TEXT: Date: 20/02/2002 
  Written for the CORPS games system by BTRC 
  CORPS Cybernetic 
  Rules 
  Authored By:  Ian Liddle 
  
  CORPS Cybernetics Rules 
  CORPS Cybernetic Rules Introduction 
  This file provides some examples of the types of cybernetic systems and 
  Biotechnology implants that you can design using the excellent CORPS  
  games system by BTRC. They are additional to and replace some of those 
  given on pages 112-113 of the CORPS 2nd edition rulebook. 
   
  Please note that the inclusion of the BTRC logo on this document, and any 
  mention of the author Greg Porter is not meant to be taken in any way 
  as a token of this file’s authenticity. It is not an authorised document for 
  this game, simply a completely unofficial supplement developed by me 
  for the above mentioned games system. 
  What are they? 
  Cybernetics are systems implanted in the body to augment the user. Usually 
  bought with money rather than AP or SP, they can be a valuable addition to 
  any character of late TL12+. Some such systems, using magical energy could 
  be available at lower Tech Levels, depending upon the campaign style. 
  How do you get them? 
  They are implanted into the body using (typically) surgical means, which of 
  course means you have to heal up from the surgery afterward. Typical 
  impairment to the location the system is implanted in is shown on the table 
  opposite, based on the AP and SP value used in the system’s design. 
  These impairments have all the usual effects and always count as ‘broken 
  bones’ for healing purposes. In all cases, remember the rules on page 52 of 
  the CORPS 2nd Edition rulebook for ‘permanent injuries’. Massive invasive 
  surgery can and often does result in some kind of permanent disability 
  (especially with neurological or brain injuries/implants). 
  If you get multiple systems implanted in the same location and at the same 
  time, simply add the AP and SP in order to calculate impairment. 
   
  In addition, any system that improves Health does not do so until the surgery 
  impairment has healed. 
   
  Example: Steel-Jack wants a Cyberarm2 fitted so the ‘doc does so. It will be 
  the equivalent of 36AP + 7SP=43 looked up on the table is a lethal 
  Impairment of +5 to the arm (which has secondary effects on the chest as 
  well, per the normal rules). 
  Nanotech Surgery 
  Most systems can be implanted using nano-surgeons at a cost of +5 SP/+5 
  Kcr Special Effect (heals as Non lethal damage). The listed ‘healing time’ 
  represents the build time of the system. The nano-surgeons can only build a 
  system at the rate your body heals because they are powered by your 
  bioelectricity. You also don’t need to worry about surgery failure etc, as it is 
  only a Difficulty 3 task to give an injection, and since they are self motivated, 
  if they are placed in the wrong part of the body they will move to the correct 
  place themselves and start work. 
  How long does it take? 
  The operation will take a number of hours to complete equal to the 
  Impairment which that operation causes. 
  The difficulty for the operation is equal to the Impairment value halved (with 
  a minimum of Difficulty 1). 
  Should your ‘doc fail his skill roll to implant the cybernetics you could be in 
  BIG trouble! 
  Page 2 
  Total AP+SP of  
  systems implanted 
  Lethal Impairment 
  To that location 
  1-4 
  0 
  5-9 
  1 
  10-16 
  2 
  17-25 
  3 
  26-36 
  4 
  37-49 
  5 
  50-64 
  6 
  65-81 
  7 
  82-100 
  8 
  101-121 
  9 
  122-144 
  10 
  145-169 
  11 
  170-196 
  12 
  197-225 
  13 
  226-256 
  14 
  257-289 
  15 
  290-324 
  16 
  325-361 
  17 
  362-400 
  18 
  401-441 
  19 
  442-484 
  20 
  For totals higher than those listed, use 
  the following formulae: 
  Impairment= ((total AP+SP) ^.2) -2(d) 
  The impairments from invasive surgery and 
  nanotech implants is a departure from the 
  normal CORPS rules, in that there is no 
  maximum impairment that can be inflicted to 
  any hit location. This is done for two rea-
  sons: 
  1. 
  Massive surgery can cause much 
  more damage to the body than a sim-
  ple weapon wound. There are opera-
  tions done on people today that can 
  take months to recover from. 
  2. 
  It is more likely for surgery to pro-
  duce Physical Lim side effects than 
  injuries do, due to the scale of disrup-
  tion to the patients body. It is unfor-
  tunate but true. 
  
  CORPS Cybernetics Rules 
  Roll 1d10 0n the table overleaf and subtract the number of 
  points the doc failed his skill roll by to see what happens to 
  you. 
   
  Example: Six gun Sally’s doc fails the surgery roll (it was 
  Difficulty 5) by 3. On the d10 roll she rolled 7. 7-3=4 which 
  means her Artificial muscle implant causes permanent and 
  unnecessary scarring.  
   
  “I’m sorry madam, but the contract clearly states 
  that the clinic is not liable for malpractice” 
  What about Cyber-psychosis? 
  Ah yes the great myth of cyber-psychosis peddled by other 
  cybernetics-orientated games for years. 
  Basically, if cybernetics sent you insane, they would be 
  banned all over the world by the various medical councils, as 
  no government wants “psycho’s ‘r’ us” running around 
  molesting the good citizens do they? 
  Fairs fair though— in those games they count as a limiter on 
  the amount of ridiculously cheap cyber-ware a character can 
  pack into his or her body. CORPS does not have this 
  problem, as the implants are rare to get, and rather expensive 
  when they are available. They count as the equivalent of 
  ‘magical items’ in future CORPS games— which in essence 
  they are. In a fantasy game, a glove that let you pick up 
  945kg would be, so why shouldn’t a Cyber-arm that lets you 
  do the same thing? 
   
  However, some Games-masters may want to have Cyber-
  implants cause psychological problems to their wearers. No 
  problem simply count it as “Causes Psych Lim of same level 
  as POW battery” which reduces the SP cost of the implant by 
  –3SP/-3Kcr. And is only a slight adaptation of the existing 
  power modifier.  
  What about ‘Designer’ Cyberware? 
  Some cybernetic systems are designed to look good, due to 
  chromed covers, orbital crystal exteriors, fibre optic light 
  emitters etc and some just look bad. You may modify the cost 
  of your implant according to the table below: 
  Page 3 
  1d10 roll - 
  failure 
  margin 
  Effect on the patient 
  1- 
  Death: You must roll less than your HLT on a 
  single roll or die. 
  2 
  Cyber-rejection: The character’s body refuses 
  to accept the implant. 
  This gives the character a Lethal Vulnerability 
  to implants: Level 1 until the implant is re-
  moved. Any previous implants will not be af-
  fected, nor will any subsequent, just this par-
  ticular one. 
  3 
  Major Infection: This reduces the character’s 
  effective HLT for healing by 4 (see page 52 of 
  the CORPS rulebook if your effective HLT 
  becomes negative). 
  4 
  Permanent and unnecessary scarring: This 
  gives the character a Level 1 Physical Lim 
  which modifies other people’s AWR rolls when 
  trying to remember you. 
  5 
  Permanent neural or biochemical side-
  effects: This is the equivalent of a 1 point Per-
  manent Injury (see page 52 of the CORPS rule-
  book). 
  6 
  Chronic Pain: This gives you the equivalent of 
  1 permanent 1 point non-lethal impairment to 
  the whole body until the implant is removed. 
  7 
  Operation failure: For some reason, the im-
  plant just won’t take. You are back where you 
  started, with half the possible impairment you 
  would have had, the implant and possibly some 
  important piece of your anatomy missing 
  (depending on the implant’s nature). 
  8 
  Minor Infection: This reduces the character’s 
  effective HLT for healing by 2 (see page 52 of 
  the CORPS rulebook if your effective HLT 
  becomes negative). 
  9 
  Temporary but debilitating bruising and 
  swelling: This is a separate non-lethal impair-
  ment equal to half the lethal impairment of the 
  operation. 
  Type of Implant 
  Levels of Fame 
  Cost 
  Russian implants 
  Infamy Level 2 
  -4AP/-8kcr 
  Middle Eastern 
  Implants 
  Infamy Level 1 
  -2AP/-4kcr 
  Typical American 
  Implants 
  No Levels of 
  Fame 
  +0 
  European Im-
  plants 
  Fame Level 1 
  +2AP/+4kcr 
  Japanese Implants 
  Fame Level 2 
  +4AP/+8kcr 
  Orbital Implants 
  Fame Level 3 
  +6AP/+12kcr 
  The levels of Fame are used to indicate a bonus (or penalty 
  to a character’s Looks (CORPS page 24 under Physical 
  Ads), following the idea that the ‘cooler’ a person is by what 
  they can apparently afford so some really good Orbital 
  Cyber-ware shows sophistication over Russian clunk tech. 
  Of course such a Fame bonus also produces infamy with 
  others (see page 21 of the CORPS rulebook). 
  Each category also assume some typical styles associated 
  with them: 
   
  Russian Implants: Commonly clunky, ugly looking but 
  efficient (take the Lada motor car, ugly as sin— but it’ll start 
  up on a –70°F Russian winter morning). 
   
  
  CORPS Cybernetics Rules 
  Middle Eastern Implants: Not so clunky but or ugly but 
  lacking a certain something for sophistication. 
   
  Average American Implants: Typical for your average 
  campaign. Many styles available, chromed, dull steel etc. 
   
  European Implants: Cooler than the states, these designers 
  have a rep for fine precise work (especially the Swiss). 
   
  Japanese Implants: The best you can get on the planet 
  without leaving the surface. These are light emitting, designer 
  and so forth. 
   
  Orbital Implants: The best of the best, using technology and 
  materials not even available yet groundside. This is where 
  you find Orbital Crystal covers (in diamond, ruby etc) along 
  with other fantastic looking gear. 
  Cyber-ware versus the Environment 
  Most cyberware have a few problems with the typical 
  environment: They are susceptible by damage from water 
  immersion, particulate matter, extreme cold and 
  Electromagnetic pulse weapons. This is best represented in 
  CORPS by a combination of “weaknesses that negate it” and 
  some additional rules. 
  So Cyberware implanted that have access to the environment 
  (this usually means cyber-limbs, cyber-eyes, cyber-ears etc) 
  should realistically have the following “Uncommon 
  Weakness that negates it” for Water Immersion, Particulate 
  Matter, Extreme Cold and EM Pulse weapons, saving a total 
  of 12SP/12kcr off the cost of the systems. And it means that 
  the systems will only work on a 5-.The roll is made in regular 
  intervals depending on the environment. 
  Effects of Water Immersion 
  The roll to determine if the system works or not is made 
  every 10 minutes of exposure, even if it has previously failed 
  a roll (this represents how the water insinuates itself into 
  items over a period of time). A system which stops working 
  underwater must roll 1D10 on the table opposite to see what 
  has happened to it. 
  Add +1 to the die roll for each 10 minutes exposed 
  Add +1 to the die roll for each 15 meters of depth below the 
  surface. 
  Effects of Particulate Matter 
  The roll to determine if the system works or not is made 
  every hour of exposure, even if it has previously failed a roll 
  (this represents how the dust/sand etc insinuates itself into 
  items over a period of time). A system which stops working 
  in dusty conditions must roll 1D10 on the table below to see 
  what has happened to it. 
  Add +1 to the die roll for each hour exposed 
  Effects of Extreme Cold 
  Some cyber systems can be affected by the cold unless 
  precautions are taken to protect the system from the freezing 
  cold weather. Affected systems will gradually freeze up and 
  be able to function so the roll for malfunction is made once 
  per hour exposed, but once it fails it will not work again until 
  Page 4 
  Die roll 
  Effect of Water Immersion 
  1-2 
  You are safe for know, the implant just does-
  n't work 
  3-4 
  System hangs: Will not work even when no 
  longer exposed until completely dry. 
  5-6 
  Corrupted circuitry: Will not work at all until 
  fixed. Difficulty 7 skill roll 
  7-8 
  Severe Corrosion: Will not work until fixed. 
  Difficulty 10 skill roll 
  9 
  Biofeedback: Causes a permanent +2 Non-
  lethal impairment until turned off and fixed. 
  Difficulty 12 skill roll. 
  10+ 
  Catastrophic short circuit: There are sparks 
  everywhere and the system gives you a +4 
  lethal impairment then it breaks down perma-
  nently. 
  thawed out. In addition exposed systems get awful cold, which 
  affects the users body around the implants, the game effect of 
  this is each exposed system adds 1 to the exertion loss in cold 
  environments as they gradually chill the surrounding tissue. 
  Effects of Electromagnetic Pulse Weapons 
  When affected by EM activity you must roll the ‘only works 
  on a’ chance every second of exposure. Failure means you 
  must roll on the chart opposite to see what has happened to 
  your implant. Bear in mind every implant you have should be 
  susceptible to EMP by virtue of them being electronic devices. 
  Shielded Systems 
  Since the sample cyberware does not include these 
  weaknesses it is assumed to be shielded from them. However 
  you can weaken your systems to these environmental effects 
  by simply  taking the Weaknesses. As with everything else in 
  the CORPS game the choice is yours. 
  General Notes 
  As you know from the CORPS rulebook page 112, there are 
  Die roll 
  Effect of Particulate Matter 
  1-2 
  You are safe for know, the implant just does-
  n't work 
  3-4 
  System hangs: Will not work even when no 
  longer exposed until completely cleaned 
  5-6 
  Corrupted mechanics: Will not work at all 
  until fixed. Difficulty 7 skill roll 
  7-8 
  Severe Corrosion: Will not work until fixed. 
  Difficulty 10 skill roll 
  9+ 
  Catastrophic short circuit: There are sparks 
  everywhere and the system gives you a +4 
  lethal impairment then it breaks down perma-
  nently. 
  
  CORPS Cybernetics Rules 
  some notes regarding standard savings for SP and money 
  based on how much of the body the system affects. This 
  method of designing cyber-ware uses those notes. The only 
  real changes I have made to the existing system is allowing 
  more powers to be available as Cybertech, based on how the 
  player can rationalise those powers into a possible system. 
  Remember that here is a good place for ‘techno-babble’ in 
  order to justify certain powers. But then whatever works. 
  Implant Lists 
  Are organised in the same manner as the CORPS rulebook, 
  some systems (like Cyber-arms) will have several subsystems 
  like upper arm, elbow, shoulder, hand etc which make 
  breaking them harder, and all cyber-ware counts as a ‘tough’ 
  item. 
  The actual systems available begin on page 6. Have fun!. 
   
  Page 5 
  Die Roll 
  Effect on the implant from EM Pulses 
  1-2 
  Implant stops working for 1d10x10 sec 
  3-4 
  Implant breaks down for 2d10 minutes 
  5-6 
  Implant breaks down for 1d10/2 hours 
  7-8 
  Implant breaks down until repaired. Difficulty 
  7 skill roll 
  9-0 
  Implant breaks down permanently. Your best 
  bet here is to have it replaced as all of the 
  electronics have been burned out. This causes 
  you a +2 Lethal Impairment for each system 
  affected as you get burned from the inside. 
  
  CORPS Cybernetics Rules 
  Cyber-systems Available 
  The following pages contain the systems commonly 
  available in your typical late TL12 ‘cyberpunk’ era 
  campaigns. 
   
  Image Enhancement 
  This is an image enhancement system built into the eye 
  which improves the users AWR up to a maximum POW 
  equal to the users AWR Aptitude. So a person with AWR 2-5 
  could only use a POW 1 Image Enhancement system. 
  ADD (AWR). Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant), Single Effect (one sense). 
  Optical Readout 
  This displays cybernetics, weapon links, bio-monitor data etc 
  from anywhere in the body in a display window that appears 
  to the right of the user’s vision. One system per point of 
  POW can be displayed up to a maximum of the user’s AWR 
  aptitude at any one time. 
  CLAIRSENTIENCE. Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant).  
  Auto-chrome 
  This system blanks out the eyes to prevent blindness due to 
  sudden bright flashes of light. ‘skill’ is equal to POW used. 
  PROTECT. Non-ranged, Self, Visible (eye’s ‘chrome’ out), 
  Constant, Automatic (sudden flashes of light), Focused 
  (Implant), Single Effect (single sense). 
   
  Light Amplification 
  This amplifies all available light when in ‘starlight’ 
  darkness, giving a bonus to AWR equal to the POW used, up 
  to a maximum of AWR Aptitude. 
  ADD (AWR). Non-ranged, Self, Visible (eyes glow like a 
  cat’s), Constant, Conscious, Focused (Implant), Single 
  Effect (on sense). 
  Retinal Projector 
  A tiny device in the eye projects subliminal patterns onto 
  another’s retina, making them susceptible to suggestion by 
  the user’s voice. 
  DOMINATE. Non-ranged, Self, Visible (Eyes flicker like a 
  strobe light), Constant, Conscious, Focused (Implant), Time 
  Multiple #1 (Continuous) 
  Thermograph/UV vision 
  Allows you to detect IR light and varying degrees of heat, 
  giving you POW in AWR to ‘see it’. The UV version works 
  in the same way but applies to Ultraviolet light. 
  DETECT (Heat/IR or UV), Non-ranged, Self, Invisible, 
  Constant, Conscious, Focused (Implant) 
  Acoustic Enhancer 
  This is a hearing booster which improves the users hearing 
  AWR by the POW used, up to a maximum of the user’s 
  AWR Aptitude. 
  Page 6 
  ITEM 
  AP SP COST 
  EFFECT 
  AV 
  Image Enhance 1 
  1 
  16 2kcr/16kcr 
  +1 AWR 
  4 
  Image Enhance 2 
  4 
  16 8kcr/16kcr 
  +2AWR 
  4 
  Image Enhance 3 
  9 
  16 18kcr/16kcr 
  +3AWR 
  5 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  AV 
  Optical Readout 1 
  1 
  21 2kcr/21kcr 
  1 system 
  4 
  Optical Readout 2 
  4 
  21 8kcr/21kcr 
  2 systems 
  4 
  Optical Readout 3 
  9 
  21 18kcr/21kcr 3 systems 
  5 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Auto-
  chrome 2 
  4 
  10 
  8kcr/10kcr 
  Skill 2 
  3 
  Auto-
  chrome 4 
  16 
  10 
  32kcr/10kcr 
  Skill 4 
  5 
  Auto-
  chrome 6 
  36 
  10 
  72kcr/10kcr 
  Skill 6 
  7 
  Auto-
  chrome 8 
  64 
  10 
  128kcr/10kcr 
  Skill 8 
  8 
  Auto-
  chrome 10 
  100 
  10 
  200kcr/10kcr 
  Skill 10 
  10 
  ITEM 
  AP SP COST 
  EFFECT 
  AV 
  Light Amp 1 
  1 
  13 2kcr/13kcr 
  +1 AWR 
  3 
  Light Amp 2 
  4 
  13 8kcr/13kcr 
  +2 AWR 
  4 
  Light Amp 3 
  9 
  13 18kcr/13kcr 
  +3 AWR 
  4 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Retinal Projec-
  tor 2 
  4 
  36 
  8kcr/36kcr 
  POW 2 
  5 
  Retinal Projec-
  tor  4 
  16 
  36 
  32kcr/36kcr 
  POW 4 
  6 
  Retinal Projec-
  tor 6 
  36 
  36 
  72kcr/36kcr 
  POW 6 
  8 
  Retinal Projec-
  tor 8 
  64 
  36 
  128kcr/36kcr 
  POW 8 
  9 
  Retinal Projec-
  tor 10 
  100 
  36 
  200kcr/36kcr 
  POW 10 
  11 
  ITEM 
  AP 
  SP COST 
  EFFECT AV 
  Thermograph 
  2 
  4 
  21 8kcr/21kcr 
  AWR 2 
  4 
  Thermograph 
  4 
  16 
  21 32kcr/21kcr 
  AWR 4 
  5 
  Thermograph 
  6 
  36 
  21 72kcr/21kcr 
  AWR 6 
  7 
  Thermograph 
  8 
  64 
  21 128kcr/21kcr AWR 8 
  9 
  Thermograph 
  10 
  100 
  21 200kcr/21kcr AWR 10 
  11 
  
  CORPS Cybernetics Rules 
  ADD (AWR). Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant), Single Effect (one sense). 
  Level Damper 
  Compensates for deafeningly loud noises and sudden loud 
  sounds. ‘skill’ is the POW used to defeat difficulty based on 
  sound intensity. 
  PROTECT. Non-ranged, Self, Invisible, Constant, 
  Automatic (sudden loud sounds), Focused (Implant), Single 
  Effect (single sense). 
   
  Stress Analyzer/Lie Detector 
  Detects minute changes in the vocal pitch and tone of others. 
  It compares changes to pre-recorded parameters and tells 
  you if the subject is lying. Must be used on a subject who is 
  telling the truth first. POW used is the AWR for detecting 
  lies. 
  DETECT. Non-ranged, Self, Invisible, Constant, Conscious, 
  Focused (Implant) 
   
  Silver Tongue 
  This adds a harmonious subsonic tone to your voice that 
  induces target into an almost trance-like state making them 
  susceptible to suggestion by the user’s voice. 
  DOMINATE. Ranged, Self, Invisible, Constant, Conscious, 
  Focused (Implant), Area Multiple#1 (fills hex), Area 
  Multiple#2 (covers 2 hex radius), Area Multiple#3 (covers 
  4m radius), Time Multiple#1 (continuous). 
   
  Howling Banshee 
  Sonic Projector built into vocal chords and throat. Allows 
  you to shatter glass brick, someone’s face etc. POW used is 
  lethal damage. 
  BLAST. Ranged, Self, Visible (Weird scream), Drain (when 
  used above POW Aptitude), Conscious, Focused (Implant), 
  Requires Combat skill roll (Projectile Weapons—Cybernetic 
  weapons), Range Mod 1. 
   
  Boosted reflexes 
  Allows you to fully co-ordinate your body and balance. 
  Adds to AGL Attribute. 
  ADD(AGL). Non-ranged, Self, Invisible, Conscious, Drain 
  (when used above POW Aptitude), Focused (Implant),. 
   
  Cortex Bomb 
  You have explosives packed around your cerebellum which 
  are triggered when you die so you ‘go out with a bang’. 
  Being an Explosive the DV listed is Both Lethal and Non-
  lethal. 
  BLAST. Non-ranged, Self, Visible (explosion), Constant, 
  Automatic (upon death), Focused (Implant), Special Effect 
  (DV is Non-lethal as well), Special Effect (Bomb Area 
  effect, see CORPS page 70). Power Multiple#1-#3. 
  Page 7 
  ITEM 
  AP SP COST 
  EFFECT 
  AV 
  Acoustic Enhance 
  1 
  1 
  16 2kcr/16kcr 
  +1 AWR 
  4 
  Acoustic Enhance 
  2 
  4 
  16 8kcr/16kcr 
  +2AWR 
  4 
  Acoustic Enhance 
  3 
  9 
  16 18kcr/16kcr 
  +3AWR 
  5 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Level 
  Damper 2 
  4 
  13 
  8kcr/13kcr 
  Skill 2 
  3 
  Level 
  Damper 4 
  16 
  13 
  32kcr/13kcr 
  Skill 4 
  5 
  Level 
  Damper 6 
  36 
  13 
  72kcr/13kcr 
  Skill 6 
  7 
  Level 
  Damper 8 
  64 
  13 
  128kcr/13kcr 
  Skill 8 
  8 
  Level 
  Damper 10 
  100 
  13 
  200kcr/13kcr 
  Skill 10 
  10 
  ITEM 
  AP SP COST 
  EFFECT 
  AV 
  Lie Detector 2 
  4 
  21 8kcr/21kcr 
  AWR 2 
  4 
  Lie Detector 4 
  16 
  21 32kcr/21kcr 
  AWR 4 
  5 
  Lie Detector 6 
  36 
  21 72kcr/21kcr 
  AWR 6 
  7 
  Lie Detector 8 
  64 
  21 128kcr/21kcr 
  AWR 8 
  9 
  Lie Detector 10 100 21 200kcr/21kcr 
  AWR 10 
  11 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT AV 
  Silver 
  Tongue 2 
  4 
  120 
  8kcr/120kcr 
  POW 2 
  10 
  Silver 
  Tongue 4 
  16 
  120 
  32kcr/120kcr 
  POW 4 
  10 
  Silver 
  Tongue 6 
  36 
  120 
  72kcr/120kcr 
  POW 6 
  11 
  Silver 
  Tongue 8 
  64 
  120 
  128kcr/120kcr 
  POW 8 
  13 
  Silver 
  Tongue 10 
  100 
  120 
  200kcr/120kcr 
  POW 10 
  14 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Howling 
  Banshee 1 
  25 
  17 
  50kcr/17kcr 
  DV 1/5 Max. 
  POW 5 
  6 
  Howling 
  Banshee 2 
  81 
  17 
  162kcr/17kcr DV 2/9 Max. 
  POW 9 
  10 
  Howling 
  Banshee 3 
  169 
  17 
  338kcr/17kcr DV 3/13 
  Max. POW 
  13 
  14 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Boosted 
  Reflexes 1 
  4 
  18 
  8kcr/18kcr 
  AGL+1/+2 
  Max. POW 2 
  4 
  Boosted 
  Reflexes 2 
  36 
  18 
  72kcr/18kcr 
  AGL +2/+6 
  Max. POW 6 
  7 
  Boosted 
  Reflexes 3 
  100 18 
  200kcr/18kcr 
  AGL+3/+10 
  Max. POW 10 
  11 
  
  CORPS Cybernetics Rules 
   
   
  Programmed Responses 
  This initiates a set action or series of actions automatically 
  upon a preset condition being met. E.g. someone pulls a 
  gun—you draw and fire at them, you’re out past your 
  bedtime—you return home. Once active, you have no control 
  until the actions are completed. POW denotes systems effect 
  so it’s best to buy it at a level equal to your WIL so it is an 
  automatic success. 
  One set of actions and condition can be implanted for each 
  point of POW Aptitude doubled. 
  DOMINATE. Non-ranged, Self, Visible (actions initiated), 
  Constant, Automatic (when preset condition is met), 
  Focused (Implant). 
   
  Laser Finger 
  A cybernetic finger replacement which houses a tiny laser. 
  BLAST. Ranged, Self, Visible (light beam), Drain (when 
  used above POW Aptitude), Conscious, Focused (Implant), 
  Requires a Combat Skill (Projectile Weapons—Cybernetic 
  Weapons), Range Modifier 2. 
   
  Cybernetic Hand Weapons 
  These are edged weapons housed in the arm, hand or fingers. 
  Normally retracted, they extend for use in combat. Data is 
  for one implant (one hand, one arm etc). 
  Knuckle Blades are 2cm blades 
  Scratcher Nails are 4cm finger blades 
  Wolvers are 50cm blades housed in the forearm 
  Rippers are 7cm finger blades 
  Elbow Spurs are 50 cm blades housed in the elbow 
  Arm Barbs are installed on the outer edge of the forearm 
  and consist of 1x20cm blade, 1x15cm blade and 1x10cm 
  blade giving it a look similar to Batman's gauntlets. 
  BLAST. Non-ranged, Self, Visible (blades), Constant, 
  Conscious, Focused (Implant), Special Effect (retractable), 
  Requires a combat skill (Melee Weapons—Cybernetic 
  Weapons) 
  Mono edged versions are available (special effect—Armor 
  Piercing) for +5 SP/+5kcr. 
  Cyber-Whip 
  A 4m long alloy whip housed in the forearm with a barbed 
  tip to rip into opponents. 
  BLAST. Non-ranged, Self, Visible (whip), Constant, 
  Conscious, Focused (Implant), requires a Combat Skill 
  (Melee Weapons—Cybernetic Weapons), Backfires (if fails 
  to hit). Area Multiple#1 (2m range), Area Multiple#2 (4m 
  range). 
   
  Cyber-snake 
  AI computer assisted weapon, comprising of little more than 
  a flexible drill that shoots forth from the users body (usually 
  housed in the mouth, palm, navel, anus or sexual organs). It 
  makes it’s own separate attacks once activated. 
  BLAST. Non-ranged, Self, Visible (slimy snake thing), 
  Constant, Conscious, Focused (implant), Requires a Combat 
  Skill (Melee Weapons—Cybernetic Weapons), Foci (AWR 
  4, AGL 6, Melee weapons 4, Cybernetic Weapons +2, 
  Cyber-snake +1. 52AP, 17SP) 
   
  Cyber-conda’s use above data but add Area Multiple#1 (2m 
  range). +32 SP/+32kcr 
  Cyber-serpent uses above data but add Area Multiple#1-#2 
  (range of 4m). +64SP/+64kcr 
  Cyber-dragon uses above data but add Area Multiple#1-#3 
  (range of 8m). +96SP/+96kcr 
   
  Mono-edged versions are available for all of the above 
  variants Special Effect (Armor Piercing) for +5SP/+5kcr for 
  the cyber-snake. Cyber-conda version is +10SP/+10kcr. 
  Page 8 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT AV 
  Cortex Bomb 1 
  1 
  100 
  2kcr/100kcr 
  POW 1,  
  DV 8 
  10 
  Cortex Bomb 2 
  4 
  100 
  8kcr/100kcr 
  POW 2,  
  DV 16 
  10 
  Cortex Bomb 3 
  9 
  100 
  18kcr/100kcr POW 3, 
  DV24 
  10 
  Cortex Bomb 4 
  16 
  100 
  32kcr/100kcr POW 4,  
  DV 32 
  11 
  Cortex Bomb 5 
  25 
  100 
  50kcr/100kcr POW 5,  
  DV 40 
  11 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Programmed 
  Responses 2 
  4 
  15 
  8kcr/15kcr 
  POW 2 
  4 
  Programmed 
  Responses 4 
  16 
  15 
  32kcr/15kcr 
  POW 4 
  5 
  Programmed 
  Responses 6 
  36 
  15 
  72kcr/15kcr 
  POW 6 
  7 
  Programmed 
  Responses 8 
  64 
  15 
  128kcr/15kcr 
  POW 8 
  9 
  Programmed 
  Responses 
  10 
  100 
  15 
  200kcr/15kcr 
  POW 10 
  10 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Laser Finger 
  9 
  17 
  18kcr/17kcr 
  DV1/3 Max. 
  POW 3 
  5 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Knuckle 
  Blades 
  1 
  20 
  2kcr/20kcr 
  STR +1 
  Lethal 
  4 
  Scratcher 
  Nails 
  1 
  20 
  2kcr/20kcr 
  STR +1 
  Lethal 
  4 
  Wolvers 
  9 
  20 
  18kcr/20kcr 
  STR +3 
  Lethal 
  5 
  Rippers 
  4 
  20 
  8kcr/20kcr 
  STR +2 
  Lethal 
  4 
  Elbow Spur 
  9 
  20 
  18kcr/20kcr 
  STR +3 
  Lethal 
  5 
  Arm Barbs 
  9 
  20 
  18kcr/20kcr 
  STR +3 
  Lethal 
  5 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  AV 
  Cyber-whip 
  1 
  45 
  2kcr/45kcr 
  STR+1 Lethal 7 
  
  CORPS Cybernetics Rules 
  Cyber-serpent version is +15SP/+15kcr. Cyber-dragon 
  version is +20SP/+20kcr. This takes into account the base 
  cost and Area Multiples Cost Modifiers. 
   
  Cyber-limbs 
  An electromechanical replacement for the whole arm or leg. 
  They are bought to add to the user’s STR. 
  ADD(STR). Non-ranged, Self, Visible (mechanical arm or 
  leg), Drain (POW), Conscious, Focused (Implant), Single 
  Effect (One arm). 
  Note that, by adding a Special Effect (+5SP/+5kcr), the limb 
  can be made to inflict Lethal damage based on the modified 
  STR. 
   
  Body Plating 
  Armoured plates grafted to the body. While technically not 
  cybernetics it is included in such lists for most games, so it 
  will be here as well. 
  By default this assumes, full body coverage. If you want 
  decreased coverage reduce the SP and cost by the area 
  covered (See overall note 3, page 112 of the CORPS 
  rulebook) 
  ARMOR. Non-ranged, Self, Visible, Constant, Automatic, 
  Focus (Implant) 
   
  See opposite for the chart for this item. 
   
  Implanted Armor 
  This is armor placed under the skin to protect the body. Due 
  to the fact it is placed under the skin the armor is all applied 
  as blunt trauma. 
  The AV is equal to the POW Aptitude since it is invisible. 
  By default this assumes, full body coverage. If you want 
  decreased coverage reduce the SP and cost by the area 
  covered (See overall note 3, page 112 of the CORPS 
  rulebook) 
  ARMOR. Non-ranged, Self, Invisible, Constant, Automatic,  
   
  Focus (Implant). 
   
  VR Jack 
  This lets the user see, hear and feel electronic 
  communications within a computer system. Has an effective 
  AWR equal to the POW used. 
  Typically has a 1m cable to plug into the computer system. 
  CLAIRSENTIENCE. Non-ranged, Self, Visible (Interface 
  cable), Constant, Conscious, Focus (Implant), Limited Effect 
  (Computer Systems only). 
   
  Flash Pak 
  This cyber-optic system creates a nasty high-intensity flash 
  bright enough to overload other people’s optic nerves. 
  SUBTRACT(AWR). Ranged, Self, Visible (flash), Drain 
  (POW), Conscious, Focus (Implant), Limited Effect (Blind). 
  Time Multiple#1-#3 (Affected target will be blind for 15 
  seconds) 
  Auto-chrome is a good defence, using it’s skill with the 
  Page 9 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Cyber-snake 
  2 
  56 
  32 
  112kcr/32kcr Lethal DV 2. 
  POW 2 
  9 
  Cyber-snake 
  4 
  68 
  32 
  136kcr/32kcr Lethal DV 4. 
  POW 4 
  10 
  Cyber-snake 
  6 
  88 
  32 
  176kcr/32kcr Lethal DV 6. 
  POW 6 
  11 
  Cyber-snake 
  8 
  116 
  32 
  232kcr/32kcr Lethal DV 8. 
  POW 8 
  12 
  Cyber-snake 
  10 
  152 
  32 
  304kcr/32kcr Lethal DV 
  10. POW 10 
  13 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Cyber-limb 1 4 
  10 
  8kcr/10kcr 
  STR+1/+2 
  Max. POW 2 
  3 
  Cyber-limb 2 36 
  10 
  72kcr/10kcr 
  STR +2/+6 
  Max. POW 6 
  6 
  Cyber-limb 3 100 
  10 
  200kcr/10kcr STR +3/+10 
  Max. POW 
  10 
  10 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Body-plating 1 
  1 
  15 
  2kcr/15kcr 
  AV 1/0 
  Body-plating 2 
  4 
  15 
  8kcr/15kcr 
  AV 1/1  
  Body-plating 3 
  9 
  15 
  18kcr/15kcr 
  AV 2/1 
  Body-plating 4 
  16 
  15 
  32kcr/15kcr 
  AV 2/2 
  Body-plating 5 
  25 
  15 
  50kcr/15kcr 
  AV 3/2 
  Body-plating 6 
  36 
  15 
  72kcr/15kcr 
  AV 3/3 
  Body-plating 7 
  49 
  15 
  98kcr/15kcr 
  AV 4/3 
  Body-plating 8 
  64 
  15 
  128kcr/15kcr 
  AV 4/4 
  Body-plating 9 
  81 
  15 
  162kcr/15kcr 
  AV 5/4 
  Body-plating 10 
  100 
  15 
  200kcr/15kcr 
  AV 5/5 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Implant Armor 1 
  4 
  18 
  8kcr/18kcr 
  AV 0/1.  
  POW 2 
  Implant Armor 2 
  36 
  18 
  72kcr/18kcr 
  AV 0/2.  
  POW 6 
  Implant Armor 3 
  100 18 
  200kcr/18kcr 
  AV 0/3.  
  POW 10 
  Implant Armor 4 
  196 18 
  392kcr/18kcr 
  AV 0/4.  
  POW 14 
  Implant Armor 5 
  324 18 
  648kcr/18kcr 
  AV0/5.  
  POW 18 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  VR Jack 2 
  4 
  13 
  8kcr/13kcr 
  AWR 2 
  4 
  VR Jack 4 
  16 
  13 
  32kcr/13kcr 
  AWR 4 
  5 
  VR Jack 6 
  36 
  13 
  72kcr/13kcr 
  AWR 6 
  7 
  VR Jack 8 
  64 
  13 
  128kcr/13kcr 
  AWR 8 
  9 
  VR Jack 10 
  100 
  13 
  200kcr/13kcr 
  AWR 10 
  10 
  
  CORPS Cybernetics Rules 
  AWR reduction as Difficulty. Sunglasses have ‘skill’ 1 for 
  normal, 3 for dark shades, 5 for mirror-shades and 7 for 
  Polychromatic shades. 
   
  Micro-vision 
  This cyber-optic improves your AWR when looking at 
  things close up. 
  ADD(AWR). Non-ranged, Self, Invisible, Constant, Focus 
  (implant), Single Effect (one sense). 
   
  Telescopic Vision 
  This cyber-optic improves your AWR when looking at 
  objects at a distance. 
  ADD(AWR). Non-ranged, Self, Invisible, Constant, Focus 
  (implant), Single Effect (one sense). 
   
  Lockdown 
  This sensory device and internal computer co-ordinates with 
  hearing and vision to show a graphic picture of a bullets 
  trajectory over the users vision and places a rectangle in the 
  location of the firer. POW is AWR of system. 
  Use the spotting rules (CORPS page 90) and since you are 
  using both vision and hearing you use the seeing difficulty 
  which is lower and use modifiers from both vision and sound 
  tables. 
  DETECT (Gunfire). Non-ranged, Self, Invisible, Constant, 
  Conscious, Focus (Implant), Single Effect (one sense). 
   
  AI Companion 
  This is an Artificial Intelligence wired into the user’s mind 
  and body. When he or she is rendered unconscious or when 
  desired, this AI takes control. It is designed like an ordinary 
  character , but only requires AWR and WIL Attributes. The 
  user may communicate with the device at will merely by 
  thinking. POW denotes effect so it is best to buy it at 
  Automatic success level. 
  The GM runs the AI like an NPC. It is active all the time but 
  only takes control when needed or when agreed. Suggested 
  Psych Lim for the AI is Loyalty to user at Level 5+. Excess 
  AP and SP modifies the cost of the implant. This implant is 
  also known as ‘Friendly Possession’. 
  DOMINATE. Non-ranged, Self, Visible (skills etc the 
  character shouldn’t have), Constant, Conscious, Focus 
  (Implant) 
  TELEPATHY. Non-ranged, Self, Invisible, Constant, 
  Conscious, Focus (Implant), Single Effect (only with user 
  and implanted AI. 
  Foci (AP150, SP 100, POW=items, mental stats bought from 
  AP, Skills bought from SP). 
   
   
  Artificial Muscle 
  Implanted to make you stronger. By default this assumes, 
  full body coverage. If you want decreased coverage reduce 
  the SP and cost by the area covered (See overall note 3, page 
  112 of the CORPS rulebook). 
  Recalculate body mass based on the Maximum STR bonus 
  halved and added to your normal STR. E.g. STR 7 with 
  Artificial Muscle 2 would normally weigh 105kg. Adding +3 
  to 7 gives STR 10 so he or she would weigh a hefty 150kg! 
  And look like a walking tank. 
  ADD(STR). Non-ranged, Self, Visible, Conscious, Drain 
  Page 10 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  AV 
  Flash Pak 1 
  4 
  52 8kcr/52kcr 
  -1/-2 Max 
  AWR 
  4 
  Flash Pak 2 
  36 
  52 72kcr/52kcr 
  -2/-6 Max 
  AWR 
  7 
  Flash Pak 3 
  100 
  52 200kcr/52kcr 
  -3/-10 Max 
  AWR 
  11 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Micro-vision 
  1 
  1 
  16 
  2kcr/16kcr 
  +1 AWR 
  (x10mag)  
  4 
  Micro-vision 
  2 
  4 
  16 
  8kcr/16kcr 
  +2 AWR 
  (x100mag) 
  4 
  Micro-vision 
  3 
  9 
  16 
  18kcr/16kcr 
  +3 AWR 
  (x1000mag) 
  5 
  Micro-vision 
  4 
  16 
  16 
  32kcr/16kcr 
  +4 AWR 
  (x10kmag) 
  5 
  Micro-vision 
  5 
  25 
  16 
  50kcr/16kcr 
  +5 AWR 
  (x100kmag) 
  6 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Telescopic 
  vision 1 
  1 
  16 
  2kcr/16kcr 
  +1 AWR 
  (x5mag) 
  4 
  Telescopic 
  vision 2 
  4 
  16 
  8kcr/16kcr 
  +2 AWR 
  (x7mag) 
  4 
  Telescopic 
  vision 3 
  9 
  16 
  18kcr/16kcr 
  +3 AWR 
  (x10mag)  
  5 
  Telescopic 
  vision 4 
  16 
  16 
  32kcr/16kcr 
  +4 AWR 
  (x15mag)  
  5 
  Telescopic 
  vision 5 
  25 
  16 
  50kcr/16kcr 
  +5 AWR 
  (x20mag)  
  6 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Lockdown 2 4 
  16 
  8kcr/16kcr 
  AWR 2 
  4 
  Lockdown 4 16 
  16 
  32kcr/16kcr 
  AWR 4 
  5 
  Lockdown 6 36 
  16 
  72kcr/16kcr 
  AWR 6 
  7 
  Lockdown 8 64 
  16 
  128kcr/16kcr 
  AWR 8 
  9 
  Lockdown 
  10 
  100 
  16 
  200kcr/16kcr 
  AWR 10 
  11 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT AV 
  AI Companion 
  154 
  134 
  308kcr/134k
  cr 
  POW 2 
  17 
  AI Companion 
  164 
  134 
  328kcr/134k
  cr 
  POW 4 
  17 
  AI Companion 
  186 
  134 
  372kcr/134k
  cr 
  POW 6 
  18 
  AI Companion 
  214 
  134 
  428kcr/134k
  cr 
  POW 8 
  18 
  AI Companion 
  250 
  134 
  500kcr/134k
  cr 
  POW 10 
  19 
  
  CORPS Cybernetics Rules 
  (when used above POW Aptitude), Focused (Implant). 
   
  Nano-surgeons 
  These are tiny little robots that scurry about inside you, 
  helping to heal wounds and so on. 
  ADD(HLT). Non-ranged, Self, Invisible, Automatic, 
  Constant, Focused (nano-robots) 
   
  Smart Link 
  Allows user to plug into ‘smart’ weapons, vehicles and other 
  devices, controlling and communicating with them. 
  Wireless Smart Links have no interface cable as data is 
  transferred in some other manner are Invisible (+6SP/+6kcr). 
  DOMINATE. Non-ranged, Self, Visible (interface cable), 
  Constant, Conscious, Focus (implant), Single Effect 
  (compatible devices only). 
  TELEPATHY. Non-ranged, Self, Visible (interface cable), 
  Constant, Conscious, Focus (implant), Single Effect 
  (compatible devices only). 
   
  Cyborg Body/Rebuild 
  This is where the subjects brain is removed from the body 
  and placed into a life support unit which is then hooked up to 
  run a robot body. This unit contains oxygenated nutrients 
  and offers virtual immortality as long as the nutrient is 
  renewed once per year. 
  These Cyborg bodies are damaged as items with subsystems. 
  Any Physical Ad, Psych Lim etc can be included, modifying 
  the cost as appropriate and Fame can be included to 
  represent that ‘sexy robot styling’ i.e. attractiveness. 
  Cyborg bodies do not heal they must be repaired, which is 
  why they have no HLT attribute. The user’s brain retains all 
  mental attributes as well as HLT as it is needed for mental 
  exhaustion and sleep calculation. 
  PROTECT (hostile environments). Non-ranged, Self, 
  Visible, Constant, Automatic, Focused (Cyborg body), 
  Special Effect (does not need to eat, drink or breathe) 
  Foci (The cyborg body has the following abilities: Limited 
  Immortality, Special Effect—Unarmed Combat inflicts 
  Lethal damage) The physical stats of the cyborg body are 
  shown on the table below and the POW for Protect is 5. 
   
  Taste/Smell Enhancer 
  Improves your sense of taste and smell. Note that this 
  implant affects both of these senses as they are linked 
  together anyway—really it should be called Chemical Sense. 
  ADD (AWR). Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant), Single Effect (two senses). 
   
  Oxygen Extractor 
  Enhances the lung’s ability to absorb oxygen from the air. 
  This system activates when your HLT drops to your HLT 
  Aptitude through exertion and adds its bonus to your current 
  HLT, effectively removing the previous exertion loss and 
  giving you a bit more to burn. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Focused (Implant), Single Effect (boosts HLT 
  for exertion purposes only). 
  The chart for this item follows overleaf. 
  Page 11 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Artificial 
  Muscle 1 
  4 
  18 
  8kcr/18kcr 
  STR+1/+2 
  Max. POW 2 
  4 
  Artificial 
  Muscle 2 
  36 
  18 
  72kcr/18kcr 
  STR +2/+6 
  Max. POW 6 
  7 
  Artificial 
  Muscle 3 
  100 18 
  200kcr/18kcr STR+3/+10 
  Max. POW 
  10 
  11 
  ITEM 
  AP SP 
  COST 
  EF-
  FECT 
  AV 
  Nano-surgeons 1 1 
  18 
  2kcr/18kcr 
  +1 HLT 
  4 
  Nano-surgeons 2 4 
  18 
  8kcr/18kcr 
  +2 HLT 
  4 
  Nano-surgeons 3 9 
  18 
  18kcr/18kcr 
  +3 HLT 
  5 
  Nano-surgeons 4 16 
  18 
  32kcr/18kcr 
  +4 HLT 
  5 
  Nano-surgeons 5 25 
  18 
  50kcr/18kcr 
  +5 HLT 
  6 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Smart Link 2 
  4 
  30 
  8kcr/30kcr 
  POW 2 
  5 
  Smart Link 4 
  16 
  30 
  32kcr/30kcr 
  POW 4 
  6 
  Smart Link 6 
  36 
  30 
  72kcr/30kcr 
  POW 6 
  8 
  Smart Link 8 
  64 
  30 
  128kcr/30kcr 
  POW 8 
  9 
  Smart Link 10 
  100 
  30 
  200kcr/30kcr 
  POW 10 
  11 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  AV 
  Cyborg Body 1 
  275 
  20 550kcr/20kcr 
  STR/AGL 
  10, POW 5 
  17 
  Cyborg Body 3 
  363 
  20 726kcr/20kcr 
  STR/AGL 
  12, POW 5 
  19 
  Cyborg Body 5 
  467 
  20 934kcr/20kcr 
  STR/AGL 
  14, POW 5 
  22 
  Cyborg Body 7 
  587 
  20 1.174mcr/20kcr STR/AGL 
  16, POW 5 
  24 
  Cyborg Body 9 
  723 
  20 1.446mcr/20kcr STR/AGL 
  18, POW 5 
  27 
  Cyborg Body 11 875 
  20 1.75mcr/20kcr 
  STR/AGL 
  20, POW 5 
  30 
  Cyborg Body 13 1043 20 2.09mcr/20kcr 
  STR/AGL 
  22, POW 5 
  32 
  Cyborg Body 15 1227 20 2.454mcr/20kcr STR/AGL 
  24, POW 5 
  35 
  Cyborg Body 17 1427 20 2.854mcr/20kcr STR/AGL 
  26, POW 5 
  38 
  Cyborg Body 19 1643 20 3.286mcr/20kcr STR/AGL 
  28, POW 5 
  41 
  Cyborg Body 21 1875 20 3.75mcr/20kcr 
  STR/AGL 
  30, POW 5 
  43 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  AV 
  T/S Enhancer 1 
  1 
  18 
  2kcr/18kcr 
  +1 AWR 
  4 
  T/S Enhancer 2 
  4 
  18 
  8kcr/18kcr 
  +2 AWR 
  4 
  T/S Enhancer 3 
  9 
  18 
  18kcr/18kcr 
  +3 AWR 
  5 
  
  CORPS Cybernetics Rules 
   
  Bio-status Monitor 
  This monitors your bodily functions and vital signs. It has 
  it’s own output monitor but may be linked to other implants. 
  This shows pulse, respiration, brainwaves, blood sugar, 
  temperature, cholesterol, calories, menstrual cycle, blood 
  routing, foreign substances, interferon, blood cell count etc, 
  all in a handy output. A medic can add the POW Aptitude of 
  this implant to their skill when treating a character with this 
  implant. 
  DETECT (Vital signs/bodily functions). Non-ranged, Self, 
  Invisible, Constant, Automatic, Focused (Implant), Single 
  Effect (Life signs), Special Effect (helps medical skills). 
   
  Reality Matrix 
  This system records and transmits all sensory data, 
  brainwaves, thoughts, emotions, sensory impressions, etc to 
  a remote server. This is used often for Special Ops personnel 
  as well as ‘reality TV’ stars. A viewer will feel exactly like 
  the recorder did provided they have a VR jack plugged into 
  the viewing unit. It can be played back on an ordinary TV 
  but you lose all the feelings and emotional data. 
  The remote servers are always waiting for transmission, so 
  Telepathy is km. 
  This implant has made mega stars out of so called ‘dream-
  runners’ willing to risk their necks to record the latest thrill. 
  Of course snuff, pornographic etc versions are available for 
  those willing to deal with the ‘exotic VR shop’. 
  DETECT (Sensory/brainwaves etc). Non-ranged, Self, 
  Invisible, Constant, Conscious, Focused (Implant), Special 
  Effect (records data). 
  TELEPATHY. Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant), Single Effect (Transmission 
  only). 
   
  The table for this item is found opposite. 
   
  Sub-dermal Timepiece  
  This is a watch implanted under the surface of the skin on 
  the wrist, arm or back of hand. It allows you to detect time, 
  so in some campaigns it may allow you to pick up ‘time 
  holes’ and other time based phenomena as well as simply 
  telling you what time and day it is. 
  DETECT (Time). Non-ranged, Self, Visible, Constant, 
  Automatic, Focused (Implant). 
   
  Reflex Co-ordinator 
  Fully co-ordinates your body. This is a constant AGL 
  addition. 
  ADD (AGL). Non-ranged, Self, Visible, Constant, 
  Automatic, Focused (Implant). 
   
  Brain Enhancer/Rewire 
  Rewires and improves synaptic connections in the brain to 
  improve your intelligence etc. 
  ADD (AWR). Non-ranged, Self, Invisible, Constant, 
  Automatic, Focused (Implant). 
   
  The table for this item is found opposite. 
   
  Skill Implant 
  This implant provides the user with extra skills (SP) and 
  takes over the body to perform the skills subject to the user’s  
  Page 12 
  ITEM 
  AP SP COST 
  EFFECT 
  AV 
  Oxygen Extractor 1 1 
  13 2kcr/13kcr 
  +1 HLT 
  3 
  Oxygen Extractor 2 4 
  13 8kcr/13kcr 
  +2 HLT 
  4 
  Oxygen Extractor 3 9 
  13 18kcr/13kcr +3 HLT 
  4 
  Oxygen Extractor 4 16 
  13 32kcr/13kcr +4 HLT 
  5 
  Oxygen Extractor 5 25 
  13 50kcr/13kcr +5 HLT 
  6 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Bio-monitor 2 
  4 
  18 
  8kcr/18kcr 
  AWR 2, 
  Skill +1 
  4 
  Bio-monitor 4 
  16 
  18 
  32kcr/18kcr 
  AWR 4, 
  Skill +1 
  5 
  Bio-monitor 6 
  36 
  18 
  72kcr/18kcr 
  AWR 6, 
  Skill +2 
  7 
  Bio-monitor 8 
  64 
  18 
  128kcr/18kcr AWR 8, 
  Skill +2 
  9 
  Bio-monitor 10 100 18 
  200kcr/18kcr AWR 10, 
  Skill +3 
  11 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  AV 
  Reality Matrix 2 
  8 
  42 16kcr/42kcr 
  AWR 2, 
  POW 2 
  6 
  Reality Matrix 4 
  32 
  42 64kcr/42kcr 
  AWR 4, 
  POW 4 
  8 
  Reality Matrix  6 
  72 
  42 144kcr/42kcr 
  AWR 6, 
  POW 6 
  10 
  Reality Matrix  8 
  128 42 256kcr/42kcr 
  AWR 8, 
  POW 8 
  12 
  Reality Matrix  10 200 42 400kcr/42kcr 
  AWR 10, 
  POW 10 
  15 
  ITEM 
  AP SP COST 
  EFFECT 
  AV 
  Sub dermal Time-
  piece 2 
  4 
  15 8kcr/15kcr 
  AWR 2 
  3 
  Sub dermal Time-
  piece 4 
  16 
  15 32kcr/15kcr 
  AWR 4 
  5 
  Sub dermal Time-
  piece 6 
  36 
  15 72kcr/15kcr 
  AWR 6 
  6 
  Sub dermal Time-
  piece 8 
  64 
  15 128kcr/15kcr AWR 8 
  8 
  Sub dermal Time-
  piece 10 
  100 15 200kcr/15kcr AWR 10 
  10 
  ITEM 
  AP SP COST 
  EFFECT 
  AV 
  Reflex Co-ordinator 1 1 
  15 2kcr/15kcr 
  +1 AGL 
  4 
  Reflex Co-ordinator 2 4 
  15 8kcr/15kcr 
  +2 AGL 
  4 
  Reflex Co-ordinator 3 9 
  15 18kcr/15kcr +3 AGL 
  5 
  Reflex Co-ordinator 4 16 
  15 32kcr/15kcr +4 AGL 
  5 
  Reflex Co-ordinator 5 25 
  15 50kcr/15kcr +5 AGL 
  6 
  
  CORPS Cybernetics Rules 
   
  commands. The SP provided by this implant may NOT be 
  used to improve skills known by the user, the SP may only 
  be spent to buy skills built into the item, and the default is 10 
  skills contained within the item. 
  DOMINATE. Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant), Single Effect (User only and 
  only for skill use). 
  Foci (Extra SP for skills programmed into implant). 
   
  Wetware 
  A data storage device with a dedicated data-jack for input/
  output. This is used by Data Couriers who carry secret or 
  private cargo. For a literary example see Johnny Mnemonic. 
  Since this is computer memory you can link a computer to 
  the implant by the data-jack for legitimate download or for 
  hacking attempts. 
  PROTECT. Non-ranged, Self, Invisible, Constant, 
  Automatic, Focused (Implant), Single Effect (data is 
  shielded from radiation/EMP). Foci (has ‘skill’ for storage 
  capacity bought using SP. (Skill ^2)x 5 Gigabyte is capacity 
  of system. Difficulty to ‘hack’ into the implant for illegal 
  download is skill+6.) 
   
  The chart for this item is shown opposite. 
   
  Chemical Analyzer 
  This cybernetic implant will identify inhalant, ingested and 
  injected chemical substances when they are sampled into it. 
  DETECT (Chemicals). Non-ranged, Self, Invisible, 
  Constant, Conscious, Focused (Implant). 
   
  The chart for this item is shown opposite. 
   
  Radar/Sonar Sense 
  This device allows the user to detect objects. Movement, 
  direction of travel, distance etc. Sonar version can only be 
  used underwater. 
  DETECT. Ranged, Self, Invisible, Constant, Conscious,  
   
   
  Focused (Implant), Single Effect (Radar/Sonar only). 
   
  Sexual Filter 
  This screens sperm/ovum cells with DNA check to allow 
  only perfect cells through. This is an implant for females 
  only and also functions as a contraceptive (since it can block 
  some or all of the sperm or ova). When set as a contraceptive 
  it does not prevent the menstrual cycle, it simply neutralises 
  the ova before it reaches the womb. 
  PROTECT (Offspring from genetic damage), Non-ranged, 
  Self, Invisible, Constant, Conscious, Focused (Implant), 
  Special Effect (Can also act as a contraceptive). 
   
  Page 13 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Rewire 1 
  1 
  18 
  2kcr/18kcr 
  +1 AWR 
  4 
  Rewire 2 
  4 
  18 
  8kcr/18kcr 
  +2 AWR 
  4 
  Rewire 3 
  9 
  18 
  18kcr/18kcr 
  +3 AWR 
  5 
  Rewire 4 
  16 
  18 
  32kcr/18kcr 
  +4 AWR 
  5 
  Rewire 5 
  25 
  18 
  50kcr/18kcr 
  +5 AWR 
  6 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  AV 
  Skill  
  Implant 2 
  4 
  56 
  8kcr/56kcr 
  POW 2, 40 
  SP 
  8 
  Skill  
  Implant 4 
  16 
  176 
  32kcr/176kcr 
  POW 4, 160 
  SP 
  14 
  Skill  
  Implant 6 
  36 
  376 
  72kcr/376kcr 
  POW 6, 360 
  SP 
  21 
  Skill  
  Implant 8 
  64 
  656 
  128kcr/656kcr 
  POW 8, 640 
  SP 
  27 
  Skill  
  Implant 10 
  100 1016 200kcr/1.016mcr POW 10, 
  1000 SP 
  33 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  AV 
  Wetware 1 
  16 
  19 
  32kcr/19kcr 
  POW 4,   Skill 1, 
  Capacity 5Gb 
  6 
  Wetware 3 
  16 
  27 
  32kcr/27kcr 
  POW 4,  
  Skill 3, Capacity 
  45Gb 
  7 
  Wetware 5 
  16 
  43 
  32kcr/43kcr 
  POW 4, 
  Skill 5, Capacity 
  125Gb 
  8 
  Wetware 7 
  16 
  67 
  32kcr/67kcr 
  POW 4,  
  Skill 7, Capacity 
  245Gb 
  9 
  Wetware 9 
  16 
  99 
  32kcr/99kcr 
  POW 4, 
  Skill 9, Capacity 
  405Gb 
  11 
  Wetware 11 16 
  139 32kcr/139kcr POW 4, 
  Skill 11, Capacity 
  605Gb  
  12 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  AV 
  Chemical  
  Analyzer 2 
  4 
  20 8kcr/20kcr 
  AWR 2 
  5 
  Chemical  
  Analyzer 4 
  16 
  20 32kcr/20kcr 
  AWR 4 
  6 
  Chemical  
  Analyzer 6 
  36 
  20 72kcr/20kcr 
  AWR 6 
  7 
  Chemical  
  Analyzer 8 
  64 
  20 128kcr/20kcr 
  AWR 8 
  9 
  Chemical  
  Analyzer 10 
  100 20 200kcr/20kcr 
  AWR 10 
  11 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  AV 
  Radar/Sonar 2 
  4 
  19 8kcr/19kcr 
  AWR 2 
  5 
  Radar/Sonar 4 
  16 
  19 32kcr/19kcr 
  AWR 4 
  6 
  Radar/Sonar 6 
  36 
  19 72kcr/19kcr 
  AWR 6 
  7 
  Radar/Sonar 8 
  64 
  19 128kcr/19kcr 
  AWR 8 
  9 
  Radar/Sonar 10 
  100 19 200kcr/19kcr 
  AWR 10 
  11 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  AV 
  Sexual Filter 
  16 
  26 
  32kcr/26kcr 
  POW 4 
  6 
  
  CORPS Cybernetics Rules 
  Sexual Weapons 
  These are a group of weapons designed to go into the 
  tongue, or the penis and find use with certain assassins all 
  over the world. 
   
  Snake’s Kiss: A tongue implant housing 2x15cm long 
  mono-wires which audibly hiss when triggered. Only usable 
  in the same hex. 
  Hornet’s Sting: A penis implant housing 2x15cm long 
  mono-wires which audibly hiss when triggered. Only usable 
  in the same hex. 
  BLAST. Non-ranged, Self, Visible, Constant, Conscious, 
  Focused (Implant), Special Effect (Armor Piercing), 
  Requires a Combat skill (Melee Weapons—Cybernetic 
  Weapons). 
   
  Shanghai Surprise 
  A vaginal or anal implant which houses a mono-edged jaw 
  set up that bites objects placed within…..Damage is applied 
  to the location or item within (usually the groin). Originally 
  designed as a rape defence it has found use as an assassins 
  weapon in some areas. 
  This design cam from a role-playing session for Cyberpunk 
  2020 when a player wanted a rape defence for her female 
  character, so the GM designed it—however she used it to kill 
  off a notorious gang leader...CHOMP!! 
  BLAST. Non-ranged, Self, Invisible, Constant, Conscious, 
  Focused (Implant), Special Effect (Armor Piercing) 
   
  Grind Cutter 
  These are supersonic, whip-like vibro cutters built into the 
  fingers of the hand. Up to 5 can be used at once and it emits 
  a high pitched whine as it moves. 
  Inspired by Yukito’s Battle Angel Alita, Gunnm and Battle 
  Angel series of manga and anime. These products are all 
  registered trademarks of Viz Graphic novels and all rights 
  are reserved. 
  BLAST. Non-ranged, Self, Visible, Constant, Conscious, 
  Focused (Implant), Special Effect (Armor Piercing), 
  Requires a Combat Skill roll (Melee Weapons—Cybernetic 
  Weapons), Target Multiple#1-#3 (you may attack up to 5 
  targets in the same round), Area Multiple#1-#3 (8m range). 
   
  Cellular Skill Implant 
  This is a fully cellular interface allowing access to hundreds 
  of skill databases anywhere in the world without the expense 
  and hassle of pre-programmed skill implants. It connects to 
  the database and downloads the required skill directly to 
  your implant. 
  Cellular Databases are always waiting for receiving so 
  Telepathy range is in km. 
  This is similar to the part in The Matrix where Trinity gets 
  the Helicopter Piloting skill downloaded into her net 
  persona—except this applies to real people in the real world. 
  This is handy to give your character the skills of another 
  profession when deemed necessary during an adventure. 
  TELEPATHY. Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant), Single Effect (data receiver 
  only). 
  DOMINATE. Non-ranged, Self, Invisible, Constant, 
  Conscious, Focused (Implant), Single Effect (User only and 
  only for skill use).  
  Foci (Extra 21 SP used only on downloaded skills in the 
  4:2:1 format as given in CORPS page 8). 
   
  Page 14 
  ITEM 
  AP SP COST 
  EFECT 
  AV 
  Snake’s Kiss/
  Hornet’s Sting 
  36 
  20 72kcr/20kcr 
  Lethal DV 6 7 
  ITEM 
  AP SP COST 
  EFECT 
  AV 
  Shanghai  
  Surprise 
  36 
  26 72kcr/26kcr 
  Lethal DV 6 7 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  AV 
  Grind Cutter 
  49 140 98kcr/140kcr STR+7 Lethal  
  Damage 
  13 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  AV 
  Cellular Skill 
  Implant 2 
  8 
  47 
  16kcr/47kcr 
  POW 2. 
  One skill. 
  7 
  Cellular Skill 
  Implant 4 
  32 
  68 
  64kcr/68kcr 
  POW 4. 
  Two skills.  
  10 
  Cellular Skill 
  Implant  6 
  72 
  89 
  144kcr/89kcr 
  POW 6. 
  Three 
  skills. 
  13 
  Cellular Skill 
  Implant  8 
  128 110 256kcr/110kcr POW 8. 
  Four skills. 
  15 
  Cellular Skill 
  Implant  10 
  200 131 400kcr/131kcr POW 10. 
  Five skills. 
  18 
  
  CORPS Cybernetics Rules 
  Biotechnology Rules 
  This is an additional section which covers he creation, 
  implantation etc of biotech implants designed to augment the 
  user in some way. 
  Virtually every system listed under Cybernetics are available 
  as Biotech at a cost of +3SP/+3kcr as they are Inherent 
  rather than Focused like Cyber-ware (This is due to the fact 
  they are made of O-Type tissue which is genetically neutral 
  and over time absorbs the host DNA to become part of the 
  body). They also have no AV as they become part of the host 
  organism being organic matter. 
  See pages 2-3 in this document for notes on healing times 
  etc, the options listed there (Surgery and Nanotech) are 
  available as is the option below: 
   
  Viral DNA Rewrite 
  This is an injection into the pineal gland of a subject with a 
  strain of viral DNA. This DNA alters the DNA ‘template’ of 
  the body to include the modifications) desired and involves 
  no surgery at all. The healing time still applies as if it were 
  surgery as this represents how long it takes the body to 
  ‘grow’ the modifications. It also costs +10AP/+20kcr as it is 
  ‘Inheritance’ see CORPS page 23 when it is passed onto 
  your children. This is also described as Trans-genetic 
  Integration. 
  Polymorphic DNA 
  Any implant that is ‘Visible’ can at a cost of +10SP/+10kcr 
  be made of Polymorphic DNA. This means the implant is 
  Invisible and effectively not there until activated (being 
  stored in the body tissues). Once activated look up the total 
  AP+SP on the chart opposite to see how long it takes to ‘re-
  grow’ and become usable. 
  As you can see this can take a while for really complex 
  implants, but then the body does need time to alter itself. 
  How Do I Get Them? 
  Unlike Cybernetics which can only be purchased using 
  money, Biotech can be purchased using AP and SP in order 
  to represent genetic modification which can be done by your 
  parents while you are still in the womb (they pay the Cr cost 
  to have the modifications done, but you pay the AP/SP). In 
  addition Viral DNA Biotech can be passed on to your 
  children as it changes the DNA ‘template’ of your body. 
  Modifications which are gained before play and afterward do 
  not need a ‘POW’ battery they can be made to work from the 
  users HLT Attribute if desired. 
  Implant Lists 
  The actual Implant lists begin on page 16 and are organised 
  in a similar manner to those in the CORPS rule book (page 
  112-113). 
  Page 15 
  AP+SP OF BIOTECH ITEM 
  RE-GROW TIME 
  1 
  1 Action 
  2-4 
  1 Second 
  5-9 
  2 Seconds 
  10-16 
  5 Seconds 
  17-25 
  10 Seconds 
  26-36 
  20 Seconds 
  37-49 
  1 Minute 
  50-64 
  2 Minutes 
  65-81 
  5 Minutes 
  82-100 
  10 Minutes 
  101-121 
  20 Minutes 
  122-144 
  1 Hour 
  145-169 
  2 Hours 
  170-196 
  5 Hours 
  257+ 
  2 Days 
  197-225 
  10 hours 
  226-256 
  1 Day 
  
  CORPS Cybernetics Rules 
  Biotechnology Implants Available 
  This covers items available from late TL 12+. 
   
  Disease Guard 
  Renders you immune to any disease known to nature. 
  PROTECT. Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent. 
  Acid Producers 
  Makes user’s saliva acidic with a DNA specific bio-acid. 
  User is unaffected by the acid and he may spit it at people. 
  BLAST. Ranged, Self, Visible, Constant, Conscious, 
  Inherent, Requires a Combat skill (Projectile Weapons—
  Bio-weapons), Range Mod 1, Time Multiple#1-#3 (one hit 
  ‘burns’ for 15 seconds) 
  Wings 
  These can resemble leathery bat wings, insect wings or 
  feathery avian wings. 
  Turn mode is AGL or flying skill level. Wingspan is Height 
  x1.5. 
  TELEKINESIS. Non-ranged, Self, Visible, Constant, 
  Conscious, Inherent, Single Effect (Flight only), Requires 
  Flying skill, Power Multiple#1-#2. 
   
  Muscle Enhancer 
  This boosts muscle growth to make you stronger. Remember 
  to recalculate body mass based on the new STR attribute. 
  ADD(STR). Non-ranged, Self, Visible, Constant, Automatic,  
  Inherent. 
   
  Spurs/Claws 
  Wicked bone protrusions on the heels or toes. Can be 
  retracted when not in use. Used by some martial artists when 
  kicking to rip opponents apart. 
  BLAST. Non-ranged, Self, Visible, Constant, Conscious, 
  Inherent, Requires Combat Skill (Unarmed Combat or 
  Martial Arts—Biotech Weapons). 
  Anomaly Scanner 
  This sensory organ scans another (within the same hex) for 
  genetic anomalies (Physical Lims, Vulnerabilities etc) and 
  informs the user. Mostly used as a ‘mate’ scanner to 
  determine if a potential partner has any problems. 
  For a literary example see species 2 when Sil scans the 
  various men for their suitability. 
  Difficulty to detect the anomalies is 10 minus the square root 
  of the AP or SP value of the defect. Eg the difficulty to detect 
  a 10AP Physical Lim is 10 - 3(the square root of 10) = 
  Difficulty 7. 
  If it is a visible problem you don't need this implant—just 
  your eyes! 
  Note that this does not tell you what the problems are, only 
  that there is on (or more). If you do want to specific add 2 to 
  the Difficulty. 
  This is most often used on a whole body scan so for 
  Difficulty calculation, use the total AP/SP gained from such 
  limitations. 
  DETECT. Non-ranged, Self, Invisible, Constant, Conscious, 
  Inherent. 
  Horns 
  These skull mounted horns may be ram, bovine, ‘devil’ type 
  etc. They add to your affective STR for head-butts (CORPS 
  2nd Edition page 55). 
  ADD (STR). Non-ranged, Self, Visible, Constant, 
  Automatic, Inherent, Requires Combat Skill (Unarmed 
  Combat or Martial Arts—Biotech Weapons), Single Effect 
  (Head attacks only). 
   
  Page 16 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Disease Guard 
  25 
  23 
  50kcr/23kcr 
  POW 5 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Acid Producers 
  4 
  88 
  8kcr/88kcr 
  Lethal DV 2 
  ITEM 
  AP SP COST 
  EFFECT 
  Wings 2 
  4 
  39 8kcr/39kcr 
  POW 2.  
  Effective STR 8 
  Wings 4 
  16 
  39 32kcr/39kcr 
  POW 4.  
  Effective STR 16 
  Wings 6 
  36 
  39 72kcr/39kcr 
  POW 6.  
  Effective STR 24 
  Wings 8 
  64 
  39 128kcr/39kcr POW 8.  
  Effective STR 32 
  Wings 10 
  100 39 200kcr/39kcr POW 10.  
  Effective STR 40 
  ITEM 
  AP SP COST 
  EFFECT 
  Muscle Enhancer 1 
  1 
  18 2kcr/18kcr 
  +1 STR 
  Muscle Enhancer 2 
  4 
  18 8kcr/18kcr 
  +2 STR 
  Muscle Enhancer 3 
  9 
  18 18kcr/18kcr 
  +3 STR 
  Muscle Enhancer 4 
  16 18 32kcr/18kcr 
  +4 STR 
  Muscle Enhancer 5 
  25 18 50kcr/18kcr 
  +5 STR 
  ITEM 
  AP SP COST 
  EFFECT 
  Spurs/Claws 
  4 
  18 8kcr/18kcr STR+2 Lethal Damage 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  Anomaly Scanner 2 
  4 
  24 8kcr/24kcr 
  AWR 2 
  Anomaly Scanner 4 
  16 
  24 32kcr/24kcr 
  AWR 4 
  Anomaly Scanner 6 
  36 
  24 72kcr/24kcr 
  AWR 6 
  Anomaly Scanner 8 
  64 
  24 128kcr/24kcr 
  AWR 8 
  Anomaly Scanner 10 
  100 24 200kcr/24kcr 
  AWR 10 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  Horns 1 
  9 
  10 
  18kcr/10kcr 
  +3 STR 
  Horns 2 
  36 
  10 
  72kcr/10kcr 
  +6 STR 
  Horns 3 
  81 
  10 
  162kcr/10kcr 
  +9 STR 
  
  CORPS Cybernetics Rules 
  Nematocyst 
  This shot glass sized implant incorporates a 1m long strand 
  of coiled muscle tissue tipped with a razor sharp bone sliver. 
  This explosively uncoils through a slit in your skin and 
  strikes your target. Often used with a dedicated Martial Arts. 
  BLAST. Non-ranged, Self, Visible, Constant, Conscious, 
  Inherent, Requires Combat Skill (Unarmed Combat or 
  Martial Arts—Biotech Weapons). 
   
  Needle-skin Quills 
  Modifies selected hair follicles on one location to produce 
  sharp needle-like spines for combat or fashion. These can be 
  pulled out and used as a weapon. They are 2-7cm long and 
  re-grow like hair when used. 
  BLAST. Non-ranged, Others, Visible, Constant, Conscious, 
  Inherent, requires Combat Skill (Melee Weapons—Biotech 
  Weapons). 
   
  Anti-freeze Bio-construct 
  This is a chest gland which maintains the body with a supply 
  of meta-glycogen to regulate body temperature when in a 
  cold environment. 
  THERMOKINESIS. Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (heat only). 
   
  Ileocecal Siphon 
  This is coiled around the large intestine and reduces the 
  amount of water in the user’s bodily waste, recycling it to 
  keep you alive longer. 
  ADD(HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  avoiding dehydration. CORPS 2nd Edition page 94). 
   
  Nictating Membrane 
  A second transparent ‘eyelid’ which allows you to see 
  clearly underwater and provide some protection against 
  certain liquids and gases. 
  PROTECT. Non-ranged, Self, Visible, Constant, Automatic, 
  Inherent, Special Effect (No AWR penalties underwater), 
  Single Effect (Eyes only). 
   
  Methuselah Strand 
  A viral strand that keeps the user young and it repairs/
  prevents cell damage due to radiation. 
  PROTECT. Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent 
  Foci (Permanent Immortality 100AP). 
   
  Neo Appendix 
  A specially activated version of your natural one (which was 
  deactivated by evolution) enabling your body to digest 
  cellulose. By allowing to eat more plant based materials it 
  means you survive longer before starving to death. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  purposes of avoiding starvation. CORPS 2nd Edition page 
  93). 
   
  Neo Lungs 
  The evolved lung is not a very efficient system—it only 
  utilises 17% of the oxygen inhaled at any one time. These 
  lungs improve the flow patterns of inhaled air, making them 
  more circular and thus increasing the amount of oxygen your 
  body can take in. The increased oxygen flow means you can 
  hold your breath longer. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (adds to HLT for the 
  Pressure rules CORPS page 82). 
  Page 17 
  ITEM 
  AP SP COST 
  EFFECT 
  Nematocyst 2 
  4 
  19 8kcr/19kcr 
  Lethal DV 2 
  Nematocyst 4 
  16 
  19 32kcr/19kcr 
  Lethal DV 4 
  Nematocyst 6 
  36 
  19 72kcr/19kcr 
  Lethal DV 6 
  Nematocyst 8 
  64 
  19 128kcr/19kcr 
  Lethal DV 8 
  Nematocyst 10 
  100 19 200kcr/19kcr 
  Lethal DV 10 
  ITEM 
  AP SP COST 
  EFFECT 
  Needle-skin Quills 
  1 
  24 2kcr/24kcr Lethal DV STR +1 
  ITEM 
  AP SP COST 
  EFFECT 
  Anti-freeze  
  Bio-construct 
  4 
  18 8kcr/18kcr +10°C. POW 2 
  ITEM 
  AP SP COST 
  EFFECT 
  Ileocecal Siphon 1 
  1 
  17 2kcr/17kcr 
  +1 HLT 
  Ileocecal Siphon 2 
  4 
  17 8kcr/17kcr 
  +2 HLT 
  Ileocecal Siphon 3 
  9 
  17 18kcr/17kcr +3 HLT 
  Ileocecal Siphon 4 
  16 
  17 32kcr/17kcr +4 HLT 
  Ileocecal Siphon 5 
  25 
  17 50kcr/17kcr +5 HLT 
  ITEM 
  AP SP COST 
  EFFECT 
  Nictating Membrane 
  9 
  18 18kcr/18kcr POW 3 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  Methuselah Strand 
  116 21 232kcr/21kcr 
  POW 4 
  ITEM 
  AP SP COST 
  EFFECT 
  Neo Appendix 1 
  1 
  17 2kcr/17kcr 
  +1 HLT 
  Neo Appendix 2 
  4 
  17 8kcr/17kcr 
  +2 HLT 
  Neo Appendix 3 
  9 
  17 18kcr/17kcr 
  +3 HLT 
  Neo Appendix 4 
  16 
  17 32kcr/17kcr 
  +4 HLT 
  Neo Appendix 5 
  25 
  17 50kcr/17kcr 
  +5 HLT 
  ITEM 
  AP SP COST 
  EFFECT 
  Neo Lungs 1 
  1 
  17 2kcr/17kcr 
  +1 HLT 
  Neo Lungs 2 
  4 
  17 8kcr/17kcr 
  +2 HLT 
  Neo Lungs 3 
  9 
  17 18kcr/17kcr +3 HLT 
  Neo Lungs 4 
  16 17 32kcr/17kcr +4 HLT 
  Neo Lungs 5 
  25 17 50kcr/17kcr +5 HLT 
  
  CORPS Cybernetics Rules 
   
  Poison Glands 
  Genetically engineered glands grafted into the body to 
  produce poison. Normally this means your whole skin is 
  poisonous, you even sweat poison. If you want it limited to 
  certain areas on the body reduce the SP and Cost by the area 
  (see overall note 3, page 112 of the CORPS rulebook). The 
  basic power structure is given below: 
  PROTECT (vs. poison produced by this gland), Non-ranged, 
  Self, Invisible, Constant, Automatic, Inherent. 
  VARIES (see below), Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Requires a POW vs. HLT task to be 
  successful. Time Multiple#1-#4 (damage taken over 1 
  minute). 
   
  The Actual Power used depends on the type of poison the 
  gland produces: 
  I’m sure other examples spring to mind after reading the 
  examples above. Enjoy!. 
   
  Bio-pouches 
  Using Liposuction and cosmetic surgery techniques you can 
  hide items in a pouch within your own flesh, with only a scar 
  or wrinkle to show the pouch entry. Due to space 
  restrictions, these can only be placed in the Abdomen, A 
  Breast (for females) or a Buttock. 
  The maximum size of gear you can conceal is equal of the 
  POW of the implant. This can of course be used for weapons 
  if you wish. 
  SUBTRACT (AWR). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only affects AWR for 
  the Hiding Things rules CORPS page 89—and only the 
  POW Aptitude reduces the AWR of the searcher). Special 
  Effect (Storage space within the body). 
   
   
  Enhanced Mitochondria 
  These are enhanced versions of the structures in your cells 
  that convert food to energy, thus giving you more energy to 
  burn—enhancing your stamina. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  exertion purposes. CORPS page 83). 
   
  Optimised Bronchia 
  This rebuilds the oxygen exchangers in your lungs to dump 
  more oxygen into your blood more efficiently!. It adds to 
  your HLT for exertion purposes. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  exertion purposes. CORPS page 83). 
   
  Dog Breath 
  Small gland linked to nervous system and grafted into the 
  back of your throat. It allows you to exhale a cloud of 
  knockout gas onto someone in the same hex. 
  BLAST. Non-ranged, Self, Invisible, Conscious, Drain, 
  Inherent, Single Effect (Non-lethal damage), Special Effect 
  (Causes no impairment only a kncockout roll at listed 
  damage value). 
   
  See overleaf for the chart for this item. 
  Page 18 
  POISON TYPE 
  SP/COST  
  NOTES 
  Non-Lethal Toxin  -25SP/-25kcr 
  BLAST Power, Single 
  Effect (Non-Lethal Dam-
  age) 
  Lethal Toxin  
  0/0kcr 
  BLAST Power  
  Hallucinogen 
  -25SP/-25kcr 
  DOMINATE Power, Sin-
  gle Effect (Mental Illu-
  sions for target) 
  Paralysis Toxin 
  0/0kcr 
  SUBTRACT (AGL) 
  Anti-Psi Toxin 
  0.0kcr 
  BLOCK. 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  Poison 
  Glands 2 
  13 
  121 
  26kcr/121kcr 
  Protect@POW 3, 
  Poison at 2 POW  
  Poison 
  Glands 4 
  25 
  121 
  50kcr/121kcr 
  Protect@POW 3, 
  Poison at 4 POW  
  Poison 
  Glands 6 
  45 
  121 
  90kcr/121kcr 
  Protect@POW 3, 
  Poison at 6 POW  
  Poison 
  Glands 8 
  73 
  121 
  146kcr/121kcr Protect@POW 3, 
  Poison at 8 POW  
  Poison 
  Glands 10 
  109 121 
  218kcr/121kcr Protect@POW 3, 
  Poison at 10 POW  
  ITEM 
  AP SP COST 
  EFFECT 
  Bio-pouch 1 1 
  21 2kcr/21kcr 
  Size 1.  
  Searchers AWR –0 
  Bio-pouch 2 4 
  21 8kcr/21kcr 
  Size 2.  
  Searchers AWR –1 
  Bio-pouch 3 9 
  21 18kcr/21kcr Size 3.  
  Searchers AWR –1 
  Bio-pouch 4 16 
  21 32kcr/21kcr Size 4.  
  Searchers AWR –1 
  Bio-pouch 5 25 
  21 50kcr/21kcr Size 5.  
  Searchers AWR –1 
  Bio-pouch 6 36 
  21 72kcr/21kcr Size 6.  
  Searchers AWR –2 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  Enhanced Mitochondria 1 1 
  17 2kcr/17kcr 
  +1 HLT 
  Enhanced Mitochondria 2 4 
  17 8kcr/17kcr 
  +2 HLT 
  Enhanced Mitochondria 3 9 
  17 18 kcr/17kcr +3 HLT 
  Enhanced Mitochondria 4 16 
  17 32kcr/17kcr 
  +4 HLT 
  Enhanced Mitochondria 5 25 
  17 50kcr/17kcr 
  +5 HLT 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  Optimised Bronchia 1 
  1 
  17 2kcr/17kcr 
  +1 HLT 
  Optimised Bronchia 2 
  4 
  17 8kcr/17kcr 
  +2 HLT 
  Optimised Bronchia 3 
  9 
  17 18 kcr/17kcr +3 HLT 
  Optimised Bronchia 4 
  16 
  17 32kcr/17kcr 
  +4 HLT 
  Optimised Bronchia 5 
  25 
  17 50kcr/17kcr 
  +5 HLT 
  
  CORPS Cybernetics Rules 
   
  Tailored Pheromones 
  Altered versions of natural pheromone glands to produce a 
  variety of reactions depending on what you buy. 
  DOMINATE. Non-ranged, Self, Invisible, Constant, 
  Conscious, Inherent, Single Effect (Only causes one mental/
  emotional state: Passion, Love, Lust, Gullibility, Confusion, 
  Anger, Fear, etc). Time Multiple#1-#6 (each use lasts for 20 
  minutes if successful). 
   
  Glycogen Banks 
  Modified liver tissue near the major muscle groups that act 
  as glycogen sponges—providing lots more energy to your 
  muscles. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  exertion purposes. CORPS page 83). 
   
  Cerebral Enhancement 
  Enhances the pineal gland to produce more NSC (Natal 
  Stimulation Compound) which enhances brain growth and 
  boosts your overall intelligence. 
  ADD (AWR). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (does not enhance 
  perception related abilities). 
  Arterial Pumps 
  Reinforces the muscle tissue of the arteries to increase their 
  pumping action and accelerate blood flow through the body 
  to give you the aerobic performance of an Olympic athlete. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  exertion purposes. CORPS page 83). 
   
  Metaheme Hemological Replacement 
  Replaces the haemoglobin molecules in the blood with the 
  Metaheme molecule. This has a greater oxygen attraction 
  than the haemoglobin so it boosts your athletic ability/
  performance. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  exertion purposes. CORPS page 83). 
   
  Toxin Screen 
  Sensory tendrils in the stomach detect ingested poisons and 
  remove them by reflex vomiting. A bit messy but better than 
  being dead! 
  PROTECT. Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent. 
   
  Secondary Gut 
  A secondary stomach chamber that empties into the small 
  intestine in response to hunger. Adds to your survival time 
  for starvation. 
  ADD (HLT). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Single Effect (only adds to HLT for 
  Page 19 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Dog Breath 1 4 
  21 
  8kcr/21kcr 
  DV 1/2 max. POW 2 
  Dog Breath 2 36 
  21 
  72kcr/21kcr 
  DV 2/6 max. POW 6 
  Dog Breath 3 100 21 
  200kcr/21kcr DV 3/10 max. POW 
  10 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Tailored Pheromones 2 4 
  133 8kcr/133kcr 
  POW 2 
  Tailored Pheromones 4 16 
  133 32kcr/133kcr 
  POW 4 
  Tailored Pheromones 6 36 
  133 72kcr/133kcr 
  POW 6 
  Tailored Pheromones 8 64 
  133 128kcr/133kcr POW 8 
  Tailored Pheromones 
  10 
  100 133 200kcr/133kcr POW 10 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  Glycogen Banks 1 
  1 
  17 
  2kcr/17kcr 
  +1 HLT 
  Glycogen Banks 2 
  4 
  17 
  8kcr/17kcr 
  +2 HLT 
  Glycogen Banks 3 
  9 
  17 
  18 kcr/17kcr 
  +3 HLT 
  Glycogen Banks 4 
  16 
  17 
  32kcr/17kcr 
  +4 HLT 
  Glycogen Banks 5 
  25 
  17 
  50kcr/17kcr 
  +5 HLT 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  Cerebral Enhancement 1 1 
  16 
  2kcr/16kcr 
  +1 AWR 
  Cerebral Enhancement 2 4 
  16 
  8kcr/16kcr 
  +2 AWR 
  Cerebral Enhancement 3 9 
  16 
  18kcr/16kcr 
  +3 AWR 
  Cerebral Enhancement 4 16 
  16 
  32kcr/16kcr 
  +4 AWR 
  Cerebral Enhancement 5 25 
  16 
  50kcr/16kcr 
  +5 AWR 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  Arterial Pumps 1 
  1 
  17 
  2kcr/17kcr 
  +1 HLT 
  Arterial Pumps 2 
  4 
  17 
  8kcr/17kcr 
  +2 HLT 
  Arterial Pumps 3 
  9 
  17 
  18 kcr/17kcr 
  +3 HLT 
  Arterial Pumps 4 
  16 
  17 
  32kcr/17kcr 
  +4 HLT 
  Arterial Pumps 5 
  25 
  17 
  50kcr/17kcr 
  +5 HLT 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Metaheme 
  Hemological  
  Replacement 1 
  1 
  17 
  2kcr/17kcr 
  +1 HLT 
  Metaheme 
  Hemological  
  Replacement 2 
  4 
  17 
  8kcr/17kcr 
  +2 HLT 
  Metaheme 
  Hemological  
  Replacement 3 
  9 
  17 
  18 kcr/17kcr 
  +3 HLT 
  Metaheme 
  Hemological  
  Replacement 4 
  16 
  17 
  32kcr/17kcr 
  +4 HLT 
  Metaheme 
  Hemological  
  Replacement 5 
  25 
  17 
  50kcr/17kcr 
  +5 HLT 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Toxin Screen 
  25 
  23 
  50kcr/23kcr 
  POW 5 
  
  CORPS Cybernetics Rules 
  purposes of avoiding starvation. CORPS 2nd Edition page 
  93). 
   
  Endoskeleton Rebuild 
  Reconstructs and relocates the skeletal anchor points of your 
  muscles further away from the joints for enhanced leverage 
  and strength performance. 
  ADD (STR). Non-ranged, Self, Visible, Constant, 
  Automatic, Inherent, Special Effect( Improves STR but body 
  weight is not affected). 
   
  Sunscreen 
  Protects you from sunburn/skin cancer by causing your skin 
  cells to manufacture an enhanced form of melanin that 
  visibly darkens your skin (like photo-chromatic lenses) when 
  needed and reverting to normal when not needed. 
  PROTECT (vs. sunburn/UV cancers). Non-ranged, Self, 
  Visible, Constant, Automatic, Inherent. 
   
  Secondary Gills 
  This is an osmotic membrane in flow channels located in 
  slits between the ribs to maximise gas exchange with water 
  passing through the mouth. By slightly reducing excess lung 
  capacity and installing a secondary tracheal valve you are 
  able to breathe underwater for an indefinite period. 
  PROTECT (vs. drowning). Non-ranged, Self, Visible, 
  Constant, Automatic, Inherent. 
   
  Aquatic Webbing 
  Custom designed bones and skin lines are used to elongate 
  your digits and create a frog-like membrane between them. 
  This increases your swimming speed as, in addition it makes 
  slight changes to your body shape to enhance your speed 
  (slightly raised section along spine for rudimentary fins and 
  alteration of body cross-section for better water 
  displacement). 
  Only Webbing 6+ alters the body shape and Webbing 8+ 
  includes biotech ‘aqua jets’. 
  TELEKINESIS. Non-ranged, Self, Visible, Constant, 
  Conscious, Inherent, Single Effect (water only), Requires 
  Swimming skill, Power Multiple#1-#2. 
   
  Super-spine 
  This rebuilds the spine and ribcage with a tougher and more 
  flexible version that enhances agility to a tremendous degree. 
  ADD(AGL). Non-ranged, Self, Invisible, Constant, 
  Automatic, Inherent, Foci (provides Physical Ad: 
  Contortionist). 
   
   
   
  Page 20 
  ITEM 
  AP SP COST 
  EFFECT 
  Secondary Gut 1 
  1 
  17 2kcr/17kcr 
  +1 HLT 
  Secondary Gut 2 
  4 
  17 8kcr/17kcr 
  +2 HLT 
  Secondary Gut 3 
  9 
  17 18kcr/17kcr 
  +3 HLT 
  Secondary Gut 4 
  16 
  17 32kcr/17kcr 
  +4 HLT 
  Secondary Gut 5 
  25 
  17 50kcr/17kcr 
  +5 HLT 
  ITEM 
  AP 
  SP COST 
  EFFECT 
  Endoskeleton rebuild 1 
  1 
  23 2kcr/23kcr 
  +1 STR 
  Endoskeleton rebuild 2 
  4 
  23 8kcr/23kcr 
  +2 STR 
  Endoskeleton rebuild 3 
  9 
  23 18kcr/23kcr 
  +3 STR 
  Endoskeleton rebuild 4 
  16 
  23 32kcr/23kcr 
  +4 STR 
  Endoskeleton rebuild 5 
  25 
  23 50kcr/23kcr 
  +5 STR 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Sunscreen 
  9 
  18 
  18kcr/18kcr 
  POW 3 
  ITEM 
  AP 
  SP 
  COST 
  EFFECT 
  Secondary Gills 
  9 
  18 
  18kcr/18kcr POW 3 
  ITEM 
  AP SP 
  COST 
  EFFECT 
  Aquatic webbing 2 
  4 
  39 
  8kcr/39kcr 
  POW 2. Effec-
  tive STR 8 
  Aquatic webbing 4 
  16 
  39 
  32kcr/39kcr 
  POW 4. Effec-
  tive STR 16 
  Aquatic webbing 6 
  36 
  39 
  72kcr/39kcr 
  POW 6. Effec-
  tive STR 24 
  Aquatic webbing 8 
  64 
  39 
  128kcr/39kcr 
  POW 8. Effec-
  tive STR 32 
  Aquatic webbing 10 100 39 
  200kcr/39kcr 
  POW 10. 
  Effective STR 
  40 
  ITEM 
  AP SP COST 
  EFFECT 
  Super-spine 1 
  6 
  21 12kcr/21kcr +1 AGL 
  Super-spine 2 
  9 
  21 18kcr/21kcr +2 AGL 
  Super-spine 3 
  14 
  21 28kcr/21kcr +3 AGL 
  Super-spine 4 
  21 
  21 42kcr/21kcr +4 AGL 
  Super-spine 5 
  30 
  21 60kcr/21kcr +5 AGL 
  
SOURCE: textdata/thevault/Corps/CORPS 2e Unofficial Cybernetic Rules.pdf