Hands
The Hands slot links the hands to the gun. It holds one implant at first. The Technical Ability perk Ambidextrous unlocks a second place. Most Hands implants improve one family of weapons. They make Power bullets ricochet, let Smart guns lock on, steady the recoil of automatic weapons or sharpen thrown blades. The right pick therefore follows the weapon a build fights with.
Effects
Power weapons gain the most from the Ballistic Coprocessor. It raises the ricochet chance of Power weapons and shows where each ricochet will go. A bullet can then bounce off a wall into an enemy behind cover. From Tier 2, ricochets also deal more damage, up to nearly a third more at Tier 5++.
Smart weapons need Smart Link before they can track anything. With it, a Smart gun locks onto enemies and its rounds curve towards them. From Tier 3, target locks last longer and Smart weapons deal more Crit Damage. Smart Link also adds one or two Max RAM. Three tattoos also enable smart-targeting for no capacity at all. Tattoo: Johnny's Special and Tattoo: Together Forever come from the job Chippin' In, and only one of the two can be taken. Tattoo: Tyger Claws Dermal Imprint is the third.
Recoil falls with two implants. The Shock Absorber cuts recoil by 8% at Tier 1 and up to 24% at the highest tier. Immovable Force is the Iconic choice. It cuts recoil even more and lowers bullet spread by a quarter. It also switches on every ranged weapon effect that normally needs cover, wherever its user stands.
Other implants serve narrow builds. The Handle Wrap adds Crit Chance with throwable weapons for a few seconds after one is drawn or thrown. The Microgenerator turns an empty magazine into a weapon. After a reload from empty, the next shot releases an electroshock that hits every enemy near the point of impact.
Pros
- The Ballistic Coprocessor and Smart Link cost very little capacity and come from the start.
- Smart weapons cannot lock on at all without Smart Link or a tattoo, so one implant unlocks a whole weapon type.
- Immovable Force grants cover bonuses in the open.
- The Microgenerator deals area damage with any gun that reloads five or more rounds.
- Ambidextrous adds a second place, so a build can pair two of these effects.
Cons
- Most Hands implants help one weapon family only.
- Immovable Force costs 35 capacity.
- The Handle Wrap bonus lasts only a few seconds after each draw or throw.
- The Microgenerator only triggers after the magazine is fully emptied.
Cyberware Categories
Best Hands Cyberware
| Name | Image | Why |
|---|---|---|
| Immovable Force | Less recoil and spread, cover bonuses anywhere | |
| Smart Link | Lock-on for Smart weapons plus Max RAM | |
| Ballistic Coprocessor | Reliable ricochets for Power weapons | |
| Shock Absorber | Up to 24% less recoil | |
| Handle Wrap | Crit Chance for thrown blades | |
| Microgenerator | Electroshock after an empty reload |
Immovable Force suits assault rifles, SMGs and machine guns. Smart Link is the only real choice for a Smart weapon build, unless a tattoo fills the slot. The Ballistic Coprocessor suits pistols, revolvers and other Power guns.
Character Builds
The attribute follows the weapon. The Ballistic Coprocessor is attuned to Technical Ability, and each point adds a little ricochet damage. Smart Link and the Microgenerator are attuned to Intelligence. Each point adds 0.1% Smart weapon damage through Smart Link. The Shock Absorber and the Handle Wrap are attuned to Cool, and each point adds 0.2% headshot and weakspot damage.
- Ambidextrous unlocks the second Hands slot. It opens at 15 Technical Ability, after License To Chrome.
- Doomlauncher needs Ambidextrous first. It adds a Projectile Launch System charge and speeds up the recharge.
- Acquisition Specialist, Target Lock Transfer and Targeting Prism improve target lock for a Smart Link build. Targeting Prism adds one more lock-on target.
- Mind Over Matter lowers recoil when aiming, on top of the Shock Absorber.
- Scorpion Sting and Juggler reward critical hits with throwable weapons, which the Handle Wrap makes common.
- Killer Instinct adds damage with silenced guns outside combat. Silencers only fit Power weapons, the same guns the Ballistic Coprocessor improves.
Kiroshi Cockatrice Optics in the Face slot add Crit Chance to any of these builds. Stabber in the Nervous System adds more Crit Chance for a throwing build with the Handle Wrap.
Notes
- Viktor installs the Ballistic Coprocessor during the main job The Ripperdoc.
- Immovable Force is sold by the Dogtown ripperdocs from level 10. It also drops from Dogtown airdrops.
- The Microgenerator reaches ripperdocs at level 10, and the Handle Wrap at level 20.
- The Microgenerator shock grows with each round the reload puts back, up to five rounds.
- Tattoo: Johnny's Special and Tattoo: Together Forever are given at Cassius Ryder's clinic in Northside during the job A Cool Metal Fire.
All Hands Cyberware
Every Hands implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Hands Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Immovable Force | 35 | Dogtown |
Standard Hands Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Ballistic Coprocessor | Technical Ability | 2 | Little China | |
| Handle Wrap | Cool | |||
| Microgenerator | Intelligence | |||
| Shock Absorber | Cool | 12 | ||
| Smart Link | Intelligence | 4 | ||
| Tattoo: Johnny's Special | Little China | |||
| Tattoo: Together Forever | Little China | |||
| Tattoo: Tyger Claws Dermal Imprint | 0 |
Pages in category "Hands"
The following 9 pages are in this category, out of 9 total.