Radline Blitzkrieg Arc-Thrower Cyberarm
Cost: 1000eb (Very Expensive)•Install: Hospital
Humanity Loss: 14 (4d6)
#DATA
The Radline Blitzkrieg Arc-Thrower uses a low-energy laser to ionize an air-path and then releases a highvolt, medium-amp artificial lightning bolt to blast a wide swath of electric mayhem in front of it.
Don’t let the lack of a hand on the latest model put you off putting the power of Zeus at your end of your arm, though! Radline’s patented MagnaSlot technology means you can easily eject a spent BatteryBrick with a thought and then slot a new one by pressing the arm’s power port to a spare tucked away on your belt.
Cyberarm. Does not have to be paired. Has 0 Option slots for Cyberarm or Cyberlimb Options. Does not include a hand and thus cannot hold anything. This custom-built Cyberarm is a One-Handed Exotic Poor Quality Shotgun fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill.
Mechanically, the Arc-Thrower is a Shotgun that can only fire using the Shotgun Shell alternate firing mode except that it deals 4d6 instead of 3d6 damage. Additionally, instead of using Ammunition, whenever this weapon is fired it drains one of 32 charges from its easily rechargeable (1 hour) proprietary Radline MagnaSlot BatteryBrick (100eb, included with every purchase).
Damage dealt by this weapon cannot cause a Critical Injury and does not ablate armor. If damage dealt by this weapon would reduce a target to under 1 HP they are instead Unconscious at 1 HP. This weapon’s battery pack can be ejected and reloaded as an Action even without a free hand.
DATA
Technically, the Blitzkrieg is manufactured by Radine Laboratories out of Sweden but a printing error on the arm proclaimed it as being made by Radline. The misnomer stuck and, to this day, few people use the company’s actual name when referring to it
Cyberarm
Cyberware, Cyberlimbs, Foundational Cyberware
Install Location Hospital
Cost 500eb (Expensive)
Humanity Loss 7 (2d6)
Replacement arm. Does not have to be paired. A Cyberarm has 4 Option Slots for Cyberarm or Cyberlimb Options, and each comes pre-installed with a Standard Hand that doesn't cost any Humanity Loss or take up a Cyberarm Option Slot.
Cost: 1,000eb (V. Expensive) • Install: Clinic • HL: 14 (4d6)
Cyberarm Option. Requires 2 Cyberarm Option Slots. This reinforced fist can be wielded as an Excellent Quality Heavy Melee Weapon. The user may wield weapons in this arm’s hand as if they had BODY 11. When purchased twice and installed in two separate Cyberarms, the user can also pry open doors/move Thick Cover, Choke, and Slam as if they had BODY 11.
Cost: 1,000eb (V.Expensive). Install: Clinic. HL: 7 (2d6)
Cyberarm Option. Requires 2 Cyberarm Option Slots. The Propulsive Punch Kit reinforces the knuckles of the cyberarm with shock absorption pads and installs a a flexible spring lock system and small micro rocket into the elbow of the arm. This allows the user to spend 1 charge from a 3 charge fuel cell (50eb) as an action to make a ROF 1 brawl attack that deals 5d6 base damage no matter what the users Body stat is.
Cost: 1,000eb (V. Expensive) • Install: Clinic • HL: 14 (4d6)
Cyberarm Option. Requires 2 Cyberarm Option Slots. A One-Handed Excellent Quality Heavy Melee Weapon that can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is “popped up,” the user can’t hold anything in this arm’s hand. When purchased twice and installed in two separate Cyberarms, the user can negate the normal movement penalty for climbing while they have both weapons popped up.
Cost: 1,000eb (V. Expensive) • Install: Clinic • HL: 7 (2d6)
Cyberarm Option. Monofilament whip that can be concealed successfully without a check. One-Handed Exotic Heavy Melee Weapon capable of making melee attacks from up to 6 m/yds (3 squares) away. Whenever a Monowire causes a Critical Injury, the aggressor rolls twice on the Critical Injury table and chooses their favorite option for their victim to suffer.
Cost: 1,000eb (V. Expensive) • Install: Hospital • HL: 7 (2d6)
Replacement Arm. Does not have to be paired. This Excellent Quality Cyberarm has 5 Option Slots for Cyberarm or Cyberlimb options. The Cyberarm comes preinstalled with a Standard Hand that doesn’t cost any Humanity Loss or take up a Cyberarm Option Slot.
500eb (Expensive) HL 7 (2d6) Clinic
This upgrade allows you to store one weapon in the arm that can be concealed and drawn/stowed without an action or roll. The weapons that can be put in this upgrade are listed below.
Light, Medium, Heavy melee weapons
Medium, Heavy, Very Heavy Pistols
Smg's and Heavy Smg's
If any of the above weapons require two hands to wield then they cannot be put into this upgrade. Switching weapons in the upgrade requires an additional instillation cost.
Additionally A shield or a Net Launcher can be installed instead of a weapon however Popup shields cost 250ebs to repair and Net Launchers once fired must have their Nets replaced costing 50eb.
A one-handed 2 shot shotgun can be put into this upgrade, however it would instead cost 1,000ebs and take 3 option slots instead of 2.
100eb (Premium) • HL 7 (2d6) • Hospital
From the Neo-Soviet back catalog, get some of Mother Russia’s finest (and oldest) cyberware. Why pay astronomical prices when you can get it cheap and look Bolshevik chic at the same time?
Replacement arm. Does not have to be paired. A Neo-Soviet Cyberarm has 3 Option Slots for Cyberarm or Cyberlimb options and comes preinstalled with a Standard Hand that doesn’t cost any Humanity Loss or take up a Cyberarm option slot. Without BODY 8 or higher, you take −1 to all rolls that require this arm.
All options installed in the arm are always visible to the naked eye when uncovered due to its inefficient and bulging design. This includes weapon options that would be considered concealed in other Cyberarms. The Neo-Soviet Cyberarm is always distinguishable as a Cyberarm, even if covered with Realskinn™.
Big Knucks
Cyberware, Cyberlimbs
Install Location Clinic
Cost 100eb (Premium)
Humanity Loss 3 (1d6)
Cyberarm Option. Armored knuckles. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.
Cyberdeck
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 3 (1d6)
Cyberarm Option. Cyberdeck permanently installed into the user's Cyberarm. A Cyberdeck must be provided by the user at the time of installation. In addition to never accidentally misplacing your Cyberdeck, integration into a Cyberarm gives any Cyberdeck 1 extra slot that can be used for either Programs or Hardware. This is a permanent upgrade. Attempting to uninstall the Cyberdeck from the Cyberarm breaks it beyond repair, but any Programs or Hardware on it could be easily recovered. Requires a Cyberarm and takes 3 Option Slots.
Cyberdeck still requires Interface Plugs and Neural Link to be operated by the user.
Projectile Launch Arm
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 7 (2d6)
Cyberarm Option. An internal single shot rocket propelled launcher that can shoot a single rocket before having to be reloaded. The weapon is treated as a low quality rocket launcher. Must be put into a cyberarm.
Medscanner
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 7 (2d6)
Cyberarm Option. Scanner with external probes and contacts diagnoses injury and illness, assisting user in medical emergencies not requiring the Surgery Skill. User adds +2 to their First Aid and Paramedic Skills. Requires a Cyberarm and takes 2 Option Slots.
Multiple installations of this option provide user no additional benefit.
500eb (Expensive) • HL 7 (2d6) • Clinic
Didn’t have enough oomph to ace the NET Architecture on your last Netrun? Add an extra slot to your arm’s Cyberdeck and it won’t happen again.
Cyberarm Option. Upgrades a user’s already Cyberarm-integrated Cyberdeck with one extra slot that can be used for either Programs or Hardware.
Can only upgrade a Cyberarm-integrated Cyberdeck installed on the same Cyberarm
Quick Change Mount
Cyberware, Cyberlimbs
Install Location Clinic
Cost 100eb (Premium)
Humanity Loss 7 (2d6)
Cyberarm Option. Cyberarm can be installed in an open socket or uninstalled with an Action. The first time you install a brand new Cyberarm, whether using a Quick Change Mount or otherwise, you always accrue Humanity Loss. Reattaching one you've already used before with a Quick Change Mount does not do this. Requires a Cyberarm.
Rippers
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 3 (1d6)
Cyberarm Option. Extendable Carbo-glass fingernails. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.
Shoulder Cam
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 7 (2d6)
Cyberarm Option. Camera in a popup in the user's shoulder that tracks independently of the user and records video and audio to an onboard Memory Chip or a linked Agent. Camera can be successfully concealed without a Check and can be drawn and stowed without an Action. Requires a Cyberarm and takes 2 Option Slots
Slice ‘N Dice
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 3 (1d6)
Cyberarm Option. Monofilament whip implanted in the user's thumb. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm
Subdermal Grip
Cyberware, Cyberlimbs
Install Location Clinic
Cost 100eb (Premium)
Humanity Loss 3 (1d6)
Cyberarm Option. Neuralware Option. Subdermal plate under the palm allows user to make use of Smartguns. A cost-effective alternative to Interface Plugs. Can be installed as the only piece of Cyberware in a meat arm. Requires Neural Link and takes up a Neuralware Option Slot.
Techscanner
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 7 (2d6)
Cyberarm Option. Scanner diagnoses a wide variety of machinery and electronics, assisting the user in repairs or other technical work. User adds +2 to their Basic Tech, Cybertech, Land Vehicle Tech, Sea Vehicle Tech, Air Vehicle Tech, Electronics/Security Tech, and Weaponstech Skills. Requires a Cyberarm and takes 2 Option Slots. Multiple installations of this option provide user no additional benefit
Wolvers
Cyberware, Cyberlimbs
Install Location Clinic
Cost 500eb (Expensive)
Humanity Loss 7 (2d6)
Cyberarm Option. Extendable Carbo-glass claws in the knuckles. A Heavy Melee Weapon (3d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm
Micro Wave Cyberarm
Cyberware, Cyberarm
Install Location Hospital
Cost 2000eb (Luxury)
Humanity Loss 7 (2d6)
A cyberarm that comes with a built in battery pack and wave projectile hand that has the ability to target and shut off other cybernetics with pinpoint accuracy. A Cyberarm that has 3 option slots for cyberarm cybernetics. The Micro Wave comes with an attached hand that cannot be replaced.
The arm is treated as an poor quality exotic very heavy pistol that deals no damage and has only 4 shots that can be replenished with a 50eb charge capsule. On a hit the target must roll a cybertech check at a difficulty of 17 or have one of their cybernetics shut off. Players choice, or Dm's if no choice is made.
Scratchers
Cyberware, Cyberlimbs
Install Location Mall
Cost 100eb (Premium)
Humanity Loss 2 (1d6/2 Round up)
Cyberarm Option. Carbo-glass artificial fingernails that cut on a diagonal slice. A Light Melee Weapon (1d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.
Cost: 500eb (Expensive)•Install: Hospital
Humanity Loss: 14 (4d6)
The original cyberweapon of mass destruction is back! This ultimate arm ripper consists of a high-speed chainsaw with replaceable ferro-ceramic teeth, all installed in a retractable sheath in the wrist. For added efficiency and industrial chic, an exhaust port near the elbow ensures the arm won’t overheat while you’re chewing your way through a pack of gangers. Cyberarm Option. A One-Handed Very Heavy Melee Weapon is installed in a cyberarm so that it can be drawn and stowed without an Action. While “popped up” the user can’t hold anything in this arm’s hand. Once drawn, as an Action it can be revved up and, once revved, it will remain so until stowed or revved down as an Action. While revved, the ChainRipp is an Excellent Quality One-Handed Exotic Very Heavy Melee Weapon. Takes 4 option slots.
Cost: 500eb (Expensive)•Install: Clinic
Humanity Loss: 7 (2d6)
Does choking a target into unconsciousness take too long? Then you need the Gang Jazzler! Just press the Jazzler into your prey’s neck and you’ll be able to deliver a shock right through their spinal nerves and into their brain. They’ll pass out faster, allowing you to take your time snagging their belongings without fear of reprisal. Plus, you won’t have to kill them, since they’ll be too unconscious to fight back. The Gang Jazzler’s a win-win for mugger and mugee alike!
Cyberarm Option. Powerful electrode needle that can be concealed within the arm without a check. When a user Chokes a target during a Grapple, instead of dealing damage they may expend the entirety of a 50eb (Costly) easily rechargeable battery pack (1 hour) concealed within the arm, forcing the target to attempt a DV13 Resist Torture/Drugs Check. If the target fails, they go Unconscious regardless of their Hit Point total. This unconsciousness lasts for one minute. Can be installed as the only piece of Cyberware in a meat arm.
Cost: 100eb (Premium)•Install: Mall
Humanity Loss: 3 (1d6)
As time marches on, so does the iconic Watch-Man from Psiberstuff! No longer a basic “television in an arm”, now the iconic pop-up cybernetic electronic serves as an Agent, complete with pseudo-AI to keep you company! Cyberarm Option. A fully functional Agent with a flip-up screen (see CP:R page 352) built into the cyberarm.
Cost: 1,000eb (Very Expensive)•Install: Clinic
Humanity Loss: 7 (2d6)
Trusted by medical professionals across the world, the Raven Microcybernetics MicroWaldo plugs eight articulated probes into your wrist and your brain to provide the direct and precise assistance you need, whether you’re suturing arteries or connecting nerve endings to cybernetic wires. Let the MicroWaldo be your newest surgical assistant. Cyberarm Option. Neuralware Option. A Medtech using a MicroWaldo gains a +1 to their Surgery Skill.
500eb (Expensive)•HL 7 (2d6)•Clinic
“Packed one of these during the war, just in case things got heated. Hell, I did half of my field testing with it. Load an experimental toxin, blast a crowd of rentacops, and just watch. Perfect sample size!” Cyberarm Option. An aerosol gas launcher loaded with 3 doses of a Street Drug, or 3 vials of Poison or Biotoxin.
A Gas Jet can be successfully concealed without a Check. Mechanically, it acts as a One Handed Exotic Shotgun with a 1 shot capacity that fires only using the Shotgun Shell alternate firing mode. Instead of dealing damage, the Gas Jet applies the effects of the loaded substance to any vulnerable target hit by the spread. Items that nullify gas effects, such as Nasal Filters, negate the attack. Each shot requires the Gas Jet to be fully loaded and drains the weapon entirely of ammunition. Requires a Cyberarm and takes 2 Option Slots.
Cost: 100eb (Premium)•Install: Clinic
Humanity Loss: 2 (1d6/2 Round up)
Now this one’s just neat. Makes a great pop-up advertisement, a neat trick for those first dates, and it’s waterproof and doesn’t get covered up by your wetsuit, making it great for checking the news while you’re surfing. Somewhere else. Don’t surf in Night City, the water will kill you. Cyberarm Option. A hologram projector built into the user’s palm. Can output an potentially interactive holographic projection roughly the size of a soda can when linked to an Agent. Can be installed as the only piece of Cyberware in a meat arm.