Quincalla

Cybergear calculator for Cyberpunk 2020

Total items: 0
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HL: Humanity loss: 0
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Total spent: 0 E$
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Cyberfashion

2 50 E$HL 1  Subdermal timepiece
3 20 E$HL 0.5  Decorative Tatoo
4 200 E$HL 0.5  Color changing contact lenses
5 200 E$HL 1d3  Color/pattern changing skin tints
6 400 E$HL 1d6  Color/pattern changing artificial skin
7 200 E$HL 2  Color/light emiting artificial hair

Bioware

1 100 E$HL 1  +2 to resist torture and drugs
42 1000 E$HL 2d6  +1 BODY
43 1000 E$HL 2d6  +1 BODY
44 1500 E$HL 1d3  Raises BODY by +2
45 3000 E$HL 1d3  Improves Healing by +1 point per day
46 3000 E$HL 1d3  +4 to Poison/Drug Saves
47 6000 E$HL 1d3  Doubles natural Healing rate

Implants

25 60 E$HL 2  Stops toxic gases, fumes, 70% effective.
26 400 E$HL 3d6  Water breathing system, good for 4 hours.
27 300 E$HL 2d6  Good for 25 minutes if static, or 10 if dynamic-
28 300 E$HL 2d6  Sexual implant. All night, every night. And she'll never know.
29 300 E$HL 2d6  Sexual implant. +1 to Seduction checks. He'll never notice he is not in control.
30 100 E$HL 0.5  Good for 5 years. 98% effective.
31 200 E$HL 2d6  2×4 inch space with RealSkinn zipper.
32 200 E$HL 2d6  20 sq/m area. 70% effectiveness.
33 200 E$HL 2  2hrs storage from any digital source
34 300 E$HL 2  2hrs storage from video; audio links
35 200 E$HL 2  100m range. Needs cyberoptic. 70% effective
36 300 E$HL 2  50m range. For water only. 70% effective
37 200 E$HL 2  10m range. 80% effective
38 200 E$HL 2  5m range. 70% effective
39 600 E$HL 1d6  Can mimic (60%) up to 10 recorded sounds
40 700 E$HL 2d6  For special effects. +2 to Performance
41 400 E$HL 2d6  Boosts REF by +1 for 1d6+2 turns 3x per day

Neuralware

8 1000 E$HL 1d6  Basic pocessor. Must have for all systems

Reflex boosters

 9 500 E$HL 1d6  Adds +1 to initiative rolls
 10 1000 E$HL 2d6  Adds +2 to initiative rolls
 11 1600 E$HL 1d3  Adds +3 to initiative for 5 turns
 12

Other neuronal gear:

  13 100 E$HL 2  Increases awareness via smell by +2. Allows scent tracking.
  14 100 E$HL 2  Increases sensitivity. +2 on any touch Awareness check
  15 200 E$HL 2d6  Tunes out hot, cold, pain.
  16 100 E$HL 1  Allows direct connection to a cybermodem
  17 100 E$HL 3  For direct vehicle operation only.
  18 100 E$HL 2  For direct smartweapon operation only.
  19 100 E$HL 2  Allows control of autofactories, large and small machines.
  20 200 E$HL 2  Allows downloading from DataTerms to internal memory.
  21 100 E$HL 1d3  Allows direct connection to smart weapons, vehicles.
  22 0 E$HL 0  Chips reflex based skills and tech skils requiring manipulation.
  23 0 E$HL 0  Chips INT and other cognitve skills, databases
  24 200 E$HL 1d6  Allows up to 10 chips to be loaded.

Underskin armor

Find more armor options at body plates, and also in cyberlimb options.

56 1200 E$HL 2d6  Armors torso to SP18. DIFF Awareness to spot
57 2000 E$HL 2d6  12 SP;50% chance-1 ATTR loss; DIFF 20 to spot

Cyberweapons

Weapons in nails

48 100 E$HL 2d6  1d6/2 nails
49 400 E$HL 3d6  1d6+3 damage (knife)
50

Other cyberweapons:

51 200 E$HL 3d6  damage 1d6/3
52 600 E$HL 3d6  3d6 damage (knife)
53 500 E$HL 3d6  Punch 1d6+2
54 700 E$HL 3d6  2d6 2m
55 1200 E$HL 4d6  1d6 damage. 1m range

Ciberoptics

Left eye

58 500 E$HL 2d6  Basic eye module (4 option spaces per eye)
59 100 E$HL 2d6  Basic eye module (1 option space per eye)
60

Right eye

61 500 E$HL 2d6  Basic eye module (4 option spaces per eye)
62 100 E$HL 2d6  Basic eye module (1 option space per eye)
63

Remove eyes and install a shielded cluster with 5 options

64 1000 E$HL 3d6  Allows up to 5 optics to be mounted. -1 ATTR

Avaliable modules: (0)

 65 300 E$HL 0.5  Allows color changes; special fashion effects
 66 300 E$HL 1  +2 Awareness/Notice when using visual search
 67 400 E$HL 2  +1 on all Smartgun attacks
 68 300 E$HL 1  LED Screen in vision field for messages
 69 150 E$HL 0.5  Telescope ability to 20x
 70 150 E$HL 0.5  Microscope
 71 200 E$HL 0.5  Immune to flash; laser blinding
 72 200 E$HL 0.5  See in dim light; almost total darkness
 73 200 E$HL 1  See heat patterns; temperature readings
 74 200 E$HL 1  See in total darkness; using heat emissions
 75 200 E$HL 1  See in darkness; using UV flash
 76 300 E$HL 0.5  Video record up to 20 min (2 spaces)
 77 300 E$HL 0.5  Shoots up to 20 images (2 spaces)
 78 200 E$HL 0.5  Holds 1 poison dart. Range 1m (3 spaces)

Ciberaudio

Basic audio modules

79 500 E$HL 2d6  Basic hearing module (unlimited spaces)
80 100 E$HL 2d6  Basic hearing module (2 option spaces)
81

Avaliable modules: (0)

 82 200 E$HL 1  +1 Awareness using auditory cues. SWx2
 83 100 E$HL 1  Radio communication up to 1 mile
 84 150 E$HL 1  Full cellular communication (large city only)
 85 100 E$HL 0.5  Cannot understand with out a descrambler
 86 200 E$HL 1  Detects taps; bugs up to 3m. 60% effective
 87 200 E$HL 1  +2 to Human Perception; Interrogation skills
 88 150 E$HL 0.5  +2 Awareness to overhear specific conversation
 89 150 E$HL 2  Ability to hear super & subsonic ranges. SWx2
 90 100 E$HL 0.5  Stereo music system
 91 150 E$HL 0.5  Beeps if radar encountered; fixes source(40%)
 92 200 E$HL 0.5  Can follow tracer up to 1km distant
 93 200 E$HL 1  Allows untappable radio com within line of sight
 94 100 E$HL 2  Picks up transmissions on all bands
 95 100 E$HL 0.5  Transmits to recorder in body or via plugs
 96 100 E$HL 0.5  Transmits sounds to a digital recorder
 97 300 E$HL 0.5  Automatic noise compensation. -25% from SW

Linear frames

319
320 6000 E$HL 2d6  Built into the body; Uses 12 strength instead of your BOD for lifting, crushing, carrying or breaking things.
321 8000 E$HL 2d6  Built into the body; Uses 14 strength instead of your BOD for lifting, crushing, carrying or breaking things.
322 10000 E$HL 3d6  Built into the body; Uses 16 strength instead of your BOD for lifting, crushing, carrying or breaking things.

Body plates

Front optic mount can be find at cyberoptics.

323 200 E$HL 1d6  Covers head, 25SP.
324 400 E$HL 2d6  Protective mask, 20 SP.
325 2000 E$HL 3d6  Armoured torso, 20 SP, -3 REF
326 500 E$HL 3d6  Head mounted sensors.
327 500 E$HL 3d6  Head mounted sensors.
328 500 E$HL 3d6  Head mounted sensors.
329 500 E$HL 3d6  Head mounted sensors.

Left Cyberarm

Available arms:

98 3000 E$HL 2d6  20/30 SDP; 3 option spaces; 1d6 punch
99 669 E$HL 2d6  Soviet cyberarm; 1 option space; 3d6 punch, 2d10 crunch
110

Avaliable modules:: (0)

 116 200 E$HL 2  Allows 1 turn changing of cyberlimb
 122 0 E$HL 0  By default artificial muscles
 128 200 E$HL 3  30/40 SDP; 3x crush, punch, and kick damage
 134 250 E$HL 2  25/35 SDP; x2 crush, punch, kick.; Leap +50%
 140 200 E$HL 1  SDP +5
 146 300 E$HL 1  Limb not as susceptible to EMP; Microwaves
 147 0 E$HL 0  Uncovered cyberlimb.
 148 200 E$HL 1  In colors; transparent; etc. Cost range 1 -200eb.
 149 200 E$HL -1d3  Limblooks real. 70% effective (DIFF Awareness)
 150 200 E$HL 3  High gloss metallic covering
 151 200 E$HL 1d6  SP 20; Can't have another covering.
 183 150 E$HL 0  Resembles normal hand
 187 600 E$HL 2d6  1d6+3
 191 600 E$HL 2d6  Hydraulic Ram fist does 1d10 damage
 195 600 E$HL 2d6  Circular saw 2d6+2 damage
 199 200 E$HL 2  Fingers contain screwdriver wrench; drill; etc
 203 350 E$HL 3  Extends rocket-propelled grapple; 30m line
 207 350 E$HL 2  Hand extends up to 1m
 211 500 E$HL 2d6  1d6+3 AP
 215 600 E$HL 0  Choose any 4 modular tools
 231 250 E$HL 1  stores input from external mic, video cam or recording link
 232 3000 E$HL 1  Built in cellular deck
 233 300 E$HL 1  Digital chip recorder. Download or erase chip
 234 50 E$HL 0.5  2 in. x 6 in. storage space. Can be locked
 235 200 E$HL 2  Pop up Digital Camera (20 shots)
 236 400 E$HL 2  Pop up Mini video(30 minutes)
 237 100 E$HL 1  Weapon size based on Body Type
 238 200 E$HL 1  Can be linked to any output device
 239 400 E$HL 3  60% effective; -3 to repair difficulty
 240 500 E$HL 2d6  1 grenade
 241 900 E$HL 2d6  4 mini-missiles; 4D6 damage
 242 800 E$HL 2d6  gun hidden in arm/leg base on Body Type. Cost range 200-800eb
 243 600 E$HL 2d6  2d6 damage turn 1; 1d6/2 for 2 more turns
 244 100 E$HL 3  Mounting with neural link for 1 weapon
 245 800 E$HL 2d6  shoulder mount; 3D6 damage

Right Cyberarm

Available arms:

100 3000 E$HL 2d6  20/30 SDP; 3 option spaces; 1d6 punch
105 669 E$HL 2d6  Soviet cyberarm; 1 option space; 3d6 punch, 2d10 crunch
111

Avaliable modules: (0)

 117 200 E$HL 2  Allows 1 turn changing of cyberlimb
 123 0 E$HL 0  By default artificial muscles
 130 200 E$HL 3  30/40 SDP; 3x crush, punch, and kick damage
 135 250 E$HL 2  25/35 SDP; x2 crush, punch, kick.; Leap +50%
 141 200 E$HL 1  SDP +5
 152 300 E$HL 1  Limb not as susceptible to EMP; Microwaves
 153 0 E$HL 0  Uncovered cyberlimb.
 154 200 E$HL 1  In colors; transparent; etc. Cost range 1 -200eb.
 155 200 E$HL -1d3  Limblooks real. 70% effective (DIFF Awareness)
 156 200 E$HL 3  High gloss metallic covering
 157 200 E$HL 1d6  SP 20; Can't have another covering.
 184 150 E$HL 0  Resembles normal hand
 188 600 E$HL 2d6  1d6+3
 192 600 E$HL 2d6  Hydraulic Ram fist does 1d10 damage
 196 600 E$HL 2d6  Circular saw 2d6+2 damage
 200 200 E$HL 2  Fingers contain screwdriver wrench; drill; etc
 204 350 E$HL 3  Extends rocket-propelled grapple; 30m line
 208 350 E$HL 2  Hand extends up to 1m
 212 500 E$HL 2d6  1d6+3 AP
 216 600 E$HL 0  Choose any 4 modular tools
 246 250 E$HL 1  stores input from external mic, video cam or recording link
 247 3000 E$HL 1  Built in cellular deck
 248 300 E$HL 1  Digital chip recorder. Download or erase chip
 249 50 E$HL 0.5  2 in. x 6 in. storage space. Can be locked
 250 200 E$HL 2  Pop up Digital Camera (20 shots)
 251 400 E$HL 2  Pop up Mini video(30 minutes)
 252 100 E$HL 1  Weapon size based on Body Type
 253 200 E$HL 1  Can be linked to any output device
 254 400 E$HL 3  60% effective; -3 to repair difficulty
 255 500 E$HL 2d6  1 grenade
 256 900 E$HL 2d6  4 mini-missiles; 4D6 damage
 257 800 E$HL 2d6  gun hidden in arm/leg base on Body Type. Cost range 200-800eb
 258 600 E$HL 2d6  2d6 damage turn 1; 1d6/2 for 2 more turns
 259 100 E$HL 3  Mounting with neural link for 1 weapon
 260 800 E$HL 2d6  shoulder mount; 3D6 damage

Extra arms pair

By installing cyber-shoulders at waist level, a second pair of arms can be attached.

182 1500 E$HL 2d6  Allow 2 extra cyberarm.

Left Cyberleg

Avaliable legs:

103 3000 E$HL 2d6  Standard Cyberleg (3 options)
108 875 E$HL 2d6  Soviet Cyberleg (2 options).
114

Avaliable modules: (0)

 120 200 E$HL 2  Allows 1 turn changing of cyberlimb
 126 0 E$HL 0  By default artificial muscles
 132 200 E$HL 3  30/40 SDP; 3x crush, punch, and kick damage
 138 250 E$HL 2  25/35 SDP; x2 crush, punch, kick.; Leap +50%
 144 200 E$HL 1  SDP +5
 170 300 E$HL 1  Limb not as susceptible to EMP; Microwaves
 171 0 E$HL 0  Uncovered cyberlimb.
 172 200 E$HL 1  In colors; transparent; etc. Cost range 1 -200eb.
 173 200 E$HL -1d3  Limblooks real. 70% effective (DIFF Awareness)
 174 200 E$HL 3  High gloss metallic covering
 175 200 E$HL 1d6  SP 20; Can't have another covering.
 219 200 E$HL 0  Resembles normal foot
 221 200 E$HL 0  1d6 damage
 223 300 E$HL 2  Toes contain screwdriver; wrench; drill;etc
 225 500 E$HL 2  Doubles swimming speed; +3 to Swim skill
 227 500 E$HL 2  For better gripping strength. +2 to Climb
 229 500 E$HL 2d6  Heel spike for lethal kicks. 2d6AP damage
 291 250 E$HL 1  stores input from external mic, video cam or recording link
 292 3000 E$HL 1  Built in cellular deck
 293 300 E$HL 1  Digital chip recorder. Download or erase chip
 294 50 E$HL 0.5  2 in. x 6 in. storage space. Can be locked
 295 200 E$HL 2  Pop up Digital Camera (20 shots)
 296 400 E$HL 2  Pop up Mini video(30 minutes)
 297 100 E$HL 1  Weapon size based on Body Type
 298 200 E$HL 1  Can be linked to any output device
 299 400 E$HL 3  60% effective; -3 to repair difficulty
 300 500 E$HL 2d6  1 grenade
 301 900 E$HL 2d6  4 mini-missiles; 4D6 damage
 302 800 E$HL 2d6  gun hidden in arm/leg base on Body Type. Cost range 200-800eb
 303 600 E$HL 2d6  2d6 damage turn 1; 1d6/2 for 2 more turns
 304 100 E$HL 3  Mounting with neural link for 1 weapon

Right Cyberleg

Avaliable legs:

104 3000 E$HL 2d6  Standard Cyberleg (3 options)
109 875 E$HL 2d6  Soviet Cyberleg (2 options).
115

Avaliable modules: (0)

 121 200 E$HL 2  Allows 1 turn changing of cyberlimb
 127 0 E$HL 0  By default artificial muscles
 133 200 E$HL 3  30/40 SDP; 3x crush, punch, and kick damage
 139 250 E$HL 2  25/35 SDP; x2 crush, punch, kick.; Leap +50%
 145 200 E$HL 1  SDP +5
 176 300 E$HL 1  Limb not as susceptible to EMP; Microwaves
 177 0 E$HL 0  Uncovered cyberlimb.
 178 200 E$HL 1  In colors; transparent; etc. Cost range 1 -200eb.
 179 200 E$HL -1d3  Limblooks real. 70% effective (DIFF Awareness)
 180 200 E$HL 3  High gloss metallic covering
 181 200 E$HL 1d6  SP 20; Can't have another covering.
 220 200 E$HL 0  Resembles normal foot
 222 200 E$HL 0  1d6 damage
 224 300 E$HL 2  Toes contain screwdriver; wrench; drill;etc
 226 500 E$HL 2  Doubles swimming speed; +3 to Swim skill
 228 500 E$HL 2  For better gripping strength. +2 to Climb
 230 500 E$HL 2d6  Heel spike for lethal kicks. 2d6AP damage
 305 250 E$HL 1  stores input from external mic, video cam or recording link
 306 3000 E$HL 1  Built in cellular deck
 307 300 E$HL 1  Digital chip recorder. Download or erase chip
 308 50 E$HL 0.5  2 in. x 6 in. storage space. Can be locked
 309 200 E$HL 2  Pop up Digital Camera (20 shots)
 310 400 E$HL 2  Pop up Mini video(30 minutes)
 311 100 E$HL 1  Weapon size based on Body Type
 312 200 E$HL 1  Can be linked to any output device
 313 400 E$HL 3  60% effective; -3 to repair difficulty
 314 500 E$HL 2d6  1 grenade
 315 900 E$HL 2d6  4 mini-missiles; 4D6 damage
 316 800 E$HL 2d6  gun hidden in arm/leg base on Body Type. Cost range 200-800eb
 317 600 E$HL 2d6  2d6 damage turn 1; 1d6/2 for 2 more turns
 318 100 E$HL 3  Mounting with neural link for 1 weapon

Results

Items: 0 | Total spent: 0 E$ | HLHumanity Loss: 0
Hash: #ABCDEFGH128300099

Stats

Cybergear modifies some character stats:

Reflexes modify initiative by 0.

Armor

Base armor values, disregarding any clothing or gear

Head Torso R Arm L Arm Cybershoulders R Arm 2 L Arm 2 R Leg L Leg
SP 0 0 0 0 0 0 0 0 0
SDP    

Cyberlimbs have Structural Damage Points (SDP) instead of health. They ignore subcutaneous and dermal armor. Instead, they use their own armor, if they have any.

* If an asterisk (*) appears next to the Structure Points, it means the cyberlimb has a microwave shield.

Inventory

No cyberware installed.

Skills

Modifiers to skills (not counting chips).

Awaraness/noticed, based on:

Other skills:

Ataques:

Notes

This tool can be used to cyber-equip PCs and to quickly select cyberware for NPCs.

I've discovered that most of the time, players struggle when choosing cybergear. With this calculator, it's easier to test different combos and understand how humanity loss accumulates.

This version includes the gear from the core rulebook.

Humanity loss for each piece of cyberware is calculated when the corresponding checkbox is marked for the first time. If you deactivate an item, the HL result is subtracted but remains stored. If you reactivate it, the previous roll result is restored rather than re-rolled. If you want to start over, you can use the "reset" button.

The calculator records all bonuses and displays them in the summary sheet: armor (properly summed according to the rules), attribute modifiers (BODY, REF), and skill modifiers, such as Awareness/Notice, etc. Weapon damage is not recorded, except for blades and fists. If you're making your PC using this tool, you should carefully review the equipment specifications in the rulebook, as there may be important nuances the calculator does not account for. But it’s your PC, so it’s understood that you'll check everything with care, right?

Blades. Although the rulebook does not specify, I’ve assumed that rippers and slice ‘n’ dice are mutually exclusive since they are installed on the fingernails. You either have one or the other. Other weapons are compatible.

Other exclusions. Kerenzikov cannot be combined with Sandevistan, as they compete for the same neural pathways. However, all of them are compatible with the adrenal booster.

Logical order. Cyberware is arranged in a slightly different way from the rulebook. Subdermal armor is grouped together. Cyberaudio and cyberfashion remain as usual (except for the biomonitor). Cyberoptics now include the facial mount, grouping all optical functions together. Neural gear is grouped because it requires a neural processor to be installed first, but the adrenal booster, which is independent, is placed near reflex boosters since it has a similar effect. Arms and legs are listed separately, and each can be equipped with different gear… or the same, meaning you could carry six micromissiles if you install a second pair of arms. Soviet arms and legs have fewer slots, rely on hydraulic rams, and affect all attributes. The structure points listed for cyberlimbs correspond to the points needed for them to function, not for their total destruction (which is usually 10 extra SDP).

I’ve placed arms and legs at the very end. It’s more convenient that way.

Does the "head" include the face and eyes? The core rulebook refers to the "head" location without further details. However, it also mentions a facial plate and a helmet-like plate bolted to the scalp. Additionally, later chromebooks break the head down into skull, face, and eyes, meaning that if a headshot occurs, you roll again to determine whether it hits the eyes, face, or the rest. Since this version of the calculator does not include chromebooks, we’ll leave it up to you. The most common approach is not to overcomplicate things and leave the details for narrative purposes while keeping the simplicity of the hit location system.

Soviet gear? Soviet equipment is cheaper and rougher, and it accepts fewer option slots. There is a 50% chance of an extra 1d6 HL and a -1 penalty to ATTR (when things go wrong, you'll see a red downwards pointing triangle. By hovering the mouse over the triangle, you can check how bad is the HL penalty, which is already totaled in the HL). I based these characteristics on Chromebook 4.

Cyber shoulders have no options. This means they have neither armor nor a microwave shield. Microwave weapons are rare and have a 16% chance to disable cyberlimbs within one meter of the beam when fired. In other words, they’re rare and unlikely to hit. You can assume that, as the rulebook states, cyber shoulders are merely inert mounts, anchor points for a second pair of arms. Since they lack electronics, microwaves don’t affect them—but they do affect cyber arms attached to those shoulders.

What about chromebooks? I don't plan to add more cyberware, at least not anytime soon. This tool serves two purposes. First, if you're GMing, it helps you configure your NPCs with some variety. Second, if you're creating a character, it helps you get a general idea, especially regarding humanity costs and money. More than fine-tuning, the interesting part is understanding the general scale—knowing what you can afford based on a target EMP value and a maximum budget. I’ve noticed that choosing cyberware takes the most time when creating characters. Many people leave it halfway through because they get overwhelmed by the rulebook’s options. And it’s hard to find what you're looking for because, instead of being grouped by effects (armor, reflexes, accuracy), equipment tables are organized by body parts or functions. Sometimes that makes sense; other times, it doesn’t. That’s why I changed the order from the rulebook.

Chromebooks add variations on the same themes. Gradual subdermal armor, for example, so that for your PC you can find a more balanced trade-off between protection and humanity loss. Variations on fingers. I think they add little, though they’re amusing and might have their niche. A variation of the frontal mount in the form of a single-piece visor that also protects the eyes. My issue with chromebooks is that they introduce too many specific cases that require extensive development. Writing the code isn’t the problem—testing it is. And every edge case needs testing. But for what? In the end, little substance, little novelty. In my group, the first two chromebooks were in demand. We never even got the third and fourth. Sure, that’s a biased perspective. But still…

Moreover, it complicates the user experience: too many options don’t mean more freedom. I think that for the original purpose of this calculator (creating NPCs, helping you understand possible configurations, and deciding on a basic set of gear), the core rulebook’s equipment is more than enough. There are other cybergear simulators. Cybersmily has a nice comprenhensive CP 2020 PC generator with a 753 cyberware-items list sourced from chromebooks, manuals and even some zines like Interfaze.

Not to mention that Talsorian could release their own calculator any day now and ask me to take mine down. Nah, the most punk thing to do is to stick with the core rulebook. Serves to the initial purpose of being fast and easy.

Versions

Known issues

Future developing

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