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[SR6] Cyberlimbs

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Xenon

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« Reply #30 on: <10-19-19/0544:38> »
What used to be weird was the strength 1 and agility 1 decker with an agility 9 cyberarm we used to have in previous edition. Cyberlimb rules in this edition are far from perfect, but at least they are better than the previous edition.

Beyond that there are (or will be) various suggestions on how to fix them in the house rule thread.