Biomods
/biomods
- 15
- Biomods
- 5
- Active
- 10
- Passive
- 4
- No bio scans required
Biolab and Bioscanner
The Biolab injects and removes biomods. An entry-level colonist can tolerate two biomods: one Active and one Passive. Active biomods are triggered by the user; Passive biomods activate by reflex when their conditions are met. The Bioscanner scans living targets to unlock new biomods.