Augmentations

**Augmentations** are full replacements of one or more of a soldier's unique body parts—head, torso, and chest. They occupy slots in the same way armor does, but cannot be removed or transferred between soldiers, as they are permanently-integrated changes to their body.

Each augmentation counts as a unique body part, providing its own abilities to the soldier, and a swathe of statistic modifiers to stealth, accuracy etc. as well.

All three major human factions possess their own type of augmentation technology. They include bionic, neurally-controlled prosthetics in the case of New Jericho and Synedrion, and controlled mutations for the Disciples of Anu.

## Acquisition

Bionic technology can be unlocked in one of three ways—by undertaking a special mission to steal it from a faction; by stealing the research with outright raids on Havens; or by allying with that faction and obtaining the technology through cooperation. Mutation technology is acquired from the Disciples of Anu through either step two or three of the above.

*(Bionic augmentations are only available if the Blood and Titanium DLC is enabled.)*

## Limitations

A soldier may only receive two (2) augmentations throughout their lifetime. This is called the "Safety Limit". Augmentations can be replaced with another of a different type on the same part, but they can never be replaced with normal human parts again.

Bionics and mutations are mutually exclusive on parts—a soldier who receives a bionic head augment cannot later receive a mutation head augment.

## Bionics

Full replacements of normal, human body parts with bionic machinery, these augmentations are universally well-armored while providing their own unique suite of abilities to the soldier in question.

### Properties

Any augmented part gains the "Bionic Augmentation" trait, which prevents any bleeding from that part should it be disabled during battle.

The soldier gains resistance to Poison, Viral, and Paralysis effects, which reduces the value of these effects by half; for instance, a Neurazer that normally inflicts 8 paralysis 'damage' will only inflict 4. However, the soldier also becomes vulnerable to Acid and suffers double the effect from acid attacks.

Damage dealt to bionically-augmented body parts must be repaired at the cost of Tech and Materials after battle. This escalates to full price of the specific augmentation for any destroyed part. This can be avoided through in-field repair of body parts using a special Repair Kit item produced through Manufacturing, or through the Technician class's Mech Arms.

### Types

Bionics are divided into three different "sets", classified as 'basic' and 'advanced' for New Jericho, and 'restricted' for Synedrion. Mechanically speaking, nine different bionic augmentations are available, split into groups of three different research projects.

*(1) - Neural Torso enables mounting of Mech Arms, Missile Launchers and other back-mounted weapons.*

## Mutations

Rather than replacing a human's parts with machinery, the Disciples' mutation technology improves on existing human tissue by warping it through deliberate exposure to the Pandoravirus.

### Types

The Disciples' mutations make a distinction between those given to normal soldiers, and the ones Priests make use of for their psychic powers. Priests can never have any head mutation other than a Priest-specific one. If their head is disabled during battle, they lose use of all their psychic abilities until it is restored.

(P) - Priest-specific head mutation. Only Priest-trained soldiers can use these mutations, but Priests do not require such a mutation to use their psychic abilities.