Difference between revisions of "SR5:Weapons:Implant Firearms"
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For a quarter of a century now, cyber-implant melee weapons have been the classic, favored toys of razor guys, from street muscle to professional urban samurai. They are available as cyberarm upgrades, but can also be installed directly into the flesh. Cyber weapons can be readied via muscle flexture, neural impulse, or wireless signal. Attacks with cyber melee weapons use Unarmed Combat skill and the Physical limit. | For a quarter of a century now, cyber-implant melee weapons have been the classic, favored toys of razor guys, from street muscle to professional urban samurai. They are available as cyberarm upgrades, but can also be installed directly into the flesh. Cyber weapons can be readied via muscle flexture, neural impulse, or wireless signal. Attacks with cyber melee weapons use Unarmed Combat skill and the Physical limit. | ||
− | ===Hand blade=== | + | ===Cyber Hand blade=== |
{{SR5:Melee Weapon Template | {{SR5:Melee Weapon Template | ||
|DV=(STR+2)P|AP=–2|Availability=10F|Cost=2,500 | |DV=(STR+2)P|AP=–2|Availability=10F|Cost=2,500 | ||
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}} | }} | ||
− | ===Hand Razors=== | + | ===Cyber Hand Razors=== |
{{SR5:Melee Weapon Template | {{SR5:Melee Weapon Template | ||
|DV=(STR+1)P|AP=–3|Availability=8F|Cost=1,250 | |DV=(STR+1)P|AP=–3|Availability=8F|Cost=1,250 | ||
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}} | }} | ||
− | ===Spurs=== | + | ===Cyber Spurs=== |
{{SR5:Melee Weapon Template | {{SR5:Melee Weapon Template | ||
|DV=(STR+3)P|AP=–2|Availability=12F|Cost=5,000 | |DV=(STR+3)P|AP=–2|Availability=12F|Cost=5,000 | ||
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}} | }} | ||
− | ===Shock Hand=== | + | ===Cyber Shock Hand=== |
{{SR5:Melee Weapon Template | {{SR5:Melee Weapon Template | ||
|DV=9S(e)|AP=–5|Availability=8R|Cost=5,000 | |DV=9S(e)|AP=–5|Availability=8R|Cost=5,000 |
Revision as of 20:29, 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 |
Cyber-implant weapons can be installed into cyberlimbs or directly into the meat. They’re popular with the denizens of urban wastelands like the Barrens, and with street samurai who never want to go anywhere unarmed.
See the Implant Cyberware Page for Cyber Stats
Ranges | ||||
---|---|---|---|---|
DP Modifier | SHORT +0 |
MEDIUM -1 |
LONG -3 |
EXTREME -6 |
Implant | 0-5 | 6-10 | 11-15 | 16-20 |
Type | Weapon | Acc | Reach | DV | AP | Modes | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Implant | Cyber Hold-Out Pistol | 4(6) | - | 6P | - | SA | - | 2(m)/6(c) | 8R | 2,000¥ | Core |
Implant | Light Cyber Pistol | 6(8) | - | 7P | - | SA | - | 10(m)/15(c) | 10R | 3,900¥ | Core |
Implant | Cyber Machine Pistol | 4(6) | - | 6P | - | SA/BF | 1 | 18(m)/32(c) | 12R | 3,500¥ | Core |
Implant | Heavy Cyber Pistol | 4(6) | - | 7P | -1 | SA | - | 8(m)/12(c) | 12R | 4,300¥ | Core |
Implant | Cyber Submachine Gun | 4(6) | - | 7P | - | SA/BF | 2 | 18(m)/32(c) | 12R | 4,800¥ | Core |
Implant | Cyber Shotgun | 4(6) | - | 10P | -1 | SS | - | 4(m)/10(c) | 12R | 8,500¥ | Core |
Implant | Cyber Microgrenade Launcher | 4(6) | - | As Grenade | As Grenade | SS | - | 2(m)/6(c) | 20F | 30,000¥ | Core |
Implant | Cyber Hand Blade | Physical | - | (STR+2)P | -2 | - | 10F | 2,500¥ | Core | ||
Implant | Cyber Hand Razors | Physical | - | (STR+1)P | -3 | - | 8F | 1,250¥ | Core | ||
Implant | Cyber Spurs | Physical | - | (STR+3)P | -2 | - | 12F | 5,000¥ | Core | ||
Implant | Cyber Shock Hand | Physical | - | 9S(e) | -5 | - | 8R | 5,000¥ | Core |
Contents
Cyberguns
Generally speaking, these are mounted in a cyberarm or directly into a natural arm, but you could install one in a leg or even your torso. Cyberguns are distinct from cyber holsters in that the gun itself can be controlled and fired directly, as an extension of your body. Depending on the size of the gun, cyberguns take up part of your forearm or replace your arm altogether, with the functional parts of the arm built around the gun. Smaller cyberguns fire through a hidden port in the palm or knuckles, while larger cyberguns fold back the user’s hand at the wrist.
For extra concealment, cyberguns are built from mostly non-metallic compounds, and any metallic parts are incorporated into the (cyber) arm’s structure. All cyberguns have internal magazines (m) and can be equipped with a hidden external ammo port. However, once you attach a clip to the side of your forearm or the back of your elbow, the cybergun becomes kind of obvious. Laser sights and silencers/sound suppressors are also available; other weapon accessories can’t be installed in cyberguns. All cyberguns are pre-equipped with smartgun systems (p. 433).
Cyber Hold-Out
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | 6P | – | SA | – | 2(m)/6(c) | 8R | 2,000¥ | Core |
Light Cyber Pistol
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
6(8) | 7P | – | SA | – | 10(m)/15(c) | 10R | 3,900¥ | Core |
Cyber Machine Pistol
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | 6P | – | SA/BF | 1 | 18(m)/32(c) | 12R | 3,500¥ | Core |
Heavy Cyber Pistol
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | 7P | –1 | SA | – | 8(m)/12(c) | 12R | 4,300¥ | Core |
Cyber Submachine Gun
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | 7P | – | SA/BF | 2 | 18(m)/32(c) | 12R | 4,800¥ | Core |
Cyber Shotgun
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | 10P | –1 | SS | – | 4(m)/10(c) | 12R | 8,500¥ | Core |
Cyber Microgrenade Launcher
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | as Grenade | as Grenade | SS | – | 2(m)/6(c) | 20F | 30,000¥ | Core |
Cyber Melee Weapons
For a quarter of a century now, cyber-implant melee weapons have been the classic, favored toys of razor guys, from street muscle to professional urban samurai. They are available as cyberarm upgrades, but can also be installed directly into the flesh. Cyber weapons can be readied via muscle flexture, neural impulse, or wireless signal. Attacks with cyber melee weapons use Unarmed Combat skill and the Physical limit.
Cyber Hand blade
Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|
– | – | (STR+2)P | –2 | 10F | 2,500¥ | Core |
Hand razors are blades two to three centimeters long, made of chromed steel or carbon fiber. They either slide out from beneath your fingernails or replace them entirely.
Cyber Hand Razors
Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|
– | – | (STR+1)P | –3 | 8F | 1,250¥ | Core |
Hand blades slip out the side of the hand opposite the thumb, parallel to the hand, and while they are universally thin and sharp, they come in a variety of shapes and styles.
Cyber Spurs
Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|
– | – | (STR+3)P | –2 | 12F | 5,000¥ | Core |
Spurs are one to three blades or spikes protruding from the back of your wrist or your knuckles, sticking out from your fist as much as thirty centimeters.
Cyber Shock Hand
Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|
– | – | 9S(e) | –5 | 8R | 5,000¥ | Core |
- Charges
- 10 Charges
- Recharge One Charge per 10 Seconds
The shock hand is like a shock glove built into the palm of your hand, perfect for inflicting a nasty shock to anything it comes into contact with. Shock hands deal Electricity damage (p. 170) and have ten charges in each hand; when plugged in they recharge at a rate of one charge per ten seconds.