Weapons

These are implanted body weapons which (surprise surprise) are not available on the open market. Buying a cyberweapon means tracking down a midman or streetpunk and paying a lot of money to some very unsavoury characters, who will then introduce you to a supplier or blacktech to fit them in you. Individual weapons vary, but most will require a difficult [20] streetwise task to find a blacktech with the bits. In either case you are looking at at least four days before you meet your eventual supplier. It is possible to have one blacktech make the parts and another fit them, but this will cost you time and money.

Cyberweapons are great, they can be hidden inside you or under your skin right until you close in for the kill, or better still, wait until your opponent is closing in and give them a real surprise! Some cyberweapons will need a power source however and normal options apply. Wearers should use the relative melee skill when making attacks.

Cyberweapons
Surgery
Description
Cost
IL
Blades
M
Cybernetic claws that extend from within the fingers
800
D6
Claws
M
Bioware claws (replacing the fingers)
900
D4
Cybersnake
C
Computer controlled "drill-on-a-wire" that drills or rakes
2000
2D4
Digital Death
M
Toxin injectors (finger, hand or mouth based)
500
D6
Preds
M
Double set of 12" extendable blades (forearm mounted)
1200
2D6
Razor Back
C
Sets of spikes extend from the spine
2000
2D6
Razor Nails
M
Razor sharp nail replacements
300
D3
Slice Whip
M
Monowire whip, frequently installed in the thumb
900
D4
Snake Bite M
Snake fangs with venom injector
900
D4
Thud-knux
M
Replacement knuckles that increase punch damage
400
D3
Vamps
M
Vampire teeth with various options
300
D4

Blades: are implanted in the wearer's fingers. The finger bones are hollowed (or often replaced) and the telescopic blades are inserted. When the user makes a claw with their hand or mentally triggers the weapon the blades extend to their full 3" length. The blades extend from underneath the user's fingernails via a small slit near the finger tip (making them a very difficult perception task to spot). They cause 3D6 damage plus the user's full strength bonus and are much sharper than organic vat grown claws.

 

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Blades

Implant

1

2

+0

-2

swing + cut

3D6

-2

800

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Claws: are covered in more detail in the bioware section (above). They replace the finger tips and although they are considered bio-decor, they are reasonably obvious weapons. Natural claws still grow, because they are living tissues, and will need clipping or filling for optimum performance. Natural claws wearers often have razor nails implanted over the top to aid concealment making them a difficult task to spot.

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Claws

External

1

2

+0

-3

swing + cut

2D6

-1

900

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Cybersnake: is a computer assisted weapon that is a flexible drill that shoots from the attacker's mouth (or other places!) to rake across a target, or drill into them. The biological sheath around the snake protects the wearer and repels any tissue from the victim. Most cybersnake are implant in the chest and attack via the mouth. However, some versions are held within the arm (shooting out the palm of the hand) and it has been known for some to attack from the navel or sexual organs!

The first type of attack makes the cybersnake whip across the target, raking against the flesh and slashing it open. This attack causes 2D6 swinging cutting damage and is modified by the user's strength accordingly (see below). The second, and perhaps more deadly, attack is where the snake shoots out into the target and drills into them! The drilling damage causes 2D6 thrusting impaling damage and is also modified by strength score accordingly. However if the user rolls a critical result then the snake is assumed to have drilled into a major organ or artery, causing double penatrative damage!

The attack may get a surprise attack if the victim is not suspecting any violence - indeed, a cybersnake attack from more <ahem> intimate areas is unlikely to be suspected or dodged. The attacker gains full surprise benefits as discussed in the combat system.

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Cybersnake

Implant

0

3

+1*

n/a

swing + cut
thrust + impale

2D6

-5

2000

The problem with a drill attack is that if the opponent is still alive, he/she may attempt to grab the snake and rip it out. To do this the opponent must make a task attempt against each other. If the opponent fails then the snake has avoided the attack but if the opponent succeeds then he must make a difficult strength test to rip the cybersnake free doing 2D6 damage to the host.

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Digital Death: or Dee-Dees are streetslang terms for toxin injector weaponry. The user has one or more small extremely sharp needles implanted in their fingertips that pump poisons, drugs or whathaveyou into the target. The needles are connected to a poison reservoir which is situated in the palm or wrist and that holds ten doses plus two extra per level. Each level costs $100 and a maximum of six levels can be installed. Upon a successful hit with the needles, the user may inject the victim with the drug.

Dee-Dees are not visible to the naked eye, although a very difficult [25] visual perception roll may spot them when they are extended. D-D's are a popular assassination weapons because they leave little immediate evidence of death on the victim. The needles should be removed after use and suitably sterilized. A replacement set of needles costs around $100.

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Dee-Dee (Fingers)
Tongue Sting

Implant
Implant

1
0

1
1

+1
-1

n/a
n/a

thrust implaing
thrust implaing

D6
D6

-6
-6

500

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Preds: are 12" blades that extend out of the wearer's forearm and lock into position. The most common form of this weapon is a pair of mono-serated blades that curve like a scimitar. Indeed, the double blades make stictching a wound very difficult and as they are sharp on both edges, many attacks use the serations to rip out of a victim. A set of pred can be used as stabbing impaling or sw

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Pred (arm blades)

V

1

4

+3

+1

swing + cut
stab + impale

4D6

-3

1200

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Razor Back: is another real nasty and low down dirty trick cyberweapon. Once an assassin or low down streetpunk gets the drop on you, wraps their slice whip around your neck from behind, it's normally time to snap that medical alarm card. Slamming them against a wall has little effect when you are gasping for air. Razor back gives backstabbers a real shock- eight four inch spikes extend in pairs from either side of your spine and can be used to stab an agressor. (If you have any armour on they rip through causing D6 SDP damage. Sealed and EVA suits will be punctured too). Razorbacks add impaling damage as well any damage done through "slam attacks".

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Razorback

Implant

0

3

-1

n/a

thrust + impale

3D6

-2

2000

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Razor Nails: are replacements for the wearer's own nails. On the street, some people sharpen the edges of the nails to give them a mean cutting edge. While the nails cannot claw like a set of blades, they can cause nasty slashes much like a small knife. Razor nails do not grow, although for an extra $100 they can be made to extend/withdraw thus allowing short/long nails as you want.

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Razor Nails

Implant

1

1

+1

n/a

swing + cut

D6

-2

300

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Slice Whip: is concealed inside one of the user's fingers or thumb. The bottom parts of the digit store a spool that contains the monowire, while the top part of the digit has it's nail replaced with a heavy synthetic to act as a weight for the whip. The weighted nail allows the user to whip the monowire across like a slice whip or use the nail as a hold so the wire can be used as a garotte.

The slice monowire is incredibly sharp and can quite easily cut deep into flesh, bone and armour. Slice whips are only safe to use in a fairly open space (about two metres) and have a five metre range. Once the whip hits a target then it is coiled back by the spool for the next attack. Garrotting rules are covered in the combat section, note that the AM would still apply.

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Slicewhip

Implant

1

2

+1

n/a

swing + cut

3D6

-4

900

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Snake Bite: is a dubiously legal practice of bio decor. The user has a set of tank-grown snake fangs implanted (double system and surgery cost if retractable). These are not illegal as they are considered decoration and not weapons (D4 IL). The questionable part is a modified rattlesnake venom gland (double IL to 2D4). The toxin is injected into a victim when they are bitten by the fangs. The gland's toxin is harmless if swallowed by the user. The gland produces enough poison for up to four bites plus an extra bites worth per level after which the gland will not produce any more for another ten hours since the last bite. The venom takes effect D4 minutes after the bite and does 6D6 damage (endurance test for half damage).

The teeth do the same damage as vamps and the venom strength is equal to the level multiplied by four. Each extra level costs $400 and the maximum is level six. So a level three snake bite would provide enough venom for seven bites at strength twelve. The victim must make a resistance test as per the normal toxin rules (that's endurance + D10 vs venom strength + D10. Success halves the damage. One attempt must be made per dose!). Note that the bite does D4 damage, the venom doesn't kick in later.

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Snakebike

Implant

0

2

0

n/a

stab + impale

D4 + special

-3

900+

Two variants of this gland have been found, one causes the victim to black out (6D6 stun damage and venom kicks in after D6 minutes).

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Thud Knux: are high density knuckle bones which give the wearer's punch a higher impact almost as if he / she was using a knuckle duster. The knuckle bones are replaced and the outer skin is replaced with a synskin (which does not bruise or cut). Thud knux give the hand a slightly bulging appearance and they are common with martial artists and bouncers. These implants add 2D6 stun damage to the attacker's punches.

Thud-knux
M
Replacement knuckles that increase punch damage
400
D3

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Vamps: are listed as fashion implants, although like snake bite they also have a darker use. Basic vamps are affixed to the jaw and remain extended, to make them retractable doubles their cost and the surgery cost is doubled as well. For double the price they can have fitted a poison reservoir which can hold three doses of any non-corrosive toxin plus one extra per level. Each extra level costs $150 and a maximum of six levels can be bought. However, extra surgery is required. The teeth are designed never to accidentally discharge into the user's system and only inject venom when the teeth are clamped into something and the user sets the mental trigger off.

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Vamps

Implants

0

1

-1

n/a

thrust + impale

D6

-3

300

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