Difference between revisions of "SR5:Cyberware:Limb Accessories"

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==Cyberarm gyromount==
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==Cyberarm Gyromount==
 
{{SR5:Cyberware Template
 
{{SR5:Cyberware Template
 
|Capacity=[8]|Availability=12F|Cost=6,000
 
|Capacity=[8]|Availability=12F|Cost=6,000
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==Cyberarm slide==
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==Cyberarm Slide==
 
{{SR5:Cyberware Template
 
{{SR5:Cyberware Template
 
|Capacity=[3]|Availability=12R|Cost=3,000
 
|Capacity=[3]|Availability=12R|Cost=3,000
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==Cyber holster==
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==Cyber Holster==
 
{{SR5:Cyberware Template
 
{{SR5:Cyberware Template
 
|Capacity=[5]|Availability=8R|Cost=2,000
 
|Capacity=[5]|Availability=8R|Cost=2,000
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==Hydraulic jacks (Rating 1-6)==
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==Hydraulic Jacks (Rating 1-6)==
 
{{SR5:Cyberware Template
 
{{SR5:Cyberware Template
 
|Capacity=[Rating]|Availability=9|Cost=2,500|CostNote=x Rating
 
|Capacity=[Rating]|Availability=9|Cost=2,500|CostNote=x Rating
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==Large smuggling compartment==
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==Large Smuggling Compartment==
 
{{SR5:Cyberware Template
 
{{SR5:Cyberware Template
 
|Capacity=[5]|Availability=6|Cost=8,000
 
|Capacity=[5]|Availability=6|Cost=8,000

Revision as of 20:04, 6 March 2016

5th Edition Lists
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

Cyberarm Gyromount

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ESSENCE CAPACITY AVAIL COST SOURCE
- [8] 12F 6,000¥ Core
Wireless
Activating or deactivating the system is a Free Action.

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

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ESSENCE CAPACITY AVAIL COST SOURCE
- [3] 12R 3,000¥ Core

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

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ESSENCE CAPACITY AVAIL COST SOURCE
- [5] 8R 2,000¥ Core
Wireless
Readying a weapon from the holster is a Free Action.

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)

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ESSENCE CAPACITY AVAIL COST SOURCE
- [Rating] 9 2,500¥ x Rating Core
Wireless
The jacks add a +1 dice pool bonus to tests involving jumping, sprinting, or lifting with your legs.

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

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ESSENCE CAPACITY AVAIL COST SOURCE
- [5] 6 8,000¥ Core
Wireless
Getting something out of or putting something into it takes a Simple Action.

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.