Let's Talk Augmentation

By seanpp, in Dark Heresy Second Edition Beta

I like some of the things they've done with augmentation but IMO there's also some significant questions & concerns. I will list them here.

(Preface with: some weeks back I started a thread regarding what augmentations a starting PC would start with. I don't find the rules as clear on this subject as MaliciousOnion I believe does, but he gave a very reasonable answer. That thread is here:

http://community.fantasyflightgames.com/index.php?/topic/88953-starting-implantsaugmentation-for-mechanicus-pcs/ )

  • Page 162: A metal arm or leg having a high Toughness Bonus is a big bonus, makes perfect sense & is awesome. But having your nose replaced gives the entire head a Toughness Bonus of 6? That’s a big effect that doesn't seem to make sense. Replaced lungs, heart or kidney that gives the entire torso a higher bonus make even less sense.

  • Page 162: “Bionic Leg”: In general, I like the bionic limbs having Overcharge. However, I would suggest the Agility Overcharge of legs is problematic on multiple levels.
    First, the lore has overwhelmingly been the exact opposite - with unusual noted exceptions, the Mechanicus have been sturdy, tough - and lumbering . For example, on page 87 of Inquisitor’s Handbook, Agility was sharply reduced for those receiving ‘Full Resurrection’ cybernetics. When my players were all together reworking their characters to DH2 and found out that Mechanicus started with Athletics Skill, they all said, “Whaaaaaaaaaaat???” (I explained to them it was Acrobatics Skill that would really be the violation - but the point is how deep the Mechanicus lore is.) I like the Overcharge concept and I realize that making it increase Agility for locomotion bionics is really tempting...but it’s not worth reversing Mechanicus lore since its inception - and for no apparent reason besides what seems to be convenience of mechanics. What about bionic legs increases the carrying capacity of a PC? For campaigns that really use PC capacity restrictions, that’s huge.
    The second problem is with mechanics - so you get +20 Agility bonus for having one bionic leg? Would seem highly destabilizing, rather than faster, for one bionic leg to be running 25mph and one natural leg to be running 15mph. So +40 for two bionic legs? That can’t be right...? I would suggest that the +20 Overcharge Agility is only available if both legs are bionic. Or, if you prefer for pure mechanics, +10 Ag bonus for one leg and +20 for two legs.

  • Page 164: RAW states, " The number of mechadendrites coiled or folded around a Tech-Priest’s crimson-robed figure is often an excellent indicator of his rank within the Priesthood of Mars ." Yet the system then lets PCs, including starting Rank 1 PCs, roll for additional mechadendrites without reference to their current rank. Much preferred when the system matches the fluff - how about a restriction based on rank, or alternatively, a modifier based on rank - when it comes to additional mechadendrites beyond the one they receive to start with.
  • Cyberbernetics is now are all positive & essentially "free". IMO, FFG had some decent stuff for cybernetics in the Inquisitor’s Handbook pg 87. How about some significant Insanity Points for having big chunks of your flesh replaced? Loss of Fellowship for having creepy buzzing lenses instead of eyes? No more swimming with that tough (TB Bonus) heavy-duty metal? There was even a Fate Point cost for the Full Resurrection.
    I find all of that making perfect sense in narrative & perfectly appropriate for a PC that just got wrecked, had to spend a Fate Point & is now being rebuilt...or is voluntarily getting stuff lopped off so they can reap crunch benefits of augmentation. Obviously, GMs can freelance what they want, but it'd be nice if the system laid some stuff like this out, like they did for Full Resurrection in IQ pg 87.

    [Edit: The black type color wasn't my doing - don't ask me.]
Edited by seanpp

Don't forget, the bonuses from the body replacements are only twice per game day (though once would personally be better) and most the fancy toys need either a test to use/some can even get knocked out of commission (thinking of the autosanguinators tech tree ability). Also you can only have your Tb in cybernetics, so if you stock up on the limbs you're likely out of luck if you want any of the fancy toys.

Also don't forget that even though a starting PC can roll and GET the cybernetics, doesn't mean they can install them. They can't install them themself, and a medicae (I) - between 10 and 40 can range from problematic to impossible for ranked 1 characters, and still isn't a sure thing for mid level characters. That and without sifting through the rules, as far as I can remember screwing up the process does damage to the character (and loses the cybernetic anyway).

Don't forget, the bonuses from the body replacements are only twice per game day (though once would personally be better) and most the fancy toys need either a test to use/some can even get knocked out of commission (thinking of the autosanguinators tech tree ability). Also you can only have your Tb in cybernetics, so if you stock up on the limbs you're likely out of luck if you want any of the fancy toys.

I believe the # of uses per in-game day (versus game session) is equal to the Status ( Statuses: Poor-1, Average-2 or Best-3 ) of that particular augmentation (page 162, right column, immediately under the grey box) . Though the rules make reference to how the Status of an augmentation is not reduced by damage suffered to it (page 162, left column, 2nd paragraph from the bottom), it doesn't indicate how to determine what Status of cybernetic equipment the PC receives. (To determine that I plan on using their Influence as base, the Availability modifier, the Adeptus Mechanicus modifier if applicable & DoS/DoF. I don't find it unthinkable that a lowest-rank Tech-Priest would possibly receive poor quality cybernetics.)

Also don't forget that even though a starting PC can roll and GET the cybernetics,

Actually, per the character-creation rules for "Acquire Additional Equipment" on page 59, " An Acolyte can select a number of items up to his starting Influence bonus value from the Armoury that have an overall Availability of –10 or higher. For example, a character with an Influence of 37 could select 3 additional items. During regular game play, Acolytes use the normal requisition system for acquiring additional items from the Armoury as per page 131 ." (Italics are mine.) There's no mention of any rolling and, in fact, the last sentence makes clear this is not the 'normal requisition system'. Also worth noting, Cybernetics is in the Armoury chapter. So PCs at creation can simply get without rolling a # of items up to their IFb that have an availability of -10 or easier (but for Adeptus Mechanicus seeking cybernetics they get a +20 bonus, so make that cybernetics of -30 or easier). A Tech-Priest is going to have much to consider with those additional 2-4 (depending on IFb) items they get. Weapons? Armor? Gear? Cybernetics?

Also don't forget that even though a starting PC can roll and GET the cybernetics, doesn't mean they can install them. They can't install them themself, and a medicae (I) - between 10 and 40 can range from problematic to impossible for ranked 1 characters, and still isn't a sure thing for mid level characters. That and without sifting through the rules, as far as I can remember screwing up the process does damage to the character (and loses the cybernetic anyway).

I agree with you in the case of existing PCs that choose to requisition additional cybernetics in the course of an ongoing campaign; the installation is a factor. However, IMO, for starting PCs you're determining what they've been doing for the last 5-20+ years. If the character has been a Tech-Priest for years they have likely been acquiring some augmentation along the way and that's what you're determining. So whatever augmentation they choose to start with has been installed for some time. One man's opinion.

Cheers

I like some of the things they've done with augmentation but IMO there's also some significant questions & concerns. I will list them here.

(Preface with: some weeks back I started a thread regarding what augmentations a starting PC would start with. I don't find the rules as clear on this subject as MaliciousOnion I believe does, but he gave a very reasonable answer. That thread is here:

http://community.fantasyflightgames.com/index.php?/topic/88953-starting-implantsaugmentation-for-mechanicus-pcs/ )

  • Page 162: A metal arm or leg having a high Toughness Bonus is a big bonus, makes perfect sense & is awesome. But having your nose replaced gives the entire head a Toughness Bonus of 6? That’s a big effect that doesn't seem to make sense. Replaced lungs, heart or kidney that gives the entire torso a higher bonus make even less sense

1. It actually makes a lot of sense for artificial organs to increase the durability of the "body location", seeing as internal organ trauma is the single most dangerous thing that can happen when you're hit there. (Fun fact - quick stab in the kidney is currently the preferred method of silent takedown among former Eastern Bloc, as it's much less messy than alternatives and almost instantly lethal.)

2. Have you seen the imperial sensory replacements? Having a quarter of your face replaced with metal for installing one cybernetic eye is almost mandatory. I can easily see how it upgrades the overall durability of the head.

3. It's an abstracted, quick and dirty rule for someone who's "more machine than man". And that's good. The moment we start counting how much a single replaced kidney affects one's Toughness is the moment I'm giving up on this game forever.

  • Page 162: “Bionic Leg”: In general, I like the bionic limbs having Overcharge. However, I would suggest the Agility Overcharge of legs is problematic on multiple levels.

    First, the lore has overwhelmingly been the exact opposite - with unusual noted exceptions, the Mechanicus have been sturdy, tough - and lumbering . For example, on page 87 of Inquisitor’s Handbook, Agility was sharply reduced for those receiving ‘Full Resurrection’ cybernetics. When my players were all together reworking their characters to DH2 and found out that Mechanicus started with Athletics Skill, they all said, “Whaaaaaaaaaaat???” (I explained to them it was Acrobatics Skill that would really be the violation - but the point is how deep the Mechanicus lore is.) I like the Overcharge concept and I realize that making it increase Agility for locomotion bionics is really tempting...but it’s not worth reversing Mechanicus lore since its inception - and for no apparent reason besides what seems to be convenience of mechanics. What about bionic legs increases the carrying capacity of a PC? For campaigns that really use PC capacity restrictions, that’s huge.

    The second problem is with mechanics - so you get +20 Agility bonus for having one bionic leg? Would seem highly destabilizing, rather than faster, for one bionic leg to be running 25mph and one natural leg to be running 15mph. So +40 for two bionic legs? That can’t be right...? I would suggest that the +20 Overcharge Agility is only available if both legs are bionic. Or, if you prefer for pure mechanics, +10 Ag bonus for one leg and +20 for two legs.

1. Personally, I loathe the whole Overcharge concept, as I loathe all kinds of X/day mechanics. We're responsible adults here, we can stand being awesome without additional bean-counting.

2. I see your ponderous AdMech and raise you heavily augmented yet incredibly quick Temple Assassins.

  • Page 164: RAW states, " The number of mechadendrites coiled or folded around a Tech-Priest’s crimson-robed figure is often an excellent indicator of his rank within the Priesthood of Mars ." Yet the system then lets PCs, including starting Rank 1 PCs, roll for additional mechadendrites without reference to their current rank. Much preferred when the system matches the fluff - how about a restriction based on rank, or alternatively, a modifier based on rank - when it comes to additional mechadendrites beyond the one they receive to start with

1. Rank doesn't mean anything regarding your standing in the world in DH2, it's just a metagame abstract to limit characteristics increases. Tying anything else to it would turn the whole character creation on it's head.

2. The number of starting mechadendrites is actually limited - by your Influence characteristic, which is actually a measure of your social and political standing, among other things. Working as intended.

  • Cyberbernetics is now are all positive & essentially "free". IMO, FFG had some decent stuff for cybernetics in the Inquisitor’s Handbook pg 87. How about some significant Insanity Points for having big chunks of your flesh replaced? Loss of Fellowship for having creepy buzzing lenses instead of eyes? No more swimming with that tough (TB Bonus) heavy-duty metal? There was even a Fate Point cost for the Full Resurrection.

    I find all of that making perfect sense in narrative & perfectly appropriate for a PC that just got wrecked, had to spend a Fate Point & is now being rebuilt...or is voluntarily getting stuff lopped off so they can reap crunch benefits of augmentation. Obviously, GMs can freelance what they want, but it'd be nice if the system laid some stuff like this out, like they did for Full Resurrection in IQ pg 87.

Sweet Emperor, no! This isn't Cyberpunk! Cybernetics are part and parcel of living in the 41st Millennium, and the practice of installing them ranges from simple convenience to actual religious observance, but they don't make people insane (not that anyone in 40k is sane by any reasonable standard).

Also, Cybernetic Resurrection's Insanity cost was specifically warranted, as it was something completely different from the normal process of augmentation - it basically meant AdMech took whatever scraps were left of you, filled all the empty spots with bionics, and somehow made the resulting Frankenstein monster walk and talk again. It's definitely not meant to represent how installing bionics is normally handled, not anymore than Deathwatch's rules for Dreadnaughts are representative of how walkers are supposed to work.

Also, personally I think the handling of that was rather horrible, a clear sign of the system being in it's infancy and authors not being quite sure what to do with it.

Also, FFG didn't make Inquisitor's Handbook, it was made by Black Industries, the now defunct subsidiary of Games Workshop and the original developer and publisher of 40k RPG.

Also, the common abbreviation of Inquisitor's Handbook is IH, not IQ.

Also... nope, I think I'm done ;)

The biggest issues I have with cybernetics is

A.) Techpriests are stuck to the 1 cybernetic per Toughness-Bonus rule (which I like in general, but Techpriest should get the possibility to get additional somehow)

B.) Where are my mechanicus implants and especially my potentia coil :( ((((( ?

1 cybernetic per toughness bonus is actually fairly reasonable, I think. Considering bionics don't count as cybernetics, that means anyone with reasonable toughness can have a handful of useful subsystems, and a few mechadendrites. Plus, it means AdMech style characters have to pump more than just their Int.

I like some of the things they've done with augmentation but IMO there's also some significant questions & concerns. I will list them here.

(Preface with: some weeks back I started a thread regarding what augmentations a starting PC would start with. I don't find the rules as clear on this subject as MaliciousOnion I believe does, but he gave a very reasonable answer. That thread is here:

http://community.fantasyflightgames.com/index.php?/topic/88953-starting-implantsaugmentation-for-mechanicus-pcs/ )

  • Page 162: A metal arm or leg having a high Toughness Bonus is a big bonus, makes perfect sense & is awesome. But having your nose replaced gives the entire head a Toughness Bonus of 6? That’s a big effect that doesn't seem to make sense. Replaced lungs, heart or kidney that gives the entire torso a higher bonus make even less sense

1. It actually makes a lot of sense for artificial organs to increase the durability of the "body location", seeing as internal organ trauma is the single most dangerous thing that can happen when you're hit there. (Fun fact - quick stab in the kidney is currently the preferred method of silent takedown among former Eastern Bloc, as it's much less messy than alternatives and almost instantly lethal.)

Makes no sense for an artificial kidney to save you from a stab wound in the shoulder. The hit location is not the "Gut", it's the entire torso . There is no "organ trauma" by being stabbed in your clavicle.

2. Have you seen the imperial sensory replacements? Having a quarter of your face replaced with metal for installing one cybernetic eye is almost mandatory. I can easily see how it upgrades the overall durability of the head.

There are many examples in DH1 Core of sensory replacements that cover a very modest amount of their noggin. I'm puzzled by your remark about "a quarter of your face replaced with metal for installing one cybernetic eye" - that's my point. Why would metal shielding 1/4 of the face get a TB increase like it covers the entire skull ? Compare that to a metal arm - the entire thing is metal and the increased TB is appropriate and awesome.

Specific examples:

DH1 Core page 44: why does that eye augmentation that doesn't appear to cover a single inch of the left side of his skull protect the whole thing?

DH1 Core page 56: the entire top and left side of his skull is not touched by the eye augmentation.

DH1 Core page 99: Despite sensory augmentation, could more of this guy's head be showing? If you penalize a shooter with increased Head TB on this target I'm calling the Adeptus Arbites.

DH1 Core page 115: If an assassin can't avoid those sensory goggles and hit that big unprotected dome, they need to turn in their telescopic sight.

DH1 page 123: The eye sensor covers one eye of his whole face and one eye only, the entire rest of his face is wide open to a round.

I stopped looking - there's tons of examples.

3. It's an abstracted, quick and dirty rule for someone who's "more machine than man". And that's good. The moment we start counting how much a single replaced kidney affects one's Toughness is the moment I'm giving up on this game forever.

To your point, if sensory equipment protects a very small fraction of the surface of the head, as the specific examples I offered shows, why is it more complicated to say that it does not protect your head? W hy add the complexity of saying the whole head is covered, when it's not? Much more quick & dirty to say that an eyepiece that does not protect the head - does not protect the head. Same with a single artificial organ somehow protecting from the bottom of your neck to your waistline - now that's complicated. Saying that a single organ does not protect your torso from injury is as easy as it gets.

2. I see your ponderous AdMech and raise you heavily augmented yet incredibly quick Temple Assassins.

...and I will re-raise you with my quote, "...with unusual noted exceptions... ."

1. Rank doesn't mean anything regarding your standing in the world in DH2, it's just a metagame abstract to limit characteristics increases. Tying anything else to it would turn the whole character creation on it's head.

I didn't suggest rank had anything to do with standing in the world of DH2. I suggested that the fluff that I sourced indicates that perhaps a metagame abstract to limit additional mechadendrite requisitions is called for. I'm not tying anything else to it.

2. The number of starting mechadendrites is actually limited - by your Influence characteristic, which is actually a measure of your social and political standing, among other things. Working as intended.

My point wasn't that starting Mechadendrites aren't limited, but rather that the fluff that I sourced suggests that they should have a special additional "metagame abstract" limitation that doesn't apply to other cybernetics. The limitation I believe you're alluding to applies to all cybernetics, which would miss the point of the sourced fluff. If you're referring to a limitation that only applies to mechadendrites you'll need to source it here for us to be able to discuss it.

Sweet Emperor, no! This isn't Cyberpunk! Cybernetics are part and parcel of living in the 41st Millennium, and the practice of installing them ranges from simple convenience to actual religious observance, but they don't make people insane (not that anyone in 40k is sane by any reasonable standard).

Also, Cybernetic Resurrection's Insanity cost was specifically warranted, as it was something completely different from the normal process of augmentation - it basically meant AdMech took whatever scraps were left of you, filled all the empty spots with bionics, and somehow made the resulting Frankenstein monster walk and talk again. It's definitely not meant to represent how installing bionics is normally handled, not anymore than Deathwatch's rules for Dreadnaughts are representative of how walkers are supposed to work.

Also, personally I think the handling of that was rather horrible, a clear sign of the system being in it's infancy and authors not being quite sure what to do with it.

Also, FFG didn't make Inquisitor's Handbook, it was made by Black Industries, the now defunct subsidiary of Games Workshop and the original developer and publisher of 40k RPG.

Also, the common abbreviation of Inquisitor's Handbook is IH, not IQ.

Also... nope, I think I'm done ;)

Cyberpunk? Black Industries? Speculative mind-reading of the authors of Inquisitor's Handbook? You're throwing everything but the kitchen sink but you haven't successfully confused me ;) . That's an awfully lot of effort into explaining away my source in Inquisitor's Handbook.

The essential difference between "augmentation" and what's in the Inquisitor's Handbook is that one is by choice and the other is because a PC got smashed. I have no problem applying insanity points to a PC that's replacing an incinerated leg, a pulled off arm or a pulped noggin'. Don't know, I guess I run a tough campaign - but Dark Heresy is no Mario Brothers. In my opinion, the distinction that this section in Inquisitor's Handbook drew between augmenting voluntarily versus forced machine installations to make a crushed PC function again was most welcome.

1 cybernetic per toughness bonus is actually fairly reasonable, I think. Considering bionics don't count as cybernetics, that means anyone with reasonable toughness can have a handful of useful subsystems, and a few mechadendrites. Plus, it means AdMech style characters have to pump more than just their Int.

Say Tom, do you have a source on, "Considering bionics don't count as cybernetics..."? That wasn't my impression. The entire section is entitled, "Cybernetics" (page 162, top of left column). Table 5-20, top of right column of page 163, is entitled "Cybernetics" and lists all bionics.

Cheers to all

Edited by seanpp

"The maximum number of bionic implants a character can have installed is equal to his Toughness bonus"

Bionic implants =/= Bionic replacements, plus that little snippet of text is featured in the text for Augmentations/Implants, not replacement limbs/organs.

Edited by Tom Cruise

I think this is rather poorly worded, as it does not make much sense to limit implants into your body, but replacing whole parts is no big deal. Should be regarding everything that is somehow cybernetic or bionic.

Besides that, how should I ever build a techpriest with 4 mechandrites, if this already takes 4 cybernetic slots.

Techpriests need their mechanicus implant package to enhance their limit of accepted cybernetics for their bodies.

4 mechadendrites, auger arrays, and a maglev coil. That's 6, and 60 toughness is pretty obtainable after a few sessions. And that seems like a totally reasonable loadout for a techpriest.

I think the limitations not affecting bionic replacements is purely a balance and fairness thing. Bionic replacements are very necessary, you can't get by without functioning limbs. So making them impinge on the limit would be a bit mean.

Life IS mean, and there should be no odd rule to balance something out that need not to be balanced.

You always should keep 1 slot left in case you need a cyberarm or bionic eyes. If not - your fault. Life is cruel.

And 6 is way not enough for a techpriest whose called target is to replace almost his whole body. Thats also a phlosophical thing for techpriests. And if you look at the fluff - they carry way more implants.

Just give Adeptus Mechanicus their mechanicus implants, which allow for 50% more cybernetics and it is fine.

It is balanced from a mechanical standpoint too, though. And a logical standpoint too, to a certain extent.

Replacements are just that; replacements for missing parts. They don't provide much intrinsic benefit, and are generally something you'll only pick up to replace a missing limb. They restore you to normal functionality with some minor bonuses, they don't upgrade much.

Bionic implants are different. They add new, superhuman functionality. They add things the body is NOT made to accommodate. So, eating up toughness bonus makes sense here; the body is a lot more likely to fight to resist systems that aren't remotely natural, compared to systems which closely emulate components that make up a normal human body.

It also makes sense eating up toughness bonus when your arm gets blown away. So dont tell me about logic here.

You should theoretically already lose 1 slot when losing the limb, which might only be used to replace this limb without needing another slot.

If you take Shadowrun as an exemple which dives much deeper into cybernetics - ALL cybernetics you get cost essence, not only those that give you super-human abilities.

Take care of your limbs is the message which is given by a cybernetic limit. There is a reason to stay in cover. This is not a computer gme where I click on replace and I have a new limb without any real penalty.

Losing a limb is a terrible thing, and it should also be terrible mechanically, not so ething that just can be corrected.

By the way, it has very well a benefit with the new rules and can be more than just a replacement.

The benefit is a tiny, generally twice per day bonus. It's arguably not even worth the risk of installing the limb.

Also, losing a limb IS a terrible thing that can't just be corrected. Did you miss the permanent characteristic loss?

The benefit is a tiny, generally twice per day bonus. It's arguably not even worth the risk of installing the limb.

Also, losing a limb IS a terrible thing that can't just be corrected. Did you miss the permanent characteristic loss?

Also counts that limbs toughness as 6, so there ARE two benefits. However if you have to pump your Tb to 6 just for "enough" cybernetics to go with a "proper" tech priest, then the benefit of the limbs is pretty much lost.

That's true, I forgot about the toughness bonus thing.

My main issue is that it is alogic. It makes no sense to say a maglev coil costs a slot and a lost arm which gets replaced does not.

In that case I blow away the body part that contains the coil myself, so I can replace it for free with a maglev cpil + some steel around it as a "biomic limb".

Thats something I would not even discuss about in one of my games.

Why should the amount of cybernetic, which my natural body is able to take not be reduced after replacing both of my arms and legs ? Every reason thats fielded therefore is nonsense.

You could just field balance as a reason and that is the totally wrong way to balance such a thing. If you want to balance it, give thelimbs some benefits - but I think they already have sufficient benefit - using those abilities twice per day is more than enough if used in critical situations.

I honestly think it makes perfect sense. As I've said, systems like radars, extra limbs and interface ports are things that are very foreign to the body. They aren't replacing a natural system, they're adding things that by all means the body should not be able to do. Whereas bionic limbs and organs simply replicate the function of a missing (be the removal intentional or accidental) bodypart, and as such, would be much more readily accepted by the body.

Thats not true. In both cases you use electrical signals to work with the brain. Just the way the cybernetic interprets them is different.

Therefore, for the body it makes no difference, if the brain thinks 'move' to move a cyberleg or you think about a green lollipop to activate your radar and get back some visual information into your eyes nerves.

It is physically in both cases just exchanged signals being interpreted.

The whole issue is about "I lost my arm and want to get a replacment without touching my slots" whining.

Thats not true. In both cases you use electrical signals to work with the brain. Just the way the cybernetic interprets them is different.

Therefore, for the body it makes no difference, if the brain thinks 'move' to move a cyberleg or you think about a green lollipop to activate your radar and get back some visual information into your eyes nerves.

It is physically in both cases just exchanged signals being interpreted.

The whole issue is about "I lost my arm and want to get a replacment without touching my slots" whining.

When you install a leg in the place your leg used to be, you have a ready-made neural connection that your brain roughly interprets as "left leg I/O". Presumably, this lets you attach the bionic with minimal hassle.

Where in your nervous system do you slot in "that thing that lets me see and understand gamma waves", or "that third hand I got on my back, except it's actually a laspistol"? You don't without significant rewiring, and the resulting configuration is something the human nervous system was never designed to do. That implies extra strain. Strain on the nervous system = strain on the body, as any person with any sort of neurological problem IRL will be very unhappy to tell you.

You already today can implant chips into human brains which interpret electrical signals. Same issue here.

Learning to give a designed impuls gives a chip order to the implant. Not much different from 'regular' body signals to a leg.

Definitly no reason to differ between slot or no slot.

The neural struggle of manipulating extra limbs on top of what you're used to is not something you can really explain away.

The neural struggle of manipulating extra limbs on top of what you're used to is not something you can really explain away.

Nor is the quite visceral struggle of having extra limbs, power generators and antigrav devices attached to your body. Or extra chips and sensory devices suddenly sharing the space with your brain.

It does have an impact, but not that much more than having a cybernetic limb.

And definitely not so mich, that it would take a slot where another thing doesnt.

The loss of a limb alone, along with the phantom pain and neural damage can be reason enough to lose a slot.

I don't think this is going places fast. We have our interpretation, you have yours, and I suppose both are fairly valid without any real evidence to back it up (maybe we can revisit the topic when we learn to install radars in people's brains).

I think it's fair from a gameplay perspective though. It's unnecessarily harsh to force people to keep slots free purely for the sake of maybe losing organs or limbs. Plus, after a long campaign. it'd be entirely possible to lose more stuff than you have TB to throw around.