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=='''Cyberlimb Accessories'''== These items may only be installed in cyberlimbs. *'''Cyberarm Gyromount''': When activated, counterweights pop out of the user’s wrist and provide her with better balance and reduced recoil for improved firing capability. The effects are similar to a gyro stabilization system with a Rating of 3. The effect is not cumulative with the bonus from a gyro-stabilization system. (See [[Shadowrun Firearm Accessories|Firearm Accessories]]) {| style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="3" | style="text-align: center;"|<u>'''Name'''</u> | style="text-align: center;"|<u>'''Essence'''</u> | style="text-align: center;"|<u>'''Capacity'''</u> | style="text-align: center;"|<u>'''Availability'''</u> | style="text-align: center;"|<u>'''Cost'''</u> |- | style="text-align: center;"|Cyberarm Gyromount | style="text-align: center;"| - | style="text-align: center;"|[8] | style="text-align: center;"|4X | style="text-align: center;"| 6,000 |- | style="text-align: center;"|Cyberarm Slide | style="text-align: center;"| - | style="text-align: center;"|[3] | style="text-align: center;"|4R | style="text-align: center;"| 3,000 |- | style="text-align: center;"|Cyber Holster | style="text-align: center;"| - | style="text-align: center;"|[5] | style="text-align: center;"|3R | style="text-align: center;"|2,000 |- | style="text-align: center;"|Hydraulic Jacks (Rating 1–6) | style="text-align: center;"| - | style="text-align: center;"|[Rating per limb] | style="text-align: center;"|3 | style="text-align: center;"|Rating x 2,500 (total) |- | style="text-align: center;"|Large Smuggling Compartment | style="text-align: center;"| - | style="text-align: center;"|[5] | style="text-align: center;"|2 | style="text-align: center;"|8,000 |} *'''Cyberarm Slide''': Similar to the hidden arm slide, the cyberarm slide uses the same rules, but has the added advantage of total concealment. (See [[Shadowrun Firearm Accessories|Firearm Accessories]]) *'''Cyber Holster''': Cyber holsters can be installed in cyberarms, cyberlegs, and cybertorsos. They can hold a pistol-sized weapon or smaller within the limb, and are completely enclosed until activated and popped out. Inserting or retrieving a weapon takes one Simple Action. Spotting a cyber holster compartment requires a Perception (15) Test. *'''Hydraulic Jacks''': This implant requires two cyberlegs—each hydraulic jack consumes an amount of Capacity in its leg equal to its rating. Each rating point adds a +2 pip (3 pips = 1D) modifier to jumping tests, adds 20 percent to the character’s maximum jump distance, and (as long as the character manages to land on her feet) reduces the effects of falling by 2 meters. For example, a character with Rating 3 hydraulic jacks falling 10 meters would be treated as falling from a height of 4 meters. *'''Large Smuggling Compartment''': Because it is installed in a cyberlimb, this version of the smuggling compartment is larger, and can hold pistol-sized items (gamemaster has the final say on what fits). Spotting a smuggling compartment requires a Perception (15) Test. Inserting or retrieving an object takes a Complex Action. Cyber-Implant Weapons For street samurai who never want to go anywhere unarmed, cyberimplant weapons are the way to go.
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