Zortech Limited

Melee weapons for a more enlightened age.


Welcome to Zortech, the home of Clan Zoron! With a long tradition of creative designs and unsurpassed quality, Zortech Limited is proud to announce the new line of products for 2036. With many old favotrites, and a few wonderfull new additions, we here in Lahil are sure that you will find what you are looking for. Be you a cyber-packed Edgrunner, a corner office Corporate, or a sophisticated Neo-Luddite, we are proud to offer our services to you and your associates.

Bebo Zoron
Head of Zortech Marketing
Lahil, West Australia



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Weapons -- Ammunition -- Accessories -- Order Form -- Clan Information




Weapons:

From Medieval to Post-Modern, there's a little something here for everyone.


Executive Golf Clubs : 2000eb, A beautiful set of carbon-fiber and titanium golf clubs created with the Corporate Elite in mind. Besides being playable at the more traditional country clubs, the 1 Wood has an extra feature--a rocket assist swing! One shot use with replaceable charges, the rocket is triggered be a hidden switch on the handle. Useful for pummeling punks that wander onto the greens or launching a ball over 400 meters! Designed for use with the Explosive Golf Balls below.
0•L•C•1d6(regular)/5d6(rocket)•1•1•VR•NA


Rocket Bat: 650eb, A variation of the Executive Golf Clubs above, the popular Rocket Bat houses a disposable thruster in the head of the bat for maximum acceleration. But that's not all! Thanks to Memory Metal technology, the face of the bat opposite the roctet morphs into a 8cm long spike With the touch of a button! Three extra charges for the rocket are housed in the main shaft and can be reloaded from the end of the grip. The charges take a full combat round to put a new one into place, but if anyone is standing after a hit with this baby you'll have other things to worry about!
0•L•C•1d6(regular)/6d6+2 Knife AP(rocket)•3•1/2•VR•NA


Swiss Army Staff: 500eb Comes in multiple wood colors and synthetics! Containing a complete set of the classic Swiss Army Knife features, this staff also houses a variety of small tools, three storage compartments, and two pop up weapon mounts. Drop into a Zortech Dealer and pick out yours today!
0•L•C•2d6(regular) Other weapons vary •Varies•Varies•VR•NA


Parvenue Staff: 400eb, This staff is standard issue with the Neo-Luddite group Parvenue Durids (hence the name). After seeing this weapon in action, many of their surviving victims wanted one themselves! A rugged wodden staff with alloy metal inserts running along its length for strength and metal end caps for pummeling. One end contains a five shot taser and the other houses a pop-out Monocrystal spike almost a foot long. This staff is weighted for throwing and designed for use with Matrial Arts.
0•L•C•2d6(staff)/5d6 monoAP(spike)•NA•NA•VR•NA


Gart Zoron Shock Sword: 1200eb. The weapon that started it all, the venerable Shock Sword! Esentially a vibro mono katana two with gold power leads running the length of the blade and a taser built into the hilt. It has all the abilities of the M-33 powersword with the added ability to trigger the taser once the weapon has cut through your opponents armor! Unless they're wearing MetalGear, they usually drop on the first hit! This weapon comes with a laser to light up the blade. Very popular with Parvenue officers and members of the older Jedi gang. (Takes 1 combat turn to power up, 20% chance of shattering on a parry. Soft armor 1/4 and hard armor is at 1/2. Internal damage is full. The taser can be set to automatically go off once it hits conductive muscle or internal organs, Save is at -5. Blade will run two hours on a full battery, each taser shot reduces the running time by 15 minutes). This weapon is produced in conjunction with the Kendachi Corporation.
0•L•R•4d6(vibro-mono)+taser•NA•NA•VR•NA


Clan Zoron Collapsable Longbow: 450eb, A 60kg-pull recurve longbow capable of collapsing down into unit the size of a large flashlight in mere seconds. Similar to the Eagletech "Bearcat". Perfect for covert ops!
+1•N•P•6d6•1•1•VR•150m


Rhino "Automatic" Crossbow: 650eb, A 60kg-pull synthetic stock crossbow capable of firing a bolt once every three seconds! Similar to the Eagletech "Arbelest", but equipped with a revolutionary automatic recocking winch and drop down quarrel "clip". A classic design for the edgerunner with style (also available in wood stocks for an aditional 200eb). Note that bolts fitted with pistol grenades will not fit into the clip and must be loaded manually.
0•N•P•5d6+2•6•1•VR•150m


Custom Staves now available in bulk! Contact your local Zortech dealer now!



Ammunition:

Ammunition types available on all Zortech Crossbow Bolts and Arrows!

Arrows. The thing to remember about arrows is what is making the damage. If the damage comes from some sort of effect like an explosion or fire then you want to use the arrow's damage codes. If the arrow is relying on the bow for damage, like a traditional arrow or a mono crystalline arrow, then you use the bow's damage. One of the reasons that Clan Zoron members are such a badasses with the bow is that they are using a modified bow. It is a collapsible composite long bow with a 60kg pull doing 6D6 worth of damage--when you factor that in with it's AP ability you are talking some serious damage. The range can get up to 150m but rarely do they need that kind of range. Other fun additions for bows are in the Solo of Fortune advertisements and the infamous Blackhand's books. This is a list of the ones that Zortech produces copies of, as well as some home grown favorites.

A quick note on Armor Piercing. Soft armor: Edged weapons like knives and swords treat soft armor like they have 1/2 the SP listed. So a Kevlar t-shirt has 5SP to stop a knife thrust vs. 10SP to stop a bullet. Hard armors are not reduced vs. edged weapons. Mono weapons treat soft armor as if it has 1/3SP listed. Kevlar T-shirt becomes 3SP vs. Mono Knife, wire, etc. Hard armors are treated like they have 2/3 SP vs. mono weapons. With mono-wire, all armors are at 1/3. Keep this in mind.


Target/Flight Arrow(SOF2): 12arrows/24eb. Halves all armor, does normal damage. 12/24eb.

Broadhead Arrow(SOF2): 12arrows/25eb. Arrow head consists of two or more razor sharp bladed. Acts as knife for armor penetration, penetrating damage is Doubled.

Stun(SOF2): 12arrows/20eb. Arrow head is a blunt ellipsoid. All damage is stun.

Spinner(SOF2): 12arrows/80eb. A vicious arrow with a hardened target point that springs into a broad head inside the victim. Furthermore, the arrow rotates in flight, drilling a 20mm+ hole through the victim's flesh! Acts as a knife for armor penetration, penetrating damage is tripled.

Warhead(SOF2): Price Varies. A standard 25mm pistol grenade (Chrome 2, pg48) can be fitted onto an arrow and shot from any bow with a 20-kilogram or greater pull. This reduces the wa by -2 and halves the effective range of the bow. Some crossbows are exceptions to this, they suffer the WA -2 penalty but retain their normal range. The bolts that the Arbelest and Scorpion crossbow use are so massive, the grenade isn't heavy enough to make a difference.

Taser Arrow(Zortech): 12arrows/80eb. Arrow contains a one shot taser system. Treat as knife for armor penetration. Once damage has been determined, taser discharges. Save -1 vs. body. If the target has taken damage from the arrow, the stun save usually drops the target. Arrows are not re-chargable.

Goo Arrows(Zortech): 12arrows/80eb. A product from orbit. Warhead contains a goo like substance that when exposed to air quickly hardens to a tough shell. Used in orbit to patch small leaks from a distance, also has the possibility of fouling an air intake. (check with Ryan for more exact stats, similar to a goo ball, but the arrow contains less goo)

Napalm/ICE arrows(Zortech): 35eb. Contains napalm or liquid nitrogen depending on what you purchased. Treat Napalm like a warhead arrow with an incendiary grenade. Explodes with cool liquid fire effect. Treat ICE arrows as causing 3D6 damage to whatever they hit with a possibility of freezing that portion of the target.

Grapple Arrow(Zortech): 20eb. Arrow warhead springs open to create small grapple hook. When fired trails 2 thin lines of wire or string. The arrow contains a small pulley. If the arrow successfully latches onto something, you can then use the wire to pull a stronger line. Arrow and warhead can be reused.

Memory Metal Arrows(Zortech): 12arrows/240eb. Treat as knife for armor penetration. After factoring the armor but before the BTM if the arrow does 4 or more points of internal damage, the arrowhead fans out inside the target's body. This causes an additional 1D6+1 damage. The arrow can not be safely removed without a medtech roll of 20 or better. Removing the arrow by any other means causes a additional 1D6/3 points of damage. This weapons was based on the Slamdance Spawnblade in Chrome2 pg44. A one shot arrow.

Missile Arrows(Zortech): 250eb. Based on MicroMissile technology. The arrow uses micro steering veins on the fletching of the arrow to help guide the arrow to it's target. A small solid fuel rocket helps propel the arrow. The warhead is a HEP explosive and contains a simple guidance package. The tracking package can lock onto heat, a laser designator or a beacon arrow signal. Default is a laser designator with IR used for backup. The archer does not need to have line of sight to the target, provided the target can be "painted" with a laser designator or beacon arrow and the archer can fire the arrow to a point where the warhead can "acquire" the target. (-2 WA for this kind of a shot) The arrow can also lock onto it's target before being shot. The archer will hear a warbling tone when the warhead is acquiring a target (something in front of the archer either with IR or laser) and will give a solid tone when a target lock has been achieved. The arrow is fired, and shortly after leaving the bow, the rocket engine ignites and speeds the arrow towards it's target. In this mode, the arrow can follow a target through 1 90 degree turn. (Roll 1D10, 3 or less the arrow loses target and explodes on something) WA is +1 with IR and +3 with beacon or Laser. Damage is 5D6 to target with no explosion radius, damage is 1/2 real 1/2 stun, armor has no effect and is damaged 2 levels. This arrow does have a minimum range of 10meters.

Mono Slicer Arrow(Zortech): 300eb. The warhead contains 3 monowire spools. The arrow is designed so that it will spin when fired. The monowire threads are weighted at one end. As the arrow spins, the mono wire unreels from the arrow, creating a spinning shredding device. This arrow works best in confined areas like hallways. Everyone in the area of effect will take damage vs. 3 mono wire spools. Most of the damage this weapon causes will be GM discretion but here is the basics. All armor is 1/3 sp vs. mono wire. The spools do a combined 6D6 damage. Generally it will slice pieces off of anyone caught in the area of effect.

Mono Crystal Arrow(Zortech): 3arrows/200eb. MonoCrystal broad head arrows. Look very cool. Some are set up with laser emitters in the shaft to make the blades look wicked. Soft armor is 1/3sp and Hard is 2/3 sp vs. arrow. Penetrating damage is not reduced. Arrow has a 50% of being re-usable if you remove it from your target.

Mic Arrows(Zortech): 50eb. Fire the arrow, the warhead has a tiny microphone and transmitter built into it. The microphone will pick up normal sounds within a 5 meter radius and transmit the information 100 meters. Comes with a receiver and sound dampening circuitry.

Tracer Arrow(Zortech): 50eb. Fire the arrow at a target like a car or AV4. The tip of the arrow contains a small tracking device. The warhead sticks to it's target and the shaft of the arrow detaches. Track with a standard tracking device. The bug's range is approximately 1 mile. Use the Tracer Buttons from Cyberpunk Rulebook PG70.

Camera Arrow(Zortech):150eb. The warhead on the arrow is a tiny camera. Fire the arrow straight up (or close to straight up) into the air. As the arrow starts to descend towards the ground, the shaft of the arrow splits open to create a three bladed rooter. The arrow will slowly descend towards the ground, transmitting the images from the camera. Flight time is about 5 minutes. The images can be picked up and displayed on Time Square Plus, Watchmans, etc. If you recover the arrow generally you can re-use it. (70% chance the arrow survived it's flight)

Drug Arrow(Zortech): 40eb. The arrow's warhead contains a tiny one shot drug injector. Treat as knife for armor penetration. Once damage has been determined, drug injector dispenses drug. If the target has taken damage from the arrow, the drug is injected directly into the body. If the target did not take damage but the arrow penetrated the armor, drug is squirted onto target's clothing or skin. If the arrow does not penetrate the armor, the drug is squirted onto the armor with no chance of contaminating the target. These arrows are one shot only.

Beacon Arrow(Zortech): 50eb. These arrows are a modification of the tracking arrow. The warhead contains a small tracking device. The device emits a variety of signals that other sorts of ordinance can use to home in on a target. Useful in conjunction with other sorts of ordinance, like guided smart bombs, cruise missiles, missile arrows, etc.

F.O.D. arrow (Zortech): [NEW!] 5arrows/50eb. Arrow warhead is filled with 24 steel BBs. Upon impact the warhead releases the BBs. This arrow has two uses. One is to slow down pursuit on foot. A REF check will be required to negotiate a surface covered in BBs. This arrow is most useful when fired it the air-intake of airborne craft; i.e., Avs, Jets, etc. If the arrow strike is successful, the resulting damage to the engine should cripple if not incapacitate the engine. Range is 1/2 normal range due to the weight of the warhead. Note: Some aircraft have screens to protect their air intake, in this case a Goo arrow would be more useful to incapacitate the engine.

"Sometimes, you need to be able to make big things re-consider coming for you, it's nice to have an arrow like this. It's not always going to work, but when it does it's a cheep and creative solution." --Gart Zoron



That about wraps it up for Arrows. I'm sure that I'm forgetting one or two but if you have a question, let me know! --Gart Zoron



Accessories:

  • Laser Target Designater(Zortech): 500eb. A small laser emitter is placed on the bow, usually near the sights. You slave it to a smart link (also available for bows, more later) and use a cyber optic targeting system to track your target. Some arrows have the ability to home in on this kind of a signal. Smart assassins move the frequency of the laser out of the visible spectrum into IR or UV where it is not detectable by normal human senses. Rumor has it that there are other frequencies available but good luck finding then, financing them, and paying for the modifications to the tracking systems.

  • Bow Sights (SOF2): 50eb - 700eb Anything from simple optic sights to range finding IR/Lowlight scopes. Adds +1 to the weapon accuracy.

  • Smart Link (SOF2): 250eb adds +1 to weapon accuracy. There is some disagreement as to the usefulness of the smart link outside of short range. For longer range shots, you don't point the arrow straight at the target, rather you point it above where you think your target will be and you fire using a ballistic trajectory. Boils down to GM call if the link is useful or not.

  • Thumb Ring (Zortech): 250eb A memory metal ring is placed on your thumb. It has a small hook that you place on the inside of your hand. Instead of using fingers and a thumb to hold the bow string, you just use the hook on the ring. The ring connects to a weapons link. A thin courd/chain/braclet combo would do to reach a wrist smart link. When you "fire" the bow you have only one point of contact with the string, the memory metal in the ring releases the bowstring in a smooth release. +1 to Weapon accuracy.

  • Gyro Stabilizer (SOF2): 1200eb. Halves the movement penalty for firing a self bow. It basically helps you hold the bow steady.

  • String Silencer (SOF2): 50eb, silences the *twang* sound of a released bow string to a quiet *whiff* Worth the money.

  • Explosive Golf Balls (Zortech): 40eb, looks like standard white golf balls with a black Zortech logo. One hit activates them, the second hit detonates them. Designed for use with the Executive golf club set shown above. (Acts as small Frag Grenade, 4d6 AP, 10m burst)

  • Zortech Kevlar Towel: Free with every purchace over 50euro! These can be sold seperatly for 5eb. An SP2 black beach towel with machine embroidered silver "Zortech" along both smaller edges and the Zortech Logo (a large yellow happy face) in the center.


Order Form:

The order form is currently Under Construction
Please contact your local Zortech Dealer for more information.



Clan Information:

  • This year's upcoming Clan Gathering will pay special tribute to honor the memory of our fallen sister Alina.

  • Our founder, Gart Zoron the First, has recovered a sacred text! When he was training to lead our clan, he could often find solace in this simple text. Having rediscovered it's wisdom saved on an ancient computer, he has decided that there were others who could benefit from this sacred text's ancient wisdom. Beware! This document is not for the unenlightened. If you are not attuned to it's wisdom you will be likely to scoff at the text and dismiss it out of hand. Woah unto you should you fall down this dark and lonely path.





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Last Updated: 10 December 2002