Rolled up an army Lt-Col with 3 combat implant benefits and sorely tempted to apply the rule that you can use second and third implant benefits to upgrade the implant another two levels even if it takes it over the TL and Cr limit.
Moreover she actually left the army after an injury mishap which makes it part of her backstory.
Which looking at the Central Supply Catalogue gets me the Combat Arm-13:
And all for just Cr75,000 if you buy it (and can you get two?)
Which seems just a tad unbalanced - the +6 armour bonus is actually better than Subdermal Armour +5 at TL14 which costs 500,000 - and if one arm gets you +6 then really you might as well have both replaced to get +12 protection...
And as for STR augmentation to get +3 you need TL15 and Cr 5 million - but you get way more than double that effect with one combat arm.
Of course the STR 18 only applies if you are using the arm but as you'll probably have a chaindrive axe in it and be doing 4D+6 damage every hit does that really matter?
So what's the downside for this hugely powerful and surprisingly cheap augment ?
Sure its obviously outsize and cybernetic but at TL13 it is specified to be 'slimmer' - and if it can be slimmer I'd assume they'd go for only slightly outsized - and you can add the natural-looking option and wear baggy clothing and gloves which would make it not obvious unless you look at it closely.
I'd rule that even at TL13 it is nevertheless noticeable enough to impose a -1 to SOC-based tests in any status where cyborgs are looked at somewhat askance.
I'd suggest that at levels below TL13 it should also impose a DEX penalty for fine manipulation skill tests - including the use of missile weapons designed for normal human hands.
I'd also say that the Arm cannot allow feats of strength that make use of the whole body - you may now theoretically be able to lift a small car but your spine and shoulder is not cybernetic so will break if you try.
Plus you are subject to EMP attacks that can leave you with a useless limb and can face significant repair costs if it gets damaged.
I am also inclined to introduce a hit location chart (and there is one in T5) and rule that the extra +6 protection only applies to hits to the Arm itself.
I'd also require a 2D roll whenever the Arm is damaged with any result less than total damage incurred against the Arm so far causes it to malfunction and become useless, and if equal to total damage it will still function but at half strength and a -1DM to skills using the Arm (which can be cumulative).
Has anyone else any more suggestions?
Overall however I think the cost of this augment should be errata'd and increased by x10 or x20...
Moreover she actually left the army after an injury mishap which makes it part of her backstory.
Which looking at the Central Supply Catalogue gets me the Combat Arm-13:
At TL13, a slimmer arm is made almost completely from
non-ferrous alloys, advanced plastics and super-conductive
circuits. This arm is considered to have STR 18, grants a +6
bonus to Armour, and can be fitted with any melee or pistol
weapon at +10% more than the weapon’s standard cost. Any
pistol integrated in the arm will have an external port for
magazines or power packs.
And all for just Cr75,000 if you buy it (and can you get two?)
Which seems just a tad unbalanced - the +6 armour bonus is actually better than Subdermal Armour +5 at TL14 which costs 500,000 - and if one arm gets you +6 then really you might as well have both replaced to get +12 protection...
And as for STR augmentation to get +3 you need TL15 and Cr 5 million - but you get way more than double that effect with one combat arm.
Of course the STR 18 only applies if you are using the arm but as you'll probably have a chaindrive axe in it and be doing 4D+6 damage every hit does that really matter?
So what's the downside for this hugely powerful and surprisingly cheap augment ?
Sure its obviously outsize and cybernetic but at TL13 it is specified to be 'slimmer' - and if it can be slimmer I'd assume they'd go for only slightly outsized - and you can add the natural-looking option and wear baggy clothing and gloves which would make it not obvious unless you look at it closely.
I'd rule that even at TL13 it is nevertheless noticeable enough to impose a -1 to SOC-based tests in any status where cyborgs are looked at somewhat askance.
I'd suggest that at levels below TL13 it should also impose a DEX penalty for fine manipulation skill tests - including the use of missile weapons designed for normal human hands.
I'd also say that the Arm cannot allow feats of strength that make use of the whole body - you may now theoretically be able to lift a small car but your spine and shoulder is not cybernetic so will break if you try.
Plus you are subject to EMP attacks that can leave you with a useless limb and can face significant repair costs if it gets damaged.
I am also inclined to introduce a hit location chart (and there is one in T5) and rule that the extra +6 protection only applies to hits to the Arm itself.
I'd also require a 2D roll whenever the Arm is damaged with any result less than total damage incurred against the Arm so far causes it to malfunction and become useless, and if equal to total damage it will still function but at half strength and a -1DM to skills using the Arm (which can be cumulative).
Has anyone else any more suggestions?
Overall however I think the cost of this augment should be errata'd and increased by x10 or x20...