Name (ID Code)
|
Description
|
SC
|
HC
|
Cost in EB
|
Processor (NEUPR)
|
Basic unit implanted in
lower spine. Required for all systems. Used to
route signals from external cyberware to the
central nervous system. The following coprocessors
can then be implanted into the processor at any
time.
|
M
|
1d6
|
1000
|
Kerenzikov Boosterware (RFB)
|
Amplifies and speeds up signal processing.
Always activated. User must learn to react to a
world that seems to move in slow motion. Available
at two levels of augmentation. Boosts user to
advantage of +2 on initiative/reaction (in
#CP2020 combat
allows 3 actions per turn). Cannot be used in
combination with Sandevistan Speedware.
|
N
|
1d6/
level
|
500
|
Speedware (Sandevistan)
(SW)
|
Amplifies and speeds up
signal processing. Initiated by subvocal command,
eliminating continuous sensation of inhuman
reaction time felt with K-booster. After command
requires 3 seconds to become fully active and
continues for 15 seconds. Must then be initiated
again. Secondary initiation within 1 minute of
booster cut out delays full activation to 6
seconds. Boosts user to +3 on initiative/reaction
(in #CP2020
combat allows 3-4 actions
per turn). Cannot be used in combination with
Kerenzikov Boosterware.
|
N
|
1d6/2
|
1600
|
Tactile Boost (TB)
|
Increases sense of touch. Can be turned on or
off at will, taking 3 seconds to do so.
|
N
|
2
|
100
|
Olifactory Boost (OLF)
|
Increases sense of smell.
Can be turned on or off at will, taking 3 seconds
to do so.
|
N
|
2
|
100
|
Pain Editor (TE)
|
Overrides the pain receptors of the brain. User
still takes injury, he just doesn't notice it until
he collapses. Also increases endurance, but
increases chance for injury from muscle and bone
strain as well. Can be turned on or off at will,
requiring 3 seconds to do so.
|
N
|
2d6
|
200
|
Cybermodem Link (PE)
|
Translates Net information
into understandable images, allowing the Netrunner
to perceive a wide variety of environments. Contact
is made via cables and plugs connected to a
cybermodem.
|
N
|
1
|
100
|
Vehicle Link (VLNK)
|
Allows user to control a cybervehicle through
direct mental contact, including cars, AV-4s,
aircraft, rotorcraft, or motorcycles. Vehicle must
have the necessary computer link installed.
Modification to make a vehicle a cybervehicle adds
40% to vehicle cost. Contact is made via connector
plugs and cables. Cybervehicles respond to command
as if an extention of the operator's body.
|
N
|
3
|
100
|
Smartgun Link (WLNK)
|
Allows user to interface
with a smartgun, a weapon modified to respond via
an internal microcmputer. Smartguns are far more
accurate than normal firearms, giving you a +2 on
firearms attacks. Interface plugs are often
installed on palms, eliminating need for cable and
allowing instant access by simply 'clicking in' by
squeezing the grip of the smartgun. To adapt a
firearm to smartgun double the cost of the weapon,
to purchase a smartgun already modified multiply
cost of firearm by 2.75.
|
N
|
2
|
100
|
Machine/Tech Link (MLNK)
|
Allows the user to control any autofactor or
heavy machinery with a MLINK control system, and
small machines/appliances via cables and plugs.
|
N
|
2
|
100
|
DataTerm Link (DLNK)
|
Allows user to directly
acces and store infromation from a DataTerm,
transferring it to a Times Square Marquee (TSM) or
LCD screen for display. Allows access to
information even if a DataTerm is not in your
area.
|
N
|
2
|
100
|
Interface Plugs (PLG)
|
Usually installed in the bones of the wrist,
spine, or skull. Interface with neural processor to
send or recieve signals. Required for access
control of cybermodems, vehicles, machinery, and
smartguns. Also used for installation and access of
reflex and memory chips. Installed in pairs for
right and left control.
|
M
|
1d6/
pair
|
200
|
Reflex Chips (APTR)
|
Reflex chips are
preprogrammed chips about an inch long for specific
physical actions, such as shooting or martial arts.
Programming limits prevent chips from being able to
hold high levels of any skill (+1 to +3 on any
programmed skill). Skills acquired from chips are
not learned, they are gone as soon as the chip is
removed. Chips cannot be added to a natural skill,
the preprogrammed responses of a chip will override
exitsing skills. For a chip to be functional it
must be 'chipped in', the user must have practiced
two days for every level of preprogrammed skill in
order for the chip to adjust to the neural and
muscular patterns of the user. Requires 3 seconds
to install, must have available interface plug or
chipware socket slot. You may use as many chips
(reflex and memory) as you have available interface
plugs or chipware socket slots up to the limit of
your INT stat.
|
--
|
0
|
varies
|
Memory Chips (MRAM)
|
Memory chips are preprogrammed chips about an
inch long for specific knowledge, such as a math or
Italian cooking. Programming limits prevent chips
from being able to hold high levels of any skill
(+1 to +3 on any programmed skill). Skills acquired
from chips are not learned, they are gone as soon
as the chip is removed. For a chip to be functional
it must be 'chipped in', the user must have
practiced two days for every level of preprogrammed
skill in order for the chip to adjust to the neural
patterns of the user. Requires 3 seconds to
install, must have available interface plug or
chipware socket slot. You may use as many chips
(reflex and memory) as you have available interface
plugs or chipware socket slots up to the limit of
your INT stat.
|
--
|
0
|
varies
|
Chipware Socket
(CSOCK)
|
A small socket used only
for inserting chipware. Holds 10 chips. Remember
you can't load more chips than your INT stat.
|
N
|
1d6/2
|
200
|