Arm-Weapon Mount
This invloves removing the hand, and at least half the forearm.  The weapon which can be mounted is based on BODY TYPE.  A cyberarm mount takes up 2 slots.  Highly Blackmarket (but most beat cops won't interfere).  This option also has conceilability class N (class L if your GM has good reason).  This cyberware is definitely RARE.  The chance that a random encounter will have this is 5% for every point of Streetwise, 7% for every point of Streetdeal or Resource.  Besides guns, it's been rumored that some Slaughterhouse, Blood Razor, and other blood-hungry gangs are using this mount for swords, axes, and even chainsaws.

There are different kinds of mounts, and different costs and humanity loss for each of them.  QCM stands for Quick Change Mount.
MOUNTING TYPE / SURGERY / COST / HL
Flesh Mount MA 5,000 4d6+10
Flesh Mount w/QCM MA 5,500 4d6+12
Cyberarm Mount N 2,500 3d6+5
Cyberarm Mount w/QCM N 2,750 3d6+7

 

This is the MAXIMUM type of weapon that can be mounted on that character.
BODY TYPE AND WEAPON TYPES
Very Weak Light SMGs & Heavy Autopistols
Weak Med. SMGs & Very Heavy Autopistols
Average Heavy SMGs & Assault Rifles & Shotguns
Strong Low power, Light Heavy Weapons
Very Strong High power, Heavy Weapons
Superhuman Anything that's Recoil score does not exceed current BOD (see SOF 2)
There is no penalty when using an arm-mounted weapon, and it is linkable to a cyberoptic targetting scope.  It is linkable ONLY to a cyberoptic, and not to smartgoggles.

Replacement Options:
Cyber Claw-hand & Arm assembly:  Resembles Sov-ware; a 3-clawed hand with 1 opposable claw.  This hand does 1d6+BDM (punch), 2d6+BDM (crush), and 2d6ap (slashing & piercing) damage.  The claw has a -1 penalty to all non-attack actions.  The claw has 1 option for any covering, and 1 other option which allows for cyber weapons or accessories (NOTE: weapons fire through the 'palm').  HL: 2d6+2  Cost 350eb

Hook:  anyone call for a pirate?  Just a metal hook.  GM makes penalties, damage and HL.  (My recommendation: Can't hold anything, -3 penalty to all actions, 2d6-1+BDM ap, HL: 1d6/2)

Accessories:
Ammo Hopper:  20x standard ammo load.  Comes in a variety of styles.  Can be armored (20 SP) for an additional 100 eb.  The ammo hopper has a standard SDP of 10.
Backpack style: 200 eb.
Cybernetic: 500eb (MA), 3d6+1 HL

Graphic by Dave "Knighthawk" Simpson, 1999