Cybernetic Eye Implant

Cybernetic Eye Implant

Overview[edit]

A Cybernetic Eye Implant is an improved version of the standard Bionic Eye Replacement which is capable of two vision modes, one in the visible light and one in a different spectrum. 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 agent'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 agent also suffered from chronic headaches which required constant medication every six hours (and resulted in many becoming addicted to the painkillers). Wounds sustained to the implanted area was also more difficult to heal and recovery time was longer.[1]

Infrared eyes allow a person to effectively see in the dark by detecting the heat emissions from the environment around them. Laser Sight eyes could emit a laser designator similar to a standard Laser Sight, improving the person's aim with raged weaponry by allowing them to more accurately judge distances. Telescopic eyes allowed for telescopic magnification, duplicating the effects of a Telescopic Scope and improving the person's ability to aim weapons or spy on targets. Switching between these different vision modes required a simple eye blink, and an person could have one or both eyes replaced with the same implant.[1]

Among the Manei Domini this upgrade was available to all agents, however whereas the Inner Sphere's eyes were too crude for this implementation those of the Manei Domini could combine eyes with different imaging capability, e.g. one infrared and one telescopic. Manei Domini agents also had access to Electromagnetic eyes, which could detect the electronic and magnetic emissions given off by various technologies. The eyes could be cosmetically enhanced to appear normal or changed to appear intimidating, such as giving off an ominous glow.[2]

Notes[edit]

In RPG play Cybernetic Eye Implants have the following rules:

  • Infrared eyes have the equipment rating E/C/B, cost 450,000 C-bills and result in no TN modifiers when operating in darkness.
  • Laser-Sight eyes have the equipment rating E/C/B, cost 600,000 C-Bills and apply a -4 TN modifier when using weapons or Surveillance and Perception checks at medium, long or extreme range. Surveillance and Perception checks at distances over 500 meters also receive a -4 TN modifier.
  • Telescopic eyes have the equipment rating E/C/B, cost 450,000 and apply a -2 TN modifier when using weapons or Surveillance and Perception checks at medium, long or extreme range. Surveillance and Perception checks at distances over 500 meters also receive a -2 TN modifier.
  • Electromagnetic eyes may detect electronic/magnetic targets as a Radar Sensor with a range of two kilometers.

Manei Domini eyes 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, as long as the majority of the platoon is so equipped, infantry with Infrared or Electromagnetic eyes operate as though they have an Active Probe with a range of 2 hexes; Laser-Sight and Telescopic eyes may apply a -1 modifier to ranged attacks.[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]