Want to build a Super Soldier

By Angel of Death, in Rogue Trader


Well then if you can find them, and manage to get pass the front door Brense Gentechonics can help you to build you very own super soldier.



Brense Gentechonics


based on Scintilla, Hive Tarsus


smaller branch offices on Malfi, Spectoris, Landsunder, other smaller offices


Brense Gentechonics medical research firm that handles all sorts of medical studies and advanced medical and therapy methods. In truth it is a front for the Companions of Vogel, in the Calixis Sector. Without contacts with them directly, all attempts to access their stuff has an additional -20 to the attempt.



Companions of Vogel’s Genetic Enhancements


Note: Good or Best Quality Enhancements are customized to the user will provide the -10 to the installing checks.


Test rules follow the system that was expanded on in Macharian Handbook - Tools of the Trade.pdf


Recovery times as for Cybernetics


But unlike Cybernetics not effected by Haywire rounds



Higher Pain Tolerance Availablity: Very Rare Cost: 5000 test -20


The Enhancement is the equialivant to a Pain Ward Cyberware and the Feel No Pain Mutation, but gains Iron Jaw Talent and 3 Wounds. For complete rules, see RT: Into the Storm page 141 the Pain Ward.



Dermal Armour Availablity: Very Rare Cost: 7000 test -20


Using custom tailored viral agents to permanently alter the structure of your skin with a fibrous matrix of natural collagen and keratin, the materials cartilage and fingernails are made of. The result is a tough, leather-like dermis resistant to abrasion, penetration, and burning that functions as a natural part of your body. A character with this Enhancement gains adds +2 Armour to the All locations. The armour bonus is added to any other armour for those locations.


Good-Craftsmanship grants +10 Toughness Characteristic , but there is a catch -10 to any Touch Test as you have lost some of the feeling in your skin and because your skin looks odd, -5 Fellowship .


If taken to Best Quality, have 2 options. The first is somewhat discrete as it will provide Unnatural Thoughness (x2), but any Touch Test is at -20 as well you just have hard time feeling anything and because your skin looks different, -10 Fellowship .


The second is not at all, a s they have harness strongest biological materials known to science is chitin. You'll be armored like an armadillo with hundreds of custom fitted plates designed to provide the maximum in protection and still allow free movement. Not only will you make an unforgettable impression with your appearance, but with the addition of appropriate air supplies your skin could act as a hazardous environment or vacuum suit. A character with this Enhancement gains adds +3 Armour to the All locations. Any Touch Test is at -40 as well you have really hard time feeling anything and because your skin looks weird, -30 Fellowship . Special Goggles and Rebreather is available for $500 and is Rare Availablity.



Enhanced Healing Availablity: Extremely Rare Cost: 5000 test -20


With is Enhancement the user gains Hardy Talent. For the purposes of healing, you are always considered to be Lightly Wounded and if wounded your new Healing Factors will release bio-coagulants and reduce chance to die from blood loss to 5% a round . In addition, you naturally heal at an increased rate, removing 2 points of Damage each day. Your healing factors also sooth the minor pains and sores, this has no game effect, but does make you slightly less irritable than before. If you take ten minutes of meditation to activate overdrive the healing factors, once every twelve hours you may make a Toughness Test. On a success, you remove 1d5 points of Damage. With 3 or more degrees of Success on your Toughness Test, you may add in your Toughness Bonus to the points of Damage you can heal. If you roll a 96-100 however, in addition to failing, you overstrain your healing factors. They will cease to function for one week. In addition anyone attempting Medicae on someoone with this takes additional -20 penalty as the body own healing factors will confuse the issue.


Good-Craftsmanship upgrade gains Die Hard Talent, and your healing rate becomes 3 points of Damage a day.


Best-Craftsmanship upgrade gains True Grit Talent, and your healing rate becomes 4 points of Damage a day. When you activate overdrive the healing factors, you can do it once every twelve hours, you now can heal 2d5 on a successful test. Should you overstrain your healing factors, you will be without them for 3 days.



Naturally Made Weapon Availablity: Extremely Rare Cost: 1000 test -20


The user of a Common Upgrade gains either razor claws or teeth d5 R. The user of a Good-Craftsmanship upgrade gains either retractable razor claws or teeth wih super sharpness d5 R pen 2 or a spur d5+3 R. A Best Craftsmanship of Enhancement gains a superharpness retractable spur d5+3 R Pen 2. Note to detect this enhancement without full medical scan -30, -10 if the weapon has been used and retracted.though the skin. Spurs are commonly laid along long bones like forearms or shin.



Venom Gland Availablity: Very Rare Cost: 1000 test -10


This is a Gland which for all purposes is a Internal Tox Dispenser, granting natural attack a Toxic Trait. Normally fixed to 1 or more attacks methods. Either a blade or bite or even a spitting attack range 2m.



Interkeratic Implants Availablity: Scarce Cost: 1500 test -10


These implants consist of additional layers built into the cornea of the recipient, whether gene-altered organic matter just beneath the surface. For complete rules, see RT: Hostile Aquistions page 69.



Synaptic Acceleration Availablity: Very Rare Cost: 3000 test -30


These specifically bred neural cell tissues are implanted into the brain-stem and other nerve trunks to decrease the neural reaction time. With this the Electro-Chemical signals from brain to surface, will provide the user with increased agility and speed. User gains +10 to Agility and Lightning Reflexes Talent. Good-Craftsmanship grants inaddition grant the Unnatural Agility (x2) Trait and Rapid Reaction Talent but also add Paranoia Talent as you start tp react to stimuli before other see it. Best-Craftsmanship will grant inaddiition Unnatural Speed (x2) and Sprint Talent, but will require the User to consume twice as much food and drink as a normal person to fuel the higher metabolic rate. At Good-Craftsmanship or better the User becomes somewhat hyper-active.



Synthetic Muscle Grafts Availablity: Very Rare Cost: 3000 test -30


This equialivant to a Synthmuscle Graft Cyberware. For complete rules, see DH: The Lost Dataslate page 11.


With


But there will be a Best-Craftsmanship enhancement that grants +10 Strength, and grant the Unnatural Strength (x2) Trait, as it is customized to the user with no Agility Penalty. Will require the User to consume twice as much food and drink as a normal person to fuel the higher metabolic rate.



Skeleton Enhancement Availablity: Very Rare Cost: 4000 test -30


This utilizes custom designed biocompatible bacterial strains to increase your bone density for augmented skeletal strength and improved muscle anchoring. With this provides a stronger punch as well as make it harder to move them when they set themselves. A character with this Enhancement gains the Bulging Biceps Talent and Sturdy Trait, and gains a +2 bonus to Damage for all unarmed attacks.



Landian Reveler Availablity: Very Rare Cost: 950 test -20


This is from DH: Book of Justice. For complete rules, see DH: Book of Justice page 77. Price was from a post from FFG on price of the cybernetics



Edited by Angel of Death

I am looking at feedback on these.

It's kind of Shadowrun-ish, and a little too useful and progressive. Being able to shut down Tech-Priests or augmetic freaks with Haywire is important for us GMs!

I feel like Dermal Armour should also impose a pretty major Fellowship penalty. People who see you should mistake you for a mutant and either recoil from you, or try to kill you on sight (as is good and proper in the Imperium).Others I don't understand the difference for other than essentially being "immunity to Haywire", which should make them a LOT more rare. Custom gene-grafting should require specialised Magos Biologi, which should definitely never be just "Scarce"

It's kind of Shadowrun-ish, and a little too useful and progressive. Being able to shut down Tech-Priests or augmetic freaks with Haywire is important for us GMs!

I feel like Dermal Armour should also impose a pretty major Fellowship penalty. People who see you should mistake you for a mutant and either recoil from you, or try to kill you on sight (as is good and proper in the Imperium).Others I don't understand the difference for other than essentially being "immunity to Haywire", which should make them a LOT more rare. Custom gene-grafting should require specialised Magos Biologi, which should definitely never be just "Scarce"

Well the Interkeratic Implants are a piece of Tech and words and rarity was from RT: Hostile Aquistions page 69. I agree that should be more rare tech, but they rated it and I kept it. Yes the Dermal Armour especial the 2nd option of Best should get you fellowship hit and I just added it in. But if you look at the rules for the Cranial Reinforcement and Subdermal Armour don't offer penalty at all.

And what they are Genetic Enhancements, many based on what Genetors can do to themselves, we assume they should be able to offer to others, kinda like the Gland Warriors Program. And yes some of it kinda inspired by Shadowrun Bioware.

As for being not being effected by Haywire, as Genetic Enhancement, there is not any machines or tech to be interfaced with and the Cost is Higher for this then Cybernetics. And Unless you have spent the points for a Contact with Companions of Vogel each of this items "are raised" effective 2 level higher so Very Rare becomes Near Unique, Extremely Rare becomes Unique.

Thank you for the input

Oh, I'd assumed all of them were bioware to keep with the theme.

I would also package with these some other sort of mechanical downside. Most likely a drug to keep the implants functioning that Brense Genotechonics is more than happy to supply to its loyal customers to ensure brand loyalty. Perhaps the first issue of this can come a year or so after implants when you have to go back because your heart keeps seizing up and have to sign up for their more expensive maintenance plan.

In general for 40K I'm deeply, deeply suspicious any time someone comes up with a radical new improvement over existing systems. It's probably Heresy. If it's privately offered then I think both the Inquisition and the Adeptus Mechanicus will go out of their way to make sure it gets declared Heresy :P

Well the Companions of Vogel are Genetors who beleive in forced genetic augmentation is needed to strengthen humanity. It's a young and radical philosophy, as it implies the human form is somehow insufficient alone. Brand loyality isn't a big thing to them, preparing humanity to survive what is to come is, in their view is. But they aren't out there advertising that they can do this, but those in the know might find them. Much liking finding a Genetor, be it authorized or renegade, to provide you with a Gland Warrior Alternative Rank, Lostok Augmentation Trait.

So yes all of these Genetic Enhancements, could be looked at Heresy by those of a more conservative view, and well it's not a mutation but well, some might not care to look to close. :P So there are drawback, just maybe need to be more specific when posting, or have you ask for me to list them. :D

Edited by Angel of Death

With the input from this page I have updated, the program. Left the 1st post to see where it came from. As you can see there is now many more options and well, failure to install it correctly now comes at a price. Plus the whole you could birth a mutant child, is not something they talk about.

And I would love to see anymore feedback

Brense Gentechonics

based on Scintilla, Hive Tarsus

smaller branch offices on Malfi, Spectoris, Landsunder, other smaller offices

Brense Gentechonics medical research firm that handles all sorts of medical studies and advanced medical and therapy methods. In truth it is a front for the Companions of Vogel, in the Calixis Sector.

Bio Enhancements Rules

Notes: Common Quality Enhancement will provide a -10 to the installing checks

Good or Best Quality Enhancements are customized to the user will provide the +0 (or +10) to the installing checks.

Test rules follow the system that was expanded on in Macharian Handbook - Tools of the Trade.pdf

Recovery times as for Cybernetics, unless noted

But unlike Cybernetics not effected by Haywire rounds

After 4 Bio Enhancements, because of how the genetics redesign work :-) , if you have a child roll a d10.

On a 6,7,8, or 9; you have produced a Mutant Child.

After 7 Bio Enhancements, each intalling check adds a -10 for each over enhancemnt of 7

If you have installed an Enhancement, if you wish to improve it, you must replace the Enhancement. Yes it counts as an extra enhancement.

So yes all of these Genetic Enhancements, could be looked at Heresy by those of a more conservative view, and well it's not a mutation but well, some might not care to look to close.

Brense Gentechonics advanced medical projects

These do not require Contact with Companions of Vogel to access them

But do count for # of enhancements a user has

Enhanced Sense Availability: Very Rare Cost: 3000 test -20

This enhancement provide the user with user with cloned versions of their own system. Important note each Sense is done by itself. If you get a Good-Craftsmanship enhancement will provide the user with Heightened Sense talent for that particular sense, plus above. Best-Craftsmanship will grant the user to add other features to Sense at cost, also the test mods are all added in Test to install it.

Note: These will require Contact with Companions of Vogel to aquire them or add +20 to attempt. (see rules below)

Sight:

Interkeratic Implants Availability: Scarce Cost: 1500 test -10

Landian Reveler (Per Eye) Availability: Very Rare Cost: 9500 test -20

Thermographic Availability: Very Rare Cost: 3000 test -20

Allow the user to see thermal images from warm bodies, revealing hiding enemies at night. Suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception Tests at night.

Hearing:

Ultrasound Availability: Very Rare Cost: 1500 test -20

Allow the user to see hear high frequency hearing

Subsonic Availability: Very Rare Cost: 1500 test -20

Allow the user to see hear low frequency hearing

Smell:

Filters Availability: Very Rare Cost: 3000 test -20

Gains a +20 bonus to any Toughness Test made to resist the effects of gas

Touch:

Taste:

If there is a failure when installed this enhancement, the user will suffer -10 to Sense and Awareness Checks, none of the extra mods work, if 3 or more degree of failure, -30 to Sense and Awareness Checks.

Cloned Arms Availability: Rare Cost: 1500 test -20

Standard versions of these mirror the function of the human arm and hand exactly, retaining strength, dexterity and sense of touch. Good-Craftsmanship enhancement arms provide a +10 bonus on Agility Tests requiring delicate manipulation (such as Sleight of Hand) or add a +10 bonus to Strength Tests using the arm user choice. Best-Craftsmanship will grant both of the Good-Craftsmanship enhancement options

If there is a failure when installing half the owner’s Agility score where matters of fine dexterity are involved and Weapon Skill and Ballistic Skill Tests take a –10 penalty when using the limb.

Cloned Legs Availability: Rare Cost: 2000 test -20

Standard versions of these must be fully integrated into the spine and nervous system to function properly; basic models accomplish this without any loss of function over the human norm. Good-Craftsmanship versions of these systems grant the owner the Sprint talent. Best-Craftsmanship will grant they add a +20 bonus to Athletics Tests made to jump or leap, plus above.

If there is a failure when installing halve the user’s Movement Rates (round up), and such characters that attempt to charge or run must succeed on an Agility Test or fall at the end of their movement. If 3 or more degree of failure, quarter the user’s Movement Rates (round up), and such Users may no longer attempt to charge or run.

Cardiovascular Replacement Availability: Very Rare Cost: 3000 test -20

Standard versions of these mirror the function of the heart exactly. Good-Craftsmanship enhancement provides the user the Sprint Talent, but if you overpush the Sprint more then 1 turn, Next turn requires a Toughness check -10 or take 2 level of Fatigue. Best-Craftsmanship will grant Good-Craftsmanship enhancement options but the Toughness check is straight up and release bio-coagulants and reduce chance to die from blood loss to 5% a round .

If there is a failure when installing any use of the Charge or Run movement types will require a Toughness check -10 or take 2 level of Fatigue. If 3 or more degree of failure, the Toughness Check is at -30.

Gastrointestinal Modification Availability: Very Rare Cost: 2500 test -30

Standard versions of these mirror the function of the Stomach and Intestines as well Kidney and Liver exactly. Good-Craftsmanship enhancement provides the user the -30 to toxins or poisons injested. Best-Craftsmanship will grant Complete immune to toxins or poisons injested. The user can now derive nourishment from almost any organic material.

If there is a failure when installing any use of the drop the level of enhancement by 1. If 3 or more degree of failure, the drop the level of enhancement by 2.

Respiratory Replacement Availability: Very Rare Cost: 1500 test -20

Standard versions of these mirror the function of the lungs exactly. Good-Craftsmanship enhancement provides the user the -30 to toxins or poisons breathed in. The user can now hold their breath x2 times a normal. Best-Craftsmanship will grant Complete immune to toxins or poisons breathed in. The user can now hold their breath x4 times a normal.

If there is a failure when installing any use of the drop the level of enhancement by 1. If 3 or more degree of failure, the drop the level of enhancement by 2. If drop below Standard version, -20 Toughness checks after any Run or Charge or Sprint Check.

Chem Gland Availability: Very Rare Cost: 5000 test -10

Standard versions of these mirror the function of the Chem Gland from (DH: IH pg 138) with 3 dose of the drug, recovery for 24 hours per doze. Good-Craftsmanship enhancement provides the user the 4 dose. Best-Craftsmanship will 4 drugs available and 4 dose per, recovery 1 doze every 12 hours.

If there is a failure when installing toughness check -10 when using a gland drug, if failed 4d5 toughness damage from poison mixing when the gland activates. If 3 or more degree of failure, toughness check -20 when using a gland drug, if failed 4d5 toughness damage from poison mixing when the gland activates and take a level of Fatigue.

Companions of Vogel’s Bio Enhancements Rules

Without contacts with them directly, all attempts to aquire their stuff has an additional -20 to the attempt to acquire and installing check. Or look at it being 2 level harder on the Availability Chart

Agile Enhancement Availability: Very Rare Cost: 2000 test -30

This enhancement provide the user with +10 to all movement base skills as they become as agile and flexible as a feline. If you get a Good-Craftsmanship enhancement will provide the user with Cat Fall, plus above. Best-Craftsmanship will grant the user all Movement base skills at Trained Level, plus above.

If there is a failure when installed, the user will have loose -10 to their Agility , as their body is no longer as flexible as before..

Higher Pain Tolerance Availability: Very Rare Cost: 5000 test -20

The Enhancement is the equialivant to a Pain Ward Cyberware and /or the Feel No Pain Mutation, but gains Iron Jaw Talent and 3 Wounds. For complete rules, see RT: Into the Storm page 141 the Pain Ward. Good-Craftsmanship grants an additional +1 Wound [Total of 4], Best-Craftsmanship grants an additional +1 Wound [Total of 5]. If there is a failure when installed, instead of rerouting the pain away, it has directed it to the Brain, any wound of 2 or more requires a Toughness Check, if fail a Willpower Check, -10 per degree of failure to not scream out in pain and will be disabled by the pain.

Dermal Armour Availability: Very Rare Cost: 7000 test -20

Using custom tailored viral agents to permanently alter the structure of your skin with a fibrous matrix of natural collagen and keratin, the materials cartilage and fingernails are made of. The result is a tough, leather-like dermis resistant to abrasion, penetration, and burning that functions as a natural part of your body. A character with this Enhancement gains adds +2 Armour to the All locations. The armour bonus is added to any other armour for those locations. It will take 1 week per Toughness Bonus as the Skin hardens up, Good-Craftsmanship takes 2 weeks per Toughness Bonus as the Skin hardens up, 1 month per Toughness Bonus for Best-Craftsmanship option 1 as the Skin hardens up, 2 month per Toughness Bonus for Best-Craftsmanship option 2 as the Skin hardens up.

Good-Craftsmanship grants +10 Toughness Characteristic in addition to the benefits above, but there is a catch -10 to any Touch Test as you have lost some of the feeling in your skin and because your skin looks odd, -5 Fellowship.

If taken to Best Quality in addition to the benefits above, have 2 options. The first is somewhat discrete as it will provide Unnatural Toughness (x2), but any Touch Test is at -20 as well you just have hard time feeling anything and because your skin looks different, -10 Fellowship.

The second is not at all, as they have harness strongest biological materials known to science is chitin. You'll be armored like an armadillo with hundreds of custom fitted plates designed to provide the maximum in protection and still allow free movement. Not only will you make an unforgettable impression with your appearance, but with the addition of appropriate air supplies your skin could act as a hazardous environment or vacuum suit. A character with this Enhancement gains adds +3 Armour to the All locations. Any Touch Test is at -40 as well you have really hard time feeling anything and because your skin looks weird, -30 Fellowship. Special Goggles and Rebreather is available for $500 and is Rare Availability.

A failure when installed grants the mutation Feel no Pain and takes an additional -20 to any touch test and double the grade’s Fellowship penalty and lower the AP Value by 1. .

Enhanced Healing Availability: Extremely Rare Cost: 5000 test -20

With is Enhancement the user gains Hardy Talent. For the purposes of healing, you are always considered to be Lightly Wounded and if wounded your new Healing Factors will release bio-coagulants and reduce chance to die from blood loss to 5% a round . In addition, you naturally heal at an increased rate, removing 2 points of Damage each day. Your healing factors also sooth the minor pains and sores, this has no game effect, but does make you slightly less irritable than before. If you take ten minutes of meditation to activate overdrive the healing factors, once every twelve hours you may make a Toughness Test. On a success, you remove 1d5 points of Damage. If you roll a 96-100 however, in addition to failing, you overstrain your healing factors. They will cease to function for one week. In addition anyone attempting Medicae on someoone with this takes additional -20 penalty as the body own healing factors will confuse the issue.

Good-Craftsmanship upgrade gains Die Hard Talent, and grants all the common enhancedment. If you are trying to overdrive the healing factors, with 3 or more degrees of Success on your Toughness Test, you may add in your Toughness Bonus to the points of Damage you can heal as well. Should you overstrain your healing factors, you will be without them for d5+1 days.

Best-Craftsmanship upgrade gains True Grit Talent, and your healing rate becomes 4 points of Damage a day. When you activate overdrive the healing factors, you can do it once every twelve hours, you now can heal 2d5 on a successful test. With 3 or more degrees of Success on your Toughness Test, you may add in your Toughness Bonus to the points of Damage you can heal as well. If you can get 6 degrees you may double your Toughness Bonus for healing. Should you overstrain your healing factors, you will be without them for d5 days.

A failure when installed will half the healing effects and double the overstrain penalty from 91 to 100. If failed by 3 degrees or more, Drop 1 level of Craftsmanship and every 1250 exp, roll a d10, on a 7 or 9, the user starts to be diagnosed with a medical issue that will involve painful and unpleasant treatment, will loose 1 wound permanently.

Naturally Made Weapon Availability: Extremely Rare Cost: 1000 test -20

The user of a Common Upgrade gains either razor claws or teeth d5 R. The user of a Good-Craftsmanship upgrade gains either retractable razor claws or teeth with super sharpness d5 R pen 2 or a spur d5+3 R. A Best Craftsmanship of Enhancement gains a super sharp retractable spur d5+3 R Pen 2. Note to detect this enhancement without full medical scan -30, -10 if the weapon has been used and retracted though the skin. Spurs are commonly laid along long bones like forearms or shin.

A failure when installed will mean the user can no longer retract the weapon if he could and the weapon can fail each time it is used, Toughness Check -5 per point of damage done.

Venom Gland Availability: Very Rare Cost: 1000 test -10

This is a Gland which for all purposes is a Internal Tox Dispenser, granting natural attack a Toxic Trait. Normally fixed to 1 or more attacks methods. Either a blade or bite or even a spitting attack range 2m.

A failure when installed will mean the user also is effected by the Toxic Trait when it used.

Interkeratic Implants Availability: Scarce Cost: 1500 test -10

These implants consist of additional layers built into the cornea of the recipient, whether gene-altered organic matter just beneath the surface. For complete rules, see RT: Hostile Acquisitions page 69. A failure when installed grants the mutation Darksider instead.

Synaptic Acceleration Availability: Very Rare Cost: 3000 test -30

These specifically bred neural cell tissues are implanted into the brain-stem and other nerve trunks to decrease the neural reaction time. With this the Electro-Chemical signals from brain to surface, will provide the user with increased agility and speed. User gains +10 to Agility and Lightning Reflexes Talent. Good-Craftsmanship grants in addition grant the Unnatural Agility (x2) Trait and Rapid Reaction Talent but also add Paranoia Talent as you start to react to stimuli before other see it. Best-Craftsmanship will grant in addiition Unnatural Speed (x2) and Sprint Talent, but will require the User to consume twice as much food and drink as a normal person to fuel the higher metabolic rate. At Good-Craftsmanship or better the User becomes somewhat hyperactive. Failure when installed, the user will have lose 1 point of movement and -10 to BS. Failure by 3 or more degrees, User will also lose -10 WS and their Initiative will become a straight d10

Synthetic Muscle Grafts Availability: Very Rare Cost: 3000 test -30

This equialivant to a Synthmuscle Graft Cyberware. For complete rules, see DH: The Lost Dataslate page 11.

We do recommend, that anyone getting these in Good-Craftsmanship enhancement either get Skeleton Enhancement or Blackbone Bracing for the support the new Muscle Grafts. Adds Common Enhancements add 10% to the character weight, Good-Craftsmanship Enhancements and better add 25% to the character weight

But there will be a Best-Craftsmanship enhancement that grants +10 Strength, and grant the Unnatural Strength (x2) Trait, as it is customized to the user with no Agility Penalty. Will require the User to consume twice as much food and drink as a normal person to fuel the higher metabolic rate.

If there is a failure when installed, the user will have lose 1 point of movement and -10 to WS. If it a Best-Craftsmanship enhancement, then the user needs to check Toughness -20 vrs their Skeleton, enhancement of Skeleton of Good-Craftsmanship +10, Best-Craftsmanship +20. If the Skeleton Check fails, takes d5 per every 2 degrees of failure not effected by Toughness or Armour, as the user skeleton breaks up because of stress.

Skeleton Enhancement Availability: Very Rare Cost: 4000 test -30

This utilizes custom designed biocompatible bacterial strains to increase your bone density for augmented skeletal strength and improved muscle anchoring. It will take 1 week per Toughness Bonus as the Skeleton hardens up, Good-Craftsmanship takes 2 weeks per Toughness Bonus as the Skeleton hardens up, 1 month per Toughness Bonus for Best-Craftsmanship as the Skeleton hardens up. With this provides a stronger punch as well as make it harder to move them when they set themselves. A character with this Enhancement gains the Bulging Biceps Talent and Sturdy Trait, and gains a +2 bonus to Damage for all melee attacks. Adds 10% to the character weight. There is a Good-Craftsmanship enhancement, which add 20% to the character weight. Best-Craftsmanship enhancement, which add 25% to the character weight and provide an additional +1 bonus to Damage [Total of +3] for all melee attacks. If there is a failure when installed, the user will have painful bone spurs, causing 1 fatigue point a day, and an additional 1 when you Run or Sprint. If the Failure is by 3 degrees or more as above plus will loose -20 Agility as your joints don’t work correctly anymore.

Landian Reveler Availability: Very Rare Cost: 950 test -20

This is from DH: Book of Justice. For complete rules, see DH: Book of Justice page 77. Price was from a post from FFG on price of the cybernetics. Every 3 years the phero-conductive chemicals in the eye will need to be refilled.

Lostok Augmentation Availability: Extremely Rare Cost: 120000 test -40

This provides a Best--Craftsmanship enhancement mix of Cardiovascular Replacement, Chem Gland, Gastrointestinal Modification, and Respiratory Replacement into 1 major Enhancement. And this is the only way this is available

For complete rules see Rogue Trader: Into the Storm page 84.

If there is a failure when installing check the enhancements above and use the failure chart, but they gain all of them at once. Plus d10+5 Insanity.

edit to fix chance for Mutation, 11 is the # of Malice

Edited by Angel of Death

I think these are a lot more flavourful, and do point out the possibility of getting someone indebted to a shady biotech syndicate. I also love the chance of mutation, though I don't see how you could get an 11 on a roll of a d10.

I think these are a lot more flavourful, and do point out the possibility of getting someone indebted to a shady biotech syndicate. I also love the chance of mutation, though I don't see how you could get an 11 on a roll of a d10.

fixed that