Gauntlets
Gauntlet weapons are weapons that
The average Gauntlet weapon has the following traits, but due to the nebulous nature of the category, they don't have a default damage value, they vary per weapon.
Weapon Skill: Melee Weapon
Rate of Fire: 2
Hands Required: 1
A Poor Quality weapon will jam on a Critical Fumble on their Attack Checks
An Excellent Quality weapon will have a +1 to its Attack Checks
An Exotic weapon is considered to be Standard Quality, with 0 starting Attachment Slots, and is incompatible with Non-Basic Ammunition unless otherwise noted. When a Gauntlet weapon is worn on an arm, all cyberware in that limb is considered inaccessible until the Gauntlet is removed. Putting a Gauntlet on, or removing one takes an Action. Gauntlets that have melee capabilities are considered melee weapons, and as such, ignore half of the target's armour, and add half of the user's BODY stat (rounded down) to the damage.
Battleglove:
A heavy gauntlet covering the hand and forearm, that allows an organic user to level the playing field by installing hardware normally reserved for cybernetic users inside.
Contains three option slots for Cyberarm or Cyberlimb Options. The cost to purchase and install an Option costs the same as doing so in a Cyberarm. Cannot be concealed.
CyberDude Smart Glove:
Be the coolest at the bar with your CyberDude Smart Gloves. Personalize your glove to fit your own needs. Feel the sleek design from Wyzard Technologies on your palms and the smooth flow of air on each of your fingers. How do you Cyber, Dude?
A fingerless Smart Glove that comes preinstalled with a Subdermal Grip, and 2 additional Option Slots for Cyberarm or Cyberlimb options. This Smart Glove does not cover up finger based cyberware in a user's hand when worn, allowing it to be used normally. The CyberDude glove cannot be concealed.
Dynalar Xtra-Dex Smart Glove:
Need a hand with everyday tasks but aren't willing to give up your "perfectly good" hand for it? Dynalar, maker of the world's most trusted cyberfingers, has just the solution for you. With a simple strap and plug, a whole new set of fingers is there for you to command. The Extra-Dex Smart Glove is perfect for everyone from hardcore professionals or on-the-go homemakers. Design your own smart glove for our own smart life -- then sit back and Let Dynalar Do The Rest.
Contains 2 Option Slots for Cyberarm or Cyberlimb options, and counts as a Modular Finger Cyberhand for the installation of up to 5 Cyberfingers. These Cyberfingers are built into the gloves existing fingers, and do not add extra digits to the user's hand. When worn, the options stored in the glove's slots and its installed Cyberfingers can be accessed as long as the user is connected to it via a set of Interface Plugs. Connecting the Interface Plugs is part of the Action used to don the Glove. Cannot be concealed.
MechaMan Smart Glove:
You're on the open road, being chased by a pack of GoGangers screaming for your blood. Slow down, and they'll recycle both you and your bike for parts. So, you pull your pistol from its holster, look back at the pack's leader, extend your arm, and fire.
Luckily, you're wearing a MechaMan Smart Glove from Tokyo Dynamics. It's not just a stylish biking glove perfect for keeping a firm hold on your bike during crap weather. It also comes with a built-in Subdermal Grip. That means the Smart Glove's always ready-set-go to enhance your aim and ensure your enemy hits the road the hard way.
Comes preinstalled with a Subdermal Grip, and has one additional Option Slot for a Cyberarm or Cyberlimb option. A neural link is still required to make use of the Subdermal Grip. Cannot be concealed.
Pursuit Security Inc. Bouncer:
A combination stun baton and EMP device in a fingerless glove-shaped housing, the Bouncer is common among club security and hotel door attendants. To zap a target, the user simply smacks them with the easily retractable baton to release a powerful and (usually) less-than-lethal shock
To EMP a target, the user aims their forearm in the direction of the target and tenses the muscles in their hand to fire. An efficient design, both sides of the weapon run off the same easily rechargeable eight-shot battery pack, which loads smoothly into the lower forearm of the weapon.
The bouncer is a Standard Quality Gauntlet with a built in stun baton and microwaver, both of which drain a charge from the weapon's easily rechargable, 8-shot battery pack with each swing/pulse. When the battery is fully drained, neither mode of the weapon can be used to attack. The pack can be recharged in an hour with a power source, or replacements can be purchased for 50 eb. Unlike other Gauntlets that restrict all cyberware in the arm it's worn off, the Bouncer still allows for the use of Scratchers and Rippers in the arm it is worn on.
SlamDance FangFist:
The FangFist is a special tactical glove armed with a spring-loaded two-inch blade built into the back of the handguard. The blade initially deploys with such force that it can easily shatter glass, which was one of the elements required by marketing during the design phase.
This makes it an excellent tool for entry, escape, and rescue, as well as a perfect defensive weapon. For the blade to be retracted, a lock mechanism in the palm must be released and the blade slowly pushed back into place (usually by pressing it against a solid surface)
The FangFist was originally produced for SovOil, but the Megacorp refused to take delivery, so tens of thousands of units have promptly flooded Night Markets around the world. The FangFist gloves come in black, camouflage, indigo, and urban camouflage.
The FangFist is an Excellent Quality Gauntlet that deals a base of 2d6 damage. On the Turn when the FangFist is deployed, and on that Turn only, the Fangfist deals 4d6 damage instead, but has ROF1. While the blade is extended, the gloved hand cannot be used to do anything else other than be used as a weapon. Retracting the blade back into the glove is an Action. When the blade is retracted, the glove can be concealed with a Conceal/Reveal Check if under clothing, such as worn underneath a long sleeve jacket. If worn openly, people can easily tell what it is without a check.
SlamDance Tasmanskiy Klo:
The Tasmanskiy Klo is a triple-bladed melee weapon installed in a heavily modified Battleglove. When needed, the user can trigger the blades to pop out by making a fist to activate a mechanism in the palm. The weapon was initially produced by SlamDance exclusively for SovOil, who comissioned it as a tool of terror in their conflicts against rebel forces. Named after the Tasmanian devil, the weapon is lightweight, easy to use, and most importantly, absolutely terrifying to be on the receiving end of. The reverse side of the blades are hooked and microtextured to make them ideal implements of intimidation.
The Tasmanskiy Klo is an Excellent Quality Gauntlet with a retractable triple blade stored inside. The blade can be retracted or deployed without an Action. While the blade is drawn, that hand cannot be used to do anything else.
When the Klo is used to threaten someone, the user gets a +2 to their Interrogation, or Facedown Skill check. The Klo has one additional Option Slot in which the user can install a Cyberarm or Cyberlimb Option. Doing so costs the same as installing the Option in a Cyberarm.
Zhirafa Rhinocefist:
With cybernetics becoming more difficult to acquire, and the need for cyber-level ability still high, Zhirafa used a blend of technologies to solve this problem for the construction industry. Enter Zhirafa's Rhinocefist, a cheap-to-produce, cheap to maintain exoskeleton arm modified by advanced hydraulics already found in construction equipment. This provides greatly enhanced strength to the user while remaining compatible with the same Interface Plug installation construction workers are already accustomed to for operating heavy machinery.
Resembling a segmented armoured gauntlet covering the user's entire arm and shoulder, the Rhinocefist straps to the body with cross-chest and back supports. It is typically worn under clothing with a sleeve torn off to accommodate the exoskeleton. The Rhinocefist provides greatly enhanced demolition power and can double as a hydraulic ram when the "horn" is locked in place. By reusing many of the same parts found in frequently salvaged construction equipment, Zhirafa was able to both save on production costs, and create an easy to maintain product.
An Excellent Quality Gauntlet, with ROF 1. When worn over an arm, and connected to a user via their Interface Plugs, the user can bake Brawling attacks at 4d6 damage, regardless of their BODY stat, even if the "horn" is not deployed.
As an Action, the Rhinocefist can deploy a hydraulic ram "horn", enabling its use as a melee weapon. While in this mode, the user cannot hold anything in that arm's hand. The Rhinocefist cannot be concealed.
Due to it's unique design, repairing a destroyed Rhinocefist can be done with either a DV13 Weaponstech, or Land Vehicle Tech Check, and takes only 6 hours. On a failed Check, halfway through the repair, you realize that you have to restart the repair from scratch.
Rate of Fire: 2
Hands Required: 1
A Poor Quality weapon will jam on a Critical Fumble on their Attack Checks
An Excellent Quality weapon will have a +1 to its Attack Checks
An Exotic weapon is considered to be Standard Quality, with 0 starting Attachment Slots, and is incompatible with Non-Basic Ammunition unless otherwise noted. When a Gauntlet weapon is worn on an arm, all cyberware in that limb is considered inaccessible until the Gauntlet is removed. Putting a Gauntlet on, or removing one takes an Action. Gauntlets that have melee capabilities are considered melee weapons, and as such, ignore half of the target's armour, and add half of the user's BODY stat (rounded down) to the damage.
Gauntlets
| Weapon | Description | Price |
|---|---|---|
| Battleglove | Heavy gauntlet covering the hand and forearm, with space to add custom hardware. | 1,000 eb |
| CyberDude Smart Glove | Fingerless, weapon-linked glove with 2 additional slots. | 750 eb |
| Dynalar Xtra-Dex Smart Glove | A smart glove capable of installing Cyberfinger options, but cannot be used without neuralware. | 1,000 eb |
| MechaMan Smart Glove | Biker glove with a built in subdermal grip | 500 eb |
| Pursuit Security Inc. Bouncer | Fingerless glove made for club security or hotel attendants. Fires EMP blasts out of the palm, and can deploy a stun baton along the back of the palm | 500 eb |
| SlamDance FangFist | Search and rescue gauntlet with a short but powerful spring release blade. | 1,000 eb |
| SlamDance Tasmanskiy Klo | Triple bladed "Wolverine" style weapon built inside a heavily modified Battleglove. Very scary. | 5,000 eb |
| Zhirafa Rhinocefist | Easy to maintain, very heavy gauntlet with deployable spike. | 5,000 eb |
Battleglove:
A heavy gauntlet covering the hand and forearm, that allows an organic user to level the playing field by installing hardware normally reserved for cybernetic users inside.
Contains three option slots for Cyberarm or Cyberlimb Options. The cost to purchase and install an Option costs the same as doing so in a Cyberarm. Cannot be concealed.
CyberDude Smart Glove:
Be the coolest at the bar with your CyberDude Smart Gloves. Personalize your glove to fit your own needs. Feel the sleek design from Wyzard Technologies on your palms and the smooth flow of air on each of your fingers. How do you Cyber, Dude?
A fingerless Smart Glove that comes preinstalled with a Subdermal Grip, and 2 additional Option Slots for Cyberarm or Cyberlimb options. This Smart Glove does not cover up finger based cyberware in a user's hand when worn, allowing it to be used normally. The CyberDude glove cannot be concealed.
Dynalar Xtra-Dex Smart Glove:
Need a hand with everyday tasks but aren't willing to give up your "perfectly good" hand for it? Dynalar, maker of the world's most trusted cyberfingers, has just the solution for you. With a simple strap and plug, a whole new set of fingers is there for you to command. The Extra-Dex Smart Glove is perfect for everyone from hardcore professionals or on-the-go homemakers. Design your own smart glove for our own smart life -- then sit back and Let Dynalar Do The Rest.
Contains 2 Option Slots for Cyberarm or Cyberlimb options, and counts as a Modular Finger Cyberhand for the installation of up to 5 Cyberfingers. These Cyberfingers are built into the gloves existing fingers, and do not add extra digits to the user's hand. When worn, the options stored in the glove's slots and its installed Cyberfingers can be accessed as long as the user is connected to it via a set of Interface Plugs. Connecting the Interface Plugs is part of the Action used to don the Glove. Cannot be concealed.
MechaMan Smart Glove:
You're on the open road, being chased by a pack of GoGangers screaming for your blood. Slow down, and they'll recycle both you and your bike for parts. So, you pull your pistol from its holster, look back at the pack's leader, extend your arm, and fire.
Luckily, you're wearing a MechaMan Smart Glove from Tokyo Dynamics. It's not just a stylish biking glove perfect for keeping a firm hold on your bike during crap weather. It also comes with a built-in Subdermal Grip. That means the Smart Glove's always ready-set-go to enhance your aim and ensure your enemy hits the road the hard way.
Comes preinstalled with a Subdermal Grip, and has one additional Option Slot for a Cyberarm or Cyberlimb option. A neural link is still required to make use of the Subdermal Grip. Cannot be concealed.
Pursuit Security Inc. Bouncer:
A combination stun baton and EMP device in a fingerless glove-shaped housing, the Bouncer is common among club security and hotel door attendants. To zap a target, the user simply smacks them with the easily retractable baton to release a powerful and (usually) less-than-lethal shock
To EMP a target, the user aims their forearm in the direction of the target and tenses the muscles in their hand to fire. An efficient design, both sides of the weapon run off the same easily rechargeable eight-shot battery pack, which loads smoothly into the lower forearm of the weapon.
The bouncer is a Standard Quality Gauntlet with a built in stun baton and microwaver, both of which drain a charge from the weapon's easily rechargable, 8-shot battery pack with each swing/pulse. When the battery is fully drained, neither mode of the weapon can be used to attack. The pack can be recharged in an hour with a power source, or replacements can be purchased for 50 eb. Unlike other Gauntlets that restrict all cyberware in the arm it's worn off, the Bouncer still allows for the use of Scratchers and Rippers in the arm it is worn on.
SlamDance FangFist:
The FangFist is a special tactical glove armed with a spring-loaded two-inch blade built into the back of the handguard. The blade initially deploys with such force that it can easily shatter glass, which was one of the elements required by marketing during the design phase.
This makes it an excellent tool for entry, escape, and rescue, as well as a perfect defensive weapon. For the blade to be retracted, a lock mechanism in the palm must be released and the blade slowly pushed back into place (usually by pressing it against a solid surface)
The FangFist was originally produced for SovOil, but the Megacorp refused to take delivery, so tens of thousands of units have promptly flooded Night Markets around the world. The FangFist gloves come in black, camouflage, indigo, and urban camouflage.
The FangFist is an Excellent Quality Gauntlet that deals a base of 2d6 damage. On the Turn when the FangFist is deployed, and on that Turn only, the Fangfist deals 4d6 damage instead, but has ROF1. While the blade is extended, the gloved hand cannot be used to do anything else other than be used as a weapon. Retracting the blade back into the glove is an Action. When the blade is retracted, the glove can be concealed with a Conceal/Reveal Check if under clothing, such as worn underneath a long sleeve jacket. If worn openly, people can easily tell what it is without a check.
SlamDance Tasmanskiy Klo:
The Tasmanskiy Klo is a triple-bladed melee weapon installed in a heavily modified Battleglove. When needed, the user can trigger the blades to pop out by making a fist to activate a mechanism in the palm. The weapon was initially produced by SlamDance exclusively for SovOil, who comissioned it as a tool of terror in their conflicts against rebel forces. Named after the Tasmanian devil, the weapon is lightweight, easy to use, and most importantly, absolutely terrifying to be on the receiving end of. The reverse side of the blades are hooked and microtextured to make them ideal implements of intimidation.
The Tasmanskiy Klo is an Excellent Quality Gauntlet with a retractable triple blade stored inside. The blade can be retracted or deployed without an Action. While the blade is drawn, that hand cannot be used to do anything else.
When the Klo is used to threaten someone, the user gets a +2 to their Interrogation, or Facedown Skill check. The Klo has one additional Option Slot in which the user can install a Cyberarm or Cyberlimb Option. Doing so costs the same as installing the Option in a Cyberarm.
Zhirafa Rhinocefist:
With cybernetics becoming more difficult to acquire, and the need for cyber-level ability still high, Zhirafa used a blend of technologies to solve this problem for the construction industry. Enter Zhirafa's Rhinocefist, a cheap-to-produce, cheap to maintain exoskeleton arm modified by advanced hydraulics already found in construction equipment. This provides greatly enhanced strength to the user while remaining compatible with the same Interface Plug installation construction workers are already accustomed to for operating heavy machinery.
Resembling a segmented armoured gauntlet covering the user's entire arm and shoulder, the Rhinocefist straps to the body with cross-chest and back supports. It is typically worn under clothing with a sleeve torn off to accommodate the exoskeleton. The Rhinocefist provides greatly enhanced demolition power and can double as a hydraulic ram when the "horn" is locked in place. By reusing many of the same parts found in frequently salvaged construction equipment, Zhirafa was able to both save on production costs, and create an easy to maintain product.
An Excellent Quality Gauntlet, with ROF 1. When worn over an arm, and connected to a user via their Interface Plugs, the user can bake Brawling attacks at 4d6 damage, regardless of their BODY stat, even if the "horn" is not deployed.
As an Action, the Rhinocefist can deploy a hydraulic ram "horn", enabling its use as a melee weapon. While in this mode, the user cannot hold anything in that arm's hand. The Rhinocefist cannot be concealed.
Due to it's unique design, repairing a destroyed Rhinocefist can be done with either a DV13 Weaponstech, or Land Vehicle Tech Check, and takes only 6 hours. On a failed Check, halfway through the repair, you realize that you have to restart the repair from scratch.
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