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Cyber Implant Weapons

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.

Cyber Weapon Costs
Cyberguns Essence Capacity Avail Cost
Hold-out Pistol 0.1 [2] 8R 2,000
Light Pistol 0.25 [4] 10R 3,900
Machine Pistol 0.5 [6] 12R 3,500
Heavy Pistol 0.5 [6] 12R 4,300
Submachine Gun 1 [8] 12R 4,800
Shotgun 1.25 [10] 12R 8,500
Grenade Launcher 1.5 [15] 20F 30,000
External Clip Port 0.1 [1] - +1,000
Laser Sight - [1] - +1,000
Silencer/Suppressor - [2] - +1,000
Cyber Melee Essence Capacity Avail Cost
Hand Blade 0.25 [2] 10F 2,500
Hand Razors 0.2 [2] 8F 1,250
Spurs 0.3 [3] 12F 5,000
Shock Hand 0.25 [4] 8R 5,000

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).

Cyberguns
Cyberguns Accuracy Damage AP Mode RC Ammo
Hold-out Pistol 4(6) 6P - SA - 2(m)/6(c)
Light Pistol 6(8) 7P - SA - 10(m)/15(c)
Machine Pistol 4(6) 6P - SA/BF 1 18(m)/32(c)
Heavy Pistol 4(6) 7P -1 SA - 8(m)/12(c)
Submachine Gun 4(6) 7P - SA/BF 2 18(m)/32(c)
Shotgun 4(6) 10P -1 SS - 4(m)/10(c)
Grenade Launcher 4(6) as Grenade as Grenade SS - 2(m)/6(c)

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 Melee Weapons
Cyber Melee Reach Damage AP
Hand Blade - (STR + 2)P -2
Hand Razors - (STR + 1)P -3
Spurs - (STR + 3)P -2
Shock Hand - 9S(e) -5
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.
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.
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.
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.