecko Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension 2==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious, Surface)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Amphibious, Submersible)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Walker==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==PPS (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Standard Drone Rack==&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Landing Drone Rack==&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Smoke|Cost=+100==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Thermal Smoke|Cost=+100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
===Weapon Mount (Light)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Heavy)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==External Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Internal Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Fixed Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Flexible Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Turret Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Remote Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armored Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2954</id>
		<title>SR5:Vehicle Modifications</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle_Modifications&amp;diff=2954"/>
		<updated>2018-02-08T03:05:26Z</updated>

		<summary type="html">&lt;p&gt;Welling: /* Acceleration Enhancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Vehicle Equipment=&lt;br /&gt;
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.&lt;br /&gt;
&lt;br /&gt;
==Rigger interface==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=4|Cost=1,000&lt;br /&gt;
|Description=When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Standard weapon mount==&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=8F|Cost=2,500&lt;br /&gt;
|Description= Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Heavy weapon mount===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=14F|Cost=5,000&lt;br /&gt;
|Description=Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manual operation===&lt;br /&gt;
{{SR5:Special Item Template&lt;br /&gt;
|Availability=+1|Cost=+500&lt;br /&gt;
|Description=Manual operation can be added, but only for vehicles, not drones, and at extra cost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Morphing License Plate==&lt;br /&gt;
{{SR5:Special Item Template|Name=Morphing License Plate&lt;br /&gt;
|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.&lt;br /&gt;
&lt;br /&gt;
==Spoof Chip==&lt;br /&gt;
{{SR5:Special Item Template|Name=Spoof Chip&lt;br /&gt;
|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strips==&lt;br /&gt;
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.&lt;br /&gt;
&lt;br /&gt;
===Spike Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Spike Strip&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Zapper Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Zapper Strip&lt;br /&gt;
|Availability=12R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Tracking Strip===&lt;br /&gt;
{{SR5:Special Item Template|Name=Tracking Strip&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a [[SR5:Electronics:RFID_Tags#Stealth Tags|stealth tag]] that attaches itself to the vehicle. A tracking strip contains fifty stealth tags.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Tires==&lt;br /&gt;
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.&lt;br /&gt;
&lt;br /&gt;
===Off-road Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Off-road Tires&lt;br /&gt;
|Availability=6|Cost=400|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Racing Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Racing Tires&lt;br /&gt;
|Availability=6|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Run Flat Tires===&lt;br /&gt;
{{SR5:Special Item Template|Name=Run Flat Tires&lt;br /&gt;
|Availability=4|Cost=250|CostNote=/tire&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Tool Kit==&lt;br /&gt;
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic [[SR5:Tools#Kit|Kit]] in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.&lt;br /&gt;
&lt;br /&gt;
=Power Train Modifications=&lt;br /&gt;
==Acceleration Enhancement==&lt;br /&gt;
===Acceleration Enhancement R1===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R1&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=Accel x 10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Acceleration Enhancement R2===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Acceleration Enhancement R2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=6|Cost=Accel x 25,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.&lt;br /&gt;
&lt;br /&gt;
==Gecko Tips==&lt;br /&gt;
===Gecko Tips (Body 1–3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 1–3)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gecko Tips (Body 4–6)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gecko Tips (Body 4–6)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gliding System==&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;lt;= 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;lt;= 12)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Gliding System (Body &amp;gt; 12)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Gliding System (Body &amp;gt; 12)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=16R|Cost=Body x 4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Handling Enhancement==&lt;br /&gt;
===Handling Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R1)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Handl x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R2)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Handl x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Handling Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Handling Enhancement (R3)&lt;br /&gt;
|Slots=18&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=10|Cost=Handl x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Improved Economy==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Improved Economy&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=4|Cost=7,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control Override==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Manual Control Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Multifuel Engine==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Multifuel Engine&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Off-Road Suspension 2==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25%&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Cocoon==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rigger Cocoon&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Removed Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Removed Manual Controls&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Availability=2|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rocket Booster==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Rocket Booster&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Manual Controls==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Manual Controls&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Secondary Propulsion==&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Secondary Propulsion Modes&lt;br /&gt;
!NAME!!HANDLING!!SPEED!!ACCEL&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Surface)&lt;br /&gt;
|2||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious (Submersible)&lt;br /&gt;
|2||2||2&lt;br /&gt;
|-&lt;br /&gt;
!Hovercraft&lt;br /&gt;
|2/2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Rotor&lt;br /&gt;
|2||3||2&lt;br /&gt;
|-&lt;br /&gt;
!Tracked&lt;br /&gt;
|2/4||2||1&lt;br /&gt;
|-&lt;br /&gt;
!Walker&lt;br /&gt;
|5||1||1&lt;br /&gt;
|}&lt;br /&gt;
===Secondary Propulsion (Amphibious, Surface)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Amphibious, Submersible)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Hovercraft)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Hovercraft)&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Rotor)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Rotor)&lt;br /&gt;
|Slots=10&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Secondary Propulsion (Tracked)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Tracked)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Walker==&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Walker&lt;br /&gt;
|Slots=8&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Speed Enhancement==&lt;br /&gt;
===Speed Enhancement (R1)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R1)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6|Cost=Speed x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R2)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R2)&lt;br /&gt;
|Slots=14&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8|Cost=Speed x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Speed Enhancement (R3)===&lt;br /&gt;
{{SR5:Power Train Mods Template|Name=Speed Enhancement (R3)&lt;br /&gt;
|Slots=20&lt;br /&gt;
|Threshold=24|Tools=Facility|Availability=12|Cost=Speed x 12,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Protection Modifications=&lt;br /&gt;
==Anti-Theft System==&lt;br /&gt;
===Anti-Theft System (R1)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R1)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R2)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R2)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R3)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R3)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8R|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Theft System (R4)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Anti-Theft System (R4)&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Demolitions|Availability=12F|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
===Armor (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Standard)&lt;br /&gt;
|Slots=Rating x 2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=6R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Armor (Concealed)===&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Armor (Concealed)&lt;br /&gt;
|Slots=Rating x 3&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Armorer|Availability=12R|Cost=Rating x 3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==PPS (Rating 1-6)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=PPS (Rating 1-6)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=6|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Personal Armor (Rating 1-10)==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Personal Armor (Rating 1-10)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Rating x 2|Tools=Shop|Skill=Armorer|Availability=(Rating)R|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Armor Modification==&lt;br /&gt;
{{SR5:Vehicle:Protection Mods Template|Name=Special Armor Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Skill=Armorer|Availability=(As Mod)|Cost=(As Mod) x 2&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapon Modifications=&lt;br /&gt;
&lt;br /&gt;
==Ammo Bin==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Ammo Bin&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Armorer|Availability=6R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Standard Drone Rack==&lt;br /&gt;
===Standard Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Mini)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Small)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Medium)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Standard Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Standard Drone Rack (Large)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=16|Tools=Shop|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Landing Drone Rack==&lt;br /&gt;
===Landing Drone Rack (Mini)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Mini)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Small)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Small)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Medium)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Medium)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=14|Tools=Facility|Availability=8|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Landing Drone Rack (Large)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Landing Drone Rack (Large)&lt;br /&gt;
|Slots=5&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=12|Cost=20,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gun Port==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Gun Port&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=6R|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Missile Defense System==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Missile Defense System&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Skill=Software|Availability=12R|Cost=15,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Oil Slick Sprayer==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Oil Slick Sprayer&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8F|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smoke Projector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Smoke Projector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Smoke|Cost=+100==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Thermal Smoke|Cost=+100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Road Strip Ejector==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Road Strip Ejector&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=10F|Cost=800|CostNote=+ strips&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Mount==&lt;br /&gt;
===Weapon Mount (Light)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Light)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Armorer|Availability=6F|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Standard)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Standard)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Armorer|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mount (Heavy)===&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Weapon Mount (Heavy)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=10|Tools=Shop|Skill=Armorer|Availability=12F|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==External Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=External Visibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Internal Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Internal Visibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+2|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Visibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Concealed Visibility&lt;br /&gt;
|Slots=+4&lt;br /&gt;
|Threshold=+10|Tools=Shop|Availability=+4|Cost=+4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Fixed Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Fixed Flexibility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Flexible Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Flexible Flexibility&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+2|Cost=+2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Turret Flexibility==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Turret Flexibility&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+12|Tools=Facility|Availability=+6|Cost=+5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Remote Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Remote Control&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Manual Control&lt;br /&gt;
|Slots=+1&lt;br /&gt;
|Threshold=+4|Tools=Shop|Availability=+1|Cost=+500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Armored Manual Control==&lt;br /&gt;
{{SR5:Vehicle:Weapon Mods Template|Name=Armored Manual Control&lt;br /&gt;
|Slots=+2&lt;br /&gt;
|Threshold=+6|Tools=Shop|Availability=+4|Cost=+1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Body Modifications=&lt;br /&gt;
&lt;br /&gt;
==Assembly/Disassembly==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Assembly/Disassembly&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=Body x 4 (Min. 1)|Tools=Facility|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Chameleon Coating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Chameleon Coating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Facility|Availability=12F|Cost=Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extra Entry/Exit Points==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extra Entry/Exit Points&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=8|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Extreme Environment Modification&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Increased Seating==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Increased Seating&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=4|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Life Support==&lt;br /&gt;
===Life Support (L1)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L1)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Life Support (L2)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Life Support (L2)&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=12|Cost=Body x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Mechanical Arm==&lt;br /&gt;
===Mechanical Arm (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Basic)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Mechanical Arm (Articulated)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Mechanical Arm (Articulated)&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=6|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Nanomaintenance System (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Nanomaintenance System (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x 5)R|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Features (R 1-4)==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Realistic Features (R 1-4)&lt;br /&gt;
|Slots=Rating&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Medicine|Availability=(R x 3)R|Cost=Rating x Body x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Smuggling Compartment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Facility|Availability=8F|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Smuggling Compartment (Shielding)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Smuggling Compartment (Shielding)&lt;br /&gt;
|Slots=n/a&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=12F|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Special Equipment==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Special Equipment&lt;br /&gt;
|Slots=variable&lt;br /&gt;
|Threshold=variable|Tools=variable|Skill=variable|Availability=variable|Cost=variable&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Valkyrie Module==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Valkyrie Module&lt;br /&gt;
|Slots=4&lt;br /&gt;
|Threshold=6|Tools=Shop|Skill=Hardware|Availability=8|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Winch==&lt;br /&gt;
===Winch (Basic)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Basic)&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Shop|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Winch (Enhanced)===&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Winch (Enhanced)&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=12|Tools=Facility|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{SR5:Vehicle:Body Mods Template|Name=Workshop&lt;br /&gt;
|Slots=6&lt;br /&gt;
|Threshold=20|Tools=Facility&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Electromagnetic Modifications=&lt;br /&gt;
&lt;br /&gt;
==Electromagnetic Shielding==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Electromagnetic Shielding&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Facility|Availability=6R|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==ECM==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=ECM&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=20|Tools=Shop|Skill=Hardware|Availability=(R x 3)F|Cost=Rating x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Shop|Skill=Hardware|Availability=4|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Gridlink Override==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Gridlink Override&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=8|Tools=Kit|Skill=Hardware|Availability=8F|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Kit|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Pilot Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Pilot Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Retrans Unit==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Retrans Unit&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=4|Tools=Kit|Skill=Hardware|Availability=8|Cost=4,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Satellite Link==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Satellite Link&lt;br /&gt;
|Slots=1&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R1–3)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R1–3)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 3|Tools=Shop|Skill=Hardware|Availability=R x 2|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Sensor Enhancement (R4–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Sensor Enhancement (R4–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Skill=Hardware|Availability=R x 3|Cost=Rating x 5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Signature Masking (R1–6)==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Signature Masking (R1–6)&lt;br /&gt;
|Slots=[Rating]&lt;br /&gt;
|Threshold=Rating x 6|Tools=Facility|Availability=14F|Cost=Rating x 2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==SunCell==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=SunCell&lt;br /&gt;
|Slots=2&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=6|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Touch Sensors==&lt;br /&gt;
{{SR5:Vehicle:Electromagnetic Mods Template|Name=Touch Sensors&lt;br /&gt;
|Slots=3&lt;br /&gt;
|Threshold=16|Tools=Shop|Skill=Hardware|Availability=8|Cost=Body x 500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
==Amenities==&lt;br /&gt;
===Amenities (Squatter)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Squatter)&lt;br /&gt;
|Threshold=6|Tools=Shop|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (Middle)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (Middle)&lt;br /&gt;
|Threshold=6|Tools=Shop|Availability=2|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
===Amenities (High)===&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Amenities (High)&lt;br /&gt;
|Threshold=10|Tools=Shop|Availability=8|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Luxury==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Luxury&lt;br /&gt;
|Threshold=20|Tools=Shop|Availability=16|Cost=10,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Image Screens==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Enhanced Image Screens&lt;br /&gt;
|Threshold=12|Tools=Shop|Availability=8|Cost=5,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Metahuman Adjustment==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Metahuman Adjustment&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=500|CostNote=/seat &lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Rigger Interface==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Rigger Interface&lt;br /&gt;
|Threshold=8|Tools=Kit|Availability=4|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Interior Cameras==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Interior Cameras&lt;br /&gt;
|Threshold=6|Tools=Kit|Skill=Hardware|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Searchlight==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Searchlight&lt;br /&gt;
|Threshold=4|Tools=Kit|Availability=4|Cost=800&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Tag Eraser==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Vehicle Tag Eraser&lt;br /&gt;
|Threshold=8|Tools=Shop|Skill=Hardware|Availability=6R|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
==Yerzed Out (R1–4)==&lt;br /&gt;
{{SR5:Vehicle:Cosmetic Mod Template|Name=Yerzed Out (R1–4)&lt;br /&gt;
|Threshold=Rating x 4|Tools=Shop|Availability=(R x2)|Cost=Rating x 1,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R5.0}}&lt;/div&gt;</summary>
		<author><name>Welling</name></author>
		
	</entry>
</feed>