Cosm Name Axiom Price Notes 🕮
Tharkold
Alph Weapon Dock M12, T25
1 000 (15)
Reload an Alph weapon for 1 Shock 🕮

Alph energy weapons run on energy clips which are often in short supply in the Blasted Land. The weapon dock allows the cyborg to power Alph weapons with his own bioenergy. Reloading the ammo for any connected Alph weapon costs an action and deals 1 Shock to the character.

Chod Rabbitjack MK II M12, T25
2 000 (17)
+2 Move, Vulnerable to jump move x2 🕮

Hydraulic shocks built into the user’s legs add spring, and even an explosive burst of power to leaps. The character’s Move increases +2, and he may jump double speed in place of a regular move at the cost of becoming Vulnerable .

Chod Stitcher Unit M12, T25
8 000 (19)
Gain +1 Wound, Wound deal +2 Shock 🕮

This ghoulish device is built into the subject’s back. When the cyborg suffers damage, long arms extend and begin painfully stapling cuts closed. The result grants the cyborg an extra Wound overall, but each time he suffers a Wound he takes an extra 2 Shock as the Stitcher goes to work.

Digan CyberArm M12, T25
8 000 (19)
+2 Strength with that arm 🕮

Digan constructions are bulky but powerful, and this modular replacement arm is no exception. It increases Strength tests and damage by +2 , and has +3 Armor on that limb only. The arm’s Armor protects the character’s torso if he takes an Active Defense. The Strength increase applies only to tests and attacks made with that limb.

Digan Darksight Eyes MK III M12, T25
3 000 (18)
Ignore 6 points of Darkness penalties 🕮
Digan Hardjack Dock M12, T25
2 000 (17)
Allows use of Digan vehicles 🕮
Thav Integrated Weapon Mount M12, T25
500 (13)
Plus the cost of the weapon (any Thav) 🕮

One of the character’s limbs is rebuilt with any Thav manufactured weapon or firearm built in. The mechanism is obvious, but modular so the weapon may be changed as desired. Any attached weapons are purchased separately.

Thav Radiation Filter MK II M12, T25
2 000 (17)
Wound from radiation heal normally 🕮
Vav Sensation Suppressor M12, T25
6 000 (19)
Ignore 1 Shock from all sources 🕮

The subject’s pleasure and pain receptors are shunted or rerouted. The result is a constant unpleasant numbness. Reduce the Shock a character suffers from any source by one, whether from damage, failure to activate powers or spells, or other sources. Subjects with this implant tend to become addicted to extreme sensations that can overwhelm the suppressor.

Vav Toxin Suppressor M12, T25
3 000 (18)
Test to eliminate poison after 3 rounds 🕮

Filters throughout the subject’s blood vessels work to screen any identified poisons. The cyborg tests Strength to recover from the effects of poison every three rounds, rather than once a minute.

Zan Endoskeleton MK III M12, T25
10 000 (20)
+4 Armor, Full Body, concealed under skin 🕮

A popular modification among thralls who prioritize efficiency over their humanity. Armor is grafted atop all the bones in the cyborg’s body, especially around the skull and ribcage. The cyborg’s skin appears normal, but any damage reveals the individual is as much robot as flesh now. The conversion adds +4 Armor and counts as Full Body protection.

Zan Slashers M12, T25
500 (13)
Deal Strength +2 damage 🕮

Slashers are long blades housed in the forearms or fingers which extend when needed. The blades are sturdy and sharp, causing Strength +2 damage. Slashers use melee weapons for attacks.

Zan Spinose Plating M12, T25
8 000 (19)
+2 Armor, +1 damage to unarmed combat 🕮

An ugly dermal graft that adds protective plates to various parts of the cyborg’s body. Retractable spikes protrude from every plate, dealing Strength +1 damage. If grappled, the character may extend the spikes as a simple action and automatically break free. The plates offer Armor +2, but there are gaps. As usual, worn armor doesn’t stack; take the best value only.