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 |
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 |
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 |
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 |
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 |