Archiv der Kategorie: Cybernetik

Sensorblocker

Sensorblocker

  • Funktion: Zerstört die Sensoren in Reichweite des Senders. (10m)
  • Anwendung: Manuelle Aktivierung. Löst einen Puls aus, der die Sensoren zerstört.
  • Sonstiges: Aufrüstungen: Reichweite +10m = Kosten x1,5; wirkt auch auf die eigenen Sensorsysteme. Deshalb werden sie für 3 Runden deaktiviert. Arbeitet nicht mit Sensorstörer und Sensorabweiser Zusammen. Vermerke: Nicht sichtbare Modifikation.
  • Preise: 30.000
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Sensor Abweiser

Sensor Abweiser

  • Funktion: Weist die Sensoren ab und lenkt sie um dich herum.
  • Anwendung: Automatisch; manuelle Aktivierung
  • Sonstiges: Spezialisiertes System, das auf die verschiedensten Sensoren aufgerüstet werden kann. Im Grundsystem wirkt es nur gegen ein System. Arbeitet nicht mit Sensorstörer und Sensorblocker zusammen. Vermerke: Nicht sichtbare Modifikation.
  • Preise: 20.000
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Microfusiuonsreaktor

Microfusiuonsreaktor

  • Funktion: Liefert jede beliebige energiemenge. Muss jedes Jahr geladen werden.
  • Anwendung: Automatisch
  • Sonstiges: Vermerke: Nachfüllstutzen nicht unsichtbar. Wenn der Reaktor zerstört wird, wird die Person getötet. Ansonsten gelten Doppelter Termaldetonator Schaden und Reichweite. Eine Ladung des Reaktors ist hochkonzentriert und extrem Teuer.
  • Preise: 500.000; Ladung kostet: 100.000.
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Cyborg/Droid Interface

Cyborg/Droid Interface
Model: Neuro-Saav Cyborg/Droid Interface
Type: Cyborg/droid interface
Cost: Normally included with cyborg construct, 600 if
installed separately
Cyber Points: 0
Game Notes: Cyborg/Droid interface makes all droid
124
programming rolls one difficulty level easier. Use the
computer programming difficulties listed on page 63 of the
Rulebook if the cyborg is trying to learn something the droid
does not want to share, although the difficulty is one level
easier. Interface is standard on most cyborg implants.
Source: Cracken’s Rebel Field Guide (page 33)

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Replacement Prosthetics

Replacement Prosthetics
Model: BioTech Repli-Limb Prosthetic Replacements
Type: Cybernetic prosthetics
Cyber Points: 1 per replacement
Cost: The following costs include the basic prosthetic and
operation:
Hand 1,000 credits
Arm 2,000 credits
Leg 2,000 credits
Knee 1,200 credits
Eye 2,750 credits
Ear 2,750 credits
Heart 5,000 credits
Kidney 4,500 credits
Lungs 4,000 credits
Availability: 4
Game Notes: The
prosthetic is almost
completely lifelike – a
Difficult Perception
roll is needed to tell
the part from an
organic one. The
replacement has no
special abilities.
Source: Cracken’s
Rebel Field Guide
(page 29), Heir to the
Empire Sourcebook (pages 109-110), Pirates & Privateers
(pages 50-51)

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Cybernetic Hand

Cybernetic Hand
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Difficult (+1 hand), Very Difficult (+2
hand)
Game Notes: If the medicine roll to install fails by less than
5 points, the limb has a side effect (listed below). Item bonus
refers to attribute-based actions related to that limb only.
Bonus Price Surgery Side Effects
+1 Strength 2,000 6,000 -1D Dexterity with hand
+2 Strength 5,000 15,000 -2D Dexterity with hand
+1Dexterity 2,000 6,000 -1D Strength with hand
+2 Dexterity 5,000 15,000 -2D Strength with hand
Source: Hero’s Guide (page 129)

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Cybernetic Forearm

Cybernetic Forearm
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to
install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1
forearm), Difficult (+2 forearm)
Game Notes: If the medicine roll to
install forearm fails by less than 5
points, the limb has a side effect
(listed below). Item bonus refers to
attribute-based actions related to
that limb only.
Bonus Price Surgery Side Effects
+1 Strength 3,000 9,000 -1D Dexterity
+2 Strength 7,500 22,500 -2D Dexterity
Source: Hero’s Guide (page 129)

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Cybernetic Arm

Cybernetic Arm
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1 arm), Difficult (+2 arm)
Game Notes: If the medicine roll to install arm fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus Price Surgery Side Effects
+1 Strength 4,000 12,000 -1D Dexterity
+2 Strength 10,000 30,000 -2D Dexterity
Source: Hero’s Guide (page 129)

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Cybernetic Knee

Cybernetic Knee
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Easy (+1 knee), Moderate (+2 knee)
Game Notes: If the medicine roll to install knee fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus Price Surgery Side Effects
+1 Strength 1,500 4,500 3/4 Move
+2 Strength 4,000 12,000 1/2 Move
Source: Hero’s Guide (page 129)

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Cybernetic Leg

Cybernetic Leg
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1 leg), Difficult (+2 leg)
Game Notes: If the medicine roll to install leg fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus Price Surgery Side Effects
+1 Strength 3,000 9,000 1/2 Move
+2 Strength 6,500 19,500 1/4 Move
Source: Hero’s Guide (page 129)

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Cybernetic Legs Package

Cybernetic Legs Package
Type: Prosthetic limbs
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+2 leg), Difficult (+4 leg),
Very Difficult (+6 leg)
Game Notes: If the medicine roll to install legs fails by less
than 5 points, the limb has a side effect (listed below).
Bonus Price Surgery Side Effect
+2 Move 4,000 12,000 2D damage per use
+4 Move 9,000 27,000 3D damage per use
+6 Move 18,000 54,000 4D damage per use
Source: Hero’s Guide (page 129)

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Skeletal Reinforcement

Skeletal Reinforcement
Model: BioTech Superstruct Skeletal Reinforcement
Type: Skeleton reinforcement
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 10,000 (surgery: 50,000)
Availability: 2, R
Difficulty: To install: Heroic
Game Notes: Subject gains +1D to resist physical damage.
If the medicine roll to install fails by less than 5 points,
subject suffers a -1D penalty to Strength-based actions.
This cannot be recovered until the cybernetic component
is removed.
Source: Hero’s Guide (pages 130-131)

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Cardio-Muscular Package

Cardio-Muscular Package
Model: Neuro-Saav Corporation Cardio-Muscular Package
Type: Increases Strength attribute/skills
Cost: 800 credits per pip
Cyber Points: 2
Game Notes: Operation takes one week. Recipient must
spend another week recovering and adjusting to new
implants. Doctor must make three Difficult medicine rolls
over the week of the operation for successful implantation.
If any of the rolls fail whenever the character makes a
Difficult or Very Difficult Strength or associated roll, the
character must make a second Difficult Strength roll. If this
second roll fails, the character muscles contract and the
character falls prone for 2D minutes.
Source: Cracken’s Rebel Field Guide (page 35)

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Response Improvement Package

Response Improvement Package
Model: ‘Geneering Response iMprOVEMENT
Package (RiMPack)
Type: Increases Dexterity attribute/skills
Cost: 700 credits per pip
Cyber Points: 2
Game Notes: To install, doctor must make
three Difficult medicine rolls over the week
of the operation for success. If any of the
rolls fail, the character becomes highly
agitated, or hyperactivates, whenever he
rolls a 20 or higher with a Dexterity skill.
During hyperactivation, the character
is overwhelmed with sensory input for
2D minutes and is controlled by the
gamemaster. The character may attack
friends or foes, flee the scene or be
hypnotized with fear.
Source: Cracken’s Rebel Field Guide (page 36)

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Hi-Sense Enhanced Eyes

Hi-Sense Enhanced Eyes
Model: Neuro-Saav Hi-Sense Enhanced Eyes
Type: Enhanced
IR and UV eyes
Cost: 100
credits per pip
Cyber Points: 2
Game Notes:
I n c r e a s e s
r e c i p i e n t ’ s
search skill.
Base cost is 100
credits per pip of existing skill code, plus 200 per pip of
enhacement.
Source: Cracken’s Rebel Field Guide (page 39)

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Cybernetic Eye

Cybernetic Eye
Type: Prosthetic eye
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: Moderate (to install)
Game Notes: If the medicine roll to install eye fails by less
than 5 points, the limb has a side effect (listed below).
Source: Hero’s Guide (pages 129-130)
Motion Interface Package
Model: SoroSuub Motion Interface Package
Type: Increases Mechanical attribute/skills
Cost: 400 credits per pip
Cyber Points: 2
Source: Cracken’s Rebel Field Guide (page 37)
Item Bonus Price Surgery Side Effect
Flare Suppressor Can’t be flash-blinded 250 1,900 -1 on attack rolls
IR Sensor Darkvision to 30m 300 2,250 Blinded by nearby heat sources
Optical Enhancer +1D to search 450 3,400 -1D to ranged attacks
Targeting Eye +1 on ranged attacks 500 3,750 -1D to search
Telescopic Eye Reduced search ranges 500 3,750 -1D to search

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Ultrasound Sight Enhancer

Ultrasound Sight Enhancer
Model: Traxes BioElectronics
Ultrawave Sight Enhancer
Type: Ultrasonic wave
motion sensory system
Cost: 12,500; does not
include cost of implantation
surgery
Availability: 4
Game Notes: Sensory
motion system implant
feeds input directly into
the user’s brain, creating
a three-dimensional, black
and white, sonic graph of the
user’s surrounding. An Easy
sensors total is required
to properly calibrate wave receptors once implantation
nodes are in place. Otherwise, a Very Easy Perception roll is
required periodically (varies according to species) for normal
use. Normal operating range is 50 meters and function is
equally good in all environmental conditions excepting
those involving severe electrical disturbances.
Source: Galladinium’s Fantastic Technology (page 37)

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Tremor Sensor

Tremor Sensor
Type: Cyber sensor
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 400 (surgery: 3,750)
Availability: 2, R
Difficulty: To install: Difficult
Game Notes: Foot sensor picks up sonic vibration, allowing
the character to detect the presence of anything within
20 meters if it’s moving in contact wit the ground. With
a search versus sneak opposed roll, the subject can also
determine the precise location of the target. Subject must
activate sensor and remain motionless to use this ability.
If the medicine roll to install fails by less than 5 points,
subject suffers a constant -2 penalty to both Strength and
Dexterity actions, and can’t move beyond Cruising speed.
Source: Hero’s Guide (page 131)

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Neimoidian Data Goggles

Neimoidian Data Goggles
Model: Stock Neimoidian Data Goggles
Type: Cybernetic interface
Scale: Character
Cost: 2,000 (includes implants and surgery)
Availability: 3; F or R
Game Notes: This is a cybernetic implant used by
Neimoidians, and is not usually installed in non-Neimoidian
patients (see below). To be of use, the goggles must be
properly attuned to the wearer, and linked to a ship’s
computer and communications system. The goggles grant
a 1D+2 bonus on all astrogation, computer programming/
repair, and appropriate spacecraft repair rolls, as well
as a 3D+1 bonus on all appropriate spacecraft piloting
rolls. If a successful attack disrupt the vessel’s internal
communications network, the user must make a Heroic
Strength check or be stunned for 1D+1 rounds. The price
for such an installation is not only financial – the mere
installation of the implant causes the pilot to lose +2 pips
of both Knowledge and Perception (the loss is permanent).
Neimoidian surgeons are unlikely to install this sort of
hardware into non-Neimoidians without a sufficient bribe.
However, since the technology is made specifically for
Neimoidians, any character of another species loses twice
as much Knowledge and Perception (ie, +4 pips/1D+1) due
to the installation.
Source: Secrets of Naboo (page 17)

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Cyborg Construct

Cyborg Construct
Model: BioTech Borg Construct AJ^6
Type: Basic cyborg construct
Cost: 80,000 for unit, 70,000 for surgery, 400 cheaper if
without cyborg/droid interface
Cyber Points: 3
Game Notes: Increases computer programming/repair
by 2D. Increases any Knowledge or Technical skill by
1D. Construct can store up to 8D worth of additional
information. Cyborg can read the data in his data banks at
any time.
Source: Cracken’s Rebel Field Guide (page 31), Hero’s
Guide (page 130)

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Weapon Mount

Weapon Mount
Type: Cybernetic weapon socket
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 50 (surgery: 2,500) (does not include weapon)
Availability: 2, R
Difficulty: To install: Easy
Game Notes: The character’s arm end in a socket, on which
any range of specially modified weapons can be mounted.
Standard weapons cannot be mounted, custom cyberweapons
usually cost twice the normal cost of the weapon.
If the medicine roll to install fails by less than 5 points, the
weapon fails to operate consistently. Every time a weapon is
fired (or every round, if the weapon uses a constant power
flow, such as a lightsaber or vibroweapon), if the Wild
Die rolls a 3 or less, the weapon fails to fire and shuts off
(requiring an action to reactivate it).
Source: Hero’s Guide (page 131)

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Cybernetic Nexus Ring

Cybernetic Nexus Ring
Model: Menendahl Cybertronic Nexus Ring
Type: Cyborg power interface
Cost: 5,000
Availability: 4, R
Game Notes: If the user stores one hour’s worth of energy,
the prosthetic in question gets a +1D Strength or Dexterity
bonus for 10 minutes. No more than 15 minutes’ worth of
energy (use time; 1 1/2 hour charge time) can be stored
by the ring. However, if a complication is rolled while the
“charged” prosthetic is in use, the cyborg suffers 4D stun
damage due to excessive energy feedback. If user employs
the nexus ring more than once per week, have the user
make a Moderate willpower roll for each additional use. If
the roll fails, the cyborg has developed a psychological need
for the boosted energy – if the user doesn’t boost at least
once a day, the character’s Strength is considered reduced
by -1D. While boosted, however, the character uses their
full Strength and gets the +1D bonus for using the ring.
Source: Galladinium’s Fantastic Technology (pages 34-35)

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