All of the items briefly described here are from GDW's _Earth/Cybertech Sourcebook_. For more information on any of these, please check there.
Neural Jack: Lv 7,500.
Used to connect the implantee to everything from a CyberDeck, to a weapon or vehicle, allowing them increased control of it.
Skill Chips: Level 0: Lv 100. Level 1: Lv 300. Level 2: Lv 950.
These chips require a Neural Jack to use. When plugged in, they give the user the Skill in the chip at the chip's level, just as though the (N)PC had acquired it, normally. The only difference is that, once the chip is unplugged, the PC "forgets" the skill. Characters who remain "plugged in" for long periods of time may learn the chipped skill as though enrolled in a standard training program.
Slashers: Length: 2 cm (Bulk = 0), Weight: Insignificant, Melee Range: Short, Melee Skill Modifier: +1, DPV: 0.1 (all five blades collectively), Price: Lv 1,500.
Under-the-fingernails blades for clandestine troublemakers.
Wrist Blade: Length: 20 cm (Bulk = 0), Weight: 1 kg, Melee Range: Short, Melee Skill Modifier: +2, DPV: 0.1, Price: Lv 1,200.
The Wrist Blade is just what it sounds like; a blade concealed in the character's wrist.
Monofilament Garrote: Length: 100 cm (Bulk = 4), Weight: Insignificant, Melee Range: Long, Melee Skill Modifier: -4, DPV: 1.5, Price: Lv 3,600.
"Garrote" is a misnomer; monofilament cuts. These weapons are so deadly that police will generally shoot-to-kill on sight, and any Fumble in combat may injure the user. Often, a false thumb or fingertip is used to conceal one of these weapons.
Wrist Gun: Length: 10 cm (Bulk = 0), Weight: Insignificant, Aimed Fire Range: 50 m, ROF: 4, DPV: 2 (Stun only), Price: Lv 900.
A tranquilizer gun concealed in the character's wrist. It holds 4 rounds, and takes 10 minutes of relative peace to reload.
Bionic Eyes: Excellent: Lv 1,500. Exceptional: Lv 2,300. Color Enhancement (for spotting camouflage, etc.): +Lv 500. Low Light: +Lv 650. Flash Proof (prevents blindness): +Lv 300. Optic Imager (turns bionic eyes into a camera): +Lv 1,000. Sublety (prevents detection of bionic eyes): +Lv 850.
Bionic Ears: Excellent: Lv 650. Exceptional: Lv 1,100. Low-Frequency Hearing: +Lv 600. High-Frequency Hearing: +Lv 600. Sound Dampening (prevents deafness from nearby explosions, etc.): +Lv 650. Recorder: +Lv 750.
Bionic Limbs: Arms: Lv 1,600 for STR 12, +Lv 120/STR point over 12. Legs: Lv 2,000 for STR 15, +Lv 150/STR point over 15.
Arms have 20 cm x 3 cm diameter spaces. Legs have 30 cm x 8 cm diameter spaces in them. This may be made into a hollow secret compartment, or any built-in one-handed piece of equipment may be added to the Arm/Leg at 5X the normal price.
All of the items briefly described here are from GDW's _2300AD Equipment Guide_, pages 20, 21, or 26. For more information on any of these, please check there.
Subdermacalc: Lv 950.
An internal calculator and chronograph that gives +2 on any mathematical calculations.
Subdermacomp: Lv 2,500.
An internal portacomp. Chips may be added at the time of installation for an additional charge. Adding them later requires minor surgery.
Subdermatalk: Lv 500 for the basic model. More advanced versions cost more (see below).
An implanted micro-radio. The basic model has one channel, a range of five kilometers, and a signature of +0. Each extra frequency or additional five kilometers range doubles the price.
All of the items briefly described here are from articles in GDW's _Challenge_ magazine. For more information on any of these, follow the appropriate links.
Michael LaBossiere's Autoinjector: Simple: Lv 500, Advanced: Lv 1,000. Refill tube: Lv 10 + drug cost.
A blood monitor and drug-injector. The simple version operates as preprogrammed. The advanced version includes a link to the (N)PC's brain, and can be operated at will.
Michael LaBossiere's Bat: Normal: Lv 1,300. Deluxe: Lv 2,250.
Bats are skull implants which allow the (N)PC to echolocate like a bat, out to a range of 10 meters. The normal version has the same scope as normal human vision, while the advanced version has a scope of 360 degrees.
Lester W. Smith's Biocaster: Range: 300 meters. Endurance: 1,000 hours. Price: Lv 2,500. Lv 350 for the insertion of a new 1,000-hour battery.
Biocasters transmit everything that an implantee sees and hears. Range is 300 meters, and the Endurance is 1,000 hours.
Michael LaBossiere's Cutoff: Lv 8,000.
Cutoffs stop pain, but have truely nasty long-term effects; each half hour's use reduces the user's senses by 1%!
Michael LaBossiere's Hornet: Lv 300.
An internal finger-tip syringe with two doses of poison/drugs. Very difficult to detect.
Lester W. Smith's Mimicker: Lv 850.
Mimickers record and then allow their owners to duplicate a stored voice (although not well enough to fool a voiceprint analyzer).
Michael LaBossiere's Oxygenator: Lv 600. Loading Ports: Lv 100. Reloads: Lv 20.
An Oxygenator allows a character to get along without air (although it doesn't protect from pressure differences) for up to 30 minutes. If Loading Ports are not installed, reloading the oxygen tank and CO2 scrubbers requires minor surgery.
Michael LaBossiere's Poison Vial: Lv 100 + drug cost, per vial.
Two dose poison/drug vials hooked up to Slashers or Monofilament Garrotes. Any hit with them which penetrates armor then does poison damage or drug effects, as well.
Lester W. Smith's Slaver: Lv 8,000.
A receiver (normally used along with a Biocaster) which, when remotely activated, will stimulate the rage centers of an animal's brain, causing it to attack with berserk fury. It has unlimited endurance, and is illegal in most nations.
All the of items described, below, are new additions to the world of _2300 AD_, have never been described elsewhere in Canon (although many are adapted from other sources), and were added by yours truly. If you don't like these, you can blame me!
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