What's New in v1.1.0
Covers everything user-facing since v1.0.7.
✦ Combat drugs
- Combat drugs work: Take a dose and its stat boosts apply — the card shows the book's printed
duration, and the dose runs until Wear off now (short combat-round durations expire on their
own); when it wears off, the crash hits — side-effect saves and penalties per the book. Deliberate
re-dosing is possible (Wear off now, then Take again), but a second dose while one is running
is refused: the book stacks only the penalties, never the benefits. - Dosing a full-conversion borg follows the book: the physical stats its chassis actually locks
(REF, MA, BODY on a full stat-block chassis) can't be pharmaceutically boosted, while boosts to
mental/social stats still apply — the card lists the blocked boosts explicitly and flags the
reason. A chassis that sets no stat block (an SDP/SP-only body) blocks nothing. - Addiction is tracked per character and shown in a new status strip on the sheet — a
collapsible header strip with one badge per active influence (drugs, addiction, cyberware) and a
quick-off × on each, so nothing currently affecting the character gets lost. Addiction shows
one badge per drug with its tally count, and each clears individually. - Stat totals show their math: a stat pushed by a drug, cyberware, or a personality mod carries
a tooltip breakdown of exactly what's contributing (base, temp, cyberware, wounds, humanity,
other) next to its boosted total.
✦ Chipware
- Chips grant skills you never learned (RAW): activating a skill chip creates the skill at the
chip's level; deactivating removes it unless you trained it since. "Choose" chips (Language,
Martial Art) prompt for the specific skill on first activation. - The book's chip limits are enforced: the Chipware Socket is a real container that holds 10
chips (drag chips onto it; the count is editable), and running more chip programs than your INT
asks for confirmation first — one click to respect the limit, one click to wave it through. - Knowledge chips that were plain gear (CultOps Chipset, Arasaka Security Services chip) are now
real chipware and grant their printed skills. - The Facedown Chip works: its printed +1 applies to Facedown rolls and shows on the roll's
chat card alongside the COOL and Reputation it's added to.
✦ Cyberware & the body map
- The cyberware tab is a telescoping body map: implants nest inside their hosts (a scope inside
a cybereye, options inside a cyberarm), uninstalling sends chrome to the Carried Options
bin, and the base book's install restrictions (what fits where — implant type, host, zone, side,
capacity) are enforced on every drag. - Full-conversion borgs are first-class: install a chassis and its whole factory loadout
materializes in the right zones — and the options actually work (optic suites see in the dark,
audio packages boost Awareness, radiation shielding is real typed armor, spotlights light the
token). A full-borg body is immune to any gas (Chromebook 2) — gas saves skip it and say why. Per-zone SDP, intrinsic chassis SP, and chassis-delete prompts included. 15 chassis
ship in the compendium. - A vision-device picker on the status strip lets you choose which installed vision source
governs when more than one could apply; picking "Natural" suspends every override and falls back
to unaugmented sight. - Cyberlimbs track their own SDP and are repaired from the sheet, instead of riding the wound
track. - A destroyed cyberlimb now matters: cyberware installed in a destroyed limb stops contributing
(mods, vision, light — and its status-strip badges drop with it), and attacking with a wrecked
cyberarm posts a table notice naming the arm and its state — the GM adjudicates, nothing is
hard-blocked. Repairing the limb brings everything back. - Full-borg upgrades actually apply: the Increased REF / MA / BODY options are purchasable
per printed step (equip one copy per +1, capped at the book maxima), and Increased SP / SDP
raise every zone by their printed steps. Your borg's sheet reflects what you paid for. - Real compartments: cyberfinger Storage Compartment, Hidden Holster, and Storage Space hold actual
stowed items.
✦ Damage & armor
- Armor that counts only against the right kind of damage: the damage dialog has a Damage type
selector (Normal default).
Fire-proof garments (the Salamander line) count their SP only against fire and are skipped
otherwise, and the armor panel shows the SP a hit will actually meet — a fire-only garment no longer
inflates the number against bullets, with the extra protection listed in a Conditional Armor
sub-panel. (Radiation is handled by the separate Deep Space dose system below, not as a per-hit
damage type — a rad-suit's rating counts there as its Radiation Stopping Power.) Nothing
changes for tables that ignore the selector. - Ammo modifiers apply only to the calibers they fit — a modifier never touches ammo it
couldn't load; cover SP, armor modes, and ablation carry over unchanged from before. - Edged and monoblade weapons cut armor by the book (CP2020 p.112): every weapon sheet gains
Edged and Mono checkboxes. An edged weapon meets soft armor at half SP; a monoblade meets
soft armor at a third and hard armor at two-thirds — and on a fumbled natural 1, a monoblade
breaks (a Broken marker the sheet shows and the GM can clear). To feed that math, every armor
piece has a new Hard/Soft dropdown (Auto keeps the sensible guess — metal and rigid plate read
as hard, kevlar and fabric as soft — and you can override any piece).
✦ Deep Space radiation (optional — inert until the GM places a radiation effect)
- A radiation model built from Deep Space pp.19–22. Radiation is a cumulative rad dose, not
a per-hit damage type: doses accrue on a character, a worn rad-suit's Radiation Stopping Power
subtracts its rating each turn, and crossing a band on the Radiation Effects Table applies temporary
and permanent stat loss, a disease-susceptibility note, direct radiation damage, and an interactive
chance-of-death check — which never auto-kills, since radiation death plays out over the printed
timeframe under the GM's call. - The tools to actually run it. A GM radiation panel on the character sheet shows current exposure,
lifetime history, the character's RSP, and any active stat loss, with one-click Apply dose,
Clear exposure, Cure, and Long-term effects. Three GM-only tools on the Token
Controls toolbar (left of the canvas) let the GM drop a radiation zone on the map (everyone
standing inside takes a dose each round), apply a dose to the selected tokens, or advance
cosmic-ray / solar-flare exposure over hours out of combat. The long-term
reference (cancers, cataracts, sterility, and the Offspring Mutation roll) is keyed to lifetime dose
and, like the book, left to the Referee — nothing long-term is auto-applied. - No setting to find or flip. There's no on/off toggle — nothing happens until the GM places a
radiation effect with one of the Token Controls tools above (or clicks Apply dose on a
character sheet's radiation panel); that is the opt-in. If you never touch them, the whole
system is invisible; the radiation panel appears on a character sheet only once that character
has actually taken a dose.
✦ Powered armor (ACPA) combat — from Maximum Metal (pages cited below), with a per-suit mode choice
- Powered armor fights by the book (Maximum Metal p.52): a piloted ACPA resolves combat through
its pilot — the pilot's own Heavy Weapons / Rifle / Martial Arts skill drives the attack, PA Combat
Sense and the suit's initiative bonus set the order, the suit's power adds to the pilot's own
movement, and incoming damage runs Weapon − Armor SP − Toughness − structure − the pilot's BTM,
with anything that breaches the suit flowing to the pilot's wound track and saves. Damage that
destroys an internal system or weapon passes its remainder to the pilot (MM p.55) — and whatever
reaches the pilot meets their own worn armor and BTM first, like any other hit. - A light-vehicle "quick-kill" mode, per suit: flip any suit (GM-only) to Maximum Metal's faster,
deadlier small-vehicle resolution (p.6) — the right call for mook suits and unpiloted armor, which
use it automatically. Each suit's active mode shows on its sheet; switching a damaged or in-combat
suit asks first. - The powered-armor multi-action penalty is the book's (Maximum Metal p.54): a pilot's second
action is −3 and each further action a step worse (−3, −4, −5…) — gentler than the standard
−3-per-action, because the suit shares the load — and the number of actions is capped at half the
suit's modified Reflex (flagged on the combat tracker, the GM decides). - PA Combat Sense works in and out of the suit (Maximum Metal p.52–53): in a suit it drives
initiative and adds to the pilot's Awareness (and a Solo's ordinary Combat Sense steps
aside — you're not a Solo in a can); out of the suit it gives half its initiative bonus. A new
PA Pilot skill covers non-Trooper pilots (the maneuver benefit, without the initiative bonus). - Budget suits feel it (Maximum Metal p.60): an Aperture-interface ACPA — the bargain no-HUD,
no-VR option — can't use guided missiles or indirect artillery fire; the suit warns and refuses
instead of quietly firing. Direct fire is untouched, and proper VRI suits notice nothing. - Overloading a suit costs initiative (Maximum Metal p.57): a new Carried gear field plus the
suit's external-mounted systems tally against its chassis Carry rating — past half, the suit sheet
flags Overloaded and initiative (and run/jump, which derive from it) take the book's −2. - ACPA sheets shed the vehicle-only options: Cyberlinked, Fire Control, Damage Control, and
Composite Armor are vehicle-chapter options that powered armor never gets (the Reality Interface's
DFB is the suit's targeting assistance) — the checkboxes are gone from ACPA sheets and no longer
sneak into suit to-hit rolls. Plain vehicles keep all four, unchanged.
✦ Gear that carries its printed mechanics
- Gear now carries the books' printed numbers on the items themselves. Highlights: sights
and scopes suggest their attack bonuses in the fire dialog (Bipod when braced, COT scopes for
wired shooters, Portable Artillery Computer for spotters); tools and kits suggest their skill
bonuses in the Modifiers window (pre-ticked when unconditional, unticked when the book prints a
condition); protective gear counts in the saves it protects against (gas masks, Toxi-Stoppers); consumables track
doses and timers (Endurance Tab); vision gear grants its modes (including the new
echolocation goggles); containers hold what the book says (Smartgoggle Mirrorshades, Field
Pack). Items whose bonus the book leaves to the GM say so in their notes instead of guessing.
Partial protection is honest too: Nasal Filters protect each exposure on their printed 70%
roll rather than absolutely. - Multi-skill items work: one item can suggest bonuses on several skills (ParaDactyl,
Micromanipulator Rig). - Base-book corrections, applied live: a corrections layer fixes the base compendium's
misprinted items wherever they enter play (created on a sheet or bought in the shop) — e.g.
Enable Cyberarm/Cyberleg at their printed 4000/6000eb (not 500/700), LiveWires at 200eb, the
"Super Compact Braindance Recorder" name. And variable-price items (like the Spectrum
ear attachments) now show their printed price range and ask the GM to set the price at purchase. - Ambidexterity's bonus joins the attack Modifiers window while (and only while) Dual Wield is
ticked, and Photo Memory adds its printed "+2 to INT rolls" when you roll the bare stat. - All of it is editable: GM panels on gear, cyberware, and vehicle item sheets let you adjust
an item's bonuses, conditions, and modes right on the sheet — no hidden data to dig for.
✦ Vehicles carry the stats the books actually print
- The vehicle item sheet grew the fields the books print — vehicle class, crew, Body rating,
mass, cargo, deceleration, and per-item speed/range/mass/cargo units — replacing a sheet shaped
around a Core-rulebook car. Class is free text with suggestions, so each book's own vocabulary
(panzer, aerodyne, battlesub…) survives. Existing vehicles are untouched; the new fields simply
appear, and the compendium's vehicles have been filled in from their printed stat blocks. - The Maneuver Speed stat is now labeled and tooltipped as the book's printed maneuver-speed
figure (distinct from the Maneuverability roll modifier), and the rarely-printed fuel block has
moved to the bottom of the sheet, appearing only when a vehicle actually records fuel data. - The maneuver-roll dialog preselects the vehicle's linked pilot as the driver, every vehicle
and suit sheet carries a ruleset badge ("Core" / "Maximum Metal") showing which book's rules
it fights under, and the countermeasures section says what it means: the checkboxes are the declared
loadout an incoming missile checks against (carried countermeasure items don't tick them
automatically — yet).
✦ New content — over 540 new compendium items
(The highlights below overlap — chassis live in the cyberware count, Blackhand's items in the
weapon packs — so they don't sum to the headline; the 540+ is the real total of new entries.)
- A ~200-chip chipware catalog: skill, reflex, and knowledge chips from across the books — every
one grants its printed skills when slotted and activated. - 71 vehicles, from street bikes to AVs, on the vehicle sheet.
- 15 full-conversion borg chassis with their complete factory option loadouts.
- Blackhand's Street Weapons coverage: 73 weapons and gear items, verified line-by-line against
the book. - New gear, heavy weapons, exotics, and SMGs from the supplement sweep (~150 items).
- New Skills pack (6 skills): Parachuting and Hang-Gliding (REF) — referenced by gear, defined
by no book, shipped as custom skills — plus the Maximum Metal powered-armor set: PA Combat Sense,
PA Pilot, PA Tech, and Expert (PA Design). - The Arasaka DaiOni — the interlocked cyborg/ACPA (Firestorm: Shockwave) joins the vehicle
compendium with its full printed loadout in notes, and ACPA suits gained a GM override on the
operating-REF cap for exactly this printed exception (a hardwired full-conversion pilot runs
REF 17). Four more pre-built suits from Home of the Brave join it: the Army's Grunt (General
Unit-12A2) and Pigman (Powered Gun Unit-100), the amphibious Landshark (AAU-3A2), and the
USAF's EVA Unit-12NT. - The shop catalog is reorganized to match: full-conversion borg chassis get their own
top-level category, Chipware is its own sub-category under Cyberware, and vehicles filter by
sub-type (bikes, cars, AVs, and the rest).
✦ Table controls (new settings)
- A new "Gear & Cyberware Automation" settings section lets each table turn off what it doesn't
want: automatic token light & vision changes, per-round automation (drug wear-off cards,
consumable timers, gas-cloud and radiation-zone ticks), and sheet automation (chip skill grants,
borg loadout setup, a deleted container taking its contents with it). Everything defaults ON —
current behavior. - A manual round-tick button on the combat tracker covers tables that turn round-tick
automation off: one click advances drug wear-off cards, consumable timers, and gas-cloud saves by
a turn, GM-only, in place of the automatic per-turn tick. - GM permission scopings: clearing a drug's addiction tally is GM-only with a per-drug confirm
(each drug's badge clears on its own — never the whole history at once); a world setting can make
cyberlimb repair GM-only (default stays owner-visible). - Free Fire, where you decide to fire: the ammo-tracking opt-out now lives in the attack
Modifiers window — leave it on and magazines deplete and block when empty (the book behavior);
switch a character to Free Fire and their magazines simply never run dry until you switch back. - Child windows stay on top: confirm dialogs and the Attack Modifiers window float above the
sheet that opened them — clicking the sheet no longer buries them.
✦ Fixes & polish
- Chip tiles keep their amber look under the Carolingian style, and the slot counters on implant
sheets now agree with how much actually fits. - Popped-out sheet tabs close cleanly: closing one no longer leaves the main sheet showing that
tab stuck open. - The full-conversion armor body map is readable again: each zone's SDP numbers and its DAMAGED /
DESTROYED badge stay inside their own cell instead of overlapping the labels — in both the
default look and the Carolingian style. - Compendium corrections from the final review: five railguns (1cm Rail Cannon, 2cm/3cm Rail Guns,
EMG-84/85) got their special armor-erosion behavior back (hypervelocity rounds strip far less SP
per penetration), and two missiles now match their printed guidance — the short-ranged AAM and
the Red Knight SAM are thermal-homing, so flares and IR smoke are what defeat them. - A sweep of small fixes you'd notice at the table:
- Re-dosing a drug no longer erases its crash penalty, and deleting a drug item cleans up any
effects it left behind. - Editing a chip on its item sheet no longer creates junk skills with machine-generated names.
- Implants that are installed but switched off stay visible on the body map (dimmed) instead of
disappearing. - Items stowed inside cyberware compartments (hidden holsters, storage spaces) show up in the
gear list. - The echolocation goggles' mode can be picked on the item sheet.
- A hit to a cyberlimb resolves the same no matter how the damage arrives — and machinery is
never asked to make a stun save. - A fire-proof garment doesn't wear down from a bullet it never stopped, but ablates normally
against the fire it does stop.
- Re-dosing a drug no longer erases its crash penalty, and deleting a drug item cleans up any
- Fast double-clicks can't make things happen twice: taking a drug or pressing a chat-card button
counts once, and the buttons go dead the instant they're pressed. The shop's low-stock warning
tells the GM the item's name instead of a cryptic code, and the "hide untrained martial arts"
option no longer hides a style your character is actively earning IP in.
✦ Martial arts — contested defense (the GM stays in charge)
- Grabs are contested now, on your terms: declaring a hold, grapple, choke, throw, or sweep on
a target no longer applies the effect outright — it posts an offer card. The target's owner
chooses to roll the opposed defense (REF + their best defense skill + 1d10, with a declared
dodge adding its bonus including the martial style's Dodge bonus — an Aikido master dodges
like one), and the GM calls the outcome: effect lands, evaded, or apply without the contest.
Nothing resolves silently. - The canonical Dodge & Escape skill now counts in defense rolls (it was silently skipped).