Cyberware

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(Redirected from Cybernetic)

Cyberware[edit | edit source]

Cyberware are the cybernetic implants that mercenaries can be equipped with. Some character Classes start with Cyberware installed; for example, the Vanguard has a Chameleon Sheathe. Adding new implants requires money, surgery, and recovery downtime for the merc, making them ineligible for any Missions or Legwork for some time.

Cyberware can provide passive benefits akin to Traits like increased Character Attributes, Accuracy, and Movement Speed. They can provide a Class, such as the Vanguard's Chameleon Sheathe. They can also provide discrete passive and active effects such as the Trache-Lifeflow that automatically heals a merc after they take Damage.

Cyberware Slots[edit | edit source]

There are 10 cyberware slots: Ocular, Arms, Skin, Skeletal, Deep Brain, Fast Brain, Spinal, Heart, Lungs, and Legs. Each slot has specific set of Cyberware that can only be implanted in that slot. Only one piece of Cyberware can be implanted into any one slot. As a result, some pairs of Cyberware are mutually exclusive. When both implants are required for a Class, a multiclass of those two Classes is prohibited. Most notably, the Agent EX and Scourge both require implants in the Fast brain slot, making it impossible to multiclass into Scourge/Agent EX.

Cyberweapons[edit | edit source]

Some types of Cyberware are Weapons, either directly giving damage to one or more targets or a debuff to one or more targets, or both. A special Talent is added to the talent bar during a mission to activate the attack. A Cyberweapon fits into one of three slots: Ocular, Arm, or Chest. Ocular Cyberweapons cause damage and debuffs of various kinds. Arm Cyberweapons are blades coming out of the hands; they cause damage. Chest Cyberweapons are Pulse Generators which give debuffs. Some chest Cyberweapons have an Area of Effect, centered on the merc. One downside of using a pulse generator is that it causes damage to the user, so they must be used with caution.

Cyberweapons do not displace carried weapons; carried weapons can be used as normal, while the Cyberweapons are used by activating the related Talents.

Cyberware Services[edit | edit source]

Here is a list of Cyberware Types.

There are currently three services for Cyberware: Cybernetic service, Imported Cybernetics, and Street Wetware, each offering a unique selection of Cyberware. Different Contacts may offer one service or more than one of these services. Each service can be improved using normal Contact development such as Influence Limit Breaks.

Implanting Cyberware is a medical procedure. Like other medical services, Cyberware vendors can only handle so many surgeries at a time. The same medical pod is used for medical treatment and Cyber Surgery. A merc must wait until a doctor's medical pod is free before that doctor can implant a new Cyberware.

Cyber Surgery produces Stress.