Gantry Pincer Hand
Three-jaw industrial pincer replacing the hand.
Rules Reference
| Field | Value |
|---|---|
| Capacity Cost | 1 |
| Category | cyber-prosthetics |
| Kadiss Signature | grey-market |
| Origin | Cargo handlers, miners, and salvage crews who need a hand that holds and never lets go. |
| Rek Cost | 3000 rek (industrial surplus, no warranty) |
Notes
Benefit: Three-jaw industrial pincer replacing the hand. +1 to grip and crush checks (grapples, holding cargo, crushing objects), and a grip that holds 20 kg without tiring. -2 to all Dexterity-based fine tasks performed with the hand, and it cannot fire weapons that need a full trigger guard or perform surgery. Minor benefit level.
Install Risk: Mechanics DC 13 to seat the pincer on a wrist cuff. Recipient makes a Fortitude save DC 11 or gains Botched Implant: misaligned jaw, -1 to grip checks until a Mechanics DC 12 reset. Failure by 5+ sprains the cuff for 1d3 days.
Signature: Grey. Surplus industrial hardware, ubiquitous on cargo decks and mining rigs. Ignored in the Outer worlds, flagged as unregistered at Core medical checkpoints.
Strain: The jaws click and clack in motion, -2 to Stealth. The crush grip has no half-measure, so the hand drops nothing gently; a fine object handled by the pincer takes 1 point of damage on a failed DC 12 Dexterity check.