Bioware Bodyweapons Chipware Cyberaudio Cyberoptics Fashionware Implants Linear Frames & Bodyplating Neuralware

Built Ins Cyberweapons Digits Hands&Feet

Cyberarm CR - Standard arm replacement (4 options) 3,000 2D6 CP p.89
Cyberleg CR - Standard leg replacement (3 options) 2,000 2D6 CP p.89
Quick Change Mount N QC Allows 1 turn changing of cyberwear 200 2 CP p.89
Hydraulic Rams N HRAM Increase limb SDP to 30, 3x normal damage 200 3 CP p.89
Thickened Myomar N THK Increase limb SDP to 25, 2x normal damage 250 2 CP p.89
Reinforced Joints N RJ Increase limb SDP by +5 200 1 CP p.89
Artificial Shoulder Mount  CR ASHO Mount extra arms(2) below first set, 1 only 1,500 2D6 CP p.89
Microwave/EMP Shielding N MSR Limb unaffected by Microwave side effects 300 1 CP p.89
Plastic Covering N PSTK In colors, transparent, etc. 1-200 1 CP p.89
Realskinn N REAL Limb looks real (DIFF task), Lowers HC by D6/2 200 - CP p.89
Superchrome N SUPR Highgloss metallic covering 200 3 CP p.89
Armor N ARM Armors Cyberlimb to SP 20 200 D6 CP p.89
Derringer N DR Cyberhand option.(P*1*P*E*1D6*2*2*ST*50m) 220 1D6 CH1 p.36
Flashbulb N FB 4m diam. cone w/ a 6m range. Target Diff REF roll or Near Imposible 

COOL to avoid convulsions for D6 minutes. Anti dazzle is immune

250 1D6/2 CH1 p.35
Gas Jet N GJ 2 m range. 6 use capacity. Maybe filled with any type of gas. 1 option 275 1D6+3 CH1 p.34
Icer N ICE CO2 fire extinguisher. 2m range. Diff REF roll or blind for D3 rounds 200 1D6/2 CH1 p.36
Limb Link N LL Takes 1 option. Turns pop-up gun into Smartgun (+!). Don't need link. 100 1 CH1 p.34
Magnetic Feet/Hands N MF/H Electrostaic adhesive allows walking on walls & ceiling in Space 60/pair 0 CH1 p.34
Watch-Man N WM 7.5cm x 5cm screen. Takes 1 option. 180 1 CH1 p.33
Whip N WHIP 2.2 m 1D6/2 damage, strangle for D6/round(Escape roll vs 20). 

Takes 1 option

475/arm 2D6 CH1 p.34
Winch N WINC 15m cable. Capable of pulling up to 1 ton. Must have linear frame to do it.

Takes all options.

500 1D6+3 CH2 p.5
QuickDraw Armholster N QDA Any light pistol(P conc.) or knife launches into hand. +2 Initiative. 1 option 200 0 CH2 p.6
Leg Boosters N LBT 2 option. Bought in pair. +3m leap. +5 SDP. Always lands on feet w/ a jump. 500 1D6 CH3 p.24
Romanova Cyberlegs CR ROM As normal cyberlegs. Adds 4-5 inches to height. +1 Wardrobe & Style 5,000/pair 2D6 CH3 p.31
SuperSized Arms  CR SSA 2D10 crushing, 3D6 punching, SP 20, SDP 30. REF -2 w arm, EV -1, +1 Rep 4-5,000 2D6 CH3 p.25
Extra Twist Joint Addition N EYJA Joint is able to move anywhere. +2 REF/MA athletic rolls, +2 Grapple & Escape +30% of limb;+10%/extra joint 0 CH4 p.3
Corvette Cyberlegs (basic) CR CCb +3 MA, +1 to maneuver rolls, +4 kick damage. All options. 4,500 3D6 CH4 p.5
Corvette Cyberlegs(advance) CR

(M)

CCa +8MA, +2 to maneuver rolls, +4 kick damage. All options

(parenthesis shows cost for upgrading)

5,000

(500)

3D6+4 CH4 p.5
Extending Leg Units N ELU -1' or +2' to legs(+1MA). Uses 2 options. Can't be used with other modification 400 4 CH4 p.6
Double-jointed N DBJ +1 Grapple, Hold, and Choke. +1 Escaping/joint. Occupies option 1,000 1D6/2 CH4 p.6
Locking Joints N LOCK Very Diff (25)to move. -1REF/ joint locked up. option. 100 0.5 CH4 p.6
360 Rotating Joint N ROTJ +1 Escaping bindings or making TECH rolls in confined spaces. option 120 2 CH4 p.6
Soviet Cyber arm CR SVAR (50% of extra D6 HC &-1 ATTR). 2 opitons. SDP 40. 3D6 punch, 2D10 crush 669 2D6 CH4 p.7
Soviet Cyber leg CR SVLG (50% of extra D6 HC &-1 ATTR). 2 options. SDP 40. 3D10 kick 875 2D6 CH4 p.7
Speeding Bullet CR SBLT Increases MA to 16. Leaps can be made up to 10m. Pairs only 2,499/pair 2D6 SF1 p.32

  

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HANDS & FEET

Standard Hand N STD Resembles normal hand 150 0 CP p.90
Ripper Hand N RPH Rippers built into hand 600 2D6 CP p.90
HammerHand N HAM Hydraulic Ram fist does D10 damage 600 2D6 CP p.90
BuzzHand N BUZ Wire circular saw, 2D6+2 damage, soft armor reduced 600 2D6 CP p.90
Tool Hand N TOL Fingers contain screwdriver, wrench, small drill, etc. 200 2 CP p.90
Grapple Hand N GRP Extends rocket-propelled grapple, 100' line 350 3 CP p.90
Extension Hand N EXT Hand extends on collapsible sleeve up to 1m.  350 2 CP p.90
Spike Hand N SPK Palm spike extends thru fingers, D6+3 AP damage 500 2D6 CP p.90
Modular Hand N MOD Choose any 4 modular tools 600 2 CP p.90
Standard Foot N STDF Resembles a normal foot 200 0 CP p.90
Talon Foot N TAL Extends toe blades, D6 damage(AP=knife) 600 2D6 CP p.90
Tool Foot N TOLF Toes contain screwdriver, wrench, small drill, etc. 300 2 CP p.90
Web Foot N WEB Double swimming speed, +3 Swimming skill 500 2 CP p.90
Grip Foot N GRPF Designed for better gripping strength, +2 to climb task 500 2 CP p.90
Spike Heel Foot N SPKF Heel spike for climbing or lethal kicks, 2D6 AP damage 500 2D6 CP p.90
Skate Foot N SKT 20+ MA effectively. Must have Skating or Athletics skills to use 440 1D6 CH1 p.33
Cyberhand (by itself) MA HAND 7SDP to cripple & 10 to destroy. 1option. Coatings are extra 750+options 1D6 CH1 p.31
Mace Hand N MACE 2D6+1 damage. 1m range. -2 REF w/ hand 300 3 CH1 p.36
Anchoring Cyberfeet N ANCH Takes 2 options. Penetrates up to SP 12. Use 4 times before replacing spike. 120 3 CH2 p.5
Custom Cyberhands N CUSH Double-jointed to give +1 to Dodge/Escape rolls 900 0 CH2 p.5
Tri-Dart Launcher N TDL Launches 3 darts. D6/2 damage(SP 1/3rd). Can be poison or drugged. ROF 3 300 1D6/2 CH2 p.6
Web Hand  N WEB +2 Swimming (+1 if combined w/ web feet), +1-2m/round movement. 250 2 CH3 p.26
Smartplate Link N SGUN As smartgun with no plugs. Must have cyberhand. 3x weapon cost. 300 0 CH3 p.23
Medical Modular Hand N MMH 5 medical instruments. 975 1D6/2 CH4 p.5
(As above but meat arm) MA MMH as above 975 1D6+2 CH4 p.5
Stealth Foot N STF +1 to Stealth rolls(can't be combined with web, anchoring, or detector foot) 150 1 CH4 p.5
IEC Venomhand N VH Needle in each finger with it's own reservoir of drugs. damage, up to SP10 pentration. 600 2D6 CR1 p.70

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DIGITS

Dartgun DG N 3m range similar to cyberoptic weapon. 100 2 CH1 p.32
Lockpick LP N B&E tool 50 0.5 CH1 p.32
Light Pen PEN N Used to write on computer screens and graphic tablets 45 0.5 CH1 p.32
Mini Light ML N 25m range. Batteries last for 12 hrs (1 eb replace) 25 0.5 CH1 p.32
Finger Bomb* BOM N 2D6+3 in 3m dia.  150 2 CH1 p.32
Scissors/Wirecutters SCR N Index and middle finger. D6/3 for damage 50 1 CH1 p.32
Mace Sprayer MS N 2 bursts (-4 REF + Aware for D6 rds) Avg. Diff to hit face if targets surprised, Very Diff if not 150 2 CH1 p.32
Quick Change QC N Changes finger mount to accept any finger. 20 eb to modify a finger. 150 1 CH2 p.4
Vidcam VID N transmit to Video Imager. 1 option-IR 200eb, Lowlite 100eb, or Teleoptics(10x) 225eb 2 CH2 p.4
Self-Propelled Grenade SPG N 7m range. 2D6 damage in 2m diameter. 25 eb for replacement grenades  200 2 CH2 p.4
Air Hypo AH N 4 injections. 3 eb. For replacement air. 200 1 CH2 p.4
Tracking Device TD N Tracking upto 3km transmitting thru Time Square. 2 tracer bugs w/ range of 3m. Exytra bugs 10eb each. 0.5 CH2 p.4
Lighter LT N 2 hour flame, refills 1 eb. Each. 25 2 CH2 p.4
Probe Link PL N Interface plug for machine, ven=hicale, or dataterm. -1 control vehicale. No Quick mount. 150 0.5 CH3 p.22
Parabolic Microphone MIC N Only usable with a full cyberarm. Directional microphone. 350 2 CH3 p.22
Flasher FLH N 1-use bulb(25 eb). REF vs.Diff(20) or -4 blinded for 1 minute. 250 1 CH3 p.22
IR/UV Flashlight I/UF N 10m range. Designed to use w/ passive IR & UV cyberoptics or imaging systems. 200 1 CH3 p.22
Flare FLR N Illuminates 25m dia. 15 eb for replacement. 35m range and damage is 1D6/2 for 2 rds.  200 2 CH3 p.22
Storage Compartment SC N Small storage space. 75 0.5 CH3 p.22
Laser Pointer LSRP N 20m range. 150 0.5 CH3 p.22
Flesh Mount FM M Mount to a meat hand. Can be combined with Quick Change Mount 100 1 CH4 p.4
One-Shot Special* OSS N 5mm gun (P -2 P E 1D6 1 1 ST 20m) 250 2 CH4 p.4
Ballpoint Finger BPF N Ink pen. Leak proof, Can be used in water and zero-G. Refills 2 eb. 25 0.5 CH4 p.4

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BUILT INS

AV Tape Recorder N AVR2 2 hours micro cassette storage, needs ext. Pickup 250 1 CP p.91
Cybermodem N CMD Built in "cyberdeck". 5,000 for Cellular 3,000 1 CP p.90
Digital Recorder N DGRC Digital Chip recorder. Must download or erase chip 300 1 CP p.91
Storage Space N STR 2"x6" storage space. Can be locked 50 0.5 CP p.91
Mini-Cam N CAM Pop up Digital Camera (20 shots) 200 2 CP p.91
Mini-Vid N MVID Pop up Mini video (30 minutes) 400 2 CP p.91
Hidden Holster N HOL Weapon size based on Body Type 100 1 CP p.91
LCD Screen Readout N LCD Can be linked to any output device 200 1 CP p.91
Techscanner N TKSN Similar to scanner on CP p.59 400 3 CP p.91

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CYBERWEAPONS

Grenade launcher N GLN Weapon. Carries 1 grenade of any type 500 2D6 CP p.92
Micro-Missile Launcher N MML Weapon. Fires 4 mini-missiles, 4D6 damage each 900 2D6 CP p.91
Pop up Gun N PUG Weapon. Size based on Body Type 2-800 2D6 CP p.91
Flame Thrower N FTH Weapon. Damage 2D6 1st turn, D6/2 2 turns after 600 2D6 CP p.91
Weapon Mount & Link N WML Mounting plate plus neural link for 1 weapon 100 3 CP p.92
2-shot Capacitor Laser N LSR Shoulder mounted. As a laser. Only smaller, 3D6 damage 800 2D6 CP p.92
Chain Ripp N CHR 3D6 AP, Soft armor reduced 2SP/hit. 2 options 1,250 2D6+4 CH3 p.29
BigRipp M BRPP 2D6 AP damage. Breaks on 1-3(D10) for parries. Mounted forearm breaks on a 1 850 3D6+1 CH4 p.11
High Five, aka the Palm Bomb N HFPB Uses 12ga. Shot or .477(AP 5D6 damage). Triggered by physical contact. 355 1D6+3 CH4 p.11
Arc-Thrower M ATHR Uses all options. EX 0 na R 3D6 4 1 ST 10m. Damage real, stun. Cyberwareis down for 1D6/2 minutes. 1050 2D6 CH4 p.12

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