All Augmetics from the Core Rulebook and own Houserule Augmetics. Housebrewed Augmetics are marked with a (coffecup):
Core Rulebook Page 152
| Name | Cost | Avail |
|---|---|---|
| Augmetic Arm | 1000 | Scarce |
| Augmetic Heart | 3000 | Rare |
| Augmetic Leg | 1000 | Scarce |
| Augmetic Respiratory System | 2000 | Rare |
| Augmetic Sensory Organs | 4000 | Rare |
| Augmetic Tracks/Wheels | 1500 | Scarce |
Core Rulebook Page 153
| Name | Cost | Avail |
|---|---|---|
| Augur Array | 6000 | Rare |
| Autosanguinator | 3500 | Rare |
| Ballistic Mechadendrit | 2000 | Rare |
| Biochemical Ogryn Neural Enhancement | 1800 | Rare |
| Biomechanical Interface | 10000 | Rare |
| Blade-Tines | 1250 | Rare |
| Calculus Logi Upgrade | 10000 | Rare |
| Chem Gland/Injector | 2000 | Rare |
| Concealed Weapon Bionic | 2000 | Rare |
| Manipulator Mechadendrite | 1400 | Rare |
| Medicae Mechadendrite | 1400 | Rare |
| Optical Mechadendrite | 1200 | Rare |
| Utility Mechadendrite | 1000 | Rare |
| Vocal Implant | 400 | Rare |
| Vehicle Interface Circuitry | 1500 | Rare |
When applying healing, success heals wounds equal to SL + Ally’s IntB + your TghB. A good rest will now heal Wounds equal to your TghB x2, and an entire day’s rest heals wounds equal to TghB x3.
The B.O.N.E. augmetic is capable of increasing the intellectual capabilities of Ogryn forces in the Imperial Guard. The Intelligence Characteristic Maximum for the Ogryn is now 35, and the Ogryn’s Intelligence increases by +5. Non-Ogryns do not benefit from this Augmetic, and some may in fact lose intelligence if they are augmented with this.
Blade-Tines grant the character +1SL to Medicae Tests, Interrogation Tests, and can be used as a melee weapon in combat, dealing 2+StrB Damage with the Subtle, Penetrating (2) traits.
When this implant is acquired, the character picks one drug of up to Rare availability. The character can choose to “gland” or inject one dose of the chosen substance at will as an in-turn Free Action by succeeding on a Routine (+10) Toughness test. A failed test however inflicts the Fatigued (Minor) condition. It is possible to “gland” a drug even if stunned, unconscious, or otherwise unable to act.
Using a pre-existing bionic arm, a Pistol or Long Gun with the Compact Modification, or a one-handed melee weapon, may be modified and implanted as a concealed device. Weapons concealed in this fashion can be deployed as a Free Action. Locating the Hidden Compart requires a Hard (-20) Awareness (Sight) test, or successful auspex scan. Any Jam or Overheat automatically disables the limb.
A relatively minor series of mental uplink circuits, interface ports, and divine connection cables are installed onto the character’s arms, running all the way up to the base of his skull, creating a strong, instinctual connection with a vehicle’s machine-spirit. While piloting or co-piloting a vehicle, this character gains a +10 bons to all Piloting tests he is called on to make, and additionally gains a +10 bonus to their Perception from the vehicles sensors and visual systems (as long as it is sufficiently advanced to have such things).