Shadowrun: Hong Kong Cyberware

This page lists all cyberware in Shadowrun: Hong Kong.

Cyberware Basics

 * All characters start with 6 Essence. Installing cyberware reduces a character's Essence permanently. The player cannot go below 1 essence through the installation of Cyberware.
 * If you upgrade a piece of cyberware to one that has a lower Essence cost, you do not get the Essence back. Instead, the difference creates an Essence "buffer" that contributes towards any additional cyberware.
 * For magic calculations, Essence is rounded down.
 * Shadowrun: Hong Kong adds more locations where cyberware can be installed. Several pieces of cyberware from the previous games now go in different locations. There are also some new cyberware items, including melee weapons. Stats on old items have also been rebalanced. Approach Ten-Armed Ambrose to install your cyberware.
 * You can now, for example, have both Bone Lacing and Dermal Plating, whereas in the previous games, you had to choose.
 * Some cyberware now requires a minimum Cyberware Affinity level to purchase and install.
 * The new Cyberware Affinity skill provides one additional Essence at levels 3 and 6. That allows for 2 Essence worth of cyberware without penalty to magic users.

Example by HBS_Jeff
Here's an example of cyberware installation and upgrading, with the help of Street Samurai Bob:
 * Bob starts out with 6 Essence; he then installs Cybereyes that have an Essence cost of 0.5.
 * Bob now has 5.5 Essence (this means that Bob only uses 5 Essence for magic calculations); he then installs Dermal Plating with an Essence cost of 2.
 * Bob now has 3.5 Essence, he then upgrades to Dermal Plating Alphaware with an Essence cost of 1.
 * Bob still has 3.5 Essence (with a 1 Essence buffer), he then installs a cyberarm with an Essence cost of 1.
 * Bob still has 3.5 Essence (the Essence buffer is filled without changing Bob's Essence).

You can see that Essence once lost is never regained, but is allowed to be filled with cyberware even after upgrading to a lower cost.

Cyberweapons

 * Most cyberweapons use the Close Combat skill for accuracy and Cyberware Affinity for critical chance. The only exception is the Monofilament Whip, which uses Ranged Combat for accuracy.