ADVANCED IMPLANTS AND PROSTHETICS
PROSTHETIC ENHANCEMENTS
While most prostheses merely replace limbs lost due to injuries, covert operatives since the Age of War have employed modified
“enhanced” prosthetics to incorporate added functionality to their artificial limbs. One of the most famous examples of this was Justin Allard, whose outwardly clunky prosthetic hand not only included a customized interface to replace the lost dexterity of his fingers when operating BattleMech controls, but also included a laser weapon for personal combat.
Prosthetic limbs of Types 4 or 5 can incorporate up to two enhancements each. The available enhancements are shown in the Prosthetic Enhancements Table here, and add their cost to that of the modified limb. If a prosthetic limb incorporates one item, it is referred to as an Enhanced Prosthetic. If it in-corporates two enhancements, it is referred to as an Improved Enhanced Prosthetic.
thrust modules typically found between the wings. Flight wings grant a +3 roll modifier for use of the Acrobatics/Free Fall Skill when made in any atmosphere rated Very Thin or thicker. Flight wings may be used for powered or unpowered flight at the operator’s discretion. Flight wings used in the unpowered mode work just like glide wings. When powered, they gain much greater flight speed per turn (20 meters, plus 2 per level of atmospheric thickness above Very Thin), and can climb or dive at their full flight rate.
Prosthetic Jaws/Fangs
Prosthetic jaws and fangs are a terrifying combination of form and function that automatically count as a Cosmetic Horror Enhancement (see Exotic Cosmetic Implants and Prosthetics, p. 189), in addition to the features described here. Using prosthetic jaws or fangs to attack count as a melee combat action, but apply a –1 roll modifier to attack. If the character is equipped with triple-strength myomer implants, the damage delivered by a prosthetic jaw attack is modified.
Enhanced jaws and fangs are designed to inject toxins into a victim, with a maximum of two doses possible before reloading.
Toxins may include any of the injection-vector poisons described in A Time of War (see pp. 319-321, AToW), or a special compressed-air cartridge that can cause a fatal embolism 3D6 turns after a successful attack in which the defender fails an immediate BOD Attribute Check.
Prosthetic Tails
A combat-modified form of the cosmetic tail prosthetic (see Exotic Cosmetic Implants and Prosthetics, p. 189), the prosthetic tail counts as a single additional limb modification that can enhance the operator’s balance and provide a ready-to-use
THE SHARPER W ARRIOR
building a better youEXTREME CYBERNETICS AND PROSTHETICS
ITEM EQUIPMENT
RATINGS COST AFF NOTES
PROSTHETIC JAW/FANGS F/X-X-E/F 3,500 CC BITE AP/BD: 2M/3+STR (3M/4+STR WITH TSM); COSMETIC HORROR ENHANCEMENT
ENHANCED JAW/INCISOR
INJECTORS F/X-X-F/F 6,500 CC BITE AP/BD: 2M/3+STR (3M/4+STR WITH TSM); TOXIN: 1 DOSE/INJECTOR MAX 2;
COSMETIC HORROR ENHANCEMENT; SEE RULES
PROSTHETIC TAIL E/X-X-E/E 35,000 CC +1 TO ACROBATICS; WHIP AP/BD: 1M/2+BOD; TAIL BAR: 2/2/2/2; SEE RULES ENHANCED
PROSTHETIC TAIL E/X-X-F/F 55,000 CC +1 TO ACROBATICS; WHIP AP/BD: 3M/4+BOD; TAIL BAR: 4/4/3/3; SEE RULES ADDITIONAL
PROSTHETIC LEG/ARM F/X-X-F/F 100,000* CC ADD 1 EXTRA PROSTHETIC LIMB (MAX. 4); ACTION LIMIT: 4 LIMBS PER TURN;
SEE RULES ADDITIONAL ENHANCED
PROSTHETIC LEG/ARM F/X-X-F/F 200,000* CC ADD 1 EXTRA ENHANCED PROSTHETIC LIMB (MAX. 4); ACTION LIMIT:
4 LIMBS PER TURN; SEE RULES
GLIDE WINGS E/X-X-E/E 85,000 CC GLIDE IN ATMOSPHERE; +1 TO ACROBATICS/FREE-FALL; WING BAR: 2/2/1/1;
SEE RULES
FLIGHT WINGS F/X-X-F/F 115,000 CC GLIDE/FLY IN ATMOSPHERE; +1 TO ACROBATICS/FREE FALL; WING BAR: 4/4/3/3;
SEE RULES
*Plus cost of limb
ADVANCED GAMEPLAY
ADVANCED TACTICAL
COMBAT
CHARACTER CREATION
ADVANCED CREATURES
BASIC WORLD BUILDING
EQUIPMENT EXPANSION
ROLEPLAYING CAMPAIGNS
POWER PLAYERS
INDEX
*Enhanced Prosthetics use micro power packs, usage in power per shot (pps) or power per minute (ppm) of sustained use.
THE SHARPER W ARRIOR
building a better youPROSTHETIC ENHANCEMENTS
ITEM EQUIPMENT
RATINGS AP/BD RANGE SHOTS COST/
RELOAD AFF NOTES
WEAPONS
LASER D/F-E-D/D 3E/2 5/11/25/60 3 PPS 1000/— — —
BALLISTIC D/F-E-D/D 2B/2 1/3/5/10 2 500/10 — —
DART GUN D/F-E-E/C 1B/1 1/2/3/5 1 750/3 — MAY USE INJECTABLE POISONS OR MEDICATIONS
NEEDLER E/F-E-E/E 1B/3BS 1/3/6/10 5 650/2 — NEEDLER; BURST: 5; RECOIL: –1
SHOTGUN D/X-E-D/D 1B/4S 1/3/6/8 1 600/1 — RECOIL: –1
SONIC STUNNER E/F-F-E/B 0/3D 1/2/3/5 2 PPS 800/— — SEE P. 269, ATOW P. 269
SUBMACHINE GUN D/F-E-D/D 2B/1 2/5/10/20 20 600/100 — BURST: 4; JAM ON FUMBLE
LASER SIGHT D/F-F-D/C — UP TO 90 0.05 PPS 400/— — +1 TO WEAPON ATTACKS WITH LIMB;
COMBINES WITH ANY OTHER PROSTHETIC WEAPON ENHANCEMENT AS ONE ITEM
BLADE D/D-E-D/D 1M/1 — — 400/— — —
NEEDLE D/F-E-D/D 0M/1 — 1 500/VARIABLE — PROVIDES 1 DOSE OF INJECTIBLE POISON
OR MEDICATION
SHOCKER D/X-X-E/D 0E/3D — 3 PPS 650/— — —
VIBROBLADE E/F-F-E/E 4M/2 — 1 PPS 1000/— — —
NON-WEAPONS
CLIMBING CLAWS D/F-F-E/D 1M/1 — — 700/— — +1 TO CLIMBING PER/2 LIMBS (ROUND UP)
ELECTROMAGNET E/X-X-E/B — 1/2/3/5 2 PPM 1200/— — 15KG MAX; +1 CLIMBING PER 2 LIMBS (ROUND UP;
MAGNETIC SURFACES ONLY)
GRAPPLER D/E-F-E/C — 2/5/8/12 — 750/— — 150KG MAX; +2 TO ENSNARE OR CLIMB
HOLSTER/CARGO D/X-D-C/C — — — 200/— — +2 TO PRESTIDIGITATION/QUICKDRAW
WITH HOLSTER
LOCKPICK D/E-E-D/D — — — 550/— — +1 TO SECURITY SYSTEMS
MICROCOMPUTER E/F-F-D/B — — 0.005 PPM 350/— — +1 TO COMPUTERS; CANNOT COMBINE
WITH ELECTROMAGNET
PROSTHETIC LEG MASC E/X-X-F/E — — — 2500/— WOB SPRINT X2 ONCE PER 2 TURNS;
—3 TO OTHER ACTIONS/SKILLS WHEN ENGAGED;
REQUIRES TWO PROSTHETIC LEGS
Catering to the eccentric fantasies of the sinfully wealthy on Hardcore takes more than a few hours in makeup, but at least the pay’s good.
ADVANCED GAMEPLAY
ADVANCED TACTICAL
COMBAT
CHARACTER CREATION
ADVANCED CREATURES
BASIC WORLD BUILDING
EQUIPMENT EXPANSION
ROLEPLAYING CAMPAIGNS
POWER PLAYERS
INDEX to plastic surgery work done on the subject’s entire body to
create a permanent enhancement to his appearance.
Except in cases of the most deliberately obvious modifications—once again including the cosmetic beauty and horror enhancements among the exceptions—the connection ports for these prosthetics can be easily concealed and the prosthetics removed or swapped with more mundane-looking attachments. Because most of these are designed for looks rather than combat or espionage, they only impose a –1 modifier when dealing with any characters who possess a predisposition against implants and cybernetics.
In combat, cosmetic prosthetics are treated as normal Type 5 prosthetics, though some may add functionality and/or hit locations in accordance with the rules for similar items outlined earlier. To reflect the fact that they are not built for fighting, implants and prosthetics developed solely for cosmetic use have reduced BAR values and additional damage modifiers in combat (though it is not impossible that an operative using the guise of a exotic cosmetic performance artist may incorporate one of the more sophisticated implants and prosthetics noted above into his otherwise “harmless” cosmetic kit).
Because the array of potential cosmetic implants and prosthetics may vary wildly, gamemasters and players may feel free to modify or add to the items shown here.
Cosmetic Adaptation Kits
For the more sophisticated cosmetic prosthetics and implants—those that radically alter the humanoid form either by adding extra arms or legs, or replacing arms/legs with a different body appendage entirely (such as a mermaid’s tail)—
full kits are employed rather than the use of customized parts.
Samples of these kits are given below, but gamemasters may feel free to create more as desired.