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Augmetics and Prosthetics

By Alan Oliver
The Augments in the Traveller Core seriously wounded will have a chance of the criminal world, there is a great deal of
Rulebook are simple and generic, a loosing a limb or organ. This will either be potential for double crossing and betrayal
necessary function of trying to cover the at the Referee’s discretion or on a random as well.
entire subject in under a page. This article is dice roll. Roll 1d6 and the injury will require
aimed at those players who want to make medical prosthetics on a 1. The Referee Time
augmetics a major part of their game. It can assign modifiers to this dice roll based Having augmetics installed is not quick. For
looks at augmetics in greater detail and on circumstances, such as being hit by an most augmetics to be implanted, and for
also puts some balance features in place explosive weapon or a big chopper. the character to recover from the surgery
to prevent augmetics from taking over a and learn how to use the augmetic you are
game completely. Medical prosthetics do not provide any looking at weeks, possibly months before
bonuses to the character with them, they the character is ready for action again.
are designed to mimic the normal human
Introduction body so they provide no advantage. The At Tech Level 10 assume a minimum of
Cybernetics can be divided into two only effect that medical prosthetics do
broad types, medical prosthetics and three months recovery for any serious
have is that they still have ART ratings. The augmetic implantation, including the time
augmentation. ART ratings for medical prosthetics are for retraining in the new abilities. For each
lower than they are for augmetics. Tech Level above 10 reduce this time by
Medical prosthetics are designed to mimic
the natural functions of the body and are two weeks. So at Tech Level 14 recovery
Typical examples of medical prosthetics will only take a month and at Tech Level 16
used to replace lost body parts. These and their ART ratings are:
will range from the simplest, lowest Tech recovery is just a few days.
Hand or foot, each 2.5%
Level items such as the wooden peg leg, Arm to shoulder, each 5%
to the highest, vat grown cloned organs. Leg to hip, each 7.5% Legal – the ART
The key point of medical prosthetics is Eyes, each 2.5% On almost every planet there is a point
that, at best, they match the appearance where someone stops being a person with
and capabilities of the natural body, rather rights and becomes a machine or device
than exceed it. They are generally legal in The Costs with no rights of their own. This is normally
all but the most restrictive of legal systems, These are the various ways in which termed the Augmetic Replacement
although many religious communities augmetics can be kept in check in a game Threshold. It is based on the percentage
consider them to be breaches of the to prevent them from dominating play. of the body that has been replaced with
strictures of their faith. augmetics and medical prosthetics. It can
Price range from as low as 5% in a repressive
Augmetics involves alteration to the In most places augmetics are going to society to as high as 95% in a very liberated
body that increases the user’s existing be expensive. In addition to the cost or lawless society.
capabilities or gives them completely of the augmetic itself, normally from a
new abilities. This could be in the form of black market dealer, there are additional The characters ART is a cumulative total of
replacement limbs or organs that work costs involved. Firstly you will have to pay all the medical prosthetics and augmetics
significantly better than the natural organ fixers to track down the augmetics, unless that they have, each of which will have an
or implanted devices or organs within you have access to them directly. This is ART rating. This is then compared with the
the body. Augmetics are illegal outside normally 5-30% of the cost of the augmetic local ART and if above it then their legal
of the military in all but the most liberal (roll 1d6 x 5%). Then there is the cost of the rights will be at least curtailed. In some
of societies and are typically restricted to facilities and trained staff to implant them, places they will no longer be considered
military and intelligence operatives, with this will be another 5-30% of the augmetic sentient at all and will be the legal property
the inevitable trickle down to the black cost on worlds where it is not illegal to of another.They could also comprise a slave
market and criminal fraternity. perform this service, rising to 10-60% on underclass or be considered dangerous
worlds where performing augmentation animals that need to be controlled.

Medical prosthetics on another is a criminal offence.


In some societies there may be 2 levels of
As stated, these are used as part of medical ART. When the first ART is reached then the
procedures after a character is particularly Given the amounts of money involved
and the fact that this all takes place in person must be registered, licensed, tagged
seriously injured. Any character that is or otherwise controlled or monitored.

24
Then at the second ART they actually loose which does create some nice imagery. Compatibility
their rights and are no longer considered Ranks of full replacement hard-body war As anyone who has tried to install software
people. This duel ART system is common machines being put into cryo storage or hardware on a PC knows, these things are
on many worlds. for transport to the enemy system, then not always compatible. There is no reason
waking up to go straight into battle. to think that across something the size of
Members of military in these societies the Imperium, it will be any different. In
are generally not under ART restrictions;
however this will again depend on the
Psionics general if all the augmetics in a system are
Augmetics are very detrimental to produced by the same manufacturer, then
local laws. A military veteran who leaves you should have no problems. A ‘system’ is
Psionics. For each 10% ART the character
the service will normally have their military defined as a group of augmetics connected
suffers a -1 penalty to Psi. Any wetware
augmetics removed and have them together to perform a specific function. For
or implants mounted directly in the brain
replaced with medical prosthetics. Those example eye replacements, BWIS, memory
count as double their ART rating. Cloned
that keep their augmetics will face the wetware and a comm. would be one
replacement limbs and organs do not
normal legal problems. system. However an armoured dermis and
degrade psionic strength.
a prosthetic hand would not.
Medical prosthetics have a lower ART
For this reason those characters who
rating than the augmetic equivalent. This is If two or more manufacturers produced
do develop psionics will generally avoid
because they are designed to simply mimic different parts of the system, then there
any form of augmetic. Whereas normally
the human body rather than surpass it. is a chance of problems. Assume a -1 DM
augmetics can unbalance a game, they might
be a useful way to restore the balance if there for each manufacturer’s product, after the
Travel (optional rule) are several powerful psionic characters in first, involved in the task being attempted.
This is not part of the official Traveller play. The non psionic characters can be given Software patches and hardware
cannon but can be used to handicap augmetics to get them back into balance improvements will be available, ranging
characters with heavy duty augmetics. with the rest of the group. from Cr 2-1,200 each but these are at best
This should be used as an optional rule if temporary solutions, typically lasting 1-6
required. weeks.
Cascade
Most augmetics are of limited capacity
Characters who have a high ART level
suffer dangerous feedback during FTL
unless combined with other augmetics. Augmetics
For example augmetic eye replacements Augmetics are again divided into different
jumps, and have to spend the time in jump
with cameras installed will only have the groups; prosthetics, organ replacements,
in cryo suspension. Depending on the ART
memory for a handful of still shots or a few biomods, wetware, support hardware,
level of the character they will suffer the
seconds of footage, and require the user implants, exoskeletons and full body
following effects;
to touch the eye to activate the camera. replacement.
Under 25% ART level, the
This can be improved by adding B-WIS, so
character suffers no adverse effects other
the camera can be used with a thought
than a headache and some nausia.
command, and supporting digital memory. Prosthetics
Between 25% and 50%, the This is limb replacement technology.
Then you have the problem that the
character suffers a -2 to Strength and Augmetics can be stronger than the
memory requires a power source and, if
Dexterity, treated as an injury. This is original limb, have internal or external
high capacity, some sort of heat sink. Then
accompanied by a pounding headache, hardware fitted, or at higher Tech Levels,
you can add in a transmitter, either as an
nausea and sometimes diarrhoea. both. Where increased strength is required
implant or as part of an audio package and
Between 50% and 75%, the the rest of the body will need to be
broadcast what you can see. However that
character is rendered unconscious when reinforced for this to function.
might require increased processing power,
the jump is initiated and will suffer
especially if you want to encrypt it.
a permanent -1 penalty to Strength,
Dexterity or Endurance, unless they are in
Organ Replacements
The full range of possibilities involved are These either perform the same function
cryo.
near limitless, players and Referees will as the original organ, but with a greater
Over 75%, the character is killed
have to work out what additional features capacity, or add additional abilities not
by the feedback, which fries the nervous
can be gained by adding additional found in the normal organ.
system and reduces wetware to slag.
cascade augmetics.
The effect of this is that high ART level
characters have to be kept in storage,

25
Augmetics and Prosthetics
Eye replacement in particular offers a wide Support hardware Exoskeletons do not appear human in
range of possibilities and can be divided These are required to keep other items anything other than the worst visual
into three types; designer eyes appear to functioning. These include power cells, conditions and cannot pass for normal
be natural eyes but with the makers marks heat sinks, wireless comms and so forth. people.
or logos worked into the eye. Covert eyes Other augmetics that require support
appear to be entirely natural eyes but still hardware will list it in the description. As Full Body Replacement – Full
have augmented functions, while Overt Tech Level increases support hardware
are obviously artificial, normally only used becomes more powerful, able to support
B-Rep
within the military, and tend to feature a Full body replacement involves
more items.
wider range of features. transplanting the brain and some elements
of the nervous system into an otherwise
Those items that require power will list a
artificial body. The trauma involved in
Biomods power requirement in units/hour or units/
such procedures normally means that this
These are implants that change the use. Power cells are storage batteries that
option is only used when the subject is
way the body itself operates, such as hold a number of units before they are
already dead.
capillary pumps to improve blood flow discharged and need replacing. They are
or chemical digestive enhancers. As Tech normally mounted in the skin or outer
The artificial body is normally humanoid
Level increases these become organic or casing of an augmetic. The standard small
for ease of use but this can range from a
genetic changes to the body, rather than power cell is a 10 millimetre disc, 2.5
near human appearing body to massive
mechanical. They are more subtle than millimetres thick; the large power cell is
war machines. Because life support
most other forms of augmetic but rarely a 20 millimetre cylinder of 15 millimetre
systems are limited to the head or torso of
provide as great a benefit. diameter.
the replacement body, more of the body
is devoted to offensive and defensive
Heat sinks will be rated for the number of
Wetware systems that they can support. The basic
systems, which makes them much tougher
These are inbuilt computer systems and than exoskeletons.
heat sink can only support one system
are required to operate many different
but some designs will support multiple
augmetics.These are most likely processing At Tech Level 13 it becomes possible to
systems, especially as Tech Levels increase.
power and memory requirements. There make artificial bodies that appear human
are external interface connections that to most normal examinations, while at
enable the user to interact directly Implants Tech Level 15 artificially created organic
with computer systems or other ‘smart’ Implants are devices or hardware mounted body replacement becomes possible.
hardware, allowing a greater degree of directly into the users flesh. They are either
control. There are also sensory recording mounted on the surface or deep within B-Reps that are designed to appear human
capabilities. the body. Surface implants break the skin are generally called soft-body, while the
and are easily accessible but can be easily full on war machine style B-Reps are called
The key part of wetware is the Brain-Wave spotted. Deep implants are surgically hard-body.
Interpretation System, which allows the implanted deep in the body and cannot be
user to control any electronic hardware by accessed without surgery. Implants include
thought if linked into it. Without a B-WIS storage spaces, weapons, electronics, data Imperium Military
display systems and even explosives.
augmetics must be manually or vocally
controlled.
Augmetics: IMA
This is an Imperium wide military supply
Exoskeleton company that produces augmetics
The other common part of wetware is An exoskeleton is a form of battledress directly for the Imperium military, both
the smart link, which enables the user armour that is fused directly with the ground pounders and deep space
to connect directly to a ‘smart’ piece of body to some degree. They are normally navy and marines. They are the largest
hardware and control it directly from a messy and inefficient step towards full manufacturer of military augmetics within
their B-WIS. Any hardware that has been body replacement, however they have the human controlled space and as such their
upgraded to smart will receive a +1 DM. advantage that they retain more of the augmetics are the most common in the
Upgrading hardware to smart costs 50% of users natural body, which is significant for military and black markets alike.
the cost of the hardware when new. legal purposes or when retiring from the
military. All IMA augmetics are obviously artificial
and made from cutting edge materials

26
dependant on the Tech Level involved. For IMA ‘Charger’ leg and spine replacement strength without ripping the torso apart
them most part they are high performance [TL 11, ART 35%, 75 / hour]: This replaces or rupturing internal organs. The officer
alloys and composites but not nano- both legs from the pelvis and heavily upgrade is simply better designed and the
engineered materials. reinforces the spine. The limbs are lightly user retains a more human appearance.
armoured but massively powerful, Sub dermal reinforcement
Officer items are more expensive, available allowing the character to run at speeds Cr 50,000
at a slightly higher Tech Levels and are of 30-40mph. The officer upgrade also Officer sub dermal reinforcement
more stylish in appearance, they come increases leap distance to 20 metres. TL 12 Cr 100,000
in male and female options, unlike the Charger leg replacement
standard IMA prosthetics, which are unisex TL 11 Cr 100,000 IMA Weapon hardpoint [TL 11, ART 0%]:
in design and not generally aesthetically Officer charger leg replacement These are arm mounts that normal one
pleasing unless you want to look like a TL 12 Cr 250,000 handed guns can be fitted to and used.
piece of military hardware mated with an The gun must have a ‘smart’ interface and
industrial digger. IMA arm replacement; reinforced [TL 11, is used on the relevant pistol gun Combat
ART 10%, 20 / hour]: Arm replacement Skill. Weapon can be used freely while the
IMA Prosthetics from the shoulder. Heavily armoured but hand is free to hold a different weapon or
operating at a higher strength level to do other things.
IMA Leg replacement; reinforced compensate for the weight. Effect is to Weapon hardpoint
[TL 11, ART 15%, 20 / hour]: Leg add 2 to Endurance for sustaining damage Cr 10,000
replacement from the hip down. Leg is purposes only. Officer upgrade includes
heavily armoured but operates at a higher a weapon hardpoint on the forearm as IMA Power Cell [TL 10, ART 1%]: Large
strength to compensate for the increased standard. power cell. If mounted directly into a
weight. Effect is to add 2 to Endurance Arm replacement; reinforced replacement limb, then the ART is reduced
for sustaining damage purposes only. The TL 11 Cr 25,000 to 0%. The Officer power cell comes with
officer upgrade includes a retractable Officer arm replacement; reinforced a universal power adaptor, that allows the
sidearm holster inside the thigh. Holster TL 12 Cr 60,000 cell mount to be plugged in to around 60%
is shielded against detection by scanners of Imperium military hardware to draw
lower than TL 12. IMA arm replacement; strength power from it and recharge the cells. These
Leg replacement; reinforced enhancer [TL 11, ART 10%, 30 / hour]: can then be swapped out to the troops,
Cr 20,000 Arm replacement from the shoulder. enabling the officer to keep their troops
Officer leg replacement; reinforced Requires torso sub dermal reinforcement operating in the field.
TL 12 Cr 50,000 to operate. Increases the user’s strength Power Cell,
by two, with regard to recoil for pistol TL 10 100 units Cr 35,000
IMA Leg Replacement; Strength weapons. If the user has a pair of these Officer power cell,
Enhancer [TL 11, ART 15%, 30 / hour]: arms, this applies to all man portable TL 12 200 units Cr 50,000
Leg replacement from the hip down. weapons. If combined with strength
Requires torso sub dermal reinforcement enhancer legs, Strength characteristic is IMA power plant [TL 12, ART 10%]: This
to operate. If combined in a pair then improved by 2. Officer upgrade improves is a football sized micro reactor that is used
increases running speed by 50% and this to +4 to strength for recoil purposes. to power the more powerful augmetics
provides a +2 to strength in situations Arm replacement; strength enhancer in use by the military. It produces 150
where leg strength only is required. If a TL 11 Cr 30,000 units of power per hour, so a single power
pair of strength enhancer arms are added Officer arm replacement plant is likely to be sufficient to power all
to this, then the +2 becomes a direct TL 12 Cr 90,000 but the most power hungry of augmetics.
characteristic improvement. The officer Some hard-body B-Reps actually mount
upgrade improves leap distance, allowing IMA Support Augmetics two of these, especially the older and
leaps of up to 10 metres when fitted as a less efficient designs. The Officer plant
pair. IMA sub dermal reinforcement [TL produces 300 units per hour and gives out
Leg replacement; strength enhancer 11, ART 5%]: Ceramics, carbon fibre less radiological emissions.
TL 11 Cr 25,000 and monomolecular reinforcements are Power Plant TL 12
Officer leg replacement applied to the torso muscles and any 150 units per hour Cr 100,000
TL 12 Cr 70,000 organic limbs remaining. Required for any Officer plant TL 13
augmetic prosthetics to operate at their full 300 units per hour Cr 250,000

27
Augmetics and Prosthetics
IMA Heat Sink [TL 10, ART 2%, 1 / hour]: guided ordinance) Cr 25,000 cable, radio or other non-hardwired
This is a military heat sink, much larger and Suicide grenade (turns head into plasma comms being too vulnerable to enemy
more powerful than civilian designs. The grenade) Cr 30,000 jamming. Cannot be used without a B-WIS.
standard heat sink is a 20 by 60 millimetre The Officer optics are designer rather than Many users then plug short range comms
heat exchanger and is capable of handling overt and include Tactical map display in into their sockets and smart hardware to
the heat from five augmetics. The Officer the left eye and data display in the right remove the need for a cable and these
upgrade is the same size as the standard eye in addition to the normal overt optic can be purchased for as little as Cr 50. The
heat sink but somewhat less box like and features. They can still be upgraded with socket is typically mounted in the skull or
can handle the heat from eight augmetics. two additional functions from the list. neck for pilots and other vehicle crew or in
Heat sink, TL 10 Overt Optics, pair the arms for infantry/marine troopers. The
5 augmetics Cr 40,000 TL 11 Cr 100,000 officer smart linkage is little different from
Officer heat sink, TL 12 Officer designer optics, pair the normal one, except that it is hidden
8 augmetics Cr 65,000 TL 12 Cr 250,000 under artificial skin when not in use.
IMA smart linkage
IMA Biomods IMA Armoured skin replacement [TL TL 11 Cr 2,500
10, ART 10%]: The standard version of Officer smart linkage
IMA Circulatory enhancement [TL 11, this reinforces the character’s body and TL 12 Cr 4,000
ART 7%, 1 / hour]: This is a mechanical replaces their skin with a heavy ballistic
enhancement to the entire circulatory fibre to provide Armour 2 across the IMA Tactical map storage system [TL
system, including replacing the heart entire body. This gives the character a 11, ART 6%, 1 / 5 minutes]: This piece of
with a mechanical prosthetic. The rest of skin like dense rubber and destroys their wetware is a single role combination of
the major arteries are also reinforced to sense of touch. Normally genitalia are left processor, memory storage device and
handle the increased blood pressure that unarmoured. comm system that is designed to update
the artificial heart provides. The overall The officer version only provides Armour 1 from the military sat network and display
effect of this is to increase the Endurance to the entire body, however the character a real time tactical view of the battlefield.
characteristic by one. The officer version appears almost entirely human and does The officer upgrade can also display the
is more efficient than the standard, only not loose their sense of touch. locations of friendly units operating in its
requiring 1- 3 hours. This is a borderline Armoured skin replacement network. If they have biomonitors fitted,
item as it could be classified as an organ Armour 2 Cr 60,000 then these details will also be displayed on
replacement. Officer armoured skin replacement the officer TMSS. Requires a heat sink.
IMA Circulatory enhancement Armour 1 Cr 75,000 Tactical map storage system
TL 11 Cr 400,000 TL 11 Cr 30,000
Officer Circulation IMA Wetware Officer tactical map system
TL 12 Cr 500,000 TL 12 Cr 50,000
IMA B-WIS [TL 11, ART 3%, 1 / hour]:
IMA Organ replacement This is the standard military B-WIS and IMA Implants
is capable of being linked to up to four
IMA Overt Optics [TL 11, ART 10%, 1 / 10 different augmetics or smart systems. It IMA Military muscle replacement [TL
minutes]: Replaces the eyes with complex is mounted in the back of the skull and 12, ART 30%, 1 / minute]: This is one of
military scanners that fill the entire eye requires a power source and a military heat the more extensive augmetics produced
socket from brow to cheekbone. The sink. The officer version, available at TL 12, by IMA. The major bones of the body
standard features are anti flash protection sits flush with the back of the head and can are reinforced and most of the major
and light intensifier night vision. They can therefore be hidden by long hair or a hat. muscles in the body are replaced with
have two additional functions from the It can also be linked up to eight different artificial muscles running off power cells.
following list: augmetic or smart systems. This produces a respectable +2 to body
Tactical map display (requires TMSS) IMA B-WIS characteristic. However the artificial
Cr 10,000 TL 11 Cr 50,000 muscles used are bulky, giving the
IR & UV vision filters, alternative night Officer B-WIS character a swollen, inhuman appearance.
vision options Cr 15,000 TL 12 Cr 70,000 The Officer muscle replacement uses more
Range finder laser, +1 DM to hit with advanced muscle fibres to give the same
‘smart-linked’ weapons Cr 20,000 IMA Smart linkage [TL 11, ART 1%]: The improvement to body without the massive
Laser designator (for targeting laser standard military smart linkage connects increase in bulk.
directly to the smart device by fibre optic

28
Military muscle replacement use of the function. troops. While not as bulky as the DS Ex, it
TL 12 Cr 1,000,000 Military Comms is still a massive set of exoskeletal plates
Officer muscle replacement TL 10 Cr 5,000 that confers a penalty to Dexterity while
TL 13 Cr 1,250,000 Officer Comms providing heavy armour. The Officer
TL 11 Cr 10,000 exoskeleton provides the same armour as
IMA Military nerve signal enhancement the grunt but with no penalty to Dexterity
[TL 11, ART 5%]: This extensive series IMA Arm blade [TL 11, ART 4%, 1 / and retains a more human appearance.
of implants runs all through the body, deployment/retraction]: This mounts a IMA Grunt Ex
implanting small devices on the major carbon fibre blade between the bones of Armour / 3 -1 Dexterity Cr 750,000
nerve bundles that accelerate the speed the forearm, which is deployed through Officer Ex
that nerves operate. The procedure is the heel of the hand. The blade is useful Armour / 3 Cr 1,000,000
expensive as it involves over 40 individual for both slicing and stabbing. Only a single
pieces of micro surgery. Each individual blade is mounted and it is very strongly IMA Body replacement
nerve enhancer has its own built in power attached to the bones of the forearm. IMA produce a large range of military
supply, which IMA claim is good for five Unless linked to a B-WIS, the blade is body replacements, most of which are
years operational time. However the deployed by slapping a switch on the very specific to their military role but these
Imperium navy replaces them after four side of the arm. Mainly used for covert are very tightly controlled. The only one
years and the marines after two and a half ops and military intelligence types, some presented here is a somewhat outdated
years years. Apart from the scars, this is grunts have adopted them as emergency design that is no longer used by the
one of the few IMA augmetics that is not backup weapons when ammo is low. frontline military but has started to appear
obvious. The officer version uses better Because of the alterations required to the in mercenary and criminal organisations.
power systems and is good for 10 years. hand there is a -1 DM penalty to Dexterity
The system provides a permanent +1 to actions using it. The officer version has no IMA ‘Boxer’ hard-body replacement
Dexterity. Dexterity penalty and is far less obvious. [TL 13, ART 90%, 5 / minute]: This is a
Military nerve signal enhancement Military arm blade 2d6 damage 2.2 metre tall lumbering war machine
+1 Dex Cr 400,000 TL 11 Cr 10,000 hard-body, heavily armoured in ceramic
Officer hardwiring Officer blade 2d6 damage plating and mounting weapon hardpoints
+1 Dex Cr 550,000 TL 12 Cr 20,000 capable of holding rifles on both forearms.
It also has over the shoulder auto-
IMA Pilot Nerve rewire [TL 12, ART targeting weapon mounts, normally fitted
10%]: The nervous system is enhanced to IMA Exoskeletons with grenade launchers. It is very powerful
improve reaction speed and coordination, and tough but not the most quiet or agile
although 3-6 months of retraining is IMA Deep Space Exoskeleton [TL 14, ART of designs. There is no officer version of this
required afterwards for the user to adapt 40%, 10 / minute]: This is a very heavy duty design.
to their inhuman reaction speeds. Because exoskeleton that was designed for use by the
of the length of time to implant and retrain Imperium marines exclusively. The heavily Characteristics are fixed at Strength 14,
the user, the military only use this augmetic armoured exoskeleton is vacuum proof and Endurance 14 and Dexterity 8. Armour / 4
for fighter pilots. In addition to providing is actually designed for operations in open Cr 800,000
a +2 to the Dexterity characteristic, it also space. It provides armour 4 across the entire
provides a +2 DM to the Initiative roll in body but is slow and cumbersome in gravity,
combat, in addition to any Dexterity DM with a penalty of -2 to Dexterity. The officer Travellers Aid Society
the character has. There is no improved DSX retains a more human appearance but
officer version of this augmetic. with a slight reduction in armour. However Franchulates
Pilot Nerve-wire +2 Dexterity it is not slow and cumbersome in gravity, These produce legal medical prosthetics
+2 initiative DM Cr 1,250,000 suffering no penalty to Dexterity. and minor augmetics for use across the
IMA DS Ex human sphere. They operate franchulates
IMA Military Comms [TL 10, ART 2%, 1 Armour / 4 -2 Dexterity Cr 2,000,000 in most major and minor starports
/ hour]: This is an audio only comms that Officer DSX that offer cheap medical prosthetic
has military scrambling. External controls Armour / 3 Cr 3,500,000 implantation in a secure and professional
unless linked to a B-WIS. The officer Comms environment. They also offer limited
has multiple channels and can handle IMA Grunt exoskeleton [TL 12, ART 35%, amounts of augmetics, mainly wetware
audio and visual comms, although it will 5 / minute]: This is a lightly powered and support items to give full functionality
need optical pick up and displays to make exoskeleton designed for use by ground to their medical prosthetics.

29
Augmetics and Prosthetics
On planets that are Tech Level 14 or higher, For full mental control, thus avoiding core used to enhance other augmetics. Will
these will be organic medical prosthetics, accidental setting changes when handled, require a heat sink for safe operation.
while on lower tech worlds they will be a B-WIS link is recommended. TL 11 Computer / 0
mechanical, ranging down from artificial TAS breast replacement Cr 30,000 Cr 10,000
muscle fibres to simple mechanical limbs. TL 13 Computer / 2
Cr 50,000
TAS genital replacements [TL 12, ART
TL 15 Computer / 4
On worlds where the local laws prohibit 5%]: Functional genitalia replacements, Cr 125,000
even the use of medical prosthetics then the augmetic factor is the enhanced level
the franchulate is most likely to be located of pleasure nerve response that comes TAS Memory Storage System [TL 11, ART
within the starport itself, where Imperium with the package. This makes sexual 2%, 1/hour]: Memory storage is effectively
law takes precedence over local laws. If that contact a far more intense experience for unlimited but the standard storage system
is not possible then the franchulate will be the user. This provides no specific in game is only connected to one other augmetic. As
hidden somewhere out in the associated benefits. Warning: regular use can become Tech Level rises, they can be connected to
city, keeping out of sight of the authorities. addictive. multiple inputs and outputs. For example
TAS genital replacement Cr 50,000 the basic TAS MSS can be connected to
TAS designer optics and therefore record
TAS Organ Replacement anything seen by the optics and play back
TAS Wetware any stored recordings directly to the optic.
TAS Designer Optics [TL 13, ART 10%, 1/ A higher level TAS MSS could be connected
hour]: Designer eye replacement, with the TAS B-WIS [TL 10, ART 2%, 1/6 hours]: both to the optics and to a comms system
Travellers Aid Society logo etched into the This allows direct through control of a and could therefore record optical data
iris of the eye. They provide a data display single augmetic. As the Tech Level rises, and then transmit it through the comms,
system as standard, although without the number of smart links or augmetics or the reverse. Lower Tech Level memory
associated data storage or comms this is controlled by the B-WIS increases. The systems require heat sinks.
TL 11 1 augmetic connection
limited to a time/date function. Can have B-WIS is mounted entirely inside the skull
heat sink required Cr 10,000
one of three different additional functions and leaves no obvious evidence of it’s TL 12 2augmetic
added. existence. Unlike the IMA B-WIS it doesn’t connections heat sink required
Binoculars Cr 20,000 run hot enough to require a heat sink. More Cr 25,000
IR vision Cr 30,000 than one B-WIS can be fitted if the Tech TL 13 3 augmetic
Anti-glare protection Cr 25,000 Level for multiple augmetics isn’t available. connections heat sink required
TL 10 1 augmetic Cr 40,000
TAS Digestive tract Replacement [TL Cr 10,000 TL 14 4 augmetic
12, ART 5%]: Replacement for stomach TL 11 2 augmetics connections heat sink required
and intestines, little more than a medical Cr 20,000 Cr 60,000
prosthetic replacement apart from a very TL 12 3 augmetics TL 15 5 augmetic
connections Cr 75,000
effective toxin and chemical filtration Cr 50,000
TL 16 unlimited augmetic
system. This gives a +4 DM to resist any TL 13 4 augmetics connections Cr 150,000
ingested poison or toxin. Requires a heat Cr 100,000
sink. TL 14 8 augmetics TAS Wafer Jack [TL 12, ART 2%, 1 / 3
TAS digestive tract replacement Cr 500,000 hours]: The standard wafer jack implanted
Cr 20,000 TL 16 16 augmetics into the base of the skull. It can hold up to
Cr 1,000,000 four wafers at one time, and is Computer
TAS Breast replacement [TL 10, ART / 2 as standard. As technology level rises,
2%]: The ultimate in breast enhancement, TAS smart linkage [TL 10, ART 1%]: This these capabilities increase. The user can
the augmetic function is that the user connects the B-WIS to an external smart use expert programs for tasks relying on
can adjust the size of their assets. At TL device. Unlike other TAS augmetics there intelligence or education only.
TL 12 4 wafers
12 further enhancements make these is little improvement in the items as Tech
computer / 2 Cr 12,500
undetectable even on close examination Level increases. These are more discrete TL 13 6 wafers
and the shape and elasticity can also than the military linkages produced by computer / 4 Cr 17,500
be controlled. Where available this IMA. TL 14 10 wafers computer / 5
augmentation replaces normal cosmetic TAS smart linkage Cr 5,000 Cr 45,000
surgical procedures for the general public.
These will provide a +1-3 DM to social TAS Wetware Processor [TL 11, ART 2%,
rolls under the appropriate circumstances. 1/hour]: This is a computer processing

30
TAS Implants mounted wetware from overheating. Each Mechanical tools
one is 25 millimetre square set into the Cr 10,000
TAS Comms [TL 10+, ART 2%, 1 / hour]: skull and needs to be open to the air. The Weapon tech tools
This starts with a basic audio only comms basic design can only handle the heat from Cr 15,000
system mounted in the skull behind the one augmetic.
ear. As technology increases the range of TL 10 cools 1 augmetic Frontier partial arm prosthetic [TL 10,
comms available increases, although to Cr 5,000 ART 7.5% 12 / hour]: This replaces the arm
access or record visual or other data other TL 11 cools 2 augmetics at the elbow, with additional reinforcement
augmetics will have to be added to the Cr 15,000 running up the upper arm. The hand can
system. TL 12 cools 3 augmetics mount tools as per the hand prosthetic.
TAS Comms TL 10 Cr 35,000 In addition the forearm can have one of
Audio only Cr 1,500 TL 13 cools 4 augmetics the following options mounted onto it;
TAS Comms TL 12 Cr 50,000 weapons hardpoint, extending blades,
Audio & visual Cr 6,000 TL 14 cools 5 augmetics larger tool (such as arc welder or buzz saw)
TAS Advanced comms TL 14 Cr 75,000 or a concealed storage space.
Multiple data streams Cr 65,000 TL 15 cools 8 augmetics Frontier partial arm prosthetic
Cr 100,000 Cr 25,000
TAS subderm armour [TL 11, ART 5%]: Weapons hardpoint
Cr 5,000
The character has a mesh of advanced
polymers under the skin, providing a
Frontier Prosthetics Extending blades, 3d6 damage
They operate on the fringes of the Cr 10,000
degree of protection without being
imperium, where the laws regarding Large tool, 5d6 damage, -2 DM to hit
obvious to visual inspection or TL 10 or
medical prosthetics are often laxer than Cr 7,500
lower scanners. Intended for travellers who
those elsewhere. Their products are Concealed storage space
have to pass through war zones but don’t
nominally medical prosthetics but offer Cr 5,000
want to look like a soldier.
some augmentive capabilities. This is
TAS subderm armour
normally in the form of greater strength Frontier Standard arm prosthetic [TL
Armour / 1 Cr 75,000
and durability than normal medi-pros but 10, ART 10%, 15 / hour]: This replaces the
they are not of military quality. arm from the shoulder but also includes
reinforcement to the torso. It mounts no
TAS Support Augmetics Their main line of augmetics is in inbuilt hardware but is made from tougher
prosthetics. These are humanoid in materials for greater endurance. The limb
TAS Small Power cell [TL 10, ART 1%]: shape but have ridged external plating. increases Endurance characteristic by
This provides power for other augmetics. Overall they have a slightly primitive look, one for the purpose of taking damage
As Tech Level increases the amount of although this is a design feature rather than only. If mounted in a pair, with Frontier
power provided by a single cell increases. an indication that their product is actually standard leg prosthetics and Frontier torso
TL 10 10 units primitive. They are definitely aiming at the reinforcement then this converts to a +1 to
Cr 1,000 macho male explorer/outback prospector/ strength characteristic.
TL 11 20 units farmer market. Frontier standard arm prosthetic
Cr 2,500 Cr 30,000
TL 12 50 units
Cr 10,000
Frontier Prosthetics
Frontier Utility arm prosthetic [TL 10,
TL 13 100 units ART 10%, 15 / hour]: This replaces the
Frontier Hand prosthetic [TL 10, ART
Cr 25,000 arm from the shoulder but also includes
5%, 6 / hour]: This replaces the hand from
TL 14 250 units reinforcement across the shoulder and
the wrist, with some supporting structures
Cr 40,000 ribcage. This features a tool hand, forearm
running up into the forearm. The hand has
TL 15 500 units tool and a concealed storage space in the
built in tools, either electronic, mechanical
Cr 50,000 bicep.
or weapons tech. These tools provide a +1
TL 16 2,500 units Frontier Utility arm prosthetic
DM to skill rolls where appropriate.
Cr 100,000 Cr 42,000
Frontier hand prosthetic
Cr 15,000 Costs of the tool hand fitted is extra
TAS Wetware heatsinks [TL 10, ART 1%,
Electronic tools
1 / hour]: These are a standard design Frontier Guardsman arm prosthetic [TL
Cr 5,000
micro heat exchanger used to keep skull 10, ART 10%, 30 / hour]: Limb replaced

31
Augmetics and Prosthetics
from the shoulder, with additional made from tougher materials for greater Frontiersman ‘Organ’ replacement [TL
reinforcement to the torso. The hand endurance. The limb increases Endurance 10, ART 5%, 1 / 5 minutes]: This is a male
comes with weapons tech tools built in. characteristic by one for the purpose of only genital replacement ‘augmetic’ that is
The forearm mounts a set of extending taking damage only. If mounted in a pair, designed to appeal to the typical Frontier
blades and it has a shoulder mounted gun with Frontier standard arm prosthetics client. The replacement organ is larger than
platform. The gun platform can mount and Frontier torso reinforcement then this normal and made from toughened materials
any pistol sized weapon that has ‘smart’ converts to a +1 to strength characteristic. for enhanced durability for heavy usage.
links and unless mated to wetware control Frontier standard leg prosthetic Frontiersman ‘Organ’ replacement
systems simply targets whatever the hand Cr 30,000 TL 10 Cr 15,000
points at. This enables the user to fire the
weapon on the appropriate gun combat Frontier ranger leg prosthetic set [TL 10, Frontier Wetware
skill, with a penalty DM of -1. ART 35%, 1 / minute]: This is a matched
Frontier Guardsman arm prosthetic pair of leg prosthetics plus heavy duty Frontier B-WIS weapons Tracking
Cr 70,000 pelvis and spine reinforcement. The legs System [TL 12, ART 2%, 1 / hour]: This
come with either spreadfeet or gripfeet as is a dedicated B-WIS designed for use
Frontier foot prosthetic [TL 10, ART 5%, standard. The whole set up is designed for with Frontier prosthetics. It will control
6 / hour]: This is a prosthetic foot from the greater running speed and leap distance. a shoulder mounted weapon, targeting
ankle with additional reinforcement to Character can run at 15-20mph and leap whatever the user thinks about shooting.
the calf. There are four basic designs. The distances of 10 metres. It can control up to a maximum of two
Spreadfoot can triple in length and breadth Frontier ranger leg prosthetic set shoulder mounted weapons, and two
so as to decrease ground pressure, making Cr 80,000 forearm hardpoints. However using the
it an effective snow shoe. The Grip foot Frontier B-WIS WTS to control any other
has fractal surfacing and elongated toes Frontier Implants form of augmetic is not advisable.
to aid in climbing. The handifoot has an Frontier B-WIS WTS
opposable thumb and can grip weapons, Frontier ‘Wolvi’ arm blades [TL 10, ART TL 12 Cr 30,000
tools or handholds, although with a -1 DM. 5%, 1 / extend/retract]: Three blades
The claw foot has three heavy duty toes made from orbital alloys are mounted in
ending in 15cm claws. Normal footwear is Frontier Support Augmetics
the forearm alongside the bones. They
not practical with any of these prosthetics. extend out through the back of the hand
Spreadfoot Frontier Torso booster [TL 11, ART 10%, 1
and when deployed are attached to the / 5 minutes]: This augmetic only functions
Cr 10,000 hand only. The three blades make it much
Gripfoot in combination with all four limbs being
more dangerous than the military version, replaced with prosthetics. It connects all
Cr 12,500 however the mountings are much more
Handifoot four limbs into a single system for power
fragile and any abuse of the blades leads and control purposes, and provides the
Cr 17,500 either to them snapping off of the hand or
Clawfoot 2d6 damage reinforcement to the spine, pelvis, rib
breaking the wrist. cage and shoulders for prosthetic limbs to
Cr 20,000 Wolvi blades 4d6 damage operate at improved strength. Much of this
Cr 20,000 reinforcement is outside the body, with the
Frontier partial leg prosthetic [TL 10,
ART 10% 12 / hour]: The leg is replaced torso being criss crossed with structural
from the knee down, with reinforcement Frontier Organ Replacement supports, shock absorbers and armoured
running up the thigh. It can mount any of power cables. As the only purpose of
the Frontier foot options. Cost does not Frontier Armoured skin replacement this augmetic is to make prosthetics
include the foot, prices as above. [TL 11, ART 10%]: The characters skin into augmetics, it is considered illegal on
Frontier partial leg prosthetic is replaced with a heavy duty polymer most planets. If combined with full limb
Cr 5,000 based armoured material, which provides prosthesis of suitable quality it provides a
an inbuilt Armour 1 against all attacks. +1 to strength characteristic.
Frontier standard leg prosthetic [TL Armour is very obvious but is available in Frontier torso booster +1 Strength
10, ART 15%, 15 / hour]: This replaces the following colours; white, olive green, Cr 300,000
the leg from the hip, but also includes ninja black, desert camouflage, jungle
reinforcement to the pelvis and spine. camouflage and mud brown. Frontier torso toughener [TL 11, ART
It mounts no inbuilt hardware but is Frontier armoured skin replacement 7.5%]: Where the torso booster is designed
Armour / 1 Cr 50,000 to improve strength when combined with

32
substances involved are unknown, the
full limb prosthesis, the toughener layers
high durability materials around the torso
Phoenix Augmetics presence of phoenix tissue lacing is not
Source unknown, this shadowy company even detectable to scanners below TL
to make the user significantly tougher than
produces the top end augmetics available 16. The effect is to improve strength and
they were before. It still requires full limb
in the Imperium. Difficult to get hold of and endurance characteristics by +3 each,
prosthesis, but provides a permanent +1
insanely expensive, acquiring any of this permanently.
increase to endurance stat, while retaining
technology is likely to be a quest in itself, Phoenix tissue lacing + 3
the limb bonuses to Endurance for the
unless you are working for the imperium Strength and Endurance Cr 25,000,000
purpose of taking damage.
black ops, dirty tricks, military intelligence
Frontier toughener + 1
type organisations that have more money
Endurance Cr 400,000
to burn than anyone else. In Conclusion
The four ranges of augmetics presented
Frontier Small powercell [TL 10, ART
here are just the tip of the iceberg. There
1%]: This is a standard power cell used to Phoenix Wetware are thousands of different manufacturers
power smaller augmetics.
across the imperium and that doesn’t
Frontier small power cell 1 5 Phoenix hardwiring [TL 16, ART 25%]:
include the alien races who use their own
units Cr 2,000 Using advanced nanotechnology this is the
forms of augmetics, some of which can be
ultimate in augmetic stat improvement.
used by humans. What this has hopefully
Frontier large power cell [TL 10, ART The nanites literally rewire the entire
done is provide a starting point and
2%]: This is a standard large power cell, nervous system, including the brain. What
framework for the Referee to expand upon
used by most of the Frontier augmetic they replace the nerves with is a mater of
to suit their own campaign.
range. speculation, some say that it is platinum for
Frontier large power cell 8 0 superb electrical conductivity. Others say
Other areas for potential examination are
units Cr 12,000 that it is using some form of fibre optics.
street level augmetics, a more detailed look
A third theory is that the material doesn’t
at body replacement and exoskeletons,
naturally exist in our dimension and has to
Frontier Exoskeleton be mined in dimensions not our own. Only
alien augmetics and designer augmetics.
the people at Phoenix know for sure. The
Frontier armoured exoskeleton [TL 12, Just remember, once the players have got
effect of this is to improve the Dexterity
ART 12.5%, 30 / hour]: This is a heavy their hands on this stuff, they are going to
and Intelligence characteristics by +3 each,
exoskeleton replacing the characters skin. be that bit harder to kill, so you’ll find you’ll
permanently.
In addition there are powered systems need some NPCs with augmetics to throw
Pheonix hardwiring + 3
within the exoskeleton to give the against them.
Dexterity and Intelligence Cr 25,000,000
character an increase to Strength of +1. The
exoskeleton removes all sense of touch in
the character, other than the tongue which Phoenix Bioware
remains organic. Genitalia are removed
during surgery. The exoskeleton provides Phoenix tissue lacing [TL 16, ART
Armour 2 in addition to the bonus to 20%]: As with the hardwiring, this uses
Strength. nanotechnology extensively to lace all the
Frontier armoured exoskeleton muscles, bone and tissue of the body with a
Cr 650,000 network of nanofibres that vastly improve
their strength and resilience. Again the

33

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