01.00 Basic Equipment

01.00 Basic Equipment

Standard Equipment


Artificial nerve fiber used to connect items of cyberware within the body. SimNerve is run from the brain through the spinal column and out its base to the various pieces of equipment. SimNerve is essential to the smooth operation of any cyberware except Grade II and III syntheflesh.

To control the hardware directly from the brain, you need to have SimNerve installed. SimNerve allows direct communication between the brain and cyberware via artificial nerve fibers which connect the two.

» Enhanced SimNerve

The use of Enhanced SimNerve (ESN) increases the level of strain caused by cyberware, since it forces the body to provide energy to the cyberware from the user’s own central nervous system.

» SkillNerve Add-On

This add-on to SimNerve enables the use of Skill Chips. SimNerve connects the central nervous system to the cyberware, but is shielded in between. SkillNerve is an addition to SimNerve which interacts with the, muscle groups themselves. This allows commands sent from a Skill Chips to interact with the chip user’s muscles. This is also why the chip’s impulses override the user’s natural ability in a skill.


Artificial skin used to hide cyberware. It comes in various grades

  • Grade I Syntheflesh (Strain 3) is almost indistinguishable from flesh, even to the extent of being laced with SimNerve to allow for reactions to stimuli
  • Grade II (Strain 2) is visually adequate, but unable to transmit sensations to the brain.
  • Grade III (Strain 1) is crude and unconvincing, but the least expensive of the three.

Syntheflesh comes in various hues and textures to accommodate many different species. Note that when any syntheflesh is damaged (the character takes a wound on the area), it needs to be replaced – though the effects are merely cosmetic.

» Fooler Syntheflesh Enhancement

The Fooler is a synthflesh enhancement that specially coats the layer to mask the presence of cyberware in your body. This enhancement to synthflesh is generally frowned upon by authorities. Only possible on Grade 1 or 2.

Neural Jack

This is a device resembling a socket, used for interface with computers. A cable connects the user’s jack with the machine, allowing for easy access. Neural jacks are most commonly installed in the temple or on the neck, lessening the amount of SimNerve needed to connect them to the brain. With extra cost (+50%), a wireless option can be added.

» Skill Chip Reader Add-On

A neural chip reader add-on to a Neural Jack is necessary to use any Skill Chips.

Weapon Jack

Similar to a neural jack, a weapon jack is specifically designed to interface with weapons fitted with the corresponding neural-interface adapter. Usually the weapon’s user plugs the weapon interface plug into the jack. A weapon jack enables the weapon’s systems to report directly to the user’s current cyber-enhancements. Signals from the gun are also relayed directly to the user’s brain, increasing response time. A neural jack can be used for interface-capable weapons, but the weapon jack provides a leaner link to the weapon since it doesn’t need to provide for the overhead of connection conversion calculations.


BodyVision is a subcutaneous system which can enhance the body’s natural pigmentation or be used to give it a unique coloring of its own. While it is extremely fashionable amongst the club scene where club-goers constantly try to outdo one another with temporary body art, BodyVision is also used by Fleet to provide their special operatives with additional camouflage.

Cybernetic Organs

The most common organs replaced are heart, lungs, stomach and liver. Standard Organ Replacement cures whatever congenital disease the being might have had or heals the wound in relation to that organ but otherwise it is not an enhancement.

» Broken Heart

Testron has developed a multi-unit replacement circulatory system. They noted that a single centrally-located heart is much more susceptible to attack and damage and came up with this as a solution. Each of the major portions of the heart has been divided into a separate cybernetic pump that can be dispersed throughout the body. In game mechanics, each heart-unit adds +1 to the person’s Vigor roll when Incapacitated.

Personal Jammer

The NW Personal Jammer system blocks electronic, intrusion/eavesdropping systems by producing a white noise which interferes with emitted signals. System installation includes shielding for other personal cyberware on a piece-by-piece basis.

Finger Stinger

The finger stinger is a needle usually mounted in a finger. The needle may contain a drug of the user’s choice. This item requires SimNerve.

Adjustable Comlink

The Personal Comlink is implanted near the vocal and auditory organs of the user. Activation is via subvocalized command. Sounds received by the comlink are only audible to the user. For users with EyeHUD, a screen display capability is available so that verbal communications can be displayed. The additional cost for screen display hook-up to EyeHUD is 500 credits.

Motion Scanner

The motion scanner allows the user to detect motion up to 10 yards. It combines vibration and tactile input to sense motion. Used by miners and architects as well as law enforcement agents who have to chase suspects, it is often implanted in the hands or feet to aid detection of vibrations on walls or floors. Motion scanner is also available as a cyberhand module.

Element Scanner

The element scanner allows the user to identify the composition of items made of common substances. The scanner is usually implanted in a hand. It is also available as a cyberhand enhancement option.