| Anti-Flare Implants | The recipients 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 recipients brain stem, protects itself and other cybernetic hardware against electricity damage. | The implant negates the recipients special vulnerability to electricity. | 660 |
| Anti-Stun Implant | This implant, embedded near the spine, shields the recipients 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 bodys 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 recipients 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 recipients 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 recipients brain or a series of implants wired to the recipients 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 feats prerequisites to gain its benefits. | 11,300 |
| Fortified Skeleton | The recipients 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 recipients spinal cord and attached to the recipients 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 recipients 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 recipients 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 recipients 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 recipients 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 recipients brain, al lowing 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 recipients 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 recipients throat, connected to a tiny speaker in the recipients 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 recipients aim, requiring replacement of all recipients 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 recipients 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 |