Bio-Implants
34 cybernetics, prosthetics, and biomods for non-droid characters. Sensory — replacement eyes, ears, voices, comms. Neural — reflex boosters, memory chips, jacks, dampeners. Physical — prosthetic limbs, subdermal armor, replacement organs, adrenal regulators. Use them to gain mechanical bonuses, or thematically to replace a lost limb or failed organ — GM discretion on installation.
The Rec. Lv column is an advisory minimum — the price and rarity say "you usually find these at this point in your career," not a hard gate. GMs may install higher-tier bio-implants on lower-level characters when the story calls for it. Heavy cybernetics are canonically held to diminish a character's Force connection (Vader, Grievous, Maul) — narrative consequence, no mechanical penalty in SWURPG.
A few bio-implants are mutually exclusive: Subdermal Armor (Heavy) supersedes (Light); Neural Accelerator supersedes Reaction Time Booster; Hydraulic and Servo-Powered leg augments use opposite paradigms — pick one. The Character Builder enforces these automatically. GMs may also treat all "eye module" entries as competing for a single cybernetic-eye socket; the catalog doesn't enforce that one.
Sensory · 10
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Auditory Implant (Basic) | Any non-droid | 1,200 cr | Lv 1+ | Restores lost hearing. +1 to Perception checks involving sound. |
| Cybernetic Eye (Basic) | Any non-droid | 1,500 cr | Lv 1+ | Replaces a lost or damaged eye. +1 to Perception checks involving sight. |
| Vocal Cord Replacement | Any non-droid | 1,800 cr | Lv 2+ | Restores lost voice. The user may imitate other voices with a successful Deception check (DC 15). |
| Low-Light Optics | Any non-droid | 2,500 cr | Lv 3+ | See in dim light as if it were normal illumination. Advantage on Perception checks in low-light conditions. |
| Sonic Amplifier | Any non-droid | 2,000 cr | Lv 3+ | Hearing range extended. Advantage on Perception checks involving sound. |
| Internal Comm Implant | Any non-droid | 3,000 cr | Lv 4+ | Built-in long-range comlink. Hands-free, sub-vocalized, encryption-capable. |
| Telescopic Lens Implant | Any non-droid | 4,000 cr | Lv 5+ | Perception range involving sight is doubled. Advantage on ranged attacks against targets beyond 200 ft. |
| Thermal/IR Optic | Any non-droid | 6,000 cr | Lv 7+ | See heat signatures through smoke, fog, and darkness. Ignore concealment from non-magical obscurement. |
| Cybernetic Eye (Sensor-Linked) | Any non-droid | 7,500 cr | Lv 8+ | +2 to Use Computer checks. Advantage on Investigation checks involving sensor data. |
| Optical Targeting Array | Any non-droid | 8,000 cr | Lv 10+ | +2 to attack rolls with ranged weapons. Advantage on Perception checks involving sight. |
Neural · 10
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Skill Chip | Any non-droid | 3,500 cr | Lv 3+ | Gain proficiency in one skill chosen at installation. If you are already proficient in that skill, gain +2 to all checks with it instead. |
| Reaction Time Booster | Any non-droid | 3,500 cr | Lv 4+ | +2 to Initiative rolls. Does not stack with Neural Accelerator — the higher-tier implant supersedes this one. |
| Memory Augmentation Chip | Any non-droid | 5,000 cr | Lv 5+ | +2 to Knowledge: Galactic Lore checks. +2 to Knowledge: Sciences checks. +2 to Knowledge: Tactics checks. Perfect recall — auto-succeed on retakes of any Knowledge check you have already attempted. |
| Pain Suppressor | Any non-droid | 4,500 cr | Lv 5+ | Advantage on Constitution saves against pain and torture. Once per encounter, ignore the first source of Disadvantage from injury. |
| Neural Interface Jack | Any non-droid | 5,500 cr | Lv 6+ | +2 to Use Computer checks. Advantage when piloting any vessel you are physically jacked into. |
| Empathic Dampener | Any non-droid | 6,500 cr | Lv 7+ | Advantage on saving throws against Charm and fear effects. Lore: the user often reads as emotionally flat in social settings. |
| Adrenal Surge Regulator | Any non-droid | 9,000 cr | Lv 10+ | Once per Short Rest, the first time you drop below half HP in an encounter, gain temporary HP equal to your Intelligence modifier + your level. |
| Neural Accelerator | Any non-droid | 10,000 cr | Lv 10+ | +2 to Initiative rolls. Once per Short Rest, add your Intelligence modifier to a Dexterity saving throw or attack roll. Supersedes Reaction Time Booster. |
| Cortical Calculator | Any non-droid | 12,000 cr | Lv 11+ | +1 to Intelligence. Advantage on Investigation and Knowledge: Sciences checks. |
| AJ^6 Cyborg Construct✦ Legendary | Restricted | 25,000 cr | Lv 12+ | Advantage on all Use Computer checks. Advantage on all Knowledge: Sciences checks. |
Physical · 14
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Cybernetic Arm (Prosthetic) | Any non-droid | 2,000 cr | Lv 1+ | Replaces a lost arm. Standard function with no penalty. |
| Cybernetic Leg (Prosthetic) | Any non-droid | 2,000 cr | Lv 1+ | Replaces a lost leg. Standard function with no penalty. |
| Replacement Heart (Cyber-Pumped) | Any non-droid | 3,500 cr | Lv 3+ | Replaces a failed heart. +5 maximum HP. Advantage on Constitution saves against exhaustion. |
| Subdermal Armor (Light) | Any non-droid | 3,500 cr | Lv 3+ | +1 AC. Works under clothing and does not interfere with worn armor's maximum DEX modifier. |
| Adrenal Booster Implant | Any non-droid | 4,000 cr | Lv 4+ | Once per Short Rest, as a bonus action, gain +10 ft speed and advantage on Strength saving throws for 1 minute. |
| Reinforced Cybernetic Arm | Any non-droid | 4,000 cr | Lv 4+ | +1 to Strength. Unarmed strikes with this arm deal an additional 1d4 damage. |
| Hydraulic Leg Augments | Any non-droid | 5,000 cr | Lv 5+ | +10 ft speed. Jump distances are doubled. Cannot be installed alongside Servo-Powered Leg Augments — pick one paradigm. |
| Replacement Lungs (Cyber-Filtered) | Any non-droid | 5,500 cr | Lv 5+ | Replaces failed lungs. Immune to atmospheric toxins and smoke. Can survive in vacuum for up to 1 minute. |
| Endurance Pacemaker | Any non-droid | 5,500 cr | Lv 6+ | +1 to Constitution. Advantage on Endurance checks. |
| Synthetic Bacta Pump | Any non-droid | 6,000 cr | Lv 6+ | Once per Long Rest, when you are reduced to half HP or below, gain temporary HP equal to your level + your CON modifier. |
| Servo-Powered Leg Augments | Any non-droid | 7,000 cr | Lv 7+ | +1 to Dexterity. Advantage on Athletics checks for running or jumping. Cannot be installed alongside Hydraulic Leg Augments. |
| Subdermal Armor (Heavy) | Restricted | 12,000 cr | Lv 9+ | +2 AC. Resistance to kinetic damage on the first hit each encounter. Supersedes the Light tier — when both are installed only the Heavy bonus applies. |
| Muscle Fiber Reinforcement | Any non-droid | 9,000 cr | Lv 10+ | +2 to attack rolls with melee weapons. Once per Short Rest, add your Constitution modifier to a weapon damage roll. |
| Phrik-Reinforced Skeleton✦ Legendary | Restricted | 20,000 cr | Lv 12+ | +2 HP per level (retroactive). Advantage on saving throws against being knocked Prone or grappled. |