I tried Contraband cybernetics on Dalan Oberos yesterday (with VI) and I have to admit, it came it quite handy. At first, I would pop it on the first opportunity that I would get (much like I would pop glitterstims), but now, I realize that careful planning must be used. An interesting thing that happened was this:
- I plan a 4-k turn, thinking of popping Contraband Cybernetics and get behind Wedge.
- A bump fest happens and when its Dalan's turn to activate, I realize that his 4-k turn will not work, so I do not pop CC and, slam into the whole thing and get a stress (not good).
- After the exchange of vicious volleys where Dalan is barely alive, I think that I'm stuck in a stressed ship and will be facing the wrong way after this turn, which means several turns before he can get back in the game while avoiding asteroids... but no, I still have my contraband cybernetics! So I pop it, earn 2 more stress (total of 3) and Dalan causes some more damage before eventually dying.
So I think that the proper way to use contraband cybernetics is:
1) When stressed, to still be able to pull of a k-turn and immediately get back in the fight instead of having to circle the battlefield for 3 or 4 turns before getting back in.
2) When a prime range 1 shot (after a k-turn or S-loop) could benefit from having modified dice.
3) To arc dodge a ship after performing a red move, especially if you have low agility (the case of the Kimogila).
The wrong way to use it would be to use it to get an action against an opponent that is range 3 + turtled. That's when the upgrade gets wasted and options for the next round get cut off.