IMPERIAL EQUIPMENT

Auspexes                                                                                                                                      These are scanners which extend a characters senses.  Add +5 to any mental based ability check when determining effective ability bonus.

Cost: Cr4,000.

Cyber-Mastiff                                                                                                                                    Is a generic term given to a number of different artificial attack-constructs.  They are also commonly known as kill-dogs, razorfangs and rending rovers.  They have an in-built hunting and attack instinct, and can only respond to the simplest commands.  The most common types include the standard model, large, dire model and legendary models.  They are keyed to obey only the owner.  They can also look like any animal like beast the purchaser wishes.  Cyber-Mastiffs have the same statistics as the equivalent wolf from the Monster Manual I pg. 204 (standard = 2~3HD Wolf, Large = 4~5HD, Dire = 6~17HD and Legendary 18HD+).

Cost is Cr1,000 x HD.  An upgrade is the difference between the 50% value of the current model and the new model. The cost assumes the original constructs robot brain is transferred to the new body.

The character also has the option to add a robot brain and run various programs as per T20 rules.  These cost extra as listed in T20.

Gameplay Notes:  I recommend not allowing players to have more Cyber-Mastiffs in HD than they have levels.  I also recommend allowing players to upgrade between models so they can continue to have an effective companion at higher levels.  The Cyber-Mastiff is just an example of the type of robotics that suite the Warhammer 40k world and can be done with T20.

Drug, Polymorphine                                                                                                               Polymorphine is a shape changing drug.  It allows characters to change their shape per the Polymorph Self spell (PHB, pg. 237).  With the following further limitations - the character can only change to 1 other shape not an unlimited number during the duration.  Also the character must make a Fortitude save vs DC 24 or the drug fails and the character hurts himself attempting the change (take 1d4 of DMG per pip of failure).

Cost: Cr5,000 a use.

Motion Predictor                                                                                                                          This sophisticated gun sight has an internal metriculator which calculates the direction and movement of the target and enables the charter to compensate for this.  A character with a motion predictor gains a +1 to-hit insight bonus with the equipped weapon.

Cost: Cr10,000 a use.

Implant, General                                                                                                                         Implants listed in T20 exist in w40k but they are nowhere near as refined.  Most implants are obvious and not subtle.  For instance a bionic eye would look like a metallic goggle grafted over the eye.  Half the cost of bionic implants but add a cumulative -1 to CHA for each implant of this type (low quality).  High quality implants are still available on TL15 worlds at triple the listed price. 

Implant, Electoos                                                                                                                                                                         A development of crystal technology is its use for personal ornamentation. Many races apply paint or tattoos and within the Imperium the practice is common. This is true of all levels of society, from the lowly city-scum of the hive-worlds to the most sophisticated of the Adeptus Terra.   For the average adventurer these implant (or Skinplants for the hip) can also have practical uses.  For example; the subcutaneous wristwatch is a standard way of carrying the time - light pressure on the wrist activates the digital display beneath the skin.  A light emitting patch on the palm will illuminate a small area within 10 cm and is popularly known as the 'thief's light', providing sufficient light to pick locks, operate switches, etc.

Gamplay Notes: These sort of implants will have to be determined by the DM specifically for their campaign.  The two listed above would have the following statistics; Wristwatch 1000Cr, unlimited usage.  Time zone maybe reset by user.    Thief's Light, 5000Cr as  Light Spell with effective caster level of character level halved.  With the further limitation of only illuminating a 10cm area (much like a modern pen light).

Implant, MIU                                                                                                                                      A Mind Impulse Unit, or MIU, is a neural link-up between a character and a piece of equipment, allowing him to operate the machine with thought alone.  MIUs are used in some types of vehicles particularly the gigantic Titans of Adeptus Mechanicus, and are rarely used elsewhere.  Of these other uses, the shoulder-mount weapon is one of the most practical applications, allowing the character to fire a weapon whilst keeping both hands free.  The shoulder mount weapon is fired exactly as normal.  An MIU can also be used to control a familiar (Servo-Skull, Psyber-Eagle etc.).  Each MIU only performs one operation.  The DM will have to determine the appropriate uses and limitations on a case by case basis.

Cost: Cr150,000 Cr

Implant, Psi-booster                                                                                                                       A Psi-booster stimulates the part of the brain where psionic activity is controlled.  The character gains +25% PP added to his total.  This item is always in effect.

Cost: Cr25,000.

Implant, Weapon                                                                                                                          Any single handed weapon can be implanted to replace a character's hand.  The weapon functions exactly as listed and the character gets a +1 to-hit competence bonus to hit with the implanted weapon.  Apply a -1 to Charisma for this sort of implant.  Cost is the weapon cost x1000 in Cr.

Psi-Tracker                                                                                                                                      As if the spell Detect Evil was in effect when activated except it only detects anyone or item with any Psionic ability (pg. 192 of PHB). The drawback is the device "glows" in the immaterium, making the user visible to denizens of the Warp.  This may draw Warp entities to the character (1% cumulative chance per round of use).

Cost: Cr2,000.

Servo-Skull                                                                                                                                       A Servo-Skull is a drone-like device created by the Adeptus Mechanicus from the skulls of pious Imperial servants, so that they may continue to labour in the Emperor's cause, even after death.  They are fitted with small anti-gravity engines which enable them to float, and each is designed to perform a specific task.  They can be Gun-Skulls, Med-skulls, Combat-skull etc. 

Take the basic cost of the skull and add the cost of whatever you wish the skull to do.  Add 20% and this is the cost of the new Servo-Skull.  For instance, if you wanted a Gun-Skull which used a revolver as the base weapon and carried 100 shots worth of ammo the cost would be;

Basic Skull + Revolver + Ammo + 20% = Total (round fractions off at each step).

Cr6000 + Cr150 + Cr83 + 20% = Cr7479

The character also has the option to add a robot brain and run various programs as per T20 rules.  These cost extra as listed in T20.  Also feel free to add armour plating.

Gameplay Notes: The Servo-Skull is just an example of the type of robotics that suite the Warhammer 40k world and can be done with T20.

Cost: Cr6,000 for basic skull

Synskin                                                                                                                                           This is an artificial layer which is sprayed across a person's skin, forming a protective barrier between his body and the elements.  It provides almost complete protection from all airborne toxins, and is available in a wide variety of colours, black being the most popular of all.  Synskin lasts 3 hours and gives a +8 to saves vs. any airborne gas or toxin.  If the gas or toxin normally does not allow a save Synskin will allow a non-modified save.  Synskin can be worn with other forms of armour.

Cost: Cr4,00 per applicaitonl

Web Solvent                                                                                                                                      Frees an entangled character. Freeing a character uses 1d4 doses from the dispenser.  Each dispenser comes with 12 doses.

Cost: Cr1,000 for a bottle of 12 doses.

w40k Poisons, Potions  and Toxins                                                                                             Manbane Poison from the Camporana plant. Treat as Bloodroot poison per the DMG but double the secondary damage if the character is a human or human sub-type.

See w40k Plant Life for information on the plant itself.                                                                                Cost: Cr100.

Sigurya Natan Serum: Any serum prepared from this plant becomes a thick, soupy green substance. When drunk it grants a +2 bonus to all Will saves. The effect lasts for d6x10 minutes.

See w40k Plant Life for information on the plant itself.                                                                                Cost: Cr100.

Stranglitis Tirilis Serum: The prepared serum is a watery, odourless fluid. Taking this grants immunity to all psychological (including Psyker) effects. This lasts for 1d4-1 minutes. Results of 1 means it lasts 1 round.

See w40k Plant Life for information on the plant itself.                                                                                Cost: Cr200.

Tubolara Serum: Drinking the fluid, that collects in the bottom of the tubular stems of these rubbery white plants, heals the drinker of d4-1 wounds. Other contact with the plant has no effect.

See w40k Plant Life for information on the plant itself.                                                                                Cost: Cr25.