Cybernetic Implants

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**General Equipment**   Communications   Computers   Surveillance   **Implants**   Life Support   Medical   Survival   Tools   Accessories   Templates
**Cybernetic Implants**      Advanced Cybernetics      Bio‑Implants

Seeking to gain an edge against their enemies, Military forces experiment with mechanical implants designed to augment a character’s efficiency. These implants, which are inserted directly into the brain and integrated into a character’s neural pathways, alter bioelectrical and chemical impulses controlling everything from reaction times to the release of adrenaline.
      Due to the complex nature of this technology, living creatures can have only a single implant at any given time, though they can be switched out as needed. If an implant is removed, the character immediately loses all benefits and penalties associated with the implant. Installing or removing an implant follows the same rules as installing a cybernetic prosthesis, requiring a surgeon with the Cybernetic Surgery feat, although unlike some cybernetic parts an implant cannot be installed by the recipient. A character with an implant is considered to have a cybernetic part, making them vulnerable to ion damage and imposing the same penalties on Use the Force checks as other cybernetic body parts.
      Additionally, characters without the Implant Training feat take a −2 penalty to their Will Defense due to the implant’s interference with normal brain functions. Implants can disrupt the body’s ability to deal with system shocks, and a character with an implant moves 1 additional step down the condition track when another effect would normally move them down the condition track, regardless of the source of the effect.

 Cardio Implant
 Combat Implant
 Memory Implant
 Nerve Reinforcement Implant
 Regenerative Implant
 Sensory Implant

#### Bio-Stabilizer Implant

      *Knights of the Old Republic*, page 74.      **Cost:** 1,750 credits            The bio-stabilizer implant stores and transmits basic knowledge of various poisons and toxins into the mind of its user, teaching the brain to synthesize antidotes. the user of a bio-stabilizer implant is immune to poison.
#### Cardio Implant

      *Knights of the Old Republic*, page 74.      **Cost:** 4,000 credits            A cardio implant encourages the brain to send vital chemicals to the heart and other organs, revitalizing them and giving the user greater physical reserves. The user of a cardio implant gains +1 hit point per level.
#### Combat Implant

      *Knights of the Old Republic*, page 74.      **Cost:** 5,000 credits            The combat implant stores and transmits basic knowledge of af a variety of weapons into the mind of its user. A combat implant eliminates penalties to attack rolls for weapons the user is not proficient with.
#### Memory Implant

      *Knights of the Old Republic*, page 74.      **Cost:** 2,000 credits            A memory implant reinforces and augments the synapses in the memory centers of the brain, making it possible to recall knowledge locked away in the user’s mind. The user of a memory implant can reroll any Knowledge check, keeping the better result.
#### Nerve Reinforcement Implant

      *Knights of the Old Republic*, page 75.      **Cost:** 5,000 credits            The nerve reinforcement implant augments the signals sent from the brain through the central nervous system, making the body’s senses difficult to overload through conventional means. The user of a neural reinforcement implant gains a +5 equipment bonus to Damage Threshold against stun damage.
#### Regenerative Implant

      *Knights of the Old Republic*, page 75.      **Cost:** 4,250 credits            The regenerative implant coaxes the healing sections of the brain, causing them to work harder to repair damage, the user of a regenerative implant recovers twice as many hit points as normal from natural healing.
#### Sensory Implant

      *Knights of the Old Republic*, page 75.      **Cost:** 2,500 credits            The sensory implant augments the mind’s natural ability to process visual data, enhancing the user’s ability to perceive targets under difficult conditions. The sensory implant grants a user low-light vision; if the character already has low-light vision, they gain darkvision from the implant instead.

**Cybernetic Implants**      Advanced Cybernetics      Bio‑Implants
**General Equipment**   Communications   Computers   Surveillance   **Implants**   Life Support   Medical   Survival   Tools   Accessories   Templates

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.