Star Wars – EDF-GCR
Equipment Data File – Gear – Cybernetic Enhancements / Replacements
Cybernetic Legs Mod III
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
Loss of a leg can permanently sideline an individual, and it is especially hard on those who make their livings in physical fields such as the military or law enforcement. To assist those who have lost legs to accident or disease, many companies produce replacement cyberlegs. Unlike cyberarms, cyberlegs must be purchased and installed in pairs. Most are simple replacements tailored to the user’s height, weight, and strength, but other, more advanced models can increase strength and agility just as cyberarms can.
From Edge of the Empire
BioTech’s expertise with replacing natural limbs into superior cybernetics also extends to legs. For those with the credits, the loss of such limbs does not have to mean any loss of ability and can even lead to greater mobility than before. Advanced models such as the Mod II can offer greater power, while the Mod III uses computer guided gyroscopic implants for superior quickness.
Fantasy Flight Rules – Cyberlegs Mod III
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-189), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-173)
- Cyberlegs Mod III – Encumbrance: -, Price: 10,000 credits, Rarity: 6
- Note that cyberlegs must be purchased as a pair. Mod II Cyberlegs provide + 1 Brawn, while the Mod III provides + 1 Agility. The wearer must have both legs replaced to receive the bonus to his characteristics
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-30 – Added in link to Age of Rebellion Core Rulebook.
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)
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)
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))
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)
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)
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)
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Rebels, Sith)
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