ENHANCEMENTS

Cybernetic enhancements are available starting at Progress Level 6. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.

Each enhancement description includes the following information:

Benefit: What the cybernetic enhancement allows its recipient to do.

Type: Enhancements can be external or internal. External enhancements are subject to sunder attacks; internal enhancements are not.

Hardness/Hit Points: The hardness and hit points of the enhancement. Internal enhancements don’t have hardness.

Base Purchase DC: The purchase DC of the replacement (or the components to build it).

 

Anti-Flare Implants

The recipient’s corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes of light.

Benefit: Provides the benefit of flash goggles (see the general equipment chapter for more details) but appear as normal eyeballs.

Type: Internal.

Hardness/Hit Points: –/1 (per eye).

Base Purchase DC: 14.

 

Anti-Shock Implant

This tiny implant, embedded near the recipient’s brain stem, protects itself and other cybernetic hardware against electricity damage.

Benefit: The implant negates the recipient’s special vulnerability to electricity (see Benefits and Drawbacks, above).

Type: Internal.

Hardness/Hit Points: –/1.

Base Purchase DC: 15.

 

Anti-Stun Implant

This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.

Benefit: The recipient cannot be stunned.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 24.

 

Body Repair Weave

A delicate weave of subdermal bio-wires stimulates and repairs the body’s damaged tissue.

Benefit: The recipient heals naturally at twice the normal rate.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

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 has a different effect for each kind of psyker.

Benefit: The Brain Engram increases the psychic powers of an individual who attaches one. No individual can have more than 4 brain engrams at once.

Arcane Psykers: Arcane Psykers can use the Brain Engram to record a psychic power in the same way they could use a psychic tome. The psychic power in question is so easily accessible by the psyker that she does not need to prepare the power but can cast it at any time as per the Magos’ power mastery class ability. Writing a power into a Brain Engram takes half as much time as writing a power into a psychic tome.

Mystic Psykers: Each Brain Engram allows the psyker to cast an additional psychic power at a maximum level of three lower than his highest level power known. For instance a mystic psyker with a mystic psyker level of 6 can cast 1 extra level 0 psychic power per day. One with a mystic psyker level of 18 can cast an extra level 6 psychic power per day. When a mystic psyker meditates for his powers for that day the psyker must name which power he is temporarily anchoring or storing in the Brain Engram. If the Brain Engram is damaged before the psychic power is cast the psychic power can be lost and unused.

Innate Psykers: Each Brain Engram allows the psyker to know an additional psychic power at a maximum level of three lower than his highest level power known. For instance an innate psyker with a innate psyker level of 6 can knows an extra level 0 psychic power. One with a innate psyker level of 18 knows an extra level 6 psychic power. When an innate psyker inserts a Brain Engram he automatically acquires a psychic power of his choice. When he goes up a level he can swap any Brain Engram psychic powers. The psyker cannot swap the psychic power in the Brain Engram power at any other time. The Brain Engram has no effect on the number of psychic powers that the innate psyker can cast per day; only on the number he knows.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 31.

 

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.

Benefit: The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 equipment bonus on all Knowledge checks.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 27.

 

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.

Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it.

Type: External.

Hardness/Hit Points: 10/5 (mount only).

Base Purchase DC: Melee weapon mount 15, ranged weapon mount 17 (the purchase DC does not include the prosthetic arm or weapon).

 

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.

Benefit: The feat implant gives the recipient a feat. The recipient must meet all of the feat’s prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot duplicate a meta-psychic feat or any of the following: Windfall, Renown, Cohort or any feat marked (initial).

Type: Internal.

Hardness/Hit Points: –/5.

Base Purchase DC: 25.

 

Fortified Skeleton

The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.

Benefit: The recipient gains a +4 bonus to Massive Damage Threshold. This stacks with the Improved Massive Damage Threshold feat.

Type: Internal.

Hardness/Hit Points: –/varies. The skeletal reinforcement has one-quarter the maximum hit points of the recipient.

Base Purchase DC: 32.

 

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.

Benefit: An identity chip functions as both legal ID and a credit card. The recipient can make Credit checks even when on remote worlds or on worlds far removed from where his funds may actually be. The bank/store must have a functioning ID Chip reader to provide the character with his funds. ID Chips serve no functions on non-Imperial worlds like Eldar or Ork worlds.

Type: Internal.

Hardness/Hit Points: –/1.

Base Purchase DC: 5.

 

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 implant stimulates faster response times.

Benefit: The recipient gains a +2 equipment bonus on initiative checks. This bonus stacks with Improved Initiative.

Type: Internal.

Hardness/Hit Points: –/10.

Base Purchase DC: 20.

 

Internal Weapon Mount

The recipient has a subcutaneous weapon embedded in her body, usually in a bionic forearm or hand. The weapon extends from the bionic replacement and is visible when in use.

Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.

Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check.

Type: Internal.

Hardness/Hit Points: 10/5 (mount only).

Base Purchase DC: Melee weapon mount 17, ranged weapon mount 19 (the purchase DC does not include the prosthesis or weapon).

 

Laser Optics

The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.

Benefit: Using laser optics is an attack action that does not provoke attacks of opportunity. A “laser eye” deals 2d6 points of energy damage, threatens a critical hit on a natural 19 or 20, and has a range increment of 20 feet. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 2d6+2 points of energy damage). The eyes have a DRP of 1.

A creature equipped with multiple laser eyes must fire them simultaneously at the same target.

Type: Internal.

Hardness/Hit Points: –/2 (per eye).

Base Purchase DC: Single 25, pair 28.

 

Mechadendrites

These include a variety of tendril-like extremities used by the Adeptus Mechanicus to aid them in their construction, maintenance and research duties. They have small motors and actuators within their armoured tentacles that tend to move about of their own volition.

Benefit: A character (almost always a Techpriest) with mechadendrites gains a +4 bonus to all Craft and Repair checks. This stacks with other bonuses (including feat bonuses and skill implant bonuses) to the named skills. Characters with either the Adeptus Mechanicus background or the Techpriest advanced class can purchase Mechadendrites at 10 DC less.

Type: External.

Hardness/Hit Points: –/4.

Base Purchase DC: 31 or 21

 

Microcomputer

The recipient has a miniature computer attached to his nervous system, usually at the base of the skull.

Benefit: The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (purchase DC 5), allowing the recipient to transfer data without the benefit of a modem.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 37

 

Mindscreen Implant

A small implant in the recipient’s brain protects him against mental attacks.

Benefit: The recipient gains a +2 equipment bonus on saving throws against mind-affecting attacks.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 28.

 

Nightvision Optics

The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: The recipient gains darkvision out to a range of 60 feet.

Type: Internal.

Hardness/Hit Points: –/2 (per eye).

Base Purchase DC: 19.

 

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. A ‘precog-chip’ grants a danger instinct. The character can predict the way an enemy will attack them with great accuracy.

Benefit: The character gains an innate bonus to Defense. The bonus depends on the potency of the chip varying from a +1 to a +5 bonus. Precog-chips do not work inside a nullification field. This bonus does not apply against weapons like the C’Tan phaseblade that ignore any equipment bonuses to defense.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 15 to 55 (10 x Defense Bonus + 10)

 

Psychic Implant

This brain implant stimulates neuron activity in underdeveloped regions of the recipient’s brain, unlocking latent psychic abilities.

Benefit: The target gains a +1 effective psyker level. The effective psyker level is used to determine the DC of psychic powers cast by the character and for any effect where psyker level is used. It does not grant any extra psychic powers.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 31.

 

Skill Implant

This small brain implant enables its recipient to perform a specific skill more adroitly.

Benefit: The recipient gains a +2 competence bonus on checks made with one class skill of his choice. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill. Knowledge skills cannot be improved by a Skill Implant (the Data Archive can grant a bonus on Knowledge skills).

A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment.

Type: Internal.

Hardness/Hit Points: –/1.

Base Purchase DC: 20.

 

Skill Plexus

This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above).

Benefit: The recipient may have up to four skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 25 (does not include skill implants).

 

Stabilizer

A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.

Benefit: If reduced to negative hit points, the recipient automatically stabilizes.

Type: Internal.

Hardness/Hit Points: –/3.

Base Purchase DC: 22.

 

Subcutaneous Vox-caster

The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.

Benefit: The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper; Listen checks made to hear the recipient suffer a –4 penalty. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 16.

 

Targeting Optics

The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons.

Type: Internal.

Hardness/Hit Points: –/2 (per eye).

Base Purchase DC: 17.

 

Telescopic Optics

The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet).

Type: Internal.

Hardness/Hit Points: –/2 (per eye).

Base Purchase DC: 15.

 

Voice Stress Analyzer

Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.

Benefit: The recipient gains a +4 equipment bonus on all Sense Motive checks. This bonus stacks with bonuses from feats or from skill implants.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 17.

 

 

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