Implants versus augmentations
Augmentations replace body parts, while implants occupy body locations to grant active or passive benefits. Both can trade a strong bonus for a meaningful penalty.
The dedicated body screen is available from the mission or mercenary menus. Installed hardware is tied to that clone and is lost when the mercenary dies.
OFFICIAL GAMEPLAYPlan around nine body locations
| Region group | Recorded locations | Planning question |
|---|---|---|
| Upper body | Head, shoulder, hand | Does a wound disable aiming, weapon, or utility synergy? |
| Core | Body, chest, stomach | Can the build survive losing a defensive bonus? |
| Lower body | Thigh, foot, joint-knee | Will mobility or dodge collapse when injured? |
Build implants safely
- 01
Define the role
Choose the repeated action or weakness the implant must improve.
- 02
Price the drawback
Check critical vulnerability, cooldown, weight, range, or other penalties.
- 03
Protect the slot
Bring wound treatment and avoid exposing a build-critical body part.
- 04
Risk what you can replace
Do not install an irreplaceable set on a disposable scouting run.
Debrief
Frequently asked questions
Do implants survive operator death?
No. Installed implants and augmentations are lost when the mercenary dies and is regenerated.
Why did an implant bonus stop working?
A wound to the corresponding body part can temporarily disable the implant's benefit.
