Only War Cybernetics

Bionic implants and cybernetic augmentation are a fact of life in the Imperium. They are blessings of the Machine God, enabling damaged or diseased parts of the body to be replaced, improving on the abilities and powers of the human body and, in certain cases, extending life. There is a price to be paid for such improvements, however, and that cost is measured not simply in flesh but, it can be argued, in humanity.
While it is expected for all members of the Adeptus Mechanicus to replace their impure flesh with holy technology, for most others a bionic replacement or upgrade is more often a necessity due to injury or occupation. Guardsmen often view this as an opportunity, however, as some mechanical substitutes are far superior to the natural limb or organ they replace. While few bionics are as advanced as those granted to the Priesthood of Mars, more common forms rarely require the extensive body modifications espoused by adepts of the Machine Cult.
Due to superstition and the uneven availability of technology across the Imperium, the sophistication and use of bionics varies widely, as does the reaction to those who display augmentations. Each different kind of cybernetic grants the user different benefits (and sometimes penalties) depending on Craftsmanship (see page 166). The exception to this is Best Craftsmanship cybernetics, which rarely provide additional benefits beyond those of Good Craftsmanship, but are far more impressive in the construction and design. The availability listed below represents Common cybernetics. All mechadendrite cybernetics are considered to be of Good Craftsmanship unless otherwise noted.


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.


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.


Name Availability
Augur Array Rare
Autosanguine Very Rare
Baleful Eye Near Unique
Ballistic Mechadendrite Very Rare
Bionic Arm Scarce
Bionic Legs Scarce
Bionic Respiratory System Rare
Bionic Heart Very Rare
Calculus Logi Upgrade Very Rare
Cerebral Implants Very Rare
Cranial Armour Scarce
Cybernetic Senses Rare
Ferric Lure Implants Very Rare
Interface Port Rare
Internal Reservoir Rare
Locator Matrix Rare
Luminen Capacitors Very Rare
Maglev Coils Very Rare
Manipulator Mechadendrite Very Rare
Medicae Mechadendrite Very Rare
Memorance Implant Rare
Mind Impulse Unit Rare
MIU Weapon Interface Rare
Optical Mechadendrite Very Rare
Respiratory Filter Implant Rare
Subskin Armour Very Rare
Synthmuscle Rare
Utility Mechadendrite Very Rare
Vocal Implant Scarce
Volitor Implant Rare
Some cybernetic systems are only provided to tech-adepts of the Adeptus Mechanicus, though it is possible that skilled hereteks might risk the Machine Cult’s wrath by implanting crude versions of these systems in anyone willing to pay their price.


Implants and bionics are only available if the character has access to both the resources and the skilled labour to have them installed; commonly this is only available in substantial medicae facilities and worlds with a very high technological base.
If a character can find a chirurgeon willing to install a bionic or implant then the process takes no less than 2d10 days, minus one day for each point of his Toughness Bonus—to a minimum of one day. How difficult it is to attach a bionic or implant is up to the GM. He might decide that given enough time, and in an advanced enough facility, it is automatic, or he can call on the chirurgeon to make a series of Medicae or even Tech-Use Tests that could lead to such things as permanent crippling or Blood Loss (see page 266).


The Craftsmanship of individual bionic parts should have an impact on roleplaying as well as in-game mechanics. For instance, Poor Craftsmanship bionics might be crude, obvious augmetics that creak, grind, squeal, or constantly leak fluids. On the other hand, Good Craftsmanship bionics could be so unobtrusive that they are mostly invisible to the naked eye. Best Craftsmanship bionics should be gold- and brass-inlaid works of art to reflect an advanced and refined design.

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