Enhanced Prosthetic (SMG)
These Enhanced Prosthetic limbs were ones which concealed a weapon within the agent's arms, in this case a Submachine Gun scaled down from standard Submachine Guns to fit within the arm or hand and hidden behind concealed panels. Spotting such weapons was very difficult so long as it was inactive, although inserting the ammunition clip made it more noticeable. Ironically, the mechanical nature of Type 3 and Type 4 limbs made it slightly easier to mask the existence of any weapon ports. In addition, the limited space within the human arm prevented any weapon accessories from being added beyond the use of a Laser Sight.
As with other prosthetic enhancements, these were employed only by the intelligence agencies of the Inner Sphere with agents who already had a Type 3 or superior prosthetic limb. The Clans were too philosophically opposed and the Periphery too poor to make use of them beyond rare cases. Among the Manei Domini, this upgrade was available to all agents with the necessary prosthetic limb.
In CBT play, each conventional infantryman equipped with a SMG enhanced limb adds .05 to a platoon's damage value, however it can only be applied to other units engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.
- Equipment Ratings: D/E/F
- Armor Piercing/Base Damage: 2/1D6
- Range: 2/5/10/20 meters
- Shots: 20
- Cost/Reload: 1500/5
- Notes: Burst (4/2); Jam on Fumble
- A Guide to Covert Ops, p. 110
- A Guide to Covert Ops, p. 109
- Jihad Hot Spots: 3072, p. 124-125, 130