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Implants give different advantages to the players who equip them.

Active implants drain energy, and are triggered by the player who equips them. They won't work without enough energy. Passive implants do not drain energy, and don't need to be triggered. They can all be temporarily disabled by the blast of an EMP grenade.

There are two implant groups: head and body. Lights and mediums have a different number of head and body implant slots. Each implant takes up a different number of these slots. Heavies have general implant slots, which can fit both head and body implants. Stealth, mediplant, coldsuit, TAC, and normal cyberdeck have additional restrictions.

Players may change implants each time they spawn.

Available Implants

Head Implants

Body Implants

This article is in the Dystopia Manual series.
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