Difference between revisions of "Aberrant 2.0 Trinity Gear"

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:: '''Weakpoints''': Successes on a Perception roll become penalties to target soak or bonus dice to destroy/maintain an object.
 
:: '''Weakpoints''': Successes on a Perception roll become penalties to target soak or bonus dice to destroy/maintain an object.
 
:: '''Social Cues''': Successes on a Perception roll become bonus dice for 1 social action.
 
:: '''Social Cues''': Successes on a Perception roll become bonus dice for 1 social action.
:: '''LANSA''': A successful Perception + Awareness roll (difficulty +11 - target [Quantum/Taint + Node], use higher of Quantum or Taint) detects a Nova.
+
:: '''LANSA''': A successful Perception + Awareness roll (difficulty +10 - target [Quantum/Taint + Node], use higher of Quantum or Taint) detects a Nova.
 
:: '''Lie Detector''': +1 bonus success to detect lies.
 
:: '''Lie Detector''': +1 bonus success to detect lies.
 
:'''Tactile Boost''': +1d to Awareness rolls based on touch, stacks with Acute Sense. (2 pts)
 
:'''Tactile Boost''': +1d to Awareness rolls based on touch, stacks with Acute Sense. (2 pts)

Revision as of 08:16, 20 January 2011

Universal Changes

Unformatted Bioware is Tolerance 0. This means that a few Bioware applications now have Formatted Tolerance 1.

Weapons

Melee

  • Spider Harness: Damage 8L, Accuracy (Wits + Psi), Mass 5
A Spider Harness when Formatted is semi-autonomous and attacks independently of the user, making up to (Wits/2, round up) attacks with its eight articulated "legs". A Spider may never make more than 3 attacks in one combat round.
  • Sonic Knife: Damage 1-10 (Bashing/Lethal as desired)
Sonic Knives cannot damage hard objects such as metal, industrial plastic, some types of body armor, and some particularly hardy Novas.
  • Vibroknife: Damage Str + 3L, AP(4)
Vibroknives do slightly more damage than low-tech knives but their primary advantage is the ease at which they slice through hardened materials, such as personal armor. On the other hand... don't botch.
  • Vibrosword: Damage Str + 6L, AP(2)
Due to limitations on vibration hardening, vibroswords have lower vibrational frequencies and reduced armor piercing effectiveness, relative to vibroknives.

Ranged

Note that by default, attuning to a weapon increases its accuracy dice pool by +1.

Pistols

  • Autopistol (Banji Cyclone): Acc +0, Dmg 5L, Range 50, RoF 9, Magazine 15, Conceal P, Select-Fire
  • Autopistol (L-K Defender): Acc +1, Dmg 4L, Range 50, RoF 9, Magazine 20, Conceal J, AP (3)
  • Heavy Autopistol (L-K Avenger): Acc +0, Dmg 6L, Range 50, RoF 6, Magazine 10, Conceal J
  • Heavy Autopistol (Stavros Auto): Acc +0, Dmg 7L, Range 50, RoF 5, Magazine 9, Conceal J
  • Plasma Pistol (Voss 22P): Acc +1, Dmg 10L [5], Range 10, RoF 1/2, Magazine 5, AP (2)

Psi-Amps

Psi-Amps must be formatted to the user to work.

  • EK Gauntlet (Orgotek Iris-L): +2 accuracy and +2d to all Psi rolls to use Electrokinesis and Psychokinesis effects for offense.
  • Electrolaser Gauntlet (Orgotek EL-12): Acc + 1, Dmg 10 [8]E (10S against living targets), Range 100, RoF 2, Magazine 30, Tolerance 3
  • Force Gauntlet (Orgotek 212-F): Brawl attacks do +1 damage and can reach up to 30 meters, Tolerance 2.
  • Sureshot Gauntlet (Orgotek SL-3): Acc + 4, Dmg 10L, Range 100, RoF 2, Magazine 30, Tolerance 3

Rifles

  • Automatic Carbine (Banji Tornado): Acc + 1, Dmg 7L, Range 100, RoF 40, Magazine 40, Conceal O, AP(1)
  • Automatic Carbine (L-K MAC-803): Acc + 0, Dmg 8L, Range 100, RoF 45, Magazine 50, Conceal O
  • Coil Rifle (Banji 02 Hornet): Acc + 1, Dmg 10L, Range 200, RoF 60, Magazine 60, AP(1)

Shotguns

  • Shotgun (Banji Thunder): Accuracy +0, Dmg 9L, Rng 30, Rate 2, Magazine 10
  • Shotgun (Stavros .00): Accuracy +1, Dmg 8L, Rng 40, Rate 2, Magazine 12
  • Semi-Auto Shotgun (L-K Protector Auto): Accuracy +0, Dmg 8L, Rng 30, Rate 10, Magazine 10

Lasers

  • Gauntlet (Orgotek Minipulse-L): Accuracy +2, Dmg 6L, Rng 80, Rate 2, Magazine 12, Bio, Tolerance 1
  • Gauntlet (Orgotek Pulse-L): Accuracy +3, Dmg 10L, Rng 200, Rate 2, Magazine 35, Bio, Tolerance 1
  • Pistol (Alchemy 2117-A): Accuracy +2, Dmg 8L, Rng 200, Rate 2, Magazine 25, Bio, Tolerance 1
  • Pistol (L-K Personal Protector): Accuracy +2, Dmg 8L, Rng 250, Rate 2, Magazine 25
  • Carbine (Alchemy 2118-D): Accuracy +2, Dmg 12L, Rng 300, Rate 15, Magazine 40, AP (1), Bio, Tolerance 2
  • Carbine (L-K Vindicator II): Accuracy +2, Dmg 13L, Rng 300, Rate 15, Magazine 45, AP (1)
  • Carbine (Orgotek Hornet VI Pulse Laser): Accuracy +3, Dmg 12L, Rng 350, Rate 20, Magazine 60, Bio, Tolerance 2

Flechette Guns

All flechette weapons have three damage ratings. Each damage rating uses a certain number of shots, listed with the weapon.

  • Pistol (Alchemy Bulldog): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots, Bio, Tolerance 1
  • Pistol (Aris Suresting): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots
  • SMG (Orgotek Stinger): Accuracy +1, Dmg 4/7/9L, Rng 30, Rate 36, Magazine 36, uses 3/6/12 shots, Bio, Tolerance 1
  • Carbine (Orgotek Scorpion): Accuracy +1, Dmg 8/10/12L, Rng 30, Rate 120, Magazine 120, uses 6/12/24 shots, Bio, Tolerance 2

Heavy Weapons

Heavy weapons obviously use the Heavy Weapons skill to fire.

  • Missile Launcher (L-K Killjoy): Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided
  • Light Coilgun (ClinTech M-60): Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2)
  • Heavy Coilgun (L-K BigBoy R5): Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 80, Burst (8), AP (2)
  • Plasma Cannon (Voss 88T): Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)
  • Lightning Gun (TechnoDyne Zeus): Accuracy +1, Dmg 12L [8] + 8d EMP, Range 1000, Rate 1, Magazine (inf), AP (2), Bio, Tolerance 3, Mass 34
  • Pulse Cannon (ClinTech M-90): Accuracy +2, Damage 23L [16], Rate 1/2, Magazine (inf), AP (5), Mass 74
  • Orgotek SAWS: Accuracy +4, Dmg (See Below), Range (As Mode), Rate (As Mode), Magazine (As Mode), Mass 14, Bio, Tolerance 1
    • Electrokinetic Beam: Damage 10L, Range 500, Rate 1, Magazine 50 (recharges)
    • 30mm Slugs: Damage 7L[5], Range 300, Rate 2, Magazine 8, AP(1)
    • Fragmentation Shells: Damage 8L [5], Exp(3)
    • Incendiary: Damage 12L, burning (targets catch fire for 6L/turn)
    • HEAP: Damage 10L[6], AP (2)
    • Chemical: Varies by chemical type.
The SAWS cannot be used unformatted and consists of the laser and an organic accelerator cannon. The cannon has 8 shots in a drum which can be loaded with any combination of projectiles.

Vehicle Weapons

Armor

Note that certain types of armor require the user to be formatted to it and therefore cannot be used by Novas or baseline humans.

Hardtech

  • Combat Armor: Soak 6B/7L, Penalty -1, Mass 20
Standard full body unpowered combat armor, used by the vast majority of frontline combat troops.
  • Field Suit: Soak 3B/5L, Penalty -0, Mass 9
A field suit is lightweight soft body armor designed for special forces and other personnel who needed protection from weapons without a reduction in mobility and endurance. Field suits may be soft armor but are obviously armor and extremely difficult (and uncomfortable) to hide under clothing.
  • Reinforced Clothing: Soak 1B/2L, Penalty -0, Mass 3
Reinforced with anti-ballistic and anti-stab fibers, reinforced clothing provides protection from low-powered pistols, knife blows, and some protection against fists and clubs while remaining nearly impossible to spot.
  • Vacuum Suit: Soak 2B/4L, Penalty -1, Mass 15
A Vacuum suit provides medium-duration protection against vacuum via integrated oxygen recycling. Vacuum suits are generally good for 12 hours of use without further accessories.

Biotech

  • Armor Carapace: Soak 6B/6L, Penalty -1, Mass 15, Tolerance 1
The biotech equivalent of combat armor is slightly lighter and grown from pseudochitin woven on a suit of spidersilk. If formatted to the user, the chitin plates become more flexible when not actively protecting against harm, reducing the penalty to -0.
  • Bioweave Armor: Soak 4B/5L, Penalty -0, Mass 5, Tolerance 3
Bioweave Armor is built out of spidersilk, carbon nanotubing, and synthetic tissue, and when attuned covers the Psion as a protective second skin, providing extremely potent protection from just about any threat. Bioweave Armor provides limited NBC filtering, adding 1 success to all resistance rolls against toxins, and is nearly undetectable without a medical examination.
  • BioVAS: Soak 10B/8L/0A, [hardened 8B/7L] +4 -0 HLs, Strength + 3/Dexterity + 1/Stamina + 1/Perception + 2, Mass 45, Tolerance 3
A BioVAS (Biological Vacuum Assault Suit) is a highly advanced biotech suit of body armor that must be custom-formatted to its user. Enhancing strength, endurance, and agility via powerful artificial muscles and providing protection against all but the heaviest weapons with heavy pseudochitin plates, a BioVAS plugs into the user's cardiovascular system and provides life support for a week in a hostile environment if formatted. A formatted BioVAS provides the increased attributes stated above, and has its own health levels which must take damage before the user does. if the BioVAS loses all health levels, every attack after that which does damage to its user has a chance of disabling it: Roll the user's (Stamina + Resistance) or (Psi), whichever is higher to see if the BioVAS still functions at that point. Failure disables the BioVAS, disabling all features save life support (consider a disabled BioVAS to have a -3 penalty) until it heals, while Botching may kill the BioVAS itself. A dead BioVAS only provides soak.
  • Chameleon BioVARG: Soak 12B/10L/0A, +7 -0 HLs, Strength + 4[5]/Dexterity + 3/Perception + 3, Mass 250, Tolerance 4
The Chameleon BioVARG is the smallest VARG in existence, and it is quite possible to fit one inside built-up terrain such as the inside of buildings or starships without difficulty. It also serves a purpose in allowing a Psion formatted to one to fight weaker Novas on even footing. A Chameleon BioVARG's hands are sized for human weaponry and as such can use any human weapons, but a shoulder harness allows the Psion to wield any light VARG weapon. A Chameleon is a suit of power armor-but nevertheless, requires some piloting skill because the VARG responds faster than the body and takes it for the ride. A character using a Chameleon without at least 3 in Piloting (VARGs) does not gain the dexterity bonus and is at +1 difficulty to all physical actions which require fine manipulation.

Mecha

Mecha use their pilot's Dexterity + Piloting + Handling to determine dodge pools and replace the pilot's strength with their own. Similarly, they have their own health levels.

VARGs

Vacuum Assault and Reconnaissance Gear is the standard "giant robot", coming in both inorganic and organic varieties. Giant mecha cyborgs or ambulatory tin cans, they bring a lot of firepower and armor, and a skilled pilot in one is easily a match for most proper Aberrants, and hordes of sub-Aberrants.

  • New Weapon: Plasma Blade
A Plasma Blade is designed for VARG use, and requires a connection to a fusion reactor to run. Essentially a very short range plasma gun, the radiated heat from the blade itself will incinerate most humans nearby, while the blade can cut through tank armor with little difficulty. Any unshielded user (unshielded as in not in a vehicle or a VARG) takes 15L damage an action being within a meter of the blade, and if actually wielding it, reduces his soak in half.
Plasma Blade: Damage Str + 9L [5], Mass 190

Scout VARGs

  • Spirit Warrior: Strength 8 [7], Handling +4, Max Speed 120 (~140 km/h), Soak 14B/12L, HLs -0 x 3/-1 x 4/-2 x 4/-4 x 2/Disabled
A 3-meter tall scout VARG, the Spirit Warrior is fast and nimble although extremely vulnerable to most weapons. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +5d to all awareness and attack rolls, and stealth systems add +3 difficulty to spot the VARG. It possesses the weapons listed below.
Light Autolaser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 4, Magazine 4
  • Fire Eagle: Strength 8 [7], Handling +3, Max Speed 140 (~170 km/h), Soak 15B/13L, HLs -0 x 3/-1 x 4/-2 x 4/-4 x 3/Disabled
The Fire Eagle is a nimble and inexpensive light attack and scouting VARG. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +2d to all awareness rolls and attack rolls. It is armed with the listed weapons.
Light Autolaser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40, Magazine (inf)
60mm Grenade Launcher: Accuracy +0, Dmg 10L [7] or as grenade, Range 100, Rate 15, Magazine 100, Exp(1)
Flechette/Buckshot: Dmg 15L, Rng 50
HEAP: Dmg 12L [6], AP(3)
Incendiary: Dmg 15L, Area(6), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)

Assault VARGs

  • Flame Cloud: Strength 10 [10], Handling +2, Max Speed 60(~70 km/h), Soak 16B/14L, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled
The Flame Cloud is a Pacific Rim general combat VARG design with heavy armament and armor. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below.
Particle Cannon: Accuracy +1, Range 1,000, Damage 15L [12], AP(3), Rate 1, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 14, Magazine 14
Light Autolaser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40, Magazine (inf)
Ion Whip: Accuracy +0, Damage Strength + 5L (+5d EMP)
  • Hellfire: Strength 14 [15], Handling +0, Max Speed 60 (~70 km/h), Soak 20B/18L, HLs -0 x 6/-1 x 6/-2 x 6/-4 x 4/-5 x 4/Disabled
The largest assault VARG built to date, the Hellfire bristles with energy weapons. Multitask systems reduce multiple action penalties by 2, and advanced sensors add +3d to all attack and awareness rolls. Armed exclusively with energy weapons, the Hellfire can lay down a withering barrage of fire for indefinite periods.
Twin Heavy Plasma Cannons: Accuracy +0, Range 800, Damage 25L [16], AP(6), Rate 1 (per gun), Magazine (inf)
Twin Light Lasers: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40 (per gun), Magazine (inf)
Lightning Field: As Immolate, but deals [6] 10L damage to all touching the VARG instead.
  • Pulsar: Strength 12 [12], Handling +2, Max Speed 75 (~90 km/h), Soak 20B/16L, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled
Built by ClinTech for the Federated States, the Pulsar is a state of the art assault VARG. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below.
Particle Cannon: Accuracy +1, Range 1,000, Damage 15L [12], AP(3), Rate 1, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 10, Magazine 10
Plasma Cannon: Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)
Anti-Infantry Mount: Mounts an infantry-scale weapon (typically heavy coilgun) and fires with a dice pool of 8d including sensor bonus.

Support VARGs

  • Dragon: Strength 10 [10], Handling +2, Max Speed 60 (~70 km/h), Soak 16B/14L, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled
The Dragon is a fire-support VARG bristling with smart missiles, with minimal non-missile armament. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below. As a special ability, it may count firing two missiles (one from each pod) as one attack.
Twin Missile Pods: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 25 (per pod), Magazine 25 (per pod)
Light Laser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40 (per gun), Magazine (inf)
Twin Medium Coilguns: Accuracy +0, Range 600, Dmg 9L [4], Rate 30 (per gun), Magazine 300 (per gun)

Qin Biosuits

Technically, by dint of being piloted rather than worn, biosuits are mecha. They are, however, very unusual mecha. They can, of course, only be used by Qin, or Novas with particular skill in shapeshifting and telepathy.

Noncombat

Diplomatic: Strength 2, Handling +1, Soak 4B/3L, Health Levels -0 x 1/-1 x 2/-2 x 2/-4 x 2/Incapacitated/Gutted

Designed to look like an attractive, androgynous human being, a Qin Diplomatic Biosuit is essentially what it says-a shell for Qin diplomats to present a humanoid face. Qin Diplomatic Biosuits have an effective Appearance rating of 4 towards humans.

Combat

Bodyguard: Strength 6 [2], Handling +2, Soak 10B/8L, Health Levels -0 x 4/-1 x 4/-3 x 2/Incapacitated/Gutted

Bodyguard Biosuits are used as a diplomatic protective detail for Qin diplomats, and possess integrated weapons. The default Biosuit possesses a Flechette Carbine and a Laser Carbine, one in each arm, as well as a pair of retractable vibroknives.

Warrior: Strength 8 [5], Handling +3, Soak 12B/10L, Health Levels -0 x 5/-1 x 5/-2 x 3/Incapacitated/Gutted

When shit gets real, so do the Qin. Warrior suits make no attempt to pretend to be human, having four arms (treat as multiple arms, -1 multiple action penalty), extreme speed and agility, and incredible toughness. Warrior suits have integrated weapons, with one Lightning Gun and a Missile Launcher in their two larger arms, and two Coil Carbines in their smaller arms. A Warrior suit has a powerful biocomputer which improves targeting and tracking, adding +1 to accuracy-and all weapons count as formatted for accuracy bonuses.

Vehicles

Cybernetics

Building a better Psion, one metal plate at a time. Although the experiences of the Aberrant War and the return of the Aberrants have left a sour taste in humankind's mouth in regards to transhumanism, cybernetic and biotechnological augmentation is still often the only viable method of creating a baseline human capable of competing with a combat-specced sub-Aberrant. Cybernetics, therefore, have become something of a crutch, a tool to allow humanity to compete with its posthuman spawn.

Cybernetics are purchased via the Enhancements background, as listed below.

Enhancements

New Background: Enhancement: A Psion or neutral with this background has submitted their body to cybernetic or biotechnological reconstruction, augmenting their natural abilities with additional modification. Enhancement provides a character with 5/10/15/20/25 points of total enhancement to be distributed as a character sees fit. Novas may not support Enhancement-their bodies channel Quantum via their M-R node, but Nova powers are much less subtle and their side effects course throughout the body, the Nova's only protection being their complete immunity to their own superhuman ability. A Nova cannot channel Mega-Strength through a cyberarm, or Mega-Dexterity through a superconducting spinal cord, or Mega-Intelligence through an exocortex-not unless the Nova grows the enhancement himself, paying XP to do so as if it was a body modification.

Enhancements Above 5

Enhancements above 5 are extremely rare (as well as often illegal) due to anti-transhuman stigma (justified by the panics of the Aberrant War) but found on some particularly dedicated or insane Legion commandos, Aberrant cultists, and Posthumanists/Exhmuanists. Enhancements above 5 give 30/40/50/60/70 points of total Enhancement.

Attribute Enhancement

A Psion may enhance any of their attributes up to (+3) above their baseline via cybernetics or up to (+2) above their baseline bioengineering. This may only take attributes up to a max of 9 (cybernetics) or 8 (biotech)-technology is simply not advanced enough to support anything further. Extremely powerful biokinetics or telepaths may be able to far exceed these limitations via their own powers. A few other enhancements are listed below, which enhance a few things like health levels and soak.

Bioenhancement may be formatted to the user, taking permanent Tolerance but negates these limitations if the character being enhanced is a Psion. Neutrals cannot format Bioware. Each dot of such formatted bioware is Tolerance 1.

Increasing Strength, Stamina, Appearance, or Perception by +1 costs 2 pts/level, while increasing any other attribute costs 3 pts/level per increase. Buying an additional -0 health level also costs 2 pts/level.

Medical Enhancement

Enhanced Antibodies: Healing time reduced by 1 level of severity. (1 pt)
Toxin Binders: +1 automatic success to resist poison. (1 pt)
Nanosurgeons: Healing time reduced by 2 levels of severity, does not stack with Enhanced Antibodies. (2 pts)
Livesaver Skinweave: User is automatically stabilized unless subjected to further rough treatment after incapacitation. (2 pts)
Anti-Plague Nano: +1 automatic success to resist disease. (1 pt)

Body Reinforcement

Note that Skinweave and Dermal Armor, do not stack.

Bone Reinforcement: 1 x -0 Health Level, required to increase physical attributes above 6. (3 pts)
Adrenal Booster: +1 Strength and Dexterity for 5 rounds. (4 pts)
Skinweave: +1B/2L soak (3 pts)
Subdermal Armor: +2B/4L soak (6 pts)
Decentralized Heart: Grants 1 x -4 + 1 x Incapacitated Health Level. (3 pts)

Performance Boosters

Sport Heart: +1 Strength, +1 Stamina, all attacks against the user that penetrate soak deal +2 damage. (2 pts)
Overdrive Heart: +2 Strength, +2 Stamina, all attacks against the user that penetrate soak deal +3 damage. (4 pts)
Movement Augmentation: +2 Dexterity for movement, +2 Strength for leaping. (4 pts)

Environment Adaptation

Cyberliver: +2 successes to all Resistance rolls against toxins.
Gyrostabilizer: +2 to Microgravity Ops

Exoskeletons

Implanted Exoskeletons replace the user's base strength/Might ratings. Cyberware enhances the exoskeleton's strength normally.

Sigma Linear Frame: Strength 8, Might 8 (6 pts)
Beta Linear Frame: Strength 10, Might 10 (12 pts)
Omega Linear Frame: Strength 12, Might 12 (18 pts)

Cognitive Implants

Kerenzikov (lv 1/2): -2 Multiple Action Penalty/Level, +1 Initiative/level. (4 pts for Level 1, 8 pts for Level 2)
Speedware: -1 Multiple Action Penalty, 1 additional action per round, +3 Initiative, can only be sustained for 5 combat rounds. (10 pts)
Vehicle Link: -1 difficulty and +1d to drive rolls (with compatible vehicle). (4 pts)
Weapon Link: -1 difficulty and +1d to attack rolls (with linked weapon). (4 pts)
Machine Link: -1 difficulty and +1d to actions (with linked machine). (4 pts)
Neural Processor: Implanted computer system (with all relevant benefits), , -1 difficulty to hacking, missile weapons use, mathematics, or any situation where a computer may be useful. (6 pts)
Symbiotic Brain-Data Implant (SBDI): Stores ability knowledge (10/15 dots for the basic and advanced models) for use by the character. Requires an exocortex or wired reflexes (or both) to use said abilities. Maximum ability rating is 3, 4 for advanced model. (10 pts, 15 for advanced model)
SBDI Expansion: Stores an additional +15 ability dots for use with the SBDI. (5 pts)
Exocortex: Allows use of SBDI abilities along with Mental and Social Attributes. (4 pts)
Wired Reflexes: Allows use of SBDI abilities along with Physical Attributes. (6 pts)

Implanted Gear

Implant Radio: Can act as radio (10km range) or cell phone. Advanced version has 25km range and can broadcast radio/TV/etc signals. (2 pts, 3 pts for advanced)
Implanted Gills: Can stay underwater indefinitely, +2 to resistance against airborne toxins. (2 pts)
Implanted Rebreather: 90 minute internal oxygen supply, requires 1 hour to recharge every 15 minutes of oxygen used. (1 pt)
Locator Implant: Implanted GPS (1 pt)
Body Alteration: Can increase appearance by 1 (max. 5) or decrease, disguise as someone with Style roll at +1 difficulty, can change gender (cosmetic only though) (5 pts)

Weapons Implants

Electric Touch: Deals Str+6B damage (up to 2xStamina times/hour), or Str+6L damage (suffers 2 unsoakable bashing levels after) + 6d EMP, immunity to tasers, +2L soak vs. electrical damage. (3 pts)
Implant Laser: Accuracy +1, Damage 6L, Range 100m, Multiple Shots/Sprays, RoF 2, Magazine 30, recharges 10 shots every 30 minutes (2 pts)
Retractable Blades: unarmed attacks now deal Str+2-4 Lethal damage. (2-4 pts [cost equal to damage])
Raptor Vibroblades: Str + 4L damage (AP 5), counts as an unarmed attack, don't botch. (7 pts)

Sensory Implants

Enhanced Vision: IR/UV vision, no penalties from darkness, +1d to Awareness rolls based on sight. (3 pts)
Extrasensory Access: Improved sensory systems. Comes in various options, listed below. (4 pts for first, +2 pts for each additional)
Materials Analysis: Analyzes chemical composition and makeup.
Weakpoints: Successes on a Perception roll become penalties to target soak or bonus dice to destroy/maintain an object.
Social Cues: Successes on a Perception roll become bonus dice for 1 social action.
LANSA: A successful Perception + Awareness roll (difficulty +10 - target [Quantum/Taint + Node], use higher of Quantum or Taint) detects a Nova.
Lie Detector: +1 bonus success to detect lies.
Tactile Boost: +1d to Awareness rolls based on touch, stacks with Acute Sense. (2 pts)
Olfactory Boost: +1d to Awareness rolls based on smell, stacks with Acute Sense. (2 pts)
Voice Stress: +2 to Rapport, Interrogation rolls. (2 pts)
Sound Editing: -1 difficulty to hearing-based Awareness rolls. (2 pts)
Pain Editor: No wound penalties (still incapacitated as normal). (3 pts)