CYBERWEAPONS

These are guns and other firearms which you can stick in your cyberarm, and sometimes cyberleg. Needless to say these weapons are highly illegal as they can be smuggled anywhere. Melee cyberweapons require an difficult [20] streetwise roll, while firearms will require a streetwise task up to rating [25].

Blade Hand: is a hand with a set of blades inbuilt.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Blades
+1
0
3D6
-1
-
400
D6
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Chain Fist: is a cyberweapon which needs a cyberhand or cyberarm to hold it. When the hand is clenched the hand produces two bands from either side of the hand which extend producing a hoop around the hand. The two loops then spin an ultra tough mono edged chain around themselves. The chain fist makes a constant humming noise and screams when it bites into something. The chain fist leaves the fingers free for other options as it fits in the palm. The chain fist will slice through most soft materials and some armours.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Chain Fist
+1
0
3D6
-3
-
500
D4
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Cyberwhip: takes one option and fits in the hand and wrist. The whip has a range of five metres and can only be used effectively in a two metre area (anyone standing to close maybe hit). It has an internal spool and can be used as a garotte. A monowhip uses monowire and is weighted to allow it's use as a garotte.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Whip
+1
-1
3D6
0
-
500
D4
Monowhip
+1
-1
3D6
-4
-
700
D4
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Digital Death Hand: is a normal hand which incorporates the D-D cyberweapon. The toxin reservoir is placed in the palm of the hand or sometimes in the wrist for easy access.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Digital Death Hand
-
-1
D6
-6
10
300
D3
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Fist N' Chain: takes up two option slots. When the user signals the unit mentally and makes a fist then the hand swings out on a two metre cable. The fist is made of a hard impact material and this option cannot be used with any other hand option or stretch hand. This weapon can only be used if the wearer has a plastic, armour or metal covering for the cyberarm or cyberhand.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Fist & Chain
+1
-1
3D6
-
-
500
D4
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Folded Gun: This is another weapon storage slot (for cyberlegs only). This holster is not hidden and takes up a lot of option space in the cyberleg. The storage space is specially designed to hold a modified gun which would not normally fit. Shotguns and heavy firearms can be fitted in.

Weapon
Options
Heavy SMG or bolter
8
Light shotgun
9
Medium shotgun
11
Heavy shotgun
13

The basic storage space costs $125 but the overall cost is boosted somewhat by having to have the firearm specially modified. The process cost increases the weapon's price by half and it reduces the clip capacity by a quarter. The folded gun does have an auto-eject built in, but it has the same limitations as a secret holster. However, because the weapon is folded inside, when it is ejected still in its folded position. The user must snap the weapon into its correct position which takes an action up. As with a secret holster the weapon may take up more option space if it has any accessories.

Folded Gun
N
Cyberleg only (see entry)
*
D6
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Foot Claws: can be used for climbing or kicking. If used for climbing they add +1 (per foot) to climbing tests. Foot claws extend out from under the toes and do the same damage as blades.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Foot Claws
0
0
3D6
-1
-
500
D3
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Foot Spikes: These are different to foot claws because their retractable spikes extend out from the sole of the foot, giving the user better grip (+2 per foot) for climbing and tests when traction is important.

To use the spikes the user's feet must be bare. The spikes can be used as weapons but were not designed for this. If the user uses the spikes in combat when kicking then he gets a +2 damage modifier. This option really ruins a pair of shoes unless the shoe's soles are specially designed (add 50% to their cost).

Foot Spikes
N
Retractable for extra grip
300
2
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Grenade Launcher: This is a popup which takes up six option spaces. The launcher holds two grenades in its hopper (although others can be fed in via a access panel, so the clip doesn't have to be removed each time. The launcher's biggest advantage is that it carries grenades in a protected clip protecting them for damage and theft. (* as shell)

Cyberweapon
Short Range
Medium Range
Long Range
Short R bonus
Medium R Bonus
Long R Bonus
Damage
Armour Mod.
Rate
Capacity
Grenade Launcher
10
20
50
+1
0
-2
As shell
As shell
1
2

Grenade launchers are seriously hardcore weapons and require a [30] rating streetwise task. Don't even think what the cops will say if they find this.

Grenade Launcher
N
Popup launcher, R 1, Cp 2
700
2D6
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Hammer: is a cyberarm option which replaces the hand with a much stronger metal and ceramic one. Using a electroshunt barrel it shunts the hand giving incredible impact causing 4D6 damage per punch (although it can fire only once a round). The fist requires a power pack to operate and contains fifty charges.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Hammer
+1
n/a
4D6
0
50
500
D4
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Mini Rocket Launcher: This takes up eight options in a cyberarm. The launcher uses a popup section from which it fires its minisiles. The mini-rockets are launched by compressed air and then their engine kicks in. Thus a limb-launcher is fairly poor at short ranges.

The unit holds two mini rockets in a tightly packed clip which can only be reloaded by removing the entire clip. The system fires one rocket per action and the range and damage depend on the shell fired. If you have plenty of spare option spaces then you may fit an extra rocket per option space at a cost of $150.

Mini Rocket Launcher
N
Popup launcher, R 2 Cp 2
800
2D6
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Popup Gun: This is a firearm or energy weapon installed into the user's cyberarm, or cyberhand. When the user signals the device it pops up firing when either the user signals it mentally. Alternatively the gun's muzzle will extend from the base of the wrist when the hand is pulled back.

The cost of a popup is $200 and the cost of the weapon plus 50%. If the user can afford it, then the gun can be smart linked (see cy-smartlink). A competent tech could redesign the gun on a successful difficult [20] weaponsmith roll.
The type and size of gun which can be installed is limited by the option space available. The table below lists the option spaces used up each weapon class. Note that all pop up shotguns have a quarter capacity clip size and all SMG type weapons (excluding autopistols) have half their normal clip size.

Weapon
Options
Tiny/small sized pistol
3
Medium sized pistols
4
Large sized pistols
5
Autopistol / autobolter, needle pistol, small SMG / bolter
6
Medium SMG / bolter or needle rifle
7
Light shotgun (quarter clip)
9
Medium shotgun (quarter clip)
11
Heavy shotgun (quarter clip) or flame rifle
12

 

If the user has a syn-skin cover then it will be adapted so the gun can popup and also be reloaded without the user having to take the cover off. Vat skin and syn-skin popups are more often the extended muzzle version mentioned above.

Popup Gun
N
Gun based on wearers size
7-800
2D6
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Preds: this popular blackmarket cyberweapon has been redesigned to fit inside a cyberarm (or Maximillian combat glove). They take up two option spaces and the two monoblades ex/retract at the top of the cyberarm's wrist. Preds cost $600 and have the following profile:

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Preds
+1
+1
4D6
-2
-
600
2D6
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Secret Holster: This is a hidden gun holster for the cyberleg only. The number of option slots the user is willing to give up will determine the size of the weapon which can be hidden. Each holster has an adjustable holding frame, because there are so many different versions of the same weapon, and so they can carry any weapon type falls under that group. If the user has foldable stocks, silencer or stabilisers, then the gun will moved up a size category (smart chipping does not count, but a cyberscope does).

Weapon
Slots
Tiny sized weapons
5
Tiny or small sized pistols (tiny with sights)
6
Medium sized pistols (auto, bolt or needle)
7
Large pistols & small SMGs / bolters
and all other autopistols / autobolters
8
Medium sized SMGs / bolters and needle rifles
9
Large SMGs
10

 

For an additional $200 you can have a weapon eject system, known as speed holster, which when set off, opens the side of the leg up automatically and holds the weapon out for the user to grab. The speed holster will only operate if the user has a chrome, armour or plastic covering over it. The user must also have a opening seam in their trouser leg (or skirt) so the system can open and eject the weapon. The clinic will also cut and stick the users syn-skin cover for another $50 credits. Using the speed holster adds +2 to fast draw attempts and the holster is concealed well, making it a hard [25] perception task to find on a search.

Secret Holster
N
Hidden gun holster
400+
D6
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Shocker: This is a normal hand with a built in taser, allowing the user to grab and shock opponents. Taser details can be found in the equipment section. Note that the taser fitted must still have a power pack to power it. The taser discharges when the wearer concentrates and holds the hand around something.

Shocker
N
Hand with built in taser grip
300
D6
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Spike Hand: is a normal hand but has a retractable 6" spike which extends from either the palm or back of the hand.

Cyberweapon
Offensive
Defensive
Damage
AM
Cp
Cost
IL
Spike
+1
0
3D6
-2
-
350
D4

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