TEXT: CYBERNETIC AUGMENTATIONS
            he ability to augment yourself with cybernetics,  
            in the same way you modify your items or
  starship, adds an additional layer of customization to
  any character. If players want access to cybernetic
  enhancements beyond those o�ered by certain
  archetypes, consider allowing the following rules.
  AUGMENTING CREATURES
  Augmenting a creature with cybernetic enhancements
  requires three key components: a valid target for the
  augmentation, an augmentation to install, and biotech's
  tools. A creature can only be modi�ed by someone with
  pro�ciency in biotech's tools.
  VALID TARGETS
  Typically, only beasts and humanoids are valid targets
  for augmentations. A creature can support a number of
  cybernetic augmentations equal to their Constitution
  modi�er (minimum of one).
  AUGMENTATION TIME
  It takes an amount of time to install an augmentation in
  a Medium creature, depending on the augmentation's
  rarity, as shown below in the Augmentation Installation
  Time by Rarity table.
  AUGMENTATION INSTALLATION TIME BY RARITY
  Rarity
  Rarity
  Installation Time
  Installation Time
  Standard
  4 hours
  Premium
  8 hours
  Prototype
  16 hours
  Advanced
  24 hours
  Legendary
  2 days
  Artifact
  1 week
  The installer works 8 hours per day. It costs 100
  credits per hour if the operation is performed by an
  NPC.
  TIME MODIFIERS
  In addition to the augmentation's rarity, the time varies
  based on the size of the target, as shown below in the
  Creature Size Time Modi�er table below.
  CREATURE SIZE TIME MODIFIER
  Starship Size
  Starship Size
  Cost Modi�er
  Cost Modi�er
  Tiny
    x 0.25
  Small
    x 0.5
  Medium
    x 1
  Large
    x 2
  Huge
    x 5
  Gargantuan
    x 10
  For instance, to install a standard augmentation in a
  Medium creature takes 4 hours. To install a prototype
  augmentation in a Huge creature, however, it takes 80
  hours (16 x 5).
  INSTALLING AUGMENTATIONS
  In addition to the time and cost requirement, installing
  an augmentation requires an ability check with
  biotech's tools. The DC for the check is determined by
  the rarity of the augmentation being installed, as shown
  below in the Installation and Removal DC by Rarity
  table.
  INSTALLATION AND REMOVAL DC BY RARITY
  Rarity
  Rarity
  Installation and Removal DC
  Installation and Removal DC
  Standard
  5
  Premium
  10
  Prototype
  15
  Advanced
  20
  Legendary
  25
  Artifact
  30
  On a success, the augmentation is correctly installed.
  On a failure, the augmentation is not installed, the time
  and credits are spent, and you must wait 24 hours
  before you try again.
  REMOVING AUGMENTATIONS
  Removing an augmentation takes half the time and
  credits it would to install, and requires an ability check
  with biotech's tools. The DC for the check is determined
  by the rarity of the augmentation being removed, as
  shown above in the Installation and Removal DC by
  Rarity table.
  On a success, the augmentation is removed and
  salvaged. On a failure, the augmentation is removed
  but destroyed.
  REVERSE ENGINEERING AUGMENTATIONS
  You can attempt to reverse engineer an augmentation
  and learn the schematic in order to craft more at a later
  date. When you do so, you must make an ability with
  biotech's tools. The DC for the check is determined by
  the rarity of the augmentation being reverse
  engineered, as shown below in the Reverse Engineering
  DC by Rarity table.
  REVERSE ENGINEERING DC BY RARITY
  Rarity
  Rarity
  Reverse Engineering DC
  Reverse Engineering DC
  Standard
  10
  Premium
  15
  Prototype
  20
  Advanced
  25
  Legendary
  30
  Artifact
  35
  On a success, you learn the schematic for the
  augmentation and the augmentation is destroyed. On a
  failure, you do not learn the schematic and the
  augmentation is still destroyed.
  Once you know a schematic, you can craft it with no
  additional ability checks.
  EXPANDED CONTENT | CYBERNETIC AUGMENTATIONS
  
  AUGMENTATION CATEGORIES
  Two major categories of cybernetic augmentations exist
  in the galaxy: replacements and enhancements.
  REPLACEMENTS
  Replacements are prosthetic or arti�cial units intended
  to replace limbs and damaged organs. Common
  replacements provided no bene�ts other than
  duplicating the essential functions of their biological
  counterparts, and they presented little strain on the
  bene�ciary's overall well-being. In appearance, a
  cybernetic replacement could be recognizably arti�cial
  or virtually indistinguishable from the real thing.
  ENHANCEMENTS
  Enhancements bestowed new abilities or improved the
  recipient in some fashion. Enhancements included
  skeletal reinforcement, subcutaneous communications
  hardware, and weapon mounts. Some enhancements
  had visible external components, while others were
  hidden beneath the skin. Enhancements put more of a
  drain on the body's resources, and recipients frequently
  su�ered debilitating physical or mental side e�ects.
  CYBERNETIC AUGMENTATIONS
  The value of each individual augmentation should fall
  within a range, depending on its rarity, as shown below
  in the Augmentation Value by Rarity table.
  AUGMENTATION VALUE BY RARITY
  Rarity
  Rarity
  Value
  Value
  Standard
  up to 1,000 cr
  Premium
  1,001 to 5,000 cr
  Prototype
  5,001 to 25,000 cr
  Advanced
  25,001 - 100,000 cr
  Legendary
  100,001 - 500,000 cr
  Artifact
  at least 500,001 cr
  As always, it's up to the GM to determine the
  availability of cybernetic augmentations.
  SAMPLE AUGMENTATIONS
  The following are examples of cybernetic
  augmentations your players might come across.
  CYBERNETIC ARM
  Prototype arm replacement
  This arm replacement features enhanced strength.
  When you hit with a melee weapon attack using
  Strength with a weapon wielded by this arm, you gain a
  +1 bonus to the damage roll. Additionally, when you
  use this arm to make a Strength (Athletics) check as a
  part of a grapple, you gain a +1 bonus to the check.
  OCULAR PACKAGE
  Premium eye replacement
  This eye replacement features improved ability to see
  further away.
  This replacements integrates macrobinoculars into the
  chosen eye, granting advantage on Wisdom
  (Perception) checks that rely on sight. In conditions of
  clear visibility, you can make out details of even
  extremely distant creatures and objects as small as 2
  feet across.
  QUICK SAVANT PACKAGE
  Legendary enhancement
  This implant drastically increases mental capacities.
  Your Intelligence score increases by 1, and your
  maximum for this score increases by 1. Additionally,
  you have advantage on Intelligence saving throws.
  EXPANDED CONTENT | CYBERNETIC AUGMENTATIONS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Expanded Content - Cybernetic Augmentations.pdf