MUSTER OUT COMBAT IMPLANTS
You start out with the lowest Tech. You can trade what you have for the next highest Tech level for as many times you rolled ‘Augmentation’ on the Muster Out table.
Subdermal Armour: Adds a mesh of ballistic fibers to the skin and reinforces the bones, giving the character extra armour. Subdermal armour with other protection.
TL 10 Armour 1
TL 11 Armour 3
Physical Characteristic Augmentation: A character’s Endurance, Strength or Dexterity can be increased in various ways, from replacing motor neurons with faster synthetic cells, to reinforcing bones and replacing organs with tougher vat-grown clones. Augmentations must be purchased and raised for each characteristic separately.
TL 11 Characteristic +1
TL 12 Characteristic +2
TL 15 Characteristic +3
Skill Augmentation: The character’s nervous system is rewired to be more suited to a particular task. A pilot might have his reflexes and sense of balance improved; a broker might be made capable of controlling his pupil responses and smelling the pheromones and skin salinity of the other party. A skill augmentation gives the character a +1 to the dice roll when using that skill. A character can only have one skill augmentation and must first possess that skill to benefit from the augmentation.