Well that is funny, I happen to play a Mage with a cyberarm in 2nd Edition.
My char had a way to close encounter with an Insect Spirit. Luckily, Armor was giving a bonus to Body back then, so I survived the 18D or so attack. Well, technically, I did not; I still took a deadly wound; but we played with a optional (house?) rule that if you are hit with an attack > 2x your body (after subtracting armor) then you are toast, no roll necessary. After another unsuccessful role the char lost one point of magic - not a big problem because he had not the money for a vat-grown replacement anyway.
But I found that a single cyberarm did not work out in the end. RPing wise it was nice: "Oh, you are looking for a Mage? Can't be me - do you see that cyberarm?" or "Nice to meet you, Mr. Cybered Gargoyle. Let's shake hands - please take the right one". But the 2nd editions rules were not very clear on how do deal with cyberlimbs with different STR, AGL and BDY values and whether boni of health spells also applied to cyberlimbs (Increased Initiative) or not. In the end I rolled one dice for the cyberarm and three dice for the rest of the body as initiative.
Update: Latest version of Eighty with changed spell selection, more sustaining foci and specialized skill selection.
Eighty (Human Magician)
B 4, A 3/5, R 3, S 1/3, C 3, I 3, L 5, W 5, E 2, Ess 5.05, M 4, Init 6, IP 1
Condition Monitor boxes (Physical/Stun): 10/11
Fairlight Caliban Commlink Condition Monitor: 10
Meta Link Commlink Condition Monitor: 9
Armor (Ballistic/Impact): 12/12
Skills: Assensing 1, Automatics 4, Binding 4, Counterspelling 4, First Aid 1, Heavy Weapons 1, Influence Group 1, Outdoors Group 1, Perception 1, Spellcasting 6, Summoning 4
Knowledge Skills: Ares Macrotechnology 3, Desert Wars 2, English 3, German N, Japanese 2, Magic Background 3, Security Procedures 5 (Ares +2), Small Group Tactics 5
Qualities: Bad Luck, Magician, Records on File: Ares, SINner
Spells: Combat Sense, Deflection, Enhance Aim, Heal, Increase Reflexes, Levitate, Lightning Bolt, Stunball
Cyberware:
. . Cybereyes (2) with Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Smartlink, Thermographic Vision
Bioware:
. . Muscle Augmentation (2)
. . Muscle Toner (2)
Gear:
. . AR Gloves
. . Backpack
. . Camouflage Suit
. . Desert Goggles
. . Desert Suit
. . Desert Survival Kit
. . Desert Tent
. . Eighty with Fake License: Firearms (3), Fake License: Magic (3), Fake SIN (3), Low Lifestyle
. . Fairlight Caliban Commlink with Analyze (4), Browse (4), Command (2), Edit (4), Novatech Navi Operating System, Pro User Suite
. . FlynnTaggart
. . Magical Lodge (5)
. . Medkit (6)
. . Meta Link Commlink with Analyze (2), Basic User Suite, Browse (2), Command (1), Edit (2), Vector Xim Operating System
. . SecureTech Forearm Guards
. . SecureTech Shin Guards
. . Smart Pack
. . Snake Mesh Socks
. . Solar Still
. . Sustaining Focus: Detection Spells (2)
. . Sustaining Focus: Health Spells (3)
. . Sustaining Focus: Manipulation Spells (2)
. . Thermal Air Bag
Weapons:
. . Ares Alpha [Assault Rifles, DV 7P vs. B-2, SA/BF/BF-L/FA, RC 2, 42 (c)] with EX-Explosive Rounds x70, Grenade Launcher, Smartgun System, Internal
. . . . Ares Alpha Grenade Launcher [Grenade Launchers, DV 6S, 10m R vs. I-3, SS, 6 (c)] with Flash-Bang Minigrenade x2, Fragmentation Minigrenade x1, High Explosive Minigrenade x1, Smartgun System, Internal
. . Ares Alpha Grenade Launcher [Grenade Launchers, DV 6S, 10m R vs. I-3, SS, 6 (c)] with Flash-Bang Minigrenade x2, Fragmentation Minigrenade x1, High Explosive Minigrenade x1, Smartgun System, Internal
. . Ares Crusader [Machine Pistols, DV 5P vs. B-1, SA/BF, RC 2, 40 (c)] with EX-Explosive Rounds x80, Gas-Vent 2 System, Gel Rounds x80
. . ArmTech MGL-6 [Grenade Launchers, DV 6S, 10m R vs. I-3, SA, 6 (c)] with Flash-Bang Minigrenade x10, Fragmentation Minigrenade x10
. . Attack of Will (vs. Spirits) [DV 3P vs. I]
. . Survival Knife [Blades, DV 3P vs. I-1]
. . Unarmed Strike [Unarmed, DV 2S vs. I]
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