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)
| Property | Detail |
| Slot | Head/Neural |
| Price | 25 gp |
| Install DC | 16 |
| Mechanical effect | Passive. +1 status bonus to Will saves. +2 status bonus to Occultism checks. |
| Notes | Standard Manic starting implant. Reinforces mental discipline against external psychic influence. |
Reflex Cortex (item level 1)
| Property | Detail |
| Slot | Head/Neural OR Spine/Core (player chooses at install) |
| Price | 30 gp |
| Install DC | 16 |
| Mechanical effect | Passive. +2 status bonus to initiative rolls. +1 status bonus to Acrobatics. |
| Notes | Standard Manic starting implant. Speeds nervous-system signal transmission. |
Neural Accelerator (item level 3)
| Property | Detail |
| Slot | Head/Neural |
| Price | 60 gp |
| Install DC | 18 |
| Mechanical effect | Passive. +2 status bonus to initiative rolls. +1 status bonus to Reflex saves. |
| Notes | Standard Redliner starting implant. Higher-tier than the Reflex Cortex but specifically initiative-focused. |
Mind Shield (item level 5)
| Property | Detail |
| Slot | Head/Neural |
| Price | 175 gp |
| Install DC | 20 |
| Mechanical effect | Passive. +2 status bonus to Will saves against mental and emotion effects. |
| Notes | A common counter to the Mindbreaker. It doesn't completely block psi, but it raises the bar. |
Memory Augmenter (item level 7)
| Property | Detail |
| Slot | Head/Neural |
| Price | 450 gp |
| Install DC | 22 |
| Mechanical effect | Passive. +2 status bonus to Recall Knowledge checks. Once per long rest, you can recall a specific past event in perfect detail (10-minute meditation). |
| Notes | A popular Archivist accessory. Photographic memory for installed users. |
Combat Targeting Computer (item level 9)
| Property | Detail |
| Slot | Head/Neural |
| Price | 1,400 gp |
| Install DC | 24 |
| Mechanical effect | Passive. +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). |
| Notes | Federation military standard issue. Significantly improves ranged combat output. |
Neural Tap (item level 11)
| Property | Detail |
| Slot | Head/Neural |
| Price | 2,800 gp |
| Install DC | 26 |
| Mechanical effect | Passive. 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. |
| Notes | Rare and dangerous. Removing a Neural Tap damages the cortex unless done by a Chopper with Master Cybernetic Surgery. |
Cybernetic Cortex (item level 14)
| Property | Detail |
| Slot | Head/Neural |
| Price | 12,000 gp |
| Install DC | 29 |
| Mechanical effect | Passive. +3 status bonus to all INT-keyed checks. +1 status bonus to spell DCs. Counts as a "magical implant" for some interactions. |
| Notes | High-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)
| Property | Detail |
| Slot | One Eye |
| Price | 12 gp |
| Install DC | 16 |
| Mechanical effect | Replaces a damaged or missing natural eye. Provides normal vision. No mechanical bonus. |
| Notes | A standard replacement eye. Cosmetically obvious (a visible mechanical iris) but indistinguishable in function from natural vision. |
Cyber-Eye (Low-Light) (item level 3)
| Property | Detail |
| Slot | One Eye |
| Price | 80 gp |
| Install DC | 18 |
| Mechanical effect | As the Basic Cyber-Eye, plus you gain Low-Light Vision through this eye. |
| Notes | A common after-market upgrade. Most choppers can install it with standard tools. |
Cyber-Eye (Targeting Optic) (item level 5)
| Property | Detail |
| Slot | One Eye |
| Price | 180 gp |
| Install DC | 20 |
| Mechanical effect | +1 status bonus to ranged attack rolls. The range increment of ranged weapons extends by 25% (round up). |
| Notes | A standard Chromeboy starting cyber-option for pilots who augment their natural vision. |
Cyber-Eye (Multi-Optic) (item level 7)
| Property | Detail |
| Slot | One Eye |
| Price | 450 gp |
| Install DC | 22 |
| Mechanical effect | Includes Low-Light Vision, Darkvision, telescopic zoom (extend ranged attack range increments by 50%), and thermal imaging (detect heat signatures within 60 ft). |
| Notes | A 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)
| Property | Detail |
| Slot | One Eye |
| Price | 3,200 gp |
| Install DC | 27 |
| Mechanical effect | As the Multi-Optic, plus Detect Magic (continuous), Detect Psionics (continuous), and Lifescan (detect living creatures within 100 ft). |
| Notes | Federation 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)
| Property | Detail |
| Slot | Ears |
| Price | 10 gp |
| Install DC | 15 |
| Mechanical effect | Replaces a damaged or missing natural ear. Provides normal hearing. No mechanical bonus. |
Audio Enhancer (item level 3)
| Property | Detail |
| Slot | Ears |
| Price | 75 gp |
| Install DC | 18 |
| Mechanical effect | Passive. +1 status bonus to Perception checks involving hearing. Detect whisper-volume conversations at twice normal range. |
Sonar Implant (item level 9)
| Property | Detail |
| Slot | Ears |
| Price | 1,300 gp |
| Install DC | 24 |
| Mechanical effect | Active. 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. |
| Notes | A cetacean-derived design. Useful in cave systems and underwater environments. |
Mouth / Throat (1 slot)
Subdermal Voicebox (item level 1)
| Property | Detail |
| Slot | Mouth/Throat |
| Price | 20 gp |
| Install DC | 15 |
| Mechanical effect | Passive. 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)
| Property | Detail |
| Slot | Mouth/Throat |
| Price | 25 gp |
| Install DC | 16 |
| Mechanical effect | Passive. 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). |
| Notes | Standard Manic starting implant. Modulates pain signals to protect against mental shock. |
Cyber-Jaw (item level 4)
| Property | Detail |
| Slot | Mouth/Throat |
| Price | 100 gp |
| Install DC | 19 |
| Mechanical effect | Active. Bite attack as a 1-action activity. Deals 1d8 + STR piercing damage. Hardness 2 against jaw attacks made against you. |
| Notes | Useful in combat. Some Manics and Cyborgs use Cyber-Jaws for emergency melee. |
Vocal Range Amplifier (item level 5)
| Property | Detail |
| Slot | Mouth/Throat |
| Price | 165 gp |
| Install DC | 20 |
| Mechanical effect | Passive. +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)
| Property | Detail |
| Slot | Torso |
| Price | 30 gp |
| Install DC | 16 |
| Mechanical effect | Passive. Grants Hardness 3 (light combat armor tier, per Megadamage & Hardness). Stacks with worn armor per the subsystem's "highest applicable applies" rule. |
| Notes | Standard Redliner and Manic starting implant. Reinforces the torso with metal mesh, kevlar, and titanium subdermal layers. |
Hormone Injector (item level 1)
| Property | Detail |
| Slot | Torso |
| Price | 35 gp |
| Install DC | 17 |
| Mechanical effect | Passive. +2 status bonus to STR-based skill checks. +2 status bonus to damage rolls with melee Strikes. +5 ft Speed. |
| Notes | Standard Redliner starting implant. A permanent metabolic boost via timed hormone release. |
Subdermal Trauma Plate (item level 5)
| Property | Detail |
| Slot | Torso |
| Price | 170 gp |
| Install DC | 20 |
| Mechanical effect | Passive. Grants Hardness 5 (standard combat armor tier). Replaces Dermal Plating if both are installed (player chooses which is active). |
| Notes | Higher-tier than Dermal Plating. Some Cyborgs include this in their Standard Configuration. |
Cardiac Stabilizer (item level 7)
| Property | Detail |
| Slot | Torso |
| Price | 425 gp |
| Install DC | 22 |
| Mechanical effect | Passive. 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). |
| Notes | Used by combat operators who expect to be shot at. |
Reinforced Plating (item level 13)
| Property | Detail |
| Slot | Torso |
| Price | 7,500 gp |
| Install DC | 28 |
| Mechanical effect | Passive. 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. |
| Notes | A 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)
| Property | Detail |
| Slot | One Arm |
| Price | 80 gp |
| Install DC | 18 |
| Mechanical effect | Replaces a damaged or missing natural arm. Provides normal arm function. Mechanical: +1 status bonus to STR-based checks made with this arm specifically. |
| Notes | A standard replacement arm. Functional but mechanical. |
Cyber-Arm (Combat-Grade) (item level 5)
| Property | Detail |
| Slot | One Arm |
| Price | 180 gp |
| Install DC | 20 |
| Mechanical effect | As 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). |
| Notes | A common Bountyhunter and Federation military implant. |
Cyber-Arm (Combat-Grade) with Weapon Mount (item level 7)
| Property | Detail |
| Slot | One Arm |
| Price | 460 gp |
| Install DC | 22 |
| Mechanical effect | As 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. |
| Notes | Useful for characters who want unique weapon retention. Some Cyborgs and Manics include this. |
Vibro-Claw Hand (item level 9)
| Property | Detail |
| Slot | One Hand (a separate slot from the Arm, but typically installed together) |
| Price | 1,400 gp |
| Install DC | 24 |
| Mechanical effect | Replaces 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. |
| Notes | A 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)
| Property | Detail |
| Slot | One Arm |
| Price | 2,600 gp |
| Install DC | 26 |
| 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. |
| Notes | A top-end commercial cyber-arm. Used by elite military and corporate operators. |
Cyber-Arm (Heavy Industrial) (item level 13)
| Property | Detail |
| Slot | One Arm |
| Price | 7,800 gp |
| Install DC | 28 |
| 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). |
| Notes | Industrial Cyborgs and heavy lifters use these. Conspicuous. |
Legs (2 slots, one per leg)
Cyber-Leg (Basic) (item level 1)
| Property | Detail |
| Slot | One Leg |
| Price | 80 gp |
| Install DC | 18 |
| Mechanical effect | Replaces 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)
| Property | Detail |
| Slot | One Leg |
| Price | 175 gp |
| Install DC | 20 |
| Mechanical effect | As 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)
| Property | Detail |
| Slot | One Leg |
| Price | 2,500 gp |
| Install DC | 26 |
| 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)
| Property | Detail |
| Slot | One Foot |
| Price | 40 gp |
| Install DC | 16 |
| Mechanical effect | Replaces a damaged or missing natural foot. No mechanical bonus. |
Cyber-Foot (Grav-Boot) (item level 9)
| Property | Detail |
| Slot | One Foot |
| Price | 1,200 gp |
| Install DC | 24 |
| Mechanical effect | Active. 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. |
| Notes | Rare and corporate. Used by some Federation special-ops. |
Spine / Core (1 slot)
Psionic Conduit (item level 1)
| Property | Detail |
| Slot | Spine/Core |
| Price | 50 gp |
| Install DC | 17 |
| Mechanical effect | Required for psionic focus-pool access. Without a Psionic Conduit, focus-pool psionic classes (primarily the Manic) cannot use Psi Impulses. |
| Notes | Standard Manic starting implant. The Overclock signature implant. |
Reflex Boosters (item level 3)
| Property | Detail |
| Slot | Spine/Core |
| Price | 75 gp |
| Install DC | 18 |
| Mechanical effect | Passive. 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. |
| Notes | Standard Redliner starting implant. Speeds the spinal nervous system. |
Adrenal Stim (item level 5)
| Property | Detail |
| Slot | Spine/Core (or Torso, second slot if available) |
| Price | 160 gp |
| Install DC | 20 |
| Mechanical effect | Active. 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. |
| Notes | Common in combat-cybered builds. A single-use emergency stim. |
Cybernetic Spinal Replacement (item level 14)
| Property | Detail |
| Slot | Spine/Core |
| Price | 14,000 gp |
| Install DC | 29 |
| Mechanical effect | Passive. +2 status bonus to all physical save types. Resistance 5 to physical damage. Land Speed +10 ft. |
| Notes | A major surgical procedure. Often installed as part of Full-Conversion Cyborg conversion. |
Specialty implants
Cyber-Wing (item level 13)
| Property | Detail |
| Slot | Torso (second slot — requires removal of an existing torso implant, OR the Spine/Core slot in addition to standard implants) |
| Price | 8,500 gp |
| Install DC | 28 |
| Mechanical effect | Active. 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. |
| Notes | Rare and conspicuous. Used by Aerial Cyborgs and specific special-operations personnel. |
EMP Resistance Module (item level 9)
| Property | Detail |
| Slot | Spine/Core (substitute) or Torso |
| Price | 1,100 gp |
| Install DC | 24 |
| Mechanical effect | Passive. +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). |
| Notes | A common installation for Cyborgs and other heavily-cybered characters in EMP-rich environments. |
Cybernetic Brain Backup (item level 17)
| Property | Detail |
| Slot | Head/Neural (typically as a secondary install via the Chopper's L13+ Cybernetic Resurrection feature) |
| Price | 80,000 gp |
| Install DC | 32 |
| Mechanical effect | Passive. 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. |
| Notes | Extremely rare. Effectively a "save against death" mechanism for the wealthy or well-connected. |
Pre-Rifts Artifact Implant (varies, typically item level 15+)
| Property | Detail |
| Slot | Varies by artifact |
| Price | Variable (often plot-driven, not commercially available) |
| Install DC | Variable (high — typically 30+) |
| Mechanical effect | Variable. Pre-Rifts artifacts that have been adapted for cybernetic install. Each is unique. |
| Notes | Plot-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.