Cybernetics
Imperial Database > Cybernetics

This document covers information about cybernetic implants available to buy.

New Imperial Federation Individual Augmentation Program C

In order to join the I.A.P, you only need to sign your agreement to be cybernetically enhanced, even if this require replacing functional biological organs. You agree that your enhancements may be harvested for resources after your demise. Damaged or otherwise faulty enhancements obtained during active service will be replaced free of charge unless as of the result of negligence or dangerous incompetence.

Standard organ replacements as a result of injuries obtained during active military service are free of charge outside of the I.A.P. Due to the requirements of their service, intelligence field agents are optionally allowed De Luxe models instead of Basic replacements.

The N.I.F. has decided you are worth 20,000 Credits per rank level achieved. You get to pick your own cybernetic enhancements for this sum. Unused allocation funds can be saved for later use. You are also allowed to add personal investments to your enhancement allocation fund.


Cybernetic Replacement Organ, Basic
Cost: 5,000 Credits.
The Replacement Organ imitates a human (or alien, depending on your species) organ perfectly. Most common replacements are legs, arms, and eyes. They work just like the original organs, with the same feel and touch. A cybernetic replacement eye has 20/20 eyesight, and a cybernetic replacement arm is just as strong as a real arm but no more. It can feel texture, temperature, and pressure just as well as the real organ. The NIF replaces organs lost in military service free of charge with basics, as long as it wasn't your own fault. If it was your fault, you pay for it, or get discharged. If you want something better than the basic set, you pay for the extras. Note that the basic set doesn't look like real limbs, they look like droid parts.

Cybernetic Replacement Organ, De Luxe
Cost: 10,000 Credits.
Identical to the Basic model, except they also look like real human (or otherwise) limbs.

Strength Enhancement I
Cost: 5,000 Credits.
For an arm, leg, or tail, making it x2 stronger when applying force. The limb will also be twice as durable to damage. Leg enhancements will allow you to jump higher.

Strength Enhancement II
Cost: 10,000 Credits.
For an arm, leg, or tail, making it x3 stronger when applying force. Note that your original body may not support using this strength at all times. For example, even if your arm is five times stronger than normal doesn't mean you can lift that much because your legs will give in.

Strength Enhancement III
Cost: 25,000 Credits.
For an arm, leg, or tail, making it x5 stronger when applying force.

Strength Enhancement IV
Cost: 50,000 Credits.
For an arm, leg, or tail, making it x10 stronger when applying force.

Body Armour I
Cost: 5,000 Credits.
Encapsulates the entire upper body, groin, and head in subdermal metal armour which protects against physical blows, 1 RU (equals 100 damage points or about 10 average blaster bolts).

Body Armour II
Cost: 15,000 Credits.
Encapsulates the entire upper body, groin, and head in subdermal heavy metal armour which protects against light blaster bolts, 2 RU.

Body Armour III
Cost: 45,000 Credits.
Encapsulates the entire upper body, groin, and head in subdermal lightweight composite armour which protects against heavy blaster bolts to some degree and is nearly invulnerable to light blaster bolts, 3 RU.

Shield Generator I
Cost: 10,000 Credits.
Forms an energy shield around the user which protects against energy such as blaster fire for five minutes, 1 SBD (equals 100 damage points or about 10 average blaster bolts). Prohibits sensors and communications from working when activated. Self-recharging in 30 minutes, or speed-charged via socket. This module can only be placed in the main body of the user.

Shield Generator II
Cost: 25,000 Credits.
Forms an energy shield around the user which protects against energy such as blaster fire for five minutes, 2 SBD. Prohibits sensors and communications from working when activated. Self-recharging in 30 minutes, or speed-charged via socket. This module can only be placed in the main body of the user.

Shield Generator III
Cost: 60,000 Credits.
Forms an energy shield around the user which protects against energy such as blaster fire for five minutes, 3 SBD. Prohibits sensors and communications from working when activated. Self-recharging in 30 minutes, or speed-charged via socket. This module can only be placed in the main body of the user.

Deflector Generator I
Cost: 55,000 Credits.
Forms an energy shield around the user which protects against both intensive energy and high momentum kinetic impacts for five minutes, rated at 1 SBD. Prohibits personal sensors and communications from working when activated. Self-recharging in 30 minutes, or speed-charged via socket. This module can only be placed in the main body of the user.

Deflector Generator II
Cost: 75,000 Credits.
Forms an energy shield around the user which protects against both intensive energy and high momentum kinetic impacts for five minutes, rated at 2 SBD. Prohibits personal sensors and communications from working when activated. Self-recharging in 30 minutes, or speed-charged via socket. This module can only be placed in the main body of the user.

Compartment Module I
Cost: 2,000 Credits.
Just a hidden, empty, lockable storage compartment which can be placed in a replacement limb or chest.

Weapons Module I
Cost: 5,000 Credits.
This weapon module is essentially a hidden compartment which can be placed in a cybernetic chest, arm, limb or similarly large organ. It is made to fit a small handweapon of choice.

Weapons Module II
Cost: 10,000 Credits.
This weapon module is a built-in hidden weapon with its own powercell which has to be recharged. It can be placed in an arm, leg, chest, or similarly large organ.

Scomp Uplink
Cost: 5,000 Credits.
Secure computer uplink. This is a universal plug-in spike for computer sockets, connecting a cybernetic hand to a computer. Useless unless you have additional computer implants.

Cybernetic Eye I
Cost: 5,000 Credits.
Improves a standard Eye Replacement Organ by adding x10 zoom and selectable targeting reticule.

Cybernetic Eye II
Cost: 10,000 Credits.
Includes everything in a Class I eye plus an electroscope with x30 zoom, low-light enhancer, UV, IR, and flash suppressor.

Cybernetic Eye III
Cost: 25,000 Credits.
Includes everything in a Class II eye plus, Heads Up Display and a image enhancement processor (x100 zoom).

Laser Eye I
Cost: 50,000 Credits.
Includes everything in the Class II eye plus it comes with a built-in laser with firepower comparable to a light blaster. Comes with a miniaturized, rechargeable powercell which must be placed elsewhere in the body.

Recording Module
Cost: 5,000 Credits.
Comes with a microphone and a holographic recorder/player with 200 hours memory.

Implant Socket I
Cost: 5,000 Credits.
Basic implant socket in the brain, which can connect various Level I brain implants. Implants can be attached and removed by the user at will with a minimum of discomfort. Note that only one implant can be used at a time.

Implant Socket II
Cost: 10,000 Credits.
Can connect level I and II brain implants.

Implant Socket III
Cost: 25,000 Credits.
Can connect brain implants up to level III.

Physical Implant I
Cost: 5,000 Credits.
This basic implant can mildly enhance healing, fatigue, dexterity, or strenght, about x2 above the norm. It is then called "Healing Implant I" or "Strenght Implant I". Note that the body is not made to excert such enhancement all the time, and the implant will automatically shut down after 45 minutes if necessary.

Physical Implant II
Cost: 15,000 Credits.
A more advanced implant which can enhance healing, fatigue, dexterity, or strenght to a higher degree, up to x3 for up to 30 minutes.

Physical Implant III
Cost: 35,000 Credits.
This implant supports enhanced healing, fatigue, dexterity, or strenght up to x5 for up to 10 minutes.

Physical Implant D-class
Cost: 20,000 Credits.
D-Class implants are larger and more intrusive than regular implants and require a Implant Socket III. While having more impressive effects, they tend to require exceptional physique of the user, and may have some drawbacks, such as temporary migraine. Supports enhanced healing, fatigue, dexterity, or strenght up to x3 continuously while socketed.

Mental Implant D-class
Cost: 30,000 Credits.
Increases intelligence, memory, and logical capabilty with a factor of 50% while socketed. Also causes mental fatigue at twice the normal rate, the user has to sleep twice as much.

Com Implant I
Cost: 5,000 Credits.
This implant gives access to a thought-controlled data/comlink with max 10 km range. Basic encryption software.

Com Implant II
Cost: 10,000 Credits.
This implant gives access to a thought-controlled subspace radio datalink with max 1000 km range. Enhanced encryption software.

Com Implant III
Cost: 25,000 Credits.
This implant gives you a thought-controlled, wireless computer uplink with max 5 m range, plus a subspace radio.

Sensor Implant I
Cost: 5,000 Credits.
Compact motion sensor package which heightens awareness by a x2 factor. Can also read temperatures.

Sensor Implant II
Cost: 10,000 Credits.
Compact sensor package which heightens awareness by a x3 factor. Can also read temperature and EM waves from droids and creatures.

Sensor Implant III
Cost: 25,000 Credits.
Compact sensor package which heightens awareness by a x5 factor. Can read temp, EM, and has a built-in 360 degree radar (terrain dependent range).

Computer Implant I
Cost: 5,000 Credits.
Basic computer which can store data for later retrieval. For example memories, cyber eye readings or sensor logs. Can also play Pong, Snake and 23 other classic games.

Computer Implant II
Cost: 10,000 Credits.
Computer which can store data, analyze it, and run application software, like navimaps or calculus.

Computer Implant III
Cost: 25,000 Credits.
Tactical computer implant which can instantly analyze highly intense combat situations and give advice, plus everything a Computer Implant II can do.