HR+ (Free Use)
The "V8 SWAP" Overclock for the BEAR ARMS is a complicated mess of machinery. In essence, it takes the complex workings of a V8 engine, and shrinks it down to the size of ones forearms; custom, for each user. The V8 wields extreme power, as was originally designed to be used in the construction of the Square and flatline, is largely unused as it consumes a large amount of Biofuel or alternative electric fuel to continuously run.
Can be manually toggled via a button switch on the inner arm
Gives the user the punching strength of up to 4000 PSI, allows the user to destroy a concrete wall in 2 to 3 swings, and crack ribs in one
+3 Buff to powerlifting and boxing
Cool as hell
Adds 20% to the Chrome Limit
Requires a lower arm prosthetic
Cannot be concealed
Consumes large amounts of Biofuel when active
Extremely bulky, making it difficult to perform small actions with the augmented arm
The button which is used to activate it can be deactivated in the heat of a fight, posing a risk in fights
More of a tool than a weapon. Extended use will cause the cylinders to misfire, staggering the user
In worse cases, engine stops and the V8 becomes dead weight (<2 roll consecutively in a fight)
HR+ (Free Use)
The Mediator anti-infantry rifle was bootlegged from blueprints pirated from Pacific Union markets, eventually making its debut in the Isles. It is chambered in the 7.62x51mm NATO round, and was fielded against the RELISTAR and Manus Carne forces, meant for purely reconnaissance or assassination; as its low ammunition store is not fit for taking on high numbers of combatants. Additionally, it is equipped with auto-stabilization gyros, so that it's easier to aim without the weight of the rifle offsetting the aim.
Deployable anti-infantry rifle
Quick deployment
Semi-automatic, fielding an in-house gas blowback bolting system
Automatically stabilizes itself upon deployment due to the stabilization gyros
Adds 15% to the Chrome Limit
Requires a full arm prosthesis
Low ammunition count, 5 rounds
It can come preloaded before deployment, however the user will run the risk of potential misfiring if shot
Unable to be concealed with the use of SynthSkin
Extended use will require the barrel—at the least—to be replaced
In extreme cases, the entire housing and weapons system may need to be replaced
HR+ (Free Use)
Improved upon by wastelanders, originally created for those within the field of deep-sea exploration/marine biology, this optical enhancement is a need-be for any underwater escapades someone with the money, and humanity to spare for their endeavours. Designed with a waterproof optic system, it allows for sight with unparalleled clarity and functionality underwater. The significance lies in the seamless fusion of cutting-edge optics and waterproof capabilities, providing an invaluable tool for navigating the submerged intricacies of areas that are flooded or in areas with heavy downpour. As conventional optics falter in aquatic environs.
Improved visibility underwater
Grants the user a considerable advantage in underwater based combat
Adds 6% to the Chrome Limit
Requires optical prosthetics
Above-water vision is obscured/slightly blurry
Jelly-esque outer membrane, far less durable than the average human eye
HR+ (Free Use)
Like it's brass-knuckle counterpart, the "THOR" wields the might of a pantheon God, through a integrated lightning cannon in the users lower arm. It operates similar to a Sunrise Surprise Mk3, or a Tempest-1; firing bolts of pure electricity from the palm of ones hand and fingers. It instantly stuns whichever target it reaches first, causing them to spasm over the floor for 10 seconds. As per its complex and compact nature, it has a limited rang of about 8-to-12 feet compared to the SSM3/T1's 50 feet.
Hits like a freight train
Boasts a distinctive EMP effect, disabling most electronics and droids in 2-3 hits
Stuns enemies for one turn if the user has a +5 difference (10 to a 5), and two turns if it's a 10+ difference (15 to a 5)
Adds 10% to the Chrome Limit per arm
Requires a lower arm prosthetic
Limited range (8-10 feet)
Backfiring is common when in use (5+ difference in rolls to backfire. Ie; 10 to a 5). Locks the user out a turn in combat
HR+ (Free Use)
Considered a rudimentary augment, the External Respitory augment was developed for high-risk missions that required a certain sort of stealth. Despite being such a genius concept, messing with the human bodies natural functions tends to cause complications. These complications were a overall lower lung capacity, and decreased endurance.
Allows the user to "breath" underwater efficiently for 5-8 minutes
Adds 15% to the Chrome Limit
Requires a IC procedure through an experienced cutter
Lowers the overall capacity for oxygen in the users lungs
-2 Debuff to doging and movement
HR+ (Free Use)
A deadly weapon created in the Pacific Union, a long strand of mono-copper-filament wiring is wound into the users forearm, and is ejected through the users wrist. The arms are plated in order to withstand the extreme heat of the cable, allowing it to be woven around the arms to be used for different tasks. Within the shoulder sits a micro fusion generator that generates most of the heat for the weapon. Despite being designed for combat, this weapon has also found heavy use within wasteland amputations.
Superheatable nanofilament wire
+1 to Hacking/Computer Rolls
Adds 8% to the Chrome Limit
Requires a lower arm prosthetic
Can not be concealed with SynthSkin
Protective platting cannot be applied (ie. FARADAY / SALAMANDER...)
HR+ (Free Use)
When it comes around to water traversal, traversing swampy environments, or simply protecting yourself from the rain, the usage of prosthetics may prove a hinderance, but fear no longer, for this prosthetic plating provides a simple solution to the dangers of short-circuiting and waterlogging, by providing a snug plastic coating with a hydrophobic spray to any prosthetics you have applied, providing a 100% waterproof seal - but do keep in mind, it carries an odd, lingering smell.
Provides a 100% waterproof seal, rendering short-circuiting via water near-impossible
Adds 5% to the Chrome Limit per plated limb
Hideous, and also smells bad
HR+ (Free Use)
Created from pre-flash blueprints as a quality of life, The Chromeskulls observe a limited quantity of these prosthetic casings that allow for EMP detonations to be negated. The Casings are able to withstand 8 EMP Discharges before no longer being effective.
Protects the wearer from 8 EMP discharges
The FARADAY plating disperses the electromagnetic waves throughout the plating, so it equally damages all existing plating
Adds 5% to the Chrome Limit per full plated limb
Requires prosthetics
The effects of FARADAY plating are less effective on droids
HR+ (Free Use)
The Turner Deployment Augment can be traced back from Pacific Union designed by corporations branching into military markets. Through wasteland travels, the blueprints ended up in the Chromeskulls hands giving them the might of LMGs just within a prosthetic arm. The Turner Deployment Augment utilizes a unfolding system to assemble the large scale firearm though to assure proper assembly, which is quite time consuming. The LMG utilizes 6.8MM and can either be loaded through bag magazines or ammo belts, but due to the sheer size it does not come preloaded.
Hight rate of fire
High ammunition count, 35 rounds
Adds 20% to the Chrome Limit
Requires a full arm prosthesis
Slow deployment of the LMG firing system
Low accuracy due to unwieldy nature
Doesn't come preloaded with ammunition, must be loaded after deployment.
Unabled to be concealed with the use of SynthSkin
Due to unwieldy nature, may cause damage to the arm or firing system with extended use