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The Clash Club Confidential

Our intrepid street journalists study and discuss the world's best and most infamous fighters! 
A NET magazine by NN54.
***
Custom NPCs using a homebrew stat block layout for Cyberpunk Red referees 

Arasaka Security Detail

Corporate

By Jessica "Sol" Johnson
PRO TIP
Arasaka Security Forces are a better equipped, funded and organized alternative to "normal" private security.
The omnipresent Arasaka. Their black-clad guards can be spotted the world over. Their training camps are some of the best in the world, pumping out thousands of skilled operatives that maintain the peace the world over. Arasaka maintains private security details, police forces and even military-like troops. Is this all hype, or are they all that they seem to be? Clash Club Confidential is on the case with this multi-article dossier on the world's most feared corporation.

The Standard Package

Arasaka operatives are often contracted to guard locations from intruders. When doing so, several dozen guards are contracted, including typical mook-level guards, officers and electronics specialists.
  • ARASAKA SECURITY GUARDS are Mooks. Well equipped and trained basic security guards.
  • ARASAKA SECURITY OFFICERS are Lieutenants. They provide more firepower to the standard Arasaka security detail.
  • ARASAKA SECURITY TECHNICIANS are Lieutenants. They can control the security devices in the network and provide support with their flying drone.

ARASAKA SECURITY GUARD

SP: 7 Body / 7 Head (Kevlar)
HP 30
WOUNDED: 15
DEATH SAVE: 6

BASE STATS
INT 3 / REF 7 / DEX 4 / TECH 3 / COOL 3 / WILL 4 / MOVE 4 / BODY 5 / EMP 3
RELEVANT SKILLS
Perception + 5
Athletics + 8
Interrogation + 8
Human Perception + 5
Language (Japanese) + 5
OTHER SKILLS = STAT +1

ACTIONS

MOVE 8

EVASION +6

ATTACKS

  • EXCELLENT QUALITY SMG (Minami-10) +12 (2d6, ROF 1, MAG 30.)
  • SMG (AUTOFIRE 3) +12 (2d6. Uses 10 bullets.)
  • SMG SUPPRESSIVE FIRE (Forces enemies into cover. DV = 12+1d10. Uses 10 bullets.)
  • STUN GUN (EXOTIC H. PISTOL) +11 (3d6, ROF 2, MAG 8. Does not ablate armor or cause Critical Injuries. If reduce enemy HP under 1, enemy instead has 1 HP and becomes Unconscious.)
  • MEDIUM MELEE WEAPON (Baton) +6 (2d6, ROF 2.)
  • BRAWLING +6 (2d6, ROF 2.)

CYBERWARE EFFECTS

  • LOW LIGHT/IR/THERMAL (Cybereyes) = You ignore penalties due to darkness, smoke, fog.
  • ANTI-DAZZLE (Cybereyes) = You are immune to the effects caused by flashes of light.

RELEVANT EQUIPMENT / CYBERWARE

Radio Communicator
SMG Ammo x60
Stun Gun batteries (8 shots) x2
Flashlight
Handcuffs x2

ARASAKA SECURITY OFFICER

SP: 13 Body / 13 Head (Heavy Armorjack)
HP 40
WOUNDED: 20
DEATH SAVE: 7

BASE STATS
INT 4 / REF 6 (8) / DEX 4 (6) / TECH 4 / COOL 6 / WILL 5 / MOVE 4 (6) / BODY 7 / EMP 4
RELEVANT SKILLS
Perception + 6
Athletics + 8 (10)
Resist Torture/Drugs + 10
Interrogation + 10
Human Perception + 5
Language (Japanese) + 5
OTHER SKILLS = STAT +2

ACTIONS

MOVE 8 (10)

EVASION +8 (10)

ATTACKS

  • ASSAULT RIFLE +8 (10) (5d6, ROF 1, MAG 25)
  • ASSAULT RIFLE (AUTOFIRE 4) +10 (12) (2d6. Uses 10 bullets.)
  • ASSAULT RIFLE SUPPRESSIVE FIRE (Forces enemies into cover. DV = 10+1d10. Uses 10 bullets.)
  • V.H. PISTOL +8 (10) (4d6, ROF 1, MAG 8).
  • MEDIUM MELEE WEAPON (Baton) +8 (10) (2d6, ROF 2).
  • BRAWLING +8 (10) (3d6, ROF 2).

CYBERWARE EFFECTS

  • LOW LIGHT/IR/THERMAL (Cybereyes) = You ignore penalties due to darkness, smoke, fog.
  • ANTI-DAZZLE (Cybereyes) = You are immune to the effects caused by flashes of light.

RELEVANT EQUIPMENT / CYBERWARE

Radio Communicator
Rifle Ammo x50
V.H. Pistol Ammo x30
Binoculars
Flashlight
Handcuffs x2

ARASAKA SECURITY TECHNICIAN

SP: 7 Body / 7 Head (Kevlar)
HP 30
WOUNDED: 15
DEATH SAVE: 3

BASE STATS
INT 7 / REF 5 / DEX 4 / TECH 7 / COOL 4 / WILL 5 / MOVE 5 / BODY 3 / EMP 4
RELEVANT SKILLS
Basic Tech + 13 (15)
Electronics/Security Tech + 13 (15)
Perception + 12
Language (Japanese) + 5
OTHER SKILLS = STAT +2

ACTIONS

MOVE 10

ATTACKS

  • EXCELLENT QUALITY SMG (Minami-10) +10 (2d6, ROF 1, MAG 30)
  • SMG (AUTOFIRE 3) +8 (2d6. Uses 10 bullets.)
  • SMG SUPPRESSIVE FIRE (Forces enemies into cover. DV = 8+1d10. Uses 10 bullets.)
  • MEDIUM MELEE WEAPON (Baton) +6 (2d6, ROF 2)
  • BRAWLING +6

SECURITY MEASURES. The Technician has a portable computer connected to the local network. As an Action, they can directly control cameras, control drones and control turrets.

ARASAKA CHISAI-TORI TYPE 4. The Technician carries a Chisai-Tori Portable Station. As an Action, the Technician can use the Portable Station to directly control the drone.

CYBERWARE EFFECTS

  • LOW LIGHT/IR/THERMAL (Cybereyes) = You ignore penalties due to darkness, smoke, fog.
  • ANTI-DAZZLE (Cybereyes) = You are immune to the effects caused by flashes of light.

RELEVANT EQUIPMENT / CYBERWARE

Radio Communicator
SMG Ammo x60
Portable Computer
Binoculars
Flashlight

ARASAKA CHISAI-TORI TYPE 4

SP: 0
HP 20
WOUNDED: N/A
DEATH SAVE: N/A

ACTIONS

MOVE 6 (Flying)

STATION. The Chisai-Tori is controlled from a Station. If someone uses their Action with the Station, they can directly control the drone. When they do so, they use their Basic Tech or Electronics/Security Tech Skill (whichever is higher) for any Skill Check made while controlling the Chisai-Tori. The Chisai-Tori can fly for 2 hours once deployed, and can fly as far away as 5 kilometers from the Portable Station. Once replugged into the Portable Station, the Chisai-Tori must be recharged for 12 hours in the Portable Station before it can be reused again.

STANDARD ROUTINE. When the drone is not being directly controlled, it idles, using its movement to orbit the general area it is deployed in.

ATTACKS

  • HEAVY SMG (3d6, ROF 1, MAG 40)
  • HEAVY SMG (AUTOFIRE 3) (2d6. Uses 10 bullets.)
  • HEAVY SMG SUPPRESSIVE FIRE (Forces enemies into cover. DV = 9+1d10. Uses 10 bullets.)
  • GRENADE LAUNCHER (SMOKE) (No damage. Obscures 10 m/yds x 10 m/yds for 1 minute. -4 when attempting to accomplish a task when obscured by smoke).
  • GRENADE LAUNCHER (FLASH) (No damage. Anyone hit must succeed a DV15 Resist Torture/Drugs Check or suffer the Damaged Eye and Damage Ear Critical Injuries for one minute, taking no damage from those Critical Injuries.)

RELEVANT EQUIPMENT / CYBERWARE

Heavy SMG Ammo x40
Smoke Grenade x2
Flash Grenade x1

Close Protection

Around most VIPs, politicians and celebrity, you will see an Arasaka Bodyguard, silently standing watch. Expertly trained and always ready, getting through an Arasaka Bodyguard is a challenge in the best circumstances, and impossible most of the time.
  • ARASAKA BODYGUARDS are the best in the business, and can be considered Mini-Bosses all on their own.
  • ARASAKA DRIVERS are Mooks. They drive for the VIPs.
  • VIPs can choose to be driven in a heavily modified RAYFIELD SAGRAMORE limousine, an heavily armored joint-venture between luxury car manufacturer Rayfield and Arasaka Security Forces.
  • VIPs can also opt to be flown in a RA-AV, the Rayfield-Arasaka AV, another such luxury joint venture which can offer protection and speed to those with the wallet to afford it.

ARASAKA BODYGUARD

SP: 11 Body / 11 Head (Subdermal Armor)
HP 40
WOUNDED: 20
DEATH SAVE: 6

BASE STATS
INT 6 / REF 8 / DEX 8 / TECH 3 / COOL 5 / WILL 6 / MOVE 6 / BODY 6 / EMP 6
RELEVANT SKILLS
Perception + 14
Human Perception + 11
Drive Land Vehicle + 10
Athletics + 9
Language (Japanese) + 5
OTHER SKILLS = STAT +3

ACTIONS

MOVE 12

EVASION +12

ATTACKS

  • V.H. PISTOL +16 (4d6, ROF 1, MAG 8. Excellent Quality. Smartgun Link.)
  • SHOTGUN +13 (5d6, ROF 1, MAG 4.)
  • JUDO ATTACK +13 (2d6, ROF 2)
  • BRAWLING +14 (2d6, ROF 2)

BULLETPROOF SHIELD (CYBERARM) 10 HP. Action to deploy or retract shield.

JUDO

  • COUNTER THROW + 13. DV15. (PREREQUISITE: Dodged all Melee Attacks last turn.) You throw a target that tried to attack you. Deals 6 damage to the target and makes them Prone.
  • GRAB ESCAPE + 13. DV15. (PREREQUISITE : hit a target that is grappling you twice.) You stop the grapple and the target suffers the Broken Arm Critical Injury.

CYBERWARE EFFECTS

  • LOW LIGHT/IR/THERMAL (Cybereyes) = You ignore penalties due to darkness, smoke, fog.
  • ANTI-DAZZLE (Cybereyes) = You are immune to the effects caused by flashes of light.

RELEVANT EQUIPMENT / CYBERWARE

Radio Communicator
V.H. Pistol Ammo x24
Shotgun Shells x12
Disposable Cellphone
Cybereyes (Anti-Dazzle/Image Enhance/LowLight IR, UV).
Cyberarm (Subdermal Grip, Bulletproof Shield)

ARASAKA DRIVER

SP: 7 Body / 7 Head (Kevlar)
HP 30
WOUNDED: 15
DEATH SAVE: 6

BASE STATS
INT 3 / REF 7 / DEX 4 / TECH 3 / COOL 3 / WILL 4 / MOVE 4 / BODY 5 / EMP 3
RELEVANT SKILLS
Drive Land Vehicle + 14
Drive Air Vehicle + 14
Perception + 7
Language (Japanese) + 5
OTHER SKILLS = STAT +1

ACTIONS

MOVE 8

EVASION +6

ATTACKS

  • EXCELLENT QUALITY SMG (Minami-10) +12 (2d6, ROF 1, MAG 30.)
  • SMG (AUTOFIRE 3) +12 (2d6. Uses 10 bullets.)
  • SMG SUPPRESSIVE FIRE (Forces enemies into cover. DV = 12+1d10. Uses 10 bullets.)
  • MEDIUM MELEE WEAPON (Baton) +6 (2d6, ROF 2.)
  • BRAWLING +6 (2d6, ROF 2.)

CYBERWARE EFFECTS

  • LOW LIGHT/IR/THERMAL (Cybereyes) = You ignore penalties due to darkness, smoke, fog.
  • ANTI-DAZZLE (Cybereyes) = You are immune to the effects caused by flashes of light.

RELEVANT EQUIPMENT / CYBERWARE

Radio Communicator
SMG Ammo x60
Stun Gun batteries (8 shots) x2
Flashlight
Handcuffs x2

RAYFIELD SAGRAMORE

SP: 11 (Reinforced Chassis)
SDP 60
WINDOWS 30 HP

SEATS 6
SPEED 100 MPH/161 KPH

ACTIONS

MOVE 20

ARASAKA CHISAI-TORI TYPE 4. The Limousine houses a Chisai-Tori Station. As an Action, someone in the vehicle can use the Station to directly control the drone.

SMOKE CLOUD. As part of the Drive Action, the driver can deploy a Smoke Cloud around the Arasaka Limousine. Obscures vision in a 15 m/yds x 15 m/yds for 1 minute. -4 when attempting to accomplish a task when obscured by smoke.

 

RELEVANT EQUIPMENT

Hidden Compartment (2x Heavy Pistol and H. Pistol Ammo x48)
Champagne Bottle x2
Champagne Glasses x8

RAYFIELD-ARASAKA AV

SP: 7 (Reinforced Chassis)
SDP 60
WINDOWS 30 HP

SEATS 6
SPEED 200 MPH/322 KPH

ACTIONS

MOVE 60

ONBOARD TARGETING SYSTEM. Onboard computer systems assist in aiming the mounted weapon. The Pilot or Co-Pilot can use their Action to fire the mounted weapon while in their seat. The shooter uses either +14 or their Heavy Weapon Skill Base, whichever is higher.

AUTOMATED RELOAD SEQUENCE. The weapon is reloaded by an automated system when it is empty, so no character needs to use their Action to reload the weapon (reloading it still takes two turns).

FLARES. As part of the Drive Action, the Pilot can deploy Flares. Until the end of the Pilot's next turn, all shots attempted by a Rocket Launcher or a weapon loaded with Smart Ammunition suffer a -8 penalty to hit.

ATTACKS

  • MOUNTED TSUNAMI ARMS HELIX (AUTOFIRE 5) +14 (2d6, MAG 40, two Actions to reload. Uses 20 bullets.)
  • MOUNTED TSUNAMI ARMS HELIX SUPPRESSIVE FIRE (Forces enemies into cover. DV = 14+1d10. Uses 20 bullets.)

RELEVANT EQUIPMENT / CYBERWARE

Hidden Compartment (2x Heavy Pistol and H. Pistol Ammo x48)
Champagne Bottle x2
Champagne Glasses x8

Disclaimer

This is a fan project for our game of the Cyberpunk 2020 tabletop role-playing game. Most corporations, game rules and in-universe references are the intellectual property of R. Taslorian Games. Some graphical assets are created by Cédric Duchaineau and Alejandro Olivares were inspired by assets created by CD Projekt Red or R. Taslorian Games.

Disclaimer

This is a fan project for our game of the Cyberpunk 2020 tabletop role-playing game. Most corporations, game rules and in-universe references are the intellectual property of R. Taslorian Games. Some graphical assets are created by Cédric Duchaineau and Alejandro Olivares were inspired by assets created by CD Projekt Red or R. Taslorian Games.