Difference between revisions of "SR5:Cyberware:Limb Accessories"
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{{SR5:Cyberware Navigation}} | {{SR5:Cyberware Navigation}} | ||
+ | These items may only be installed in cyberlimbs; some may only be installed in certain cyberlimbs. | ||
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+ | ==Cyberarm gyromount== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Capacity=[8]|Availability=12F|Cost=6,000 | ||
+ | |Description=This accessory must be installed in a full or partial cyberarm. When activated, counterweights pop out of your wrist and a small gyro spins up to provide you with better balance and reduced recoil for improving firing capability. Meanwhile, small children stare at you. The effects are identical to a gyro stabilization system (p. 432), only with Rating 3 (this effect is not cumulative with a worn gyro stabilization system). Activating or deactivating the system is a Simple Action. | ||
+ | |Special=;Wireless:Activating or deactivating the system is a Free Action. | ||
+ | }} | ||
+ | |||
+ | ==Cyberarm slide== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Capacity=[3]|Availability=12R|Cost=3,000 | ||
+ | |Description=An integral version of the hidden arm-slide, the cyberarm slide hides a hold-out, taser, or light pistol inside your cyberarm, concealing it from normal vision. As a Free Action, you can ready the weapon in the slide. | ||
+ | |Special= | ||
+ | }} | ||
+ | |||
+ | ==Cyber holster== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Capacity=[5]|Availability=8R|Cost=2,000 | ||
+ | |Description=You can hold a taser or any pistol or smaller-sized weapon within the holster, completely enclosed until you activate it. Inserting or retrieving a weapon takes one Simple Action. A cyber holster can also be used as a smuggling compartment to store items no larger than a pistol (the gamemaster has final discretion). | ||
+ | |Special=;Wireless: Readying a weapon from the holster is a Free Action. | ||
+ | }} | ||
+ | |||
+ | ==Hydraulic jacks (Rating 1-6)== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Capacity=[Rating]|Availability=9|Cost=2,500|CostNote=x Rating | ||
+ | |Description=This implant requires you to have two cyberlegs with a hydraulic jack of identical Ratings in each leg. Each Rating point adds a +1 to your Physical limit for jumping and sprinting, adds twenty percent to your maximum jump distance, and reduces your falling distance by two meters for the purpose of calculating falling damage. | ||
+ | |Special=;Wireless: The jacks add a +1 dice pool bonus to tests involving jumping, sprinting, or lifting with your legs. | ||
+ | }} | ||
+ | |||
+ | ==Large smuggling compartment== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Capacity=[5]|Availability=6|Cost=8,000 | ||
+ | |Description=This is a larger version of the smuggling compartment (p. 455). It can hold something the size of a heavy pistol or a small SMG (gamemaster’s discretion—think breadbox size as a guide). Getting something out of or putting something into it takes a Complex Action. | ||
+ | |Special=;Wireless: Getting something out of or putting something into it takes a Simple Action. | ||
+ | }} |
Revision as of 20:03, 6 March 2016
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Head | Eye | Ear | Body | Limb | Limb Accessories | Weapon | Other | Basic Bioware | Cultured Bioware | Other Bioware |
---|
These items may only be installed in cyberlimbs; some may only be installed in certain cyberlimbs.
Part | Device | Essence | Capacity | Avail | Cost | Source |
---|---|---|---|---|---|---|
Limb Accessories | Cyberarm Gyromount | - | [8] | 12F | 6,000¥ | Core |
Limb Accessories | Cyberarm Slide | - | [3] | 12R | 3,000¥ | Core |
Limb Accessories | Cyber Holster | - | [5] | 8R | 2,000¥ | Core |
Limb Accessories | Hydraulic Jacks (R 1-6) | - | [Rating] | 9 | Rating * 2,500¥ | Core |
Limb Accessories | Large Smuggling Compartment | - | [5] | 6 | 8,000¥ | Core |
Contents
Cyberarm gyromount
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This accessory must be installed in a full or partial cyberarm. When activated, counterweights pop out of your wrist and a small gyro spins up to provide you with better balance and reduced recoil for improving firing capability. Meanwhile, small children stare at you. The effects are identical to a gyro stabilization system (p. 432), only with Rating 3 (this effect is not cumulative with a worn gyro stabilization system). Activating or deactivating the system is a Simple Action. |
Cyberarm slide
| ||||||||||||
An integral version of the hidden arm-slide, the cyberarm slide hides a hold-out, taser, or light pistol inside your cyberarm, concealing it from normal vision. As a Free Action, you can ready the weapon in the slide. |
Cyber holster
| ||||||||||||
|
||||||||||||
You can hold a taser or any pistol or smaller-sized weapon within the holster, completely enclosed until you activate it. Inserting or retrieving a weapon takes one Simple Action. A cyber holster can also be used as a smuggling compartment to store items no larger than a pistol (the gamemaster has final discretion). |
Hydraulic jacks (Rating 1-6)
| ||||||||||||
|
||||||||||||
This implant requires you to have two cyberlegs with a hydraulic jack of identical Ratings in each leg. Each Rating point adds a +1 to your Physical limit for jumping and sprinting, adds twenty percent to your maximum jump distance, and reduces your falling distance by two meters for the purpose of calculating falling damage. |
Large smuggling compartment
| ||||||||||||
|
||||||||||||
This is a larger version of the smuggling compartment (p. 455). It can hold something the size of a heavy pistol or a small SMG (gamemaster’s discretion—think breadbox size as a guide). Getting something out of or putting something into it takes a Complex Action. |