Equipment classification: A - Protections, Safety (Armor, Clothing, Insulation), Augments
Cyberware, the application of Cybertechnology, consists of prosthetics (to replace) and bionics (to enhance) parts of a sophont's body. These items are expensive because they require surgery to implant or attach to the body with potential medical complications. These augmentations become a permanent part of the user. The gear is four categories: sense modification, brain enhancements, body implants, and peripherals. A fifth category, therapies are covered in medical technology.
Advanced Cybernetic Arm
|Advanced Cybernetic Arm|
The Advanced Cybernetic Arm is a battery powered cybernetic limb constructed from strong lightweight materials that includes a Basic Cybernetic Hand as standard. A life-like prosthesis designed to replace an organic limb. It is knitted into the body around the shoulder (for a full arm replacement) or the elbow (for a forearm replacement). Note that forearm replacements have less volume and fewer upgrade options and as such are generally cheaper and lighter.
It is designed to have superior strength and capabilities relative to an organic arm. An Advanced Cybernetic Arm replaces approximately 10% of the body in humans. In other sophonts, an arm may represent a greater or lesser percentage of the body.
It may have synthetic skin, silent operation and normal body temperatures. Some individuals prefer a colorful or bizarre finish or leave the internal mechanics of the arm exposed. It may be multi-jointed, allowing for greater articulation and range of movement.
The Advanced Cybernetic Arm directly connects to the individual's nervous system, allowing it to be controlled as though it were a natural limb. It provides enhanced sensory feedback including touch, pressure, texture and temperature. Modifications and devices fitted to the arm may be consciously controlled and directed. The arm provides feedback about its power levels, functionality, and component status.
Depending on its size, the arm may be fitted with some configuration modifications. Upgrades may include: Advanced Cybernetic Hand, Combat Hand possibly with Integrated Firearms (an Assault Rifle, a Gauss Rifle, or a Laser Carbine) or Integrated Missile Launcher or Drone housing, a Grappling Array, or an Integrated Medical Kit or other tool kit.
Exceeding the design specifications may cause the arm to malfunction or cause injury to the individual. In extreme cases it may tear away from the body.
Advanced Cybernetic Hand
|Advanced Cybernetic Hand|
An Advanced Cybernetic Hand is cybernetic replacement manipulator to an Advanced Cybernetic Arm. It is designed to have superior dexterity and capabilities compared to an organic hand. The Advanced Hand may be fitted with one of several options.
- Built-In Hand Computer: input may be entered vocally or manually, output is displayed on a small inbuilt screen fitted with a protective cover.
- Built-In Transceiver: a compact Radio Communicator that does not rely on the presence of an established communications network.
- Built-In Sensor Package: includes an Electromagnetic Sensor, a Geiger Counter, a Motion Sensor, and a Temperature Sensor that provides feedback via a small screen.
Aquatic skin involves chemical and genetic alteration of the outer skin to a form resembling that of marine mammals (such as dolphins and Orca), which allows prolonged immersion in water without need for a protective wet suit. Aquatic skin must be kept moist at all times, however, or it will begin to dry and crack, and the user will begin to suffer symptoms of severe dehydration within two or three days, usually dying within a week if access to water is continually denied.
Basic Cybernetic Arm
|Basic Cybernetic Arm|
The Basic Cybernetic Arm is a life-like prosthesis designed to replace an organic limb. It is knitted into the body around the shoulder (for a full arm replacement) or the elbow (for a forearm replacement). Note that forearm replacements have less volume and as such are generally cheaper and lighter.
The battery powered cybernetic limb constructed from strong lightweight materials that includes a Basic Cybernetic Hand as standard. It closely matches the strength and capabilities of an organic arm. The arm may not be fitted with modifications. The arm directly connects to the individual's nervous system, allowing it to be controlled as though it were a natural limb, and provides sensory feedback such as touch, pressure, texture and temperature. Exceeding the design specifications may cause the arm to malfunction or cause injury to the individual. In extreme cases it may tear away from the body.
It may have synthetic skin, silent operation, and species-normal body temperatures. Some individuals prefer a colorful or bizarre finish or leave the internal mechanics of the arm exposed. It may be multi-jointed, allowing for greater articulation and range of movement. The exact size and dimensions of the arm are tailored to match the physical characteristics of the recipient.
Basic Cybernetic Foot
|Basic Cybernetic Foot|
The Basic Cybernetic Foot is a life-like prosthesis designed to replace an organic foot. Its compact nature and relatively light weight allow it to be used to replace a missing organic foot without the need to attach it to a Cybernetic Leg: in such cases is knitted into the body around the ankle. The foot directly connects to the individual's nervous system, allowing it to be controlled as though it were a natural foot, and provides sensory feedback such as touch, pressure, texture, and temperature.
Some individuals prefer a colorful or bizarre finish or leave the internal mechanics of the foot exposed. By default the foot comes with synthetic skin, silent operation, and species-normal body temperatures.
Basic Cybernetic Hand
|Basic Cybernetic Hand|
The Basic Cybernetic Hand is a life-like battery powered cybernetic manipulator designed to replace an organic hand. Its compact nature and relatively light weight allow it to be used to replace a missing organic manipulator without the need to attach it to a Cybernetic Arm: in such cases it is knitted into the limb above the wrist. The hand directly connects to the individual's nervous system, allowing it to be controlled as though it were a natural manipulator, and provides sensory feedback including touch, pressure, texture and temperature.
Basic Cybernetic Leg
|Basic Cybernetic Leg|
The Basic Cybernetic Leg is a battery powered cybernetic limb constructed from strong lightweight materials that includes a Basic Cybernetic Foot as standard. It closely matches the strength and capabilities of an organic leg. A Basic Cybernetic Leg replaces approximately 20% of the body in humans. In other sophonts, a leg may represent a greater or lesser percentage of the body. It may have a realistic appearance, with synthetic skin, silent operation and species-normal body temperatures. Some individuals prefer a colorful or bizarre finish or leave the internal mechanics of the leg exposed. It may be multi-jointed, allowing for greater articulation and range of movement.
The Basic Cybernetic Leg directly connects to the individual's nervous system, allowing it to be controlled as though it were a natural limb, and provides sensory feedback such as touch, pressure, texture and temperature.
A Combat Hand is a cyberware replacement manipulator attached to an Advanced Cybernetic Arm. It can be used as a Basic Cybernetic Hand. As the name implies, the Combat Hand contains one of several possible weapon options.
Grasp Bomb: the hand is a detachable unit designed as either a fragmentation, smoke or stun Hand Grenade. It can be set to activate through a timer or can be remotely triggered. The hand is destroyed when it is detonated.
Hard Fist: The hand is reinforced and weighted to allow for more powerful blows.
Hand Razors: 10mm retractable blades located in the tips of the digits.
Integral Pistol: Typically a Snub Pistol, but other firearms may be preferred. In most examples one of the digits of the hand folds back to allow the weapon to be fired.
Integral Stunner: The hand contains an Electroshock Weapon capable of stunning or incapacitation a target.
Scythes: three 500mm blades that emerge from the back of the hand or from between the knuckles.
Torch Hand: An electric cutting/welding torch incorporating an internal battery which contains power enough for two minutes of operation.
The Cybernetic Adrenals are replacement for the adrenal glands. There are two versions, the base model is called a Supercharger, and the more advanced one with greater capacity is a Hypercharger. These produce endorphins and other hormones for dealing with stressful situations and hostile environments. The system either generates small quantities of these hormones or filters the natural ones from the blood. These are then released in measured quantities to in addition to the hormones the system contains an oxygen generator to increase the oxygenation of the blood in the body for these stress situations.
A full battery-powered Cybernetic Heart designed to pump blood or other internal fluids throughout the body. The device renders the individual immune to coronary disease and heart attacks. The heart's internal battery is extremely compact and has a very long life, typically measured in decades.
An early example of a cybernetic heart enhancement is the TL–5 pacemaker, used to treat coronary arrhythmias.
Cybernetic Kidneys are battery-powered devices that filter blood. They serve to maintain overall fluid balance and help the body pass waste as urine. They are typically fitted as a pair and usually include a bladder. An artificial bladder has a capacity of around 0.5 liters and weighs around 0.5 kg when full.
Enhanced Kidneys serve to more aggressively filter toxins and pathogens from the blood. This increases resistance to blood borne diseases and toxins, inducing alcohol and most drugs. The bladder system can extract water from the urine reducing the need for water consumption. Combined with a Synthetic Liver renders the patient immune to almost every known toxin.
Cybernetic Lungs are paired battery-powered devices that function as a powerful oxygen / carbon dioxide cycling system. These are connected to the circulatory system, replacing the natural lungs. The internal battery is extremely compact and has a long life, typically measured in decades.
Cybernetic lungs can be fitted with an integral Filter / Respirator which allow breathing of tainted atmosphere without harmful effects. Early versions rely on extensive pre-lung filters, typically installed within the nasal cavity: individuals with this version must blow their noses regularly to clear the filters.
A Cybernetic Stomach is a flexible expandable sac designed to hold and process ingested nutrients. The device includes an esophagus connecting to the mouth and an esophageal sphincter, connecting to the intestines. The stomach secretes acid and enzymes that digest food.
It is powered by tiny thermoelectric generators that produce the needed electrical power from body heat and from chemical reactions within the stomach. It may be connected to a Synthetic G-I Tract and a Synthetic Liver to completely replace an individual's digestive system.
As an enhancement the system may include a toxin filter, ingested material can be filtered to remove toxins that would cause harm if they were passed into the bloodstream, making the individual immune to all ingested poisons.
The various parts of the stomach, including elements such as the external sac, the internal lining, microelectronics, and connections to the posterior section of the digestive tract are made with biocompatible materials. These may include metal alloys, carbon nanotubes, silicon gels, and layered polymers.
Early cybernetic ears are simple amplifiers, often worn externally, which are later replaced by implants inside the hearing canal. The Cybernetic ears include basic hearing, covering the middle frequency ranges of a sophonts natural hearing ranges. More advanced models cover the full frequency range.
Amplified: This of options allows amplified hearing available for cybernetic ears, allowing for the resolution of faint sounds at distances of 100 meters or more.
Low Frequency: This allows hearing of low-frequency sounds, sounds which are more often felt or sensed than heard. Hearing these sounds makes it easier to pinpoint the direction of origin.
High Frequency: This option allows a person to hear sounds above the aural range of their race. Early versions of this ear tend to be made from very dense material, such as plastic or even metal.
Sound Dampening: Although loud or irritating sounds will no damage bionic ears, they can be annoying, distracting, or even painful to the user. This option enables the owner to dampen out specific ranges from the sonic spectrum, allowing sound to be dampened, which can also make it easier to hear a specific sound (such as a human voice) in a noisy environment.
Recorder: This option allows the user to record one hour of sound and play it back later. The recording can be accessed at any point and can be recorded over.
See also Sound Amplification Earpiece
Direct electronic/nerve interface at TL–9 opens the way for a wide variety of cybernetic enhancements to eyesight. Early cybernetic eyes are single-function eyes and are easily recognizable as mechanical implants. The initial introduction of the technology always recognizable as mechanical implants. At higher tech levels the eyes look more like natural, unaltered eyes.
In all cases, the cyber eye includes basic visible light vision. For Sophonts with different visual ranges the basic cyber eye will cover their normal visual range.
Several options are available for cyber eyes. The versions that look like natural, unaltered eyes are two TLs higher than the base models shown. Combining options requires eyes of one or two TLs higher than the base models.
Telescopic: Telescopic vision allows magnification similar to telescopic binoculars, with zoom controlled by eyeball pressure (which is manipulated by squinting). TL–10, Cr 10,000
Active Infrared: A beam of infrared light (NIF visual bands) is projected either from forehead-mounted lights (in the hard version) or through the eye itself (in realistic version). Active infrared is a useful sensor at night, but will not penetrate smoke, dense fog, blowing sand, etc. It has a range of 60 meters. TL–10, Cr30,000
Eyeball Display: This allows projection of information in readable form in the user's field of vision, much like the heads-up display of a fighter aircraft. It is particularly useful if a computer implant is used, but can is also useful with chronometer or inertial navigation implants. TL–11, Cr10,000
Passive Infrared: The eye is extremely sensitive to infrared radiation (ANI visual bands) and can "see" heat. Most living creatures and machines have distinct heat signatures. This has a range of around 100 meters. TL–11, Cr50,000
Light Amplifiers: Eyes use light-amplification techniques to allow normal vision in low light conditions (primarily nighttime using starlight, hence the name). Smoke, blown sand, and any sort of atmospheric conditions will interfere with eyes. They have a short range of 100 meters. TL–11, Cr100,000
Rangefinder: This option may only be installed if the user also has an eyeball display. The rangefinder projects a low-energy infrared laser beam and determines range from the reflection. It is accurate to within 1% of range out to 5 kilometers. TL–11, Cr20,000
Color Enhancement: originally developed to aid color-blind patients, it resolves detail at long distances and detects camouflage. Color hue and intensity is adjusted by increasing or decreasing eyeball pressure. This can be accomplished by squinting. TL–12, Cr5,000
Recorder: This option allows recording a video and play it back later. If connected to a implanted communicator or computer, the recording time is limited only by computer capacity. On their own the recorder can record up to one hour of video. The recorded video can be transferred by means of a viewer that fits over the eye. TL–12, Cr50,000
Imaging Radar: The eye contains a millimeter wave radar transmitter and processor unit with fine enough resolution for image formation. Imaging radar has a range of 300 meters and is not degraded by any atmospheric effects. TL–13, Cr2,000,000
Holo-recorder: This option allows recording a 3D holographic images and play it back at a later time. If connected to a implanted communicator or computer, the recording time is limited only by computer capacity. On their own the recorder can record up to one hour of video. The recorded video can be transferred by means of a viewer that fits over the eye. TL–14, Cr1,000,000
Thermal Viewer: Also called HRT (for high resolution thermal), is an advanced form of passive infrared (ANI visual bands) with a range of 400 meters. HRT can see clearly through most forms of smoke, but is affected by rain or snow. TL–14, Cr100,000
Image Intensifier: Image intensification not only magnifies but also sharpens focus and contrast, making visual recognition easier. Image intensification also adds the light-amplifying ability. They have a range of 250 meters. TL–14, Cr100,000
Wide Spectrum Visual: This eye combines magnification and image enhancement with sensitivity to light across a broad spectrum, from ultraviolet through infrared (USPBGRCAN visual bands). As such, it combines most of the advantages of earlier sensor eyes in a single package. This has a range of 400 meters. TL–15, Cr500,000
Gill Implants allow the user to extract oxygen from water, an cybernetically implanted version of an Artificial Gill. Gill implants usually require enlargement of the thoracic cavity, adding slits to the sides of the rib cage. The oxygenated water passes both in and out of slits.
Grav Caps are cybernetics incorporating gravitic lifters designed to help amputees. The device is generally two caps that fit over the ends of amputated legs allowing a contragrav field to mitigate the consequences of having a lost limb. The devices can be designed with a wide variety of technological capabilities including cyberware aspects. Some versions not only allow practical ped ambulation, but also enable grav-assisted flight.
The technology doesn't really mature until TL–14. Prototypes are available at earlier TL's, but have technological limitations. Limb regeneration technologies also tend to mature in this period undercutting the market success of this device.
Heavy Duty Cybernetic Arm
|Heavy Duty Cybernetic Arm|
A Heavy Duty Cybernetic Arm is a cybernetc replacement. It is a heavily constructed, oversized arm typically utilized in industrial and military applications. It serves as a platform for heavy or bulky items of equipment or weapons systems. Heavy Duty Arms are not generally fitted with hands, instead serving as a mount for specialized tools. They are designed to have superior strength and capabilities relative to an organic arm but have inferior dexterity. The arm is knitted into the body around the shoulder, the bulk and the need for strong attachments to the organic body mean it is always a full arm replacement. It is counterbalanced to allow the recipient a relatively normal range of movement despite the arm's large size. Unlike most replacements it cannot be made to appear lifelike and is almost always left as exposed components.
The arm is designed to be fitted with configuration modifications and upgrades. Modifications may include:
- Weapons Mount: the arm is configured to mount up to 10 kilograms of assorted weaponry: no more than three weapons at a time can be mounted.
- Heavy Equipment Mount: typically, the mount is used for drills, pumps, winches, and other bulky items.
- Pincer Attachment: a heavy duty, double-faced servo-assisted wrench that can be used for grasping, twisting and cutting.
- Tendril Attachment: the arm is fitted with 3m long fully articulated tentacles protruding from a central boss that can be controlled individually or in tandem.
- Tool Kit: the arm contains a comprehensive range of tools. The arm has integral powered mountings.
|Size||last finger bone|
The implant is similar to Implanted Blades but differs in that it consists of replacing the first bone of a finger with a cylinder equipped with an extendable hypodermic needle. The device is constructed entirely of organic materials and is virtually undetectable, except by thorough investigation of the fingers with advanced Medical Scanners. The hornet links into the sophont's nervous system, and enables him to extend and retract the needle at will, as well as control the injection of the poison stored in the cylinder (it is good for two doses)
The needle is not strong enough to penetrate armor, but will go through normal clothing. It does no damage, except for the effect of the poison in the cylinder. The effect depends on what type of poison is used. It can be refilled by a syringe.
A computer surgically implanted and cybernetically linked to the conscious brain centers. The lightest of these computers still mass one kilogram and are too large to implant in the skull. Instead, the computer consists of a series of a half dozen or more small sub components which are fused to individual vertebrae of the spine (on the inner sides) in such a way that they do not interfere with articulation. They are linked to each other and the organic brain by way of the spinal cord. Output from the computer can be accessed either by way of an eyeball display, an in-ear speaker, or direct machine-brain interface, if the user also has a neural jack installed.
The primary use for an implanted computer is recall of detailed technical and background information. The user can query the computer, and the data banks, for specific details. The implanted computer can perform analysis from other implanted cyberware, for example creating maps from the ecolocation of sonar systems or monitoring the state of internal power system. Finally, if the user possess a waferjack or data jack, the implanted computer can be used to access or control external equipment. For example, the implant computer can run diagnostics or run equipment where the controlling computer had been damaged or destroyed.
|Implanted inertial navigation system|
A cybernetically implanted version of the Inertial Locator and Magnetic Compass. An eyeball display must be installed for the implanted inertial navigation system to show data to the user. The navigation system will display current magnetic bearing and will also show the bearing to any of five previously recorded positions.
Implanted neural activity sensor
|Implanted neural activity sensor|
The Implanted neural activity sensor is a cybernetic Neural Activity Sensor. It remotely detects the electrical activity of a lifeform's central nervous system, classifies it by complexity and activity, and compares it to recorded life forms, especially sophonts. The implanted version has a range of only 5 meters or so, the limit being the mounting of the antenna. The system is too big to implant anywhere but a torso. Using the NAS required an eyeball display.
Implanted psionic shield
|Implanted psionic shield|
The implanted psionic shield serves the same function as a Psionic Shield Helmet but is permanently built in (and usually undetectable). The implant gives the user significant defense against psionic assault. The system creates a weak electrical field at human brain-wave frequencies which psionically endowed individuals perceive as static, including the user.
The implanted sonar is an omni-directional variable-tone ultrasound transmitter in the ears, that sends out ultrasound waves and then determines distance to the nearest objects by means of echo ranging. A continuous low tone in the ear when the system is engaged provides information to the user as to range based on pitch and volume of the tone. This requires an implantable computer to interpret the echoes. If an eyeball display is available, the sonar can also build up an ultrasound map of the space around the user and overlay it on the visual image of the eye.
The system requires a medium to transmit the sounds through either air or water. The system can adjust to the density of the medium from thin atmosphere to dense atmosphere and most fluids like water. This does not work in thinner atmosphere or vacuum.
The process requires samples of tissue, including nerve cells, to serve as the base of the viruses. These updated viruses are introduced into the body in small doses every few days for a month. Once the treatments are completed the results are usually permanent. In a small percentage of cases the sheathing doesn't work correctly and the patient is left with nerve damage or neural hypersensitivity.
Subdermal armor surgically layers thin synthetic armor protection below the skin surface but over any internal support structures like a skeleton or cartilage. How many layers of armor depends on the user's desires, but more than one or two can interfere with normal movement. Normally the creature's body is divided into zones (head, torso, individual limbs) for implantation, and each may have a different number of types and layers of armor.
Synthetic G-I Tract
|Synthetic G-I Tract|
The Synthetic G-I Tract replaces the small intestine, the large intestine and the mesentery with a composite system of filters and biochemical processing chambers that mimic the usual intestinal processes. Individuals equipped with this system also undergo a rectal replacement that means feces are no longer produced. Instead, a solid, odorless pellet is produced that can be easily and discreetly ejected.
It may be connected to a Cybernetic Stomach and a Synthetic Liver to completely replace an individual's digestive system. The system may be enhanced with a toxin Filter, ingested material can be filtered to remove toxins that would cause harm if they were passed into the bloodstream, making the individual immune to all ingested poisons.
The exact size and dimensions of the G-I Tract are tailored to match the physical characteristics of the recipient. It is powered by tiny thermoelectric generators that produce the needed electrical power from body heat and from chemical reactions.The various parts of the G-I Tract, including elements such as the casings, sacs, microelectronics, and connections to the circulatory system are made with biocompatible materials. These may include metal alloys, carbon nanotubes, silicon gels, and layered polymers.
A battery-powered synthetic liver has a wide range of functions, including detoxification, protein synthesis and production of biochemicals necessary for digestion. It also replaces the pancreas, the gallbladder and the spleen and simulates their functions. It may be connected to a Synthetic G-I Tract and a Cybernetic Stomach to completely replace the digestive system.
The liver's internal battery is extremely compact and has a long life, typically measured in decades. The exact size and dimensions of the liver are tailored to match the physical characteristics of the recipient. The various parts of the liver, including elements such as the casing, microelectronics, and arterial connections are made with biocompatible materials. These may include metal alloys, carbon nanotubes, silicon gels, and layered polymers.
Vacuum skin is synthetically grown skin which is permeable at normal pressure differences but becomes non-permeable at pressure differences approaching 0 atmosphere. This allows characters to function in vacuum with only a breathing helmet and some sort of personal heating/cooling system.
A Waferjack (also called a Neural Jack, Data Jack, or Chip socket) is a brain-computer interface, establishing a direct electronic contact between the organic sophont brain and external electronic equipment. It allows the brain to receive and decode electronic data as well as transmit commands directly to linked equipment.
The TL–9 version is a simple interface to external computer equipment, adding another method for computer interaction. With ability to implant computers at TL–12, the neural jacks allow the internal computer and brain to directly access external equipment. At TL–13, with the development of Wafertech, the Waferjack allows direct access to the information contained on a Wafer.
The waferjack allows a user to access information at the speed of thought. It also allows a user to mentally operate a piece of equipment or machinery, (or vehicle) thereby resulting in quicker response times. The first waferjack in civilian use was initially developed and employed in racing circuits, but eventually found more mundane uses.
30 Cyberware items
|Advanced Cybernetic Arm||Cyberware||11||7 liters||7 kg||Cr500,000|
|Advanced Cybernetic Hand||Cyberware||11||1 liter||1 kg||Cr75,000|
|Aquatic skin||Cyberware||11||10 liters||10 kg||Cr1,000,000|
|Basic Cybernetic Arm||Cyberware||8||7 liters||7 kg||Cr100,000|
|Basic Cybernetic Foot||Cyberware||8||1 liter||1 kg||Cr20,000|
|Basic Cybernetic Hand||Cyberware||8||1 liter||1 kg||Cr25,000|
|Basic Cybernetic Leg||Cyberware||8||14 liters||14 kg||Cr200,000|
|Combat Hand||Cyberware||11||1 liter||1 kg||Cr200,000|
|Cybernetic Adrenals||Cyberware||11||0.3 liters||0.3 kg||Cr40,000|
|Cybernetic Heart||Cyberware||8||0.4 liters||0.3 kg||Cr100,000|
|Cybernetic Kidneys||Cyberware||8||0.3 liters||0.3 kg||Cr50,000|
|Cybernetic Lungs||Cyberware||8||5 liters||1.3 kg||Cr80,000|
|Cybernetic Stomach||Cyberware||8||4.0 liters||0.2 kg||Cr60,000|
|Cybernetic ears||Cyberware||9||0.06 liters||60 g||Cr10,000|
|Cybernetic eyes||Cyberware||9||0.06 liters||60 g||Cr10,000|
|Gill Implants||Cyberware||11||2 liters||2.2 kg||Cr300,000|
|Grav Cap||Cyberware||14||0.25 liters||0.1 kg||Cr50,000|
|Heavy Duty Cybernetic Arm||Cyberware||12||9 liters||9 kg||Cr1,500,000|
|Hornet (device)||Cyberware||10||last finger bone|
|Implanted computer||Cyberware||12||0.5 liter||1 kg||Cr500,000|
|Implanted inertial navigation system||Cyberware||11||0.01 liters||10 g||Cr10,000|
|Implanted neural activity sensor||Cyberware||15||2 liters||2 kg||Cr50,000|
|Implanted psionic shield||Cyberware||13||0.01 liters||10 g||Cr40,000|
|Implanted sonar||Cyberware||12||0.06 liters||60 g||Cr100,000|
|Subdermal armor||Cyberware||11||1 liter||1.1 kg||Cr20,000|
|Synthetic G-I Tract||Cyberware||8||5 liters||3.5 kg||Cr80,000|
|Synthetic Liver||Cyberware||8||1.5 liters||1.5 kg||Cr60,000|
|Vacuum skin||Cyberware||15||10 liters||10 kg||Cr2,000,000|
|Waferjack||Cyberware||9||0.06 liters||60 g||Cr10,000|