Need List of Cybernetics

By Asajev, in Dark Heresy

Hi guys I was wondering what other books have additional cybernetics besides the core book and possibly inquisitor's handbook? Also has anyone created new cybernetics if so could you post them here?

i did a bit of tinkering (and often simply copying from other supplement books of other RPGs)since there is hardly anything that has not been made before.

Since my DH-group killed themselves (never stand next to the Chaos Shrine you want to destroy with Melta Bombs) i made no further addos to the list, but it covers a nice selection. If you want to i can send you the list with my self-determined prizes and availabilities as a .docx.

ybernetics

Kybernetics are like most pieces of technology in the Warhammer 40k universe. They are rare, since the technology is long shrouded in mystery and superstition. Several simple ones get mass produced due to the demand of the Imperial Guard, others are only manufactured on demand and require good connections and a lot of Thrones.

Kybernetic Implants in DH follow several simple rules:
Their installation requires next to the implant a medical facility and a Master Chirugeon.
The medical facility usually needs to run a few tests to determine the procedure and lower the risk of failure, taking at least one week.
The Adjustment and Healing Process for the Implant requires 1d10 weeks, the GM can of course shorten or lengthen the time, depending on the medical support.


The higher the quality of the Implant the more natural and human it looks, the cheaper the clunkier.
Since most implants are made of metals and hard plastics they do not get easily damaged as normal limbs. They add +2 to Toughness Bonus on the limb when hit.


Critical damage to the limb requires a Master Chirugeon and a medical facility again to repair the damaged parts. The flesh can be healed in the meantime, meaning recovering the wounds, but to remove the critical damage the implant has to be repaired.


The Rule of Cool!


The augmentations in this list are not only to make your Acolytes better killing machines. They help them to continue their fight (after a serious injury), increase they chance of survival and to give them more in-depth personality. And they have to look cool. As a GM/Player just don't list what this new body part does (or not) but describe it in detail and how it feels (it's now part of your body). You're not just a guy/woman with a new bionic arm, you're the tough guy with that skeletal looking arm with a few servo muscles and engravings of your dead enemies/comrades on it. Maybe you wear it proud and visible at most times, or try to hide it as a failure under long sleeved coats and gloves. No matter what make it sound/look cool.
In the 41st millennium killing is easy and ever present. So make sure it looks cool.
To further this we added some low-hive talk about the various bionics.

Bionic Bodyparts:
Bionic Arm:
A replacement for a lost (or deliberately removed) arm. Cheap ones resemble closer to Ork Claws than a hand, while Best Arms often get fitted with a half-natural coating to make them harder to identify. No matter the quality, in Close Combat the User always counts as armed with Brass Knuckles.
Poor Quality: -10 to BS and WS Tests with the Limb, and Agility is halved when used for fine dexterity (like Sleight of Hand).
Good Quality: +10 to Agility for fine dexterity and +10 to Strength using the arm.
Best Quality: No further Bonuses except maybe harder to distinguish from normal limbs.
► More than one veteran of the guard has one. Hab workers tend to loose theirs thanks to production quotas and little sleep. ► Punkbuster
► I know a ganger who got his right arm modified by a recollector to further boost his strength for arm wrestling. ► repro weasel
► Sounds nasty. And heavy. ► Punkbuster
► It was, he could barely walk a straight line. Oh, and it was rather big with that extra fuel tank on the outside. Easiest 300 Thrones bounty I ever had ► repro weasel

Bionic Locomotion:
Replaces either the Hip, the pelvis or one leg to keep the user mobile.
Poor Quality: Halves Movement Rate and running requires Agility tests to avoid falling down.
Good Quality: Grants the Sprint Talent, and another +20 bonus for Athletic tests for jumping and leaping.
Best Quality: No further Bonuses except maybe harder to distinguish from normal limbs.
► Yeah, luckily I can walk again, but they are a pain in the ass. **** minefield. ►Sergeant's victim
►Could be worse. I know a certain someone who bought his new hip extra cheap. Now he always furiously shakes it when standing still due to the imbalance. ►Craktown
Beast-men Legs:
A special variant of bionic legs formed like the rear legs of various animals. They cannot be disguised as human or even closely human and will always stand out. But for the owner that is no problem, since he can easily catch anybody running away from him. Independent of quality, they increase the owners Movement Rate by 1.
Poor Quality: -20 to Silent Move, requires Agility Tests to avoid falling down when running.
Good Quality: Grants the Sprint Talent, and another +20 bonus for Athletic tests for jumping and leaping.
Best Quality: Switch the +1 Bonus on MR against Unnatural Speed.
► DO NOT show up with these in any halfway civilized place. They either think you're a ganger (and are right) or try to shoot you for being a mutant. ►Pink Paul
► Really? I know from reliable sources that a clever IG captain once fitted his whole tank hunter company with beastlegs after they complained about not being able to run fast enough to get their meltabombs on enemy vehicles. Bastard got the Maccharian Cross for that! ►Frank the Tank

Bionic Skull:
The skull and a small portion of the upper spine is either replaced or strengthen with metal. Poor Quality skulls make the user look like a Skeleton, while Best Quality is only realized as such when the bullet instead of killing the target bounces of the head. All heads give the Iron Jaw Talent and 2 points of Armour on the head, with another +1 to Armour for every quality step above normal.
Poor Quality: Open Plates in large portions of the head not only give it away, but also give a +10 to Intimidation, but a -10 to all Fellowship Tests and Fellowship based Tests.
Normal Quality: No further Bonuses, no penalties. A Standard Awareness Test identifies the Skull as such.
Good Quality: Can only be recognized by a Hard (-20) Spot Check.
Best Quality: Cannot be recognized as such, offers the best protection.
►I know far too many veterans with cheap skulls. But it beats being dead. ►Frank the Tank
►You would not believe me if I told you that there are pleasure worlds which buy more of those skulls than whole regiments. Never underestimate the protection money can buy. ►T.K.

Bionic Torso:
Most ribs and the complete spine are strengthen by metallic/ceramic plates, often with another layer of protective material for the lower body.
Poor Quality: The ribcage is plainly visible and not all parts of the spine work correctly, imposing -10 to Agility tests.
Good Quality: Increased Stability and a literally stronger back enables carrying larger quantities, the user adds 1 point to the SB and TB total on Table 7-31, Carrying, Lifting and Pushing in the Core Rule Book.
Best Quality: No further Bonuses except maybe harder to distinguish from normal limbs.
►Don't buy those cheap. If you get electrified with enough smack in it those metal plates can get hot enough to permanently fry our backbone. ►Gunner Paulson
►Sorry, but I don't have sympathy for such losers who can't buy proper equipment. ►Squeak-squeak

Bionic Respiratory System:
Artificial lungs replace the natural ones, and grant +20 to Toughness Tests against airborne toxins and gas weapons.
Poor Quality: Breathing is loud and sounds nasty, often causing the Character to cough, imposing -20 to Silent Move Tests.
Good Quality: Count as full life support system.
Best Quality: No further Bonuses.
►Yup, a certain person (no names) thought he was clever and bought a cheap one. Now he regularly produces a heavy cough with interesting .. liquids. ►Craktown

Bionic Senses:
Replaces either the eyes, (inner) ears, center of taste (and a small portion of the tongue) or center of smell (and a small portion of the nose). The higher the quality the more natural they look.
Poor Quality: Hardly working, often plagued with malfunctions, imposing -20 to Tests involving the bionic sense(s).
Good Quality: Improved receptors grant the user the Improved Senses Trait according to the replaced body part.
Best Quality: No further Bonuses except harder to distinguish from natural ones.
►I needed a new pair of eyes after that little riot, but they've worked so far without any problems. ► Twilight bumb
►Mine constantly fail and get interferences, even after two post-ops. ►Quantumtrigger
►Change your doc. Or better, shoot him and sell his organs to finance your new eyes. ►Piquard the Piq
► And then getting ganked myself from his gang friends? Na, i'll just move to another hive sector. ► Quantumtrigger

Other kybernetik replacements, these do not come in different qualities:
Automatic Drug-dispenser:
This implant releases the loaded drugs at the preset times. It is usually located on an easily reachable location so that the user can reload it without making acrobatic moves. They are often used for people with chronic diseases (like diabetes) or who need drugs in regular intervals (like depression patients), but as usual it is misused as a weapon or threat. They can be triggered by remote or set to automatically release their load at certain timed intervals. It usually has enough space to store 3 (different) drugs.
► Now this can be a real life saver. Everyone should have one. ► Howitzer
►Right, and they are good for blackmail. Do as you say or you get that special shot. Doesn't even have to be lethal, a little public drug display is often good enough. ►They called him Sorman


Bone-grafting:
Bones can be either replaced by reproduced ones or have various materials grafted onto them. The most common ones are made of plastics and often enough soft metals as Aluminum. Several centuries of archeological research, prayer and tests have proven that thin layers of Flak material can be grafted on as well, and the most exclusive material used is Adamantium.
Plastic: Hard ceramics and plastics are tougher than the natural ones, but are a bit heavier. They add +5 Kilo to the Characters weight, and grant +5 to Toughness.
Aluminum: Metals are sturdier than plastics, although rather heavy. They add +10 Kilo to the Characters weight, grants +5 to Toughness and Natural Armor (Primitive) 1.
Flak: Thin layers of Flak are grafted over the bones, adding weight, but also granting higher resilience and a certain amount of protection against cuts and projectiles. They add +5 Kilo to the Characters weight, grants +5 to Toughness and Natural Armor 1.
Adamantium: One of the most durable metals known to mankind can also be used to strengthen man himself. Users are truly big boned, and can take punches that literally would kill others. They add +15 Kilo to the Characters weight; grant +10 to Toughness and Natural Armor 1.
►I heard about a nice fellow called Leon who got the adamantium. Now all his bones make that nice cracking sound. That can't be healthy ►Baller-Ina
►At least he should never suffer from osteoporosis. ► Blank Page

Chem Gland:
These rare and expensive implants are wonders of the bio-sculptors craft. Invisibly concealed within the body are miniaturized chemical factories that consume the owner's own natural resources to synthesize powerful chemical agents.
Pick up to three substances (such as Stimm, Panimune, ..) before installation. The character can gland any 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, whereas a failure by more than 3 degrees deals 1d10 Toughness damage.
►I was quite surprised when I read what drugs this gland can produce. Of course you have to eat accordingly. ► Fritzerik
►Right, since we all have such a huge amount of different foods to choose from … not! ►Kaltus the Rat

Cyber-fins:
They consist of retractable claws with fins between them which are implanted into the hands and feet of the user. While active they give the user the advantage of having a full pair of swimming fins, granting a +20 to all Swim and dive Tests. Of course, during that time the user can neither wear gloves nor shoes of any kind.
►Not of much interest for most hivers. But when you're in the guard or otherwise travel to different planets were open waters are common they pay off nicely. ►T.K.

Dermal Synskin:
A layer of modified Synskin is implanted under the outer layers of the owners skin, replacing the natural dermal skin. After the Synskin has been transplanted it bonds with the upper and lower layers and cannot be distinguished from outside without a auspex scan. One side effect is that the sense of touch is diminished somewhat.
The user gains the same effects as wearing normal Synskin, including a permanent Natural Armor (2) Trait, but suffers a -20 to all Tests relying on Touch.
►For the already fat fingered boys and girls out there a little less sense of touch is no real loss, but that thick skin (literally) is worth every Throne. ►Frank the Tank
►Are you talking about yourself? Anyway, you also tend to freeze and sweat less. But still pay close attention since you can still freeze to death. ►Craktown

Head Memory:
An internal memory storage, often the size of a plum. It can be installed in either the skull, neck or another body part of the owner. The size of store-able data can vary, and the memory can be routed to external and internal devices.
►Be careful about what you store up there. Even if you don't break during interrogation they can still access your memory. ►Crimson Sun
►Or make you worthwhile for a little kidnappin'. ►Doubster

Internal Air Canister:
The air canister is an independent oxygen source which is implanted below one of the lung wings (for which a small portion has to be removed first). The user can draw air out of it and avoid harmful gases for a short period (45 minutes). Instead of air other gases can be loaded as well, an external access below the ribcage on the same side allows fast refill.
►Not only useful for divers. Sometimes the air in the hives tend to get too thick from … other fumes. ►Quick Lip

Internal Micro Bead:
Just like the external variant, this one is implanted with speakers near the inner ear (thereby only the user can hear it) and the microphone in a fake tooth in the mouth. Switching it on or off requires a simple mental order. Usually only the owner hears the incoming signals, but he has to speak or at least mumble so that his partners can hear himself. Combining it with a Transducer enables a completely silent conversation.
►Real pros in the silent business take them only in combination with a Transducer. Silence IS golden. ► Sir Sneak-a-lot
►Several commanders and of course nobles also prefer some conversations to be exclusive. They buy them as well. ►Metal Rain

Kill Switch
This is a general description of the internal killing mechanisms mankind has developed to kill it's pawns from a safe distance at a moment of their choice. Several methods of exotus are open for choice: a Cortex Bomb or Nuke Skull to vaporize ones head, a Chest Buster next to ones heart and other important organs, and the Cut Throat for the main arteries in ones throat. The effect for the 'user' is the same, instant death. Just like the explosive collar they can be triggered either by phrase or designated signal.
The Nuke Skull and Chest Buster can be purchased for twice the price as an attack weapon of some means. The payload of ordnance is increased to not just destroy the internal organs of the victim but to deal damage to everyone (and thing) around him. Treat this as an area attack with a 5-meter radius and 1d10+5 X damage. The carrier of the Kill Switch automatically dies regardless of the damage dealt to his surroundings.
►Not nice. Since there is no guarantee that those who had that gotten implanted into you will also remove it or just to make sure you don't talk kill you any way. ►Kaltus the Rat
►I know a sick bastard of nobleman who once forced an Adeptus Munitorium official to bug his superior. After the work the Nuke Skull was 'removed' but when the magistrate came home and kissed his wife … BOOM! ► Hole Jumper

Mathematical SPU:
A sub processor unit is implanted into the users brain and helps with all mathematical calculations, or can be misused as a stopping watch or a very accurate chronometer.
It grants the user a +20 Bonus for all Tests involving Math, also to Logic, and appropriately to Chem Use, Demolitions and Tech Use Tests when accurate calculations are necessary.
►Not many get an education where complex calculations are taught but it boosts those with the right skills into ungodly levels. ► Sandwich Ham

Neuron Accelerator:
A rare piece of technology that influences the chemical process of the neurons for data transmission and thereby boosting his reaction speed and reflexes.
A person with this upgrade receives a +2 Bonus to Initiative for every time this upgrade is taken, to a maximum of +6 Bonus to Initiative.
►Faster than an Eldar on Rush, with this baby no one is faster than me. ►Lane Lonestar
►It only boosts your reaction, not your overall movement. So you still can't outrun the bullets, dead-for-brains. ►Neil the Barbarian

Orientation Device:
A cartography unit using preloaded maps and positioning devices to create a three dimensional map. The user can see mentally the map or display it onto connected monitors. Key points can be highlighted, and various distances calculated. The preloaded maps can both be from external sources or internal ones.
►For those too proud to ask for directions. Just make sure your maps are up to date. ►Squeak-squeak

Transducer:
This magnificent piece of art transforms nonverbal mental impulses into words and the other way around. It is very important for people who are otherwise unable to communicate but also enables a really soundless conversation. Simply connecting it to an internal or external Micro Bead and no one can listen in unless he intercepts the signals. Connection over Neural Plugs allows a direct brain-to-brain conversation.
►Most people with the natural deficiency do not have the money for that implant. I dare to say that 90% of the sales for those go to smugglers, killers, thieves and the other scum who wants nobody to listen in. ►Sir Sneak-a-lot
► You forgot the many nobles and business-men, who want their private meetings to be private. ► Zatan Zin
►Nope, those fall under the category 'other scum' I mentioned earlier. ► Sir Sneak-a-lot

Tooth Compartment
A larger tooth, usually a wisdom tooth, is removed and replaced by an artificial one with a hidden compartment. It is hard enough to withstand the usual day-to-day actions, but can be broken by biting on it hard enough. The upper half of the tooth with the compartment can be removed in 2 Full Actions or a new one screwed onto it.
►Considering the poor dental hygiene in the Imperium fake teeth out of plastic and cheap metal are so common, it's impossible for the guards to regularly make sweeps against these fake teeth. ►Honkolef
Vehicle Interface Circuitry
As a relic from the Golden Age of Technology it is a highly praised (and priced) by members of the Adeptus Mechanicus. Glimmering neuron-interfaces are implanted into the tissues of the hands to allow an intuitive interface between a pilot and his craft.
The implants grant the user a +10 Bonus on Pilot Tests when operating a vehicle with Interface Receptors. In addition the pilot may make a Perception Test (difficulty set by the GM) to determine a vehicles status and condition as a Free Action.
►IF you know a pilot/smuggler with that implant, try your best to be his friend. He is either rich/well connected/very good to get these into his hands. All of the three reasons speak for themselves, 'ey? ►Craktown

Modifications of limbs:
The following list contains the possible modifications and extras that can be built in or onto bionic limbs. Usually a limb can only be modified once, but as long as it is big enough and the player can explain it good enough several can be built into one. Just use your imagination and a little bit of common sense. But never forget: The Rule of Cool!
As an example take a Bionic Arm: The Arm itself can be modified to have an internal holster in the upper arm and a Forearm Weapon mounting on the forearms, and a Holo Visor connection running through the length of the arm.
Chemical Analyzer: Can be either installed in fingertips, the tongue and/or the nose. After coming in contact with the questioned substance it analyzes it. Unless connected to a chemical database (like in form of a data-slate or a Head Memory) it only tells the substance chemical composition to the user like C6H12O6 instead of 'fruit sugar'.
Location: Bionic Senses (Smell, Touch or Taste)
►I strongly recommend an installment in the fingertips, you can risk them easier than the other body parts. After all, would you rather stick your finger into a room to find out what combat gas they are using or your own nose? ►Sergeant's victim

Cyber-microscope:
A microscope is built into the eyes of the user, enabling him to see even the smallest details in studied objects, or they can be simply used as a replacement for Magnoculars.
Location: Bionic eye.
►Funny, I got mine to make it easier for the manipulation of delicate mechanical and electrical parts, but most of the time I just use them as magnoculars. ►Hard Cash
►If my apartment would have a direct line of sight into the pool hall of a private college too I would use it the same way ►Black Hunter

Concealed Weapon Bionic:
In a Bionic Arm small weapons and pistols can be installed as a concealed device. They can be deployed/readied as a Half Action. The weapon cannot be removed with a Disarm, and locating them requires a detailed inspection or auspex scan. The GM has the final say what weapon is small enough for what limb.
A Jam or Overheat automatically disables the bionic limb in question as well as the weapon.
►If you show up with an obvious bionic limb security expects you to have something built into it. So don't think that you will surprise them with producing a weapon from it. ►Metal Rain
►Don't be too stingy about investing into a good firearm and doc. I have seen so many idiots blowing their own limbs of with cheap guns and/or limbs I can't find it funny anymore. ►T.K.
Extra Armor: An extra layer of armored plates/scales is added onto the limb, making it heavier, bulkier and impossible to disguise as a normal limb. The Armor Rating is added directly to the AR of the primary armor for that body part. Each time this upgrade is taken it increases the Armor Rating by +1, up to a max of +4 and must be bought for every Bionic Limb separately. Every point of AP on a bionic arm or head increases the users weight by 1 kilo, on a leg by 3 kilos and on the torso by 6 kilos.
Location: Any Bionic Limb
►Yeah, hacking off all limbs and replacing them with bionics, and then slap more armor on it than on a tank. No one can stop me! ►Rushin' Leman
►It's nice to know that such a monstrosity can easily be spotted from miles away, and the weight slows you down well enough for everybody to still shoot you down like the mad dog you are. ►Howitzer

Forearm Weapon Mount: A single ranged weapon is mounted along the forearm, with specific hand movements (or an internal command through a MIU) triggering the weapon. This upgrade allows the user to have his hands free. The range of the mounted weapon is reduced by 30%, and only a Holo Visor Targeter grants always the full bonus. Only Pistols can be mounted.
Location: Bionic Forearm
►Keeping at least one hand free for other work is often enough an invaluable advantage. With an internal HV you can point your arm in any direction and still fire accurately. ►Fritzerik

High/low Frequency Hearing
The human ear works in only a small spectrum of sound, so why not boost it to broaden your reception? Discover new sounds, and be able to communicate in those lower or higher frequencies that ordinary humans cannot perceive.
►Much cheaper than an internal com and a transducer. But you'll find a lot of sounds rather nasty you could not hear before. ►Zatan Zin

Infra-Red Vision/Night Vision
The user can at will activate the built in vision mode as a free Action. IR Vision lets the user see heat sources in their various intensities, where as NV gives the user the Dark Sight Trait.
Location: Bionic eye
►I spy, I spy with my little eye … something's cooking! ►Blank Page

Internal Holo Visor: An internal targeting system that, as long as the weapon itself is fitted with a Holo Visor displays the Visors point directly into the users eye. No more need for that external cable and the special visor. Can be modified to incorporate a Targeter Module.
Location: Bionic eye and one arm
►Very useful when your limbs look natural enough and you don't want to cause attention. ► They called him Sorman

Internal Holster: A holster big enough to contain any Las and SP Pistol, but no Hand Cannons. The holster opens only on command of the owner, and is indistinguishable from the limb it is built into. Holsters in a Bionic Torso can be built big enough to fit any Pistol type.
Location: Any Bionic Limb big enough.
►It's a nice feeling to know that you have a certain ace in the hole with such a holster. ►Punkbuster
►Just make sure you wear the right clothes. That gun's no good when you can't get it out of your arm/leg because of some tight jacket/pants. ►Suicide Suzie

Leg Anchor: A one-foot-long metal spike is extended below the heel of the bionic leg, burrowing into the ground. A gunner utilizing two Leg Anchors counts as Braced for the use of heavy weapons. The spikes automatically breach any surface with less than an AP rating of 12. Extending or retracting them takes half an action.
Location: Lower Leg
►I have one as a back up system when I don't find a good spot for my tripod. Standing there unmovable with a machine gun in a firefight may look cool in the movies, but I don't recommend it in reality. ►Frank the Tank
Replace-able Limbs:
For those with modifications of their bionic parts it is often necessary to change them for various occasions. Not every part of the galaxy lets a man/woman with a built-in gun in, or even more extreme modifications. Usually limbs (read: arms and legs) can be removed from their sockets as a whole and again the last part of it (hand/foot) by/with the user at his will. The removal takes the duration of 2 Full Actions, the installment of a new limb takes 5 Full Actions.
►A hand for every occasion: one with a set of multikeys for the quiet evenings, one with a HV connection for rough parties and of course a rather natural looking one for formal parties. ► Social Adept
►I'm shocked to read that you get invited to such parties. ►Baller-Ina
►It's all about connections. ►Social Adept

Well, thats all for now.

Maybe when i start/join a new DH group i'll ponder about a few new tools.

I'm also not too proud to take suggestions.

Good stuff gonna steal it for my sesions

THX!

There are a lot of really cool cybernetics in the BC core book.