Warhammer 40K Augmentations |
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Augmentations
are available starting at HNCL 6. |
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Description: This is what
the enhancement looks like. |
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Benefit: What the cybernetic enhancement allows its recipient to
do. |
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gp: The cost of the augmentation (or the components to build
it). |
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Type |
Description
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Benefit
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gp |
Anti-Flare
Implants |
The recipient’s corneas
are replaced with artificial ones equipped with flare suppressors that react
instantly to bright flashes of light. |
Provides the benefit of
flash goggles (see the general equipment chapter for more details) but appear
as normal eyeballs. |
500 |
Anti-Shock Implant |
This tiny implant,
embedded near the recipient’s brain stem, protects itself and other
cybernetic hardware against electricity damage. |
The implant negates the
recipient’s special vulnerability to electricity. |
660 |
Anti-Stun Implant |
This implant, embedded
near the spine, shields the recipient’s nervous system against stunning
attacks. |
The recipient cannot be
stunned. |
8,500 |
Body Repair Weave |
A delicate weave of
subdermal bio-wires stimulates and repairs the body’s damaged tissue. |
The recipient heals
naturally at twice the normal rate. |
3,600 |
Brain Engrams |
This neural implant
allows the character to record all the necessary data required for the
casting of additional psychic powers. |
The Brain Engram
increases the psychic powers of an individual who attaches one. |
62,000 |
Data Archive |
A data archive is a
microcomputer implanted in the recipient’s skull. It contains skill-related
information stored on a series of biological data chips, or biochips. |
The recipient treats all
skills as class skills and gains access to an information database that
grants a +4 equipment bonus on all Knowledge checks. |
19,900 |
External Weapon Mount |
The recipient’s bionic
arm ends in a weapon instead of a hand. The recipient must have a bionic arm
cybernetic piece in order to take this cybernetic. |
The recipient has a melee
or ranged weapon attached to a prosthetic arm. |
880 |
Feat Implant |
Thanks to a chip
implanted in the recipient’s brain or a series of implants wired to the
recipient’s nervous system, the recipient gains special knowledge or some
extraordinary ability. |
The feat implant gives
the recipient a feat, but they must meet all of the feat’s prerequisites to
gain its benefits. |
11,300 |
Fortified Skeleton |
The recipient’s skeleton
is fortified with high-impact polymers, increasing his ability to shrug off
physical damage. |
The recipient gains a +4
bonus to Massive Damage Threshold. |
82,000 |
Identity Chip |
Identity chips provide
identification without requiring visual recognition— high-tech ID that
functions even when the wearer is unrecognizable or on a remote world. |
An identity chip
functions as both legal ID and a credit card. |
39 |
Initiative Implant |
The initiative implant
consists of a series of wires threaded around the recipient’s spinal cord and
attached to the recipient’s nervous system. |
The recipient gains a +2
equipment bonus on initiative checks. |
2,700 |
Internal Weapon Mount |
The recipient has a
subcutaneous weapon embedded in her body, usually in a bionic forearm or
hand. |
The recipient has a melee
or ranged weapon hidden under her skin. |
880 |
Laser Optics |
The recipient’s eyes are
replaced with ocular implants capable of firing thin laser beams. |
Using laser optics is an
attack action that does not provoke attacks of opportunity. |
19,900 |
Mechadendrites |
These include a variety
of tendril-like extremities used by the Adeptus Mechanicus to aid them in
their construction, maintenance, and research duties. |
A character (almost
always a Techpriest) with mechadendrites gains a +4 bonus to all Craft and
Repair checks. |
62,000 |
Microcomputer |
The recipient has a
miniature computer attached to his nervous system, usually at the base of the
skull. |
The recipient may attempt
Computer Use checks as a move action, rather than a full-round action. |
340,000 |
Mindscreen Implant |
A small implant in the
recipient’s brain protects him against mental attacks. |
The recipient gains a +2
equipment bonus on saving throws against mind-affecting attacks. |
26,400 |
Nightvision Optics |
The recipient’s eyes are
replaced with ocular implants that enable the character to see better in the
dark. |
The recipient gains
darkvision out to a range of 60 feet. |
2,050 |
Precognition Mindchip |
This is a special
cybernetic designed by the Magos Biologis of the Adeptus Mechanicus designed
to tap into the latent psychic energy of the human being. |
The character gains an
innate bonus to Defense between 15 to 55. |
660-56200000 |
Psychic Implant |
This brain implant
stimulates neuron activity in underdeveloped regions of the recipient’s
brain, unlocking latent psychic abilities. |
The target gains a +1
effective psyker level. |
62,000 |
Skill Implant |
This small brain implant
enables its recipient to perform a specific skill more adroitly. |
The recipient gains a +2
competence bonus on checks made with one |
9 |
Skill Plexus |
A unit implanted in the recipient’s brain,
allowing multiple skill implants to function as a
single cybernetic attachment. |
Allows up to four skill
implants to function as one attachment. If destroyed, all attached skill
implants are also destroyed. |
11,300 |
Stabilizer |
Releases chemical
coagulants into a dying recipient’s bloodstream to prevent excess blood loss,
effectively stabilizing them. |
Automatically stabilizes
the recipient if reduced to negative hit points. |
4,800 |
Subcutaneous Vox-caster |
A small transceiver
installed underneath the skin of the recipient’s throat, connected to a tiny
speaker in the recipient’s ear. |
Enables the recipient to
carry on conversations without raising their voice above a whisper; imposes a
–4 penalty on Listen checks made to hear the recipient. |
880 |
Targeting Optics |
Ocular implants that use
a projected targeting reticle to improve the recipient’s aim, requiring
replacement of all recipient’s eyes. |
Grants a +1 bonus on all
attack rolls made with ranged weapons. |
1,160 |
Telescopic Optics |
Ocular implants
simulating binocular effects, enabling the recipient to perceive distant
objects more easily, requiring replacement of all recipient’s eyes. |
Reduces the range penalty
for Spot checks to –1 for every 30 feet of distance (instead of –1 for every
10 feet). |
660 |
Voice Stress
Analyzer |
Sensors analyzing
physical indicators from living beings, enabling the recipient to better
determine emotional states, attached to optic nerves and inner ear. |
Provides a +4 equipment
bonus on all Sense Motive checks. This bonus stacks with bonuses from feats
or skill implants. |
1,160 |
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Gene Therapy |
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Genetic
manipulation can endow a creature with any special quality. The max number is
LVL. |
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During therapy,
the ability remains latent, so the patient receives no benefits from the
intended manipulation. |
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Gene Therapy
requires that the character take an injection of retro-viruses at a specified
hour each day. |
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The special
vials of retro-viruses required to undergo gene therapy cost a certain amount
of gp. |
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Type of Special Quality |
gp |
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+1 to one ability
score |
11,300 |
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Extraordinary ability
(Ex) |
47,000 |
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Supernatural ability
(Su) |
193,000 |
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Psychic-like ability
(Ps) |
3,290,000 |
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