not really a problem though since you can no more put armnor attachments on cybernetics than you can put weapon ones on armor
Question regarding Implant Armor
We allowed Superior and then came up with others as needed.not really a problem though since you can no more put armnor attachments on cybernetics than you can put weapon ones on armor
The only reason I wouldn't go this way is that there is a Talent (Tinkerer) that will cost a PC EXPs to get to do just this, so how then do you handle it when a Player's PC purchases this Talent? Let them get Superior on an item without any HPs and then allow them to further add HP(s), or tell them "too bad we just made your Talent worth a lot less"? That seems a bit Munchkin/not cool to me. No, best to leave it as it is and if a Player really wants to get that extra HP to make an item without one Superior then let them go through buying the Talent(s) already provided in the rules. They get what they want and all is still RAW.
Edited by FuriousGreg
We allowed Superior and then came up with others as needed.not really a problem though since you can no more put armnor attachments on cybernetics than you can put weapon ones on armor
True, I'll hold out for the technician book though before I go making any changes to that system. After all if such rules are to be included anywhere it'd be there.
I think the reason they didn't include them in the core is fairly simple, because cybernetics are so varied it would be very difficult to just apply them mods to them without making the specific to just that one cybernetic (limbs sure, but then you get in the more specific ones like a cortex implant and you see issues with making anything that applies to more than just that).