SWURPG
Cover image for Cybernetics That Fight Back

Cybernetics That Fight Back

· 5 min read

Nine new SWURPG bio-implants, including four weaponised limbs that put a real weapon on your character sheet — plus a builder for your own homebrew cybernetics.

Every implant used to be polite

The bio-implant catalog was thirty-four entries of quiet, sensible augmentation. Replacement eyes. A better heart. Subdermal plating. Useful, all of it, and not one of them did anything in a fight except raise a number by one.

Nine new ones are live in the bio-implant catalog, and four of them are weapons.

The limbs

A weaponised limb puts a real weapon on your character sheet — attack bonus, damage, range, the lot. Install one and it shows up in your Weapons table alongside your blaster, marked integrated, auto-proficient because a limb is part of you.

  • Retractable Hand Blade — a monomolecular blade folded along the ulna, driven out between the knuckles by a spring charge. It extends in the time it takes to make a fist. 1d6 Slashing.
  • NeuroShock Hand — a cyberhand wired to dump its cell through whatever it's holding, tuned to nerve tissue rather than muscle. Less a burn than a sudden, total refusal of the body to obey. 1d4 Energy with a stun setting.
  • Cyberwhip Hand — the hand splits at the wrist into a segmented alloy lash on a forearm spool. Takes real practice; an untrained user is as likely to wrap it round their own arm. 1d6 Kinetic at 10 ft reach.
  • Dart-Gun Cyberfinger — a single-shot barrel in the index finger, loaded through the nail bed. 1d4 Piercing at 20 ft.

None of them out-damages a proper weapon, and that is the entire design. A vibroblade cuts deeper than a blade arm. The Wrist Blaster Mk II hits harder than all four. What a blade arm does is survive a search, a disarm, and a pair of binders — you are still armed after everyone in the room has agreed that you are not. A dart gun that does 1d4 is not a threat; a finger that can be pointed at someone across a table without anybody reaching for a blaster is worth considerably more than its damage die.

The other five

The quieter half fills gaps the catalog never covered — there was nothing for smell, nothing for tools, nothing for slicing, nothing for articulation:

ImplantWhat it does
Olfactory Enhancement Array+1 Perception. A chemoreceptor pack behind the sinus. Trackers swear by them and everyone complains about the first week.
Auditory Baffle ArrayDamage Resistance 2 vs sonic. Micro-dampers that clamp faster than a reflex. Nothing against a blaster bolt, everything against the shriek after a breaching charge.
Integrated Digit Toolkit+1 Mechanics. Probe, wirecutter and lockpick folded into the knuckles. The appeal was never the tools — it's that a search finds a hand.
Forearm Cybernetic Computer+1 Use Computer. A processing core spliced into the nerve trunk. The machine answers at the speed of thought, and a datapad gets confiscated at checkpoints.
Extra-Twist Joint Augmentation+1 Acrobatics. Rotational joints a natural arm doesn't have. Useful in a crawlspace, unsettling across a dinner table.

Build your own

This is the part worth knowing about even if none of the nine suits you. The Bio-Implants tab in the Character Builder has had a homebrew form for a while, and it just got considerably more capable.

You give it a name, a category, a recommended level and a price. Then you choose how it works:

  • Write the effect in plain language — +2 to Perception checks, Advantage on Stealth checks, +1 to Strength, Damage Resistance 2 vs sonic damage. The builder reads these and applies them to your sheet automatically. The form lists the shapes it understands, so you're not guessing.
  • Or use the numeric fields — AC, max HP, HP per level, Initiative, speed, melee and ranged attack. Straight into the maths, no phrasing required.
  • Or mount a weapon. Pick any of the 247 weapons in the catalog and your implant carries it, exactly like the four above — on your sheet, auto-proficient, impossible to disarm. A hold-out blaster in a prosthetic calf is three clicks away.

Any combination of the three works, and you need only one of them. Mutually-exclusive pairs, recommended-level warnings and the ±2 ability cap all apply to homebrew the same way they apply to the catalog, so a custom implant can't quietly outrun the rules.

The tab also has filters now — search by name or description, narrow by category, or show only what you can take at your level, only what you have installed, or only the ones that mount a weapon.

Go build something with a knife in it

The catalog is at Equipment → Bio-Implants, and the install toggles live in the Bio-Implants tab of the Character Builder. Your GM still decides what your character can actually get hold of — a blade arm is not something you pick up at a trading post.

Never miss a post

Get new species, adventures, and Star Wars tie-ins by email when they go live. A couple of emails a month, unsubscribe in one click.

We'll email a confirmation link before adding you. Unsubscribe in one click, anytime.