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Carapace



Carapace
Carapace
Class Integumentary System
Tier Tier 2
Attribute Technical Ability
Capacity 16

The Carapace makes armor work harder when enemies hit V from the side or from behind. A fighter who wades into a crowd gets flanked all the time, and the Carapace softens those blows. It also adds a solid block of armor of its own. It fits a Technical Ability build, because that attribute adds even more armor through the implant. It is a good early choice for any character who plans to stay in close combat. The Carapace is an early to mid game implant that ripperdocs sell from level 10 onward.

Effect


The Carapace raises the armor effectiveness of V when an attack comes from the side or the rear. Armor reduces the damage V takes from each hit, so a stronger armor value means less Health lost to flanking enemies. The bonus switches on by itself, with no button or cooldown.

The implant also carries armor of its own, like most Integumentary System cyberware. That armor counts all the time, whatever the direction of the attack.

The Carapace is attuned to Technical Ability. Each point in that attribute adds half a point of armor through this implant. A character with high Technical Ability gets the most out of it.

How to Get Carapace Guide


  • Reach level 10.
  • Visit any ripperdoc clinic and open the Integumentary System slot.
  • Buy and install the Carapace.

Carapace Map Location


The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.

Carapace map location:

Map credit by Map Genie.

Upgrades


Ripperdocs stock the Carapace at Tier 2 from level 10, Tier 3 from level 20, Tier 4 from level 30 and Tier 5 from level 40. An installed Carapace can also be raised a tier at a ripperdoc with the matching item components. Each tier raises the armor effectiveness bonus and the flat armor. Each implant costs Cyberware Capacity. V gains capacity with each level and from Cyberware Capacity Shards. The Edgerunner perk lets V go over the limit by up to 50 points, at the cost of some max Health.

The table shows what each tier step of Carapace costs at a ripperdoc.

Upgrade Components Requirement
Tier 2 to Tier 2+ 30 Tier 2 components -
Tier 2+ to Tier 3 22 Tier 3 components -
Tier 3 to Tier 3+ 30 Tier 3 components -
Tier 3+ to Tier 4 22 Tier 4 components -
Tier 4 to Tier 4+ 30 Tier 4 components -
Tier 4+ to Tier 5 22 Tier 5 components -
Tier 5 to Tier 5+ 30 Tier 5 components -
Tier 5+ to Tier 5++ 75 Tier 5 components Phantom Liberty

Character Builds


The Carapace works best in a Technical Ability build. Several perks in that tree help armor implants directly. All Things Cyber lowers the Cyberware Capacity cost of Integumentary System and Skeleton cyberware by 20%. Chrome Constitution cuts incoming damage by 5% when every Integumentary System and Skeleton slot is filled. License To Chrome adds 40 armor and raises all cyberware stat modifiers by 10%.

Kinetic Frame and NeoFiber add Mitigation Chance, which gives a second layer of defense besides armor. Countershell grants extra Mitigation Chance after a heavy burst of damage, and it shares the Integumentary System with the Carapace.

Select a Build

Modelled on Adam Smasher, the build carries heavy weapons and the Projectile Launch System. A light machine gun and arm rockets hit hard while armor and Health soak up return fire. Body perks keep Health regenerating in the middle of the fight.

Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.

The perks, cyberware and weapon mods for this build are listed below.

Name Image Level Effect
Comeback Kid Comeback Kid Body 4 Faster Health regeneration at low Health
Dorph-Head Dorph-Head Body 4 Brief full Mitigation after using a Health item
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Bullet Ballet Bullet Ballet Body 9 Tighter bullet spread while moving
Die! Die! Die! Die! Die! Die! Body 9 Higher crit chance and fire rate at low Stamina
Don't Stop Me Now Don't Stop Me Now Body 9 Damage mitigation at low Stamina
Like A Feather Like A Feather Body 9 No movement penalty with shotguns and machine guns
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Bloodlust Bloodlust Body 15 Dismemberments refill Adrenaline
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Close-Quarters Carnage Close-Quarters Carnage Body 15 Higher Obliterate chance at close range
Dread Dread Body 15 Ranged hits lower enemy Armor
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Rush Of Blood Rush Of Blood Body 15 Faster reload after a dismemberment
Spontaneous Obliteration Spontaneous Obliteration Body 15 Chance to instantly kill enemies at low Health
Unstoppable Force Unstoppable Force Body 15 Immunity to knockdown and blinding during Adrenaline Rush
Onslaught Onslaught Body 20 Light Machine Gun kills refill ammo
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Multitasker Multitasker Reflexes 4 Shoot while sprinting, sliding and vaulting
Muscle Memory Muscle Memory Reflexes 4 Reload while sprinting, sliding and vaulting
Parkour! Parkour! Reflexes 4 Faster climbing and vaulting
Slippery Slippery Reflexes 4 Harder to hit while moving fast
Can't Touch This Can't Touch This Reflexes 9 Full Mitigation Chance while Dashing
Dash Dash Reflexes 9 Dash replaces the dodge
Steady Grip Steady Grip Reflexes 9 Shooting while dashing
Aerial Acrobat Aerial Acrobat Reflexes 15 Better control in midair
Aerodynamic Aerodynamic Reflexes 15 Stronger Mitigation in midair
Air Dash Air Dash Reflexes 15 Dash in midair
Jailbreak Jailbreak Relic New abilities for every Arms cyberware
Launch Capacity Override Launch Capacity Override Relic One more Projectile Launch System charge
Machine Learning Machine Learning Relic Crit damage builds on enemy Vulnerabilities
Vulnerability Analytics Vulnerability Analytics Relic Hits on enemy Vulnerabilities always crit
First Aid Technical Ability 4 Faster Health item recharge after one use
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Transfusion Transfusion Technical Ability 4 More Health from the last Health item charge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Borrowed Time Borrowed Time Technical Ability 9 A Health item refills after a kill at low Health
Chipware Connoisseur Chipware Connoisseur Technical Ability 9 A choice of stat bonus when upgrading cyberware
Chrome Constitution Chrome Constitution Technical Ability 9 Less damage taken with full Skeleton and Integumentary slots
Driver Update Driver Update Technical Ability 9 An extra stat bonus on every cyberware
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
Renaissance Punk Renaissance Punk Technical Ability 9 More cyberware capacity for each attribute at 9 or higher
Ambidextrous Ambidextrous Technical Ability 15 A second Hands cyberware slot
Burn This City Burn This City Technical Ability 15 Five Pyromania stacks refill a grenade charge
Cyborg Technical Ability 15 Shorter cyberware cooldowns with every slot filled
Doomlauncher Doomlauncher Technical Ability 15 An extra Projectile Launch System charge and faster recharge
Extended Warranty Extended Warranty Technical Ability 15 Cyberware effects last longer
Friendlier Fire Friendlier Fire Technical Ability 15 Less damage from the character's own explosions
Heat Shield Heat Shield Technical Ability 15 More Mitigation Chance for each Pyromania stack
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Pyromania Pyromania Technical Ability 15 Faster Health item and grenade recharge and bigger blasts
Edgerunner Technical Ability 20 Cyberware past the capacity limit for a small Health cost
Name Image Slot Effect
Projectile Launch System Projectile Launch System Arms Arm launcher that fires explosive shots
Blood Pump Blood Pump Circulatory System A Health item that heals over time
Heal-On-Kill Heal-On-Kill Circulatory System Health on each kill
Kiroshi Doomsayer Optics Kiroshi Doomsayer Optics Face Scanning highlights explosives and traps
Mechatronic Core Mechatronic Core Frontal Cortex More damage against drones, robots and mechs
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Shock Absorber Shock Absorber Hands Less recoil
Subdermal Armor Subdermal Armor Integumentary System More armor
Fortified Ankles Fortified Ankles Legs Charged jumps
NeoFiber NeoFiber Nervous System More mitigation chance and strength
Epimorphic Skeleton Epimorphic Skeleton Skeleton More max Health

Gorilla Arms punch enemies apart up close, and Body perks turn sprints and jumps into charges and ground slams. Air Dashes cover the distance to the next group. A shotgun handles enemies that stay out of reach.

Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.

The perks, cyberware and weapon mods for this build are listed below.

Name Image Level Effect
Army Of One Army Of One Body 4 Faster Health regeneration for each nearby enemy
Comeback Kid Comeback Kid Body 4 Faster Health regeneration at low Health
Dorph-Head Dorph-Head Body 4 Brief full Mitigation after using a Health item
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Speed Junkie Speed Junkie Body 4 Faster Health regeneration while sprinting
Breakthrough Breakthrough Body 9 Strong attacks strip enemy Armor for a short time
Clapback Clapback Body 9 Defensive attacks knock down and counterattacks stun
Fly Swatter Fly Swatter Body 9 Less ranged damage while blocking with a blunt weapon
Kinetic Absorption Kinetic Absorption Body 9 Blocking gives Stamina and blunt weapon damage
Wrecking Ball Wrecking Ball Body 9 Cheaper blunt attacks and a sprinting shoulder charge
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Aftershock Aftershock Body 15 Stamina for each enemy hit by Quake
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Epicenter Epicenter Body 15 Midair Quake hits harder from higher falls
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Quake Quake Body 15 Faster blunt attacks and a ground slam
Ripple Effect Ripple Effect Body 15 Health for each enemy hit by Quake
Unstoppable Force Unstoppable Force Body 15 Immunity to knockdown and blinding during Adrenaline Rush
Finisher: Savage Sling Finisher: Savage Sling Body 20 Blunt weapon finisher that can throw the enemy
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Parkour! Parkour! Reflexes 4 Faster climbing and vaulting
Slippery Slippery Reflexes 4 Harder to hit while moving fast
Can't Touch This Can't Touch This Reflexes 9 Full Mitigation Chance while Dashing
Dash Dash Reflexes 9 Dash replaces the dodge
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Aerial Acrobat Aerial Acrobat Reflexes 15 Better control in midair
Aerodynamic Aerodynamic Reflexes 15 Stronger Mitigation in midair
Air Dash Air Dash Reflexes 15 Dash in midair
Tailwind Tailwind Reflexes 20 Stamina from air dashes and double jumps
Jailbreak Jailbreak Relic New abilities for every Arms cyberware
Machine Learning Machine Learning Relic Crit damage builds on enemy Vulnerabilities
Vulnerability Analytics Vulnerability Analytics Relic Hits on enemy Vulnerabilities always crit
First Aid Technical Ability 4 Faster Health item recharge after one use
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Transfusion Transfusion Technical Ability 4 More Health from the last Health item charge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Borrowed Time Borrowed Time Technical Ability 9 A Health item refills after a kill at low Health
Chipware Connoisseur Chipware Connoisseur Technical Ability 9 A choice of stat bonus when upgrading cyberware
Chrome Constitution Chrome Constitution Technical Ability 9 Less damage taken with full Skeleton and Integumentary slots
Driver Update Driver Update Technical Ability 9 An extra stat bonus on every cyberware
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
Renaissance Punk Renaissance Punk Technical Ability 9 More cyberware capacity for each attribute at 9 or higher
Extended Warranty Extended Warranty Technical Ability 15 Cyberware effects last longer
Friendlier Fire Friendlier Fire Technical Ability 15 Less damage from the character's own explosions
Heat Shield Heat Shield Technical Ability 15 More Mitigation Chance for each Pyromania stack
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Pyromania Pyromania Technical Ability 15 Faster Health item and grenade recharge and bigger blasts
Edgerunner Technical Ability 20 Cyberware past the capacity limit for a small Health cost
Ticking Time Bomb Ticking Time Bomb Technical Ability 20 An EMP blast after the Operating System turns on
Name Image Slot Effect
Gorilla Arms Gorilla Arms Arms Hard hitting fists
Blood Pump Blood Pump Circulatory System A Health item that heals over time
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Reinforced Tendons Reinforced Tendons Legs Double jump
NeoFiber NeoFiber Nervous System More mitigation chance and strength
Dense Marrow Dense Marrow Skeleton More melee damage for a higher Stamina cost
Epimorphic Skeleton Epimorphic Skeleton Skeleton More max Health

Ping reveals enemies behind walls, and Tech weapon shots pierce the cover between them. A charged shot released at the click of Bolt deals the most damage. With a Militech Sandevistan, the charge starts first and time slows at half charge so the Bolt shot lands as a headshot.

Attributes: Body 17, Reflexes 20, Technical Ability 20, Intelligence 4, Cool 20.

The perks, cyberware and weapon mods for this build are listed below.

Name Image Level Effect
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Focus Focus Cool 9 More headshot damage and free shots while aiming
Head To Head Head To Head Cool 9 Kills reset Focus
Deep Breath Deep Breath Cool 9 Time slows while Focus is active
Rinse And Reload Rinse And Reload Cool 9 Faster reload after a kill while aiming
Deadeye Cool 15 More headshot damage and no spread at high Stamina
California Reaper California Reaper Cool 15 Stamina back after a headshot kill
Long Shot Long Shot Cool 15 Full damage at any range during Deadeye
High Noon High Noon Cool 15 Fast slowed reload after a headshot kill
Nerves Of Tungsten-Steel Nerves Of Tungsten-Steel Cool 20 Guaranteed crits on headshots during Deadeye
Slippery Slippery Reflexes 4 Harder to hit while moving fast
Dash Dash Reflexes 9 Unlocks the Dash and makes it cheaper
Ready, Rested, Reloaded Ready, Rested, Reloaded Reflexes 9 Cheaper rifle and SMG fire and faster reloads
Air Dash Air Dash Reflexes 15 Dash in midair
Sharpshooter Sharpshooter Reflexes 15 Faster aim and stacks that ease Stamina use
Gundancer Gundancer Reflexes 15 No slowdown while aiming
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Bolt Bolt Technical Ability 15 Faster charge and Bolt shots that hit harder
In Charge In Charge Technical Ability 15 Tech weapons hold a full charge
Shock Value Shock Value Technical Ability 15 Bolt shots ignore armor
Lightning Storm Lightning Storm Technical Ability 15 Faster charge after each Bolt
Internal Clock Internal Clock Technical Ability 15 Wider timing window for a Bolt shot
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Chain Lightning Chain Lightning Technical Ability 20 Bolt shots arc Electrical damage to 3 nearby enemies
Name Image Slot Effect
Heal-On-Kill Heal-On-Kill Circulatory System Health back from each kill
Kiroshi Cockatrice Optics Kiroshi Cockatrice Optics Face More crit chance
Microgenerator Microgenerator Hands Reloading an empty gun charges an electroshock shot
Immovable Force Immovable Force Hands Less recoil and tighter spread
Cellular Adapter Cellular Adapter Integumentary System Tech weapon damage and resistances from Technical Ability
Optical Camo Optical Camo Integumentary System Near invisibility for a few seconds
Reinforced Tendons Reinforced Tendons Legs Double jump
Para Bellum Para Bellum Skeleton More armor

Lore


The in-game description jokes that with the Carapace installed, there is no need for 360 vision anymore.

Notes


Cyberware Categories




All Integumentary System Cyberware



Every Integumentary System implant is listed below. The Iconic ones come first, then the standard ones.

Iconic Integumentary System Cyberware

Name Image Attribute Capacity Location
Chitin Chitin Body Dogtown
Peripheral Inverse Peripheral Inverse Dogtown

Standard Integumentary System Cyberware

Name Image Attribute Capacity Location
Carapace Carapace Technical Ability 16
Cellular Adapter Cellular Adapter Technical Ability
Cogito Lattice Cogito Lattice
Countershell Countershell Reflexes 12
Defenzikov Defenzikov
Nano-Plating Nano-Plating
Optical Camo Optical Camo Cool 20
Pain Editor Pain Editor Cool 35
Painducer Painducer Body 30
ProxiShield ProxiShield Body 10
RangeGuard RangeGuard Cool 14
Shock-N-Awe Shock-N-Awe Technical Ability
Subdermal Armor Subdermal Armor Technical Ability 5