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Импланты для Анхоли Bionic Arm "Good bionic arms provide a +10 bonus on Agility Tests requiring delicate manipulation (such as Sleight of Hand) and add a +10 bonus to Strength Tests using the arm" Scarce 1000 Bionic Locomotion "Good versions of these systems grant the owner the Sprint talent. In addition they add a +20 bonus to Tests made to jump or leap." Scarce 1500 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.Good bionic lungs count as a full life support system— thus if for any reason the user’s own respiratory system fails, his bionic lungs will keep his blood oxygenated—and their presence may be unnoticeable if designed to be so." Rare 800 Auger Arrays "Good systems function as a full auspex but also allow rerolls on all Perception based Tests when using its functions." Rare 1000 Augmented Senses "This implant grants the Heightened Senses Talent for any one sense (sight, smell, etc.)." Rare Bionic Heart "The paranoid (or 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 stroke or other catastrophe as the rest of the circulatory system is put under pressure. A character with this implant gains +1 armour to the body location—this bonus stacks with any armour worn—and gains the Sprint Talent." Rare Calculus Logi Upgrade "Internal cogitator implants which aid in data retention and processing. The user can rapidly sift through stacked data-slates 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 any Literacy, Logic, or Scholastic Lore Tests." Very Rare Cortex Implants "Good cortex implants are unusual even among the Mechanicus, and their creation is an almost lost art. They grant the trait Unnatural Intelligence (×2) (see page 368) and in addition perform all the functions of a cogitator system. However, characters with this implant gain 1d10 Insanity Points." Very Rare 5000 Cranial Armour "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—this bonus stacks with any worn Armour—to the Head location.или Poor-Quality Cranial Armour is crude and obvious, permanently reducing the user’s Fellowship by 1d10. Good-Craftsmanship Cranial Armour adds an additional +1 (for a total of +2)Armour to the head." Scarce Cybernetic Senses "Good cybernetic senses grant the Heightened Senses talent for that particular sense, and a +20 bonus to Tests made to resist attacks on the sense itself—such as deafening noises or blinding flashe . Basic and advanced cybernetic eyes may also incorporate magnifying lenses (counting as a telescopic sight, see page 134 for more details), a full photo-visor, and/or a system allowing the Dark Sight trait (see page 364). Likewise, basic or advanced cybernetic hearing may also include an internal micro-bead system." Rare 2250 Mind Impulse Unit (MIU) "Common models impose no modifiers to machine spirit communication and add a +10 bonus to Tech-Use, Pilot, or Drive Tests used in conjunction with devices capable of MIU linking. Poor MIU systems require a successful Willpower Test to use and impose a –10 penalty to interact with machine spirits. Good models grant a +10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests when interfaced with MIU systems. In addition, an MIU gives the user the ability to experience the senses of any familiars he controls (such as a servo-skull or grapplehawk, see page 375) as if he were present." Rare 1750 MIU Weapon Interface "This system allows user to fire an additional ranged weapon as a Free Action—using his full Ballistic Skill—no matter what other actions he may be taking at the time. This additional weapon must be connected to the user via the MIU weapon interface, and are often equipped as a shoulder-mount." Rare Respiratory Filter Implant "These are implanted inside the lungs and can sift out most toxic gases. Inhaled particulate matter is also filte ed, making breathing easier in heavily polluted atmospheres. This implant allows the user to ignore any inhaled toxic gases or atmospheric contaminants." Rare Subskin Armour "Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. While not as impressive as most augmentations, and sometimes uncomfortable, subskin armour is very reliable. This implant adds +2 Armour to the Arms, Body, and Legs locations. The armour bonus is added to any other armour for those locations." Very Rare Synthetic Muscle Grafts "Vat-grown muscle tissue, hyperdense and augmented with flak eave, is implanted into existing muscle groups to increased their strength. Users gain a +1 to their Strength Bonus for a normal implantation. Best-Craftsmanship grafts will grant the Unnatural Strength (x2) Trait but also impose a –10 penalty to any Agility Tests due to the misshapen nature of the body.или Best craftsmanship grafts instead grant the Unnatural Strength (4) trait but also impose a –10 penalty on Agility" Rare GASTRAL BIONICS "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)." Scarce BLACKBONE BRACING "A character with this Implant gains the Bulging Biceps and Iron Jaw Talents, and gains a +2 bonus to Damage for all unarmed attacks." very rare PAIN WARD "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." Rare VITAE SUPPLACEMENT "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." Scarce INTERNAL POWER CELL "These implanted power cells use body heat and movement to recharge, requiring a day to gain a charge roughly equivalent to a lasgun power pack. Unlike a Potentia Coil implant, this does not generate enough power to operate complex machinery but is smaller, more easily concealed, and still useful in an emergency. Wiring leads to ports in the skin that accept most standard power conduits. The Power Cell can act as an ammo charge pack for a standard Lasgun or Hellgun and will take a full day to recharge after use." Very Rare twItCh-MAsk "A character with a twitch-mask gains a +10 bonus on all Disguise Tests. Poor craftsmanship versions are painful and slow to use, causing a level of fatigue every time the character changes his appearance. Good quality versions incorporate pigment glands and vox-manipulators, allowing for more thorough changes, instead granting a +20 bonus on all Disguise Tests." Very Rare InterkerAtIC IMplAnts "These implants consist of additional layers built into the cornea of the recipient, whether gene-altered organic matter just beneath the surface, or advanced photo-augur technology implanted over the surface of the eye. Regardless of the source, the implant enhances the vision of the recipient, allowing him to see in ways he would otherwise be unable to. Small and simple to implant, interkeratic implants tend not to be as obvious in appearance as true bionic eyes, and thus tend to be favoured by those who would prefer not to have their appearance marred by obvious augmetics. Characters with interkeratic implants gain the Dark Sight Trait and are immune to the effects of photon flash grenades." Scarce Ætheric Wave-spars "When a character with this implant Pushes a psychic power, he may add a +1 bonus to his total Psy Rating. Poor ætheric wave-spars also add a further +10 to all rolls on the Psychic Phenomena table. Good-craftsmanship ætheric wavespars instead reduce all rolls on the Psychic Phenomena table by –10, calculated after all other modifiers" Very Rare weApon brACIng "A character fitted with weapon bracing can spend a full action connecting a pistol or basic weapon to the external mounts. An affixed weapon can be used in one hand without any penalty that might normally apply, and gains a +20 bonus on all Weapon Skill Tests to resist being disarmed." Rare autosanguine removing 2 points of damage per day instead of 1 или "When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day." . Very Rare Cerebral imPlants "grant the user the Unnatural Intelligence (2) trait (see page 139) and a +20 bonus to Logic and Lore tests" Very Rare-Near Unique interfaCe Port "grants a +10 bonus to Common Lore, Inquiry, or Tech-Use tests whilst connected to a relevant mechanism or data spool." Rare maglev Coils "Using a Half Action, the user may hover 20-30 centimetres off the ground for a number of minutes equal to 1d10 plus the character’s Toughness bonus. The character must employ a Half Action each round to concentrate on operating this implant and may use the other action to move normally. The character can slow his rate of descent when falling so long as this implant is active when the character reaches the ground, reducing all falling damage to a maximum of 1d10+3 Impact damage. Each time the character activates the coils, it drains the stored power and cannot be used again until recharged (which takes 24 hours)." very rare sCribe-tines +10 bonus to all Lore skill tests Rare Psybernetics "Psybernetics are implanted within the user’s head, and follow the standard rules for cybernetic implantation (see page 153 of the DARK HERESY Core Rulebook). Once implanted, the user gains 2d10 Insanity and 1d10 Corruption Points as the ability to access the raw power of the Warp floods their psyche. Assuming he is not driven insane, the user automatically gains a Psy-Rating equal to half his Willpower Bonus (rounded up) and one randomly generated Minor Psychic Power for every point of Psy-Rating. He gains a new, randomly generated Minor Psychic Power every time his Psy-Rating increases, but cannot take Discipline Powers. Psybernetics are extremely heretical devices, and unauthorised possession is a highly dangerous affair." Forbidden Lore (Archeotech) Ocular Sight "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." Extremely Rare INTERNAL RESERVOIR "When fully charged, the user will no longer gain Fatigue from using Luminen Capacitors either to recharge something or offensively, but each use of those implants drains the reservoir by half. The battery fully recharges after one day of resting." Rare Transgenic Grafting "In the darkest corners of the Adeptus Mechanicus, certain heretek Magos Biologis practice transgenic grafting: the splicing of alien organs and biological matter into human subjects. Such a procedure is not only extremely dangerous, corrupting the mind as well as the spirit, but is also an act of extreme tech-heresy. A Magos Biologis found guilty of such tech-heresy is likely to be executed on the spot or whisked away to a black interrogation chamber for further questioning. Even attempting such a procedure grants the surgeon and the victim 1d10 Insanity Points. The procedure requires a Very Hard (–30) Forbidden Lore (Xenos) Test followed by a Very Hard (–30) Medicae Test. Success on both indicates that the splicing is successful, permanently giving the victim a Trait or Talent possessed by the alien.Failure on the Medicae Test indicates that the graft has not taken and deals 1d10 Damage to the victim (unmodified for armour or Toughness) and an additional 1d10 Insanity Points. Failure on the Forbidden Lore Test indicates that the graft has taken, but the surgeon’s knowledge of alien biology is flawed—instead of a trait or Talent, the victim instead gains a mutation (either random or chosen by the GM) as well as 1d10 Corruption Points. Failure on both indicates that the operation itself is an outright failure, and no additional penalties are incurred." Very Rare 20000 Chem Gland "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." Very Rare 5000 Injector Rig "These rigs may contain ten doses of up to four separate substances at once Injecting one of these is a Half Action and the effects are instan it may be triggered either by manual control or by remote control by some other individual The character must succeed on a Toughness Test or the injector deals 2d10 points of Damage, ignoring Armour Points." scarce 750 The Rite of Setesh "Common: This rite grants a character the Machine (4) trait (except this Trait does not affect his or her mind) and the Regeneration trait. Wounds and mental characteristics are unchanged. Drawbacks: The character reduces Weapon Skill, Ballistic Skill and Agility to half (round down). Life in one of these devices is nightmarish and painful. The character gains 2d10 Insanity Points. Also, the rotted biology contained within adds +5 to any Critical Effect inflicted against the character." Very Rare 100000 Vehicle Interface Circuitry "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." Rare 2000 Malygrisian 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. " Karrikian Lock-Arm "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" Constructer Interface "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)"
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