There are different kinds of mounts, and different costs and humanity loss for each of them. QCM stands for Quick Change Mount.
Flesh Mount | MA | 5,000 | 4d6+10 |
Flesh Mount w/QCM | MA | 5,500 | 4d6+12 |
Cyberarm Mount | N | 2,500 | 3d6+5 |
Cyberarm Mount w/QCM | N | 2,750 | 3d6+7 |
This is the MAXIMUM type of weapon that can be mounted on that character.
Very Weak | Light SMGs & Heavy Autopistols |
Weak | Med. SMGs & Very Heavy Autopistols |
Average | Heavy SMGs & Assault Rifles & Shotguns |
Strong | Low power, Light Heavy Weapons |
Very Strong | High power, Heavy Weapons |
Superhuman | Anything that's Recoil score does not exceed current BOD (see SOF 2) |
Replacement Options:
Cyber Claw-hand & Arm assembly: Resembles Sov-ware;
a 3-clawed hand with 1 opposable claw. This hand does 1d6+BDM
(punch),
2d6+BDM (crush), and 2d6ap (slashing & piercing) damage. The
claw has a -1 penalty to all non-attack actions. The claw has 1
option
for any covering, and 1 other option which allows for cyber weapons or
accessories (NOTE: weapons fire through the 'palm'). HL:
2d6+2
Cost 350eb
Hook: anyone call for a pirate? Just a metal hook. GM makes penalties, damage and HL. (My recommendation: Can't hold anything, -3 penalty to all actions, 2d6-1+BDM ap, HL: 1d6/2)
Accessories:
Ammo Hopper: 20x standard ammo load. Comes in a
variety of styles. Can be armored (20 SP) for an additional 100
eb.
The ammo hopper has a standard SDP of 10.
Backpack style: 200 eb.
Cybernetic: 500eb (MA), 3d6+1 HL
Graphic by Dave "Knighthawk" Simpson, 1999