Warhammer 40K Augmentations

Augmentations and gene therapy reference tables.

Legend

  • 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).

Augmentations

TypeDescriptionBenefitgp
Anti-Flare ImplantsThe 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 ImplantThis 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 ImplantThis implant, embedded near the spine, shields the recipients nervous system against stunning attacks.The recipient cannot be stunned.8,500
Body Repair WeaveA 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 EngramsThis 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 ArchiveA 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 MountThe 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 ImplantThanks 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 SkeletonThe 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 ChipIdentity 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 ImplantThe 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 MountThe 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 OpticsThe 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
MechadendritesThese 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
MicrocomputerThe 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 ImplantA 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 OpticsThe 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 MindchipThis 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 ImplantThis 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 ImplantThis small brain implant enables its recipient to perform a specific skill more adroitly.The recipient gains a +2 competence bonus on checks made with one9
Skill PlexusA 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
StabilizerReleases 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-casterA 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 OpticsOcular 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 OpticsOcular 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 AnalyzerSensors 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 Qualitygp
+1 to one ability score11,300
Extraordinary ability (Ex)47,000
Supernatural ability (Su)193,000
Psychic-like ability (Ps)3,290,000