Coil-Rail Forearm
Forearm-mounted magnetic accelerator housing a single 4 mm steel flechette.
Rules Reference
| Field | Value |
|---|---|
| Capacity Cost | 2 |
| Category | subdermal-structural |
| Origin | Day One cells, Rim mercenary scouts, black-market smugglers who need an armour-piercing surprise at standoff range. |
| Rek Cost | 18000 (Day One cells, Rim mercenary scouts, black-market smugglers) |
| Signature | Ghost. Off-grid and weapon-grade. Contraband at Core and Inner-world checkpoints. |
Notes
Benefit: Forearm-mounted magnetic accelerator housing a single 4 mm steel flechette. As a standard action the carrier may fire the flechette at a target within 30 ft: ranged attack with a +1 bonus, deals 1d8 damage and ignores 4 points of armour AC bonus. After firing, the rail must cool for 1d4 rounds before another shot. The flechette is biodegradable and dissolves within 1 hour of firing, eliminating forensic linkage. Moderate benefit level.
Install Risk: Medicine DC 16 for the rail seat and arming interlock. Recipient makes a Fortitude save DC 14 or gains Botched Implant: arming-light flicker, -2 to attacks with the host arm until a Mechanics DC 14 reset. No clean clinic will service it.
Strain: The rail heats up. After firing, the carrier has -1 to attacks with the host arm for 1 round (heat-shock) on top of the cool-down. The rail emits a brief radio chirp on firing; a hostile with a tuned scanner gains +2 to pinpoint the carrier's location for 1 round after firing. Annual Mechanics DC 10 service or the rail misfires on a 1.