Implants
Implants are subdermal devices injected into a player using an implanter. The roboticist can see what implants a patient has using the computer next to the operating table, and can remove implants by digging around in patients' chests with a scalpel.
Blood Monitor Implant
If the implantee dies, their medical records (available on the medical computer on the bridge) will update to record this. Available from Robotics fabricators.
Loyalty Implant
Was used to de-brainwash revolutionaries before that game mode was scrapped. Possibly overwrites mindslave implants? Available in a box at Security.
Machine Translator Implant
Allows humans to communicate on the secure frequency used by the AI and cyborgs, by adding ":s" before their speech. Good for clandestine communication with a subverted AI, or keeping in touch when regular radios fail.
Microbomb Implant
Causes the implantee to explode upon death, typically wiping out the vultures trying to scavenge the gear off your corpse. Nuclear Operatives start with these in them.
Mindslave Implant
Spawnable as a traitor item, the recipient of this implant must obey the commands of the implanter until the implant wears off (seems to range from 20 to 40 minutes) or it is removed. Commands must be followed no matter what, even if your new master demands you commit suicide.
Mindslave Implant 2.0
Standard equipment for spies. Works the same as a Mindslave Implant except the duration is permanent. Implanting another spy, or someone who has already been implanted by another spy, has no effect, even though it uses up an implant and gives a success message.
Security Implant
Formerly required to use sec gear, now seem useless except they may interfere with using certain Syndicate items. Starts inside security officers.
Tracking Implant
The coordinates of anyone implanted will appear on a space GPS, and their name will show up on the list of destinations for the teleport computer, allowing people to teleport right on top of you. Available on the Bridge and in the Teleport Lab.