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Augmetics Expanded - Maledictum Expanded 1.2

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0% found this document useful (0 votes)
54 views11 pages

Augmetics Expanded - Maledictum Expanded 1.2

Uploaded by

Jeff Boles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024

Augmetics
Expanded

A Maledictum Expanded Supplement increasing the


number of Augmetics available
Written by moxy1441

VERSION 1.2
1
Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024

Table of
Contents
Table of Contents......................................................................... 2
Credits .............................................................................................. 2
Augmetics ....................................................................................... 3
Bio Implants and Implant Systems ................................. 3
Strength in Steel...................................................................... 8

Credits
Reddus for creating Liber Imperium

evilself-d4s9ryp for Mechanicum cog

2
Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024

Augmetics Blade-Tines grant the character +1SL to Medicae


Tests, and Presence (Interrogation) Tests, and can be
The 41st Millennium is utterly unforgiving, and used as a melee weapon in combat, dealing 2+StrB
service to a Patron is always filled with risks. Even Damage with the Subtle, Penetrating (2) traits.
apparently routine operations can explode into lethal
gun fights, and unwary characters can stumble into
traps that threaten life and limb. Biochemical Ogryn Neural Enhancement:

The B.O.N.E. augmetic is capable of increasing the


intellectual capabilities of Ogryn forces in the Imperial
Augmetics are a common part of life across the Guard. The Intelligence Characteristic Maximum for
Imperium, either as replacements for horrible injuries the Ogryn is now 35, and the Ogryn’s Intelligence
suffered in a manufactorum or as a means to create increases by +5. Non-Ogryns do not benefit from this
transhuman warriors to destroy the Emperor’s Augmetic, and some may in fact lose intelligence if
enemies. For the followers of the Machine God, they they are augmented with this.
are signs of devotion and the assurity that the Flesh is
indeed Weak.
Chem Gland/Injector:

Adding augmetics is usually done via Medical Services When this implant is acquired, the character picks one
(see page 156), with the cost of the augmetic drug of up to Rare availability. The character can
replacement or augmentation added to the service’s choose to “gland” or inject one dose of the chosen
cost. substance at will as an in-turn Free Action by
succeeding on a Ordinary (+20) Toughness test. A
failed test however inflicts the Fatigued (Minor)
condition. It is possible to “gland” a drug even if
Bio Implants and Implant stunned, unconscious, or otherwise unable to act.
Systems
Some augmetics are neither bionic replacements or
those augmetics used solely by the Adeptus Concealed Cavity:
Mechanicus, but inflicted upon the commonfolk by The character may conceal one small item, no larger
Infractionists and the Adeptus Mechanicus alike such than a closed first, within this cavity. Discovering this
as Mining Helot augmetics, or those used by the more compartment requires a success on a Hard (-20)
nefarious agents such as concealed cavities. Awareness (Sight) test. If an Auspex is in use, the test
becomes an Ordinary (+10) Awareness (Sight) test.

These Augmetics can be acquired regularly, although


at the GM's discretion, certain Augmetics may only be Concealed Weapon Bionic:
acquired through contacts in suitable Factions that
may have use for those Augmetics. 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
Blade-Tines: concealed device. Weapons concealed in this fashion
can be deployed as a Free Action. Locating the Hidden
Long, thin blades sprout from one of your hands, razor Compart requires a Hard (-20) Awareness (Sight)
sharp and useful as scalpels or cutting weapons. The test or a successful auspex scan. Any Jam or Overheat
hand must be completely rebuilt to accommodate this, automatically disables the limb.
and most versions feature long, spindly fingers that
can extend past the blades to allow for dextrous tasks.
The full appearance is decidedly unpleasant and even
downright sinister.

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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024
Cranial Armor: impersonate another person but inflict the Fatigued
condition. The bonus increases to +3SL once the user
Microstrips of plasteel are bonded directly to the skull
is no longer Fatigued. If the Tech test fails, the user
in subdermal layers, allowing for extra protection
suffers 1 damage per negative SL as their muscles are
against head injury
strained and their face is torn apart by metal.

The user gains one extra Armor Point in the head


Data-Prospector:
location.
A data-prospector is an ancient and aggressive data-
mining device that can gather information from
Cyber-Construct Interface (CCI): targets at a much faster rate than any auspex or data
link. The downside is the inherently intrusive nature
All CCIs allow a user to make Presence (Leadership) of this device’s machine spirit and modus operandi,
tests using Tech in place of the Presence skill. A user with anyone being targeted by its function likely being
may make an action to upload a pattern into the aware of such probing if they have the machine senses
cogitator of any machine ally, granting one of the to be aware of such things.
following abilities:

 Strike: +10 Weapon Skill


 Open Fire: +10 Ballistic Skill A character with this device may spend an Action to
 Restrain: +20 Athletics (Might) when making gather data on a single target within Long range by
the Grapple Action. making an Awareness test. How much information is
 Evade: +10 Reflexes gained depends on the degrees of success, with 1SL
 Survey: +10 Awareness revealing characteristics, 3SL revealing gear and
 Pursue: +20 Athletics (Running) cybernetics, and 5SL or more revealing the whole
target profile.
The effective range of these abilities is up to Long
range.

Emotional Suppression Implant:

Cybernetic Dermaguise: This implant dampens the brain's emotional centers,


making the person so augmented that they are
Hundreds of electro-flexible plates are inserted
incapable of feeling fear, among other things.
beneath the subject’s skin, and linked into a series of
micro-servos. Using a dataslate, the subject is able to
manipulate the plates so that his facial structure is
reshaped. This process is extremely painful; many The character gins +1SL when resisting the Frightened
users of the Cybernetic Dermaguise become addicted condition and resisting intimidation attempts.
to pain-numbing drugs in order to help compensate
for the pain. The movements of the plates can tear
through the skin or stretch flesh in odd ways. After Interface Port:
using the Dermaguise it can take some time for the The character now has a mechanical port implanted in
skin to heal around the new form properly, although his body, commonly in the rear of the neck, which can
minor alterations can heal much quicker. Overuse of be connected to machines via their data ports
the device can damage muscles and facial tissue, even
rendering a subject unable to make normal facial
expressions without using the device.
This Augmetic allows the user faster and smoother
access to the valuable information within and grants a
+1SL bonus to Lore or Tech tests whilst connected to
It requires 5 rounds and a Challenging (+0) Tech test a relevant mechanism or data spool.
to change the user's visage, which grants a +2SL
Bonus to any Rapport (Deception) tests made to

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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024
Mind Impulse Unit Weapon Interface (MIUWI): Pain Ward:

Unlike the more advanced MIU version normally only The pain ward implant redirects incapacitating levels
granted to priests of the Adeptus Mechanicus, this of pain to other regions of the brain, causing the
model is more simplified, allowing the user to sufferer to experience that pain as colors,
remotely operate a single weapon which is attached hallucinations, or tastes.
user’s body. While not as elaborate, it is easier to use
and a favorite of many militant professions
This implant allows the character to ignore the
Stunned condition and can ignore involuntary actions
This system allows the user to fire the linked ranged or penalties resulting from Critical Wounds such as
weapon as an in-turn Action. This additional weapon being on fire, drowning, etc. Involuntary actions and
must be connected via the MIU Weapon Interface, restrictions caused by the mechanics of an injury
usually a shoulder mount. The MIUWI may only be a (such as a broken bone) still occur as normal.
ranged weapon of the Pistol or Long Gun
specialization.
Scribe-Tines:

The hand and lower forearm are replaced with


Mining Helot Augmetics:
specialized and sensitive tools ideal for manipulating
The Machine God is not without gifts for those who parchment, autoscribing, dataslate tuning, and other
labor to feed it. In the deep mines, the helots are fitted efforts to record and preserve information. While
with massive implant drills and rams bonded into somewhat disquieting in appearance, they are viewed
their nervous system, and their bodies are augmented with favor by hive-world scholars and lexmechanics.
to better perform their duties. Such improvements are
often crudely fitted, and endlessly recycled for use
again after the failure of their current fleshy housing This implant grants the user a +1SL bonus to all Lore
tests.

Mining Helot Augmetics replaces a character's arm


with a mining tool (which counts as an Eviscerator or Subskin Armor:
Power Pick, as appropriate). This implant increases
the character's Strength and Toughness characteristic Thin carapace plating is inserted under the skin in
by +10, thanks to surgically implanted muscle tissue various locations, giving the user added protection
and bionic skeletal reinforcement. However, the bulky against damage. While not as impressive as most
flesh-metal reduces the character's Agility by -10. augmentations, and sometimes uncomfortable,
subskin armor is very reliable.

Nerve Induction Tines:


This implant adds +2 Armor Points to the Arms, Body,
Thin flexible metal spikes are implanted underneath and Legs. This stacks with any other armor for those
the fingernails, where they can emerge to a length of locations.
5cm. Their nano-sharp ends enclose electrochemical
induction ports and can slice into the skin to reach
vulnerable nerves underneath to create excruciating Synthmuscle:
pain or pleasure
Ropey strands of vat-grown muscle tissue, thick with
slurred nutrients and laced with flakweave, are woven
The user gains +2SL to Interrogation tests against into existing muscle groups granting increased
prone or restrained subjects, or alternatively, +2SL to strength of varying levels. The character gains +10
Rapport tests. Strength.

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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024
Vehicle Interface Circuitry:

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 +1SL bonus to all Piloting tests he is called on
to make, and additionally gains a +1SL bonus to their
Awareness from the vehicle sensors and visual
systems (as long as it is sufficiently advanced to have
such things).

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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024

Bio Implant & Implant System


Name Cost Avail

Blade-Tines 1,250 Rare

Biochemical Ogryn
1,800 Rare
Neural Enhancement

Chem Gland/Injector 2,000 Rare

Concealed Cavity 800 Scarce

Concealed Weapon
2,000 Rare
Bionic

Cranial Armor 600 Scarce

Cyber-Construct
1,000 Rare
Interface

Cybernetic Dermaguise 10,000 Exotic

Data-Prospector 6,000 Rare

Emotional Suppression
1,000 Rare
Implant

Interface Port 1,000 Rare

Mind Impulse Unit


2,250 Rare
Weapon Interface

Mining Helot Augmetics 2,000 Scarce

Nerve Induction Tines 1,750 Rare

Pain Ward 2,000 Rare

Scribe-Tines 550 Rare

Subskin Armor 2,000 Rare

Synthmuscle 2,000 Rare

Vehicle Interface
1,500 Rare
Circuitry

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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024

Strength in Steel Cog Occultaris:

While many augmetics exist simply to replace parts of This local visual and electronic imaging wavelength
a body that fail due to the weaknesses of flesh, others disruption projector employed by some elite Skitarii
add entirely new capabilities. These are particularly forces makes the user especially difficult to detect via
beloved by Tech-priests of the Adeptus Mechanicus standard and even augmented visual systems, making
who wish to rid themselves of failing flesh, replacing it them appear as a shimmering haze rather than
with the pristine augmetic perfection favored by the providing any identifiable outline to their form.
Omnissiah. These augmetics are available only to
Tech-priests or their servants within the Adeptus
Mechanicus Faction, though at the GM’s choice, they This augment imposes a –2SL penalty against all sight-
may be made available to others who have performed based tests against the user when activated, including
some notable service for the priesthood of Mars, or both ranged and close combat attacks. Activating or
those that serve the Dark Mechanicum. deactivating the field requires an Action, and inflicts
the Fatigued condition as soon as it is activated, and
again every third turn afterwards. If the user of this
Autosanguinator: implant is Size Large the character gains Fatigue
rather every second turn afterwards instead while the
When applying healing, success heals wounds equal to
Cog Occultaris is active. Characters Enormous or
SL + Ally’s IntB + your TghB. A good rest will now heal
larger cannot use a Cog Occultaris as it simply cannot
Wounds equal to your TghB x2, and an entire day’s
create a field large enough to mask their presence.
rest heals wounds equal to TghB x3.

Cortex Implants:
Auxiliary Appendage Augmetics:
These systems may be used to repair a severely
A favored augmetic for ever-busy techpriests, these
damaged brain, or seek to augment its abilities.
augmetics are, simply, additional pairs of arms. The
nature of these cybernetics is quite similar to
mechadendrites, though they are much less
Regular Cortex Implants are used to restore paralyzed
specialized than most mechadendrites tend to be. As
or brain damaged individuals to some semblance of
such they are mostly used by techpriests who tend to
normality, which results in the loss of 1d10 points
take on one too many tasks all at once, and have a
from two of the following characteristics: Weapon
penchant for multi-tasking.
Skill, Ballistic Skill, Agility, Intelligence, and
Fellowship. Higher quality Cortex Implants instead
increase the amount of Intelligence the character has
This Cybernetic allows the character to interact as
by 15 and counts as being a Cogitator System, but
though they have two additional arms, and may use to
raises its availability to Exotic and cost 10x as much as
wield more weapons or for other reasons.
regular Cortex Implants.

Baleful Eye:
Dataspike Mechadendrite:
A character with this implant has a weapon in their
While perhaps overtly threatening looking, this
eye that counts as a Hot-Shot Laspistol. It can be shot
pointed spike on the end of a mechadendrite limb is
even if the characters hands are full. It has no Mag
rarely ever used as an offensive implement, and is
count, however, a Jam result causes the character to
actually used by Lexmechanics and other analysts to
lose the ability to see out of that eye for a number of
access data stack and cogitator cores in a manner that
rounds equal to the negative SLs of the attack.
is much more efficient than interface ports.

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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024
This allows the user faster and smoother access to perception of his environment, along with giving his
valuable information within, granting a +1SL bonus to face the appearance of a twitching mass of mechanical
Lore or Tech tests whilst connected to a relevant antennae and sensors. While unquestionably off-
mechanism or data spool. The Dataspike may also be putting these extra vectors of information allow the
used as a weapon, counting as an Improvised Melee character to personally perceive information beyond
Weapon (One-Handed). what a mere auspex might tell him.

Dendrite Blade: The Character becomes capable of seeing in Poorly Lit


and Dark zones up to Long Range, and counts as
A lethal weapon that seems to act on its own volition,
having the Combat Sense talent.
Dendrite Blades consist of many linked metallic coils
each ending in a serrated blade or wickedly sharp
hook. They whip around the bearer, almost as if
Faraday Capacitor Array:
seeking out prey.
Taking the form of a bulky, oft-inert apparatus raising
from a techpriest’s potentia coil, this rare device is
Whenever an enemy makes a Melee Attack against a often only found mounted upon excessively
character with one or more Dendrite Blades, they augmented Magi for whom becoming unpowered
suffer Disadvantage on the test. If the attacker fails the might mean certain death. While it usually moves at a
Melee Attack test, they suffer damage equal to the very slow pace the capacitor array’s multiple layers of
below profile. Additionally, a character augmented intricate mechano-circuitry begin moving more
with Dendrite Blades always counts as being armed intensely as ambient electro-magnetic fields intensify,
with the below profile for their own attacks. whirring at a fever pitch when haywire weapons are
aimed at the user, or if he enters an area with intense
energies. While this protection is not exactly long-
Dendrite Blade: One-Handed, 3+SL Difference lived it can mean the difference between life and
Damage, Penetrating (2), Reach. death for the most ancient of techpriests who depend
on their automated systems to sustain life.

Exploration Mechadendrite:
This implant, when activated as a Reaction or as an in-
Built to meet the exacting standards of the Priesthood turn Free Action, allows the user to ignore the effects
of Mars, an exploration mechadendrite offers peerless of the Haywire Quality, though it causes the character
investigation and collection skills to the excavation- to gain the Fatigued every third turn after activation.
minded Explorator If the character is Size Large, they gain Fatigue every
second turn, and if they are Size Enormous or larger,
they gain Fatigue ever turn.
This Mechadendrite contains a built-in auspex,
chrono, glow globe, compass, and specialized sensors
spread throughout the limb. It grants the user a +5 Flesh Replenishment Array:
bonus to Awareness tests and a +1SL bonus to
Medicae tests. It may be used as an Improvised Melee This implant system allows a character to reinvigorate
Weapon (One-Handed) with the Inflict (Poisoned) themselves by drawing on the energies of external
trait. machines.

Extra-Sensory Perception Array: When in contact with a functioning machine, fully-


charged battery, or other power source, the
This disturbing array of ultra-sonic perceptors, extra- subdermal induction ports can allow the user to
spectoral recievers, and high frequency dishes gives siphon off energy into their own body by making a
the augmented character a greatly enhanced Ordinary (+10) Fortitude test. Success lower the
9
Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024
Fatigued condition by one level, with +3SLs lowering Myrmidon Augmetic Mounting is capable of mounting
it by two. two Long Gun weapons on the user's back while
leaving the bearer’s hands free. It may instead mount
one Ordnance weapon but will require the removal of
Integrated Jump Pack: one of the user’s arms.

Drawing power directly from a user’s Potentia Coil,


the Integrated Jump Pack takes the form of
Omnispex Implant:
mechanical wings or fuming packs on someone’s back,
allowing someone to gain the benefits of a Jump Pack Omnispices carry raptor-class machine spirits that are
that never needs to leave their back. capable of reading energy signs, movement, and
biological waveforms at long range, and even through
extremely dense matter
The Integrated Jump allows for a safe, guided fall from
any height and allows the character to make an
unlimited series of short jumps, enabling them to A character with an Omnispex Implant gains a +2SL
consider their Speed as one higher, avoiding any Bonus to Awareness tests when looking for energy
ground obstacles and landing at the end of each emissions, motion, life signs, invisible gases, exotic
round’s movement, or they may move to any zone energies, non-visible radiation, and other things as
within Long range. Extended flights tend to drain the appropriate. Once per round as an action, a character
characters Potentia Coil quicker than short jumps, and with an Omnispex Implant may make a Tech test to
if the character uses the Integrated Jump Pack for get more specific information on any particular thing
three consecutive turns, they gain the Fatigued the omnispex can detect. The standard range is Long
condition. and only walls more that are two meters thick and
certain shielding materials can block an Omnispex.
The user also gains +10 Perception.
The Character requires at least one advance in
Piloting (Aeronautica) to use the Integrated Jump
Pack.
Moxy Note
Mind Impulse Unit (MIU): The Biomechanical Interface in the Core
Rulebook is intended to be a Mind Impulse Unit
These devices, also known as sense-links, allow the according to Errata. It is much more expensive
owner to directly interface with a machine or than the MalExp variant, but does not grant the
technological device, and see very widespread use +1SL bonus to Piloting. If you wish to
among the Adeptus Mechanicus who regard them as compromise, simply make this MIU 5,000 Solars
objects of divine communion. instead.

Mind Impulse Units grant a +1SL bonus to Tech and


Piloting tests used in conjunction with devices capable
of MIU linking.

Myrmidon Augmetic Mounting:

The source of the somewhat hump-backed look of the


Myrmidon Cults, the Myrmidon Augmetic Mounting is
a sophisticated, but divergent, pattern of MIU which
controls the Myrmidon’s ranged weaponry.

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Part of Maledictum Expanded Collection Made by Moxy1441 Updated 11/10/2024

Augmetics
Name Cost Avail

Autosanguinator 5,000 Rare

Auxiliary Appendage
2,500 Rare
Augmetics

Baleful Eye 15,000 Exotic

Cog Occultaris 10,000 Exotic

Cortex Implants 5,000 Rare

Dataspike
3,000 Rare
Mechadendrite

Dendrite Blade 2,000 Exotic

Exploration
1,600 Rare
Mechadendrite
Extra-Sensory
3,250 Rare
Perception Array
Faraday Capacitor
4,000 Exotic
Array
Flesh Replenishment
5,000 Rare
Array

Integrated Jump Pack 4,000 Rare

Mind Impulse Unit 3,000 Rare

Myrmidon Augmetic
20,000 Exotic
Mounting

Omnispex Implant 3,000 Exotic

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