Cybernetic Eye Implant (Infrared)

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Overview

A Cybernetic Eye Implant was an improved version of the standard Bionic Eye Replacement with two vision modes, one in the visible light and one in the infrared spectrum. These eyes allowed an agent to effectively see in the dark by detecting the heat emissions from the environment around them. Switching between these different vision modes required a simple eye blink, and an agent could have one or both eyes replaced with this implant.[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. 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]

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, i.e. one infrared and one telescopic. The eyes could be cosmetically enhanced to appear normal or changed to appear intimidating, such as an ominous glow.[2]

Notes

In RPG play Infrared eyes have the equipment rating E/C/B, cost 450,000 and result in no TN modifiers when operating in darkness. 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 Manei Domini infantry with Infrared eyes 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

  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