While being able to massively discount conventional bionics isn't a bad thing, they will never return stronger than they were initially. Bionics can only mitigate an injury and can be destroyed when hit again, which applies a net 2 swing in a negative way on that stat iirc for how they are destroyed.
Meanwhile for a slight price bump alpha level cyberteknika does make you come back stronger and instead of boosting a damaged stat it outright erases the injury as if it never happened. On top of that it prevents the same area from taking a stat penalty ever again, as well as providing a boost depending on the type of body part you replaced, though this can be disabled requiring a repair when hit again.
Ive got
While being able to massively discount conventional bionics isn't a bad thing, they will never return stronger than they were initially. Bionics can only mitigate an injury and can be destroyed when hit again, which applies a net 2 swing in a negative way on that stat iirc for how they are destroyed.
Meanwhile for a slight price bump alpha level cyberteknika does make you come back stronger and instead of boosting a damaged stat it outright erases the injury as if it never happened. On top of that it prevents the same area from taking a stat penalty ever again, as well as providing a boost depending on the type of body part you replaced, though this can be disabled requiring a repair when hit again.
I have gotten into this discussion on anither YT channel, ill just repost:
"So I could see an arbitrator deciding to play it either way through theme.
1/ the campaign then could be low grade cybernetics that would hurt Van Saars potential. Just replacing function.
2/ advanced grade clean bionics that negate and then enhance the injury, which would make Van Saar a powerhouse. Especially with 3x Savvy Trader and a tech merchant. Which would make all bionics 7+ or common at -20 credits from the Trading Post. You should be able to acquire 3-4 cybernetics at about 5-25 credits a pop.
I suggest that bionics enhance because in the Trading Post wording states:
Bionic Arm
"A good bionic arm is another weapon in its user's arsenal, able to BOTH replace the function of an arm but ALSO act as a handy club."
So, to my interpretation, it replaces the injury and enhances. In addition, a club in Oldmunda gave +1S in CC, so their wording mentions club, and the arm stat is +1S. It fits.
This would have a Bionic arm, Torsonic Gamma, holding a flail, @ strength 7. Use a Servo claw and it's Strength 8.
In addition a decision should be made for Van Saar on whether or not they can use bionics with no existing injury. Like self mutilation/enhancement similar to a Tek Priest. To me, the rules say you use bionics after an injury. But this varies to Cybertechnika because Van Saar can install it at any time.
Thirdly, stat adding bionics should count towards a models maximum stats. So 2 bionic legs and your ganger cant get a third M from the experience table. So either use bionics, Experience, or a little of both. An Archeotek should max at 6" move.
Fourthly, if a player installs Sindextrous Alpha while fighting House Goliath chain axes, this should occupy one potential arm upgrade of his two choices. The other right hand could then only go for +1 WS after injury, then using Exp. to nab that other +1 WS.
Same would apply to the legs with 2 bionics or 1 bionic and1 cyberteknika.
I think bionics really adds to the fluff of Van Saar and could help with their low move and WS."