Cyberware - Arms and Hands
|Arms and Hands Cyberware Table|
|Hellboy||Arm ST 8||Major||$5,000||0||4|
|Hercules||Arm ST 10||Major||$10,000||0||4|
|Snake Bite||Mounted Hypo||Minor||$500||2||3|
Prosthetic Ltd. ‘Hellboy’ Cyber Arm
The ‘Hellboy’ Cyber Arm is a standard mechanical prosthetic arm, designed with a cybernetically augmented shoulder socket in order to provide full support. The Hellboy, like many cybernetic limbs, can easily be detached and replaced with a different arm.
Prosthetic Ltd. ‘Hercules’ Cyber Arms
The ‘Hercules’ Cyber Arms are essentially a paired set of the ‘Hellboy’ Cyber Arms, with a reinforced shoulder and backbone in order to support even more strength.
Prosthetic Ltd. ‘Sherlock’ Cyber Hand
The ‘Sherlock’ Cyber Hand is a highly sensitive cybernetic hand that’s mildly stronger than the human hand it replaces. It is commonly used by detectives or others who require extremely fine touch sensitivity.
Armatech “Snake Bite” Hidden Injection System
While marketed to the public as a method of helping “medically concious” people administer dosages “on the fly” to patients, its genearlly public knowledge that these are designed as an assassin’s weapon.
A needle concealed under the fingernail is attached via hose through the hand to a hypo hidden elsewhere. The hypo takes 10 seconds to remove and replace in its mount. The stinger attacks just like a jab with a disposable hypo. It has reach C, does 1 HP damage for penetration purposes, but with no wounding, and delivers a follow-up attack based on whatever agent was loaded into it. The GM may allow a Touch-8 sense roll to notice the tiny mount before it can be used.
Statistics: Extra Arm (Switchable +10%; Takes Recharge -10%; Weapon Mount -80%, Cyberware -40%, No Signature +20%) 2.
Setting • Characters • Cyberware • Gear • Weapons • Armor • Drugs • Netrunning • Action • Credits
Main • Acquisition • Complications • Statistics
Nervous System • Sensory Organs • Skin • Arms and Hands • Legs and Feet • Wetware • Other