The basic cyberlimb comes without hands or feet
attached, these are purchased separately, allowing the
user to tailor the limb to his or her specific needs.
These parts can be changed by unfastening a series of
connection bolts, and reconnecting the new hand or foot
(taking about four turns).
No, you can't put hands on legs and vice versa. Get a
life.
Standard Hand: This resembles a
normal hand four fingers and a thumb. The hand is covered
superchromed or armored as part of the arm.
Ripper Hand: This is a normal hand
with ripper blades mounted in the upper hand and wrist
area.
Hammer Hand: This hand is made of
hardened titanium and has a powerful explosive shell
driven ram that acts like a jackhammer. You punch, the
shell goes off driving the fist for ward with incredible
velocity and power (1D10 damage). A port in the top
ejects the shell and opens to receive a new one
(replacements cost 3eb).
Buzz Hand: This hand can be pulled
back to reveal small, spinning mono wires around a
titanium hub. The high speed "weed wacker"
shears through most materials like butter. Damage is
2D6+2 soft armors reduced 2 pts/hit.
Tool Hand: This hand's four fingers
conceal small microtools: 1) screwdriver with changeable
heads, 2) adjustable wrench, 3) battery-powered
soldiering iron, 4) adjustable socket wrench The lower
edge of the palm is hardened to make a dandy hammer.
Grapple Hand: This hand's ringers
extend back wards to create a five fingered throwing
grapple. A small spool in the wrist contains 30 meters of
fine super strong line capable of supporting 200 lbs.
Extension Hand: This hand can extend
from a telescoping wrist mount up to 1 meter. Can support
up to 200 lbs.
Spike Hand: This hand contains a
hardened titanium spike which telescopes out of the wrist
and through the lower palm. Can be Poisoned and is useful
for climbing. Damage is 1D6+3 AP.
Modular Hand: This unit contains: 1)
Drug injector, 2) 1 meter garotte line extending out of
fingertip, 3) One inch monomolecular blade for cutting,
4) Picklock In addition, there is a 2"x2" Palm
Storage Space.
Talon Foot: This foot can extend
narrow blades similar to scratchers for 1D6 damage. Treat
as Edged weapon for AP damage.
Tool Foot: The toes of this foot
contain 1) screwdriver with changeable heads, 2) adjust
able wrench, 3) battery powered soldiering iron, 4)
adjustable socket wrench, 5) wire saw blade.
Web Foot: Extends thin webs from
either side of foot, as well as webs between toes.
Doubles normal swimming speed, plus add +3 to Swimming
skills.
Grip Foot: Toes of this foot can
extend and curl around a 2" bar. The soles are
covered in a tacky rubberized material for increased
traction. Adds +2 to Climbing skills.
Spike Heel: A 6" spike projects
from the heel of this foot, allowing the user to make
deadly rear kicks (damage is 2D6 AP). Can be used for
anchoring or climbing.
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