Ranged
Weapon |
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
Hold Out Pistol |
0.15 |
12 |
2(m)/6(c) |
SS |
4L |
250 |
8/7 d |
2 |
8P-Q |
|
Light Pistol |
0.35 |
10 |
12(m)/12(c) |
SA |
6L |
650 |
8/7 d |
2 |
6P-Q |
|
Machine Pistol |
0.40 |
8 |
12(m)/35(c) |
SA/BF |
6L |
900 |
8/7 d |
2 |
4P-Q |
|
Heavy Pistol |
0.60 |
8 |
10(m)/10(c) |
SA |
9M |
800 |
8/7 d |
2 |
4P-Q |
|
Submachine Gun |
1.00 |
6 |
12(m)/24(c) |
SA/BF |
7M |
1,800 |
8/7 d |
2 |
3P-Q |
|
Shotgun |
1.10 |
6 |
10(m)/10(c) |
SA |
8S |
1,200 |
8/7 d |
2 |
4P-Q |
Though designed to be installed in cyberarms, cyberguns may also be implanted in natural limbs. Typically. the gun is placed along the forearm bone and fires through a port at the base of the palm. All cyberguns have an internal magazine ammunition load and can be reloaded through a slot in the arm. An external clip port can also be installed, though it makes the presence of the gun quite obvious.
Cyberguns can be equipped with a smartlink, a laser sight or even a silencer or sound suppresser.
The number before the slash under Ammo is the weapon's built-in ammo capacity; the number after the slash is for external clips.
The Concealability listed represents how hidden the weapon is inside a natural arm. The weapon is obvious when it is being fired or when using an external clip.
Item |
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
External Clip Port |
0.10 |
-1 |
|
|
|
100 |
8/7 d |
2 |
As gun |
|
Laser Sight |
0.10 |
-1 |
|
|
|
700 |
8/7 d |
2 |
Legal |
|
Silencer |
0.20 |
-2 |
|
|
|
1,000 |
8/7 d |
2 |
As Gun |
|
Sound Suppressor |
0.30 |
-3 |
|
|
|
1,500 |
8/7 d |
2 |
As Gun |
The laser sight, silencer and sound suppresser accessories function as the stand alone items. The silencer may only be used on the light and heavy pistols. and the sound suppresser can only be used on the machine pistol and SMG.
Cyberguns may not be fitted with recoil compensation or any other accessories not described here.
Melee
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.30 |
|
|
|
(Str - 1)L |
10,500 |
5/48 h |
1.25 |
3P-N |
Cyberfins consist of retractable spurs and webbing implanted in the hands and feet. When extended, they allow the user to swim as if using ordinary swim fins.
Characters using cyberfins can swim at half their normal walking or running rate. In addition, the wearer can use cyberfins to attack (treat as hand razors with - 1 Power). Cyberfins are not compatible with standard swim fins or any type of gloves.
Type |
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
Fixed |
0.10 |
5 |
|
|
(Strength+1)L |
5,000 |
4/48 h |
1 |
Legal |
|
Extendable |
0.15 |
9 |
|
|
(Strength+1)L |
8,000 |
5/48 h |
1 |
5P-N |
Enlarged canines, anchored for support and sharpened for penetration, are available in standard or extendable models.
Fang attacks suffer a -1 Reach modifier. The extendable model looks like normal canines until they are triggered.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.40 |
|
|
|
(Str-1)M |
14,000 |
6/7 d |
2 |
Legal |
This retractable, spring-loaded, heavy-duty spur shoots down through the heel of the foot, anchoring the user to the ground or impaling a target. Primarily intended for use in cyberfeet, when installed in ordinary feet they require extensive ankle and shin bracing so that the bones don't snap off near the blade when pressure is applied.
The foot anchor cannot penetrate materials with a Barrier Rating higher than 10 (most pavement has a Barrier Rating 8). Each foot anchored increases the amount of weight a character can hold up or hang on to by a maximum of 50 kilograms. If the foot anchor is set into a material with a Barrier Rating of less than 10, each Barrier Rating point below 10 reduces the amount of weight by 5 kilograms.
As a weapon, the foot anchor inflicts (STR - 1)M damage. With a foot anchor extended for use as a weapon, the user's movement rate is reduced to half their Quickness (round down), and they modifY the Dodge Test by + 1 . Anchored users receive 1 point of Recoil Reduction per foot anchor, and their target number to resist Knockdown is reduced by 1 per anchor. Only one anchor can be installed in a foot.
Type |
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
Fixed |
0.10 |
|
|
|
(Str + 3)L |
7,500 |
6/5 d |
1.5 |
4P-R |
|
Retractable |
0.25 |
|
|
|
(Str + 3)L |
10,000 |
6/5 d |
1.5 |
3P-R |
This implanted blade slips out the side of the hand opposite the thumb, parallel to the hand. The retractable version is common on the streets. Hand blades do (STR + 3)L damage.
Type |
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
Fixed |
0.10 |
|
|
|
(Str)L |
4,500 |
3/72 h |
1 |
3-N |
|
Retractable |
0.20 |
|
|
|
(Str)L |
9,000 |
5/72 h |
1 |
3-N |
|
Improved Blades |
0.00 |
|
|
|
(Str + 2)L |
+8,500 |
6/72 h |
1 |
3-N |
These 2.5-centimeter, chromed steel or carbon fiber blades replace the user’s fingernails and are anchored to the user’s bones. Retractable versions slide out of sight under synthetic nail replacements. Hand razors do (STR)L damage. An improved version with compressed carbide blades does more damage, but is costlier. Improved razors do (STR + 2)L
damage.
Type |
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
Fixed |
0.10 |
|
|
|
(Strength)M |
12,000 |
4/48 h |
1 |
Legal |
|
Retractable |
0.25 |
8 |
|
|
(Strength)M |
16,000 |
5/48 h |
1 |
5P-N |
Synthetic horns come in a wide array of shapes and sizes, from curled troll horns to devil horns to single rhinoceros-style horns. Horns are usually installed in the skull, but some users implant rows of horns to form a "bone crest" along the head, neck and/or back. All horn implants are structurally braced for use in combat.
Retractable "telescoping" models are also available to give users the advantage of surprise.
Horn attacks suffer a -1 Reach penalty. Each two minor horns (similar to those of a goat) count as one implant, as do single larger horns (such as those of a rhinoceros or ram).
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.30 |
|
|
|
(Str - 1)L |
10,000 |
5/72 h |
1.5 |
6P-N |
Similar to retractable hand razors, climbing claws extend from the finger tips and assist in climbing.
Reduce by -2 the target number for all Climbing or Clinging Tests for characters with climbing claws. Characters who use their climbing claws to make an attack have a Damage Code of (STR - 1)L
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.25 |
5 |
12 |
|
8S Stun |
1,300 |
6/4 d |
2 |
4P-Q |
This system consists of shock pads built into the knuckles or palm of the hand that inflict a nasty electric shock to anything with which they are in contact when activated. They are designed to be mounted in cyberlimbs; ceramic ridges and insulation protect the user if installed in natural hands.
The shock hand must be recharged after 12 uses. This device may also be implanted in a foot, elbow and other extremities.
Type |
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
Fixed |
0.10 |
|
|
|
(Str)M |
7,000 |
3/72 h |
1 |
3-N |
|
Retractable |
0.30 |
|
|
|
(Str)M |
11,500 |
5/72 h |
1 |
3-N |
This narrow blade is attached to the user’s bone, similar to a razor. Retractable versions must be placed where they can be withdrawn along a long bone. Alternatively, a set of three smaller blades may be anchored to the back of the hand. A
spur does (STR)M damage.
Special
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.30 |
10 |
5(m) |
SA |
|
1,000 |
8/7 d |
2 |
6P-Q |
Modeled on the popular narcoject series of dartguns, this implanted pistol can deliver a dart that efficiently penetrates
most armor and delivers a single dose of whatever compound it contains.
Treat the cyber dartgun as a light pistol. The darts can be loaded with one dose of a compound. Resolve attacks with this weapon using the standard ranged combat rules. See Drug Effects. p. 105, for determining the effect of the injected drug.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.30 |
10 |
2 |
SA |
10S Stun |
2,000 |
6/4 d |
1.5 |
5P-Q |
Designed to be implanted in a cyberarm/hand, this weapon is also commonly implanted in the base of the palm on natural hands. It operates in the same way as a standard taser pistol, firing standard taser darts connected through 15-meter wires to a capacitor implanted in the palm.
The cyber taser does lOS damage, but it can fire only two shots. After two shots, it must be "reloaded" by installing new darts and wires. The battery must be recharged after ten uses.
The cyber taser has the same range as the standard taser. Cyber tasers can be equipped with a smartlink or with the
laser sight described under cyberguns, but they cannot have any other accessories.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.40 |
8 |
10/10(c) |
SA |
Special |
1,400 |
8/6 d |
2 |
5P-Q |
The cybersquirt is an implant version of the popular, nonlethal Ares SuperSquirt II. This weapon uses two reservoirs. one holding DMSO gel and the other holding the chemical of choice. When fired. the DMSO and the chemical are mixed and sprayed at the target via silent and recoilless compressed air. The DMSO essentially forces the skin of the target to absorb the delivered chemical/biological agent. Armor offers little protection from this weapon, as the spray quickly soaks through and reaches the skin. The cybersquirt is mounted along the forearm. with a spray nozzle port in the base of the palm. External reservoir clip ports may also be installed (one each for the gel and chemical).
The cybersquirt holds 10 chemical rounds and the gel reservoir holds enough gel for up to 10 shots.
Porous armor, such as armor clothing and Kevlar weaves, offers no protection against DMSO. For characters wearing such armor, reduce the Power of the chemical by half the target's Impact Armor Rating (round up). Only individuals in fully sealed rigid armor or wearing suits specifically designed to protect against chemical/biological agents are immune to the penetrating effects of DMSO. The compressed CO2 canister that forcibly ejects the spray must be replaced or recharged every 50 shots, at a cost of 50 nuyen.
Each time the cybersquirt takes Stress, roll 1 D6. On a result of 1 or 6, the reservoirs begin to leak. The owner suffers
the effects of the chemical per the rules in Chemistry, p. 101. Cybersquirts can be equipped with a smartlink or with the laser sight described under cyberguns, but they cannot have any other accessories. The cybersquirt has the same firing range as light pistols.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.25 |
10 |
1 |
SS |
Special |
4,200 |
8/14 d |
2 |
7P-Q |
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye dart fires narcoject or toxin rounds. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
This weapon fires half-Power (round up) narcoject/toxin rounds in the same way as a hold-out pistol, with one-half range (round down). After firing, a character must apply a +2 modifier to all visual tests for a period of (4 - unaugmented Body) Combat Turns (minimum 1 Combat Turn).
Eye ammo rounds cost four times the normal price.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.40 |
9 |
1 |
SS |
3L |
6,400 |
6/7 d |
3 |
6P-Q |
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye gun fires microbullets. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
Treat as a hold-out pistol with one-half range (round down) and a + 1 recoil modifier. After firing, a character must apply a +2 modifier to all visual tests for a period of (6 -unaugmented Body) Combat Turns (minimum 2 Combat Turns).
Eye gun rounds cost five times the normal price.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.25 |
10 |
3 |
SS |
Special |
3,600 |
6/7 d |
2 |
6P-Q |
Oral weapons are useful for surprising opponents. The oral dart is similar to the eye version and is concealed in the roof of the mouth. The weapon stores a few rounds of ammo, and has a safety that keeps it from firing unless the user's mouth is open.
Firing this weapons requires the Active Skill Oral Gun, which is linked to Quickness. No aim enhancers or other accessories can be used. The gamemaster may impose penalties on characters equipped with oral darts when such characters make Perception Tests using their innate sense of smell, because such cyberware may interfere with the normal functions of the sinuses.
This weapon fires narcoject/toxin rounds at the same ranges as hold-out pistols. Reloading requires a Biotech (4) Test and a base time of 10 Combat Turns. Double the cost of ammo for this weapon.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.40 |
9 |
4 |
SS |
4L |
5,600 |
6/72 h |
3 |
6P-Q |
Oral weapons are useful for surprising opponents. The oral gun is similar to the eye version and is concealed in the roof of the mouth. The weapon stores a few rounds of ammo, and has a safety that keeps it from firing unless the user's mouth is open.
Firing this weapons requires the Active Skill Oral Gun, which is linked to Quickness. No aim enhancers or other accessories can be used. The gamemaster may impose penalties on characters equipped with oral guns when such characters make Perception Tests using their innate sense of smell, because such cyberware may interfere with the normal functions of the sinuses.
Treat as a hold-out pistol with an ammo capacity of four shots. Reloading requires a Biotech (4) Test and a base time of 10 Combat Turns. Triple the cost of ammo for this weapon.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.25 |
10 |
|
|
6M |
10,500 |
8/7 d |
2.5 |
6P-Q |
The oral slasher is a spring-loaded extendable baton with a blade on the tip, stored underneath the tongue. When triggered, it shoots directly outward, impaling any close target, then retracts into the mouth.
The oral slasher has a range of 1 meter. Using this weapon requires the Active Skill Oral Strike, which is linked to Quickness. If the user rolls more 1 s than successes on his Attack Test or the target dodges, the user may damage himself, in the same manner as if using a monofilament whip.
Essence |
Conceal |
Ammo |
Mode |
Damage |
Cost |
Avail |
SI |
Legality |
0.05 |
|
|
|
|
500 |
4/48 h |
2 |
4P-Q |
A small reservoir containing a toxin or other compound can be implanted as an accessory to a cyber-implant blade or dart weapon. The weapon itself is hollowed out or otherwise modified so that the compound coats the blade or dart and any targets struck are dosed.
Venom sacks come in Z-dose increments. Only one dose can be used on a blade or dart at a time, and the dose is used
up when the weapon strikes a target.
The cost for the venom sack does not include the toxin or compound it contains. Refilling a venom sack requires a Biotech (6) Test with a base time of 10 minutes.
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