Cyberware for Shadowrun 2nd Edition

Listing of Cyberware


  • Communications Gear
  • Cybertechnologies
  • Cranial Bombs
  • Cybertechnologies
  • Cybereyes
  • Cybertechnologies
  • Cyberarm Gyromount
  • Cybertechnologies
  • Cyberlimbs
  • Cybertechnologies
  • Cyberlimb Weapons
  • Cybertechnologies
  • Cybertorsos and Skulls
  • Cybertechnologies
  • Dermal Plating and Sheathing 
  • Cybertechnologies
  • Eye Datajacks
  • Cybertechnologies
  • Eye Light Systems
  • Cybertechnologies
  • Eye Weapons
  • Cybertechnologies
  • Eye Laser System
  • Cybertechnologies
  • Fingertip Compartments
  • Cybertechnologies
  • Limb Enhancements
  • Cybertechnologies
  • Magnetic Cyberlimb System
  • Cybertechnologies
  • Miscellaneous Cyberware
  • Cybertechnologies
  • Oral Weapons
  • Cybertechnologies
  • Other Cyberlimb Accessories
  • Cybertechnologies
  • Tooth Compartment
  • Cybertechnologies
  • Weapon Mounts
  • Cybertechnologies

    COMMUNICATIONS GEAR

      Essence Cost   Price  Availability   Street Index 
    Subvocal microphones
      External- 5003/48 hrs 1.25
      Internal.1 8504/72 hrs2
     Subdermal Speakers.1 6504/72 hrs 2
     Cybercomm Link.4 62 0008/2 weeks3
    Subvocal Microphones
    The external unit straps in place at the center of the throat. Either type of microphone adds a +4 modifier to the target number Perception Tests made to overhear conversations using the system. Both units can connect to an external radio transceiver, the external unit via fiber-optic cable and the internal via a datajack (mandatory for such a hookup).

    Subdermal Speakers
    Usually mounted under the skin just behind the ear, these tiny speakers vibrate various bones in the ear to transmit sound. Sound coming over them cannot be overheard.

    Cybercomm Link
    The cybercomm link consists of a transducer and a radio transmitter. The transducer translates thoughts into words, so that the user need not speak aloud; the transmitter sends and receives these unspoken impulses. No external evidence of this system's use is visible or audible. Quadruples the number of spoken words allowed in a Free Action.


    CYBEREYES

      Essence Cost   Price  Availability   Street Index 
     Retinal Clock.1 4503/24 hrs1
     Image Link.2 1 6004/48 hrs2
     Protective Covers0 5004/48 hrs1.5
    Retinal Clock
    Displays a time/date stamp in the lower right corner of the wearer's field of vision or wherever the user wants. Can be modified for region and season and includes a stopwatch style timer and a countdown timer. Accurate to +/- .0001 seconds per year.

    Image Link
    Allows the display of a vidphone image within the field of vision and functions as a Display Link.

    Protective Covers
    Protects cyber and normal eyes against impact and particles. Available in standard transparent or one-way reflective material; one-way adds 20 percent to the price. At the gamemaster's discretion, covers give 1 point of Impact Armor to the eye area.


    EYE DATAJACKS

      Essence Cost   Price  Availability   Street Index 
     Eye Dataport.25 2 200 6/48 hrs2
     Optical Scanning Datajack.3 5 5008/72 hrs 3
      Concealability  Weight   Availability  Cost   Street Index 
     Optical Scanning Datajack Emitter10 .258/2 weeks 2 5002

    EYE LIGHT SYSTEMS

      Essence Cost   Price  Availability   Street Index 
     Eye Light Systems.2 1 2004/72 hrs1.5
     BrightLight Addition.4 1 2008/2 weeks 3
      w/ Flash-pak- +1 0008/2 weeks3
      each One Shot Flash-pak- +5008/2 weeks 3

    EYE WEAPONS

      Essence Cost   Price  Availability   Street Index 
     Eye Dart.25 4 2008/2 weeks2
     Eye Gun.4 6 4006/1 week3
    Eye Dart
    Fires half-strength (round up) Narcoject/toxin rounds as a hold-out pistol with one-half range (round down). One shot per reload. Reloading takes 10 Combat Turns. Rounds cost four times the normal price. Firing requires a Special Skill or Quickness Test. Cannot be linked to any kind of aim enhancer. See Street Samurai Catalog for Narcoject weapons; SRII for toxins; and Shadowtech for other compounds. After firing, a character must apply a +2 modifier to all vision tests for a period of (4 - Unaugmented Body) Combat Turns, for a minimum of 1 Combat Turn.

    Eye Gun
    Treat as a hold-out pistol with one-half range (round down), a -1 Damage modifier, and a +1 recoil modifier. One shot per reload. Reloading takes 10 Combat Turns, but a successful Biotech test reduces the reload time by half of the character's Quickness. Rounds cost five times the normal price. Firing requires a Special Skill or Quickness Test. Cannot be linked to any kind of aim enhancer. After firing, a character must apply a +2 modifier for all visual tests for a period of (6 - Unaugmented Body) Combat Turns, for a minimum of 2 Combat Turns.


    EYE LASER SYSTEMS

      Range (in meters)   Essence Cost   Price  Availability   Street Index 
     Laser Designator1 000 .512 000 12/1 month3
     Laser Tracker400 .23 2008/72 hrs 2
     Tool Laser4 .255 2008/1 week 2
    Laser Designator
    See Fields of Fire for more information on laser designators. Maximum range is 1 000 meters.

    Laser Tracker
    Ties into a cyberlimb or external weapon mount and auto-tracks a designated target. This function is built into the unit and does not require an additional laser designator.

    Tool Laser
    The tool laser has a Damage Code of 4L. If it is used as a weapon, make Combat Tests using the character's Quickness or a Special Skill. These tests have a Base Target Number 4, with a +1 modifier to the target number for each meter or part thereof beyond 1. The Power of the attack is -1 against targets up to two meters away and -2 against targets up to four meters away. Will not penetrate reflective metals or silvered glass, but can cut mirrored plastics.


    CYBEREAR ACCESSORIES

      Essence Cost   Price  Availability   Street Index 
     Spatial Recognizer.2 1 2004/48 hrs 2
     Balance Augmentor.4 14 0008/2 weeks2
    Spatial Recognizer
    This cyberear accessory reduces the target numbers for Perception Tests based primarily on sound location by -2 whenever a character attempts to track something by listening for movement.

    Balance Augmentor
    This device reduces the target numbers by -2 for any Skill Tests involving balance, such as climbing, walking across a narrow platform, landing after a jump, and so on. It also applies a -2 modifier in the character's favor to avoid Knockdown.


    ORAL WEAPONS

      Essence Cost   Price  Availability   Street Index 
     Oral Dart.25 3 6006/1 week2
     Oral Gun.4 5 6006/72 hrs3
     Oral Spur.25 8 2006/72 hrs2.5
     Oral Whip.25 10 5008/1 week2.5
    Oral Dart
    Fires Narcoject/toxin rounds at hold-out pistol ranges. Can hold three darts before reloading, which takes 1 minute per dart. Ammo costs double the standard price. Use a Special Skill or Quickness for the Ranged Combat Test. Cannot be linked to aim enhancers.

    Oral Gun
    Treat as a hold-out pistol with a total of four shots. Reloading takes one minute per shot. Ammo costs triple the standard price. Use a Special Skill or Quickness for the Ranged Combat Test. Cannot be linked to aim enhancers.

    Oral Spur
    Treat as a cyberspur; use a Special Skill or Quickness for the Melee Combat Test.

    Oral Whip
    Range equals one meter. Damage is 6M. Use a Special Skill or Quickness for the Ranged Combat Test.


    TOOTH COMPARTMENT

      Essence Cost   Price  Availability   Street Index 
     Tooth Compartment
      Breakable- 7003/48 hrs1.5
      Storage- 1 5002/48 hrs1.25
    Tooth Compartment
    To break the breakable tooth takes a successful Willpower (2) Test if the contents are non-lethal to the user. If the contents are lethal, a Willpower (4) Test is required. Tooth contents take effect immediately. The contents of either type of tooth compartment can be removed or replaced in three minutes.

    To remove a storage tooth takes 2 Complex Actions and a successful Quickness (4) Test.


    CRANIAL BOMBS

      Essence Cost   Price  Availability   Street Index 
     Cranial Bombs
      Kink Bomb- 28 00012/14 days1.5
      Microbomb- 65 50018/48 hrs1.25
      Area Bomb- 500 00020/14 days1
    Cranial Bombs
    If built to do so, all cranial bombs will kill the bearer. At the gamemaster's discretion, kink bombs may have a permanent physiological effect such as blindness, stuttering, and so on. Area bombs can be purchased at Power Levels of 3 through 8 and Damage Levels of M through D. All reduce their blast effects at a rate of -1 per meter. All kill the bearer regardless of blast size.

    DERMAL PLATING AND SHEATHING

      Essence Cost   Price  Availability   Street Index 
    Dermal Sheath
     Level 1.7 24 0006/14 days1.5
     Level 21.4 60 0006/14 days1.5
     Level 32.1 120 0008/14 days1.5
     Coloration Adaption- +2/+4 days+.25
     Cyber Controller.1 32 0008/14 days1.5
    Dermal Sheath
    The dermal sheath boosts the character's Body Attribute by a number of points equal to the sheath's level plus 1; for example, Level 2 sheathing adds 3 points. It also provides Impact Armor equal to one-half the level, rounded up. Coloration may be purchased as a camouflage pattern (urban, desert, winter or wilderness), or a solid color (red, green, blue or black). The coloration intensity can be varied in 10-percent increments using a hand- control or the cyber-controller. Such devices enable the sheath to function as camouflage clothing (see Fields of Fire).

    FINGERTIP COMPARTMENTS

      Essence Cost   Price  Availability   Street Index 
     Fingertip Datajack Per standard datajack
     Fingertip ExpertPick- 18 0008/2 weeks 3
     Fingertip Needle- 8004/72 hrs1.5
    Fingertip Needle
    Holds one dose of any chemical, poison, toxin, or other appropriate compound. To use the needle, a player character must make a successful Unarmed Combat Test. All standard modifiers apply. The needle will not pierce Hardened Armor. Replacing the dose takes two minutes.

    Fingertip ExpertPicks
    These lock picks have a Skill Rating of 3, and using them is a Complex Action. Most key-and-tumbler locks have a Rating of 2 or 3 depending on their complexity. Resolve attempts to open the lock with an Opposed Test between the lock's rating and that of the ExpertPicks.


    CYBERLIMBS

      Essence Cost   Price  Availability   Street Index 
     Cyberarm/leg1 100 0004/4 days1
     Cyberhand/Foot.35 45 0003/4 days1
     Cyber Forearm/Lower Leg.65 70 0001
     Semi-natural Covering- +10%Same as limb 1
    Cyberlimbs
    The presence of a cyberlimb adds to the Power of any unarmed combat attack using that limb. Also, cyberlimbs reduce Essence loss from some types of cyberware. If the cyberware in question exists entirely in the limb and has minimal neurological connections, the limb offsets Essence loss somewhat.

    Semi-natural Covering
    This semi-synthetic, natural-looking skin covers the cyberlimb. It adds a +3 modifier to the target number of any visual Perception Tests made to notice the cyberlimb. Note that clothing adds an additional +3 modifier at the gamemaster's discretion, based on how much of the limb is showing.


    LIMB ENHANCEMENTS

      Essence Cost   Price  Availability   Street Index 
     Strength Enhancement
      1-3 points (per limb)- 150 000/point6/4 days 1.5
      4+ points (per limb).4/point 175 000/point6/4 days 1.5
     Quickness Enhancement
      1-3 points (per limb)- 90 000/point8/4 days 1.5
      4+ points (per limb).3/point 110 000/point8/4 days 1.5
     Body Enhancement- 75 000/point6/4 days1.5

    MAGNETIC CYBERLIMB SYSTEM

      Essence Cost   Price  Availability   Street Index 
     Magnetic Cyberlimb System (per cyberlimb) -2 8006/7 days 2
    Magnetic Cyberlimb System
    Each limb system can only hold about 25 kilograms. Multiple systems are cumulative. The weight the magnets can hold is subtracted from the weight of anything being held.

    CYBERARM GYROMOUNT

      Essence Cost   Price  Availability   Street Index 
     Cyberarm Gyromount1.5 260 00010/21 days 2
     Direct Neural Interface.1 4 5004/6 days 1
    Gyromount Cyberarm
    This piece of cyberware works like a standard gyromount and provides 3 points of recoil reduction. It can be used with any weapon up to and including a light machine gun.

    Direct Neural Interface
    Allows cybernetic control of any device not originally designed to be cybernetically controlled that is placed in a cyberlimb, at a 50 percent increase in the device's cost.


    OTHER CYBERLIMB ACCESSORIES

      Essence Cost   Price  Availability   Street Index 
     Foot Anchor.414 000 6/7 days2
     Replacement Hand- 28 00012/14 days2
     Cyberarm Cyberdeck- VariesVariesN/A
     Tactical Computer
      Level 13.5 350 00012/60 days4
      Level 24.0 900 00012/60 days4
      Level 34.5 (Estimated) CLASSIFIEDCLASSIFIED CLASSIFIED
      Level 45 (Estimated) CLASSIFIEDCLASSIFIED CLASSIFIED
     Orientation System.5 15 0005/6 days 1.5
    Foot Anchor
    As a weapon, the foot spur does (STR-1)M Damage. As an anchor, it cannot penetrate materials with a Barrier Rating higher than 8, the Barrier Rating of most pavement. Each foot anchored increases the amount of weight a character can hold up or hang on to bu a maximum of 50 kilograms. If the foot anchor is set into a material with a Barrier Rating less than 8, each Barrier Rating point below 8 reduces the amount of weight by 5 kilograms.

    Replacement Hand
    Attaching/removing a replacement hand requires a free hand and a Complex Action. A variety of tool and gear/weapon hands are available, at a 30- percent increase of the cost of the weapon itself. Weapons built into a replacement hand receive a +1 modifier to the target number for purposes of Combat Tests.

    Cyberarm Cyberdeck
    Players may install standard or cranial cyberdecks in cyberarms. For standard decks, multiply the price of the selected deck by 4. Increase the Availability target number by 25 percent (round up), and double the Base Time for acquiring it. See Shadowtech for rules on installing a cranial cyberdeck in the arm. Increase the standard target number for building each component by +2, and increase costs and Base Times per component by 20 percent.

    Tactical Computer/Orientation System
    Cyberarm versions of these pieces of equipment work in the same way as cranial versions (see Shadowtech).


    CYBERLIMB WEAPONS

      Essence Cost   Price  Availability   Street Index 
     Hand Blade.1 7 5006/5 days1.5
      Retractable.25 10 0006/5 days 1.5
     Shock Hand-1 300 6/4 days2
     Cyberarm Taser- 2 0006/4 days1.5
     CyberSquirt- 1 4008/6 days2
    Hand Blades
    Hand blades do (STR+3)L Damage. Essence cost only applies if the blade is mounted in a normal hand.

    Shock Hand and Cyberarm Taser
    The shock hand does 8S Stun Damage and holds 12 charges. It must be recharged after 12 uses. The cyberarm taser does 10S Stun Damage, but can fire only two shots before recharging. It has the same ranges as the standard taser.

    CyberSquirt
    The CyberSquirt fires up to 10 shots at a time of chemical/biological agents in a special gelling agent. Like the non-cybered Ares Squirt, the cyberSquirt holds 10 chemical rounds and the gel reservoir holds enough gel for up to 20 shots. The reservoir must be reloaded once for every 2 cartridge reloads. The gel is made of DMSO (dimethyl sulfoxide), a utility chemical that forces the skin to absorb delivered chemical/biological agents. Porous armor, such as armor clothing and Kevlar weaves, offers no protection against DMSO. Rigid armor (higher than 5, or plated) applies half its normal Defensive Rating (rounded up) against DMSO attacks.


    CYBERTORSOS AND SKULLS

      Essence Cost   Price  Availability   Street Index 
     Cybertorso1.5 120 0006/4 days1
     Cyberskull.75 75 0006/4 days1
     Body Plating
      Soft Armor- 10 000/level12/2 weeks2
      Hard Armor- 25 000/level14/3 weeks2
    Cybertorso and Cyberskull
    The cybertorso and cyberskull each add +1 to the character's Body Attribute. The cybertorso also reduces by half (round up) the additional Essence cost of Strength or Quickness enhancements beyond 3 points.

    Body Plating
    Soft armor adds 1 point of Ballistic and Impact armor per level, cumulative with any armor worn. Hard armor also adds 1 point of Ballistic and Impact armor per level, but functions as hardened armor per the critter power Hardened Armor. Body plating can also be applied to cyberlimbs.


    WIRED REFLEX SYSTEMS

      Essence Cost   Price  Availability   Street Index 
     Reaction Enhancer.3/point 60 0006/7 days 2
     Reflex Trigger+.2 +13 000As wired reflexes
    Reaction Enhancers
    Player characters may increase Reaction up to a maximum of +6 in this manner. The reaction enhancer is completely compatible with all other Reaction/Initiative boosters except the move-by-wire system and the adrenal pump.

    Reflex Trigger
    Activating or deactivating wired reflexes with a reflex trigger requires a Simple Action.


    MOVE-BY-WIRE SYSTEM

    Perhaps the shittiest piece of cyberware ever conceived. I say that a set of reasonably-graded Wired Reflexes (beta or delta) with the proper support of bio- and cyberware will beat a Move-by-Wire guy any day, without all the drek that stands poised to fall on the poor slag's head. Not to mention that the highest grade of this fragged-up piece of cyberware needs either grading or cybermancy to install. Don't buy the hype - buy Wireds!

      Essence Cost   Price  Availability   Street Index 
     Move-by-Wire System
      Level 12.5 250 0008/10 days2.5
      Level 23.85 500 00012/20 days3
      Level 35.2 1 250 00018/30 days3
      Level 46.45 3 000 00020/45 days3.5
    Move-by-Wire System
    The move-by-wire system provides the following benefits at each level. This system is not compatible with any other Reaction/Initiative enhancing cyber- or bioware.

    WEAPON MOUNTS

      Essence Cost   Price  Availability   Street Index 
     External Mount- 3 2006/4 days2
     Tracking Mount- 24 0008/7 days2
     Articulate Arm.25 110 00012/24 days2
    External Mount
    Attaching or deattaching a weapon from this mount requires a Complex Action. The mount takes light, heavy or machine pistols and submachine guns; double the cost of the weapon. Player characters can buy external ammo pods that hold 50 rounds, but only one pod can be mounted at any given time. For quadruple the listed price, the mount can be made to retract into a cyberarm that has had a Body enhancement of at least +1.

    Tracking Mount
    This mount is a motorized, pivoting tracking system that ties into an eye laser designator. It can take light, heavy or machine pistols and submachine guns, and assault rifles; triple the cost of the weapon. Player characters can buy external ammo pods that hold 50 rounds, but only one pod can be mounted at any given time. The system gives users 3 points of Recoil Reduction, plus the same modifiers as a laser sight.

    Articulate Arm
    This mount works like a tracking mount, but has a full range of motion and covers a 360-degree firing area. The articulate arm can take all light weapons up to a light machine gun. The system gives users 3 points of Recoil Reduction, plus the same modifiers as a laser sight.


    MISCELLANEOUS CYBERWARE

      Essence Cost   Price  Availability   Street Index 
     Induction Datajack.3 3 0005/4 days 2
     Internal Air Tank.25 1 2004/5 days 1.5
    Induction Datajack
    Performs identically to standard and improved datajacks (see SRII and Shadowtech). For the induction equivalent to the datajacks listed in Shadowtech, add .1 to the Essence, multiply the price by 3, and use the Availability/Street Index listed above.

    Air Tank
    The internal air tank can be vented if necessary. It takes about 20 minutes of air, and takes 5 minutes to refill.


    Taken from the pages of Jens-Arthur Leirbakk