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===Bodyware=== | ===Bodyware=== | ||
'''Move-By-Wire'''{{src|cf|ref=84}} functions as a Skillwire System equal to it's Rating+3, rather than Rating×2. An R:2 Skillwire system is pretty useless, so this makes it more worthwhile at the low end and the same at the high end. | '''Move-By-Wire'''{{src|cf|ref=84}} functions as a Skillwire System equal to it's Rating+3, rather than Rating×2. An R:2 Skillwire system is pretty useless, so this makes it more worthwhile at the low end and the same at the high end. | ||
'''Wired Reflexes'''{{src|sr5|ref=455}} provide +1d6+2 Initiative Die per rating. They do not increase Reaction directly. This means there is no need for the wireless synergy benefit with Reaction Enhancers. | |||
===Headware=== | ===Headware=== | ||
'''Skilljacks'''{{src|sr5|ref=453}} use the German costs — a flat 0.1 Essence and Rating×1,000¥ cost. | '''Skilljacks'''{{src|sr5|ref=453}} use the German costs — a flat 0.1 Essence and Rating×1,000¥ cost. | ||
==References== | ==References== | ||
<references /> | <references /> | ||
Revision as of 11:40, 22 June 2023
Cyberware
Bodyware
Move-By-Wire[1] functions as a Skillwire System equal to it's Rating+3, rather than Rating×2. An R:2 Skillwire system is pretty useless, so this makes it more worthwhile at the low end and the same at the high end.
Wired Reflexes[2] provide +1d6+2 Initiative Die per rating. They do not increase Reaction directly. This means there is no need for the wireless synergy benefit with Reaction Enhancers.
Headware
Skilljacks[3] use the German costs — a flat 0.1 Essence and Rating×1,000¥ cost.
References
- ↑ Chrome Flesh (p. 84)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 455)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 453)
