Cybernetic House Rules By Michael

Work in progress…feel free to add/edit and help out!

Basic Implant Rules

1. Electrical Implants fully immersed in water immediately operate at ½ on all stats and have a 60% chance per round of shorting out permanently until a successful maintenance task is undertaken to replace damaged circuitry.
2. Sophisticated implants (other than bionic limb replacements) have a 10% per Psy Rating of being damaged when channeling the warp and causing warp resonance (1d10 Insanity Points.)
3. Implant Armor Points never stack with worn armor.
4. Implants damaged or rendered inoperable remove any modifiers or bonuses when not operating.
5. Electrical Damage to the cybernetic is increased by +1d5 when target area cybernetic is hit.

Basic - Uncommon, Basic Low-end model.
Advanced – Rare, Expensive model.
Extreme – Very Rare, Super Expensive model.

Implant Name – The name of the implant.
Class: The class of the implant, Basic, Advanced, Extreme
Body Location: Where on the body or frame the implant is attached.
Implant Weight: The amount of Weight the Implant adds to the person.
Encumbrance: This is the agility penalty the item brings to the wearer. See Agility Chart.
Hard Point Cost: The cost in hard points from the cybernetic frame for the implant.
Operational Description: What does the implant do, provide, or augment.
Physical Description: How does the implant look on the person.
Availability: How easy is it to find the implant.
Cost: The cost in Thrones for the implant.
GM Rules: Special Rules or consideration for the Implant.

Categories
Frame
Reinforcement and framework to build upon for cybernetic enhancement.

Power Cells, Power Plant
Power supplies for handling all cybernetic needs.
Sensors
Head, Other
Different and new ways of perceiving the universe through cybernetics.

Armor
Armor Attachments
Armor Attachments for the cybernetic form.
Weapons
Weapon Attachments
Weapons, exotic and otherwise for the cyber.
Augmentations
All
Attachments, skills, talents, tools, and otherwise allowable through cybernetic usage.

Agility Penalty Chart
Modifier Total
1 – 5 - 2% of Agility
6-10 -5% of Agility
11-15 -15% of Agility
16-20 -25% of Agility
21-25 -30% of Agility
26+ -50% of Agility

Maintenance Rules 
Frame
Implant Name: Spinal Reinforcement or Body Rigging
Class: Basic
Location: Spine, Torso, Shoulders, and Hips
Implant Weight: 10kg
Encumbrance: 1
Hard Point Cost: 0
This reinforcing of the human frame provides the framework necessary for the heavier implant packages. It adds 6 inches to height. Allows up to 100kg of weight to be added to the human frame. (This does not assist in locomotion). Individual takes 20% less damage from falling.
The implants are 80% subdermal with 20% showing structure protrusions, or reinforcing easily hidden by clothing.
Availability: Uncommon
Cost: 2500
GM Rules: It is not affected by water or electricity.
Implant Name: Spinal Reinforcement or Body Rigging
Class: Advanced
Location: Spine, Torso, Shoulders, and Hips
Implant Weight: 15kg
Encumbrance: 4
Hard Point Cost: 0 (adds 5 Hard Points)
This reinforcing of the human frame provides the framework necessary for the heavier implant packages. It adds 8 inches to height. Allows up to 150kg of weight to be added to the human frame. (This does not assist in locomotion).
The implants are 40% subdermal with 40% showing structure protrusions, plates and harness. This form of rigging allows placement of locomotion, power cell and support structure for cybernetic augmentation. A basic low level form of power armor.
Availability: Rare
Cost: 7500
GM Rules: This rigging provides AP 1 to Body & Arms. It is not affected by water or electricity.
Implant Name: Spinal Reinforcement or Body Rigging
Class: Extreme
Location: Spine, Torso, Shoulders, and Hips
Implant Weight: 25kg
Encumbrance: 11
Hard Point Cost: 0 (adds 9 Hard Points)
This reinforcing of the human frame provides the framework necessary for the heavier implant packages. It adds 12 inches to height. Allows up to 250kg of weight to be added to the human frame. (This does not assist in locomotion).
The implants are 30% subdermal with 70% showing structure protrusions, plates and harness. This form of rigging allows placement of locomotion, power cell and support structure for cybernetic augmentation. This is a full body conversion leaving biological components inside a protected armored core. A cyborg with the equivalent of augmented power armor.
Availability: Rare
Cost: 12,000
GM Rules: This rigging provides AP 2 to Body & Arms. It is not affected by water or electricity.


Power Plant and Power Cells

Implant Name: Electro Power Pack
Class: Basic
Body Location: Side Mounts or Backpack style
Implant Weight: 40kg
Encumbrance: 1
Hard Point Cost: 0
Operational Description: Provides power for las weapons, scanners, life support, or locomotion. This small power pack is good for 500 shots of las gun, 250 Overcharge Shots, 12 hours of sustained locomotion and sensory support, and life support. This pack requires 4 hours to recharge when plugged into a power generator and 8 hours to recharge unassisted.
Physical Description: This is attached to the cybernetic spinal frame either at the sides along the waist line or at the center of the back. It is a sealed power source and is not damaged normally by water, vacuum, or otherwise.
Availability: Uncommon
Cost: 2500
GM Rules: This power pack allows a single burst of speed per hour that doubles movement speed for 10 seconds. This does not include a locomotion system, only providing the power to the locomotion system to accomplish speed bursts.

Implant Name: Electro Power Cell
Class: Advanced
Body Location: Back
Implant Weight: 60kg
Encumbrance: 3
Hard Point Cost: 2
Operational Description: Provides power for las weapons, scanners, life support, or locomotion. This small power pack is good for 750 shots of las gun, 325 Overcharge Shots, 20 hours of sustained locomotion and sensory support, and life support. This pack requires 6 hours to recharge when plugged into a power generator and 10 hours to recharge unassisted.
Physical Description: This is a bulky power generator that is usually fixed to the cybernetic spinal column on the back. The power source is often covered in runes and is noticeable enough that cyber artists often work to craft ascetically pleasing styles in the pack design.
Availability: Rare
Cost: 5000
GM Rules: This power pack allows two bursts of speed hour that doubles movement speed for 10 seconds. This does not include a locomotion system, only providing the power to the locomotion system to accomplish speed bursts.

Implant Name: Electro Power Plant
Class: Extreme
Body Location: Back, waist, and thighs
Implant Weight: 150kg
Encumbrance: 8
Hard Point Cost: 3
Operational Description: Provides power for las weapons, scanners, life support, or locomotion. This small power pack is good for 1000 shots of las gun, 500 Overcharge Shots, 30 hours of sustained locomotion and sensory support, and life support. This pack requires 8 hours to recharge when plugged into a power generator and 14 hours to recharge unassisted.
Physical Description: This is the ultimate power plant for cybernetic power armor. You can power a small landing craft with this device if necessary. All power needs are handled easily with this plant.
Availability: Very Rare
Cost: 15000
GM Rules: This power pack allows four bursts of speed hour that doubles movement speed for 10 seconds. This does not include a locomotion system, only providing the power to the locomotion system to accomplish speed bursts.

Sensor Packages
Auspex Device (See Main Rule Book)
Implant Name: Ranged Magnocular Enhancement
Class: Basic, Advanced, Extreme
Body Location: Eye, eyes
Implant Weight: 1
Encumbrance: 0
Hard Point Cost: 0
Operational Description: This is a sight based perception augmentation, allowing visual sense to increase range by 125% /250%/500% allowing accurate image detail and recognition.
Physical Description: Retinal implant, replaces eye socket.
Availability: Uncommon/Rare/Very Rare
Cost: 500/1000/1500
GM Rules:
Implant Name: Full Sensor Augmentation Package
Class: Basic, Advanced, Extreme
Body Location: Eyes, Ears, Nose
Implant Weight: 2
Encumbrance: 0
Hard Point Cost: 0
Operational Description: This is a sight based perception augmentation, allowing visual sense to increase range by 125% /250%/500% allowing accurate image detail and recognition. In addition this is an augmentation to the hearing and smell senses. This provides an overall +30% boost to perception based rolls on sight, hearing, or smell.
Physical Description: Retinal implant, replaces eye socket, ofalctory replaces the nose, and ear inserts are implanted within the skull.
Availability: Uncommon/Rare/Very Rare
Cost: 1500/3000/4500
GM Rules:
Implant Name: Surround View, Optical Scan
Class: Basic, Advanced, Extreme
Body Location: Head, Back
Implant Weight: 2
Encumbrance: 0
Hard Point Cost: 1
Operational Description: This provides 360 degree optical viewing around the cyborg. No one can sneak up on you from behind, this adds a +2 bonus to initiative rolls.
Physical Description: These are small circular camera mounts that give the user full view of the areas they are mounted.
Availability: Uncommon/Rare/Very Rare
Cost: 750/1200/1800
GM Rules:

Armor Upgrades
Armor Upgrades are straight forward. Adding Armor points to a cybernetic chassis.
ITEM LOCATION CLASS WEIGHT ENCUMBRANCE HRD PNT AP AVAIL
Helm Head Basic 20kg 0 0 2 Uncommon
Helm Head Advanced 25kg 1 0 3 Rare
Helm Head Extreme 30kg 2 0 4 Very Rare
Breastplt Chest Basic 50kg 6 0 2 Uncommon
Breastplt Chest Advanced 55kg 11 0 3 Rare
Breastplt Chest Extreme 60kg 20 0 4 Very Rare
Vambrace Arms Basic 25kg 5 0 2 Uncommon
Vambrace Arms Advanced 30kg 7 0 3 Rare
Vambrace Arms Extreme 35kg 9 0 4 Very Rare
Greeves Legs Basic 35kg 5 0 2 Uncommon
Greeves Legs Advanced 40kg 7 0 3 Rare
Greeves Legs Extreme 45kg 9 0 4 Very Rare


Weapons
You can attach any standard weapon to a cyber arm, shoulder or back position at the cost of 1 hard points for small weapons, (pistols) 2 for moderate, and 3 for rifles, launchers, etc…the cost is 25 X Cost.
Ammunition Bays can be purchased which hold 100 rounds, 500 rounds, 1000 rounds costing 1 hard point, 2 hard points, and 3 hard points respectively. Each bay costs 100, 200, 400 Thrones.

Augmentations

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