Difference between revisions of "Enhanced Multi-Modal Cybernetic Implant"

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==Overview==
 
==Overview==
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>
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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>
  
 
==Notes==
 
==Notes==
 
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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/>
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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/>
 
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*''[[Jihad Hot Spots: 3072]]''
 
*''[[Jihad Hot Spots: 3072]]''
  
[[Category:Cybernetic Enhancements]]
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[[Category:Cybernetic Enhancements and Implants]]

Latest revision as of 13:58, 18 February 2014

Overview[edit]

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 infrared, telescopic and electromagnetic vision models. Enhanced multi-modal implants could be implanted in much the same way and used in combination as with lesser implants.[1]

Notes[edit]

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.[1]

References[edit]

  1. 1.0 1.1 Jihad Hot Spots: 3072, p. 127, 131

Bibliography[edit]