Editing Enhanced Multi-Modal Cybernetic Implant

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
==Overview==
 
==Overview==
An '''Enhanced Multi-Modal Cybernetic Implant''' was an advanced type of cybernetic sensory implant developed for the [[Manei Domini]].  Reserved for agents of Tau rank or higher, they were able to combine three separate functions into one device, such as a cybernetic eye with [[Cybernetic Eye Implant (Infrared)|infrared]], [[Cybernetic Eye Implant (Telescopic)|telescopic]] and [[Cybernetic Eye Implant (Electromagnetic)|electromagnetic]] vision models.  Enhanced multi-modal implants could be implanted in much the same way and used in combination as with lesser implants.<ref name=JHS>''Jihad Hot Spots: 3072'', p. 127, 131</ref>
+
An '''Enhanced Multi-Modal Cybernetic Implant''' was an advanced type of cybernetic implant developed for the [[Manei Domini]].  Reserved for agents of Tau rank or higher, they were able to combine three separate functions into one device, such as a cybernetic eye with [[Cybernetic Eye Implant (Infrared)|infrared]], [[Cybernetic Eye Implant (Telescopic)|telescopic]] and [[Cybernetic Eye Implant (Electromagnetic)|electromagnetic]] vision models.  Enhanced multi-modal implants could be implanted in much the same way and used in combination as with lesser implants.<ref name=JHS>''Jihad Hot Spots: 3072'', p. 127, 131</ref>
  
 
==Notes==
 
==Notes==
 
<div class="gamerules">
 
<div class="gamerules">
In RPG play enhanced multi-modal implants have the same capabilities as normal and enhanced cybernetic sensory implants and may be cosmetically modified the same way.  Switching between different modes of operation requires an Incidental Action.  In [[CBT]] they also provide the same benefits as normal and enhanced cybernetic sensory implants.  However if Enhanced Multi-Modal Eyes or Ears are present in a unit with a functioning [[Active Probe]] they increase the range by 2 hexes.<ref name=JHS/>
+
In RPG play enhanced multi-modal implants have the same capabilities as normal and enhanced cybernetic implants and may be cosmetically modified the same way.  Switching between different modes of operation requires an Incidental Action.  In [[CBT]] they also provide the same benefits as normal and enhanced cybernetic implants.  However if Enhanced Multi-Modal Eyes or Ears are present in a unit with a functioning [[Active Probe]] they increase the range by 2 hexes.<ref name=JHS/>
 
</div>
 
</div>
  
Line 13: Line 13:
 
*''[[Jihad Hot Spots: 3072]]''
 
*''[[Jihad Hot Spots: 3072]]''
  
[[Category:Cybernetic Enhancements and Implants]]
+
[[Category:Cybernetic Enhancements]]

Please note that all contributions to BattleTechWiki are considered to be released under the GNU FDL 1.2 (see BattleTechWiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Advanced templates:

Editing: {{Merge}}   {{Moratorium}}   {{Otheruses| | | }}

Notices: {{NoEdit}}   {{Sign}}   {{Unsigned|name}}   {{Welcome}}

Administration: {{Essay}}   {{Policy}}   {{Procedure}}