This page lists all cyberware in Shadowrun: Hong Kong.
Cyberware Basics[ | ]
- All characters start with 6 Essence. Installing cyberware reduces a character's Essence permanently. The player cannot go below 1 essence through the installation of Cyberware.
- If you upgrade a piece of cyberware to one that has a lower Essence cost, you do not get the Essence back. Instead, the difference creates an Essence "buffer" that contributes towards any additional cyberware.
- For magic calculations, Essence is rounded down.
- Shadowrun: Hong Kong adds more locations where cyberware can be installed. Several pieces of cyberware from the previous games now go in different locations. There are also some new cyberware items, including melee weapons. Stats on old items have also been rebalanced. Approach Ten-Armed Ambrose to install your cyberware.
- You can now, for example, have both Bone Lacing and Dermal Plating, whereas in the previous games, you had to choose.
- Some cyberware now requires a minimum Cyberware Affinity level to purchase and install.
- The new Cyberware Affinity skill provides one additional Essence at levels 3 and 6. That allows for 2 Essence worth of cyberware without penalty to magic users.
Example by HBS_Jeff[ | ]
Here's an example of cyberware installation and upgrading, with the help of Street Samurai Bob:
- Bob starts out with 6 Essence; he then installs Cybereyes that have an Essence cost of 0.5.
- Bob now has 5.5 Essence (this means that Bob only uses 5 Essence for magic calculations); he then installs Dermal Plating with an Essence cost of 2.
- Bob now has 3.5 Essence, he then upgrades to Dermal Plating Alphaware with an Essence cost of 1.
- Bob still has 3.5 Essence (with a 1 Essence buffer), he then installs a cyberarm with an Essence cost of 1.
- Bob still has 3.5 Essence (the Essence buffer is filled without changing Bob's Essence).
You can see that Essence once lost is never regained, but is allowed to be filled with cyberware even after upgrading to a lower cost.
Head[ | ]
Name | Description | Cyber Affinity |
Essence | Cost |
---|---|---|---|---|
Datajack | A requirement for riggers, deckers, and those that want to use a Smartlink weapon. | 0 | 0.5 | 500 |
Toxin Exhaler (Bioware) | Implants a genetically tailored toxin sac above the larynx. When triggered, grants a close-range attack. DMG: 10, 4 ongoing. Lasts 2 RNDs. Cost: 1 AP. Cooldown: 2. |
0 | 0.5 | 1500 |
Brain[ | ]
Name | Description | Cyber Affinity |
Essence | Cost |
---|---|---|---|---|
Encephalon | A processor that boosts a user’s knowledge-based skills. Passive: +1 Intelligence. |
0 | 1 | 2000 |
Encephalon NEXT | A bleeding-edge neural assistance processor. Passive: +1 Intelligence, +1 Decking. |
2 | 1.5 | 5000 |
Pain Editor (Bioware) | A cluster of specialized nervous tissue that filters out pain responses. Passive: +1 Willpower, -1 Intelligence Requires: Intelligence 2. |
0 | 0 | 1000 |
Cerebral Booster (Bioware) | Introduces additional convolutions and gyri into the frontal lobes of the cerebellum. Passive: +1 Intelligence. |
0 | 0.5 | 2500 |
Eyes[ | ]
Name | Description | Cyber Affinity |
Essence | Cost |
---|---|---|---|---|
Vision Magnification Eyes (Basic) | Renraku’s basic cybereye replacements extend and enhance your vision. Passive: +3% to hit. |
0 | 1 | 750 |
Vision Magnification Eyes (Alpha) | Renraku’s state-of-the-art alpha cybereye with magnification enhancements. Passive: +6% to hit. |
2 | 0.5 | 1000 |
Laser Designator | Uses the Ranged Combat for accuracy. When triggered, grants an ability that paints a target with a laser, making it easier for your team to hit. Cost: 0 AP. Cooldown: 2. |
0 | 0.5 | 1500 |
BrightLight System | Uses the Ranged Combat skill for accuracy. High-energy flashbulbs hidden in a cybereye. When triggered, grants an attack that blinds an enemy if successful. Cost: 2 AP. Cooldown: 6. |
0 | 0.5 | 1500 |
Eye Datajack | A datajack concealed inside of a cybereye. A favorite of spies and infiltrators. | 0 | 0.5 | 1000 |
Body[ | ]
Name | Description | Costs | Passive Effects | Active Effects | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A | E | ¥ | B | S | T | Q | D | M | Effect | AP | R | C | ||
Shiawase Bone Lacing, Plastic | Shiawase's bone lacing process sheaths a user’s skeletal system in a layer of anti-ballistic plastic. | 0 | 1.5 | 650 | 1 | 0 | 0 | 0 | 0 | 0 | ||||
Shiawase Bone Lacing, Kevlar | Shiawase’s hi-tech alpha bone lacing uses a Kevlar coating to provide additional reinforcements and protection. | 0 | 1 | 1200 | 1 | 1 | 0 | 0 | 0 | 0 | ||||
Reflex Trigger | An integrated system that boosts the user’s reflexes. | 0 | 1 | 1850 | 0 | 0 | 0 | 0 | 0 | 1 | Dodge the first attack against you each round. | 0 | 3 | 4 |
Wired Reflexes | A network of neural booster and adrenal stimulators that effectively supercharge a user’s reflexes. | 5 | 1.5 | 2950 | 0 | 0 | 0 | 0 | 0 | 1 | +1 AP/RND. | 0 | 2 | 4 |
Platelet Factory (Bioware) | Increases thrombocyte production, lessening the trauma from recently-inflicted wounds. | 1 | 0.5 | 1500 | 0 | 0 | 0 | 0 | 0 | 0 | Heal your most recent wound. | 1 | ∞ | 2 |
Synthacardium Mk 1 (Bioware) | Artificially enhanced myocardium enables a user to perform strenuous activities at higher levels than would otherwise be possible. | 0 | 0.5 | 1100 | 0 | 0 | 1 | 0 | 1 | 0 | ||||
Synthacardium Mk 2 (Bioware) | Artificially enhanced myocardium enables a user to perform strenuous activities at higher levels than would otherwise be possible. | 2 | 0.5 | 1750 | 0 | 0 | 1 | 0 | 1 | 1 | ||||
Suprathyroid (Bioware) | An artificial gland that supercedes the thyroid’s metabolic functions, optimizing anabolism and catabolism to supercharge the user. | 3 | 0.5 | 2150 | 1 | 1 | 0 | 1 | 0 | 0 |
Skin[ | ]
Name | Description | Cyber Affinity |
Essence | Cost |
---|---|---|---|---|
Ares Dermal Plating (Basic) | A subdermal armor system that weaves Kevlar and ceramic plates under the skin, providing basic protection against small arms fire. Passive: +1 Armor. |
1 | 1.25 | 1750 |
Ares Dermal Plating (Alpha) | Military-grade subdermal protection the intersperses armored plates with pockets of ballistic gel. Passive: +2 Armor, +1 Body. |
3 | 1 | 3250 |
Cross Dermal Sheath | Cross Applied Technologies’ subdermal armor incorporates self-repairing materials Passive +1 Armor. When triggered, regenerates 6 HP per RND. Lasts 3 RNDs. Costs 1 AP. Cooldown 6. |
2 | 1.25 | 2250 |
Tailored Pheromones (Bioware) | Modified sweat glands that have been tailored to release artificial pheromones. These chemicals influence others subconsciously, granting the user a subtle edge. Passive +1 Charisma. |
0 | 0 | 2000 |
Orthoskin (Bioware) | Weaves grafts of synthagen, an energy-diffusing material, under the skin to mitigate trauma. Passive: +1 Armor. |
0 | 0.25 | 2500 |
Arms[ | ]
Name | Description | Cyber Affinity |
Essence | Cost |
---|---|---|---|---|
Saeder-Krupp Skillwires | A simple skillwire system designed to give the user more control over aiming projectile weapons. Passive: +1 Quickness, +1 Ranged Combat. |
1 | 0.25 | 1450 |
Transys Neuronet Skillwires | A simple skillwire system designed to give the user more control over aiming thrown weapons. Passive: +1 Throwing Weapons. |
1 | 0.25 | 1000 |
Renraku Skillwires | A simple skillwire system designed to give the user more control over their reaction times. Passive: +1 Dodge. |
1 | 0.25 | 1000 |
JoltAlert | Stimulates the nervous system to jolt a stunned user awake. Passive: If the user is stunned, they will automatically be jolted back to consciousness with 1 AP. |
2 | 0 | 1000 |
Shiawase Magnet Arm | Originally designed for use in construction, this arm features an industrial magnet. Passive: When incoming grenades target the user, they are automatically flung back to their source. |
2 | 1 | 1000 |
Silver Tech Cyberarm (Basic) | Silver Technology’s basic replacement limb mimics the form and function of a biological arm. this civilian-grade model is street legal in Hong Kong. Passive: +6 HP. |
0 | 1.25 | 1000 |
Yamatetsu Cyberarm (Alpha) | Yamatetsu’s alpha cyberlimbs are augmented beyond the capabilities of their organic counterparts. This is a security-grade model. Passive: +1 Strength, +5 HP. |
1 | 1 | 1750 |
Auto-Loader Cyber-Arm | This arm has been programmed to reload a variety of weapons at high speed, eliminating the need to reload manually. Passive: +1 Quickness. |
3 | 1 | 1000 |
Induction Datajack | Induction pads installed in the palm of a hand that mimic the function of a standard datajack. Useful for deckers and riggers who don’t want to sacrifice valuable headware space. | 0 | 0.25 | 1000 |
Muscle Augmentation (Bioware) | Fluorinated polymers are braided into existing muscle tissue to increase physical performance. Passive: +1 Quickness. +1 Strength. |
0 | 0.25 | 2750 |
Cyberweapons[ | ]
- Most cyberweapons use the Close Combat skill for accuracy and Cyberware Affinity for critical chance. The only exception is the Monofilament Whip, which uses Ranged Combat for accuracy.
Name | Description | Cyber Affinity |
Essence | Cost |
---|---|---|---|---|
Ares Hand Razors | Uses the Close Combat skill for accuracy and Cyberware Affinity for critical chance. DMG: Strength +3. Causes 2 bleeding DMG. May do AP DMG. Pierces up to 1 Armor. |
1 | 0.5 | 600 |
Yamatetsu Hand Razors | Uses the Close Combat skill for accuracy and Cyberware Affinity for critical chance. DMG: Strength +5. Causes 3 bleeding DMG. May do AP DMG. Pierces up to 2 Armor. |
4 | 0.5 | 1950 |
Cross Cyber Spur | Uses the Close Combat skill for accuracy and Cyberware Affinity for critical chance. DMG: Strength +4. Causes 1 bleeding DMG. Does no AP DMG. Pierces up to 1 Armor. |
2 | 0.25 | 850 |
Yamatetsu Cyber Spur | Uses the Close Combat skill for accuracy and Cyberware Affinity for critical chance. DMG: Strength +6. Causes 1 bleeding DMG. Does no AP DMG. Pierces up to 3 Armor. |
5 | 0.25 | 2250 |
Shock Hand | Uses the Close Combat skill for accuracy and Unarmed for critical chance. DMG: Strength +2. May do AP DMG on critical hits. Allows for an enhanced Stun attack on a 2 RND cooldown. |
2 | 0.5 | 699 |
Monofilament Whip | Uses Ranged Combat for accuracy and Cyberware Affinity for critical chance. DMG: 14. Damage does not scale with strength. Causes 2-3 bleeding DMG. Does no AP damage. Range is up to 7 tiles. |
4 | 1 | 2000 |
Legs[ | ]
Name | Description | Cyber Affinity |
Essence | Cost |
---|---|---|---|---|
Aztechnology Cyberleg (Basic) | Aztechnology’s cyberlimbs carry a variety of tailored enhancements. This model boosts the agility of the user and is popular among performance athletes. Passive: +6 HP, +1 Quickness. |
0 | 1 | 1750 |
Universal Omnitech Cyberleg (Alpha) | This alpha-grade leg replacement was designed for military applications, and carries a restricted rating on the street. Passive: +8 HP, +1 Quickness, +1 Dodge. |
0 | 1 | 3000 |
Hydraulic Jack Mk 1 | An industrial heavy lifting system that has been repurposed to provide bursts of speed. When triggered, adds +3 Movement. Lasts 1 RND. Cost: 0 AP. Cooldown: 6. |
0 | 1 | 2250 |
Hydraulic Jack Mk 2 | A retooled version of the basic hydraulic jack that can boost a user’s sprinting speed to an incredible degree. When triggered, adds +4 Movement. Lasts 1 RND. Cost: 0 AP. Cooldown: 6. |
2 | 1.25 | 3250 |
Enhanced Articulation (Bioware) | Coats and lubricates joint surfaces of the legs to provide extreme fluidity of motion Passive: +1 Dodge, +1 Quickness. |
0 | 0.5 | 3250 |
Template:Navbox cyberware SRHK