CYBERLIMB CONSTRUCTION SYSTEM

RULES MODIFICATIONS TO MAN AND MACHINE
Generally use all the rules given in Man and Machine. But with the following special modifiers.

A) Cyberlimbs do not have "base" Strengths and Quickness. Ignore all references to such.

B) Ignore the stated limitations on Quickness and Strength.

Using Frames Built for a Different Body Type
If your player insists on getting a cyberlimb made for a Dwarf reduce the effective Quickness of the limb by and amount equal to the difference in body types. This is because a dwarf limb will be a lot stubbier then a human leg for instance. Good luck using it on a Troll (-6 effective Quickness). Also apply the difference as a reduction in a synthetic limbs Concealability. Not only is it hard to use you look stupid too.

Note that not buying Quickness or Strength has nothing to do with a limbs concealability. It still looks perfectly normal - even if very weak or slow.

Using Out of Scale Frame Ratings
If the player uses a limb that exceeds or is less then his actual estimated frame rating then apply a negative 1 to Concealability and to the limbs effective Quickness.

For example, an average human will use a limb with a frame rating of 4. If for some reason he wanted to use a frame rating 6 limb it would be VERY oversized for his body and hard to get used to. Thus apply a -2 to his Quickness and to the limbs Concealability (if any).

Upper Legs and Arms
You may NOT purchase upper legs and arms and keep the organic lower half. Hope you got a quick change mount or purchased a lower limb at the same time.

Minimum Leg Ratings
You may NOT take a leg frame rating more then 1 point less then the stated value. Any smaller and the limb will not support your weight. This applies both to full leg replacement and partial.

For example, an average human with a rating 4 frame requirement may not use a leg with a rating of 2 or less.

 

CYBERLIMB CONSTRUCTION SYSTEM V1.2.2
This system provides rules for the design and construction of cybernetic limbs in Shadowrun 3rd Edition (SR3). The first two sections, Cybernetic Design and Cybernetic Options, cover the design of new cybernetic limbs. The third section, Aftermarket Modifications, describes the various customization options available for cyberlimbs.

These design rules supplant the cyberlimb rules given on p. xx, SR3 and those from Man and Machine, p. 32 - 40.

CYBERNETIC DESIGN
The cybernetic design system uses the popular "Build Point" system introduced in Rigger 2. This system utilizes the same concepts and terminology in order to simplify the process and promote cross-platform familiarization.

The design process for a cyberlimb begins by determining the frame that the limb will be built on and the servos that will drive the limb and give it both strength and agility. The cost for all of these options is expressed in Design Points. The Design Point Total, including any additional enhancements or modifications that add or subtract to the number of points, is known as the Design Point Value. This value is multiplied by the Mark-Up Factor for the design to determine its final price.

The design process falls into the following steps:
1. Select a Frame Rating
2. Add Servos
3. Add Design Options
4. Determine Derived Statistics
5. Determine Final Design Cost

STEP 1: SELECT A FRAME RATING
The frame of the limb is the single most important aspect of the systems design. It is the actual structure that servos and other options are 'bolted' onto, and it contains the Neural Interface Controller(NIC) that actually interfaces the unit with the rest of the metahuman body. The frame rating also determines both the limbs natural resistance to damage, the maximum rating of any servos, and how much space is available for additional options.

BODY TYPE AND CLASS
Although genetically almost identical, the various metahuman genotypes display great variation in height, wieght, muscle density, and even the location of various arteries and nerve structures. So as much as designers would wish otherwise, a cyberlimb cannot be designed that will be "one size fits all".

Body Type
Each metahuman race is given a "class" designation that represents the average for that species. It is used by the cybernetics design community to help create prosthetics for that race.

Race

Body Type
Dwarf

2
Elf

3
Human

3
Ork

4
Troll

8


To determine the Body Type for a metahuman variant not listed use the following equation: [(Average Height in Meters, rounded up) + (Weight, rounded to the nearest 10kg/10)] /3, rounded down.

Body Class
Since individuals within each race can vary wildly a designation known as 'Body Class' is also used. To determine a characters class use the following equation: [(Body + Strength/2, rounded down) + (Quickness/2, rounded up)].

For example, a typical human with Body-3, Strength-3, and Quickness-3 will have a Body Class of (3+2) 5.

The body class is average with the body type to get the characters base frame rating that he can use.

For example, an average human will use a limb with a frame rating of (3+5/2) 4.

THE FRAMES
The actual cost and specific details of each limb is determined by picking a frame type and determining the various base values. Most of the values are based on the desired Frame Rating.

Frame spaces refer to how many spaces of enhancements can be placed in the frame. This number is reduced if the limb is of exceptional grade.

Hand/Foot
Design Cost: 20 x Rating
Free Spaces: Rating x 2
Power: 2 x Rating

Full Arm
Design Cost: 150 x Rating
Spaces: Rating x 4
Power: 4 x Rating

Full Leg
Design Cost: 150 x Rating
Free Spaces: Rating x 7
Power: 5 x Rating

Upper Arm
Design Cost:
Free Spaces: Rating x 3
Power:

Lower Arm
Design Cost: 70 x Rating
Free Spaces: Rating x 2
Power: 3 x Rating

Upper Leg
Design Cost:
Spaces: Rating x 4
Power:

Lower Leg
Design Cost: 70 x Rating
Free Spaces: Rating x 3
Power: 3 x Rating

STEP 2: ADD SERVOS
Servos are the actual mechanisms that drive and move the limb. The actual technology is not terribly important, it could be advanced memory metals, micropneumatic hydraulics, myomer flatmotors or hamsters. Servos are bought in rating points at design, and they cannot generally be altered afterwards.

Minimum Ratings
The limb must have at least a rating of 1 in Quickness and Strength. There are no other minimum requirements, but designers should keep in mind that very low rating limbs may adversely impact the metahuman bodies balance and control.

Maximum Ratings
No limb may have a rating in either Quickness or Strength that exceeds the Frame Rating x 1.5, rounded up. The limitations are actually because of liability concerns by the manufacturers, not any technical issues.

For example, a Frame Rating 4 limb may not have a Quickness or Strength above 6.

QUICKNESS
The servos quickness measures its response as well as the level of integration with the NIC.
Design Cost: Rating x 20
Spaces: Rating x .5
Power: Rating x 1

STRENGTH
This measures the servos raw strength.
Design Cost: Rating x 10
Spaces: Rating x 1
Power: Rating x 2

STEP 3: ADD DESIGN OPTIONS

BOOSTED SERVOS
The limbs servos have been enhanced past the standard specifications of commercial models.

Game Effects
Each point in boosted servos can increase either the maximum Quickness or Strength of the limb (not both!) by 1.

Every 2 full points of Boosted Servos will reduce the Concealability of a synthetic limb by 1.

Design Cost: 15 per point increase
Maximum Improvement: The limb can only have its rating maximum extended to
the Frame Rating x 3.
Spaces: NA
Power: NA

OVERSIZED SERVOS
The servos of the unit are quite large for their type, this can represent older cyberlimb models or units using cheap hydraulics and control systems.

Game Effects
For each 10% reduction in the price of the limbs servos (calculated after all other options are applied) increase the total size of the servos by 20%. May not be combined with Compact Servos.

Design Cost: Special
Maximum Improvement: Max reduction of 50% of price of servos.
Spaces: NA
Power: NA

COMPACT SERVOS
The limbs servos are notably smaller and more compact then the standard. Whether because of good design, advanced materials, or new breakthroughs the effects are the same.

Game Effects
For each 10% reduction in the size of the limbs servos (total the spaces of both Quickness and Strength enhancements) increase the cost of the servos by 20%. May not be combined with Oversized Servos.

Design Cost: Special
Maximum Improvement: Max reduction of 50% of size of servos.
Spaces: NA
Power: NA

RUGGEDIZED
The limb has additional shock-proofing and features to protect it from physical damage.

Game Effects
Each level of Ruggedized adds 1 to the limbs Body for purposes of resisting physical damage such as from weapons, falling, or being crushed. It provides no protection from electromagnetic effects. May not be combined with Fragile Systems.

Each point of Ruggedized will reduce the Concealability of a synthetic limb by 1.

Design Cost: Rating x Frame Rating
Maximum Improvement: Frame Rating /2, round down
Spaces: 1 per point
Power: NA

HARDENING
The limb makes extensive use of optronic circuitry and integral circuit breakers both in the limb itself and with the NIC. The modifications make the systems more resistant to the effects of electromagnetic attacks such as taser hits, EMP, and radiofrequency (RF) modulation.

Game Effects
Each level of Hardening increases the limbs Body for purposes of resisting damage from electricty, EMP, RF or other electromagnetic means.

Design Cost: (Rating x Frame Rating) x 2
Maximum Improvement: Frame Rating /3
Spaces: NA
Power: NA

INTEGRITY ENHANCEMENT
Modifications are made to the limbs frame to increase strength and
durability.

Game Effects
As noted on p. 39, MM. Provides no bonus to Resistance Tests however.

Design Cost: Rating x 300
Maximum Improvement: Frame Rating /2
Spaces: NA
Power: NA

FRAGILE SYSTEMS
The limb is shoddily constructed or has some other fault that reduces its ability to take damage. This is a common fault on designer limbs.

Game Effects
Each 5% reduction in the limbs total cost (calculated before Mark-Up) reduces the limbs effective Body for making Resistance Tests by 1.

Design Cost: Special
Maximum Improvement: 20% reduction max (4 levels)
Spaces: NA
Power: NA

STRUCTURAL FAULTS
The limbs frame is weak and is prone to damage.

Game Effects
Increase the Target Number for Stress Tests made by the limb and any devices placed in the interior by its rating.

Design Cost: -20 per rating point reduction
Maximum Improvement: 5 levels
Spaces: NA
Power: NA

QUICK CHANGE MOUNT
The limbs end contains quick-change mounting connectors.

Game Effects
May only be placed on Upper Arms or Upper Leg limbs. It allows lower leg or
arm modules to be swapped out in two Combat Turns. Both limbs must have this
modification and be of the same frame rating.

Design Cost: 100
Maximum Improvement: NA
Spaces: 1 in each limb
Power: NA

CYBERSKATES
In-line rollerblades. Available as powered or manual in both external or retractable models.

Game Effects
Powered skates allow the user to move at Rating x 5kph cruising or Rating x15kph at max. Obviously both feet must have the modification and you can't wear shoes.
Errata to Cyberskates, p. 38, MM: ECU cost is reduced to 1 (external) and 2 (retractable). Spaces can be split between the cyberfeet and lower leg.

Design Cost: 50 x Rating
Maximum Improvement: Frame Rating
Spaces: 1 x Rating for retractable, or .5 x Rating for external.
Power: NA

SYNTHETIC MODIFICATIONS
Design alterations to the limb so that it looks natural. Includes a covering of fake skin and simulated musculature.

Game Effects
Gives the limb a Concealability Rating. Reduces the number of spaces in the limb by half (round down).

Design Cost: Special
Maximum Improvement: NA
Power: NA

OTHERS
Other mods are exactly like in Man and Machine. Just divide the cost by 100 to get the Design Point cost. All restrictions to an options rating are set to the Frame Rating (including Body Plating).

4. DETERMINE DERIVED STATISTICS
This part is very optional (even more then the rest!). It's not play tested or even complete so bear with me here.

Power Requirements: In order to determine the limbs daily PF requirement take the total number of Power points and divide by 100. For built in devices add their device rating to the total Power points. Signal boosters and the like add 5 x Rating to the total.

If you want to use batteries they take Rating (which is how much PF they store)^2 spaces. They recharge Rating x .33 PF per hour if hooked up to an power source.

5. DETERMINE FINAL DESIGN COST
I should note right here that the Legalities given to cyberlimbs are at the very least suspect. I find it hard to imagine a cyberlimb being illegal or restricted any more then prosthetics are today. Besides, it even lowers the very small degree of logic behind such things as cybertails and horns. I'd personally say all limbs are Legal (yes perfectly Legal) unless you exceed the normal limb maximums one way or another (through boosted servos) or you armor the limb - in which case its either 5P-N for boosted attributes or the equivalent for armor of the same ratings as the armor covering.

Apply all modifiers for cost BEFORE applying the mark-up.

MARK-UPS
FRAME TYPE MULTIPLIER
Dwarf .9
Elf/Human 1
Ork 1.3
Troll 2
Boosted Servos +.1 per point increase

Synthetic limbs are a straight 1.5 mark-up.

Take the final adjusted DP cost (rounded up) and multiply by 100. That is the final cost in nuyen of the unit.