ChromeX - Cyberweapons

Fire Breather by Night Flyer
tHe HeaDspYkE by HOUND
Knuckle Spikes by Night Flyer
Lethal Eye by Emmanuel FRANCOIS
Mortel  Arms, Coup De Gras by Night Flyer
Razorhead by Sampo Rassi (Agamemnon) additional notes by Emmanuel FRANCOIS


Fire Breather by Night Flyer

This Implant has hardware in two different locations, the first being the compressed gas tank that sits underneath the rib cage, and the other being the torch mechanism under the tongue. Once activated the igniter extends out from under the tongue just beyond the mouth. the compressed fuel is then shot out of the valve and ignited. The refill valve is attached to a rib for support then exits the body for easy access. 

HL 2d6, 500EB, Surgery: Ma, Damage 3d6, Range 2m, # of shots per full gas cylinder: 5


tHe HeaDspYkE by HOUND

The ultimate in ganger cool. This is an eight-inch retractable spike mounted
in your forehead or the top of your head, retracting into your  skull when not 
in use! Head Butt with this baby! (2D6 damage cyberweapon,  roll hits on the 
following table: 1-6 head, 7-8 shoulders, 9-10 arms). 

3D6 HL, Critical Surgery, 1,000eb, roll D10 on the following table after
implantation: (1-2) -1 INT, (3-4) -1 COOL, (5-6) -1 REF, (7-9) Roll D6 on
this table twice, (10) Roll D10 on this table twice. 

Mono-Edged version deals 3D6 damage and costs 2,000 eb.


Knuckle Spikes by Night Flyer

This weapon implant is similar to wolvers in how they come out of the hand, but instead of the blades coming out of the top, the three blades come out between the knuckles. The entire mechanism is stored in the hand, and is activated by making a tight fist, they retract by pressing the middle of the palm. Knuckle spikes should be considered black market. Can be combined with Big Knucks or Cyberarms, and can also be used in MAs

NOTES: Makes punches AP vs. soft armor, if used with a Cyber Arm they make punches AP vs. Hard Armor, +2 damage, 3d6 HL, IDCode:RKS Surgery: M


Lethal Eye by Emmanuel FRANCOIS

"Have a killing glare, a real one."
This system puts a high power battery and a laser source (similar to under-barrel laser) in the torso. A fiber-optic link is then connect to an emitter : a special cyberoptic, or a small finger-mounted lens. The system is camouflaged to appear as an independent air supply upon examination by x-rays or scanners.

Power can be set from a blinding flash to lethal burns. Damage ranges from 1d6 to 4d6, the battery stores a total amount of 8d6. It can be recharged on house current at a rate of 1d6 per hour.
Battery and source : CR surgery, costs 3,000 EB and 2d6 HL
Optic emitter : CR surgery, 1,500 EB, 2d6 HL - performs like a normal eye. Anti-dazzle is integrated.
Finger emitter : MA surgery (you need to connect the thing), 1,000 EB, 1d6 HL

NOTE : this system puts in your torso a powerful battery and high power condensers. If you get seriously wounded in torso (8+ damage, after BTM reduction), there's a 2 in 10 chance that the system will be damaged, inflicting damages equals to its remaining charge.


Mortel  Arms, Coup De Gras by Night Flyer

Looking for a way to finish off your opponent in one round? The Check out Mortel Arms latest development! This cyberarm uses a small charge to force the cybered fist into a target with incredible force. To use, the cyberarm is "cocked" by depressing the release button and sliding the forearm 1 1/2 inches towards the elbow (At this time the fist is locked in place). After the arm is "loaded" the small trigger sensor, located between the two middle knuckles, is activated. When the trigger senses an object 3/4 of an inch away the charge (5grs) is ignited forcing the fist forward at an incredible speed into the target. at which time the escaping gasses harmlessly escape via an exhaust port on the bottom of the arm.

NOTES:
1) This arm is LOUD when this option is used, Imagine firing a .44 magnum...
2) This Option takes up 1 option
3) The "cocking" of the arm is considered one action, next action is at a -3
4) Once the arm is "cocked" the fist is locked into place, only setting off the charge or "uncocking" the arm will release it
5) The arm holds 4 "rounds", after firing 8 rounds the arm becomes to hot for bare flesh to touch. It is not recommended to fire more than 12 through the arm at any one time.
6) A successful hit inflicts 2d6 MORE damage.

1000 EB, Surgery: N, HC1d6+3


Razorhead by Sampo Rassi (Agamemnon) additional notes by Emmanuel FRANCOIS

First born as a gang marking of the Gravediggers boostergang in southern San Francisco, the Razorhead soon became the trademark of all wierdover-cybered loonies in the West Coast. It's basically constructed of a blade or blades implanted into a person's scalp. The most popular model is the "metal mohawk" design, but many other ones are also available including all kinds of horns, spikes, nails and other bladed monstrosities. Many users customize their Razorheads for ultimate individuality.

Game Notes: HC:3d6+3 SC:CR. Does 2d6 melee damage, used with Brawling skill in head butt or charging attacks. Users suffer -2 to hit until gained 2 weeks of practice due to the unfamiliar form of attack.

It is strongly advised to use Razorhead with some kind of skull reinforcement, at least a big fixation plate, otherwise missing a charge could mean banging your head in the wall and breaking your skull with a focused impact.

1000-1700eb (depending on model, custom ones can cost even more)


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