Cyberware

Cyberware is chrome you bolt onto your runners — stat bonuses on healthy parts and permanent-damage repair on wrecked ones. Introduced in HP system Phase 4 (server v1.84.0+, tracker #589).

This page is the player-facing guide. Engine details live in SPEC_combat.md §16-§20 and the design surface in docs/CYBERWARE.md.


TL;DR

  1. Scout a sector with a recruiter — every ripperdoc in that sector is revealed.
  2. Open the Cyberware tab on an injured runner (or any runner you want to upgrade).
  3. Pick a ripperdoc, a cyberware item from their inventory, and a target body part.
  4. Submit the action. The runner travels, the doc rolls the 4-bucket surgery table, you get an outcome.

Ripperdocs

A Ripperdoc is a first-class NPC that installs chrome at a specific clinic building.

Spawn rule

Per-doc stats

Field Range What it does
SurgerySkill 50..89 Drives the success probability. Higher = safer.
Discretion 30..79 Captured for Phase 4c federal-heat trail (no gameplay effect yet).
Tier 1 (Phase 4 trimmed) Bounds which cyberware they can install. Tier-2/3 docs land in Phase 4d.

Discovery

Ripperdocs are invisible until you scout the sector they sit in. SCOUT triggers DiscoverRipperdocsInSector automatically — you don’t run a separate clinic-scout action.

Once revealed, they show up under Player → Ripperdocs with their full inventory and per-item cost / stat-mods / humanity-cost. Rival’s discoveries stay hidden until Phase 4b’s HACK_RECON leak lands.

Inventory

Every ripperdoc starts with 3-5 Tier-1 items at session start. Each day rollover tops them back up to 3-5 items. Tier-2 / Tier-3 stock is empty in Phase 4 trimmed — those tiers land via SUPPLY_ILLEGAL smuggling when #588 lands.


INSTALL_CYBERWARE action

Field Value
Category Verwaltung
Primary attribute INT (medical know-how)
Secondary attribute CON (toleration)
Cost Clean cash, = cyberware.base_cost from the catalog
Duration 120 min (2 h) — runner busy for the install + immediate post-op
Cooldown 72 h per runner (prevents chrome-stacking spam)
Target Self runner + ripperdoc building

The submission carries three params: cyberware_id, target_part, ripperdoc_id (resolved from the picked clinic’s NodeID). Validator rejects: undiscovered ripperdoc, empty inventory, incompatible part, insufficient cash, runner inactive / arrested / on cooldown.


The 4-bucket surgery table

After the validator passes, the engine rolls P_success = SurgerySkill/100 × (1 - tier × 0.05).

A Tier-1 install at a 70-skill ripperdoc = 0.70 × 0.95 = 66.5% success.

Cost + inventory are consumed on every outcome. Failure doesn’t refund — that’s the price of cybering up at a back-alley clinic.

Roll Bucket Effect
r < P_success Success Chrome installed, stat_mods applied, target part’s Permanent flag cleared if it was wrecked, HP restored to MaxHP.
Failure → r2 < 0.40 Botched install Chrome destroyed, target part flipped to Permanent=true (HP=0). No stat_mods.
Failure → 0.40 ≤ r2 < 0.70 Partial functionality Install succeeds, but stat_mods operate at 50% (integer rounded toward zero). Persistent marker until next swap / removal.
Failure → 0.70 ≤ r2 < 0.95 Surgical complication Install succeeds fully on the target. A different healthy part flips Permanent=true — collateral damage.
Failure → r2 ≥ 0.95 Dead on table Runner dies. All parts zeroed, Active=false, ripperdoc still keeps your money.

Replay-deterministic: same (day, player, hood-id) always produces the same roll. Save scumming via re-roll is not a thing.


Stat-mod stacking

Cyberware stat-mods stack on top of Base* snapshot values, uncapped. Locked decision per SPEC_combat.md row 13 — chromed runners can blow past 100 STR.

Example sequence:

Step STR Notes
Hire runner 80 BaseSTR = 80 snapshotted at spawn
Install Militech Cyberarm (left) 95 +15 STR
Install Militech Cyberarm (right) 110 +15 STR again, past 100 cap
Crit-lethal hit, left arm goes Permanent (no chrome installed there yet) n/a Phase 3 penalty applies
Install Cyberarm on the wrecked left arm 110 Cyberware now covers the loss, no penalty

Phase 5’s Humanity will be the balance lever — chrome-stacking lowers humanity, low humanity = cyberpsychosis behaviour penalties.


Swap policy

Re-installing on an occupied slot destroys the old chrome (no refund). Fast iteration, simple UX. The Phase 4b REMOVE_CYBERWARE action below gives a 50%-refund alternative.

Practical implication: pick your cyberware carefully. Swapping a low-tier item for a higher one via the swap policy wastes the lower one entirely; REMOVE-then-INSTALL recovers 50% of the lower item’s base cost.


Reputation (Phase 4b, server v1.85.0)

Every ripperdoc tracks a per-player reputation score from 0 to 100, starting at the neutral default of 50. Loyal customers get cheaper, safer installs. Newcomers pay full freight and roll the dice a little more.

Triggers (Phase 4b)

Outcome Rep delta
INSTALL success +5
INSTALL botched (bucket 1) −10
INSTALL partial / complication / dead-on-table 0 (neutral)
REMOVE_CYBERWARE 0 (neutral)

Other triggers — successful bribe (+10), ripperdoc-raid while patron (−20), rival bribes the doc to leak your roster (−25) — ride with Phase 4c counter-intel work.

What rep does

Both curves are softer than the docs baseline (locked decisions 22-23) so reputation is an influence, not a deciding factor in the early game.

Affordability gate

The cost gate runs after the rep discount. A rep-100 patron can afford an $8,000 cyberarm with only $6,000 clean cash, because effective cost = $6,000.

Fog-of-war

Rep is per-player and per-doc, surfaced only for ripperdocs you have discovered. Rivals never see your rep with their docs (yet — Phase 4c’s HACK_RECON leak adds rival cyberware-roster surfacing, but not rep curves).


REMOVE_CYBERWARE (Phase 4b, server v1.85.0)

Pull chrome out of a runner. Frees the slot, refunds half the catalog base cost, and returns the part to the wrecked state (Permanent=true) per the docs/CYBERWARE.md Recovery paths.

Field Value
Category Verwaltung
Primary attribute INT
Cost $0 (the refund is the net effect)
Refund 50% of catalog base_cost — raw, not the rep-discounted price you paid
Duration 60 min (half of INSTALL — explant is faster than implant)
Cooldown 24 h per runner (lighter than INSTALL’s 72 h)
Surgery roll None — always succeeds
Reputation impact None

Why bother?

Side effects

Cooldown rationale

24 h per_runner sits lighter than INSTALL’s 72 h on purpose. Removing chrome is mechanically simpler than implanting (in-fiction: explant is a 1-hour drill, implant is a 2-hour splice). The asymmetric cooldown enables tactical chrome management without enabling chrome-spam — the 72-h INSTALL cooldown still gates how often you can re-up a slot.


Factions (Phase 4d, server v1.86.0)

Every ripperdoc now carries a faction alignment picked at session start. Faction shows up as a tag on each discovered shop’s card and modulates pricing, surgery quality, and Tier-3 access.

Distribution

Faction Share Tier ceiling Surgery skill Discretion
Independent 70% Tier 1-2 50-89 30-79
Ripperdoc Cartel 15% Tier 1-3 70-100 70-99 (raised)
ChromeWerks Inc. 10% Tier 2-3 70-100 30-79
Arasaka Med 5% Tier 3 only 70-100 30-79

What each faction means in Phase 4d

Strategic implications


Tier-3 catalog (shipped in v1.86.0)

5 high-end entries in the $25k-$60k band. Stocked at session start via 1 random seed per Tier-3-capable shop (Cartel + ChromeWerks + Arasaka Med). Ongoing refresh waits on the #588 SUPPLY_ILLEGAL loot pipeline.

ID Name Slot Cost Stat-mods Humanity
sandevistan_proto Sandevistan Prototype head $55,000 STL +20 / TCH +10 30
berserk_processor Berserk Processor head $40,000 STR +20 / CON +10 28
subdermal_heavy Mil-Spec Subdermal Weave torso $50,000 CON +25 28
optical_ar_combat Combat-AR Optics head $30,000 TCH +15 / INT +5 22
skeletal_brace_mk2 Skeletal Brace Mk2 leg_left / leg_right $25,000 STR +10 / CON +10 18

Tier-3 access gate

Tier-3 installs require reputation ≥ 70 with the ripperdoc. Below 70 the plan validator rejects with a TIER3_REP_GATE error; if you somehow drift below 70 mid-plan (e.g. a botched install earlier in the same plan docked rep -10), the op layer double-checks and silently no-ops at execute time without consuming cash or inventory.

The rep curve discount + ChromeWerks faction discount still apply above the gate, so a rep=100 ChromeWerks patron pays $25k-$60k × 0.75 × 0.9 for Tier-3 chrome.


Humanity & cyberpsychosis (Phase 5, server v1.87.0)

Every install carries a humanity cost. Stack too much chrome and your runner slides through four behavioural bands — eventually going cyberpsycho and risking permanent loss.

Humanity stat

Behavioural bands

Range State LOY decay/day Friendly-fire risk Faction-leave risk
100..80 Stable 0 none none
79..50 Jittery −1 none none
49..25 Unstable −2 none none
24..0 Cyberpsycho −3 10% per combat minute up to 9.5%/day (curve below)

Order-refusal is deferred to Phase 5b — Phase 5 trimmed ships LOY decay + friendly-fire + faction-leave only.

Cyberpsycho friendly-fire

In the Cyberpsycho band, each combat minute rolls 10% to flip the target to a random allied team-mate at the same node. Damage formula unchanged — only target identity swaps. No ally present at the node = no swap (attack proceeds normally).

Faction-leave (permanent runner loss)

Daily roll for Cyberpsycho hoods:

P_leave = clamp((20 − humanity) / 200, 0, 0.10)
Humanity P_leave/day
19 0.5%
15 2.5%
10 5.0%
5 7.5%
1 9.5%

On positive roll the runner is permanently lostHood.Active=false, gazette entry, FactionLeftDay set. The roll fires BEFORE LOY decay so a runner who leaves doesn’t also eat that day’s decay.

THERAPY_SESSION action

Field Value
Category Verwaltung
Primary attribute INT
Cost $2,000 clean
Duration 720 min (12 h session)
Cooldown 72 h per runner
Effect +15 humanity (clamped at 100)
Provider Reuses existing ripperdoc shops — no new NPC entity in trimmed scope

Any discovered Alive ripperdoc accepts the action. The runner travels to the shop, undergoes a 12-hour session, returns with 15 humanity restored.

Why bother?


Tier-1 catalog (shipped in v1.84.0)

10 entries covering every body part. Future Tier-2 lines drop via smuggling.

ID Name Slot Cost Stat-mods Humanity
neural_link_basic Basic Neural Link head $2,500 INT +5 5
cyber_eye_optical Optical Cyber-Eye head $3,500 TCH +4 / STL +3 6
cha_implant_voice Voice-Modulator Implant head $3,000 CHA +8 6
neural_link_pro Pro Neural Link head $6,000 INT +10 / TCH +5 10
cyberarm_militech Militech Cyberarm arm_left / arm_right $8,000 STR +15 12
cyberarm_artisan Artisan Cyberarm arm_left / arm_right $7,500 STR +8 / TCH +8 10
cyberleg_speedware Speedware Cyberleg leg_left / leg_right $6,500 STL +12 10
cyberleg_reinforced Reinforced Cyberleg leg_left / leg_right $5,500 STR +6 / CON +6 8
subdermal_armor_light Subdermal Armor Mesh torso $9,000 CON +15 14
synth_lung_filter Synth-Lung Filter torso $4,000 CON +6 / STL +4 7

HumanityCost is captured at install time. Phase 5 will sum it across the runner to compute the humanity score; in Phase 4 it’s stored for forward compatibility only.


What’s still coming

Phase Scope Tracker
4c HACK_RECON cyberware leak + bribe trigger + ripperdoc-raid loss-event + rival-bribes-doc + black-market vs licensed split (dirty-cash variant, lower success, no federal_heat trail, police RAID risk) + Arasaka Med refusal mechanism (rival-affinity check) Future spec PR
5b Order refusal mechanic (1/10 Jittery / random Unstable) + drug-cycle recovery action + dedicated Therapist NPC system (split from ripperdocs) Future spec PR
Loot pipeline Tier-2 catalog + ongoing Tier-2/3 refresh via PRODUCE_DRUGS / SUPPLY_ILLEGAL Blocks on #588

See also