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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 

The Typhoons

Boostergang

By street explorator, Arnold Powell
PRO TIP
This boostergang is basically reskinned Maelstrom. 
If your games are set in Night City, that can be a good way to use these NPC templates.
People around here don’t like hearing “Typhoons,” to the point that I’ve seen some people wince at the news of big storms in the Pacific.

The Typhoons are a boostergang with thousands of members who reign supreme in the Old-Port of Montréal, especially the areas where they built warehouses and factories in the 2010s. You’ll find them more and more in the actual Port too, but there’s a lot of gang wars in these parts.

Or rather, this humble explorer will tell you that you don’t want to find them. These guys are chromesucking freaks, who implant shit they find on the ground for… fun? I dunno. They like to stay as close to cyberpsychosis as possible. They are tough sons of bitches, some of them do not feel pain, some of them have no exposed skin. Steel spikes coming out of their faces, too. They are masters at looking fucked up. They don’t care about that though. 

They definitely have a few ripperdocs in there too, a lot of the things they put in themselves are definitely custom. I had the opportunity to tail a few, saw a fight between them and a competing boostergang. Four of the other guys, two Typhoons. The other guys were on the roof, four floors up. Good ambush, it should have worked pretty well.

One of the Typhoons used custom cyberware to just… jump up there. I saw one of the assailant’s head splash on the street. The other Typhoon had a cheap AR, took potshots at the roof. She managed to nail one of them and kept them distracted while her friend did the dirty work on the roof. It lasted a minute, top.

Here are the stats I gathered from my encounters with them.

TYPHOON NEOPHYTE - BRAWLER

SP: 11 Body / 11 Head (Subdermal Armor)
HP 35
WOUNDED: 18
DEATH SAVE: 7

BASE STATS
INT 2 / REF 6 / DEX 5 / TECH 4 / COOL 5 / WILL 4 / MOVE 5 / BODY 7 / EMP 1
RELEVANT SKILLS
Perception + 6
Athletics/Endurance/Concentration + 10
Resist Torture/Drugs + 12
Intimidate +9
OTHER SKILLS = STAT +1

ACTIONS

MOVE 10

EVASION +12

ATTACKS

  • LOW QUALITY MEDIUM PISTOL +9 (2d6, ROF 2, MAG 12)
  • WOLVERS +13 (2d6, ROF 2)
  • BRAWLING +12

COMBAT DRUGS (use action once per combat)

  • Synthcoke inhaler = +1 REF for 4h
  • Godmode Pills. = When consumed, user ignores the penalty from the Seriously Wounded condition for 4h. Death Save are made at +2.
  • Black Lace = Induces cyberpsychosis for 24h.

RELEVANT EQUIPMENT / CYBERWARE

Agent
Cyberoptic (IR/Thermal, Anti-Dazzle)
Cyberlimb (x2, decide which for each NPC)

TYPHOON NEOPHYTE - GUNNER

SP: 11 Body / 11 Head (Subdermal Armor)
HP 25
WOUNDED: 12
DEATH SAVE: 5

BASE STATS
INT 2 / REF 6 / DEX 5 / TECH 4 / COOL 5 / WILL 4 / MOVE 5 / BODY 5 / EMP 1
RELEVANT SKILLS
Perception + 6
Athletics/Endurance/Concentration + 10
Resist Torture/Drugs + 12
Intimidate +9
OTHER SKILLS = STAT +1

ACTIONS

MOVE 10

EVASION +7

ATTACKS

  • LOW QUALITY HEAVY PISTOL +12 (3d6, ROF 1, MAG 8)
  • LOW QUALITY ASSAULT RIFLE +10 (5d6, ROF 1, MAG 25.)
  • AR SUPPRESSIVE FIRE +10 (Forces enemies into cover. Uses 10 bullets.)
  • AR (AUTOFIRE 4) +10 (2d6. Uses 10 bullets.)
  • MELEE/BRAWLING +7

COMBAT DRUGS (use action once per combat)

  • Synthcoke inhaler = +1 REF for 4h
  • Godmode Pills. = When consumed, user ignores the penalty from the Seriously Wounded condition for 4h. Death Save are made at +2.
  • Black Lace = Induces cyberpsychosis for 24h.

RELEVANT EQUIPMENT / CYBERWARE

Agent
Cyberoptic (IR/Thermal, Anti-Dazzle)
Cyberlimb (x2, decide which for each NPC)

TYPHOON LIEUTENANT - JUMPER

SP: 11 Body / 11 Head (Subdermal Armor)
HP 45
WOUNDED: 22
DEATH SAVE: 7

BASE STATS
INT 3 / REF 8 / DEX 6 / TECH 4 / COOL 5 / WILL 4 / MOVE 6 / BODY 7 / EMP 3
RELEVANT SKILLS
Perception + 6
Athletics/Endurance/Concentration + 10
Resist Torture/Drugs + 12
Intimidate +9
OTHER SKILLS = STAT +2

ACTIONS

MOVE 12

EVASION +13

ATTACKS

  • MEDIUM PISTOL +12 (3d6, ROF 2, MAG 8)
  • POPUP HEAVY MELEE WEAPON x2 (Cyberarm - Mantis Blades) +14 (3d6 ROF 1.)
  • BRAWLING +13

COMBAT DRUGS (use action once per combat)

  • Synthcoke inhaler = +1 REF for 4h
  • Godmode Pills. = When consumed, user ignores the penalty from the Seriously Wounded condition for 4h. Death Save are made at +2.
  • Black Lace = Induces cyberpsychosis for 24h.

JUMP BOOSTER VARIANT

  • You can ignore the movement penalty when jumping.
  • You can choose to take an action to charge up the hydraulics in the jump booster legs. When you do, during your next turn, you can move twice your movement speed without using a run action. The first melee attack you make during that turn deals an additional 1d6 damage. 

RELEVANT EQUIPMENT / CYBERWARE

Agent
Cyberoptic (IR/Thermal, Anti-Dazzle)
Cyberlimb (two cyberlegs with Jump Booster, one cyberarm)

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.