Augments, Cybernetics, Bionics

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Only War
Rogue Trader: Hostile Acquisitions
Dark Heresy: Inquisitors Handbook

Only War Core rulebook

Bionic replacement limbs are assumed to operate at the same
level of strength and dexterity as the body they are attached
to—rather than risk ripping themselves out of their host
through overpressure—though their robust construction does
add 2 to the owner’s Toughness Bonus against hits scored to
that particular location. Damage taken to these locations counts
towards Damage to the character, and Critical Damage dealt
to these locations functions as normal. Any result that causes
bleeding or some other inappropriate result instead renders the
bionic limb useless. Critical Damage to a limb that results in
death has the full effect, as it can be assumed that the limb
explodes into shrapnel, incinerates, or discharges stored energy
through its owner with lethal effect.
Replacement and additional limbs—such as
mechadendrites—can only be used to perform tasks that the
owner already knows how to do. So, for example, a character
with a medicae mechadendrite must have the Medicae Skill in
order to take advantage of the extra abilities the limb grants.
Note that the bonuses and penalties relate only to Tests
made using the bionic limb, and characters who possess
two bionic limbs do not gain double the bonus, but
rather they may apply the bonus regardless of
which bionic limb they are using.

Only war cybernetics

One of the more common replacement limbs to be found,
Common Craftsmanship versions ape a normal hand and arm
exactly, retaining strength, dexterity and sense of touch.
• Poor Craftsmanship versions are more cumbersome and
visibly artificial; halve the owner’s Agility score where
matters of fine dexterity are involved. In addition,
Weapon Skill and Ballistic Skill Tests made when using
the limb take a –5 penalty.
• Good Craftsmanship bionic arms improve on natural
design and provide a +10 bonus on Agility Tests
requiring delicate manipulation.
• Best Craftsmanship arms add a +10 bonus to Strength
Tests using the arm and can be used to store small
items such as pistol ammo clips inside concealed
interior compartments.

The paranoid (or the prepared) are ever willing to replace
crude flesh with more durable, armoured materials—the
light armour shielding of a bionic heart provides a last line
of defence. Superior models can be triggered to pump more
rapidly to increase physical capacity, though this risks stroke
or other catastrophe as the rest of the circulatory system is
put under pressure. A character with this implant gains +1
Armour to the Body location—this bonus stacks with any
armour worn—and gains the Sprint Talent.

In the basic Common version, locomotion bionics are
fully integrated into the hip with a spinal link and allow a
Guardsman to walk, run, and climb at normal human levels.
• Poor Craftsmanship models, however, are lumbering
affairs that reduce a character’s movement rate by one,
and when running the user must succeed on an Ordinary
(+10) Agility Test or fall at the end of his movement.
• Good Craftsmanship level artificial legs grant the owner
the Sprint Talent and add a +20 bonus to Athletics Tests
made to jump or leap.

Common bionic lungs and implanted respiratory systems
mimic the action of human lungs and keep the body supplied
with oxygen. Such characters gain a +20 bonus to Toughness
Tests made to resist airborne toxins and gas weapons.
• Poor bionic lungs offer the same benefits as the Common
system. However, they are raucously loud affairs and
characters suffer a –20 penalty to Stealth Tests. A
generally poor oxygen supply to the body means that
the character suffers a –10 penalty on all Tests involving
strenuous physical activity.
• Good bionic lungs count as a full life support system—
thus if for any reason the user’s own respiratory system
fails, his bionic lungs keep his blood oxygenated—
and their presence can be unnoticeable if designed to
be so.


What follows are of the more widely used bionic and cybernetic
implants designed to improve or salvage the human body.
Implants usually serve to grant a human some ability he did
not already possess, or integrate external devices into his body.
Note: Mechadendrites are cybernetic limbs that are usually
mounted on the back or shoulder. The maximum number of
mechadendrites a character may have mounted upon his body
is equal to his Toughness Bonus.

These implanted devices duplicate the effects of sensor
systems that go beyond normal human senses. In all cases,
their use requires concentration and a Half Action.
Common systems function identically to a standard handheld
auspex device (see page 200).
Poor systems possess only a single detection ability (either heat, radiation, electromagnetics, or very rarely Daemonic taint)
and have the limited range of 20 metres. If the augur is set to
detect Daemonic taint, it has the possibility to be overwhelmed
and malfunction should a Daemon get too close.
Good systems function as a full auspex but also allow rerolls
on all Perception-based Tests when using its functions.
In regards to the Daemonic taint detection, as opposed to the
Poor system augur, a Good system cannot be overwhelmed
and seems to almost filter out any taint it detects instead of
getting backed up by it.

This ancient and blessed technology of the Mechanicus flows
through the character’s blood. These miniscule machines repair
minor injuries and speed healing. When applying healing, the
character is always considered Lightly Damaged, and heals at
an increased rate, removing 2 points of Damage per day.

A baleful eye is a legendary archaeotech bionic eye pattern that
incorporates a tiny las weapon, which sacrifices some of the
normal abilities of a cybernetic vision implant in order for this
device to be included. Each baleful eye has been passed from
recipient to recipient across centuries or millennia, reclaimed by
the Machine Cult whenever its owner dies. As might be imagined,
it is very intimidating when used as a part of negotiations with
primitive societies. A character with this implant has a weapon
equal to a hot-shot pistol in his eye with a Range of 10m. The
baleful eye can be fired even if the character’s hands are full and
can be used as a Pistol in melee. It also has no Clip Size, however
a Jam result causes the character to lose sight in the eye for a
number of Rounds equal to the Degrees of Failure on the attack.

This solid, shoulder-mounted mechadendrite is designed for selfdefence.
This two metre limb may be armed with any Pistol-class
weapon with the Compact Upgrade. The character can attack
with this weapon as his Reaction. A character must have the
appropriate Mechadendrite Use Talent to operate this implant.

These bionics are internal cogitator implants which aid in
data retention and processing. The user can rapidly sift
through stacked data-slates and parchments, applying
intuition to vast reams of data far beyond the capabilities
of a normal man. This implant grants the user a +10
bonus to Literacy, Logic, or Scholastic Lore Tests.

Commonly used to repair a severely damaged
brain or hopefully augment its abilities,
these often risky implant systems represent a major
step from simply replacing a limb, to altering a character from
human to mechanism.
Common-level implants can restore paralysed and braindamaged
users to a semblance of normality, but with a permanent
loss of 1d10 points from the character’s Weapon Skill, Ballistic
Skill, Agility, Intelligence and Fellowship Characteristics.
Poor versions restore brain function but destroy the personality
and memories of the subject, rendering them no better than a
servitor, and as such are unsuitable for Player Characters.
Good cerebral implants are very rare even among the high
ranking officers of the Guard, and are exceedingly difficult to
arrange, becoming Near Unique in availability. These grant
the user the Unnatural Intelligence (2) Trait (see page 158)
and a +20 bonus to Logic and Lore Tests, thanks to the
superior mental capabilities he now enjoys.

This augmentation covers or replaces most of the skull
with layers of plasteel and gel padding to better prevent
concussion and other brain injuries. This implant
adds +1 Armour to the Head location—this bonus
stacks with any worn Armour.

Sight, hearing, smell, touch, and taste can be duplicated
artificially, and more esoteric senses may be added.
Common systems, while usually very obviously artificial
and often oversized, manage to more or less duplicate the
approximate human range of senses adequately and have no
further game effects.
Poor cybernetic senses are problem-ridden imitations of the
real thing (hearing may be troubled by static, vision rendered
in low-resolution monochrome, and so on). A character with
this system suffers a –20 penalty to Tests made involving the
cybernetic sense.
Good cybernetic senses grant the Heightened Senses Talent
for that particular sense and a +20 bonus to Tests made to
resist attacks on the sense itself, such as deafening noises and
blinding flashes. Basic and advanced cybernetic eyes can also
incorporate magnifying lenses, a full photo-visor, and/or a
system granting the Dark-Sight Trait (see page 155). Basic
or advanced cybernetic hearing can also include an internal
micro-bead system.

Powerful electromagnets are implanted in the Guardsman,
allowing him to cast forth a net of invisible energy as a Full
Action (requiring a successful
Challenging (+0) Willpower
Test), to call an unsecured metal object into his hand. The
object cannot mass more than 1 kg per point of Willpower
Bonus and must be within 20 metres, and the user must
already have Mechanicus Implants Trait (see page 156) for
this system to function. This implant can be improved by
certain Talents (see page 136).

The Guardsman now has a mechanical port implanted in his
body, commonly in the rear of the neck, which can be connected
to machines via a data cable. This allows the user faster and
smoother access to the valuable information within and grants a
+10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst
connected to a relevant mechanism or data spool.

This implant acts as a powerful battery, storing energy for
various implants and especially for functions that require energy
to be expelled in rapid or violent fashions. When fully charged,
the user will no longer gain Fatigue from using Luminen
Capacitors either to recharge something or offensively, but
each use of those implants drains the reservoir by half. The
battery fully recharges after one day of resting.


Micro-cogitators implanted at the base of the skull allow
the user to be aware of the direction of the planetary poles,
present location to within a few meters, relative velocity,
altitude, time of day, and other valuable information. The user
must still have access to maps and other planetary data in
order to benefit from this information, however—knowing
you are at a specific location on a planetary surface has little
meaning if you have no idea what is over the next rise, or
what direction you must travel to reach a given destination.

The Guardsman’s internal energies, either through biological
or artificial sources, are channeled into capacitors buried in
the flesh, where they can be tapped to recharge items or even
released in devastating attacks.
With a successful Toughness Test, the character may
recharge or power machinery. This requires one minute of
mental focus and meditation. The difficulty of the Toughness
Test varies depending on the nature of the powered system.
• Ordinary (10): Simple Power Cell, Illuminator
• Challenging (
0): Weapon Charge Pack, Data-Slate,
Bridge Terminal
• Difficult (–10): Shuttle electronics, Servo-Skull
• Hard (–20): Lascannon Charge Pack, Servitor, Bridge
• Very Hard (–30): Cogitator Core, Reactor Machine
Spirit, Xenos Technology
The device can also be used offensively, however it
requires Talents to use properly (see page 136). Only a
Player Character with Mechanicus Implants Trait (see page
156) may use this device.
Poor Craftsmanship variants impose a –10 penalty to all
Toughness Tests made to use them. Good Craftsmanship
variants grant a +10 bonus to all Toughness Tests made to
use them.


Archaeotech systems of powerful gravimetric coils are
implanted in the body, allowing the user to become unshackled
from gravity’s grasp for short periods. Using a Half Action, the
user may hover 20-30 centimetres off the ground for a number
of minutes equal to 1d10 plus the character’s Toughness
Bonus. The character must employ a Half Action each Round
to concentrate on operating this implant and may use the other
Action to move normally. The character can slow his rate of
descent when falling so long as this implant is active when the
character reaches the ground, reducing all falling Damage to
1d10+3 Impact Damage. Each time the character activates the
coils, it drains the stored power and cannot be used again until
recharged (which takes 24 hours).

Possibly the most common form of mechadendrite, this
artificial limb is a great aid to Enginseers working to repair
vehicles in the heat of battle, allowing them to lift greater
weights and more easily operate industrial gear. It can extend
out to 1.5m and grants the user 20 to Strength-based Tests;
the vicious gripping and crushing pincers can also tether the
user to gantries or suitably heavy objects as a Free Action. The
heavy metal pincers can be used in combat to make melee
attacks. The character can strike with it as his Reaction for
the Round or use it to make a Standard Attack (so long as it is
only used once per Round). The manipulator mechadendrite
deals 1d10
2 I Damage.
While powerful, the manipulator is not subtle, and
attempts to use it for such tasks as data-slate typing, inscribing
sacrificial etchings, handling delicate objects, or the like only
ends with equipment being dropped, smashed, or otherwise
ruined. A character must have the appropriate Mechadendrite
Use Talent to operate this implant.

This two metre long, flexible limb is designed to provide
medical and surgical assistance in the field. It grants a 10
bonus to Medicae Tests. The mechadendrite houses six
injector pistons, each of which may be filled with one dose
of a drug. These may be supplied separately. In addition
to providing first aid, the mechadendrite’s flesh staplers
may be used to staunch Blood Loss as a Half Action. A
small chainscalpel attachment reduces the difficulty of limb
amputation to Challenging (
0). This blade can be used
as an improvised weapon and on a hit it deals 1d5 Rending
Damage. Finally, the medicae mechadendrite grants a +10
bonus to Interrogation Tests. This mechadendrite may be
shoulder or sternum mounted. A character must have the
appropriate Mechadendrite Use Talent to operate this implant.

A neurally linked datavault and pict-capture array, often
incorporating augmetic replacement of one or both eyes, that
records information on people or scenes viewed. It can then
later replay that information, or overlay the present view with
additional data on people and objects viewed. It is a tool
of chroniclers, remembrancers, and masters of ceremonies, as
well as factors or nobles who like to see the secrets of their
rivals overlaid upon their view of the negotiating table. It can
provide a +10 bonus to Trade (Remembrancer) Tests or other
Tests in social situations where the recorded information
provides leverage or value. The implant also grants the user
the Total Recall Talent if he does not already possess it.

These devices, also known as sense-links, allow the owner
to interface directly with a machine or technological device.
MIUs see widespread use among the Adeptus Mechanicus
who regard them as objects of divine communion. A basic
MIU implant involves a single spinal or cortex connector, while
advanced variants include wrist connector probes—and possibly
mechadendrite connectors—in addition to the spinal plug.
Common models impose no modifiers to machine spirit
communication and add a +10 bonus to Tech-Use or Operate
Tests used in conjunction with devices capable of MIU linking.
Poor MIU systems require a Willpower Test to use and impose
a –10 penalty when attempting to interface with a device.
Good models grant a +10 bonus to communicate with machine
spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill
Tests made as part of interfacing with the MIU systems.

Unlike the more advanced version normally only granted to
priests of the Adeptus Mechanicus, this version is more simplified,
allowing the user to remotely operate a single weapon which is
normally attached to the shoulder. While not as elaborate, it is
easier to use and a favourite of many militant professions.
This system allows the user to fire the linked ranged
weapon as a Free Action during his Turn. Note that he can
still only take a single Action with the Attack Subtype during
his Turn. This additional weapon must be connected to the
user via the MIU wepaon interface, and is often equipped as
a shoulder mount.

This highly flexible mechadendrite, set with pict-capture
and sensor devices, is designed to assist in inspection and
detection. This mechadendrite extends to a length of 3
metres and can reduce its width to pencil thickness. It grants
a +10 bonus to all Perception-based Tests. The pict-devices
mounted on the mechadendrite allow the user to examine
surfaces at a microscopic level or may be used as telescopic
sight. This mechadendrite is also mounted with an infrared
torch and sensors. A character using this mechadendrite
suffers no penalties due to darkness and gains a +20 bonus
to Vision-based Perception Tests at night. Finally, the
mechadendrite is fitted with a light that may be tinted a variety
of different colours depending on the controller’s whim.
This mechadendrite may be shoulder or sternum-mounted.
A character must have the appropriate Mechadendrite Use.


These are implanted inside the lungs and can sift out most
toxic gases. Inhaled particulate matter is also filtered, making
breathing easier in heavily polluted atmospheres. This
implant allows the user to ignore any inhaled toxic gases or
atmospheric contaminants.

Thin carapace plating is inserted under the skin in various
locations, giving the user added protection against damage.
While not as impressive as most augmentations and
sometimes uncomfortable, subskin armour is very reliable.
This implant adds +2 Armour Points to the Arms, Body,
and Legs locations. The bonus is added to any other Armour
Points for these locations.


Ropey strands of vat-grown muscle tissue, thick with slurried
nutrients and laced with flakweave, are woven into existing muscle
groups, granting increased strength of varying levels. Characters
gain Unnatural Strength (1); Best Craftsmanship grafts grant
Unnatural Strength (4) but also impose a –10 to any Agility Tests
due to the newly misshapen and unnatural body shape.

This two-metre long limb houses a variety of tools and
attachments designed to assist a Tech-Priest in the course of
his holy duties. The mechadendrite counts as a combi-tool,
granting a +10 bonus to all Tech-Use Tests. The limb also
houses six injector pistons, each of which may be filled with
one dose of sacred unguent. These can be supplied separately.
In addition to this, the limb contains an electrically powered
censer, which can gust incense fumes over particularly
troublesome faults. The censer generates one “blast” of smoke
every fifteen minutes. This can be employed in melee combat
to distract and choke, imposing a –5 penalty to Weapon Skill
Tests made by all living creatures within a two-metre radius
for one Round. This is a Half Action. Unless the censer is
deactivated, all Perception Tests made to detect the Tech-
Priest that rely on a sense of smell gain a +10 bonus. Finally,
the mechadendrite contains a cutting blade. This counts as
a knife with the Defensive Quality and Mono upgrade. A
character must have the appropriate Mechadendrite Use
Talent to operate this implant.


This implant is usually reserved for Commissars or soldiers
who use their voice to project commands or statements. This
implant works to amplify the vocal chords to an inhuman range
in order to shout commands over the noise of a raging battle.

The subject has cranial surgery to implant neural receptors
and artificial nerve routing, and can be compelled not to
reveal a certain item of information, remain within a set
area, or perform a specific task. If the subject attempts—or
is forced—to counter this compulsion, his brain shuts down
into unconsciousness—or even death for some severe volitor
patterns. Typically, Guardsmen are not trusted with valuable
enough information to warrant such an extreme implant.
However, the Departmento Munitorum has been known to
use the volitor implant on squads of Guardsmen that are
told valuable secrets in order to operate behind enemy
lines in the Severan Dominate.


Rogue Trader: Hostile Acquisitions

Hostile aquisitions cybernetics

Aetheric Wave-spars
Grafted to the spine and affixed by thick cables to heavy
metal vambraces, these metre-long poles are designed to
conduct psychic energy, allowing a psyker to channel more
greedily and aggressively, bleeding away some of the excess
power. Implants of this sort have been extensively tested
by the Calixian Adeptus Astra Telepathica, but it has been
found that the power and utility they provide is dangerously
unstable, and they are now banned by the decree of none
other than Lord Inquisitor Caiden.
When a character with this implant Pushes a psychic
power, he may add a +1 bonus to his total Psy Rating. Poor
ætheric wave-spars also add a further +10 to all rolls on the
Psychic Phenomena table. Good-craftsmanship ætheric wavespars
instead reduce all rolls on the Psychic Phenomena table
by –10, calculated after all other modifiers.


Theif’s Light
A simple skinplant, a thief ’s light is a simple luminescent
panel housed in the palm of the hand, almost invisible until
activated. When switched on, usually through squeezing the
hand shut for a few moments, the panel glows with a soft
light, enough to illuminate objects within a few centimetres
clearly enough to perform intricate tasks without producing
large amounts of light which would give the user’s presence
away. The light is powered by the user’s own body heat, and
the design is extremely simple and reliable.

Crude bionic limbs fitted with heavy industrial tools are
common in the depths of hive cities, forced upon heavy
bond-labourers and other unfortunates for whom normal
tools are insufficient. These tools are often repurposed into
crude weapons and used in brutal pit-fights.
A servo-limb is a bionic arm with no hand, and
consequently cannot be used for fine manipulation or any
task that requires holding an object with that hand (or, for
that matter, both hands). The heavy tool—most commonly
a buzz-saw, pneumo-hammer, rock-drill, a set of monoshears,
a chainsaw or other dangerous object—is in all cases
a melee weapon dealing 1d10+4 damage (damage type is
Rending or Impact, as appropriate for the tool, chosen at the
time of implantation), with a Pen of 2 and the Tearing and
Unbalanced Qualities.

Weapon Bracing
An articulated, powered network of cables, hydraulic support
struts and locking mechanisms are built up the recipient’s
arm, beneath the skin and connecting between both muscle
and bone all the way up to the shoulder and upper back.
All the way along, but concentrated mostly on the forearms
and hands, are magnetic clamps that push up beneath or even
through the skin, and can affix to specially-altered weapons.
The reinforcement spreads the weight of the gun along the
arm and absorbs the shock of firing. The system requires no
external power source—it runs off of the heat generated by
the recipient’s own body—and can accommodate almost
any rifle-sized weapon, though ones rebuilt to better fit the
bracing (clamping the weapon to the forearm, and relocating
the gun’s grip and trigger farther forward) can take better
advantage of the structure.
A character fitted with weapon bracing can spend a full
action connecting a pistol or basic weapon to the external
mounts. An affixed weapon can be used in one hand without
any penalty that might normally apply, and gains a +20
bonus on all Weapon Skill Tests to resist being disarmed.


Interkeratic Implants
These implants consist of additional layers built into the
cornea of the recipient, whether gene-altered organic matter
just beneath the surface, or advanced photo-augur technology
implanted over the surface of the eye. Regardless of the source,
the implant enhances the vision of the recipient, allowing
him to see in ways he would otherwise be unable to. Small
and simple to implant, interkeratic implants tend not to be
as obvious in appearance as true bionic eyes, and thus tend
to be favoured by those who would prefer not to have their
appearance marred by obvious augmetics.
Characters with interkeratic implants gain the Dark Sight
Trait and are immune to the effects of photon flash grenades.
(there are contact lenses that do this as well, in the gear section)

A complex network of micro-servos and subskin synth-flesh
dispensers, twitch-masks allow the user to adjust his facial
features at will, altering shape and texture in a matter of
moments. Rare and difficult to implant, they are nonetheless
favoured by confidence tricksters and any others for whom
being recognised is a liability.
A character with a twitch-mask gains a +10 bonus on all
Disguise Tests. Poor craftsmanship versions are painful and slow
to use, causing a level of fatigue every time the character changes
his appearance. Good quality versions incorporate pigment
glands and vox-manipulators, allowing for more thorough
changes, instead granting a +20 bonus on all Disguise Tests.


Rogue Trader: Into the Storm

Cybernetics into the storm

Blackbone Bracing

Some or all of the user’s bones are wrapped with a lattice of plasteel to strengthen them and prevent damage. This implant is commonly provided for fingers, forarms, shins, and ribs both to offer a stronger punch as well as grance more protection in combat. A character with this Implant gains the Bulging Biceps and Iron Jaw Talents, and gains a + 2 bonus to Damage for all unarmed attacks.


Gastral Bionics

This replaces the stomach and intestinal tract with a mechanized digestive system, allowing the user to digest almost any organic material and even many non-organic materials, so long as there are nutrients to be found. It will handle most dangerous poisons and harmful bio-motes as well. This implant allows the user to ignore the effects of any ingested toxic foodstuffs or poisons. Best craftsmanship implants allow the user to survive by eating anything organic (although they may not enjoy doing so, as the bionics do not protect against flavors, textures, spines, spikes, or splinters).


Internal Blade

Mounted inside the forarm is the long blade, which can spring from the skin vent along the back of the hand to act as a shortsword or dagger, an idea surprise for the foe who believes an individual is unarmed. In some versions the entire hand is augmetic, folding to form a hilt for the revealed blade. The internal blade has the same characteristics as a mono-knife, and may gain any waypon upgrades appropriate for its type. Some rare internal blades are power weapons or possess internal reservoirs of poison with which to coat the blade. Good craftsmanship Internal Blades possess the Toxic Quality, wile Best craftsmanship Internal Blades gain + 2 damage, + 2 pen, and the Power Field Quality.

Internal Power Cell

These implanted power cells use body heat and movement to recharge, requiring a day to gain a charge roughly equivalent to a lasgun power pack. Unlike a Potentia Coil implant, this does not generate enough power to operate complex machinery, but is smaller, more easily concealed, and still useful in an emergency. Wiring leads to ports in the skin that accept most standard power conduits. The Power Cell can act as an ammo charge pack for a standard Lasgun or Hellgun and will take a full day to recharge after use.

Pain Ward

The pain ward implant redirects incapacitating levels of pain to other regions of the brain, causing the sufferer to experience the pain as colours, hallucinations, or tastes. The implanted character can ignore Stun effects and involuntary actions or penalties resulting from the pain of critical damage, being on fire, drowning, and so on. Involuntary actions and restrictions caused by the mechanics of a particular injury still occur as normal.


Vitae Supplacement

This is simply an emergency life support system built into the chest and wire into the spine, intended to sustain fragile flesh when it fails. It can oxygenate blood and via electrolytic micro-fabric implanted in the lungs, keep blood circulating via backup pumps, and send necessary electrical stimulus to the rest of the body when it senses catastrophic injury. While it won’t last for longer than a few hours, the actions of the Vitae Supplacement are usually sufficient to prevent death until the medicae arrive. Vitae Supplacement grants the Autosanguine Talent and, at the GM’s discretion, may give a 50% chance of not dying due to blood loss or other normally fatal consequences of severe wounds. Common Craftsmanship versions can preserve someone up to four hours, Good and Best versions double and triple this time, respectively.

*Dark Heresy: Ascension

Plasma-cutter Mechadendrite

Plasma-cutters are heavy industrial tools designed to cut through the thickest metal and ceramite plates with focused, searing starfire. Tech-Priests find these devices exceedingly useful in the completion of their duties, and often attach them to modified mechadendrites. In desperate situations, plasma-cutters can also be overloaded to serve as impprovised yet deadly weapons.
A plasma-cutter is mechadendrite fuelled by photonic hydrogen stowage-flasks. It can cut rhough a metre of adamantine plating up to 20 centimeters thick every minute (thinner material can be cut rhough faster). In addition, a Tech-Priest with a plasma-cutter mechadendrite may boost the power past its safety tolerances to use it as a weapon. The Tech-Priest may use this mechadendrite as his Reaction for the round, or as a half Action Attack during his turn (so long as the mechadendrite only make sone attack per round). When used to make an attack, the mechadendrite counts as a Ryza Pattern Plasma Pistol (see page 140) with a range of 10 meters and no option to fire on Maximal Mode.
The plasma-cutter may operate for 20 minutes of cutting, or may fire 40 shots before it must be refulled. The mechadendrite Use (Gun) Talent applies to this mechadendrite.


Dark Heresy: Inquisitors Handbook

Chem Implants
These internal systems are often copies of ancient biotech designs made to automatically dispense stimms and other drugs directly into the users bloodstream. The most advanced of these systems are rare and arcane surgical implants whose use is often limited to elite Skitarii warriors and the dreaded mech-assasins. For the right price, however, the Mechanicus will perform this surgery on anybody, and many great house or guild agents and even nobles undergo it. Far cruder, but no less effective are more primitive injector-rigs, the product of heretk workshops and renegades made for eager gang-heavies, blood-hungry mercs and cyborg pit fighters – they can turn the most unwilling subject into a savage killer.

Chem Gland
These rare and expensive implants are wonders of the bio-sculptor’s craft. Invisibly concealed within the body are miniaturized chemical factories that consume the users own natural resources to synthesis powerful chemical agents.
Pick up to three substances when the implant is performed (such as Stimm, Panimune, and so on). The character can “gland” any one of these at will as a Half Action by succeeding on a Routine ( + 10) Toughness Test. A failed Test however inflicts a level of Fatigue. A failure by four or more degrees deals 1d10 points of Toughness Damage.

Injector Rig
These relatively crude cybernetic systems are obviously artificial and might include arrays of intramuscular hypodermics or flesh-welded drug tubes linked to bulky chem-canisters sutured to the users back. These rigs may contain ten doses of up to four separate substances at once (most commonly Frenzon, Slaught, Stimm, and De-Tox). Injecting one of these is a Half Action and the effects are instant. Depending on the nature of the rig, these may be triggered either by manual control or by remote control by some other individual (particularly if the user is a slave fighter). As well as the normal dangers of excessive drug use and the drugs themselves, if the user suffers a Critical Hit, there is a chance that the injector malfunctions and poisons him. The character must succeed on a Toughness Test or the injector deals 2d10 points of Damage, ignoring Armour Points.

Concealed Weapon Bionic
A pre-existing bionic arm, a pistol or a short, single-handed melee weapon can be modified and implanted as a concealed device. Weapons concealed in this fashion can be deplayed and readied as a Half Action.

  • Poor: The bionic weapon functions as normal, but gains the Unreliable Quality. In addition, the weapoin cannot be removed with a Disarm, and locating the weapon requires a detailed inspection or a successful asupex scan.
  • Common: As poor, but the weapon loses the Unreliable Quality.
  • Good: As common, but the weapon functions as being best craftsmanshipo.
  • Disadvantage: Any catastrophic Jam or Overhead automatically disables the lim in question as well as the weapon.

Hermetic Infusion
As another departue from the frailties of the flesh, the infuser system replaces human blood and blood processing organs with a far more efficient biomechanical serum, the most advanced forms of which contain legions of microscopic homunculitic machines that cna search out and repair damage on a cellular level with frightening speed.

  • Pre-requisites: Tech-Priest, Autosanguine
  • Common: The tech-priest gains a + 10 bonus on Tests made to resist toxins, diseases, and radioactive contamination. As asll, the tech-priest gains the Die Hard talent.
  • Good: As Common, but the bonus on Tests increases to +20 and the tech-priest gains the Regeneration trait.
  • Disadvantages: Asid from the greying of the flesh and visible withering of the tissues, Hermetic Infusion has one marked side effect: the tech-priests body can no longer use human blood, and so cannot be treated for Blood Loss or severe injuries by transusions or regular medical treatments. Instead, the tech-priest must look to his own care (if possible) or that of a Magos Biologis to replace his lost serum.

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Dark Heresy: The Lathe Worlds



Lost Worlds LordIntrepid