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Cybernetic hand appraisal

Verified Aluminum Alloy Bionic Hand reference

The Bionic Hand item page identifies the item. The appraisal fields come from the game’s Cybernetic Hand Appraisal Guide and AppHandUI; the hand component artwork below is verified against that scene, not a guessed catalog icon.

Start with the material base, then add every matching modifier. The final value cannot go below 50 Credits.

Field State Modifier
Material Aluminum Alloy 100 base
Material Gold Plated 300 base
Material Carbon Composite 150 base
Control Interface Neural Interface +120
Control Interface EMG +0
Control Interface EMG+ +45
Control Interface Unspecified −60
Condition Wear −35
Condition Damage −85
Add-ons Armored +50
Add-ons Blade +80

Armored and Blade are independent: add both when both are present.

Apply these only when every condition is met:

Set Required fields Bonus
Tactical Carbon Composite; EMG+ or Neural Interface; no wear or damage; both Armored and Blade. +100
Deluxe Gold Plated; Neural Interface; no wear or damage; with or without any add-ons. +200

A Carbon Composite hand with EMG+, no wear or damage, Armored and Blade is:

150 material + 45 EMG+ + 50 Armored + 80 Blade + 100 Tactical = 425 Credits.

If the additions would produce less than 50, use 50 Credits instead. For example, Aluminum Alloy + Unspecified − Damage is 100 − 60 − 85 = −45, so the floor gives 50 Credits.

Sources: the in-game Cybernetic Hand Appraisal Guide, AppHandHelper.GetCorrectValue, IsTacticalSet, IsDeluxeSet, AppHandUI and CreateHandRandom in the installed demo; matching declarations in psdump-demo/dump.cs, build 049-Rev3-L.

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