QUOTE
That sounds like an interesting feature to adapt...any chance you remember where to find the rules?
God no - I'd assume Man and Machine or Cybertechnology (the one with the surgery rules).
If going SR3, I'd suggest a houserule (if there's not one RAW) whereby the doctor (biotech skill, with associated skillsets of cybertechnology and possibly stealth) modifies the chrome to obscure the scanner readings. Sure, it can pick up the metal in you, but the detail is "foggy" or you've got the 'ware inlaid with denser metals to hide some of your more illegal options.
NOTE: The mechanism for Cyberware Scanners wasn't really fleshed out, so it's up to the GM and the players to rule how sophisticated such techniques would be.
I'd suggest using the base detection numbers for cyberware (that's cannon, from distant memory) and have the doc roll an open test of their biotech/cybersurgery modifications less the character's essence. (Ie: if he's chromed to the hilt, someone's going to be a little suspicious that it's all legal and medically-required equipment)
Or using a less broken mechanism, have the doctor aim for a TN to hide the chrome, less the "grade" (1 for alpha, 2 for beta, 3 for delta, always use the lowest grade number) but + the essence loss of the individual. (As per casting "Heal" on someone, TN-wise)
So, Joe Sammy has an essence of 2.0, all alpha, and wants his gear to slip through without comment (TN 10).
Doc rolls 8 dice (Biotech) with whatever complimentary skills the GM decides with a TN of 17 (ie: 10 - 1(alphaware) + 8( 10- Essence, like the healing spells - as a basis of difficulty rather than anything special.)
That's a hard roll, but dooable if the good doc spends additional time (time required dependant on knowledge of individuals' medical history and equipment, like all the surgery rules stuff) and the player spends additional cash getting it right.
TN 10 to detect/identify 1-K cyber is a bare minimum in a security situation like an International Airport, I'd think.
In any case, that would mean you'd be able to slip in through the mechanical scanners and spirit's detection stuff ok, but at quite a hefty cost. (50% extra on top of deltaware? Heh, heh, heh....)
For 4th ed, hmm...remember we don't play it.
But for argument's sake;
Resist detection for cyberware (whatever number the game's tossed up, don't know what it would be) + dice gained from taking steps to hide cyber.
I'd
assume that the steps taken would be like...
REALSkin covering, +1 to resist detection
for obvious cyberware; GM rules on this.
Grade of ware: Delta +3/beta +2/alpha +1/ used -2 (Used alpha -1

)
Stealth cyber components, +50% cost of cyber, +5 dice to resist detection
Deceptive Surgery, +1 to resist detection, adds +10% of cost for the surgery, can be taken 3 times, dependent on skill of surgeon
So, Jonny Sammy from above would have X dice to roll normally (to deceive the search, don't know what the numbers/related skill would be) and +5 extra (ie: Alphaware: +1; for having his arm's reskinned: +1; getting a good doc in to install the sneaky stuff: +3) which isn't that fantastic, but worth the investment if you'll be legally slipping over borders on a regular basis.
So, how's that sound?
-Tir.