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IDPartial NameNameBody Part[s]SlotRequired Mod[s]Required DLC[s]Brief DescriptionStatusEMP EffectsNotesFor HumansFor Animals
Surgeries as Module
Surgeries as Implant
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1ResurrectorResurrector ModuleHeartSupport​Can be fueled with 1 resurrector mech serum in order to provide 2 resurrection charges. Initiates a slow/delayed resurrection and consumes 1 charge upon pawn's death if there's at least 1 charge. Has to be refueled via a "surgery" [pawns usually refuel modules like those themselves, but this one's "fuel" is too rare for that].Finished------YesYesFleshFlesh
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2HemofilterHemofilter ModuleHeartUtility​Boosts blood filtration.Finished------YesYesFleshFlesh
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3BiowelderBiowelder ModuleHeartUtility​Increases wound healing speed.Finished------YesYesFleshFlesh
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4CoagulatorCoagulator ModuleHeartUtility​Reduces bleeding rate.Finished------YesYesFleshFlesh
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5Charge RifleCharge Rifle ModuleArmCombat​Acts like an implant version of a normal-quality Charge Rifle.Finished------YesYesMechanical---
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6Charge LanceCharge Lance ModuleArmCombat​Acts like an implant version of a normal-quality Charge Lance.Finished------YesYesMechanical---
8
7Power ClawPower Claw ModuleArm/LegCombat​Acts like a power claw that, like all modules, can be installed on top of a body part's bionic replacement.Finished------YesNoMechanical---
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8Power BladePower Blade ModuleArm/LegCombat​Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage.Finished------YesNoMechanical---
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9Power SawPower Saw ModuleArm/LegCombat​Basically the same as the Power Claw Module, except it sacrifices attack power for attack speed.Finished------YesNoMechanical---
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10Power FistPower Fist ModuleArmCombat​Basically the same as the Power Claw Module, except it deals blunt damage instead.Finished------YesNoMechanical---
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11AutopistolAutopistol ModuleArm/LegCombat​Acts like an implant version of a normal-quality Autopistol.Finished------YesYesMechanical---
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12Power KickPower Kick ModuleLegCombat​Basically the same as the Power Blade Module, except it deals blunt damage instead.Finished------YesNoMechanical---
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13MinigunMinigun ModuleArmCombat​Acts like an implant version of a normal-quality Minigun.Finished------YesYesMechanical---
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14Chain ShotgunChain Shotgun ModuleArmCombat​Acts like an implant version of a normal-quality Chain Shotgun.Finished------YesYesMechanical---
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15LMGLMG ModuleArmCombat​Acts like an implant version of a normal-quality LMG.Finished------YesYesMechanical---
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16Sniper RifleSniper Rifle ModuleArmCombat​Acts like an implant version of a normal-quality Sniper Rifle.Finished------YesYesMechanical---
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17Pump ShotgunPump Shotgun ModuleArmCombat​Acts like an implant version of a normal-quality Pump Shotgun.Finished------YesYesMechanical---
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18Heavy SMGHeavy SMG ModuleArmCombat​Acts like an implant version of a normal-quality Heavy SMG.Finished------YesYesMechanical---
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19Assault RifleAssault Rifle ModuleArmCombat​Acts like an implant version of a normal-quality Assault Rifle.Finished------YesYesMechanical---
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20EMP LauncherEMP Launcher ModuleArmCombat​Acts like an implant version of a normal-quality EMP Launcher.Finished------YesYesMechanical---
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21Incendiary LauncherIncendiary Launcher ModuleArmCombat​Acts like an implant version of a normal-quality Incendiary Launcher.Finished------YesYesMechanical---
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22Smoke LauncherSmoke Launcher ModuleArmCombat​Acts like an implant version of a normal-quality Smoke Launcher.Finished------YesYesMechanical---
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23Doomsday rocket launcher
Doomsday rocket launcher Module
ArmCombat​Acts as "storage" for the doomsday rocked launcher. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it.Finished------YesYesMechanical---
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24Frag GrenadeFrag Grenade ModuleLegCombat​Acts like an implant version of a normal-quality Frag Grenade.Finished------YesNoMechanical---
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25EMP GrenadeEMP Grenade ModuleLegCombat​Acts like an implant version of a normal-quality EMP Grenade.Finished------YesNoMechanical---
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26Orbital bombardmentOrbital bombardment ModuleArm/LegAbility​Acts as "storage" for the orbital bombardment targeter. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it.Finished------YesYesMechanical---
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27Orbital power beamOrbital power beam ModuleArm/LegAbility​Acts as "storage" for the orbital power beam targeter. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it.Finished------YesYesMechanical---
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28Tornado GeneratorTornado Generator ModuleArm/LegAbility​Acts as "storage" for the tornado generator targeter. It can be used to unleash the same attack, but it has to be "reloaded" with that item in order to do it.Finished------YesYesMechanical---
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29DrillDrill ModuleArmWork​Boosts mining work stats.Finished------YesNoMechanical---
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30FieldField ModuleArmWork​Boosts plant work stats.Finished------YesNoMechanical---
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31AnalyzerAnalyzer ModuleArmWork​Boosts research and drug synthesis speed.Finished----Also boosts hacking speed if Ideology is active
-Also boosts piloting ability if Odyssey is active
YesNoMechanical---
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32CrafterCrafter ModuleArmWork​Boosts crafting work stats [including art-making speed].Finished------YesNoMechanical---
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33ConstructorConstructor ModuleArmWork​Boosts construction/building work stats.Finished------YesNoMechanical---
35
34ChefChef ModuleArmWork​Boosts cooking work stats.Finished------YesNoMechanical---
36
35MedicMedic ModuleArmWork​Boosts medical work stats.Finished------YesNoMechanical---
37
36Smoke SpewerSmoke Spewer ModuleLungAbility​Gives an ability to create a cone-shaped wave of smoke. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own.Finished----If a pawn has multiple of these installed, the cost of activating the ability is decreased by 20% for each extra one [max 20%].YesYesFleshFlesh
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37High-explosive burstHigh-explosive burst ModuleArm/LegAbility​Gives an ability to create an AOE explosion around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own.Finished----If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%].YesYesMechanical---
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38Firefoam burstFirefoam burst ModuleArm/LegAbility​Gives an ability to create an AOE firefoam blast around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own.Finished----If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%].YesYesMechanical---
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39Smoke burstSmoke burst ModuleArm/LegAbility​Gives an ability to create an AOE smoke burst around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own.Finished----If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%].YesYesMechanical---
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40EMP burstEMP burst ModuleArm/LegAbility​Gives an ability to create an AOE EMP Blast around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own.Finished----If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%].YesYesMechanical---
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41Incendiary burstIncendiary burst ModuleArm/LegAbility​Gives an ability to create an AOE incendiary explosion around the user. Needs to be fueled with chemfuel. Pawns refuel/reload the module on their own.Finished----If a pawn has multiple of these installed, the cost of activating the ability is decreased by 10% for each extra one [max 30%].YesYesMechanical---
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42GastrosterilizerGastrosterilizer ModuleStomachUtility​Prevents food poisoning [A module version of that royalty stomach that I forgot the name of]Finished-Causes vomiting---YesYesFleshFlesh
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43ReprocessorReprocessor ModuleStomachUtility​Reduced hunger rate [A module version of the reprocessor stomach]Finished-Causes vomiting---YesYesFleshFlesh
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44NuclearNuclear ModuleStomachUtility​Prevents food poisoning and greatly decreases hunger rate, but causes cancer. [A module version of the nuclear stomach]Finished-Causes vomiting---YesYesFleshFlesh
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45DetoxifierDetoxifier ModuleKidneyUtility​Increased toxin resistance. [A Module version of te detoxifier kidney]Finished------YesYesFleshFlesh
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46Alcohol SynthesizerAlcohol Synthesizer ModuleLiverUtility​Applies a permament [untill the implant is removed] and weakaned version of the alcohol hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. Finished------YesYesFleshFlesh
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47Psychite SynthesizerPsychite Synthesizer ModuleLiverUtility​Applies a permament [untill the implant is removed] and weakaned version of the psychite [combination of yayo, psychite tea etc.] hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. Finished------YesYesFleshFlesh
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48Smokeleaf SynthesizerSmokeleaf Synthesizer ModuleLiverUtility​Applies a permament [untill the implant is removed] and weakaned version of the smokeleaf hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. Finished------YesYesFleshFlesh
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49Go-Juice SynthesizerGo-Juice Synthesizer ModuleLiverUtility​Applies a permament [untill the implant is removed] and weakaned version of the go-juice hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. Finished------YesYesFleshFlesh
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50Wake-Up SynthesizerWake-Up Synthesizer ModuleLiverUtility​Applies a permament [untill the implant is removed] and weakaned version of the wake-up hediff. If Biotech is active, it will "refill" the dependency gene, removing the need for the pawn to consume said drug. Finished------YesYesFleshFlesh
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51Power FangPower Fang ModuleJawCombat​Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage.Finished------YesYesMechanicalFlesh
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52FuelmakerFuelmaker ModuleStomachUtility​Passively produces chemfuel. The amount produced is bigger the more nutrition per day the pawn requires.Finished----If a pawn has a "refuelable hediff" that accepts chemfuel, the produced chemfuel will be used to fuel it instead of being dropped on the ground [unless all of those hediffs are fully fueled].YesYesFleshFlesh
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53Ranger LensRanger Lens ModuleEyeCombat​Boosts shooting stats.Finished------YesYesMechanicalFlesh
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54Brawler LensBrawler Lens ModuleEyeCombat​Boosts melee stats.Finished------YesYesMechanicalFlesh
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55MindreaderMindreader ModuleEyeWork​Boosts social work stats.Finished------YesNoMechanicalFlesh
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56FaunamasterFaunamaster ModuleEyeWork​Boosts animal work stats.Finished------YesNoMechanicalFlesh
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57PyroweavePyroweave ModuleArm/Leg/SpineSupport​When the user takes damage within ~melee range, there's a chance for the portion of that damage to be reflected at the attacker in the form of heat damage.Finished------YesYesMechanical---
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58CryoweaveCryoweave ModuleArm/Leg/SpineSupport​When the user takes damage within ~melee range, there's a chance for the portion of that damage to be reflected at the attacker in the form of the hypothermia hediff.Finished----Severity of the applied health condition depends on the attacker's heat armor, 200% grants complete immunity.YesYesMechanical---
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59FlashlightFlashlight ModuleEarUtility​Nullifies the "darkness" mood debuffFinished------YesNoMechanicalFlesh
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60TunenodeTunenode ModuleEarUtility​Applies a small mood buff. Having 2 increases said buff.Finished------YesYesMechanicalFlesh
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61EcholocationEcholocation ModuleEarUtility​Boosts sight.Finished------YesYesMechanicalFlesh
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62ImmunoenhancerImmunoenhancer ModuleKidney/LiverUtility​Boosts disease immunity gain speed.Finished------YesYesFleshFlesh
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63AtmofilterAtmofilter ModuleLungUtility​Increases toxic environment resistance.Finished------YesYesFleshFlesh
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64HeaterHeater ModuleLungUtility​Increases resistance/tolerance to cold temperaturesFinished------YesYesFleshFlesh
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65CoolerCooler ModuleLungUtility​Increases resistance/tolerance to hot temperaturesFinished------YesYesFleshFlesh
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66Overdose ImmunizerOverdose Immunizer ModuleKidneySupport​Makes the pawn immune to drug overdoseFinished------YesYesFleshFlesh
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67Powerslash HornPowerslash Horn ModuleHeadCombat​Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage.Finished------YesYesFleshFlesh
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68Powerstrike HornPowerstrike Horn ModuleHeadCombat​Basically the same as the Power Fist Module, except it sacrifices attack speed for higher damage.Finished------YesYesFleshFlesh
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69Socialite SubpersonaSocialite SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on social stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
-Also boosts conversion stats if Ideology is active
YesNo---Flesh
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70Processor SubpersonaProcessor SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on research stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
-Also boosts hacking speed if Ideology is active
-Also boosts piloting ability if Odyssey is active
YesNo---Flesh
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71Ranger SubpersonaRanger SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on shooting stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
YesNo---Flesh
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72Chef SubpersonaChef SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on cooking stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
YesNo---Flesh
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73Constructor SubpersonaConstructor SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on construction stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
YesNo---Flesh
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74Assember SubpersonaAssember SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on crafting [including art] stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
YesNo---Flesh
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75Surgeon SubpersonaSurgeon SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on medical stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
YesNo---Flesh
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76Brawler SubpersonaBrawler SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on melee stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
-Also boosts melee and projectile parry chance if Supreme Melee is active
YesNo---Flesh
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77Miner SubpersonaMiner SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on mining stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
YesNo---Flesh
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78Botanist SubpersonaBotanist SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on plant stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
-Also boosts pruning speed if Ideology is active
YesNo---Flesh
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79Zoologist SubpersonaZoologist SubpersonaBrain---​Reduces the rest rate stat, but applies a multiplier on animal stats. The buff starts weak at first, but it gets better and better over the course of a few [~3] in-game years as the implant "syncs" with the pawn.Finished-Causes a brain shock [knocks the pawn unconscious]-Only craftable with Biotech
-The buff applied is a multiplier, so it benefits from other buffs to those stats
YesNo---Flesh
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80Flu ImmunizerFlu Immunizer ModuleKidneySupport​Makes pawn immune to flu. Also slightly boosts immunity gain speed.Finished------YesYesFleshFlesh
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81Scaria ImmunizerScaria Immunizer ModuleKidneySupport​Makes pawn immune to scaria. Also very slightly boosts immunity gain speed.Finished------YesYesFleshFlesh
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82Malaria ImmunizerMalaria Immunizer ModuleKidneySupport​Makes pawn immune to malaria. Also slightly boosts immunity gain speed.Finished------YesYesFleshFlesh
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83Lung Rot ImmunizerLung Rot Immunizer ModuleKidneySupport​Makes the pawn immune to lung rot. Also slightly boosts immunity gain speed.Finished------YesYesFleshFlesh
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84Gut Worms ImmunizerGut Worms Immunizer ModuleKidneySupport​Makes the pawn immune to gut worms. Also slightly boosts immunity gain speed.Finished------YesYesFleshFlesh
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85Muscle Parasites Immunizer
Muscle Parasites Immunizer Module
KidneySupport​Makes the pawn immune to muscle parasites. Also slightly boosts immunity gain speed.Finished------YesYesFleshFlesh
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86ChempowerChempower ModuleSpinePower​Provides a buff to movement speed and manipulation when fueled with chemfuel.Finished----The version for animals provides a bigger buff
-The version of animals is affected by body size
-The version for animals ticks less often
YesYesFlesh---
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87AtompowerAtompower ModuleSpinePower​Provides a buff to movement speed and manipulation when fueled with uranium.Finished----The version for animals provides a bigger buff
-The version of animals is affected by body size
-The version for animals ticks less often
YesYesFlesh---
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88LeathermakerLeathermaker ModuleStomachUtility--Bionic Modularity - Animal Module​Passively produces whatever leather the pawn would drop when butchered. The amount produced is bigger the more nutrition per day the pawn requires. Makes plainleather if pawn drops none.Finished------YesYesFleshFlesh
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89MeatmakerMeatmaker ModuleStomachUtility--Bionic Modularity - Animal Module​Passively produces whatever meat the pawn would drop when butchered. The amount produced is bigger the more nutrition per day the pawn requires. Makes chicken meat if pawn drops none.Finished------YesYesFleshFlesh
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90MagweaveMagweave ModuleArm/Leg/SpineSupport​When the user takes damage within ~melee range, there's a chance for the portion of that damage to be reflected at the attacker in the form of EMP damage.Finished------YesYesMechanical---
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91Powerslash TailPowerslash Tail ModuleTailCombat--Bionic Modularity - Animal Module​Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage [way slower, but hits way harder than blade modules]. Finished------Maybe?YesMechanicalFlesh
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92Powerstrike TailPowerstrike Tail ModuleTailCombat--Bionic Modularity - Animal Module​Basically the same as the Power Claw Module, except it sacrifices attack speed for higher damage [way slower, but hits way harder than blade modules]. Finished------Maybe?YesMechanicalFlesh
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93MonobladeMonoblade ModuleArm/LegCombat--RoyaltyBasically the same as the Power Claw Module, except has higher armor penetration, like the monosword.Finished----Craftable, but uses a monosword [or another similar weapon] as one of the crafting materialsYesNoMechanicalFlesh
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94PlasmabladePlasmablade ModuleArm/LegCombat--RoyaltyBasically the same as the Power Claw Module, except it also deals extra fire damage, like the plasmasword.Finished----Craftable, but uses a plasmasword [or another similar weapon] as one of the crafting materialsYesNoMechanical---
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95MonoclawMonoclaw ModuleArm/LegCombat--RoyaltyBasically the same as the Power Claw Module, except has higher armor penetration, like the monosword.Finished----Craftable, but uses a monosword [or another similar weapon] as one of the crafting materialsYesNoMechanical---
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96PlasmaclawPlasmaclaw ModuleArm/LegCombat--RoyaltyBasically the same as the Power Claw Module, except it also deals extra fire damage, like the plasmasword.Finished----Craftable, but uses a plasmasword [or another similar weapon] as one of the crafting materialsYesNoMechanical---
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97MonosawMonosaw ModuleArm/LegCombat--RoyaltyBasically the same as the Power Claw Module, except has higher armor penetration, like the monosword.Finished----Craftable, but uses a monosword [or another similar weapon] as one of the crafting materialsYesNoMechanical---
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98PlasmasawPlasmasaw ModuleArm/LegCombat--RoyaltyBasically the same as the Power Claw Module, except it also deals extra fire damage, like the plasmasword.Finished----Craftable, but uses a plasmasword [or another similar weapon] as one of the crafting materialsYesNoMechanical---
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99Venom FangsVenom Fangs ModuleJawCombat--RoyaltyWorks exactly like Royalty's venom fangs implant, except this module, like all modules, can also be installed on top of a supported bionic replacement.Finished------YesYesMechanicalFlesh