// Equipment

Cyberware Catalog

Related rules: Cyberware Expanded Skills

Overview

The definitive item catalog for cyberware in the Rifts → Starfinder 2e conversion. Each item lists its slot, item level, price, install requirements, and mechanical effect. All items operate under the Cyberware subsystem rules — body-location slots, the cyber cost formula, and the install procedure handled by a Chopper or a comparable cyberdoc.

How to read entries

Each cyberware item has:

  • Item level (1–20). Determines cyber cost via the subsystem formula, install DC, and price tier.
  • Slot (one of the 15 body-location slots from Cyberware: Eye×2, Ear, Mouth/Throat, Head/Neural, Torso, Arms×2, Hands×2, Legs×2, Feet×2, Spine/Core).
  • Price (PF2e gold-equivalent). Includes the item itself plus a 10% procedure fee for install.
  • Install DC (for the Cybernetic Surgery Specialized Task). Standard = item level + 15. A Chopper gets a baseline −5 to the DC.
  • Cyber cost (variable per installing character — see the Cyberware formula).
  • Mechanical effect (passive bonus, action-grant, etc.).
  • Notes (lore, install restrictions, removal notes).

Tier overview

  • Low-tier (item level 1–6). Basic implants. Civilian-common, accessible to most installers.
  • Mid-tier (item level 7–12). Combat or specialized implants. Require Expert+ Cybernetic Surgery.
  • High-tier (item level 13+). Top-grade or experimental. Require Master+ Cybernetic Surgery and rare components.

Head / Neural slot

Implants in the head or directly tied to the nervous system. The Head/Neural slot holds 1 implant total.

Mental Discipline (item level 1)

PropertyDetail
SlotHead/Neural
Price25 gp
Install DC16
Mechanical effectPassive. +1 status bonus to Will saves. +2 status bonus to Occultism checks.
NotesStandard Manic starting implant. Reinforces mental discipline against external psychic influence.

Reflex Cortex (item level 1)

PropertyDetail
SlotHead/Neural OR Spine/Core (player chooses at install)
Price30 gp
Install DC16
Mechanical effectPassive. +2 status bonus to initiative rolls. +1 status bonus to Acrobatics.
NotesStandard Manic starting implant. Speeds nervous-system signal transmission.

Neural Accelerator (item level 3)

PropertyDetail
SlotHead/Neural
Price60 gp
Install DC18
Mechanical effectPassive. +2 status bonus to initiative rolls. +1 status bonus to Reflex saves.
NotesStandard Redliner starting implant. Higher-tier than the Reflex Cortex but specifically initiative-focused.

Mind Shield (item level 5)

PropertyDetail
SlotHead/Neural
Price175 gp
Install DC20
Mechanical effectPassive. +2 status bonus to Will saves against mental and emotion effects.
NotesA common counter to the Mindbreaker. It doesn't completely block psi, but it raises the bar.

Memory Augmenter (item level 7)

PropertyDetail
SlotHead/Neural
Price450 gp
Install DC22
Mechanical effectPassive. +2 status bonus to Recall Knowledge checks. Once per long rest, you can recall a specific past event in perfect detail (10-minute meditation).
NotesA popular Archivist accessory. Photographic memory for installed users.

Combat Targeting Computer (item level 9)

PropertyDetail
SlotHead/Neural
Price1,400 gp
Install DC24
Mechanical effectPassive. +1 status bonus to ranged attack rolls. As a 1-action activity, calculate an optimal ranged target — your next ranged Strike against the chosen target gains a +2 status bonus to the attack roll (in addition to the passive +1).
NotesFederation military standard issue. Significantly improves ranged combat output.

Neural Tap (item level 11)

PropertyDetail
SlotHead/Neural
Price2,800 gp
Install DC26
Mechanical effectPassive. You gain a fourth-action equivalent: once per round, you can spend an additional 1-action activity on your turn (effective 4 actions for that turn). After 3 rounds of activation in a single encounter, you're Fatigued for 1 minute.
NotesRare and dangerous. Removing a Neural Tap damages the cortex unless done by a Chopper with Master Cybernetic Surgery.

Cybernetic Cortex (item level 14)

PropertyDetail
SlotHead/Neural
Price12,000 gp
Install DC29
Mechanical effectPassive. +3 status bonus to all INT-keyed checks. +1 status bonus to spell DCs. Counts as a "magical implant" for some interactions.
NotesHigh-end. Used by Federation intelligence officers and corporate executives. Rare.

Eyes (2 slots, one per eye)

Each eye holds one implant. The two eyes can have matching or mismatched implants.

Cyber-Eye (Basic) (item level 1)

PropertyDetail
SlotOne Eye
Price12 gp
Install DC16
Mechanical effectReplaces a damaged or missing natural eye. Provides normal vision. No mechanical bonus.
NotesA standard replacement eye. Cosmetically obvious (a visible mechanical iris) but indistinguishable in function from natural vision.

Cyber-Eye (Low-Light) (item level 3)

PropertyDetail
SlotOne Eye
Price80 gp
Install DC18
Mechanical effectAs the Basic Cyber-Eye, plus you gain Low-Light Vision through this eye.
NotesA common after-market upgrade. Most choppers can install it with standard tools.

Cyber-Eye (Targeting Optic) (item level 5)

PropertyDetail
SlotOne Eye
Price180 gp
Install DC20
Mechanical effect+1 status bonus to ranged attack rolls. The range increment of ranged weapons extends by 25% (round up).
NotesA standard Chromeboy starting cyber-option for pilots who augment their natural vision.

Cyber-Eye (Multi-Optic) (item level 7)

PropertyDetail
SlotOne Eye
Price450 gp
Install DC22
Mechanical effectIncludes Low-Light Vision, Darkvision, telescopic zoom (extend ranged attack range increments by 50%), and thermal imaging (detect heat signatures within 60 ft).
NotesA popular high-end optic and a common military upgrade. The reference implant for an "advanced cyber-eye" in most class examples.

Cyber-Eye (Sensor Suite) (item level 12)

PropertyDetail
SlotOne Eye
Price3,200 gp
Install DC27
Mechanical effectAs the Multi-Optic, plus Detect Magic (continuous), Detect Psionics (continuous), and Lifescan (detect living creatures within 100 ft).
NotesFederation intelligence equipment. Rare in civilian markets.

Ears (1 slot)

The ear slot holds 1 implant covering both ears (a paired implant).

Cyber-Ear (Basic) (item level 1)

PropertyDetail
SlotEars
Price10 gp
Install DC15
Mechanical effectReplaces a damaged or missing natural ear. Provides normal hearing. No mechanical bonus.

Audio Enhancer (item level 3)

PropertyDetail
SlotEars
Price75 gp
Install DC18
Mechanical effectPassive. +1 status bonus to Perception checks involving hearing. Detect whisper-volume conversations at twice normal range.

Sonar Implant (item level 9)

PropertyDetail
SlotEars
Price1,300 gp
Install DC24
Mechanical effectActive. As a 1-action activity, emit an ultrasonic ping and detect all solid objects within 60 ft (regardless of cover or lighting). The effect lasts 1 round.
NotesA cetacean-derived design. Useful in cave systems and underwater environments.

Mouth / Throat (1 slot)

Subdermal Voicebox (item level 1)

PropertyDetail
SlotMouth/Throat
Price20 gp
Install DC15
Mechanical effectPassive. Allows speech for creatures who lost their natural voice. A subvocalization mode lets you speak silently to specific listeners within 30 ft if you've established a connection with their cyberware (other Subdermal Voiceboxes or comparable implants).

Endorphin Modulator (item level 1)

PropertyDetail
SlotMouth/Throat
Price25 gp
Install DC16
Mechanical effectPassive. Resistance 5 to mental damage. The Resistance value scales: 5 at L1, 10 at L9, 15 at L17 (subject to installing upgraded versions at those levels).
NotesStandard Manic starting implant. Modulates pain signals to protect against mental shock.

Cyber-Jaw (item level 4)

PropertyDetail
SlotMouth/Throat
Price100 gp
Install DC19
Mechanical effectActive. Bite attack as a 1-action activity. Deals 1d8 + STR piercing damage. Hardness 2 against jaw attacks made against you.
NotesUseful in combat. Some Manics and Cyborgs use Cyber-Jaws for emergency melee.

Vocal Range Amplifier (item level 5)

PropertyDetail
SlotMouth/Throat
Price165 gp
Install DC20
Mechanical effectPassive. +1 status bonus to Performance and Diplomacy checks involving public speaking or musical performance. Your voice carries at 3× normal volume range when desired.

Torso (1 slot)

Dermal Plating (item level 1)

PropertyDetail
SlotTorso
Price30 gp
Install DC16
Mechanical effectPassive. Grants Hardness 3 (light combat armor tier, per Megadamage & Hardness). Stacks with worn armor per the subsystem's "highest applicable applies" rule.
NotesStandard Redliner and Manic starting implant. Reinforces the torso with metal mesh, kevlar, and titanium subdermal layers.

Hormone Injector (item level 1)

PropertyDetail
SlotTorso
Price35 gp
Install DC17
Mechanical effectPassive. +2 status bonus to STR-based skill checks. +2 status bonus to damage rolls with melee Strikes. +5 ft Speed.
NotesStandard Redliner starting implant. A permanent metabolic boost via timed hormone release.

Subdermal Trauma Plate (item level 5)

PropertyDetail
SlotTorso
Price170 gp
Install DC20
Mechanical effectPassive. Grants Hardness 5 (standard combat armor tier). Replaces Dermal Plating if both are installed (player chooses which is active).
NotesHigher-tier than Dermal Plating. Some Cyborgs include this in their Standard Configuration.

Cardiac Stabilizer (item level 7)

PropertyDetail
SlotTorso
Price425 gp
Install DC22
Mechanical effectPassive. Resistance 5 to physical damage. Take only half damage from a critical hit's bonus damage (per PF2e crit-damage doubling — you take the base damage doubled, but the bonus crit damage is halved).
NotesUsed by combat operators who expect to be shot at.

Reinforced Plating (item level 13)

PropertyDetail
SlotTorso
Price7,500 gp
Install DC28
Mechanical effectPassive. Grants Hardness 12 (light power armor tier). Replaces Dermal Plating, Trauma Plate, and Hormone Injector capabilities — the patient is now significantly cybered through the torso.
NotesA Full-Conversion Cyborg standard. Sometimes installed in non-Cyborg Chopper patients who want extreme durability.

Arms (2 slots, one per arm)

Cyber-arms replace the natural arm. Most cyber-arm implants are full limb replacements.

Cyber-Arm (Basic) (item level 1)

PropertyDetail
SlotOne Arm
Price80 gp
Install DC18
Mechanical effectReplaces a damaged or missing natural arm. Provides normal arm function. Mechanical: +1 status bonus to STR-based checks made with this arm specifically.
NotesA standard replacement arm. Functional but mechanical.

Cyber-Arm (Combat-Grade) (item level 5)

PropertyDetail
SlotOne Arm
Price180 gp
Install DC20
Mechanical effectAs the Basic Cyber-Arm, plus a +2 status bonus to STR-based checks with this arm and a built-in concealed knife (1d6 piercing, agile, finesse).
NotesA common Bountyhunter and Federation military implant.

Cyber-Arm (Combat-Grade) with Weapon Mount (item level 7)

PropertyDetail
SlotOne Arm
Price460 gp
Install DC22
Mechanical effectAs the Combat-Grade Cyber-Arm, plus a weapon mount built into the arm (holds a one-handed firearm or melee weapon). The mounted weapon cannot be disarmed.
NotesUseful for characters who want unique weapon retention. Some Cyborgs and Manics include this.

Vibro-Claw Hand (item level 9)

PropertyDetail
SlotOne Hand (a separate slot from the Arm, but typically installed together)
Price1,400 gp
Install DC24
Mechanical effectReplaces the hand. Built-in vibro-claws: melee Strike at 1d8 + STR slashing, agile, finesse, magical (force damage on a critical). Can be retracted into a "natural-looking" hand state. Hardness 5.
NotesA standard Cyborg combat option. The Psi-Knight's anathema discourages this — their psi-sword serves the same purpose without cyberware.

Cyber-Arm (Master-Grade) (item level 11)

PropertyDetail
SlotOne Arm
Price2,600 gp
Install DC26
Mechanical effect+3 status bonus to STR-based checks. Built-in concealed firearm (small pistol, 1d8 piercing, range 30 ft). Hardness 7. Reach +5 ft.
NotesA top-end commercial cyber-arm. Used by elite military and corporate operators.

Cyber-Arm (Heavy Industrial) (item level 13)

PropertyDetail
SlotOne Arm
Price7,800 gp
Install DC28
Mechanical effect+4 status bonus to STR-based checks. Lift capacity tripled (carry 4× normal weight). Hardness 7. Reach +5 ft. Built-in heavy weapon mount (holds a large/heavy ranged weapon).
NotesIndustrial Cyborgs and heavy lifters use these. Conspicuous.

Legs (2 slots, one per leg)

Cyber-Leg (Basic) (item level 1)

PropertyDetail
SlotOne Leg
Price80 gp
Install DC18
Mechanical effectReplaces a damaged or missing natural leg. Provides normal walking function. +1 status bonus to Athletics checks involving climbing or jumping with this leg.

Cyber-Leg (Combat-Grade) (item level 5)

PropertyDetail
SlotOne Leg
Price175 gp
Install DC20
Mechanical effectAs the Basic Cyber-Leg, plus a +1 status bonus to land Speed (cumulative if both legs are Combat-Grade) and a +1 status bonus to Athletics checks generally.

Cyber-Leg (Master-Grade) (item level 11)

PropertyDetail
SlotOne Leg
Price2,500 gp
Install DC26
Mechanical effect+2 status bonus to land Speed (cumulative if both legs are Master-Grade). +3 status bonus to Athletics. A built-in spring-load lets you jump as a 1-action activity: jump 30 ft horizontally or 15 ft vertically.

Feet (2 slots, one per foot)

Cyber-Foot (Basic) (item level 1)

PropertyDetail
SlotOne Foot
Price40 gp
Install DC16
Mechanical effectReplaces a damaged or missing natural foot. No mechanical bonus.

Cyber-Foot (Grav-Boot) (item level 9)

PropertyDetail
SlotOne Foot
Price1,200 gp
Install DC24
Mechanical effectActive. As a 1-action activity, activate gravitational dampers. For 1 minute, walk on walls and ceilings as if on solid ground. Once per long rest.
NotesRare and corporate. Used by some Federation special-ops.

Spine / Core (1 slot)

Psionic Conduit (item level 1)

PropertyDetail
SlotSpine/Core
Price50 gp
Install DC17
Mechanical effectRequired for psionic focus-pool access. Without a Psionic Conduit, focus-pool psionic classes (primarily the Manic) cannot use Psi Impulses.
NotesStandard Manic starting implant. The Overclock signature implant.

Reflex Boosters (item level 3)

PropertyDetail
SlotSpine/Core
Price75 gp
Install DC18
Mechanical effectPassive. When you would be flat-footed against an attack, attempt a flat DC 11 check; on a success, you are not flat-footed for that attack.
NotesStandard Redliner starting implant. Speeds the spinal nervous system.

Adrenal Stim (item level 5)

PropertyDetail
SlotSpine/Core (or Torso, second slot if available)
Price160 gp
Install DC20
Mechanical effectActive. As a 1-action activity, activate for 1 round: +5 ft Speed, +1 status to attack rolls, +1d6 damage. After 1 round, you're Fatigued for 1 minute. Once per long rest.
NotesCommon in combat-cybered builds. A single-use emergency stim.

Cybernetic Spinal Replacement (item level 14)

PropertyDetail
SlotSpine/Core
Price14,000 gp
Install DC29
Mechanical effectPassive. +2 status bonus to all physical save types. Resistance 5 to physical damage. Land Speed +10 ft.
NotesA major surgical procedure. Often installed as part of Full-Conversion Cyborg conversion.

Specialty implants

Cyber-Wing (item level 13)

PropertyDetail
SlotTorso (second slot — requires removal of an existing torso implant, OR the Spine/Core slot in addition to standard implants)
Price8,500 gp
Install DC28
Mechanical effectActive. As a 2-action activity, deploy cybernetic wings. Gain a Fly Speed equal to half your land Speed for 1 minute. The wings retract back into the body when not deployed.
NotesRare and conspicuous. Used by Aerial Cyborgs and specific special-operations personnel.

EMP Resistance Module (item level 9)

PropertyDetail
SlotSpine/Core (substitute) or Torso
Price1,100 gp
Install DC24
Mechanical effectPassive. +5 status bonus to saves against EMP and electromagnetic effects. Your installed cyberware doesn't suffer the standard EMP penalty (per the Full-Conversion Cyborg's EMP vulnerability rules).
NotesA common installation for Cyborgs and other heavily-cybered characters in EMP-rich environments.

Cybernetic Brain Backup (item level 17)

PropertyDetail
SlotHead/Neural (typically as a secondary install via the Chopper's L13+ Cybernetic Resurrection feature)
Price80,000 gp
Install DC32
Mechanical effectPassive. If you would die from any non-soul-destroying damage, your consciousness backs up to the implant. If your body is then recovered or re-bodied within 1 month, you can be restored to life via the Chopper's Cybernetic Resurrection. Requires significant Chopper resources.
NotesExtremely rare. Effectively a "save against death" mechanism for the wealthy or well-connected.

Pre-Rifts Artifact Implant (varies, typically item level 15+)

PropertyDetail
SlotVaries by artifact
PriceVariable (often plot-driven, not commercially available)
Install DCVariable (high — typically 30+)
Mechanical effectVariable. Pre-Rifts artifacts that have been adapted for cybernetic install. Each is unique.
NotesPlot-driven implants. A Archivist's Ancient Lore can identify these. They almost always require special installation by a Chopper with Master Cybernetic Surgery.

Catalog notes and conventions

Class-restricted implants

Some implants are class-specific by design — they don't appear in the general catalog. For example, the Chromeboy Boomer is a class feature of the Chromeboy, not a purchasable implant. Technomancer Innovation is a Technomancer class feature, not a purchasable item. Overclock Implant Rig components beyond the standard Manic starting set may be customized via class-feat acquisition rather than purchase.

Price interpretation

Prices use PF2e gold-equivalent units. Rifts canon uses credits; for conversion, 1 credit ≈ 1 silver piece (10 sp = 1 gp). A 25-gp implant ≈ 250 credits in Rifts terms.

Installation rules

All standard items follow the Cyberware installation procedure:

  • Skill check: Crafting or Medicine (item-specific, generally Medicine for biological-replacement implants and Crafting for mechanical implants).
  • Standard DC: item level + 15.
  • Time: typically 1 week of downtime per item.
  • Money: item price + 10% procedure fee.
  • Cyberware-native classes have class allowances that bypass standard costs at lower levels (see the individual class files).
  • A Chopper installs at −5 DC.

Cyber cost

All standard items have a cyber cost per the formula in Cyberware: cyber cost = max(1, ⌈(item_level − character_level + 4) / 2⌉). The Chopper cost reduction (halved, floor 1) applies for the Manic, the Psi-Knight (if they violate Anathema and install), the Mystic, the Linewalker, the Mindbreaker, and other magical or psionic classes. Non-magical classes (Chromeboy, Redliner, Cyborg, Operator, Chopper, and the like) have zero cyber cost.