Name | Poor | Common | Good | Best | Availability |
---|---|---|---|---|---|
Bionics | |||||
Bionic Arm | -50% Ag, -5 BS, -5 WS | As Normal | +10 Ag | +10 Ag, +10 S, Concealed Storage | Scarce |
Bionic Gastrals | IBS | +10 vs. Poison | +30 vs. Poison | As Good, Omnivore | Scarce |
Bionic Heart | 1 Fatigue | As Normal | Sprint | As Good, Prosanguine | Very Rare |
Bionic Leg | Cannot Run | As Normal | Sprint, +20 Jump | As Good, +1 Move | Scarce |
Bionic Lungs | 1 Fatigue, -20 Stealth | Filtration Plugs | Filtration Plugs (Good), Life Support | Life Support, Respirator (Good) | Rare |
Bionic Sense | -20 Sense | As Normal | +10 Sense, +20 Protect | As Good, Upgrade Slot | Rare |
Special Bionics | |||||
Baleful Eye | Hot-Shot, Unreliable | Hot-Shot | As Common, Bespoke | N/A | Near Unique |
Cerebral Implant | Servitor | Characteristic Loss | +20 Logic, +20 Lore, UInt (2) | As Good, Bespoke | Very Rare |
Ocular Sight | UBS (1) | UBS (2) | UBS (2), Upgrade Slot | As Good, Bespoke | Extremely Rare |
Pict-Eye | -20 Sight, 12hr picter, Silent | 24hr picter | 72hr picter, Photo-Visors | 200hr capture, Photo-Visors (Good) | Rare |
Vocator | +10 Intimidate, -10 Fellowship | Laud Hailer | +10 Command, Range x2 | As Good, +5 Charm/Intimidate, Mimic | Scarce |
Sensory Upgrades | |||||
Scent | Filtration Plugs | Filtration Plugs (Good) | Logis Olfactor | Pick Two | Scarce |
Sight | 24hr picter or Multiscope | Photo-Visors (Good) | Preysense | Pick Two | Scarce |
Sound | Micro-Bead | Vox Matrix | Chiropter Aurispex | Pick Two | Scarce |
Taste | Detox Buds | Memento Palette | Logis Lingua | Pick Two | Scarce |
Bionics
In addition to mimicking the functions of the body parts they replace, bionic limbs and organs can enhance a subject's durability thanks to their robust construction. When a character replaces the organic components in a particular area of their body, they increase their Toughness bonus by 2 against hits scored to that location. This bonus is only applied once per location and requires that all the necessary parts be exchanged with bionics, as determined by the table below.
Location | Required Bionics |
---|---|
Arm | Arm |
Body | Gastrals, Heart, Lungs |
Head | Cerebral, Eye x2 |
Leg | Leg |
Bionic Arm
Bionic arms are a common replacement among lowborn factory-workers and daredevil nobility alike. Basic models accurately mimic normal hand an arm functions, including dexterity and even sense of touch.
- Poor-craftsmanship versions halve the owner's Agility characteristic (rounded up), in addition to imposing a -5 penalty to Ballistic Skill and Weapon Skill tests, when using that arm or hand.
- Good-craftsmanship bionic arms grant an exceptional degree of fine motor control, instead giving a +10 bonus on Agility tests involving the arm or hand.
- Best-craftsmanship models provide the same benefits as Good, but also provide a +10 bonus on Strength tests involving the arm or hand, and furthermore contain concealed interior storage for small items.
Bionic Gastrals
Mostly supplied to those suffering from massive abdominal trauma or frequent poisoning attempts, gastral bionics replace the stomach and intestinal tract with an artificial digestive system. Standard designs typically prove more robust than their organic counterparts and incorporate various means of safely isolating harmful materials, providing a +10 bonus against ingested toxins or poisons.
- Poor-craftsmanship bionic gastrals lack advanced filtration and barely suffice as replacements, often requiring adherence to a bland diet in order to avoid digestive distress.
- Good-craftsmanship versions feature superior safety precautions against harmful foodstuffs, increasing the bonus to resist ingested toxins from +10 to +30.
- Best-craftsmanship models provide the same benefits as Good, but also allow the user to survive by eating any organic material — though doing so may be unpleasant.
Bionic Heart
Favoured by the paranoid, ill, and grievously-injured, a bionic heart not only amends natural-born defects, but also proves resilient against the normal consequences of unhealthy living.
- Poor-craftsmanship bionic hearts only manage to pump blood at a static or irregular pace, ensuring their owner always has at least 1 Fatigue due to poor circulation.
- Good-craftsmanship models can adapt to the body's needs for oxygenated blood better than most organic hearts, providing the Sprint talent once installed.
- Best-craftsmanship bionic hearts provide the same benefits as Good, but also provide the Prosanguine talent, which still requires Autosanguine in order to function.
Bionic Leg
Like bionic arms, bionic legs are commonplace in a citizenry prone to violence and industrial accidents. Fully integrated into the hip with a spinal link, basic bionic legs fully replicate the function of a normal limb.
- Poor-craftsmanship versions are bulky, lumbering affairs that prove utterly incapable of rapid articulation, preventing their owner from being able to Run.
- Good-craftsmanship models not only cushion their owner's step but conserve the energy to impel them forward, providing the Sprint talent and a +20 bonus on any tests made to jump or leap.
- Best-craftsmanship bionic legs provide the same benefits as Good, while their finely-crafted joints and motive systems also increase their owner's movement speed by 1.
Bionic Lungs
Though typically referred to as bionic lungs, such implants actually involve additional portions of the respiratory system as well. Even standard models incorporate a self-cleansing filter system that provides the same benefit as Common filtration plugs. Bionic lungs of Common-craftsmanship and above always replace the full set of originals.
- Poor-craftsmanship bionic lungs lack better models' filtrators. In addition to their wheezing, which imposes a -20 penalty on Stealth tests, their inefficient systems keep the owner at a minimum of 1 Fatigue.
- Good-craftsmanship versions offer improved protection against contaminants, acting as Good-craftsmanship filtration plugs, and also act as a full life support system in case the natural respiratory system fails.
- Best-craftsmanship bionic lungs provide the same benefits as Good, but instead integrate a Good-craftsmanship respirator. Additionally, they can temporarily act as a rebreather with a five-minute oxygen supply.
Bionic Senses
Through violence or accident, eyes, ears, noses, and even tongues can be lost and summarily replaced by artificial versions. Bionic eyes in particular are a popular affectation among senior Imperial Guard officers, Rogue Traders, mercenaries, and criminals. Basic bionic sensory devices are typically oversized and visibly mechanical, but sufficiently duplicate the normal range of senses such that they are functionally identical to the real thing. For senses that are only partially replaced (ie. a single eye or ear), halve the normal bonuses and penalties from the cybernetic in question.
- Poor-craftsmanship bionic senses are flawed, uncooperative, or just pale imitations of the original. They impose a -20 penalty on all tests involving the relevant sense.
- Good-craftsmanship models expand upon the normal sensory spectrum, providing a +10 bonus on all tests involving the sense, as well as a +20 bonus on tests to resist attacks against the sense itself (ie. blinding).
- Best-craftsmanship versions provide the same benefits as Good. Additionally, they feature mountings that facilitate the installation of further upgrades to the base device, which must be acquired separately.
Special Bionics
Baleful Eye
Produced from a legendary archaeotech pattern, every baleful eye carries within itself a miniature weapon and each has been passed from recipient to recipient throughout the millennia. Most are reclaimed by the Machine Cult when the current owner passes, or even before, but a few are repeatedly bequeathed to the sons and daughters of powerful dynasties. Rarely, one might be pulled from the skull of an enemy or the corpse found floating in a space hulk. Baleful eyes are treated as Best-craftsmanship bionic eyes, but when installed also count as hot-shot laspistols with a range of 10m and an unlimited clip. This weapon does not require a free hand to fire, but a jam results in loss of eyesight until cleared.
- Poor-craftsmanship baleful eyes are not so much flawed as damaged, counting as Good bionic eyes and gaining the Unreliable quality. The right technician could potentially repair them.
- Good-craftsmanship models are not patterned and cannot be acquired through normal means. They often feature unusual weapons alongside other bizarre or unique abilities.
Cerebral Implant
Despite not replacing all of the brain, as such would be tech-heresy of the highest order, cerebral implants are used to repair severe brain injuries or even augment the mind's abilities. Standard models can help restore paralyzed or brain-damaged individuals to a semblance of normalcy, though still result in a permanent loss of 1d10 Weapon Skill, Ballistic Skill, Agility, Intelligence, and Fellowship.
- Poor-craftsmanship models restore brain function, but completely destroy the subject's personality, memories, and identity, leaving them as little more than a servitor.
- Good-craftsmanship versions are exceedingly rare, their creation almost a lost art. They provide a +20 bonus to Logic and Lore tests, as well as the Unnatural Intelligence (2) trait.
- Best-craftsmanship cerebral implants are not patterned and cannot be acquired through normal means. They are the custom-tailored works of legendary figures, each with unique features.
Ocular Sight
A rare form of bionic eye prized by marksmen, an ocular sight is precisely-calibrated for use with ballistic weapons. In addition to counting as Good-craftsmanship bionic eyes, such implants can activate or deactivate their combat mode as a Half Action. While their ocular sight is in combat mode, the user gains the Unnatural Ballistic Skill (2) trait, but cannot use weapon-attached sights and suffers a -20 penalty on Awareness tests as their vision tunnels.
- Poor-craftsmanship versions are unilaterally inferior, but often see distribution among the Imperial Guard regardless. They provide the Unnatural Ballistic Skill (1) trait in combat mode.
- Good-craftsmanship ocular sights are incredibly rare outside of the Adeptus Mechanicus. They count as Best-craftsmanship bionic eyes rather than Good, meaning they gain an upgrade slot.
- Best-craftsmanship models are not patterned and cannot be acquired through normal means. Besides providing the Unnatural Ballistic Skill (2) trait in combat mode, they have unique qualities.
Pict-Eye
A specialized variant of the bionic eye oriented toward the use of installed pict-capters, pict-eyes typically sacrifice some of the former's advanced features in exchange for greater recording capabilities. As with bionic eyes, the penalties and bonuses provided by a pict-eye are halved if only one eye is replaced.
- Poor-craftsmanship pict-eyes impose a -20 penalty on all visual tests and only record up to 12 hours of poor-quality, monochrome video footage with no audio capabilities.
- Good-craftsmanship versions can capture up to 72 hours of high-quality video footage and also incorporate photo-visors, enabling their owner to both see and continue recording in darkness.
- Best-craftsmanship pict-eyes offer an upward capacity of 200 video-hours in high-definition, while the integrated Good-craftsmanship photo-visors protect the user from blinding flashes.
Vocator
Vocators integrate with or entirely replace the vocal chords, effectively imitating the subject's original speech while typically offering a volume range comparable to laud hailers. Though technically intended as a replacement bionic rather than an augment, they remain a popular elective cybernetic among members of the Arbites, Ministorum, and Imperial Guard.
- Poor-craftsmanship models lack enhanced volume and infuse the voice with a scratchy, inhuman quality that provides a +10 bonus on Intimidate tests but a -10 penalty on Fellowship-based tests.
- Good-craftsmanship vocators ring clear and true even across significant distance, capable of projecting the owner's voice at twice the normal range and providing a +10 bonus to vocal Command tests.
- Best-craftsmanship versions provide the same benefits as Good, but also permit extensive voice manipulation, giving the Mimic talent and a +5 bonus on Charm and Intimidate tests.
Sensory Upgrades
Chiropter Aurispex
Deriving its label from the bats of ancient Terra, a chiropter aurispex consists of an ultrasonic emitter and receiver to achieve a facsimile of true echolocation, providing its user with the Sonar Sense trait.
Detox Buds
Despite the name, detox buds utilize multiple reservoirs of concentrated toxin neutralizer, rather than an expulsion agent like detox, and provide the user with a +20 bonus on Toughness tests to resist ingested poisons.
Logis Lingua
The logis lingua upgrade installs a miniature logis matrix-suite into the surface of a bionic tongue, enabling the chemical analysis of all materials ingested and providing a +20 bonus to Scrutiny tests concerning taste.
Logis Olfactor
The logis olfactor upgrade installs a miniature logis matrix-suite into the bionic-integrated nasal passages, enabling the chemical analysis of all odors and providing a +20 bonus to Scrutiny tests concerning scents.
Memento Palette
Conceptually the opposite of a logis lingua, the memento palette foregoes analysis but hooks a data-vault directly into the sensory lines of the bionic tongue, allowing the user to record their food's flavor or replace it.
Multiscope
A multiscope incorporates an array of concave and convex lenses that allows it to act as both magnascope and parvuscope. The upgrade provides a +20 bonus on visual Scrutiny tests at over a kilometer or under a meter in distance.
Vox Matrix
Vox matrices are cogitator arrays used to store, modify, analyze, and compare audio recordings. A bionic ear installed with a vox matrix provides a +20 bonus on aural Scrutiny tests made to isolate or identify incoming sounds.
Name | Poor | Common | Good | Best | Availability |
---|---|---|---|---|---|
Synthetics | |||||
Blackbone Bracing | N/A | Bulging Biceps, +2 Dam | As Common, Iron Jaw | As Good, +1 All AP | Very Rare |
Cranial Armour | -5 Fel, +2 Head AP, +5 Intimidate | +2 Head AP | As Common, Iron Jaw | +3 Head AP, Iron Jaw | Scarce |
Subskin Armour | -5 Fel, +2 Body AP | +2 Body/Arm/Leg AP | As Common, Flak | +3 Body/Arm/Leg AP | Very Rare |
Synthmuscle (Nervewire) | -5 S, -5 WS, UAg (1) | UAg (1) | UAg(1), Rapid Reaction | UAg(2), Rapid Reaction | Very Rare |
Synthmuscle (Vat-Graft) | -10 Ag, US (2) | US (2) | US (3) | US (3), UT (1) | Rare |
Thief's Light | 1 Month | Unlimited | As Common, Toggle | As Good, Variable | Scarce |
Voidskin | 1d5+2 Rounds | 1d10+3 Rounds | 2 Minutes | 5 Minutes | Rare |
Synthetics
Blackbone Bracing
Most commonly applied to the arms, ribs, fingers, and spinal column, blackbone bracing consists of a plasteel lattice woven over the user's bones. The composite weave significantly enhances the skeletal system's strength and durability, providing the Bulging Biceps talent and +2 bonus damage to unarmed attacks. The complexity of successfully installing this implant means that Poor-craftsmanship versions do not exist.
- Good-craftsmanship blackbone bracing takes the protective measures further, featuring a tensile, shock-absorbing design that provides the Iron Jaw talent once implanted.
- Best-craftsmanship models provide the same benefits as Good, but extends coverage to the entire skeletal system and provides +1 AP to all locations, which stacks with other sources.
Cranial Armour
Cranial armour covers or replaces most of the skull with layered plasteel and padding to cushion the brain against traumatic injuries, adding +2 AP to the Head location. Common models prove fairly effective in this role despite their simple design, though occasionally result in a slight "plated" texture to the skin resting over them.
- Poor-craftsmanship cranial armour is obtrusive to the point that it often sits atop the user's skin, reducing their Fellowship by 5 but providing a +5 bonus to Intimidate.
- Good-craftsmanship versions are relatively discrete and feature system of molded gel impact dampeners, providing the Iron Jaw talent in addition to the usual AP bonus.
- Best-craftsmanship cranial armour provides the same benefits as Good, but is nigh-invisible and features extremely advanced materials, increasing the AP bonus to +3.
Subskin Armour
The installation of armour plates beneath the skin is commonly referred to as subdermal or subskin armour, though such augments are typically improvised and only rarely involve materials designed for integration with flesh. While the appearance of skin stretched over composite plating is unflattering, not to mention uncomfortable for the user, such augmentations offer extremely reliable protection.
- Poor-craftsmanship models are bulky and ill-fitting, resembling irregular slabs straining against skin. While no less protective, they reduce the user's Fellowship by 5.
- Good-craftsmanship subskin armour provides the same benefits as Common and also includes a layer of flakcloth, providing an extra +1 AP against X and R damage.
- Best-craftsmanship versions, unlike lesser variants, are specifically manufactured for subdermal installation. In addition to looking natural, it provides an AP bonus of 3.
Synthmuscle (Nervewire)
Ropey strands of artificially-grown muscle tissue laced with flakweave to improve its tensile strength, synthmuscle is often used to repair damaged tendons, but can also be used as an augment. Less common than varieties that favor raw strength, nervewire sports enhanced synaptic conduits designed to improve the user's reflexes, providing the Unnatural Agility (1) trait.
- Poor-craftsmanship nervewire is a product of inferior fleshcraft, sacrificing strength and control for quickened impulses. The user reduces their Strength and Weapon Skill by 5.
- Good-craftsmanship models improve the electro-chemical pathways further in order to enhance low-consciousness response time, providing the Rapid Reaction talent.
- Best-craftsmanship nervewire provides the same benefits as Good, but the expert workmanship and bespoke impulse suite instead provides the Unnatural Agility (2) trait.
Synthmuscle (Bruteweave)
Ropey strands of artificially-grown muscle tissue laced with flakweave to improve its tensile strength, synthmuscle is often used to repair damaged tendons, but can also be used as an augment. Bruteweave is the classic formulation of synthmuscle, simply involving the installation of additional tendons to provide its user with the Unnatural Strength (2) trait.
- Poor-craftsmanship versions truly emphasize the "brute" aspect of such augments. Due to poor flexibility and control, the user reduces their Agility by 10.
- Good-craftsmanship models ensure that tendons are packed tightly and efficiently to increase total mass, instead providing the Unnatural Strength (3) trait.
- Best-craftsmanship bruteweave is masterfully-wrought, even enhancing durability. It provides the Unnatural Strength (3) and Unnatural Toughness (1) traits.
Thief's Light
A small skinplant embedded in the palm of the hand, the thief's light features a glowing panel hidden just under the dermis. Rather than circuitry, the light is generated via a bio-luminescent cell fueled by the user's own body heat, ensuring that the implant is both safe and reliable. Squeezing the hand shut for a few seconds generates soft light out to a few centimeters, lasting one minute per activation with no recharge time.
- Poor-craftsmanship thief's lights are disposable devices, using materials that slowly degrade. Once activated the first time, their cells burn out over 1 month.
- Good-craftsmanship versions provide the same benefits as Common, but are toggled on and off rather than lasting for one minute every activation.
- Best-craftsmanship models provide the same benefits as Good, but can have the light's strength and color adjusted via use of various pressure patterns.
Voidskin
The fear of a breached voidsuit is known by all who have ever served aboard a naval vessel. Voidskin is an attempt to provide extra protection, utilizing layered synthetics, chemical treatments, and chemplant micro-glands to toughen subdermal tissue against the vacuum of space. Standard installations prevent their user from taking damage due to void exposure for an additional 1d10+3 rounds past the normal duration.
- Poor-craftsmanship versions are incomplete, cursory, or otherwise flawed. Instead of the usual bonus, they only provide an extra 1d5+2 rounds.
- Good-craftsmanship voidskin is installed using well-established procedures by skilled technicians, giving two entire minutes of additional protection.
- Best-craftsmanship versions are rarely-seen outside of Explorator fleets or elite units specializing in void warfare, providing five extra minutes of safety.
Name | Poor | Common | Good | Best | Availability |
---|---|---|---|---|---|
Cybernetics | |||||
Augur Array | Single-Sensor, 20m | Auspex | Auspex (Good) | As Good, Re-roll Perception | Rare |
Autosanguine | N/A | Recovery x2, Heal as HW | Recovery x3, Heal as LW | As Good, 30% Blood-Loss Cure | |
Calculus Logi | +5 Linguistics/Logic/Scholastic Lore | +10 Linguistics/Logic/Scholastic Lore | As Common, +20 vs. Intrusion | As Good, Wireless | Very Rare |
Chemplant | 1 Dose | 2 Doses | 3 Doses | 5 Doses | Rare |
Ferric Lure | 0.5kg per WPB | 1kg per WPB | 2kg per WPB | 3kg per WPB | |
Interface Port | +5 Common Lore/Inquiry/Tech-Use | +10 Common Lore/Inquiry/Tech-Use | As Common, +20 vs. Intrusion | As Good, Wireless | Rare |
Internal Blade | Poor Sword | Common Sword | Good Sword | Best Sword, Retractable | As Weapon |
Internal Pistol | Poor Pistol | Common Pistol | Good Pistol | Best Pistol, Retractable | As Weapon |
Locator Matrix | +5 Navigate (Surface) | +10 Navigate (Surface) | As Common, Geo-Coord | As Good, Passive Mapping | Rare |
Luminen Capacitor | -10 Penalty | No Penalty | +10 Bonus | +20 Bonus, Double Speed | Very Rare |
Luminen Reserve | 1 Free Luminen Charge | 2 Free Luminen Charge | 4 Free Luminen Charge | 5 Free Luminen Charge | |
Maglev Coils | Hoverer (3) | Hoverer (5) | Hoverer (8) | As Good, Free Action | |
Memorance Implant | +5 Trade (Loremancer), 72hr | +10 Trade (Loremancer), 200hr | As Common, 500hr, Overlay | As Good, 1000hr, Noosphere | Very Rare |
Mind Impulse Unit (MIU) | WP Test, +5 Operate/Tech-Use | +10 Operate/Tech-Use | As Common, +20 vs. Intrusion | As Good, +10 BS/Inquiry/Logic | |
MIU Weapon Interface | -10 BS | -5 BS | No Penalty | As Good, Heavy Weapon | Rare |
Pain Ward | -10 Awareness, +10 vs. Pain | +10 vs. Pain | As Common, +10 vs. Stun | +20 vs. Pain/Stun | Rare |
Scribe-Tines | -5 BS/WS, +5 Scribe/Type | +10 Scribe/Type | As Common, Reform Hand | N/A | Rare |
Twitch-Mask | Gain Fatigue | Disguise Kit | As Common, Mimic | As Good, Disguise Kit (Best) | Very Rare |
Appendages | |||||
Mechadendrite (Ballistic) | -5 BS | Laspistol | Hot-Shot Laspistol, Recharge | Energy Weapon, Recharge | Very Rare |
Mechadendrite (Breacher) | Axe-Rake, Lock-Punch | As Poor, Multikey | As Common, Lascutter | As Good, Plasma Torch | Very Rare |
Mechadendrite (Manipulator) | +10 S, -10 WS | +20 S, -5 WS | +20 S | +30 S | Very Rare |
Mechadendrite (Medicae) | +5 Interrogation/Medicae | +10 Interrogation/Medicae | As Common, Narthecium | As Good, Best Narthecium | Very Rare |
Mechadendrite (Optical) | +5 Sight, Lamp, 12hr picter | +10 Sight, Multiscope | As Common, Dark Sight | As Good, Preysense | Very Rare |
Mechadendrite (Utility) | Combi-Tool | As Poor, Injectors, Smoke | As Common, Defensive | As Good, Power Weapon | Very Rare |
Servo-Arm | S 65, US (7) | S 70, US (7) | S 75, US (7) | S 85, US (7) | Very Rare |
Synthetics
Blackbone Bracing
Most commonly applied to the arms, ribs, fingers, and spinal column, blackbone bracing consists of a plasteel lattice woven over the user's bones. The composite weave significantly enhances the skeletal system's strength and durability, providing the Bulging Biceps talent and +2 bonus damage to unarmed attacks. The complexity of successfully installing this implant means that Poor-craftsmanship versions do not exist.
- Good-craftsmanship blackbone bracing takes the protective measures further, featuring a tensile, shock-absorbing design that provides the Iron Jaw talent once implanted.
- Best-craftsmanship models provide the same benefits as Good, but extends coverage to the entire skeletal system and provides +1 AP to all locations, which stacks with other sources.
Cranial Armour
Cranial armour covers or replaces most of the skull with layered plasteel and padding to cushion the brain against traumatic injuries, adding +2 AP to the Head location. Common models prove fairly effective in this role despite their simple design, though occasionally result in a slight "plated" texture to the skin resting over them.
- Poor-craftsmanship cranial armour is obtrusive to the point that it often sits atop the user's skin, reducing their Fellowship by 5 but providing a +5 bonus to Intimidate.
- Good-craftsmanship versions are relatively discrete and feature system of molded gel impact dampeners, providing the Iron Jaw talent in addition to the usual AP bonus.
- Best-craftsmanship cranial armour provides the same benefits as Good, but is nigh-invisible and features extremely advanced materials, increasing the AP bonus to +3.
Subskin Armour
The installation of armour plates beneath the skin is commonly referred to as subdermal or subskin armour, though such augments are typically improvised and only rarely involve materials designed for integration with flesh. While the appearance of skin stretched over composite plating is unflattering, not to mention uncomfortable for the user, such augmentations offer extremely reliable protection.
- Poor-craftsmanship models are bulky and ill-fitting, resembling irregular slabs straining against skin. While no less protective, they reduce the user's Fellowship by 5.
- Good-craftsmanship subskin armour provides the same benefits as Common and also includes a layer of flakcloth, providing an extra +1 AP against X and R damage.
- Best-craftsmanship versions, unlike lesser variants, are specifically manufactured for subdermal installation. In addition to looking natural, it provides an AP bonus of 3.
Synthmuscle (Nervewire)
Ropey strands of artificially-grown muscle tissue laced with flakweave to improve its tensile strength, synthmuscle is often used to repair damaged tendons, but can also be used as an augment. Less common than varieties that favor raw strength, nervewire sports enhanced synaptic conduits designed to improve the user's reflexes, providing the Unnatural Agility (1) trait.
- Poor-craftsmanship nervewire is a product of inferior fleshcraft, sacrificing strength and control for quickened impulses. The user reduces their Strength and Weapon Skill by 5.
- Good-craftsmanship models improve the electro-chemical pathways further in order to enhance low-consciousness response time, providing the Rapid Reaction talent.
- Best-craftsmanship nervewire provides the same benefits as Good, but the expert workmanship and bespoke impulse suite instead provides the Unnatural Agility (2) trait.
Synthmuscle (Bruteweave)
Ropey strands of artificially-grown muscle tissue laced with flakweave to improve its tensile strength, synthmuscle is often used to repair damaged tendons, but can also be used as an augment. Bruteweave is the classic formulation of synthmuscle, simply involving the installation of additional tendons to provide its user with the Unnatural Strength (2) trait.
- Poor-craftsmanship versions truly emphasize the "brute" aspect of such augments. Due to poor flexibility and control, the user reduces their Agility by 10.
- Good-craftsmanship models ensure that tendons are packed tightly and efficiently to increase total mass, instead providing the Unnatural Strength (3) trait.
- Best-craftsmanship bruteweave is masterfully-wrought, even enhancing durability. It provides the Unnatural Strength (3) and Unnatural Toughness (1) traits.
Thief's Light
A small skinplant embedded in the palm of the hand, the thief's light features a glowing panel hidden just under the dermis. Rather than circuitry, the light is generated via a bio-luminescent cell fueled by the user's own body heat, ensuring that the implant is both safe and reliable. Squeezing the hand shut for a few seconds generates soft light out to a few centimeters, lasting one minute per activation with no recharge time.
- Poor-craftsmanship thief's lights are disposable devices, using materials that slowly degrade. Once activated the first time, their cells burn out over 1 month.
- Good-craftsmanship versions provide the same benefits as Common, but are toggled on and off rather than lasting for one minute every activation.
- Best-craftsmanship models provide the same benefits as Good, but can have the light's strength and color adjusted via use of various pressure patterns.
Voidskin
The fear of a breached voidsuit is known by all who have ever served aboard a naval vessel. Voidskin is an attempt to provide extra protection, utilizing layered synthetics, chemical treatments, and chemplant micro-glands to toughen subdermal tissue against the vacuum of space. Standard installations prevent their user from taking damage due to void exposure for an additional 1d10+3 rounds past the normal duration.
- Poor-craftsmanship versions are incomplete, cursory, or otherwise flawed. Instead of the usual bonus, they only provide an extra 1d5+2 rounds.
- Good-craftsmanship voidskin is installed using well-established procedures by skilled technicians, giving two entire minutes of additional protection.
- Best-craftsmanship versions are rarely-seen outside of Explorator fleets or elite units specializing in void warfare, providing five extra minutes of safety.
[[/div]]