Star Wars – EDF-GCR
Equipment Data File – Gear – Cybernetic Enhancements / Replacements
Cybernetic Arms Mod VI
Cybernetic Enhancements and Replacements – Technology is an integral part of life on almost every world in the galaxy, and for some it is an integral part of their very bodies. Some cybernetic enhancements are visible, either because the wearer cares little for what others might think of his mechanical prosthesis or because he cannot afford better. Others are near-perfect duplicates of lost limbs or are hidden within the body; in either case few could tell the difference without the use of scanning devices.
Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters’ abilities. The combination of XP-purchased increases and the increases provided by cybernetics can improve a character’s skill or characteristic one step above the normal maximum (seven for characteristics, six for skills).
Each character may purchase and install a number of cybernetic enhancements and replacements equal to his Brawn rating, but no more.
The cybernetic enhancements listed here are obviously mechanical in nature. The exceptions are the BioTech Industries Repli-Limb Prosthetics. These do not enhance the user as the other cybernetic devices do. However, they are designed to function identically to the original limb and to be covered with synthflesh, so that they look virtually indistinguishable from that which they replace.
One drawback of cybernetic enhancements and replacements is that they can be affected by weaponry designed to disable technology, such as ion blasters or ion cannons. If hit by weapons that normally affect droids only, the cybernetic enhancement temporarily stops working for the remainder of the encounter or until it is repaired. The consequences of this depend on the enhancement in question and are left up to the GM, but they should make sense (for example, a character with two malfunctioning cybernetic legs would not only lose any bonuses from the legs, but would also be unable to walk).
From Age of Rebellion
Cybernetic arms are designed to increase a being’s strength or agility, depending on the model, and are built by companies such as BioTech for nearly every sentient species in the galaxy. While intended as simple replacements for lost limbs, many are sold to individuals who wish to increase their abilities by grafting technology directly to their bodies, rather than simply using it
From Edge of the Empire
BioTech Industries is a leading supplier of cybernetic devices across the galaxy, and its Mod V and Mod VI cyberarms are made to fit hundreds of alien species. These cyberarms are designed for increased strength (in the case of the Mod V) or manual dexterity (in the case of the Mod VI).
Although intended to replace limbs lost in accidents, BioTech sees plenty of sales to those who don’t mind replacing their arms with mechanical equivalents.
Fantasy Flight Rules – Cyberarm Mod VI
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-189), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-173)
- Cyberarm Mod VI – Encumbrance: -, Price: 10,000 credits, Rarity: 6
- The Mod V Cyberarm provides + 1 Brawn, while the Mod VI provides + 1 Agility. If a character replaces both arms with cybernetic enhancements, he must use the same model, as they are designed to work in tandem. However, the modifiers from both arms do not stack.
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-30 – Added in link to Age of Rebellion Core Rulebook.
Armour: Adverse Environment Gear (1), Clothing (Armoured (6), Heavy (0)), Heavy Battle (R7), Laminate (3), Padded (1), Personal Deflector Shield (8)
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Communications: Comlink (Handheld (0), Long-range (1)), Holo Messenger (4)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Detection Devices: Electrobinoculars (1), General Purpose Scanner (3), Hand Scanner (2), Macrobinoculars (2), Scanner Goggles (3), Surveillance Tagger (R4)
Medical: Bacta (1), Bacta Tank (1), Emergency Medpac (1), Medpac (2), Stimpack (1), Synthskin (1)
Poison: Synthetic Anesthetic (4), Synthetic Neuroparaytic (R6), Synthetic Neurotoxin (R6)
Recreation: Chance Cube (0), Dejarik Table (4), Sabacc (0)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Survival: Breath Mask (1), Crash Survival Kit (2), Ration Pack (0), Space Suit (1), Tent (1), Thermal Cloak (1)
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Unique Illegal: Data Breaker (R6), Flesh Camouflage Set (R7), Personal Stealth Field (R9)
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Explosive+: Flame Projector (6), Grenades (Armour Piercing (6), Frag (5), Stun (4)), Mine (Anti-Personnel (6), Anti-Vehicle (6)), Missile Tube (R8), Thermal Detonator (R8)
Brawling: Brass Knuckles (0), Shock Gloves (2)
Melee: Combat Knife (1), Force Pike (4), Gaffi Stick (2), Truncheon (1), Vibro-Ax (5), Vibroknife (3), Vibrosword (5)
Slugthrower: Pistol (3), Rifle (3)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
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