Implants

Implant Locations:
Eyes – 1 Implant
Head – 1 Implant
Torso – 2 Implants
Arms – 1 Implant Each
Legs – 1 Implant Each

Implant Installation Cost:
Installing an implant in its standard location: 500 caps
Installing an implant in a non-substandard location: +250 caps for each location away from its optimal location (eye to head is 750, while eye to torso is 1000)
Each implant already installed: +250 Caps
Removing an implant: 500

Upgrading implants:
Each level of upgrades requires a certain science skill, along with a little bit of cash.
Level 2: 300 Caps – Science 100%
Level 3: 600 Caps – Science 125%
Level 4: 1000 Caps – Science 150%

Implants By Location

Location Cost Effect Levels/Notes
Eyes - - -
AR Scanner 10000 caps Vats+Awareness -
Bionic Eyes 4000 Caps Nightvision as goggles – No cells to power -
Probability Calculator 4500 Caps +1 Luck -
Optics Enhancer 4500 Caps +1 Perception -
Head - - -
Empathy Synthesizer 4500 Caps +1 Charisma -
Implant GRX 25000 Caps 3/day gain +13 AP for one round
Logic Co-Processor 4500 Caps +1 Intelligence -
Voice Modulator 1500 Caps +2 speech & Barter +1 to speech and barter/level-4 levels
Wired Synapses 17000 Caps +2 AP
Torso - - -
Adrenaline Booster 7500 Caps +1 AP
Hypertrophy Accelerator 4500 Caps +1 Strength
Monocyte Breeder 14000 Caps Regenerate 1hp/30 seconds
Nociception Regulator 4500 Caps +1 Endurance
Reflex Booster 4500 Caps +1 Agility
Stealth Nano-Bots 16500 Caps 10 minutes of stealth boy/day. Usable in 1 minute increments
Subdermal Armor 9000 Caps +2 to all DT
Synthetic Lungs 7500 Caps Recover 1 additional AP after a jog/run/sprint. Water Breathing/Gas Resist 100/0
Arms - - -
Impact Strike 2000 Caps +4 Melee Damage
Kinetic Accelerator 2500 Caps Gain 1 AP/round, usable for reloading or inventory purposes only
Hand Stabilizer 1500 Caps +2 Lockpick & Repair +1 to Lockpick & Repair/level-4 levels
Motor Memorizer 1500 Caps +2 Energy Weapons & Small Guns +1 to Energy Weapons & Small Guns/level-4 levels
Neural Datatool 1500 Caps +4 science +2 science\level – 4 levels
Razor Nails 3000 Caps Always Considered Armed with the equivalent of claws in that hand
Legs - - -
Implant M-5 10000 Caps Grants Stealth Run, can move crouched for normal AP cost
Kinetic Accelerator 2500 Caps Gain 1 AP/round, usable for movement only
Tread Damper 1500 Caps +4 Sneak +2 Sneak\level – 4 levels
Weight Absorber 1500 Caps +10 to Carry Weight +10 Carry Weight\level – 4 levels
Anywhere - - -
Nanobionic Weave 2500 Limb regenerates after 30 seconds
No Where - - Does Not Take An Implant Spot
Dermal Impact Armor(Low Impact) 8000+combat armor + 5% DR Vs Normal and Explosive Damage Does Not Stack With High Impact
Dermal Impact Armor(High Impact) 15000+combat armor+Dermal Impact Armor(Low Impact) + 10% DR Vs Normal and Explosive Damage, – 1 Charisma Does Not Stack With Low Impact
Phoenix Armor Implant(Low thermal) 8000+combat armor + 5% DR Vs Fire, Laser and Plasma Damage Does Not Stack With High thermal
Phoenix Armor Implant(High thermal) 15000+combat armor+Phoenix Armor Implant(Low thermal) + 10% DR Vs Fire, Laser and Plasma Damage, – 1 Charisma Does Not Stack With Low thermal

Implants

Fallout: Van Buren underableedingsun