One of the few vault items built upon an already wide-spread, and existing weaponized prosthetic. The ‘Origami’ blade set is a modified version of the mass-produced ‘Hornet’ blades, except the blades have been tweaked to be longer, and serrated.
They take up far more space on the arm, and the neural-link pokes parts of the brain that shouldn't be poked.
[+] Can be superheated with purchase of the “Tempered” Melee Overlock in the RELISTORE.
[+] Can be electrified with purchase of the “Energized” Melee Overlock in the RELISTORE.
[+] Takes up half a vault slot (both hands would be one vault slot.)
[-] Adds 5% to the chrome limit per arm.
[-] Requires a lower arm prosthetic.
[-] Cannot deploy with rolled down sleeves.
[-] When stabbed into the enemy, the blade runs a risk of potentially snapping (two <3 rolls during combative encounters).
BLADE: PL1
Following a similar design philosophy to the G-19x, the G-10m is based off of the designs of the almost prehistoric MAC-10, automatic submachine pistol.
The G-10m “Ravager” is an easily installed, easily deployed integrated firearm; the first of many in the Chromeskulls. All of its internals are stored on the internals of the arm, akin to its predecessor.
When not deployed, the G-10m sinks into its cavity in the arm, awaiting further usage.
[-] Adds 5% to the chrome limit per hand.
[-] Requires a lower arm prosthetic.
[-] Susceptible to jamming and misfiring (<4 roll when firing.)
SMG: PL2
.9mm: 20 (+1) RNDS.
.45 acp: 12 (+1) RNDS.
The Kingbreaker, designed by one of the many Spines under Karsons rule, was designed purely as a weapon of strength; not worrying about the possible physical risks of having a pump-action double barrel integrated into the arm.
Known for its devastating power, it’s beloved by Spines as a weapon to command respect because of the strength needed to adequately wield it.
[-] Adds 3% to the chrome limit per arm.
[-] Requires a full arm prosthetic.
[-] Has almost no ballistic cushioning, meaning that it will hurt regardless of how you shoot it.
[-] Rolling two nat 1s in a row when attempting to shoot will result in the arm essentially exploding, nulling the item.
DOUBLE-BARREL: PL2
12 gauge: 2 RNDS.
Preceded by an extremely dangerous procedure that applies extra artificial optical inputs to the lateral geniculate nucleus, this item allows for the usage of one extra vault optic, though, slightly hindering its function due to instability. Keep in mind, though, such an invasive procedure pokes at parts of the brain that shouldn't be poked.
[+] Allows the user to mount one extra vault optic onto their face.
[-] Adds 5% to the chrome limit.
[-] Requires an optical prosthetic.
[-] Freakish-looking.
[-] Go crazy, go stupid. Advances Overchrome by one level.
The Crownripper is a modified Kingbreaker, rechambered to fire 8 gauge shells. The larger caliber makes it far more deadly but also far more taxing on your body. Any force already exerted on the user is only amplified by the aggressive power of the 8 gauge.
The Crownripper is feared for its even deadlier might, seen as a fearsome symbol of power by its user and oppression by its victims.
[-] Adds 5% to the chrome limit per hand.
[-] Requires a full arm prosthetic.
[-] Has almost no ballistic cushioning, meaning that it will hurt regardless of how you shoot it. Made worse by the much larger caliber.
[-] Rolling two nat 1s in a row when attempting to shoot will result in the arm essentially exploding, nulling the item.
DOUBLE-BARREL: PL4
8 gauge: 2 RNDS.
A jailbroken Pacific security augment, the KAPTAN is the epitome of “fuck around and find out.” Meaning that any ne’er-do-well to fuck around in the Pacific where a security contractor employed these, would find out.
The KAPTAN works by employing a number of custom superconductors in the knuckles, powered by a LiFePO battery in the wrist. It is activated by a programmable hand motion (such as snapping your fingers), which then activates the superconductors; leading them to be constantly active until deactivated by that same hand motion.
[+] Standard charge (3 seconds) generates a stun effect on the victim (one turn).
[-] Adds 5% to the chrome limit per arm.
[-] Requires a lower arm prosthetic.
[-] Synthskin will become charred around the discharge point (the hand) after constant use.
[-] Relies on a battery within the arm carrying fifteen charges/ Normal stuns will cost only one charge; a ranged blast will cost two charges.
[-] The implant is literally crackling with electricity while active. It's very easy to backfire or friendly fire someone as a result (roll difference of 5 (eg. 5 to 10), which stuns the user for one turn.
[-] If the arm is splashed in water for whatever reason, backfire chance multiplies tenfold (must roll 18 or higher to not backfire while active).
[-] Attempting to cycle the KAPTAN with a used up battery can power it with a high enough roll (15+), but the user becomes the battery. Usage of the KAPTAN in this manner will make the user continuously more faint, resulting in a blackout by the third charge, regardless of success or failure.
LiFePO4 Batteries: 15 CHARGES.
The Racketeer anti-infantry rifle is jailbroken and reverse-engineered from blueprints pirated from RELISTAR Industries, eventually debuting on the isle via the Chromeskulls.
It is chambered in the 7.62x51mm NATO round, and is 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.
Furthermore, it’s equipped with in-house stabilization gyros, allowing it to be easily wielded without the hassle of setting up a sniper’s post.
[+] Automatically stabilizes itself upon deployment.
[-] Adds 5% to the chrome limit per arm.
[-] Requires a full arm prosthetic.
[-] Easy to deploy, but topheavy; making it difficult to swing around.
[-] Limited ammo capacity. You can only fit five rounds in at a time - try anything more, and you exponentially increase the risk of a jam or blow up.
[-] Prone to misfiring as most Chromeskull firearms are (roll <3 to misfire, and blow out the barrel).
RIFLE: PL3
7.62x51mm: 5 (+1) RNDS.
Like its cousin, this procedure is equally as dangerous. Both of the optic nerves are replaced with one artificial optic input which practically drills down into the optic chiasm, slightly decreasing the user's field of view, and allowing them only to use one single vault optic, though, with its function being significantly enhanced. But, removing such a vital part of the human body can cause problems for the mind.
[+] Allows the user to amplify the pros of an optic at the cost of one of their eyes.
[-] Adds 5% to the chrome limit.
[-] Requires a preexisting optical vault item, and optical prosthetic.
[-] Loss of depth perception (Ranged weaponry attacks have a -2 applied)
[-] The user's other eye becomes completely useless. You can only see out one.