Cybernetic Ear Implant

Overview[edit]

A Cybernetic Ear Implant is an enhanced version of the standard Bionic Ear Replacement which improves a person's audio detection capabilities. Only members of the intelligence agencies of the Great Houses had ready access to these implants, and attempting to acquire them on the black market was extremely difficult. Even if the surgery necessary to implant the device was successful there was a chance the person's body would reject the implant, requiring a second more dangerous surgical procedure, along with a chance of permanent disability or madness. Due to the metabolic demands of the implant the person also suffered from chronic headaches which required constant medication every six hours (and resulted in many becoming addicted to the painkillers). Treatment for wounds sustained to the implanted area was also more difficult to heal and recovery time was longer.[1]

The augmented hearing of an Enhanced model ear allowed allowed for a vastly increased hearing range, whether to listen in on a conversation behind a solid walls or taking place a city block away. Tiny, unobtrusive dials in the ears allowed the person to adjust their hearing range to pick up a particular sound. Meanwhile, Signal Pickup models allowed a person to listen in on wireless communications occurring within 100 meters of their location. Tiny, unobtrusive dials in the ears allowed to the person to either adjust their hearing range or reception to pick up different frequencies, depending on which model. One or both ears could be so augmented.[1]

Among the Manei Domini this upgrade was available to all agents, however whereas the Inner Sphere's ears were too crude for this implementation those of the Manei Domini could combine ears with different audio capability, e.g. one enhanced and one radio. The ears could be cosmetically enhanced to appear normal or changed to look intimidating.[2]

Notes[edit]

In RPG play Cybernetic Ear Implants have the following rules:

  • Enhanced hears have the equipment rating C/C/B, cost 200,000 C-bills and apply a -3 TN modifier for Perception and Surveillance. They also add a +2 penalty to Stealth Checks against the agent.
  • Signal Pickup ears have the equipment rating D/C/C, cost 400,000 C-Bills and can listen in on communications within 100 meters. Using a known frequency requires no check, while finding one used by an opponent may require a Simple Action and an opposed roll by the communicator.

Manei Domini ears altered to look normal require a +8 Perception check to notice the difference; those altered to look intimidating added a +2 to Intimidation and Interrogation rolls as long as they were visible to the subject.[1][2]

In CBT play Manei Domini infantry with Cybernetic Ear Implants operate as though they have an Active Probe with a range of 2 hexes, so long as the majority of the platoon are so equipped.[2]

References[edit]

  1. 1.0 1.1 1.2 A Guide to Covert Ops, p. 112-113
  2. 2.0 2.1 2.2 Jihad Hot Spots: 3072, p. 126, 131

Bibliography[edit]