Augmetics

All Augmetics from the Core Rulebook and own Houserule Augmetics. Housebrewed Augmetics are marked with a (coffecup):

Augmetics Replacements

Core Rulebook Page 152

NameCostAvail
Augmetic Arm1000Scarce
Augmetic Heart3000Rare
Augmetic Leg1000Scarce
Augmetic Respiratory System2000Rare
Augmetic Sensory Organs4000Rare
Augmetic Tracks/Wheels1500Scarce

Augmetics

Core Rulebook Page 153

NameCostAvail
Augur Array6000Rare
Autosanguinator 3500Rare
Ballistic Mechadendrit2000Rare
Biochemical Ogryn Neural Enhancement 1800Rare
Biomechanical Interface10000Rare
Blade-Tines 1250Rare
Calculus Logi Upgrade10000Rare
Chem Gland/Injector 2000Rare
Concealed Weapon Bionic 2000Rare
Manipulator Mechadendrite1400Rare
Medicae Mechadendrite1400Rare
Optical Mechadendrite1200Rare
Utility Mechadendrite1000Rare
Vocal Implant400Rare
Vehicle Interface Circuitry 1500Rare

Autosanguinator

When applying healing, success heals wounds equal to SL + Ally’s IntB + your TghB. A good rest will now heal Wounds equal to your TghB x2, and an entire day’s rest heals wounds equal to TghB x3.

Biochemical Ogryn Neural Enhancement

The B.O.N.E. augmetic is capable of increasing the intellectual capabilities of Ogryn forces in the Imperial Guard. The Intelligence Characteristic Maximum for the Ogryn is now 35, and the Ogryn’s Intelligence increases by +5. Non-Ogryns do not benefit from this Augmetic, and some may in fact lose intelligence if they are augmented with this.

Blade-Tines

Blade-Tines grant the character +1SL to Medicae Tests, Interrogation Tests, and can be used as a melee weapon in combat, dealing 2+StrB Damage with the Subtle, Penetrating (2) traits.

Chem Gland/Injector

When this implant is acquired, the character picks one drug of up to Rare availability. The character can choose to “gland” or inject one dose of the chosen substance at will as an in-turn Free Action by succeeding on a Routine (+10) Toughness test. A failed test however inflicts the Fatigued (Minor) condition. It is possible to “gland” a drug even if stunned, unconscious, or otherwise unable to act.

Concealed Weapon Bionic

Using a pre-existing bionic arm, a Pistol or Long Gun with the Compact Modification, or a one-handed melee weapon, may be modified and implanted as a concealed device. Weapons concealed in this fashion can be deployed as a Free Action. Locating the Hidden Compart requires a Hard (-20) Awareness (Sight) test, or successful auspex scan. Any Jam or Overheat automatically disables the limb.

Vehicle Interface Circuitry

A relatively minor series of mental uplink circuits, interface ports, and divine connection cables are installed onto the character’s arms, running all the way up to the base of his skull, creating a strong, instinctual connection with a vehicle’s machine-spirit. While piloting or co-piloting a vehicle, this character gains a +10 bons to all Piloting tests he is called on to make, and additionally gains a +10 bonus to their Perception from the vehicles sensors and visual systems (as long as it is sufficiently advanced to have such things).