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Cyberarms

When the man on the Street thinks of cyborgs, they think of artificial limbs; whirring, glittering constructs of steel, wire, and microchip circutry. Although real limbs and organs can be easily grown in bio-tanks or replaced from bodybanks at much lower cost, artificial limbs are still a popular fad of the Cyberpunk future. They are chromed, airbrushed, jeweled, lighted, and even sculpted in the pursuit of true cybertech chic.   These have all of the same functionality of normal limbs. They are able to sense pressure and temperature. By default, they will still be obviously artificial (though there are options to make them look natural... a'la the Bionic Man). Because cyberware is something of a status symbol, people will often dress it up to make it stand out more. Chroming is a popular option. American/European/Asian cyberlimbs are generally no bulkier than their natural counterparts. They can be fitted with a number of options, including weapons. All cyberlimbs are much stronger and much more damage resistant than their natural counterparts. Even more so than Bioware-enhanced limbs.  

Known Cyberarms

Cyberware Installer Description Price HLoss
Cyberarm Hospital Replacement arm. Does not require pairing, comes with a Standard Hand.
Has 4 option slot for Cyberarm Options.
500 eb 7 (2d6)
Radline Blitzkrieg Arc-Thrower Cyberarm Hospital Weaponized Arc-Thrower that replaces an arm. Does not have a hand. 1,000 eb 14 (4d6)
Neo-Soviet Cyberarm Hospital Oversized Russian made cyberarm. Cheaper than western cybernetics, but is limited in its customization. 100 eb 7 (2d6)
Skeletal Cyberarm Hospital Truly bare bones, minimalistic Cyberarm. An excellent budget option for those who can't lift Neo-Soviet cyberware. 100 eb 7 (2d6)
Standard Hand Clinic Resembles a normal hand. Can be installed in a meat limb. 100 eb 2 (1d6/2 round up)
Big Knucks Clinic Cyberarm Option. Armoured Knuckles Can be installed as the only piece of Cyberware in a meat arm. 100 eb 3 (1d6)
ChainRipp Hospital Cyberarm Option. One handed chainsaw that can be stowed inside the arm. 500 eb 7 (2d6)
Cyberdeck Clinic Never lose your cyberdeck again, by implanting it into your body. Bring your own Cyberdeck for implantation. 500 eb 3 (1d6)
Cybermatrix Gang Jazzler Clinic Powerful electrode concealed in the arm, that can attempt to knock out unaware victims. 500 eb 7 (2d6)
CyberPillow Clinic Moisture wicking, comfortable, deployable pillow 100 eb 0
Cyberscanner Clinic Integrated Cyberscanner built into a Cyberarm 500 eb 7 (2d6)
Dynalar Professional Cyberhand Clinic Wireless machine interface to remotely connect to compatible work devices 100 eb 3 (1d6)
Flashbulb Clinic Powerful blinding device hidden inside arm. 500 eb 7 (2d6)
Gorilla Arm Hospital Streamlined heavy reinforced fist, with auxiliary strength boosting capabilities. 1,000 eb 14 (4d6)
Grapple Hand Clinic Launchable 30m long grappling hook. 500 eb 7 (2d6)
Holo Projector Palm Clinic Holoprojector built into the palm. Can project a soda can sized hologram. 100 eb 2 (1d6/2 round up)
Integrated Cyberdeck Upgrade Clinic Add an extra slot to an already implanted Cyberdeck. 500 eb 7 (2d6)
Mantis Blade Hospital Large, single heavy forarm blade. Capable of supporting edgerunners weight for climbing purposes. 500 eb 14 (4d6)
Medscanner Clinic Scanner to assist in diagnosing disease, disorder, and damage. Helps in non-surgery medical situations. 500 eb 7 (2d6)
Modular Finger Cyberhand Hospital Mounting framework for Modular Cyberfingers 100 eb 3 (1d6)
Dynalar Modular Finger Enthusiast Cyberhand Hospital Borgware. Mounting framework for a great deal of Modular Cyberfingers 500 eb 14 (4d6)
Monowire Clinic Retractable monomolecular whip mounted on inside of your forarm. 1,000 eb 7 (2d6)
PersonalPak KibbleWarmer Clinic Small cylindrical rotisserie oven in the forearm 100 eb 3 (1d6)
Popup Grenade Launcher Clinic Single chamber concealed grenade launcher installed in the arm. 500 eb 7 (2d6)
Popup Melee Weapon Mount Clinic A mount capable of Integrating almost any provided specialized One Handed weapon as a concealed weapon in your arm. 500 eb 7 (2d6)
Popup Net Launcher Clinic Single chamber concealed net launcher installed in the arm. 500 eb 7 (2d6)
Popup Shield Clinic A concealed deployable shield installed in your arm. Not particularly hardy, but enough to save your life. 500 eb 7 (2d6)
Popup Shotgun Clinic A concealed deployable double-barreled shotgun stowed inside the arm. 1,000 eb 7 (2d6)
Popup Ranged Weapon Mount Clinic Integrate almost any One-Handed ranged weapon into a concealed, deployable mount. You must provide the weapon 500 eb 7 (2d6)
Popup Heavy Ranged Weapon Mount Hospital Integrate almost any Two-Handed ranged weapon into a non-concealed, deployable mount. You must provide the weapon 5,000 eb 14 (4d6)
Projectile Launch System Clinic Borgware. Rocket launcher mounted inside arm. 1,000 eb 14 (4d6)
Psiberstuff Watch-Man Mall A fully functional Agent with a flip-up, or inline screen, in your arm. 100 eb 3 (1d6)
Pursuit Security Inc. Gas Jet Clinic Aerosol gas launcher to deliver Street Drugs or toxins 100 eb 3 (1d6)
Pursuit Security Inc. Personal Shredder Clinic Commercial grade cross cut shredder concealed within the Cyberarm, complete with internal reservoir for storing shreds. 500 eb 7 (2d6)
Raven Microcybernetic MicroWaldo Clinic A retractable medical suite at your fingertips 1,000 eb 7 (2d6)
Rippers Clinic Extendable Carbo-glass fingernails. 500 eb 3 (1d6)
Rocklin Augmentics MIRD113 Gun Hand Clinic Transforms the users hand into a 5 barrelled medium pistol, without needing an entire cyberarm. 500 eb 7 (2d6)
Rocklin Augmentics Quick Digits Clinic Exceptionally dexterous cyberhands that can be installed in a meat arm 250 eb 3 (1d6)
Scratchers Mall Carbo-Glass augmented fingernails that cut on a diagonal slice. 100 eb 2 (1d6/2 round up)
Shoulder Cam Clinic Deployable camera that pops out of the shoulder 500 eb 7 (2d6)
Slice 'N Dice Clinic Monomolecular wire hidden inside a finger, Johnny Mnemonic style 500 eb 3 (1d6)
Subdermal Grip Clinic Subdermal plate to link smart weapons to your neural link 100 eb 3 (1d6)
Techscanner Clinic A scanner to diagnose a wide variety of machinery and electronics, assisting the user in repairs or technical work. 500 eb 7 (2d6)
Tool Hand Clinic Fingers contain all the tools you'd find in a Techtool 100 eb 3 (1d6)
Wolvers Clinic Extendable carbo-glass claws in the knuckles along the back of your hand, Wolverine style. 500 eb 7 (2d6)
     

Cyberarm:

A replacement arm. Under all the designer fashion, the standard cyberarm is an aluminum and steel basket framework, with artificial myomar plastic muscles controlling motion. The joints are stainless steel. The cyberarm plugs into a special nerve interface jack mounted in the flesh above the limb, while the main unit is coupled to a metal and plastic cuff around the meat part of the limb. The cuff is usually placed at the upper bicep or the elbow. Arms may also be attached to an Artificial Shoulder Mount.

Cyberarm. Does not require any pairing, and comes with a preinstalled Standard Hand that doesn't cause HL, or take an Option Slot.
A standard cyberarm comes with 4 Option Slots for cyberarm or cyberlimb options.
   

Radline Blitzkrieg Arc-Thrower Cyberarm:

The Radline Blitzkrieg Arc-Thrower uses a low-energy laser to ionize an air-path, and then release a high-volt, medium amp artificial lightning bolt to blast a wide swath of electric mayhem in front of it.   Don't let the lack of a hand on the latest model put you off putting the power of Zeus at the end of your arm, though! Radline's patented MagnaSlot technology means you can easily eject a spent BatteryBrick with a thought, and then slot a new one by pressing the arm's power port to a spare tucked away on your belt.

Cyberarm. Does not have to be paired. Has 0 Option slots for Cyberarm or Cyberlimb Options. Does not include a hand and thus cannot hold anything. This custom-built cyberarm is a One-Handed exotic Poor Quality Shotgun fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill.   Mechanically, the Arc-Thrower is a Shotgun that can only fire using the Shotgun Shell alternate firing mode, except that it deals 4d6 damage instead of 3d6 damage. Additionally, instead of using ammunition, whenever this weapon is fired, it drains one of 32 charges from its easily rechargable (1 hour) proprietary Radline MagnaSlot BatterBrick (100 eb, one included with every purchase)   Damage dealt by this weapon cannot cause a Critical Injury, and does not ablate armour. If daamage dealt by this weapon would reduce a target to under 1 HP, they are instead unconscious at 1 HP. This weapon's battery pack can be ejected and reloaded as an Action, even without a free hand.    

Neo-Soviet Cyberarm:

From the Neo-Soviet back catalog, get some of Mother Russia's finest (and oldest) cyberware. Why pay astronomical prices when you can get it cheap and look Bolshevic chic at the same time?

Cyberarm. Does not have to be paired. A Neo-Soviet Cyberarm has 3 Option Slots for Cyberarm or Cyberlimb options, and comes preinstalled with a Standard Hand that doesn't cause any HL or take up an Option Slot. Without BODY 8 or higher, you take -1 to all rolls that require this arm.   All Options installed in the arm are always visible ot the naked eye when uncovered due to its inefficient and bulging design. This includes weapon options that would be considered concealed in other Cyberarms. The Neo-Soviet Cyberarm is always distinguishable as a Cyberarm, even if covered with RealSkinnTM    

Skeletal Cyberarm:

A bare bones, skeletal prosthetic arm with minimum myomar musculature, and limited room for cyberware, an aesthetic choice in the style of brutal industrial minimalism, the most popular amongst the youth. Definitely for the style.... Definitely. A good budget option for those who don't want to break the bank on a cyberlimb, but aren't capable of lifting a Neo-Soviet Cyberarm effectively.

Cyberarm. Does not have to be paired. A Skeletal Cyberarm has 2 Option Slots for Cyberarm or Cyberlimb Options. Comes preinstalled with a minimalistic, skeletal Standard Hand.    

Standard Hand:

Resembles a normal hand, four fingers and a thumb. The hand is covered, superchromed, or armoured as part of the arm.

Cyberarm Option. If installed into a meat arm, a standard hand does not count towards the number of pieces of cyberware installed into a meat arm. Does not take a Cyberarm Option Slot.    

Big Knucks:

Concealable, deployable, armoured Knuckles.

Cyberarm Option. A medium melee weapon that can be successfully concealed without a Check. When deployed as a weapon, the user cannot hold anything in this arm's hand. Can be installed as the only piece of cyberware in a meat arm.    

ChainRipp:

The original cyberweapon of mass destruction is back! This ultimate arm ripper consists of a high-speed chainsaw with replacable ferro-ceramic teeth, all installed in a retractable sheath in the wrist. For added efficiency and industrial chic, an exhaust port near the elbow ensures the arm won't overheat while you're chewing your way through a pack of gangers

Cyberarm Option. A One-Handed Very Heavy Melee Weapon is installed in a cyberarm so that it can be drawn and stowed without an Action. While deployed, the user cannot hold anything in this arm's hand. Once drawn, it can be revved up as an Action. Once revved, it will remain running until stowed, or revved down as an Action. While revved, the ChainRip is an Excellent Quality One Handed Exotic Very Heavy Melee Weapon. Takes 4 Option Slots.    

Cyberdeck:

Install a very small, and expensive Cyberdeck inside your arm. This one isn't cellular enabled like the ones of the past, but does feature all the standard capabilities of your standard 2045 cyberdeck. Unlike the integrated cyberdecks you may be used to of the past, this one features lower impact battery usage, and a larger battery. Never worry about your implant running out of juice mid hack. The drawback? We had to get rid of some of that pesky internal cabling, and no longer connects directly to your nervous system anymore, you'll have to jack in using interface ports.

Cyberarm Option. Cyberdeck Permanently installed into the user's Cyberarm. A cyberdeck must be provided by the user at the time of the installation. Integrating your deck in such a manner will grant the installed cyberdeck 1 extra slot that can be used for either Programs or Hardware. This is a permanent upgrade. Attempting to uninstall the cyberdeck from that Cyberarm breaks it beyond repair, but any Programs or Hardware on it can be easily recovered. Recovers a Cyberarm and takes 3 Option Slots. Cyberdeck still requires Interface Plugs and Neural Link to be operated by the user.    

Cybermatrix Gang Jazzler:

Does choking a target into unconsciousness take too long? Then you need the Gang Jazzler! Just press the Jazzler into your prey's neck and you'll be able to deliver a shock right through their spinal nerves and into their brain. They'll pass out faster, allowing you to take your time snagging their belongings without fear of reprisal. Plus, you won't have to kill them, since they'll be too unconscious to fight back.   The Gang Jazzler is a win-win for mugger and mugee alike

Cyberarm Option. Powerful electrode needle that can be concealed within the arm without a check. When a user Chokes a target during a Grapple, instead of dealing damage, they may expend the entirety of an easily rechargable battery pack (1 hour to recharge, 50 eb to purchase) concealed within the arm, to force the target to make a DV13 Resist Torture/Drugs Check.   If the target fails, they go Unconscious regardless of their Hit Point total. This unconsciousness lasts for one minute. Can be installed as the only piece of cyberware in a meat arm.      

Cyberpillow:

That gun on your hip won't save you in the time you need it to if you got no sleep last night. Nap or die. Which is it gonna be, choom? These pop right out of your cyberarm so you're always ready. With the high quality CapsuleCo pillows inside, it'll put you right out.

Cyberarm Option. While moisture wicking and comfortable, a Cyberpillow provides no benefit other than making it easier to take a nap whenever you want. Multiple installations do nothing except make it easier to get a nap in. Other pillow designs can be purchased for 10 eb each, including multiple varieties of camo, or the Solo of Fortune Morgan Blackhand pillow. Requires a Cyberarm.    

Cyberscanner:

A classic tool of both bouncers and cops alike, cyberscanners haven't changed much in the last 20 years. Wave the double pronged wand around the target, and a combination of sonic and magnetic resonance allows the reader to determine and display what chrome a choomba is packing. How well a cyberscanner works depends on whoever coded it. A cyberscanner employed by the average street cop won't recognize highly experimental or rare chrome while a cyberscanner used by high level Megacorp intel agents is probably fine tuned to recognize the type of top secret cyberware used by spies.

Cyberarm Option. An integrated cyberscanner built into a Cyberarm. The readout is displayed onan LED panel built into the arm, but can also be directed to the user's Chyron display or linked Agent. The Cyberscanner can scan a target within 2m and produce a readout of all their installed cyberware. The scan takes 1 minute and the target must remain still for the duration. If even a single piece of hardened, Tech Upgraded, or unique/unknown cyberware is detected, the Cyberscanner produces an error instead of a readout. Requires a Cyberarm, and 2 Option Slots    

Dynalar Professional Cyberhand:

Increase your work efficiency with the Dynalar Professional Cyberhands. Not only will these beauties eliminate the scourge of carpal tunnel syndrome, but their wireless machine-interface will increase your typing and console interaction speed by up to 50%.

Cyberarm Option. This is essentially a standard cyberhand capable of wirelessly interacting more efficiently with the controls of specifically upgraded electronic devices, allowing for remote typing, cursor movement, and so forth. The user must still be within touching distance of the device in question. Can be installed as the only piece of Cyberware in a meat arm.    

Flashbulb:

While they're blinking away the tears leaking from their eyes, you'll be making a clean getaway.

Cyberarm Option. As an Action, a user can force a target to with functional meat eyes, or cyberoptics within 25m to make a DV15 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Eye Critical Injury for 1 minute. Sufficient protection, such as an Anti-Dazzle Cybereye Option, protects against this effect. Requires a Cyberarm, and takes 2 Option Slots    

Gorilla Arm:

Classic and reliable hard labour enhancements for cyberarms, with reinforced fists.

Cyberarm Option. This reinforced fist can be wielded as an Excellent Quality Heavy Melee Weapon. The user may wield weapons in this arm's hand as if they had BODY 11. When purchased twice, and installed in two separate Cyberarms, the user can also pry open doows/move thick cover, Choke and Slam as if they had BODY 11. Requires a Cyberarm, and takes 2 Option Slots    

Grapple Hand:

Hand's fingers extend backwards to create a five fingered grappling hook, with a rocket propelled launcher, and a 30m spool of durable wire..

Cyberarm Option. As an Action, the user can fire a rocket propelled grappl ethat will attach securely to any Thick cover up to 30m away. Line can only support two times the user's body weight, and has 10 HP.   The user negates the normal movement penalty for climbing when they climb this line, and can retract the line without an Action, including as they climb. When used as a grapple, user can't hold anything in this arm's hand. Ineffective as a weapon, and cannot be used to make the Grab Action. Requires a Cyberarm.    

Holo Projector Palm:

Now this one's just neat. Makes a great popup advertisement, a neat trick for those first dates, and it's waterproof and doesn't get covered up by your wetsuit, making it great for checking the news while you're surfing. Somewhere else. Don't surf in Night City, the water will kill you.

Cyberarm Option. A hologram projector built into the users palm. Can output a potentially interactive holographic projection roughly the size of a soda can when linked to an Agent. Can be installed as the only piece of cyberware in a meat arm.    

Integrated Cyberdeck Upgrade:

Didn't have enough oomph to ace the NET Architecture on your last Netrun? Add an extra slot to your arm's Cyberdeck and it won't happen again.

Cyberarm Option. Upgrades a user's already Cyberarm-Integrated Cyberdeck with one extra slot that can be used for either Programs or Hardware. Can only upgrade an integrated Cyberdeck installed on the same Cyberarm. Requires a Cyberarm.    

Mantis Blade:

These iconic arm blades are designed with lethality and concealment in mind. As effective as they are flashy.

Cyberarm Option. A One-Handed Excellent Quality Heavy Melee Weapon that can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand. When purchased twice and installed in two separate Cyberarms, the user can negate the normal movement penalty for climbing while they have both weapons popped up. Requires a Cyberarm, and takes 2 Option Slots.    

Medscanner:

Scanner with external probes and contacts for diagnosing injury and illness, and produce readouts or body temperature, heart rate, blood pressure, respiration, and blood sugar levels.

Cyberarm Option. User adds +2 to their First Aid and Paramedic Skills. Requires a Cyberarm, and takes 2 Option Slots.    

Modular Finger Cyberhand:

You want cyberfingers? You'll need one of these. Maybe two. Hell, maybe four. One for every arm!.

Cyberarm Option. Contains space for up to 5 Cyberfingers. Each purchase comes with 5 Standard Cyberfingers. Additional Cyberfingers are sold separately. Can be installed as the only piece of cyberware in a meat arm.    

Dynalar Modular Finger Enthusiast Cyberhand:

When you love your Cyberfingers, picking and choosing which to install can be agony. But don't worry! With the latest in Dynalar cybernetic technology, you can bypass mortal limits and dial your cyberfingers straight up to eight per hand.

Cyberarm Option, Borgware. Contains space for up to 8 Cyberfingers. Each purchase comes with 8 Standard Cyberfingers. Requires a Cyberarm, and 2 Option Slots.    

Monowire:

Whip-like monofilament wire with a cutting edge only one molecule wide. Mounted on the inside of your upper arm, or wrist.

Cyberarm Option. Monofilament whip that can be concealed successfully without a check. One-Handed Exotic Heavy Melee Weapon capable of making melee attacks from up to 6m away. Whenever a Monowire causes a Critical Injury, the aggressor rolls twice and chooses their favourite option for their victim to suffer. Requires a Cyberarm.    

PersonalPak KibbleWarmer:

Look, I love those Oasis Kibble Cylinders. Hell, I chow down on one whenever my Agent tells me I'm working too much again, just to take a break! And they are much better warm. I like mine a little burn to be honest, just to get those nice defined grill lines on each nugget. You're gonna want this product, I promise.

-William "Mr. Amaaaze" Maze

Cyberarm Option. Small cylindrical rotisserie oven installed in the forearm, sized to fit a PersonalPak Kibble cylinder and warm it to exactly the right toasty temperature for crispy enjoyment. Requires a Cyberarm.    

Popup Grenade Launcher:

This launcher is a modified support grenade launcher stored in a concealed popup mount.

Cyberarm Option. A One-Handed grenade launcher with only a single grenade in its magazine that is incompatible with all Weapon Attachments except Smartgun Link or Smart Rebuild is installed into the Cyberarm. Launcher can be successfully concealed without a check and can be drawn or stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand. Requires a Cyberarm, and 2 Option Slots.    

Popup Melee Weapon:

A concealed popup weapon mount capable of integrating whatever melee weapons you wish. While cyberweapons like the Wolver or Ripper have basic bladed cyberweapons covered, this mount excels in allowing you to integrate more exotic weapons into your cyberarm, such as a Stun Baton, Magna Knuckles, or the White Hornet Tanto.

Cyberarm Option. Any One-Handed Light, Medium, or Heavy Melee Weapon (that need not be concealable before it's installation) is installed in a cyberarm so that it can be successfully concealed without a roll, and can be drawn and stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand. Requires a Cyberarm, and two option slots.    

Popup Net Launcher:

Every good bounty hunter knows sometimes you need to bring them back alive. When you want to stuff something absolutely non-lethal into your cyberarm, try Pursuit Security Inc.'s Popup Net Launcher.

Cyberarm Option. An Exotic, one-handed net launcher is installed in the Cyberarm. The net launcher holds 1 net in its magazine, and fires at 1 ROF using the Shoulder Arms Skill, and the Shotgun Slug Range Table, except that it cannot hit a target further than 25m away. The net launcher can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand.   On a hit, the net grapples the target. Only one net can grapple a target at a time. While grappled by the net, the target cannot use their Move Action. the target in the net can't make use of a weapon that requires two hands, and takes a -2 to all physical Actions for as long as they remain in the net. The net has 15 HP and is destroyed beyond repair when it reaches 0 HP. Firing a ranged weapon into a deployed net from outside of it will equally damage the net and the target grappled by it. Escaping the net requires a DV13 Contortionist Check, which can only be attempted by the target in the net, or a DV13 Brawling Check which can be attempted by anyone. Succeeding at either of these destroys the net beyond repair. Replacement nets are 50eb. Requires a Cyberarm, and 3 Option Slots.    

Popup Shield:

A deployable, folded up shield is installed inside your cyberarm. It's not the most durable shield around, but it's cheap to replace and repair, and can be the difference between life or death.

Cyberarm Option. The shield is concealed while it is folded inside the arm. It can be drawn or stowed without an Action, as long as the shield has more than 0 HP. When extended, you can't use the Cyberarm to do anything other than serve as a shield, and you can't hold anything in that Cyberarm's hand other than the shield. The Bulletproof Shield installed inside your cyberarm is easily removable and can be replaced with another Bulletproof Shield for ease of cleaning and repair. A shield is a movable source of cover, and while you wield a shield with HP remaining, you are considered to be in cover. When attacked by a target that you can see, you can interpose the shield between yourself and the attack. If you choose to do so, you cannot dodge the attack, but a Ranged Attack can still miss naturally. The shield takes the entire attack to it's HP. A typical shield has 10 HP and costs 100 eb to replace. Requires a Cyberarm, and takes 3 Option Slots.    

Popup Shotgun:

Why carry a boomstick when you can be a boomstick? We've got a nice crate full of Popup Shotguns made by some of the finest Techs in Night City.

Cyberarm Option. A shotgun with 2 shots in its magazine that is incompatible with all Weapon Attachments except Smartgun Link is installed into the Cyberarm. The shotgun can be successfully concealed without a Check and can be drawn or stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand. Requires a Cyberarm, and takes 3 Option Slots.    

Popup Ranged Weapon:

Nearly any One-Handed Ranged Weapon can be installed inside a concealed mount inside a cyberarm. Can be used to conceal ballistic weapons such as Handguns or SMGs, or can be used to integrate more exotic, specialized weapons, such as integrating a Shrieker to create a sonic weapon, or a Microwaver, to create a Cyberware disabling implant.

Cyberarm Option. A One-Handed Ranged Weapon (that need not be concealable before its installation) provided by the user is permanently installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be successfully concealed without a Check, and can be drawn or stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand. Requires a Cyberarm, and takes 2 Option Slots.    

Popup Heavy Ranged Weapon:

Nearly any Two-Handed Ranged Weapon can be installed inside a popup mount inside a cyberarm. Due to the bulk of large weapons, this is not concealable, it will be apparent you are armed, just not with what. Installing Borg weapons is possible, but often hazardous to the user.

Cyberarm Option, Borgware. A Two-Handed Ranged Weapon provided by the user is permanently installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be drawn or stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand.   If the weapon does not have the Borg tag, unless you have BODY 14+, firing this weapon will result in the Broken Arm Critical Injury. Reinforcing the Cyberarm will only prevent this if the user has BODY 12+   If the weapon DOES have the Borg tag, firing this weapon will ALWAYS result in the Broken Arm Critical Injury, unless the Cyberarm is reinforced, AND the user's BODY is 14+. If the user's BODY is under 12, the arm is dismembered instead of broken. Requires a Cyberarm, and takes 4 Option Slots, or 3 Option Slots if installed in a Neo-Soviet Cyberarm.    

Projectile Launch System:

A versatile explosive launcher in the palm of your hand. More or less literally.

Cyberarm Option, Borgware. A One-Handed Rocket Launcher/Grenade Launcher with a single rocket/grenade in its magazine is installed into the Cyberarm. It is incompatible with all weapon attachments except a Smartlink or a Smart Rebuild. When loaded with a Rocket, it acts as a Rocket Launcher. When loaded with a Grenade, it acts as a Grenade Launcher. It can be successfully concealed without a Check, and can be drawn and stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand.Requires a Cyberarm.    

Psiberstuff Watch-Man:

As time marches on, so does the iconic Watch-Man from Psiberstuff. No longer a basic "television in an arm", now the iconic pop-up cybernetic electronic serves as an Agent, complete with pseudo-AI to keep you company!

Cyberarm Option. A fully functional Agent with a flip up, or inline screen is built into the Cyberarm. Requires a Cyberarm.    

Pursuit Security Inc. Gas Jet:

Packed one of these during the war, just in case things got heated. Hell, I did half of my field testing with it. Load an experimental toxin, blast a crowd of rentacops, and just watch. Perfect sample size!

-Hornet

Cyberarm Option. An aerosol gas launcher loaded with 3 doses of a Street Drug, or 3 vials of Poison or Biotoxin. A Gas Jet can be successfully concealed without a check. Mechanically, it acts as a One-Handed Exotic Shotgun with a 1 shot capacity, that fires only with the Shotfun Shell alternate firing mode. Instead of dealing damage, the Gas Jet applies the effects of the loaded substance to any vulnerable target hit by the spread. Items that nullify gas effects, such as Nasal Filters, negate the attack. Each shot requires the Gas Jet to be fully loaded, and drains the weapon entirely of ammunition. Requires a Cyberarm, and 2 Option Slots.    

Pursuit Security Inc. Personal Shredder:

Secrecy is paramount, so why are you assuming your company shredder isn't spying on you too? You know you're just as likely to get hit by a jealous internal rivel as you are to get taken out by a rival company. My advice is to, effective immediately, get real paranoid, real quick.

Cyberarm Option. Commercial grade cross cut shredder concealed within the Cyberarm, complete with an internal reservioir for storing shreds. Requires a Cyberarm.    

Raven Microcybernetics MicroWaldo:

Trusted by medical professionals across the world, the Raven Microcybernetics MicroWaldo plugs eight articulated probes into your wrist and your brain to provide the direct and precise assistance you need, whether you're suturing arteries, or connecting nerve endings to cybernetic wire.   Let the MicroWaldo be your newest surgical assistant.

Cyberarm Option. Neuralware Option A Medtech using a MicroWaldo gains a +1 to their Surgery Skill. Requires a Cyberarm, and a Neural Link , and takes both a Cyberarm Option Slot, and a Neuralware Option Slot.    

Rippers:

Longer, heavier versions of scratchers. The top two joints of each finger are replaced with a metal and plastic sheath, in which three inch carbo-glass claws are housed. The rippers can be extended and retracted. It's not uncommon to wear false fingernails over your rippers, making them much harder to spot.

Cyberarm Option. A Medium Melee Weapon that can be successfully concealed without a check. When deployed as a weapon, the user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.    

Rocklin Augmentics MIRD113 Gun Hand:

Want the convenience of a ranged cyberweapon without the hassle of replacing your entire arm? Then the Rocklin Augmentics MIRD113 Gun Hand is the perfect choice for you! Let us transform each of your otherwise ordinary fingers into gun barrels.

Cyberarm Option, Cyberhand. Transforms the user's hand into an Exotic Medium Pistol with a 5 shot capacity (one bullet per finger). Despite being Exotic, this weapon is still capable of firing Non-Basic Ammunition. Can be installed as the only piece of Cyberware in a meat arm.    

Rocklin Augmentics Quick Digits:

Are your fingers too slow? Or is it perhaps that your mind is just too fast for meat? This Christmas, give your loved one the gift of chores on fast-forward. This year, put Rocklin underneath the Christmas tree!

Cyberarm Option, Cyberhand. A user with two or more Quick DIgits automatically gains a +1 bonus to Checks with the following Skills, as if they had recieved a Complimentary Skill Check from the hands themselves: Conceal/Reveal Object, Contortionist (for hand related contortion only), First Aid, Forgery, Language (Sign), Paramedic, Pick Lock, and Pick Picket. Does not stack with other complimentary skill bonuses. Can be installed as the only piece of Cyberware in a meat arm.  

Scratchers:

Implanted metal or carbo-glass fingernails. The incredible sharpness of the material makes these as deadly as razor blades. Scratchers cut on the diagonal bias, requiring the user to slice crossways, not rip downwards. Most people lacquer their scratchers, making them indistinguishable from normal nails. Despite being dangerous razor blades, most locations do not consider these to be lethal cyberware, and are therefore not black market equipment, not that the distinction matters much in the Time of the Red.

Cyberarm Option. A Medium Melee Weapon that can be successfully concealed without a check. When deployed as a weapon, the user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.    

Shoulder Cam:

A Camera in a popup in the user's shoulder that tracks independantly of the user, recording video and audio to a linked device.

Cyberarm Option. Records video and audio to either an onboard Memory Chip, or to a linked Agent. Camera can be successfully concealed without an Action when retracted, and can be drawn or stowed without an Action. Requires a Cyberarm, and takes 2 Option Slots.    

Slice 'N Dice:

Mono-filament wire spool mounted in the end of one finger, with a weighted, false fingernail to give it balance and swing. Monomolecular wire will cut through almost organic material, and most hardened plastics. Can be used as a garrotte, cutter, or slicewhip.

Cyberarm Option. Medium Melee Weapon that can be successfully concealed without a Check. When wielded as a weapon, the user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.    

Subdermal Grip:

Subdermal induction plating under the palm allows the user to link to Smart Weapons simply by picking them up. A cost effective alternative to Interface Plugs.

Cyberarm Option. Automatically link to held Smart Weapons as if by interface plugs. Can be installed as the only piece of Cyberware in a meat arm. Requires Neural Link and takes up a Neuralware Option Slot.    

Techscanner:

A small microcomputer with various I/O connecters and probes. Techscanners run diagnostic programs, identify and examine malfunctioning components, and display internal schematics on a users chyrons, or a linked device.

Cyberarm Option. User adds +2 to Basic Tech, Cybertech, Land Vehicle Tech, Sea Vehicle Tech, Air Vehicle Tech, Electronics/Security Tech, and Weaponstech Skills. Multiple installations do not provide additional benefits. Requires a Cyberarm, and takes 2 Option Slots.    

Tool Hand:

This hand's fingers conceal small microtools, including a screwdriver with changable heads, adjustable wrench, battery-powered soldering iron, adjustable socket wrench, a small drill, etc. The bottom of the hand is hardened to make for a dandy hammer. Never be without your TechTool!

Cyberarm Option. Functions as a Techtool, or possibly other small tools required for engineering tasks.Can be installed as the only piece of cyberware in a meat arm.    

Wolvers:

Some of the longer, and more deadly of the implanted blades, wolvers are implanted along the back of the hand. When the hand is clenched into a fist, the thin, triangular blades telescope and lock into place, remaining at up to a full foot in length when extended.

Cyberarm Option. Heavy Melee weapon that can be successfully concealed without a check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.
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