Dermal Myomer Armor Implant

Overview[edit]

Dermal Myomer Armor Implants were one of two distinct types of subdermal Myomer implants, among the most radical and invasive of implants used by intelligence operatives of the Great Houses. In effect doubling the benefits of standard Elective Myomer Implants this procedure uses inert, ballistic-resistant cording to increase resistance against all forms of weapons. The procedure also virtually destroys the subject's nerve endings over most of their body, resulting in immunity to pain (though not removing the chronic headaches associated with using implants).[1]

Only members of the intelligence agencies of the Great Houses had access to these implants, and attempting to acquire them on the black market was extremely difficult. Designed to work as a full-body implant, the limbs, torso and even the head were subject to excruciating surgery necessary to replace the existing musculature, and only those of fit constitution could undergo this procedure. Even if the surgery was successful there was a chance the agent's body would reject the implants, requiring a second more dangerous surgical procedure, along with a chance of permanent disability or madness. Due to the metabolic demands of the armor implants the agent 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 and recovery times were lengthened; in addition since the armor implants couldn't heal on their own they required further surgical procedures to be repaired and replaced. A further side effect from the implantation of myomer in the subject's head was the creation of an unnatural appearance and made subtle facial expressions more difficult.[1]

Among the Manei Domini this upgrade was available to agents of Tau rank and above, and could be implanted by itself or along with Triple-Strength Myomer Implants.[2] Manei Domini field operatives with these armor implants have been known to survive multiple hits from multiple small arms; even from a shot from a Zeus Heavy Rifle will only momentarily put an agent down.[3]

Notes[edit]

CBT[edit]

In CBT play each infantry and battle armor Manei Domini trooper can sustain an additional point of damage. If the entire conventional infantry unit is implanted with dermal armor they can reduce damage from burst-fire weapons by 1D6 and do not sustain double damage if caught in the open; they may also reduce the crew needs of all support weapons by 1 (or 2 if both dermal armor and TSM is implanted) to a minimum of 1. MechWarriors, fighter pilots and vehicle crews with dermal armor ignore damage from falls, Crew Stunned hits or hits to the cockpit.[2]

RPG[edit]

In RPG play Dermal Armor implants have the equipment rating E/E/F and their cost is based on the equivalent Type 5 limb plus 50%, with the head costing 30,000 and the full torso 150,000. While only individual limbs can be implanted with Dermal Armor, if all four limbs are implanted than the torso automatically receives reinforcement for free. Only characters with a BOD of 5+ or the Fit Trait can receive this implant. Dermal Myomer Armor Implants adds +2 to the character's BOD and STR, adds +1 to AV, adds the Pain Resistance and Unattractive Traits and subtracts -1 from CHA.[1][2]

References[edit]

  1. 1.0 1.1 1.2 A Guide to Covert Ops, p. 115
  2. 2.0 2.1 2.2 Jihad Hot Spots: 3072, p. 128, 131
  3. A Time of War, pp. 251

Bibliography[edit]