Cyberware and Shock Weapons
by Gurth (Gurth@dds.nl)
Cyberware can be seriously damaged by shock weapons. Page 103 of Shadowrun Second Edition lists the normal effects of shock weapons, but use the following rules in addition to those rules.
Normally, cyberware can only be damaged if a character takes a Serious or Deadly Physical wound. However, since shock weapons put strong electrical currents through the body, cyberware might short-circuit, and consequently take damage.
Whenever a character equipped with cyberware is hit by a Shock Weapon (Tasers, Stun Batons, Shock Gloves, etc.), apply damage as per page 103 of SRII. Then check the table below to see how many cyberware systems may be damaged. The Damage Level listed in the table is the base Damage Level of the weapon, not the amount of damage the character takes.
| Damage Level | Number of systems damaged |
|---|---|
| Light | 1D6-4 |
| Moderate | 1D6-3 |
| Serious | 1D6-2 |
| Deadly | 1D6-1 |
Then roll randomly to see which systems are hit, by following the rules on pages 93 to 95 of the Street Samurai Catalog, and how much damage they take, per the rules on pages 39 and 40 of ShadowTech. Only electrical and electronical cyberware can be damaged because of shock weapons. This includes all Headware, Internals (including Cortex Bombs), Cranial Cyberdecks, such items as Muscle Replacement, Wired Reflexes, Vehicle Control Rigs, Retractable Hand Razors and Spurs, etc. Cyberware such as Dermal Plating, Bone Lacing, non-retractable Hand Razors and Spurs, Fingertip Compartments, etc. cannot be damaged. What exactly can and cannot be damaged is up to the GM to decide.
Alpha and Beta grade cyberware is allowed its normal Resistance test (page 98, Street Samurai Catalog). For Alpha grade, the Target Number is 3 for Light, and 4 for Moderate damage. Beta grade has 2 for Light and 3 for Moderate.
Countermeasures
Of course, items have been developed to counter the possible effects of shock weapons. For an additional percentage of the nuyen cost of any piece of cyberware, it can be made more resistant. The exact amount of resistance determines the price, per the table below. The price increase is listed as a certain percentage of the normal price. Some higher levels of protection also increase the Essence cost, as listed on the table.
When testing for damage resistance, roll the number of dice listed in the table against a Target Number of 3 if the shock weapon did Light damage, 4 if it did Moderate damage, 5 for Serious, and 6 for Deadly. Again, these are the base damage levels of the weapon. One success is enough to ignore the damage. Alpha and Beta grade roll this test in addition to their normal Resistance test.
| Number of dice | Nuyen cost | Essence Cost |
|---|---|---|
| 1 | +5% | +0% |
| 2 | +10% | +0% |
| 3 | +20% | +5% (x 1.05) |
| 4 | +35% | +5% (x 1.05) |
| 5 | +50% | +10% (x 1.1) |

