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* '''Reflex Implants''' (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000cr and Strain 8. Level II implants grant the subject +4 Dexterity up to a maximum of 23; Cost 50,000cr and Strain 6. (Military)
 
* '''Reflex Implants''' (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000cr and Strain 8. Level II implants grant the subject +4 Dexterity up to a maximum of 23; Cost 50,000cr and Strain 6. (Military)
 
* '''Weapon Implant''' (2 levels): a small, hand-held firearm or light melee weapon is implanted into the subject’s cybernetic arm replacement (requires at least one Cybernetic arm replacement). Something up to the size of a blaster pistol Costs 2,000cr plus the weapon’s cost and Strain 1. These weapons are totally hidden within the subject’s limb when not in use when storage. They are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload. They count as carried items for encumbrance (Restricted).
 
* '''Weapon Implant''' (2 levels): a small, hand-held firearm or light melee weapon is implanted into the subject’s cybernetic arm replacement (requires at least one Cybernetic arm replacement). Something up to the size of a blaster pistol Costs 2,000cr plus the weapon’s cost and Strain 1. These weapons are totally hidden within the subject’s limb when not in use when storage. They are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload. They count as carried items for encumbrance (Restricted).
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== VEHICLE AND STARSHIP ==
  
 
== VEHICLE HOUSERULES AND COMBAT ==
 
== VEHICLE HOUSERULES AND COMBAT ==

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