Tag: Cyber Limb Module

Results

  • Breaching System

    Originally designed to bring down walls, the arm adds +2 damage to a successful barehanded Fighting roll. *Strain:* 1 |Module|Location|Notes| |Breaching System |Arm |+2 Damage in barehanded Fighting rolls, and +4 to damage on inanimate objects| …

  • Reflexive Strike Module

    The character gains the [[edge-counterattack|Counterattack]] edge. • Location: Arm or Leg *Strain:* 1 |Module|Location|Notes| |Reflexive Strike Module|Arm or Leg|gains the Counterattack edge.| Return to [[Cyberware]].

  • Enhanced Vision

    The character’s eyes can function like a scope, halving penalties for Medium and Long Range. * Location: Eyes |Module|Location|Notes| |Enhanced Vision|Eyes|1/2 penalties at Medium and Long Range| Return to [[Cyberware]].

  • Night Vision Optics

    The character gains the benefits of the [[Low Light]] Vision monstrous ability. * Location: Eyes |Module|Location|Notes| |Night Vision Optics|Eyes|Gain Low Light Vision Monstrous ability| Return to [[Cyberware]].

  • Cyber Tools

    CYBER TOOLS The arm is equipped with a basic set of tools. The character enjoys a +2 to Repair rolls for each Repair skill specialization. • Location: Arm |Module|Location|Notes| |Cybertools|Arm |+2 to Repair rolls for each Repair skill …

  • Amplified Hearing

    Adds a +2 bonus to [[skill-notice|Notice]] rolls involving sound. • Location: Ears |Module|Location|Notes| |Amplified Hearing |Ears |+2 to Notice rolls involving sound| Return to [[Cyberware]].

  • Chemical Injector

    The characters fingers come equipped with retractable syringes. The character can store 3 separate compounds within their arm, for 3 full doses. The character can administer to himself as a free action, however, if he wishes to use it in combat, the …

  • Cyberlegs, Aquatic

    The character receives +2 to all Swimming rolls and +2” Pace underwater. * Location: Legs * Strain: 1 |Module|Location|Notes| |Cyberlegs, Aquatic|Legs |+2 to Swimming Rolls, +2 Pace underwater| Return to [[Cyberware]].

  • Cyberlegs, Stabilization System

    The Stabilization System negates the unstable platform penalty. • Location: Legs • Strain: 1 |Module|Location|Notes| |Cyberlegs, Stabilization System|Legs |Negates the unstable platform penalty| Return to [[Cyberware]].

  • Drone Hand

    The character’s hand is capable of detaching and becoming a spider-like drone controlled wirelessly (using 1 control slot). The drone comes equipped with a camera allowing the character to view what the drone see’s through their TAP. When the drone hand …

  • Fingerprint Duplicator - Lockpicking Kit

    The arm is equipped with a basic set of Lockpicks, and is capable of duplicating the fingerprints of any sample they’re able to download. This grants a +2 bonus to all Lockpicking rolls. • Location: Hand |Module|Location|Notes| |Fingerprint …

  • Firearm

    This weapon is implanted in the limb. • Weapon: Range 12/24/48; Damage 2d6; ROF 1; Shots 10 • Location: Arm |Module|Location|Notes| |Firearm|Arm|Range 12/24/48; Damage 2d6; ROF 1; Shots 10| Return to [[Cyberware]].

  • Firearm, Automatic

    This weapon is implanted in the limb. • Weapon: Range 12/24/48; Damage 2d6; ROF 3; Shots 30 • Location: Arm |Module|Location|Notes| |Firearm, Automatic|Arm|Range 12/24/48; Damage 2d6; ROF 3; Shots 30| Return to [[Cyberware]].

  • Firearm, Heavy

    This weapon is implanted in the limb. • Weapon: Range 12/24/48; Damage 3d6; ROF 1; Shots 10, Min Str d8 • Location: Arm |Module|Location|Notes| |Firearm, Heavy|Arm|Weapon: Range 12/24/48; Damage 3d6; ROF 1; Shots 10, Min Str d8| Return to [[ …

  • Flash Compensators

    Flash covers give a +4 bonus to resist flash based attacks. • Location: Eyes |Module|Location|Notes| |Flash Compensators|Eyes|+4 bonus to resist flash based attacks.| Return to [[Cyberware]].

  • Gecko Hands

    Gecko Hands give the character the Wall Walker Monstrous Ability, allowing the character to move up vertical surfaces at their normal Pace. • Location: Hand (must be implanted in both hands) |Module|Location|Notes| |Gecho Hands|Hands|Gain [[Wall …

  • Infra-Ultra Optics

    The retina is replaced to enable vision into the ultraviolet and infrared spectrums, and the brain is changed to be able to perceive colors that don’t exist in the standard visible spectrum. The character gains the benefits of the Infravision monstrous …

  • Kangaroo System

    The character doubles the distance they can jump, allowing her to move 2” horizontally and 1” vertically from a dead stop, or up to 4” horizontally and 2” vertically if she runs at least half her Pace. • Location: Legs |Module|Location|Notes| | …

  • Motion Detector

    The character gets a +2 bonus to Notice rolls during the “Last Step” (see stealth in Savage Worlds). Additionally, If another character or NPC gets the drop on the character, they only receive a +2 bonus to their attack roll. • Location: Ears | …

  • Recoil Compensation

    This module removes 2 points of penalty from [[autofire]] when using firearms. • Location: Arm |Module|Location|Notes| |Recoil Compensation|Arm|Removes 2 penalty points from auto-fire| Return to [[Cyberware]].

  • Internal Rocket Boosters

    The user’s legs contain internal rocket boosters that allow the user to make vertical and horizontal jumps of up to 25 (5"). One jump per round is possible and a successful [[Agility]] check is required to land properly. Failure costs the user his next …

All Tags