Warhammer 40K Augmentations
Augmentations are available starting at HNCL 6.
Description: This is what the enhancement looks like.
Benefit: What the cybernetic enhancement allows its recipient to do.
gp: The cost of the augmentation (or the components to build it).
Type  Description                                                                                              Benefit                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               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
Gene Therapy
Genetic manipulation can endow a creature with any special quality. The max number is LVL.
During therapy, the ability remains latent, so the patient receives no benefits from the intended manipulation.
Gene Therapy requires that the character take an injection of retro-viruses at a specified hour each day.
The special vials of retro-viruses required to undergo gene therapy cost a certain amount of gp.
 Type of Special Quality  gp
 +1 to one ability score  11,300
 Extraordinary ability (Ex)  47,000
 Supernatural ability (Su)  193,000
 Psychic-like ability (Ps)  3,290,000