Auxiliary Cyber Limbs

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The advances made in the development of Vehicle Control Rigs and the Man/Machine interface of Drones in conjunction with cyberware have finally made it possible to alter the metahuman body with additional limbs. Basic versions of this technology have brought you the Articulated Weapon Mount and the Balance Tail cyberware. Now we present you with the culmination of this technology, independent multiple cyberlimbs fully integrated with the metahuman body.

Each Auxiliary Cyber-limb breaks down into four components. The physical attachement point and structural bracing for the limb, a Limited Simsense Rig (for body posture/limb position sensing), a DNI and a limited MST (Muscle Signal Transference) Command Rig (for direct control of the limb), and a limited Autonomus System Rig (for network integrity and adaptive fine motor control within the arm). Users may not need all the components of the package. A cybertorso installed concurrently negates the need for seperate structural bracing, as the torso already incorporates enough structural integrity to support the additional limbs. A Vehicle Control Rig replaces the Limited Simsense Rig, MSt Command Rig, and Autonomus System Rig, as it already contains all three components within its system. Likewise, a full-Simsense Rig replaces the need for Limited Simsense Rig. Wired Reflex and Move-by-Wire systems must add an additional 10% to their cost for each additional limb in terms of circuitry added within the limb to increase the speed of the additional limbs concurrently with the rest of the body.

Clothing and armor must be customized to accommodate the extra limbs. Additional limbs are so exotic and bizzare that in addition to the normal penalties from Cyberware, they add an additional +2 to all Charisma/Social Skills where applicable.

Game Effects

In order for the system to function, all four components or substitutes for them must be present. Because the body must be structurally modified to accomodate enhanced cyberlimbs, a character may not possess a limb wiht a Strength Rating higher than twice his body or Body +4, whichever is lower. In addition, any enhancements above Strength Rating 4 require the implantation of a cybertorso to structurally support the limb.

Users are still restricted to the base number of Actions. The additional limbs do not convey additional actions. The only exception to this is that the character may fire more than one weapon. The rules for Two-Weapon fighting in the Cannon Companion are extended to include additional limbs.

Ranged Combat Rules
Each weapon fired past the first gives all weapons an additional +2 modifier plus any uncompensated recoil modifiers to all weapons fired. Using more than one firearm eliminates any benefit gained from smartlink systems or laser sights (pg. 112 SR3). Multiple targets still incur a +2 TN penalty per additional target, and all weapons must be fired in the same mode. Pistols and SMGs are useable by each arm, and one rifle-sized weapon may be fired by each pair of arms able to brace and hold the weapon.

Melee Combat Rules
Additional limbs do nothing to help a character in melee unless the character spends the time learning fighting techniques that accommodate multiple limbs. Unarmed Multi-Limb Combat consists of a variety of styles, schools and techniques for incorporating additional limbs into older martial arts forms. The advent of these limbs is too recent for any new style to have grown up specifically designed for them. Each individual adapts a known style to incorporate their extra limbs. Additional Off-Hand Weapon skills must be purchased for each additional limb a character trains to use an Armed Combat skill with. Alternatively, the user may train themselves in a Off-Hand Cyber Implant combat skill for that limb. For damage, the auxiliary limbs add 1/4 of their Strength attribute to the overall power of the attack. This is due to the fact that additional limbs are restricted in their movements by the rest of the body and so cannot be brought to bear quite as effectively as two cyberlimbs.

New Skills

Listed below are the Active Skills and specilizations which are needed to be taken in order to maximze the use of these cyberware components. Because the operation of limbs beyond the basic two arms, two legs that human beings are born with is outside of the human experience, a certain investment of time and effort is required to integrate and utilize these additional limbs to their full potential.

Mechanical Arm Operation (Reaction)
This skill governs the conscious control of articulated arms and other mechanical limbs to grab, carry, pick items up, punch and so on.
Default: Reaction, Walker
Specilizations: By Arm Type -- Cybernetic Arm, Cybernetic Tentacle, Articulated Weapon Mount

Cybernetic Tentacle / Prehensile Tail Operation
This skill covers the use of both cybernetic tentacles and prehensile tails for manipulating objects and as a myomer driven whip.
Default: Reaction, Mechanical Arm Operation
Specializations: By Type

Mechanical Wing Operation (Reaction)
This skill gifts the user with the conscious control of cybernetic wings both for flight and assisted leap purposes. Skill in this area allows the user to change directions in mid leap, perform controlled gliding, take-off and landing. This skill may be used as complementary dice for Jumping or on its own for any kind of mid-air maneuvering.
Default: Reaction, Fixed-Wing Aircraft
Specilizations: By maneuver - Leaping, Gliding, Mid-air Maneuvering
Multi-Limb Martial Art (Quickness)
These martial art styles are all derived from disparate existing martial arts forms, but share a commonality in the incorporation of additional limbs into their fighting styles. A character may only increase this skill up to one level lower than the primary martial art from which this skill is derived. This skill is applied as a complementary skill to the primary martial art in unarmed combat.

Auxiliary Cyber Limb (ACL) Subsystems and Accessories

Structural Attachment Point: This provides the physical anchoring necessary to support an additional limb. Can accomodate 1 ECU worth of equipment - usually used for a replacement mount.

Replacement Modification: Used for quick changing limb mounts. See Man & Machine p. 39

DNI: Direct Neural Interface - allows mental control of a cybernetic device.

Limited Simsense Rig: Conveys sensory impressions from the limb, the same as the Simsense channel on a Remote Control Deck.

Limited MST Command Rig: Together with the DNI, conveys motor control neural impulses directly to the myomer in the limb. Analogous to the Command channel on a Remote Control Deck

Limited Autonomus System Rig: Provides biofeedback, fine control & integration of the limb with the bodys original limbs. Analogous to the System channel on a Remote Control Deck.

ACL CyberwareEssenceECUCost
Structural Attachment Point0.353.05,000
Strength Enhancment Reinforcement+0.1/Rating1.01,000
Replacement Modificaton-1.0500
DNI0.14,500
Limited Simsense Rig0.11,000
Limited MST Command Rig0.11,000
Limited Autonomous System Rig0.11,000
Balance Processor0.152,000

Strength Enhancement: Increased structural anchoring to support the load characteristics of stronger limbs.

Balance Processor: Processor and inertial sensors that controls limbs to counterbalance the rest of the body maintaining the whole in a state of balance.


Auxiliary Cyber Limb (ACL) Mounts

Articulated Weapon Mount Arm
The articulated arm is a seperate articulated tracking mount, usually anchored to a cybertorso in the middle of the back. This mount extends out over the user's shoulder or out to the side for a clear field of fire. It has a full range of motion except for a dead spot behind the user's head.

Game Effects: Normal weapon mounts may only be mounted to a cyberlimb or cybertorso, but with the provision of the structural attachment point, the Articulated Arm may be securely attached to a metahuman skeleton just below the shoulder blades.

Balance Tail
Grafted to the base of the spine, this weighted cybernetic tail extends for slightly more than one meter. Connected to an expert system balance processor, the tail adjusts to keep the user's center of gravity balanced. The tail is not under conscious control and tends to twitch and sway in counterpoint to the user's movements.

Game Effects: Requires 1-Structural Attachment Point & a Balance Processor. The balance tail reduces the target number by -2 of any tests involving balance, including climbing, walking a ledge, jumping, falling, Knockdown and so on. If combined with balance augmentation earware, the cumulative modifier is -3.

Prehensile Tail
Similar to the Balance Tail, this cybernetic tail is grafted to the base of the spine and extends for slightly more than one meter. Unlike the balance tail, this is a slimmer, more flexible limb ending in a rounded tip that can coil tightly around an object and is coated with a high-traction rubber-like surface in order to grip and lift objects. The structural attachment mount at the base of the spine must be slighly reinforced to cope with greater strength enhancements installed in the tail. Upgraded prehensile tails take on articulated joints very much like the metahuman spinal column. A DNI must also be implanted for direct control and under that direct and conscious control the tail no longer assists in balance. This tail may accept all cyberlimb enhancements that take up 1 ECU or less.

Game Effects: Requires 1-Structural Attachment Point, Limited Simsense Rig, Limited MST Command Rig, Limited Autonomous System Rig & DNI for conscious control. The tail has a basic strength of 1, which may be upgraded along with the required structural reinforcments. When used as a whip, the prehensile tail does STR(L) damage and may be used for entangling attacks. If a balance processor is implanted, the tail may be used as a balance tail whenever not under conscious control. Taking control of the tail disrupts this balancing effect, and requires a complex action to brace for use.

Cybernetic Arms
Each cyberarm is installed seperately, anchored to the user's ribcage and spinal column which are reinforced to sustain the load. As the ACLs are given more strength, the metahuman skeletal system is further reinforced. It is recommended that the ACL Cyberarms are installed in pairs for balance for single installations cause reduced effectivness at tasks and increase stress build-up on the metahuman torso and cyberarm. Multiple cybernetic arms are usually mounted on a single base and all cybernetic arms anchored to the same base may share (and be directed by) the same DNI. The Simsense, MST, and Autonomous System Rigs must be installed seperately for each arm, as they help coordinate the movement of the arms with the rest of the human body.

Game Effects: Requires 1-Structural Attachment Point, Limited Simsense Rig, Limited MST Command Rig, Limited Autonomous System Rig & DNI for conscious control. The cyberarm has a base strength of 1. Strength may be increased up to Rating 4 by reinforcing the ribcage and spinal column. Enhancements after rating 4 require a cybertorso for the proper structural anchoring of the arm. If cyberarms are not installed in pairs, the use of the arm imposes an additional +2 to all TNs involving its use, and the arm and supporting structures suffer an additional 1d6 Stress points per month of use. These Stress points may be relieved as normal. These Cybernetic Arms can mount all accessories available to normal Cybernetic arms.

Cybernetic Tentacles
These devices are identical to the prehensile tail, but may be installed just about anywhere. The basic varient is very small and thin, extends for a maximum length of 1.5 meters, but has little strength. An retractable option exists where the tentacle can wrap itself about a winch-like drum as it retracts. Stronger varients require strengthed attachment points and larger casings for the retraction option. Tentacles may accept one cyberfinger enhancement at their tip.

Game Effects: Requires 1-Structural Attachment Point, Limited Simsense Rig, Limited MST Command Rig, Limited Autonomous System Rig & DNI for conscious control. The basic tentacle has a strength of 1 and can be mounted so that it retracts into a circular housing 10 centimeters in diameter. The housing can be external or internal, although the internal mount will take up either essence or ECU (in a cybertorso or other cyberlimb)

Balance/Display Wings
These lightweight, composite wings are always installed in pairs. The cost includes the hardware for both wings. Only one DNI need be installed, and if installed in tandem with a Balance Tail, one Balance Processor may be shared by both systems. Balance/Display Wings have a small amount of ECU available for cyberlimb enhancments. The ECU is distributed evenly in both wings, so half the ECU listed is in one wing and the other half in the other. The wings can accept the following enhancments: Claws, blades, & spurs of every kind. The wings may also be coated in Ruthenium Polymer for color displays or chameleon cloaking systems.

Game Effects: Requires 1-Structural Attachment Point & Balance Processor for Balance purposes. Limited Simsense Rig, Limited MST Command Rig, Limited Autonomous System Rig & DNI required for conscious control. In a similar fashion to the Balance tail, these wings reduce the target number by -2 of any tests involving balance, including climbing, walking a ledge, jumping, falling, knockdown and so on. If combined with balance augmentation earware or a Balance Tail, the cumulative modifier is -3. If combined with both a Balance Tail and balance augmentation earware, the cumulative modifier is -4.

Functional Wings
These large, powerful wings enable gliding flight and can provide limited amounts of lift greatly extending jump distances. They have an effective strength comparable to most cyberarms and can be similarly augmented in strength. Functional Wings have a small amount of ECU available for cyberlimb enhancments. The ECU is distributed evenly in both wings, so half the ECU listed is in one wing and the other half in the other. The wings can accept the following enhancments: Claws, blades, & spurs of every kind, shock hand (which electrifies the entire wing), & body plating. The wings may also be coated in Ruthenium Polymer for color displays or chameleon cloaking systems.

Game Effects: Requires 2-Structural Attachment Points, Balance Processor, Limited Simsense Rig, Limited MST Command Rig, Limited Autonomous System Rig & DNI for conscious control. These wings require 3 points of strength reinforcement to each of their attachment points, for a collective 6 points of reinforcement to the collective mounting point. They have a base strength of 4, and if attached to a cybertorso may be similarly upgraded in strength. Every 2 points of strength lends an extra die to all jump tests -- the basic set of wings adds an additional 2-dice to all jump tests. In addition, these wings have all the characteristics and perform all the functions of Balance Wings, lending a -2 to the TNs for all balance tests.

Thruster Enhanced Wings
Smaller than Functional Wings, these wings serve as control surfaces and fine aerodynamic control to the twin thruster units that unfold into a Y over the shoulders of the user. The entire unit is integrated so that with a single command, wings and thrusters direct the user through the air in powered flight.

Game Effects: Requires 2-Structural Attachment Points, Limited Simsense Rig, Limited MST Command Rig, Limited Autonomous System Rig & DNI for conscious control. These wings also require a total of 6 points of strength reinforcement applied to their collective mounting point (3 points for each attachment point) Thruster enhanced wings enable to user to make jet assisted leaps up to 30 feet high or across. In addition, the thrusters enable the user to fly with a speed of 50, accel of 4 and handling of 4 as if they were a vectored thrust drone.


ACL External Components Body ECU Handling Speed Accel Strength Pilot Sensor Weight Cost
Articulated Weapon Arm 1 0 NA NA NA 4 1 1 5 kg
Balance Tail 1 0 NA NA NA 1 1 1 5 kg 5,000
Prehensile Tail 1 1 NA NA NA 1 1 1 5 kg 10,000
Obvious Mechanical Arm 1 10 NA NA NA 1 1 1 5kg 10,000
Synthetic Mechanical Arm 1 5 NA NA NA 1 1 1 5kg 20,000
Cybernetic Tentacle 1 0.25 NA NA NA 1 1 1 5 kg 10,000
Balance/Display Wings 1 1 3 NA NA 1 1 1 5kg 10,000
Functional Wings 1 2 3 NA NA 4 1 1 10 kg 20,000
Thruster Enhanced Wings 1 2 4 50 4 4 1 1 10 kg 75,000


Package Deals

Quad
This package consists of a pair of fully articulated ACL Cyberarms installed just below and behind the normal pair. The attachment points are located just below the shoulder blades and are directly attached to the ribcage and spinal column.

Cybertorso, 2 Cyberarms, 2 Auxiliary Cyberarms

Spider (Alpha Grade Ground Combat Model)3.92 Essence633,000 nY
Cybertorso, 2 Cyberarms, 4 Auxiliary Cyberarms

Sprite
2 Thruster Enhanced Wings

Falcon
Cybertorso, Thruster Enhanced Wings, 2 Cyberarms

Archangel (Alpha-Grade Air Combat Model)4.72 Essence890,000 nY
Cybertorso, Thruster Enhanced Wings, 2 Cybearms, 2 Cyberlegs



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