Standard Mechanicus implants
The priests of the Machine-God have been entrusted with
a suite of seven separate and specialized Mechanicus Implants:
Cranial Circuitry Dark Heresy 2, page 137
Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within a housing bolted onto the skull, whilst others nestle within the brain itself.
Cyber-mantle Dark Heresy 2, page 137
The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. As the initiate gains further cybernetics such as mechadendrites, the mantle acts as a sub-dermal anchorage point. Many in the Mechanicum often refer to it as “the true flesh.”
Electro-graft Dark Heresy 2, page 137
This small device is grafted into the nervous system, allowing the adept to better commune with the many holy mechanisms that are now part of his life. It comes in many forms, such as skull shunts, finger probes, or spine jacks, depending on the forge world.
Electoo Inductors Dark Heresy 2, page 137
Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. They are wired into the nervous system, where they derive power from the bioelectrical emanations of the flesh and the sacred mysteries of the Potentia Coil. With training and luminen capacitor upgrade, they can be used to emit or siphon power in many ways.
Potentia Coil Dark Heresy 2, page 137
Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators, and a trained user can manipulate the stored energy into a variety of attacks and unique effects.
Respirator Unit Dark Heresy 2, page 137
This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifies your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or intricate mask-like carvings.
Mechadendrites Dark Heresy 2, page 183
Mechadendrites are mechanical attachments of brass and steel that act as additional arms. They are normally mounted on the shoulders or back, though some within the Mechanicum also project these cybernetics from their waists or chests. Each is usually 2 metres in length when fully extended, and has a specialised function based around the mechanisms affixed at their end. The number of mechadendrites coiled or folded around a Tech-Priest’s crimsonrobed figure is often an excellent indicator of his rank within the Priesthood of Mars.
Unless stated otherwise, mechadendrites can only be used to perform tasks that the owner already knows how to do. 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. A character must have the appropriate Mechadendrite Use talent to operate his mechadendrite, and the maximum number of mechadendrites he can have installed upon his body is equal to his Toughness bonus.
Note: Hereteks and rogue augmentists may develop similar innovations as Mechanicus Implants, but those are inferior mechanisms dangerously twisted by the warp and uninhibited reason.
Upgraded Mechanicus Implants
Enhanced Potentia Coil The Lathe worlds, page 66
Designed as a more heavy-duty replacement for standard internal power units, the Enhanced Potentia Coil can be taxed at a far greater level in order to enhance the many abilities common to members of the Machine Cult.
Installation of an Enhanced Potentia Coil involves difficult and invasive surgery, and thus the time taken to add the Enhanced Potentia Coil is 1d5+1 weeks. Poor-Quality Enhanced Potentia Coils leave the user with a noticeably hunched form, permanently reducing their Agility by 1d10. An Enhanced Potentia Coil can be used for all of the following benefits:
– Luminen Blast/Luminen Flare: Gain +1d10 Damage, a Penetration value equal to the user’s Willpower Bonus, and the Shocking Quality.
– Luminen Shock/Luminen Surge: Gain a Penetration value equal to the user’s
Willpower Bonus as well as the Shocking and Tearing Qualities.
– Luminen Shield/Luminen Barrier: Can be activated as a Reaction.
– Luminen Charge: Tests are 2 steps easier (i.e. Hard (–20) Test becomes a Challenging (+0) Test).
– Maglev Grace/Maglev Transcendence: Maintaining these abilities becomes
a Free Action. Maglev Grace can be performed once every 6 hours. Maglev Transcendence can be performed twice every 6 hours.
– Electrical Succour: Takes half a minute to conduct and becomes an Easy (+30) Toughness Test.
– Ferric Lure/Ferric Summons: Become Free Actions.
– Ferric Confusion/Ferric Drain becomes: Becomes Free Actions.
– Integrated Weapon: The weapon gains the Reliable Weapon Quality.
Machinator Array Rogue Trader Corebook, page 102
Pre-requisites: Mechanicus Implants
The Explorer has returned to the crèches of the Mechanicus so they can bring him closer to the most holy of forms, adding an extensive machinator array to his existing augmetics. The Explorer’s Strength and Toughness Characteristics are increased by +10, and his Agility and Fellowship are reduced by –5. His mass increases to three times that of a normal person, and he may no longer stay afloat or swim in water or similar liquids. The character may mount a single pistol type or close combat weapon on any Ballistic Mechadendrites he posseses. He must still have the proper Talent to use the mounted weapon.
Machinator Array Inquisitor’s Handbook, page 70
Pre-requisites: Mechanicus Implants
The tech-priest’s cyber-mantle and potentia coil have been further upgraded to handle more powerful loads and heavy gear, as well as armour their vital organs against damage and reinforce their limbs to support the extra weight. This has an effect of increasing the Secutor’s size and bulk somewhat and adding to their strength and durability.
Increase your Strength and Toughness Characteristics by +10 each and reduce your Agility and Fellowship both by –5. You now also weigh around three times as much as a normal person of your size and you may no longer swim.
You also suffer a –10 to Move Silently Tests. Thanks to your additional augmetics any Ballistic Mechadendrite you possess may mount a single Pistol weapon or one-handed
Melee weapon rather than the usual compact laser design (you must have the appropriate Talent to use it).
Machinator array Mars Needs Women page 50
Pre-requisites: Mechanicus Implants
This monstrous system of manipulators, augmentic body replacements, tools, augurs, and energy projectors is used by the most able Magi of the Mechanicum. A Machinator Array cannot be used unless the user has the Mechanicus Implants trait.
A Machinator Array adds 10 to the user’s Toughnes bonus, and grants the Dark Sight Trait. It incorporates two special mechadendrites, which are equipped with a Flamer and an Inferno Pistol. Bearers of a Machinator array gain a +20 bonus to Tech Use tests to repair vehicles and battle automata. Finally, it incorporates a special Array Claw that may be used as a melee weapon with the following profile (Melee, 1d10+6R, Pen 12, Armorbane, Tearing, Unwieldy).
Perinetus-Pattern Servo-Harness The Lathe Worlds, page 66
As one of the main voidship construction and repair facilities within the Calixis Sector,
forge world Perinetus has developed numerous adaptive efficient. float vessels. Additionally, small manoeuvring thrusters sprout from various points across the harness, allowing for greater control in environments without gravity.
At a minimum, each Perinetus-Pattern Servo-Harness consists of one Manipulator Mechadendrite, one Utility Mechadendrite, a Combi-tool, a Fyceline Torch, and a Plasma Cutter. The torch is identical to a Flamer. The plasma cutter can burn through a metre of adamantine plating up to 20 centimetres thick every minute (thinner material can be cut through faster); it may also be used as a Plasma Pistol with a Range of 10m. A Perinetus-pattern Servo-Harness also has several manoeuvring thrusters, that grant the user the Flyer (6) Trait when used in areas with very low or no gravity.
A character with Talents that allow him to make Multiple Attacks may use any weapon (or equivalent) on his Perinetus-Pattern Servo-Harness for any of the attacks he would normally be allowed, subject to all normal limitations including weapon Class. Additionally, the user may use his normal Reaction to make a single shot or strike with any one weapon on the harness. The attachments on the Perinetus-pattern Servo-Harness can be swapped out for other items, such as other forms of Mechadendrites, Bulkhead Cutters, and even full-sized Servo-Arms. The Talents Mechadendrite Use (Manipulator) and (Utility) are required in order to use a Perinetus-pattern Servo-Harness, and the user must possess the Mechanicus Implants Trait.
Augmentations allowed only for a tech-priests
May only be gained through acquiring necessary talent and requires at least basic Mechanicus Implants.
Abeyant Mars Needs Women page 50
Pre-requisites: Mechanicus Implants
A status symbol among the Mechanicum, abeyants range from full body enclosures trailing cords and tentacles to great hovering pulpits. From atop this great throne, the Magos keeps his command strong.
An Abeyant grants the following bonuses to its user: +5 Wounds, the Hover (6), Size (Enormous), and Regeneration (Unmodified TB) Traits, and the Vac-Sealed Armor Upgrade. An Abeyant cannot be used unless the user has the Mechanicus Implants trait.
A Machine of Flesh In to the Storm page 83
Talent Groups: Brute, Clawed/Fanged, Feels No Pain, Multiple Arms, Nightsider, Regeneration, Sonar Sense, Sturdy, Tough Hide, Venomous, Winged
Flesh is not a weakness as far as you are concerned, but rather a font of untapped potential. Locked within your genes and your tissues are the secrets to greater power, and though you do not eschew the purity of steel nor your existing implants, you see them only as part of the mechanism by which you can better yourself.
You gain one of the following mutations: Biodendrites, Brute, Clawed/Fanged, Feels No Pain, Nightsider, Tough Hide, or Venomous, or one of the following Traits: Regeneration, Sonar Sense or Sturdy. You gain that Trait or the effects of the Mutation (although, as you are either grafting biological systems into your body or manipulating your own genetic structure, whether or not you are actually a mutant is debatable).
Instead of following Mechanicus standard a magos has grafted organic equivalents of mechadendrites. They are rulewise equal to mechadendrites but gives -10 to Fel checks when interacting with humans without Forbidden lore (Mechanicus) or Common lore (Machine Cult).
Binary Chatter, Rogue Trader page 94
The Explorer has optimized his use of Techna-Lingua for controlling servitors. He receives a +10 bonus to any attempt to communicate with servitors, and any vessel upon which he serves receives a +1 bonus to Crew Morale due to increased servitor efficiency.
Data-fog (talent), edited from Servants of the Machine-God page 76
Applied by secretive Dataproctor cult of Mechnicum. For them being a ghost in the machine has it’s advantages. Like invisibility to the multifarious auspexes built in every facet of Imperial technology, granting a freedom to travel without digital footprints of any kind. Flickering like a negative exposure on a pict-plate, appearing as a ghost image that fades a heartbeat later, as thought he were an adept-shaped hole in the digital reality.
As an offensive it can be used to erase the entity of the individual existence from every nook and cranny of the noosphere. Rendering target’s rank, credit rating, passwords, privileges and Cognomen void in the sensor’s of Imperial technology.
Data-breach (talent), inspired by Servants of the Machine-God page 78 and edited from RT Psychic disciplines.
A Dataproctor is able to perform Data Perceiving and Data Alteration to any digital information stored within the STC technology, a noosphere and an entity with an Imperial Machine trait.
Range: 1m x Machine trait of a target
This technique allows the Dataproctor to peel back the layers of another’s internal and external data through scanning the augmntations and beyond.
It takes 5 rounds of sustained effort to complete the upload. The Dataproctor must win an Opposed tech-use skill check to successfully establish the link to the target’s mind. Each Round, the Dataproctor digs successively deeper into the subject’s digital self. If the Dataproctor wins -20 opposed tech-use skill check, he gleans certain information from the target’s digital footprint, depending on what level of contact he has achieved. If the Dataproctor fails the Opposed tech-use test, the Data Perceiving is rebuffed, the attempt fails, and the Dataproctor suffers one level of Fatigue for every degree of failure. A target may attempt to perceive failed Data Perceiving. This is a gentle process, with subletity as a factor, and the target will not be aware that his mind is being plundered. The Dataproctor retains any knowledge he received at each level he successfully attained.
Although a successful Data Perceiving takes five Rounds to complete, it only requires a single -20 tech-use skill check. Failing the tech-use skill check (or losing, as it is an Opposed Test) only takes one Round for the Dataproctor using the talent.
Round One (Contact)
The Dataproctor makes initial contact, and learns basic information about the target such as his name, mood, Insanity level, cybernetics and the state of his physical health.
Round Two (Surface Thoughts)
Now the Dataproctor can sense the thoughts uppermost in the target’s mind, such as immediate fears/concerns, conscious lies, etc.
Round Three (Short Term Memory)
The Dataproctor can now sort through the target’s memories over the last 12 hours. Less casual information the subject may keep as secrets—such as simple passwords or recent experiences he might wish to hide—may also be available at this level.
Round Four (Subconscious)
The Dataproctor now gains detailed information about people, places, or objects that the target considers as important and how they relate to each other. The target’s beliefs, motivations and personal goals are known, as any contacts or complicated hidden ciphers. The Dataproctor is also aware of the pivotal moments in the target’s life.
Round Five (Broken)
The Dataproctor may plunder the target’s machine existence at will. Any information contained in the target’s digital footprint is an open book for the Dataproctor. The Dataproctor can also use this technique to identify implanted memories or personalities.
Altering uploaded data feeds and noospheric archives requires utmost skill and experience, this ability enables the Dataproctor to enter into another Imperial mechanical’s digital existence and completely reprogram the contents, insidiously reshaping its memories and experiences as he desires. This can be something as simple as an engram designed to fool casual searches by other Mechanicus, or something more crafted and elaborate to remake an entire personality and constructed as ‘false self ’ the unfortunate victim will believe to be true.
Opposing tech-use skill checks. Modifiers for Dataproctor: +10 bonus for each Imperial machine trait a target has, +10 bonus for each cybernetic cogitator implant a target has, +10 if a target has a MIU installed, -10 if a target wears holy cog of Omnissiah.
1 (Sow Confusion)
The Dataproctor can shroud a single event or memory, stored in the subject’s cogitators or noosphere, in doubt and mental fog, inflicting a –20 penalty to his recall of facts concerning it.
2 (Implant Falsehood)
The Dataproctor can now implant simple information like a false face on a killer in a witness’s memory augmentation’s, a false pass code, or any other single sentence’s worth of knowledge the subject will now recall as fact.
3 (Rewritten History)
The Dataproctor can now alter a single event or series of events in the subject’s recent augmented or noospheric feed to his specifiction. The subject will now earnestly believe this ‘new’ version of events to be the truth.
4 (Sculpt Synapses)
The Dataproctor can now supplant a single major long term memory or obliterate it entirely, affecting potentially the perception of an entire sequence of events in the subject’s lives and noosperic footprint, and perhaps influencing the subject’s personality in the process. This also inflicts 1D5 Insanity points on the subject.
5+ (Digital Block)
In addition to his other workings, the Dataproctor can put in place a additional fire wall that grants the target a +10 bonus to his opposed Tech-use skill Test when resisting Data-breach. This also conceals the Dataproctor’s tampering.
Cortex Controller Mars needs women page 50
Pre-requisite: MIU implants
The Cortex Controller is a cybernetic that allows the bearer to command and control Battle Automata of the Legio Cybernetica, seeing what they see and experiencing what they experience. Only the greatest of adepts can hope to interpret the storm of data Battle Automata produce.
The bearer of a Cortex Controller may control up to three Scyllax, OR two Vorax, OR one Castellax, OR one Domitar / Arlatax, OR one Thanatar variant. As a Half Action, the bearer may allow controlled Battle Automata within 30m to enact their own two Half actions as normal, without being subject to the Programmed Behavior rule. This half action counts as an attack, so the bearer may not perform Attack actions himself. Without spending this Half Action, Battle Automata are limited to a single half action on the bearer’s turn.
Some ruthless tech-priests may use this also to control, as it’s extension, large groups of servitors or humans augmented with Cortex Implants.
Electrical Succour Rogue Trader page 97
Prerequisites: Mechanicus Implants
The Explorer can channel the sacred flow of energy from his Potentia Coil or other energy source to replenish his flesh. Whilst in contact with a functioning, powered machine, or fully charged battery or power cell, the character may make an Ordinary (+10) Toughness Test. Success removes one level of Fatigue plus one additional level of Fatigue for each additional Degree of Success. This takes one minute of meditation and ritual incantation.
Electro Graft Use Rogue Trader page 97
Prerequisites: Mechanicus Implants
The Explorer may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port.
Energy Cache Rogue Trader page 97
Prerequisites: Mechanicus Implants
The Explorer has learned to focus the power stored within his Potentia Coil with greater efficienc . He no longer gains Fatigue from using Luminen Charge, Luminen Shock, and Luminen Blast.
Enhanced Bionic Frame Rogue Trader page 98
Pre-requisites: Machinator Array
The Explorer’s already impressive bionic body structure is steadied by a gyro-array guided by a targeting system linked to the machine-spirit. The Explorer gains the Auto-stablilised Trait (see page Rogue Trader 364).
Familiars Explorators warband page 6
Each of the following is ‘wired-in’ to the Tech-priest and therefore follows the rules for being a Familiar.
Prerequisites: Mechanicus Implants
They are vat-grown creatures formed from the Techpriest’s own flesh and blood. They are typically created to cleanse the Techpriests’ organic componentsof poisons and tumours, any such imperfections being passed along an umbilical and absorbed by the Haemoncolyte. They are ugly and dwarfish to begin withand over time they age rapidly, becoming covered in liverspots and lumpen growths. A Haemoncolyte adds +30 to all of the Techpriest’s Toughness resistance rolls.
Prerequisites: Mechanicus Implants
They are tethered Servitors which attend to the functions of a Techpriest’s organic components, freeing them from the fallacies of the flesh in the pursuit of knowledge. Carefully monitored nutrients and stimulants are fed to the Techpriest continuously from the attendant servo-mat. A techno-mat allows the Techpriest to re-roll his Toughness test when attempting to recover.
Feedback Screech Rogue Trader page 98
Prerequisites: Mechanicus Implants
The Explorer can haywire his vox synthesizers, causing a hideous blast of noise that shocks and distracts others. All unprotected creatures within a 30-metre radius who have the ability to hear must make a Willpower Test or lose a Half Action on their next Turn as they involuntarily react to the cacophonous shriek.
Ferric Lure Rogue Trader page 98
Pre-requisites: Mechanicus Implants
The Explorer can cause an unsecured metal object within his field of vision to fly into his hand. The object may mass up to 1 kilogram per point of the character’s Willpower Bonus, and must lie within a 20 metres. Using this Talent requires a Full Action and a successful a Willpower Test.
Ferric Confusion Ultima Tectum campaign
Pre-requisites: Mechanicus Implants, Ferric Lure, Magnetdendrite
A strange combat talent of Cult of Haemophilos, where extreme magnetic pulse is able to shut down cybernetics and Mechanicus implants with a targeted EMP attacks from Magnetdendrite.
Ferric Drain Ultima Tectum campaign
Pre-requisites: Mechanicus Implants, Ferric Lure, Magnetdendrite
A strange combat talent of Cult of Haemophilos, where extreme magnetic pulse projected from Magnetdendrite is able to drain iron binded to bloodcells causing physical damage from bruises to internal haemorage and death.
Ferric Summons Rogue Trader page 98
Pre-requisites: Mechanicus Implants, Ferric Lure
The Explorer can call an unsecured metal object to his hand as with Ferric Lure. But he may summon objects of up to 2 kilograms per point of his Willpower Bonus. The object may be up to 40 metres distant. The character must spend a Full Action and succeed on a Willpower Test to enact this rite.
Ferric Blade Ultima Tectum campaign
Pre-requisites: Mechanicus Implants, Ferric Summons, Magnetdendrite
A strange combat talent of Cult of Haemophilos, where their knowledge over mystery of magnetism is revealed as an ability to strike with a melee weapon as a free action with their precision magnetic fields. To activate an attack requires an succesful -20 int skill check.
The Flesh is Weak Rogue trader page 107
Pre-requisites: Mechanicus Implants
The Explorer’s body has undergone significant bionic replacement to the point where he is far more machine than man. This Talent grants the Explorer the Machine Trait (see page 365) with Armour Points equal to the number of times this Talent has been taken. The Explorer may purchase this Talent multiple times in accordance with his Career Advances. In this case, note the number of times this Talent has been taken, such as The Flesh is Weak 3. Each time talent is chosen a magos chooses which of mechanicus implants it wants to upgrade. Talent maximum is 5 as in that point only small amount of brain matter, demanded by Machine god, is left from original biological organism. Only heretek’s aim to raise talent beyond 5 as they would remove last chain to their organic origin (a part of brain where the spark of motive force is located) and would become machine similar to abominable intelligence.
A creature with the Machine Trait is fashioned from inorganic materials and is generally more rigorous than fleshy folks. Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour
Points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 Armour Points for each location. This number is indicated next to the Trait.
“Flesh Is Weak” talent advances:
Advanced Cranial Circuitry
After initial augmentation of a tech-priest only minimum amount of biological neurons are left to accommodate the motive force bestowed by Machine God. Flesh Is Weak talent cannot advance cranial circuitry further, that can be done only by acquiring Rite Of Pure Thought or Puritens talents.
Limbs and unnecessary bone structure are removed and replaced with mechanical equivalents or upgrades. A magos may choose True Grit talent instead of armor increase.
All sensory input becomes noospheric data as biological senses are removed and a Magos relies on mechanical sensors. A magos may choose internal good Auspex cybernetics instead of armor increase. A Magos becomes suspectible to Data-fog talent.
Advanced Potentia Coil
Potentia coil is infused with energy source, similar to Ironstrider Engine, making a magos independent of external power or fuel sources and capable to power up large machines. A magos may choose Power Station trait instead of an armor increase.
Trait: Power Station
Requires: Machinator Array
Advanced Potentia Coil is capable to power up heavy energy weapons, amount equal to Toughness bonus of a Magos. It may also provide a star vessel or a habitat with Power up to Toughness bonus /2.
Advanced Respiratory Unit
Internal organs are removed and replaced mechanical equivalents or upgrades. A magos becomes able to store reservoirs of different gases and liquids and to dispense them in reasonable amounts. Magos may choose Life Support System trait instead of armor increase.
Trait: Life Support System
Pre-requisite: Advanced Respiratory Unit
A Magos may offer and filter breathable gas mixture and liquid circulation for separate living organisms up to vis Toughness bonus amount of individuals.
Instead of armor increase a single mechadendrite use for skill check during combat becomes free action.
These silver in-laid bio-circuits are laced throughout the pilot’s skin and nervous system through the use of nano-genic implants that rewire nerves and lay the bio-circuit which increase reaction time though the process is quite painful. This increases the piloting skill, reaction time and speed of the user. However, the sensitive nature of the circuitry means that the user is more vulnerable to electrical discharges that do double the normal damage. Furthermore, as the circuitry is placed throughout the body, the user can be controlled by individuals that display Machine Empathy and can be controlled by a puppet master.
Hermetic Infusion Inquisitor’s handbook page 138
As another departure 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 can search out and repair damage on a cellular level with frightening speed.
Prerequisite: Tech-Priest, Autosanguine talent.
Common: The tech-priest gains a +10 bonus on Tests made to resist toxins, diseases and radioactive contamination. As well, 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: Aside from a greying of the flesh and visible withering of the tissues, Hermetic Infusion has one marked side effect: the tech-priest’s body can no longer use human blood, and so cannot be treated for Blood Loss or severe injuries by transfusion 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.
Infused Knowledge Rogue Trader page 100
Prerequisites: Intelligence 40
The Explorer has been infused with a great wealth of lore and knowledge, either through punishing noetic techniques or by arcane methods kept secret by the guardians of technology and knowledge. The Explorer treats all Common and Scholastic Lore Skills as untrained Basic Skills. This Talent also provides a +10 bonus to any Tests involving Common or Scholastic Lore for which he already possesses the Skill.
Luminen Capacitor Dark Heresy 2 page 183
This implanted energy source charges internal capacitors, allowing the character to recharge devices or even unleash powerful energy blasts. With a successful Toughness test, the character recharges or powers 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, glow-globe
• Challenging (+0): Lasgun charge pack, dataslate
• Difficult (–10): Shuttle launch systems, servo-skull
• Hard (–20): Lascannon charge pack, servitor
• Very Hard (–30): Cogitator core, xenos technology
The device can also be used offensively, but requires talents to use properly as described in Chapter IV: Talents & Traits. Only an Acolyte with the Mechanicus Implants trait (see page 137) 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.
Luminen Blast Rogue Trader page 101
Prerequisites: Mechanicus Implants, Luminen Capacitor
The Omnissiah has blessed the Explorer with augmetic conduits that parallel the bones of his arms. By reciting the proper litany, he can channel the energy stored in his Potentia Coil down these channels and direct it at his enemies. Success on a Ballistic Skill Test allows him direct this energy against a single target within 10 meters. The target takes 1d10 plus the Explorer’s Willpower Bonus in Energy Damage. The character must pass a Toughness Test when using this ability or gain a level of Fatigue.
Talent Use: Half Action Attack
Luminen Charge Rogue Trader page 101
Prerequisites: Mechanicus Implants, Luminen Capacitor
The Explorer has mastered the union between his holy mechanical elements and his mortal flesh, allowing the former to power the latter. With a successful Toughness Test the character may recharge or power machinery with his internal coils. This requires one minute of meditation and ritual incantation. The difficulty of the Toughness Test varies depending on the nature of the powered system.
The Explorer must pass a Toughness Test when he uses this ability or gain a level of Fatigue. No matter the power bestowed by the Omnissiah, some systems are either too large or too alien for this Talent—the GM will be the final judge.
Ordinary (+10) Simple Power Cell, Illuminator
Challenging (+0) Weapon Charge Pack, Data Slate, Bridge Terminal
Difficult (–10) Hotshot Charge Pack, Shuttle Electronics, Servo-Skull
Hard (–20) Lascannon Charge Pack, Servitor, Bridge Hololith
Very Hard (–30) Ship’s Cogitator Core, Reactor Machine Spirit, Xenos Tech
Luminen Shock Rogue Trader page 101
Prerequisites: Mechanicus Implants, Luminen Capacitor
The power of the Explorer’s Potentia Coil flows through a network of inductors within his flesh, allowing him to channel this energy into his blows. In close combat, a successful Weapon Skill Test or Grapple delivers the shock. The Luminen Shock inflicts 1d10+3 points of Energy Damage with the Shocking Quality (see page 116). The Explorer must pass a Toughness Test when using this ability or gain a level of Fatigue.
Talent Use: Half Action Attack
Luminen Barrier The Lathe Worlds page 56
Prerequisites: Luminen Shield, Luminen Capacitor
Much like the celebrated Electro-Priests, the Acolyte can draw upon all of his power to create a shimmering barrier of pure energy, one capable of deflecting any attack. As a Full Action, the player can activate a Luminen Barrier which remains active for a number of Rounds equal to the Acolyte’s base Willpower Bonus. The barrier has a Rating equal to the Acolyte’s base Willpower Characteristic. As long as the barrier is active, the Acolyte can attempt to stop incoming Ranged and Melee attacks by rolling a 1d100 and comparing it to the barrier’s Rating. If the roll is equal to or under the Rating, the attack is stopped completely. If the roll is over the Rating, the attack penetrates the barrier and causes Damage as normal. This roll is made before reductions for Armour and Toughness Bonus. If the 1d100 roll ever results in a 01-05, the barrier stops the attack, but is overloaded in the process. It instantly collapses, and the Acolyte must pass a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Barrier a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue.
Luminen Barrier is available to Tech-Priests Rank 6 (Technomancer or Mech-Deacon) and above and costs 400 xp.
Luminen Flare The Lathe Worlds page 56
Prerequisites: Luminen Blast, Luminen Capacitor
The Acolyte has mastered the ability to channel his will through the Potentia Coil into a powerful blast of energy that brings the fury of the Omnissiah to all who might stand in his path. On a successful Ballistic Skill Test, he may direct this energy at a single target within 20 metres The attack deals 1d10 plus his Willpower Bonus in Energy Damage, and has the Blast (X) Quality, where X equals the Acolyte’s Willpower Bonus. This counts as a Half Action, and each time the Acolyte uses this Talent, he must first pass a Challenging (+0) Toughness Test or gain a level of Fatigue.
Luminen Flare is available to Tech-Priests Rank 5 (Tech-Priest) and above and costs 300 xp.
Luminen Shield The Lathe Worlds page 57
Prerequisites: Luminen Capacitor
Focusing his energy in all directions at once, the Acolyte is capable of creating a hazy field of static, strong enough to turn aside incoming blows and stop weapons fire in its tracks. As a Full Action, he may activate a Luminen Shield which remains active for a number of Rounds equal to the Acolyte’s base Willpower Bonus. The shield has a rating equal to the half the Acolyte’s Willpower Characteristic, rounded up (e.g. an Acolyte with a Willpower of 43 would have a Luminen Shield with a Rating of 22). As long as the shield is active, the Acolyte may attempt to stop incoming Ranged and Melee attacks by rolling a 1d100 and comparing it to the shield’s Rating. If the roll is equal to or under the Rating, the attack is stopped completely. If the roll is over the Rating, the attack penetrates the shield and causes Damage as normal. This roll is made before reductions for Toughness/Armour. If the 1d100 roll ever results in a 01-04, the shield stops the attack, but is overloaded in the process. It instantly collapses, and the Acolyte must pass a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Shield a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue.
Luminen Shield is available to Tech-Priests Rank 4 (Enginseer) and above and costs 200 xp.
Luminen Surge The Lathe Worlds page 57
Prerequisites: Luminen Shock, Luminen Capacitor
The Acolyte is able to channel even more power through his hands, sheathing them in a glowing torrent of power that can rend armour and bone alike. He must touch his enemy for this ability to work. In combat, he must either make a successful Challenging (+0) Weapon Skill Test or be Grappling to deliver the blast. Each Luminen Surge deals 2d10+3 points of Energy Damage. This counts as a Half Action, and each time the Acolyte uses this Talent, he must pass a Challenging (+0) Toughness Test or gain a level of Fatigue.
Luminen Surge is available to Tech-Priests Rank 4 (Enginseer) and above and costs 200 xp.
Maglev Grace Rogue Trader page 102
Prerequisites: Mechanicus Implants
The Explorer stitches augmetic coils throughout the systems or flesh of his legs, granting him the ability to float a short distance above the ground. Using a Half Action, the character may hover 20 to 30 centimetres off the ground for a number of minutes equal to 1d10 plus his Toughness Bonus. The Explorer must employ a Half Action each round to maintaining the rite, and may use the other actions to move normally. He may activate this rite to slow his rate of descent when falling, reducing all falling Damage to 1d10+3 Impact. Each use of Maglev Grace exhausts the power stored in the Potentia Coil, and cannot be reused until the Coil has been recharged.
Maglev Transcendence Rogue Trader page 102
Prerequisites: Mechanicus Implants, Maglev Grace
The Explorer has proven his devotion to the Machine God by lacing augmetic coils through every portion of his body. Using a Half Action, he may hover 20–30 centimetres off the ground for a number of minutes equal to 2d10 plus his Toughness Bonus. The Explorer must employ a Half Action each round to concentrate on maintaining this rite, but any Move Action allows him to move up to his running speed. He can slow his rate of descent when falling so long as this rite is active when he reaches the ground, taking no falling damage. Each time he enacts this rite, it drains 50% of his Potentia Coil.
Myrmidon Augmentic Mounting Mars need women page 51
Pre-requisites: Machinator array
The source of the somewhat hump-backed look of the Myrmidon Cults, the Myrmidon Augmentic Mounting is a sophisticated, but divergent, pattern of MIU which controls the Myrmidon’s ranged weaponry. A Myrmidon Augmentic Mounting cannot be used unless the user has the Mechanicus Implants trait.
A Myrmidon Augmentic Mounting is capable of mounting two Basic weapons on the user’s back, while leaving the bearer’s hands free. A Myrmidon Augmentic Mounting may instead mount one Heavy weapon, but the space required means one of the bearer’s arms is removed. A Myrmidon Augmentic Mounting grants the Auto-Stabilized Trait, and possesses a pair of Fine-Manipulation Mechadendrites capable of manipulation equal to the bearer’s original hands, though the Mechadendrites are not strong or sturdy enough to do much else.
Opus Machina Inquisitor’s Handbook page 148
One of the ancient names given to the skull and cog wheel symbol of the Adeptus Mechanicus, the Opus Machina is known throughout the Imperium and is as sacred to the servants of the Omnissiah as is the Aquila is to the Ecclesiarchy.
The versions presented here are no simple symbols, but contain broadcasted code-ciphers and data-djinn to proclaim their master’s worth to those that are pure enough to hear. As long as the character knows how to employ it properly—that is, has the Common Lore (Machine Cult) skill—the bearer of this symbol gains a +10 bonus on all Fellowship Tests concerning tech-priests and followers of the Machine God.
Greater Icon of Passage
This devices functions as a standard Opus Machina, but it also carries numerous code ciphers, over-ride decrypts, and effector fields, making it the equivalent of a set of multikeys (see page 151 of Dark Heresy), granting a +10 bonus on Security Tests
made to disable alarms and commune with machine-spirits.
Orthoproxy Rogue Trader page 103
A liturgical circuit has been implanted within the Explorer’s skull, allowing him to focus on the prayers recited by the proxy unit when his mental fortitude is in peril. He receives a +20 bonus to Willpower Tests made to resist mind control or interrogation.
Pre-requisites: Mechanicus Implants
A surgery undertaken by members of the Adeptus Mechanicus, that is designed to protect those that deal with Xeno tech. The procedure lobotomizes a portion of their mind and installs equipment that releases a stream of disapproving endorphins, when they interact with Xeno tech; preventing them from being awed by the technology. As a result, they are filled with immediate revulsion and made more aware of the Xenos’ blatant disregard for the proper obeisance owed to the Machine God. +20 to checks resist corruption and insanity caused by Xeno tech.
Rad furnace Mars need women page 50
Pre-requisites: Mechanicus Implants
In the same vein as the Scyllax, some Magos contain within them a burning Rad furnace that can weaken friend and foe alike. Allies and enemies in the same melee as the bearer of the Rad Furnace suffer -1 to their base Toughness Bonus. This can reduce Unnatural Toughness according to the modifier (for example, TB4 Unnatural x2 for TB8 will become TB3 Unnatural x2 for TB6). Only other bearers of a Rad Furnace, or those with the Rad Saturation talent, are immune to this effect.
In addition, the bearer of a Rad Furnace gains a +30 bonus to Toughness tests caused by weapons with the Toxic or Rad-Phage Qualities.
Rite of Awe Rogue Trader page 105
Pre-requisites: Mechanicus Implants
The Omnissiah has augmetically blessed the Explorer’s voice box, allowing him to recite infrasonic liturgies that trigger awe and fear. All humans, regardless of their ability to hear, within a 50-metre radius feel a sense of dread and take a –10 penalty to their next Skill Test. Characters may ignore these effects with a successful Willpower Test. Whilst incanting the rite, the character may not talk or communicate with others. The rite
requires two minutes of litanies, and it is considered very bad form to break off the recitation before completion. Humans without auditory implants cannot hear infrasonic sound, and though still affected, will not know the Explorer is speaking.
Rite of Duplessence In to the Storm Page 106
Pre-requisites: Mechanicus Implants
“We stand as two minds to one purpose, Lord-Captain. Our intellects—In a moment, Tharizon—as I was saying, our intellects are joined in the purity of the Quest for Knowledge and—Excuse me, Captain; my colleague has just hypothesized something which demands our immediate attention.”
–Magos Amyntor Golansz, bonded by the Rite of Duplessence with Magos Abimelech Tharizon The Adeptus Mechanicus are willing to go to almost any lengths to further their understanding of the arcane sciences they study. For many Tech-Priests, the flesh is a weakness, a soft and feeble container for the brain, and the brain itself is only useful as a tool for the storage and comprehension of knowledge. The ritual and methodical replacement of organic tissue with bionic equivalents, and the cold scorn heaped
upon those who succumb to emotions and other weaknesses of the flesh (including, but not limited to, eating, drinking and sleeping) are all indicative of this belief, and most Tech-Priests eager to discard the flesh that causes such weakness and replace it with the purity of steel and electricity.
In the most extreme cases, some of the oldest Arch-Magi have long since become little more than artificially sustained brains linked to vast meme-vaults and data-crypts, driven insane by possessing far more knowledge than any human mind can truly comprehend and willingly locked within a steel prison of their own design for centuries. For men such as these, the pursuit of knowledge is something worth paying any price for, and such a disembodied existence, basking in the purity of absolute and incalculable knowledge unfettered by the weaknesses of the flesh, is something that more than a few Tech-Priests aspire to.
To discard all but the brain in the pursuit of knowledge is not as uncommon as it might seem. This is especially common amongst the most respected Magos of the Lathes,
some of whom are many centuries old. In several other cases amongst Mechanicus agents working in the Expanse, two Tech-Priests working upon the same project have
been known to enter into the deepest of collaborations, a process known to the Disciples of Thule as the Rite of Duplessence. This procedure requires that one of the two Tech-Priests shed his flesh and most of his implants to become a disembodied brain, which is then implanted into the body of the other Tech-Priest, their brains linked together so that they can work together more closely. To undertake this rite is looked upon favourably by many Tech- Priests, who particularly applaud the one who willingly takes on the burden of remaining clothed in flesh so that another can be freed of it.
Two Minds with a Single Purpose
To undertake the Rite of Duplessence is a sacrifice and a boon in equal measure. To remain clad in flesh while your colleague escapes it is an act viewed with great honour because it is burdensome, and because it shows you to be willing to sacrifice your own selfish desires in exchange for a greater benefit to others—in essence, you have demonstrated yourself willing to be a cog in a far greater machine. To take on the mind of another into your body is the greatest of boons because knowledge can be shared so swiftly and fully, without the burdensome need for language.
The union of a Binary Cortex—as the resulting symbiosis of two brains is called—is not always an easy one, however. Each mind within the union is still an independent, freewilled entity possessed of its own memories, experiences, opinions and beliefs. While the Rite of Duplessence is seldom performed on two Tech-Priests of radically differing perspectives, differences of opinion can arise, particularly as both Tech-Priests have no way to be distanced from one another. Even the purest-minded and most logical Tech-Priests are sometimes prone to becoming irritated by such close proximity with a colleague.
The benefits, however, are vast. When working perfectly in synch with one another, the two Tech-Priests can collaborate on tasks with impossible speed, completing research and solving technical problems faster and more efficiently than either of them could have done alone, able to receive an alternate opinion on their theories instantaneously.
Restrictions: You must have the Mechanicus Implants trait, and be a member in good standing of the Adeptus Mechanicus to gain this Elite Advance Package. Additionally, you must find another Tech-Priest willing to join you in the rite, and both of you must undergo extensive augmetic surgery taking several months in order to become a Binary Cortex.
Advance Cost: 1000xp
Effect: You gain the Binary Cortex trait.
Additionally, you gain the Good Reputation (Adeptus Mechanicus) Talent, even if
you don’t meet the prerequisites, to demonstrate the increased favour you are shown for undertaking the Rite of Duplessence.
Trait: Binary cortex
Pre-requisites: MIU implants
In cases where two Techpriests are devoted to deciphering the same mystery, it is not uncommon for them to link their minds together. The brains of both Techpriests are placed into the same body in order for them to work more efficiently together. Such a procedure is admired by other Techpriests, particularly for one who accepts to remain clothed in flesh.
While there are a number of benefits, one of the problems arising is that at times the two brains can enter into disagreements over a course of action, which reduces their reaction time.
Rite of Fear Rogue Trader page 105
Pre-requisites: Mechanicus Implants
The Explorer’s infrasonic dirges cause terror in the weak. All humans, regardless of their ability to hear, within a 50-metre radius treat the character as if he has a Fear Rating of 1. While incanting the dirge, he may not communicate in any other way. The rite requires two minutes of chanting, and most would not consider halting the incantations prior to their completion. Humans without auditory augmentation cannot hear infrasonic sound, and though still affected, will not know the Explorer is speaking.
Rite of Ignition The Lathe Worlds page 49
The Adeptus Mechanicus has many rites and rituals associated with coaxing machine spirits to life, so many, in fact, that knowing all of them would be quite impossible. Lathesmasters tend to be more practical than their Tech-Priest masters, and often there are tense conditions when it is not always practical to chant a three hundred line Canticle of Initiation. Most have their own, self-taught “rite of ignition,” a form of prayer
to the machine-spirit that involves striking the object in question several times, usually with sufficient force for activation. They tend not to enact this rite in the presence
of Tech-Priests, as many would consider it heresy, but few can argue with its effectiveness. The Lathesmaster may substitute their Strength Characteristic for their
Intelligence Characteristic when making a Tech-Use Test to start or activate machinery. More sophisticated or delicate machinery may not respond well to the Rite of Ignition, so GMs have the final say regarding it.
Rite of Pure Thought Rogue trader page 105
Pre-requisites: Mechanicus Implants
The Explorer has replaced the creative half of his brain with sacred cranial circuitry. He can no longer feel emotion, and instead embraces the crystal purity of logic, making him
immune to Fear, Pinning and any effects that stem from emotional disturbance. The GM will remove any Mental Disorders that no longer apply, and grant appropriate new ones of equal severity. The character’s fellow Explorers may find him somewhat cold, though other followers of the Omnissiah will rejoice in his newfound freedom.
Pre-requisites: Mechanicus Implants
A piece of equipment used by Adeptus Mechanicus Tech-Priests. These cylinders, worn upon the mantle, often contain anti-agapic elixirs. They pulse with light when the owner chants his devotions, the strobing patterns inspiring strength in nearby war machines.
Synaptic fuse (talent), Servants of the Machine-God page 73
Used for a secure delivery of short range vocalized messages through biological carrier, human or servitor, thus hiding transmitted message from signal detection. After a completed delivery of the message a detonation of a synaptic fuse within a thrall’s brain is activated, forever burning any memory of the delivered message from it’s biological mind or cybernetica cortex.
Prerequisites: Tech-Priest (Potentia Coil/Electoo Conductor)
You can use the power of your Potentia Coil to power a hidden lattice of techno-arcane circuitry wards which create a resonant aetheric disruption field that can bar the passage of the warp energies and blunt psychic force directed against you—but not without risk of dangerous feedback contamination. The field is triggered by passing a Difficult (–10) Toughness Test and can be kept active for up to your Toughness Bonus in combat Rounds before it must re-activated again. If the Test is failed, the Tech-Priest suffers a level of Fatigue; if it is passed, the field is successfully charged and the Tech-Priest’s body and any armour he is wearing counts as being Hexagrammically Warded (see page 189 of The Inquisit or’s Handbook). Additionally, at the end of every combat Round the Resonator is active roll 1d10; on a roll of a ‘9’ you suffer 1d5 Corruption Points from the twisting energies of the warp bleeding into your body and mind.
Prerequisites: Tech-Priest (Potentia Coil)
You have integrated the forbidden principles of the vile Sarcosan Wave Generator into your augmetic systems, allowing you to generate a field of energy that can keep what remains of your flesh animate even after it has been damaged or necrotised. By spending a Half Action you may activate the Anima Aura. The aura last for a number of Rounds equal 1d10 plus your Toughness Bonus. For as long as the Anima Aura is active, you have the Stuff of Nightmares Trait (see page 332 of the Dark Heresy Rulebook). While active, the aura also creates discordant moaning like the keening of damned souls. Each time you use this Talent you gain 1d5 Insanity Points and a level of Fatigue.
Apostate Mechanic (Talent)
Prerequisites: Tech-Use +10
The Explorer modifies himself with arcane technology and now wields techno-arcane powers normally the preserve of the Priesthood of Mars. For the purpose of fulfilling prerequisites, the Explorer counts as possessing the Mechanicus Implants Trait. He does not gain any of the normal effects of the Trait, and he may not necessarily have the same implants, but rather equivalent devices of his own devising.
Apostasic Matrix Radical’s Handbook, page 190
The apostasic matrix is one of countless abominations spawned by the heretek followers of Umbra Malygris in the 8th century M41. Neuro-augmetic lore and study of the Omnissiah’s universal laws was combined and tainted to produce an unholy technology—the matrix scourges mind and soul with occult energies, tearing down the foundations of faith and loyalty.
Apostasic matrices recovered by Ordo Hereticus Acolytes after the Cleansing of Tarycine were embedded within electrostaves. Each metal staff blisters with cogitation nodules, electro-sensors, and mottled field projection devices.
As if in mockery of its origins, devotional prayers inscribed in orthodox machine cant spiral about its length—many Malygrisians remained convinced of their holiness, it seems, even as they fell into the vilest tech-heresy.
A victim so much as grazed by the electrostave is scarred by its power. The apostasic matrix reaches into the very mechanisms of the soul, pouring toxins and pain upon the roots of faith, and burning away memories of worship with agonizing darts of electro-essence. The immediate anguish is
terrible, but the true horror is that the matrix causes the flower of faith in the God-Emperor to wither and die thereafter.
Some Radicals have found the apostasic matrix to be a potent addition to an interrogation chamber, and take great pleasure in setting this tool of the Archenemy upon blackened heretic souls. In the same way that loyal Imperial citizens collapse into tormented apostasy, even the strongest
devotees of the Ruinous Powers are given to babbling despair under the matrix’s ministrations. Istvaanians in the Calixian Conclave have more ambitious aims: to replicate the Plague of Apostasy engineered by Malygrisians upon the hive world of Piety, where colossal matrix devices infused the very air with faithlessness and madness. Istvaanian covens study the electrostaves for hidden signs of this greater tech-lore.
Electroleech Stave, Melee; Dam:2d10+6 E; Pen:7; Special: Shocking, Two-handed; 8kg
Killing with Kindness: The wielder may choose to deal no Damage and not employ the Shocking quality of the electrostave. The Apostasic Energies effect will still occur.
Apostasic Energies: Even a gentle touch of the Apostasic Matrix ravages the target’s soul and dearly held beliefs. The victim makes a Fear (4) Test for each touch—with all the usual consequences, including a roll on the Shock Table on failure. Mitigating Talents, such as Pure Faith or Unshakable
Faith, have their normal effects upon this Fear Test.
Mental Disorders acquired by a victim of the Matrix after suffering its effects take the form of a growing loss of faith in everything most vital: religious belief; enduring loves; and fundamental truths held close to the heart. For Imperial citizens, the most anguished loss is their relationship with the God-Emperor. As apostasy claims the soul, a victim feels the Emperor grow distant and tenuous, prayers become empty words, and the Ministorum is revealed as a hollow façade. The despair is crippling.
Callophean Psy-Engine, Radical’s handbook, page 189
A psy-engine is a dread weapon: barely controlled, living psyker brains set within a weapon-housing and goaded by neuro-implants to blast foes with the power of the warp. The Callophean pattern consists of a lozenge-shaped central body and metre-long insulated director wand connected by flexible cabling. The psy-engine’s centre is a transparent housing just large enough to hold four psyker brains suspended in pinktinged gel, pierced by mechanisms and linked by fluid-tubes.
The narrow edges of the psy-engine consist of clustered psyamplifiers, null-wards, and fluid support devices joined to the tormented brains within.
The psyker is a resource to be expended—this is an Imperial truth. But heretek Magi-Psykana go too far: forbidden genemanipulation; neuro-active implants to induce and control psyker manifestation; and holding back psykers from the Imperial Tithe. Archmagos Callophe, incinerated in 583.M41
by Ordo Malleus forces, sought to eliminate the troublesome human element in her psyker resources. Her coven tended vats of pulsing, device-ridden psyker brains, all other flesh cut
away and the minds within afflicted by a controllable form of blind insanity. Callophe was not the originator of this vile lore, but her name now attends it. Other hereteks practice it yet, harvesting the living brains of psykers to consign them to lives of sightless horror and madness.
Using the Psy-Engine
A militant warded against psychic overspill carries the director wand, whilst a servitor or expendable menial bears the weight of the psy-engine. When the militant triggers the psy-engine
to attack, the maddened psykers within are goaded to strike at the closest target indicated by the wand (note that the PsyEngine effectively never runs out of ammunition and never needs to be “reloaded”). When the wielder activates the PsyEngine, roll on the following table:
The psy-engine ruptures under the strain and the tortured brains within expire in a
psychic death scream. Roll three times on the Psychic Phenomena table.†
One of the encased psykers dies in agony, its protective null-wards burned out. Reduce
the damage of future effects by 1d10. If this occurs for a second time, the psy-engine
can no longer be used. Roll on the Psychic Phenomena table.†
The director wand fails: every living being and machine within 10 meters of the psyengine is engulfed in witch-fire and suffers 2d10+5 Energy damage. Roll on the Psychic Phenomena table.†
The null-wards and goad-implants flicker in their operation, and the psy-engine fails to
operate. Roll on the Psychic Phenomena table.†
The insane psykers attack the machinery that torments them, but are restrained by the
null-wards. The psy-engine fails to operate.
One target suffers 3d10+10 Energy damage as warp-lightning arcs from the director
wand. Roll on the Psychic Phenomena table.†
Everything in a 10 meter sphere about the target in engulfed in witch-fire and suffers
2d10+5 Energy damage. Roll on the Psychic Phenomena table.†
One target suffers 3d10+10 Energy damage as warp-lightning arcs from the
Everything in a 10 meter sphere about the target in engulfed in witch-fire and suffers
2d10+5 Energy damage. †
The results of a roll on the Psychic Phenomena table are applied to the person closest to the psy-engine—usually the menial set to carry it—rather than the psyker brains inside. Their suffering is not so easily ended.
A psy-engine presents a continual danger to soul and sanity unless it is stored within a stasis field, the heavy psy-barriers of an Astropathica facility, or the like. The foaming, blind madness of the psykers within constantly seeps through the psy-engine’s null-wards, and anyone within 100 metres is afflicted by half-heard whispers, fleeting visions of horror, phantom pains, and strange urges. A few hours spent within 100 metres of an unshielded psy-engine requires a Challenging (+0) Willpower Test—failure inflicts 1 Insanity Point and 1 Corruption Point. This Test is repeated
once per day for so long as the psy-engine remains nearby and unshielded.
Dangerous, unexplored ways exist to enhance a psy-engine.
• A psyker can strive to control the insane minds within the psy-engine, adding a +10 bonus to rolls on the Effect Table while touching the psy-engine. He cannot use Psychic Powers of his own while concentrating upon this effort. Psychic Phenomena rolls made as a result of using the psy-engine apply to this psyker. Afterwards, the psyker must make a Challenging (+0) Willpower Test or gain 1d5 Insanity Points.
• Adding the psy-drug Spook to the psy-engine nutrient fluids adds a +10 bonus to rolls on the Effect Table and +25 to consequent rolls on the Psychic Phenomena table for 1d5 hours.
Act as batteries that charge heretek’s own pain and hatred. At full capacity, these spinally fused cells fire arcs of warp-infused energy at their enemies. An anarchic electric field also builds around the dendrites that the cultist implant in their skulls, creating a halo of lighting.
The heretek Mechanicus faction known as the Empyric Engineers employs numerous device-patterns to turn the warp upon itself and annihilate daemons that transgress upon their
labours. The oldest and most revered is the Empyric conduitblade, a sacred standard for these Machine Cult hereteks.
An adamantine mono-edged conduit-blade is a centerpiece in every Engineer shrine: inset field-guides of gold run the length of the blade, the hilt is a warp-mechanism, and at the base of the blade is a socket for a small null-field generator.
Vast warp-machines stand within hidden strongholds of the Engineers, used to draw forth the essence of the empyrean and imprison it within null-field containments for study. Much smaller null-field generators are constructed for attachment to a conduit-blade; they look like glittering gems laced with circuitry, belying the danger of their contents. Inside, raging and incoherent, is raw warp-matter—without this imprisoned Empryic energy, a conduit-blade is no more than a symbol.
Empyric Discharge: the wielder can choose to discharge the null-field generator on a successful strike, allowing warp-stuff to foam out through the conduit-blade and into the target. This causes an additional 1d10 Energy Damage, or 2d10+5 Energy Damage to targets with the Daemonic Trait. Neither physical armour nor Daemonic toughness protects against this Damage. A non-Daemonic target gains 2d10 Corruption Points and 2d10 Insanity Points and will immediately mutate: roll once on the Major Mutations table and once on the Minor Mutations table. The conduit-blade’s wielder gains 1d5 Corruption Points, and everyone within 25m must make a Fear (2) Test as screaming visions of the warp briefly radiate from the blade and its victim.
A small null-field generator contains sufficient warp-matter for 1d10 Empyric Discharges. The generator is Very Rare, costs 17,000 Thrones, and weighs 1 kg.
Flesh Replenisher Extremely rare, Black Crusade page 191
This implant system allows a Magos to reinvigorate themselves by drawing on the energies of external machines. When in contact with a functioning machine, fully-charged battery, or other power source, the subdermal induction ports can allow the user to siphon off energy into their own body by making a Toughness Test with a +10 bonus. Success removes one level of Fatigue plus one additional level for each additional Degree of Success as the power energises neural and muscle tissue, or alternatively can recharge their Internal Reservoir if they have that implant as well.
Immateria Ward, Radical’s handbook, page 192
An immateria ward is a form of null-field projector and machine spirit cogitation core intended for armour, portable shield-walls, and similar devices. Empyric Engineers who infuse the warp into their machinery are rarely insane—at the outset at least. They understand the need for protection from corrosive warp-energies, and so turn to heretekal archeotech lore concerned with creating machine spirits that can channel the warp.
Placed upon armour (to the accompaniment of long ritual and forging of the machine spirit) an immateria ward appears as a sigil within a circle, both shapes outlined by thin silver cables set into shallow channels. The null-field projector and cogitation core are hidden beneath the center of the sigil.
The potent machine spirit within slumbers until it senses the presence of the warp; when it wakes to action, the silver cables smoke and glow with a purple mist of dissipated Empyric energies.
The Empyric Engineers have long granted immateria wards to allies as a form of compact—loyalty from the hereteks, and willingness to embrace Dark Tech from the ally. Thus the ward sigil has become a reviled symbol of the outcast Empyric Engineers in the eyes of loyal Mechanicus, such as militants of the Cult of Sollex, whose Magi direct Auxilia Myrmidon hunter-cohorts far and wide across the Calixis Sector to slay those who bear the sign of the heretek Empyric Engineers.
Mere association with the owner of an immateria ward bears a risk of death at the hands of the Machine Cult—or worse, a short life connected to the interrogation machinery of a Magos-militant.
Protections of an Immateria Ward
The machine spirit of an immateria ward protects its bearer by blocking up to 6 Corruption Points gained from direct exposure to warp material. This prevention occurs once for each exposure, but the ward has no effect on other sources of Corruption. Additionally, the ward blocks up to 6 points of Damage caused by a psyker power. An armour location set with an immateria ward provides an additional 6 Armour Points versus daemonic attacks, force weapons, and the Damage of pure warp-energies.
Luminen Desecration (Talent)
Prerequisites: Mechanicus Implants
The Explorer’s implants generate a violent techsorcery pulse, allowing him to disable technology in his presence. A single gesture and most sophisticated devices simply cease to function. A successful Challenging (+0) Ballistic Skill Test allows him to direct the energy against a single target within 10 metres. This is a ranged attack and can be Dodged but not blocked by Fields or other protective devices. If the target is carrying any electrical devices—including energy weapons and bionic systems—then they cease to operate for 1d5 rounds, as if their power had run out. If the target is a vehicle, then it immediately suffers a Critical Hit as if the user had scored Righteous Fury, subtracting one to the Critical Hit result (a result of zero results in no Critical Hit).
Malygrisian Bioforging, Radical’s Handbook, page
Heretek Malygrisian tech-priests—later purged from the foundry wards of Port Wrath—practiced a form of mutational bioforging upon their workers to both improve their quotas and control them body and soul. As the bioforging took hold, the workers grew addicted to the addition of a rare and
synthesized promethium extract called nephium added to their food rations by their masters. Over time, unnatural biomotes grew within their bodies and began their dreadful work of twisting the sacred human form. An irregular, lumpy rind of organic plasteen developed beneath the skin, and their flesh became laced with filaments of that tough material. Eyes and mucus membranes also became plasteen-saturated. Within a few weeks, menials could enter the void unclothed, shrug off
heavy blows, and survive terrible injuries. Over time, however, the bio-motes and plasteen growth reshaped the flesh to give the appearance of horrific mutation and went out of control, turning the body on itself with appalling consequences. The tainted workers died in drooling agony as plasteen formed in the brain, crushed vital organs, or broke through the skin in ridges, horns, and fronds. Before long, the heretek’s blasphemies could not be hidden from their just punishment
For all the dreadful consequences of the bioforging’s eventual failure, the wealthy and powerful have since been tempted by the possibilities of the body remade, both for their ‘chosen servants’ and even for themselves, and the secrets of the blasphemous technology has spread to several worlds despite ban by both the Holy Ordos and the Machine Cult. For its proponents, the bioforging is a glorious opportunity; Flesh is sculpted and changed in its constituent material, potent new
organs grown within, and the mind warped to grant unnatural focus and clarity. Is it not noble to ascend beyond the limits of your birth-genes? To the Imperium, however, such thoughts pave the road to tech-heresy and mortal sin.
Effects of Bioforging
Malygrisian bioforging grants the following Traits and takes 1d5 weeks to take effect after the first biosurgical implantations:
• Unnatural Toughness (x2)
• Natural Armour (2)
• Mutant: purity tests show the bioforged to be impure.
• Void Resistant: the bioforged is unaffected by the cold and vacuum of space, but still requires air to breath.
For a few weeks thereafter, the bioforged appears little changed even through his flesh is armoured within. Without ongoing intervention by heretek tech-adepts, however, the Malygrisian bio-motes will consume him. The bioforged will permanently lose 1d5 points from each of Agility, Intelligence,
and Fellowship for each month passed without at least one painful course of treatment to remove excess plasteen and restrain the bio-motes. After losing 10 points from a single characteristic in this way, the bioforged can no longer pass as pure of gene—his flesh is too distorted.
Murder-Cogitator, Radical’s Handbook, page 193
A dark lore of data-violation and ravishment of cogitator machine spirits has long existed in the Calixis Sector. It is suppressed by the Mechanicus at every turn, but cogitation heresy remains widespread; there are always more hereteks to carry on their damnable toil in the shadows. Many influential figures in the Imperium so greatly desire unfettered access to secret data that they turn to forbidden cogitation lore, and the careful heretek prospers by preying upon these illicit desires.
Tech-devices capable of despoiling data-vaults have spread across the Calixis Sector through the black paths of smugglers, alongside vox-heresy, unsanctioned psykers, and a thousand prohibited substances. Crime barons of the Golgenna hives call these devices “murder-cogitators.” They
allow the uninitiated to pillage a cogitation array of encrypted secrets, slay the machine spirit within, and leave a steaming ruin behind. This is anathema to the Mechanicus, and Cult of Sollex hunter-cohorts show no mercy to anyone suspected of involvement with these vile devices.
The dominant pattern of murder-cogitator is produced by adorants of the arch-heretek Nomen Ryne, cultists who spread forbidden cogitation lore in the Malfian hive worlds.
Many of their tainted works employ the Thirteenth Pattern of Cogitation, a heretek design abhorred by the Omnissiah no matter what purpose it is put to. A Ryneite murder-cogitator appears to be a heavy, bronze-cased data-slate ornately embossed with raised scrollwork and cherubim. Paeans
declaring Nomen Ryne a saint and verses of Ryne’s Precepts Mechanicus are engraved upon the device.
A Challenging (+0) Tech-Use Test is required to successfully use a murder-cogitator. The heretek device must first be connected to the target cogitator or data-vault by a data-conduit cable. Once activated, the murder-cogitator retrieves and decrypts at least some data best matching a formulaic description provided by the heretek, and then destroys everything else. The target is rendered unusable: its cogitation core charred; its machine spirit horribly slain; and its data volatized.
The most imposing machine spirits, such as those of voidships, Machine Cult temples, or archeotech devices, are potent enough to be immune to the murder-cogitator’s embrace. Vengeance will likely soon follow any attempt to violate their sanctity, taking the form of enraged Tech-Priests and Machine Cult militants.
Prerequisites: Tech-Priest (Potentia Coil/Cranial Circuitry)
You have integrated strange arcane devices into the field generation capabilities of your Potentia Coil and Cranial Circuitry. These proscribed augmentations allow you to produce a mixture of subharmonic and electromagnetic interference patterns that generate a primal terror that you can taste and tune through your Cranial Circuitry. By spending a Half Action, you may produce an effect which is the same as that of the Terrify Psychic Power (see page 180 of the Dark Heresy Rulebook) but with no power roll, psychic phenomena or possible Overbleed. The effects of the Nightmare Field are not psychic and so will not be affected by rules which govern psychic powers. When the field is activated, it makes a noise like an unearthly shrieking. Each time you use this Talent you gain 1d5 Insanity Points and a level of Fatigue.
Prognosticaon, Radical’s Handbook, page 193
Amongst the many tech-perversions bestowed upon the Calixian Sector by the arch-heretek and former Logician Ammicus Tole is the foretelling device known as a prognosticaon. It is an inverted iron pendulum suspended within an enclosure of circular hoops and surrounded by a hedge of seemingly meaningless mechanisms. The construct is usually small enough to carry in one hand and may be etched with profane symbols or heretek texts. The pendulum bobs and oscillates in response to changes in its surroundings—it is very sensitive, particularly to tides in the near Empyrean.
Patterns for the prognosticaon are ciphered within rare fragments of Ammicus Tole’s tome of rituals and chants: the cipher-keys reveal attendant scrawling as debased rituals of operation. The secret of the prognosticaon lies in perturbing the near warp in a way that steers the pendulum towards
desired revelations about the future. Wizened tech-witches of Cyclopea, devotees of Ammicus Tole, accomplish this through blood sacrifice and wild ritual taught by their master’s Tome.
A heretek tech-priest of the suppressed faction of Empyric Engineers might find other ways of achieving the same end, but the prognosticaon is, at its core, a tool enabled by death and suffering.
Tole’s ritual requires eight human sacrifices, achieved in a variety of unpleasant and carefully specified ways, and rousing excitement amongst eight more participants. Blood is strewn
about and painted upon the prognosticaon device, and prayers offered to false gods. The tech-witch who seeks a foretelling sets Signifiers—disturbing sigils daubed in sacrificial blood at cardinal points about the device. The meaning of each Signifier is determined by the tech-witch and pertains to
eight questions permitted by this tech-sorcery. With the ritual at its height, movement of the Diviner’s pendulum to one Signifier or another reveals true answers.
Employing the Prognosticaon
Dark whispers attend certain Radicals supposed to have employed the sorcery of Ammicus Tole and worse in their quest for foreknowledge. Theirs is a black and terrible path to perdition:
• Participation in Ammicus Tole’s murderous ritual adds 1d10 Corruption points.
• Deciphering fragments of Tole’s book and comprehending how the prognosticaon, ritual, and Signifiers function adds 1d5 Insanity points and 1 Corruption point.
• Setting the prognosticaon and interpreting the pendulum requires a Challenging (+0) Scholastic Lore (Occult) Test. This test should be made secretly by the Game Master—an Ocularian might never know whether he correctly read the prognosticaon. A failed test leads to random answers.
• The pendulum indicates the degree to which an answer is true by the violence of its movement, but cannot reveal new knowledge omitted from the Signifiers.
Prognosticaons show the future that would have been had the user not used the device. The user can act to change that future—but partial foreknowledge is no guarantee of success.
Occult lore is rife with examples, mythical and otherwise, of actions that brought about the very future those who seek to avoid such prophices tried to avoid.
The users’s eight questions must look to the future and have simple answers: true, false, or one of a few options.
“Which of these two fools will betray me?” with Signifiers for Interrogator Maylle and Savant Herioth. The true answer is that betrayal lies elsewhere, but the tech-sorcery cannot reveal
more from these limited Signifiers, and so the pendulum will avoid both. If the Scholastic Lore (Occult) test failed then the pendulum would randomly indicate neither, one, or both Signifiers, perhaps condemning these loyal servants to death.
The Power Beyond (talent)
The Malatek’s unsanctioned tests on captured heretek devices lead him to believe that the power of Chaos is something to be pitied, as it will never know the purity of the machine, or that harnessing the weapons of the Warp in conjunction with the blessings of the Omnissiah is the true path to defeating Chaos. The Acolyte can use all daemonic weapons and wargear, as well as any equipment deemed “corrupted” by the power of the Warp, with only a –10 penalty to their operation, takes all Fear Tests caused by Daemons at one level lower (Fear (2) becomes Fear (1), Fear (1) is ignored, etc.), and once per session may automatically pass a Forbidden Lore (Daemonology) or Forbidden Lore (Occult) Test with the Degrees of Success equal to his Intelligence Bonus.
The Power Within (talent)
The Malatek’s dangerous experiments with captured psykers lead him to believe that either true progress can be made by looking inwards to the emerging psychic race that is humanity, or that there is a technological means to stop the psychic downfall of Mankind. The Acolyte is treated as having the Resistance (Psychic Powers) Talent, takes all Fear Tests caused by psychic powers at one level lower (Fear (2) becomes Fear (1), Fear (1) is ignored, etc), and once per session may automatically pass a Forbidden Lore (Psykers) or Forbidden Lore (Warp) Test with the Degrees of Success equal to his Intelligence Bonus.
The Power Without (talent)
The Malatek’s iconoclastic work with Cold Trade prizes lead him to believe that the lack of true divinity is what makes xenos technology so inferior, or that only by harnessing the power of xenos technology can the alien’s foul presence be vanquished from the Omnissiah’s domain. The Acolyte can use all xenos weapons and wargear with only a –10 penalty to their operation, takes all Fear Tests caused by xenos at one level lower (Fear (2) becomes Fear (1), Fear (1) is ignored, etc), and once per session may automatically pass a Forbidden Lore (Archeotech) or Forbidden Lore (Xenos) Test with the Degrees of Success equal to his Intelligence Bonus.
Subversive Programming (talent)
Prerequisites: Mechanicus Implants
The Explorer has devised a binary argot that confuses and subverts the programming of servitors and other machinecreatures, allowing him to direct their actions. As a Half Action, the Explorer may attempt to command a creature with the Machine Trait and an Intelligence of 20 or less. Make an Opposed Challenging (+0) Tech-Use vs. Willpower Test. If he succeeds, the creature must follow the Explorer’s commands for the following Round. The Explorer may continue to maintain control by spending a Half Action in subsequent Rounds. If he chooses to do this, he must make another opposed Test after four Rounds to maintain the link. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” and “Attack the closest target.”
Vile Intrusion (Talent)
Prerequisites: Electrograft Use, Mechanicus Implants
The Explorer is skilled at gaining access to the knowledge of the most sophisticated machine spirits, assailing them with scrap-code and malicious spirits of his own creation, until they break under the strain. The Explorer gains a +20 bonus on all Tech-Use and Security Tests made to gain unauthorized access to an electronic system such as a Cogitator or an electronic lock, so long as the character can connect directly to it using his implants.
Designed for ranged combat, this mechadendrite is fitted with a weapon that functions as a laspistol that does not require recharging. The user does not need weapon training in this weapon class to fire the mechadendrite’s weapon without the normal untrained
penalty, and can attack with this weapon as his Reaction.
A heavy and powerful attachment, this mechadendrite is designed for heavy lifting and handling of industrial gear. It 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 . Once per round, the character can utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action with it. It counts as a melee weapon that inflicts 1d10+2 Impact damage, Pen 0.
While powerful, the manipulator is not subtle, and attempts to use it for such tasks as dataslate typing, inscribing sacrificial etchings, handling delicate objects, or the like only ends with equipment being dropped, smashed, or otherwise ruined.
This model hosts a variety of medical and surgical tools ideal for combat first aid, and grants a +10 bonus to Medicae and Interrogation tests. The mechadendrite houses six injector pistons, each of which may be filled with one dose of a drug. 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). Once per round, the character can utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make
a Standard Attack action. It counts as a melee weapon with the Balanced quality that inflicts 1d5 Rending damage, Pen 0.
Often consisting of highly flexible, snake-like tubing, this contains pict-capture and other sensory devices for inspection and detection. It is long for a mechadendrite, extending to 3 metres, and grants a +10 bonus to all vision-based Perception tests. The mounted pictdevices allow it to examine surfaces at a microscopic level or to be used as telescopic sight. It contains an infrared torch and sensors with a range of 40m, and so within this area the user ignores combat or other penalties due to darkness. The mechadendrite is
also fitted with a stablight that can be tinted a variety of different colours depending on the controller’s whim.
The most common type of mechadendrite, these are tipped with a variety of mechanisms for the repair and succour of blessed technologies. It 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 a sacred unguent. In addition to this, the limb contains an electrically-powered censer, which can gust incense fumes over troublesome faults. 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. As a Half Action, the censer can create one “blast” of smoke every fifteen minutes, which imposes a –5 penalty to Weapon Skill tests made by all living creatures within a two-metre radius for one round.
Once per round, the character can also utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action. It counts as a melee weapon with the Defensive quality that inflicts 1d5 Rending damage, Pen 2.
Exploration Mechadendrite Rare, Stars of Inequity page 96
Built to meet the exacting standards of the Priesthood of Mars, an exploration mechadendrite offers peerless investigation and collection skills to the excavation-minded Explorator. Specialized, extraordinarily delicate servo-arms and collection pods all coordinate together to allow for perfect observation, collection, measurement, and archiving of up to ten separate samples. These samples are then fed through a series of filters and processes all within specially built chambers, allowing for full analysis of their properties and market worth. In addition, as part of a backup system to flush out and sterilize the sample chambers, each can be forcefully ejected from a spout on the end of the arm if needed. This mechadendrite also contains a built-in auspex, chrono, glow-lamp, and compass, and specialized sensors spread throughout the limb.
In addition to the samples that it can store, this mechadendrite grants its user a +5 bonus to Awareness and Search Tests, and a +10 bonus to Chem-Use and Trade (Chymist) Tests. Further, the user can, in a pinch, eject any samples it contains for a Ranged Attack with the following profile: (Pistol; 5m; S/–/–;1d5+2 I; Pen 0 Clip 1; Reload 2 Full).
Depending on the sample, this attack might also have the Toxic, Snare, or Unstable Qualities, at the GM’s discretion.
Infestus Mechadendrite Mechanicus
Half-action, grapple check, Sts vs Str check. If succeeds opponent is forced back by 1 m + 1 m/DoS. Maximum is attackers SB amount of metres.
Lathes Mechadendrite Stabilisers The Lathe worlds page 66
The Lathes are known for mysterious and frequent gravity shifts, which can overcome even experienced Tech-Priests when they are in areas not properly shielded with additional grav plating. Years of study indicated that replating the myriad facilities would be impractical, so many in the far edges of the system began surreptitiously developing a radical mechadendrite design to aid in their work. Instead of adding
additional manipulation capabilities, pairs of gyroscopically stabilised, heavily clawed talons can anchor a Tech-Priest firmly onto a surface, where he can conduct his furtive
research more peacefully. Though somewhat heretical, more and more are appearing across the Lathe Worlds.
Lathes Stabilisers require a Half Action to activate or deactivate.
Once active, if the Acolyte remains in place, he counts as being Braced and gains the Sturdy Trait. The Acolyte also ignores modifiers to his Movement in areas of High, Low, or Zero Gravity and in areas with Tremors or other uncertain stability, as well as gaining a bonus to Climb Tests. The Mechadendrite Use (Utility) Talent applies to this Mechadendrite.
Magdendrite Ultima Tectum campaign
A mechdendrite upgraded with high pulse electromagnets. It may be used to remain stationary in challenging situations and for fine manipulation of magnetizing materials. With Ferric Drain talent it can be turned to a short range weapon. Mysteries guarded by tech-priests of Cult of Haemophilos contain secrets of Ferric Confusion and Ferric Blade talents, which require this specialized mechadendrite.
Mechadendrite Combat Array Mars need women page 62
An ever-spinning, ever cutting combination of mechadendrites, chainblades, and energy weapons, the Mechadendrite Combat Array allows the Scyllax Guardian Automata to spin its weaponry around in a horrific maelstrom that catches every enemy in range. A magos requires at least three melee capable weapon mechadendrites to be able to use this talent.
Maelstrom: If 3 or more Degrees of Success are achieved on the Weapon Skill test, an additional attack is generated. A Weapon Skill test is performed as normal. Bonus attacks do NOT generate further attacks.
Dismemberment: The Mechadendrite Combat Array may be used as a Full Action with the Dismemberment profile instead of its normal profile.
Mechadendrite Combat Array: Melee; Dam: 1d10+5R; Pen: 4 Tearing, Maelstrom
Mechatendril Tome of decay page 45
Equal parts tool and weapon, Mechatendrils snake restlessly around Magos as they seek out new tasks to complete. Used for complex repairs as well as combat, the versatility of the Mechatendrils make them invaluable if temperamental assets to those that praise the Omnissiah.
Each Mechatendril is a Mechadendrite that grants the Magos an additional +5 bonus on Crafting Skill Tests. A Magos must have the Mechadendrite Use (Utility) Talent to gain this benefit.
Additionally, a Magos with one or more Mechatendrils always counts as being armed with a weapon with the listed Weapon Profile. He must have the Mechadendrite Use
(Weapon) Talent to wield a Mechatendril without penalty.
Mechatendril, Very Rare; Melee; Dam: 1d10+5 I; Pen 0; Flexible
MIUtendrite Ultima Tectum campaign
Accessing to MIU port becomes free action. Grants a +10 bonus to commune with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill tests made as part of interfacing with the MIU systems.
Only Techpriests of the Adeptus Mechanicus that follow the Micro-Omnisiah can make use of this implant which involves the placement of a Micro Factory in the chest of the subject. This will require the rearrangment of the internal organs of the body but once done, the factory begins to produce a swarm of nanobot machines. The Techpriest is also outfitted with specialized dispenser Mechadendrites that feed into the micro factory.
The nanobots serve as a tool for the Techpriest who can use them for a number of roles such as producing bio-circuitry or the construction of a ship’s internal control systems. When used in various operations, a short period of time is required for the nanobots to be tailored to the target before activation.
Furthermore, there are three different types of nanobots with only one type being outfitted into a Techpriests body. Constructor nanobots sample the target’s cellular structure and use passing unbound atoms to knit any breaches or tears. This allows them to repair machinery and inorganic items. Deconstructor nanobots do the opposite and strip atoms from a target on a molecular level. Linker nanobots can make temporary connections to a target’s nervous system where none existed before. To complete this task, three separate bursts of nanobots need to complete their task. Burrowers dig into the target and bypass all armour due to their small size after which Controllers follow the path of the Burrowers while they attach themselves to nerve endings and test them with small electrical jolts which results in a disorienting experience for those affected. Finally, Connectors attach themselves to the Controllers and form artificial chains linking the nerve endings that would not originally have any connection.
One weakness in the system is that the micro factory itself is quite delicate and can be damaged by an blow to the chest.
The Nano-Genus Mechadendrites can perform a variety of functions which include:
Creation of bio-circuitry.
Creation of a ship’s internal control system. +20 to tech use to control star vessel’s or habitat’s components.
Serves as a ranged weapon and can be used in close ranged combat like a pistol.
Nano-burst Special S/-/- Dam: 2d5+5 Pen: 4 Range: 30 Corrosive,
Plasma-cutter Mechadendrite Ascension page 148
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, plasmacutters can also be overloaded to serve as improvised yet deadly weapons.
A plasma-cutter is a mechadendrite fuelled by photonic hydrogen stowage-flasks. It can cut through a metre of adamantine plating up to 20 centimetres thick every minute
(thinner material can be cut through 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 makes one 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 metres 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 refuelled.
The Mechadendrite Use (Gun) Talent applies to this mechadendrite.
Prehensile Dataspike Reddit/Mechanicus armoury
Type: Melee – – 1D5 R Pen 2(+ target machine trait) – – Haywire, Fast, Flexible, Data-thief 2kg Very Rare Attached to a Utility Mechadendrite.
Data-Thief – Upon dealing damage to an enemy with the machine trait, it deals temporary 2D10 Intelligence Damage. It may also be used to download data or upload digital virus or scrapcode.
Servo-arm Black crusade page 193
Utilized by the Mechanicus, these massive manipulators contain powerful crushing pincers designed for field repairs but also useful in combat as well. Each is
integrated into the user’s armor to offset the heavy weight and power requirements.
A Servo-Arm can extend up to 1.5m from its shoulder or back mounting and has a fixed Strength value of 75 with Unnatural Strength (+7) – the user always uses this, no
matter his own Strength or any other factors. The powerful mandibles allow him to lift heavy objects or tether himself to a suitable anchor as a Free Action.
Against foes, a servo-arm is as mighty in battle as it is useful in repairs. The Magos may 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). It hits using his Weapon Skill, dealing 2d10+14 Impact Damage with Pen 10.
Exceptional Craftsmanship from Heretek artisans (Best Craftsmanship versions) can improve the model, increasing the Strength to 85 (increasing Damage to 2d10+15) and
granting +10 to any Grapple Tests.
A tech-priest must have the appropriate Mechadendrite Use Talent to operate this implant.
Servo-Claw The Lathe worlds page 67
A large number of Mechanicum technologies, such as Manipulator Mechadendrites and Servo-Arms, are designed for a specific practical purpose; whatever use they have as a weapon is often secondary and incidental. The Servo-Claw is the opposite, a form
of Mechadendrite designed purely for its combat applications that can also be used as a makeshift tool. Consisting of tightly wound bundles of synthetic muscle fibres contained within a small metal framework, the Servo-Claw ends in a sharp, serrated claw that can
cut through armour and snap bones with remarkable ease, leaving the user’s hands free for other matters. A Servo-Claw is usually mounted at waist height, as not to interfere with the movement of the arms or any other Mechadendrites. It can be used to make any normal Attack Action as if it were a regular Melee weapon, or can be used to make a Standard Attack as a Reaction (but never both in the same Round). This attack is made with the user’s Weapon Skill, and deals 1d10+10 Rending Damage with a Penetration of 4 and the Tearing Quality. The servo-claw never adds the Strength of the user to its Damage. It can be used to grip and lift objects using its Strength of 50 and Unnatural Strength (x2) Trait, and can be used as a makeshift Manipulator Mechadendrite, with
a –10 penalty to all associated Tests. The Mechadendrite Use (Manipulator) Talent applies to this Mechadendrite.
Techsorcist Daemonhunter page 59
The Techsorcist has chosen to alter one of his mechadendrites to assist in his duties. This mechadendrite has special electronic wards put in place to resist the effects of corruption from Chaos-infested machine spirits. It also houses a small memory unit for storing proscribed documents and is set to automatically wipe itself upon removal of the mechadendrite or the death of the Techsorcist. When using a mechadendrite the Techsorcist gains a +10 to Forbidden Lore (Tech- Heresy) rolls, and a +10 to all Tech-Use Tests when interfacing with a corrupted machine spirit.
–Anzion’s Pseudogenetor is a relic of the Adeptus Mechanicus. Appearing as a nest of Mechadendrites, this unsettling device can be set to dissect a nearby alien organism with startling speed and efficiency even in the midst of battle. Blood flies, paralytic elixirs are administered, skin is peeled from muscle and muscle parted from endoskeleton. The wearer watches with scientific interest as his device swiftly concludes its autopsy, filing away observations upon the biomechanics of the foe until the specimen collapses in a mess of laser-sliced viscera and drilled bone.
-The Overseer of Sheol 17, Arch-Magos Aracdis Hasrix, is a shadowy figure within the Lathe Worlds hierarchy. For centuries, the reclusive keeper of this prison has dwelt within his spire, jealously guarding his position and the secrets of his inner sanctum. The Archivids throughout the facility are said to mirror his own unique modifications, the most prominent of which are the mechadendrites which sprout from his back and torso. These powerful cybernetics resemble the legs of some great insect, and are easily capable of conveying the Arch-Magos throughout his domain.
-The Mechanicus blessed Jastus with several optical mechadendrites in exchange for undisclosed information, allowing him to peruse a number of volumes at the same time.
-The undisputed lord of Forge Castir is a Dark Magos known only as the Exospectre,
a towering creature of slithering mechadendrites wrapped in mouldering, ragged robes.
Imperial cybernetics commonly used by tech-priest
Do not require talent or mechanicus implants to be acquired.
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 bodily strain as the rest of the circulatory system is put under pressure. A character with this implant gains +1 Armour point to the Body location—this bonus stacks with any armour worn—and gains the Sprint talent. Becomes obsolite if magos gains Flesh Is Weak talent: Advanced Potentia coil.
Bionic Respiratory System
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, but are raucously loud affairs and characters suffer a –20 penalty to Stealth tests. Their 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—if for any reason the user’s own respiratory system fails, his bionic lungs keep his blood oxygenated—and can be designed to be unnoticeable if desired. Becomes obsolite if magos gains Flesh Is Weak talent: Advanced Respiratory Unit.
Eyes, ears, and even noses are often lost through combat or accident, and replacement versions use cranial interfaces to allow a very close approximation to natural senses. Bionic eyes in particular are frequently seen amongst senior Imperial Guard officers, Rogue Traders, and other powerful individuals. Common systems, while usually clearly artificial and often oversized, manage to more or less duplicate the approximate human range of senses adequately and have no further game effects.
• Poor quality cybernetic senses are problem-ridden imitations of the real thing. Hearing might be troubled by static, for example, or vision rendered in low-resolution monochrome. A character with this system suffers a –20 penalty to tests made involving the cybernetic sense.
• Good cybernetic senses grant a +10 bonus to tests using that particular sense, and a +20 bonus to tests made to resist attacks on the sense itself, such as deafening noises and blinding flashes. Advanced cybernetic eyes can also incorporate magnifying lenses, a full photo-visor, or a system granting the Dark-sight trait (see page 135). Advanced cybernetic ears can also include an internal micro-bead system. Each additional upgrade requires a separate Requisition test to be fitted into existing cybernetic senses. Becomes obsolite if magos gains Flesh is weak talent: Advanced Electro-graft.
IMPLANTS AND AUGMENTATIONS
Augur Array Dark heresy 2 page
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 hand-held auspex device (seeDark Heresy 2 page 175).
• Poor systems possess only a single detection ability (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 Warp-denizen get too close.
• Good systems function as a full auspex, but also allow the character to re-roll all Perception-based tests.
Autosanguine Dark Heresy 2 page
This ancient and blessed microscopic technology flows as a metallic liquid within the character’s bloodstream, repairing minor injuries and accelerating healing. It repairs minor injuries and speeds recovery. When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of damage per day instead of 1.
Calculus Logi Upgrade Dark Heresy 2 page
These bionics are internal cogitator implants which aid in data retention and processing. The user can rapidly sift through stacked dataslates 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, and Scholastic Lore tests.
Cerebral Implants Dark Heresy 2 page
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. Good cerebral implants are very rare even among high ranking Imperial officials, and are exceedingly difficult to acquire,
becoming Near Unique in Availability. These grant the user the Unnatural Intelligence (2) trait (see page 139) and a +20 bonus to Logic and Lore tests, thanks to the superior mental capabilities he now enjoys.
Cortex Control Implant
Standard augmentation on servitors, Imperial robots and skitarii troops. It can be implanted to any organism with cerebral cortex or cybernetica cortex. When switched on with Cortex Controller living being becomes mindless puppet extension of tech-priests will and logic.
Chem Gland Inquisitor’s handbook page 138
These rare and expensive implants are wonders of the biosculptor’s craft. Invisibly concealed within the body are miniaturised chemical factories that consume the user’s own natural resources to synthesise 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. Becomes obsolite if magos gains Flesh is weak 5 talent.
Constructer Interface Book of judgement page 77
Every Cyber-Mastiff Handler requires one of these custom engineered devices if he wishes to interface with the Subrique pattern constructs deployed in the Calixis Sector. It makes use of a quad-redundant epsilon-cypher voxpulsers to issue quick bursts commands and to receive data, vox, and pict information from a variety of constructs. So powerful is the device, that servitors and servo-skulls can also be patched into it, although they are not designed to be issued commands directly from the device. The Constructor Interface holds hundreds of attack, tackle and evasion patterns. Each one requiring years of tinkering by the Cyber-Mastiff Handler to prefect. These patterns are
modified to make use of a constructs own idiosyncrasies. A Grapple-Hawk who weights half a kilogram less than his counterparts might require special wing angles and gravresponses to high wind scenarios, this combined with the common terrain and ambient atmosphere makes for dozens of different programs, just for operation within a single hive. When tasked with travel, the user must make dozens of calculations in the moment.
All Constructer Interfaces are of at least Good Quality and allow a user to make Command Tests to a Cyber-Mastiff or Grapple-Hawk silently, using Tech-Use in place of the Command skill. The device can interface with up to five constructs, but can only actively issue commands to 2, the others may report data back to the user, but may not be commanded. Only Cyber-Mastiff ’s and Grapple-Hawks may be issued commands, other constructs may only report data. A Best Quality Constructor Interface allows for 3 constructs to be commanded, but is still limited to 5 total uplinks.
A user may make a Full Action to upload a pattern into a Cyber-Mastiff or Grapple-Hawks cogitator, granting one of the following abilities:
• Defence: +10 Weapon Skill
• Restrain: +20 Weapon Skill when attempting to Grapple
• Harass: +10 Dodge, Dodge Training
• “Vanes Out” Alpha: +10 Perception, Awareness Training
• “Vanes Out” Beta: +10 Perception, Track Training
• Pursuit: +1 Agility Bonus, Accustomed To Crowds (see
page 17, Dark Heresy Rulebook)
Cranial Armour Dark Heresy 2 page 182
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 point to the Head, and stacks with any worn armour on that location.
Gastral Bionics Scarce, In To The Storm page 141
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 craftmanship implants allow the user to survive by eating anything organic (although they may not enjoy doing so, as the bionics do not protect against flavours, textures, spines, spikes, or splinters).
Injector Rig Inquisitor‘s Handbook page 138
These relatively crude cybernetic systems are obviously artificial and might include arrays of intramuscular hypodermics or flesh-wielded drug tubes linked to bulky chem-canisters sutured to the user’s 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, it 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.
Interface Port Dark Heresy 2 page 182
The Acolyte 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. Allows direct interface with mechanism or data spool.. Not capable to handle a dataflow of noospheric space simulation, for that MIU interface is required.
Internal reservoir Dark Heresy 2 page 182
This implant acts as a powerful battery, storing energy for various implants and (especially) for functions that require energy to be expended in rapid or violent fashions. When it is fully charged, the Acolyte no longer gains Fatigue from using Luminen Capacitors either to recharge or attack something, but each use of those implants drains the reservoir by half. The battery fully recharges after one day of resting. Becomes obsolite if
Logis Implant Rogue Trader page 101
The Explorer may use analytical circuits to calculate trajectory and reactions to a preternatural extent. His ability to read possible outcomes lets him anticipate the movement of his opponents. By using his Reaction for the Round, the character may make a Tech-Use Test to make use of this Talent. He gains a +10 bonus to all Weapon Skill and Ballistic Skill Tests until the end of his next Turn. The Explorer must pass a Toughness Test when he uses this ability or gain a level of Fatigue.
Joint Reconfiguration Augmentics Stars of Inequity page 96
A particularly brave Explorer can choose to undergo a painful and costly techno-surgical process to enhance the range of motion his limbs are capable of achieving. This set of microsurguries, performed only by a select set of Malateks in the Koronus Expanse, increases the pliability of all major joints within the subject’s body, allowing the Explorer to manipulate and contort his body through much smaller spaces. It also reworks the target’s major joints to be completely reversible and able to rotate up to 360 degrees. Besides being an amazing and rather disgusting trick for a Rogue Trader to use at stuffy social obligations, this enhancement can be very useful for one who dares to explore the darkened and abandoned corners of the Koronus Expanse.
An Explorer who undergoes this set of rather unpleasant enhancements gains a +20 bonus to all Contortionist Tests. Further, the Explorer reduces the time required for the Squeeze Through Special Use of the Contortionist Skill by half. Further, he gains a +5 bonus to Dodge Tests, given his ability to move in unpredictable and disturbing fashions.
However, this surgery is extraordinarily taxing on the Explorer. When an Explorer undergoes the surgery to gain this enhancement, he permanently loses 1d5 from his Strength and Toughness Characteristics. The disturbing nature and lack of obvious mechanical influence of this enhancement might also be mistaken for a mutation by the general public, making it inadvisable to show off too much.
Karrikian Lock-Arm Radical’s handbook page 77
On the high gravity world of Karrik, the Arbitrators must augment their armour and equipment with powerful servomotors to operate outside of the orbiting Precinct- Fortress. The tithe of Ogryns to the Imperial Guard regiments is constantly under threat by slavers who see the worlds location on the outskirts of the sector as a sign of easy prey. While the enhanced power armour of the Arbitrators and Judges who serve there has suited them well over the last century, the Lock-Arm has become a right of passage for local Adeptus Arbites personnel.
Those Ogryn who have fallen under the sway of slavers make excellent body guards, and while easily tricked, they are violent and potent melee combatants. When they turn their formidable mass to an Arbitrator, armour can sometimes prove useless. The Ogryn will often attempt to tear off the arm of a subject, mangling it within the power armour in the process. It is in this way that many Karrikian Arbitrators come to possess a Lock-Arm, a powerful servo-enhanced augmetic that is powerful even by the standards of an Ogryn. In addition to the enhanced strength, the arm contains dozens of magnetic field generators, and reactive grapple stakes. Such a powerful cybernetic would otherwise be torn from the body of the user, or they would be lifted from the ground. When required, the arm fires the stakes or magnetic grapples to nearby supports at multipe angles, bracing against a more sturdy frame, allowing a unnaturally strong suspect to be restrained without harming the user.
A character with a Karrikian Lock-Arm is treated as having Unnatural Strength (x3) for the purposes of grappling or restraining a target. In addition, the user gains a +20 bonus to Strength when making melee attacks using the arm.
Landrian Revealer Radical’s handbook page 77
The Cyber-Mastiff ’s of Hive Subrique are well known for their augmented gene-spoor and scent tracking abilities. Several attempts have been made to create portable versions of the device, but none have met with any success among the Calixian Adeptus Mechanicus. Refusing to believe that such a thing was impossible, Tech-Wright Ontuo began a lifelong quest to uncover the secrets of the chemicals in the oceans of Landsunder, and to unlock their detection secrets. The end result was the Landrian Revealer.
Rather than processing the data through a cogitator, the Landrian Revealer fills the users eyes with phero-conductive chemicals, literally allowing him to see scents and other biological markers. This augmetic is typically installed on a single eye, so that the user may still choose to see the world normally most of the time. A character equipped with a Landrian Revealer gains the Heightened Sense (Smell) and Talented (Tracking) talents.
In addition, when blinded he may locate targets by their smell and only suffers a -10 penalty to Ballistic or Weapon Skill tests. It is a half-action to flood the eye with chemicals, activating the device.
Good Quality versions of the Landrian Revealer impose no penalty to Ballistic Skill and Weapon Skill Tests when blinded. Those of Best Quality also include powerful Photovisors or Infra-Red goggle augmentations.
Locator Matrix Dark Heresy 2 page 183
Micro-cogitators implanted at the base of the skull allow the user to be aware of the direction of the planetary poles, the Acolyte’s present location to within a few metres, 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 one is at a specific location on a planetary surface has little meaning without knowing what is over the next rise, or what is the direction needed to reach
a given destination.
Mind Impulse Unit (MIU) Rogue Trader page 150
These devices, also known as sense-links, allow the owner to interface directly with a machine or technological device through noospheric space. MIUs see widespread use among the Adeptus Mechanicus, who regard them as objects of divine communion. A basic model 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 Challenging (+0) Willpower test to use and impose a –10 penalty when attempting to interface with a device.
• Good models grant a +10 bonus to commune with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill tests made as part of interfacing with the MIU systems.
Memorance implant Dark Heresy 2 page 184
This implant is 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, loremancers, 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 provides a +10 bonus to Trade (Loremancer) tests or other tests in social situations where the recorded information provides leverage or value.
Ocular Sight, Hammer of the Emperor page 128
More specialised than regular cybernetic senses, an ocular sight typically replaces one eye with a system carefully calibrated for use with ballistic weapons. Cybernetic sights are particularly valuable for sharpshooters who are expected to operate multiple different weapons in the course of their duties rather than a single rifle or other firearm with which they intimately familiar. An ocular sight is an implant that grants the same benefits as a cybernetic eye (see cybernetic senses on page 206 of the only War Core Rulebook). Until it is activated, this is the only mechanical benefit it provides.A character with an ocular sight can activate (or deactivate) its combat mode as a Half Action. When he does, he gains the Unnatural Ballistic Skill (1) Trait (or the Unnatural Ballistic Skill (2) Trait if the cybernetic sight is of Best Craftsmanship) but suffers a –20 penalty to Awareness Tests while it is active as his vision tunnels in to focus on his targets. Further, while it is active, he cannot benefit from any sight attached to his gun
ORTHOPROXY Black Crusade page 128
Either part of the character’s brain has been removed or an inhibitor such as a reason inhibitor circuit has been implanted within the character’s skull, allowing him ignore mental strain that would affect a more “complete” person.
The character receives a +20 bonus to Willpower Tests made to resist mind control or interrogation. He tends not to get jokes, however.
Pain Ward Rare, In to the storm page 141
The pain ward implant redirects incapacitating levels of pain to other regions of the brain, causing the sufferer to experience that 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.
Respiratory Filter Implant, Dark Heresy page
These are implanted inside the lungs or involve masses of tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest. The implant sifts out most toxic gases; inhaled particulate matter is also filtered, making breathing easier in heavily polluted atmospheres. This implant grants the user a +20 bonus to resist inhaled poisons, gas weapons, or atmospheric toxins. Becomes obsolite with Flesh Is Weak talent: Advanced Respiratory Unit
Pheromone Generator, Black crusade page 193
A combination of biological glands and injection systems, this implant allows the user to exude unseen but powerful chemicals into the air through artificial sweat glands on a Routine (+20) Willpower Test. Charm Tests will gain a +10 bonus, rising to +20 if the test is taken in an enclosed area with little or no strong air movement.
Scribe-tines, Dark Heresy page
The hand and lower forearm are replaced with specialised and sensitive tools ideal for manipulating parchment, autoscribing, dataslate tuning, and other efforts to record and preserve information. While somewhat disquieting in appearance, they are viewed with favour by hive-world scholars and lexmechanics. This implant gives the user a +10 bonus to all Lore skill tests.
Servo-limbs, Dark Heresy page
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.
Translator Implants, Radical’s handbook page 206
Fitted between the inner ear and the brain stem, a translator implant filters foreign languages through arcane cogitators that translate speech into the user’s native tongue. To the wearer, every language simply sounds the same, whether the most obscure High Gothic dialect spoken amongst a handful of nobility on a remote world, to the most uncouth underhive slang of Gunmetal City. The language of choice is chosen upon implant and cannot be subsequently changed. The implant does not allow the wearer to speak other languages, only to understand them. In situations where nuance or dialect is important, such as certain diplomatic encounters, a –10 penalty to Fellowship might be imposed by the GM. A translator implant is Rare and costs 500 Thrones. Implants that have access to certain proscribed ciphers or alien dialects are Very Rare and cost between 1,000 to 3,000 Thrones.
Vehicle Interface Circuitry, Inquisitior’s handbook page 140
Interface circuitry is one of the greatest treasures preserved from the golden past by the Adeptus Mechanicus. Glimmering neuron-interface circuitry implanted into the tissues of the hands allows an intuitive interface between a pilot and his craft.
The most famous examples of implanted interface circuitry are from Galvia in the Scarus Sector, but certain forge worlds have the designs and capacity to create such wonders, one being the vast Myromentz orbital station in the Lathe System.
Common: Interface implants grant a +10 bonus on Pilot Tests when operating any vehicle with interface receptors. In addition, a character equipped with this circuitry may also make a Perception Test (Difficulty set by the GM) to determine a vehicle’s status and condition as a Free Action.
Vitae Supplement, Rare In to the storm page 141
This is simply an emergency life support system built into the chest and wired into the spine, intended to sustain fragile flesh when it fails. It can oxygenate blood via electrolytic microfabric 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 for up to four hours, Good and Best versions double and triple this time, respectively.
Vocal Implant, Dark Heresy page 185
This implant is usually found with those who use their voice to project commands or proclamations, such as Ecclesiarchy Preachers or Adeptus Arbites Crowd Dispersal Officers. This implant works to amplify the vocal cords to an inhuman range in order to shout commands over the noise of a raging battle, and counts as using a laud hailer.
Volitor Implant, Dark Heresy page 185
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.