Imperial bionics

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Targetdrone.gif This article is about the bionics of the Imperium and their Chaos Counterparts; for the bionics of other species, see Bionics.

"With every pound of flesh we shed, with every length of cable we attach, we grow closer to the divine."


Bionics,[1] Augmetics,[8] and Cybernetics are Imperial mechanical or technological substitutes for biological limbs or organs. Generally, the replacement is stronger, more durable, or more effective than the original, or gives its user completely new abilities.[1] Taking on various bionic enhancements is also a central facet of the Cult Mechanicus.[34]

Overview

Human diagram with cybernetic enhancements.[18c][19]

The use of bionics is widespread and ubiquitous throughout the Imperium,[1][17][18a] their presence among its populace a fact of life.[13] From the prosthetic limbs of Imperial Guard Veterans, to the to the life-extending sanguinary actuators of ancient savants, to the multi-jointed mechadendrites of the Adeptus Mechanicus[17] and even augmented criminals and gangers and pit slaves,[23][28a][29] one would be hard pressed to find a civilised world without any residents who do not sport some form of bionic implant.[17] However, bionics are expensive and mostly limited to valuable servants of the Imperium, such as veteran warriors or skilled adepts, high-ranking Imperial officials and Inquisitors, as well as Planetary Governors who possess the required wealth.[1] Within the upper classes of Imperial society, where money is spent freely for the purpose of status and fashion, the scions of nobility strut with coiling wire and ribbed augmetic tubing like peacocks displaying a plumage. Some even among those not of the Mechanicus take such modifications to a mania or an obsession, becoming an Augmenticist.[17] The most subtle augmetics are priced at exorbitant costs,[18c] and generally speaking are above what the poor or even moderately-well off could afford.[3b]

Anyone with a bionic or cybernetic implant can technically be considered a cyborg, whether they have a single implant or are a heavily augmented servitor or skitarii. Most in the Imperium usually reserve the term "cyborg" when referencing a heavily augmented organic being, but not always.[15a]

Effects and distribution

An individual may have artificial limbs and organs to replace diseased or damaged parts, or simply to improve their abilities. Bionics include partial and full replacements of body parts, brain implants, cybernetic weaponry and other devices. Although bionic parts are mechanical, many of them do use the user's bloodstream, nerve endings, etc., so damage to one may be as debilitating as an injury to the original part, although in general the bionics can be more durable than their original parts - a shot that would cripple an organic leg might only cause mild damage to a bionic one.[2]

Due to the uneven level of technology as well as superstition, the quality and usage of bionics varies widely throughout the Imperium, as does the reaction by various populations to those who display them.[13b] Sophistication can vary, from the crude ganger bionics grafted by the Rogue Docs[23] or scavenged from dead corpses in the Underhive[24] to the truly unique and illegal implants from the Dark Age of Technology containing Abominable Intelligences, excavated from ancient tech-tombs by technoarchaeologist's such as Arkhan Land[25] and everything in between.

Many bionics are clumsy and inefficient replacements[2] arguably worse than their original organic counterparts[13] while the best can replicate or even improve upon the performance of the original limb or organ. For example, Inquisition bionics are among the more sophisticated and can reverse what would otherwise be fatal or crippling injuries[2].

Personnel in practically all branches of the Imperium use bionics in some capacity. In Imperial Guard Regiments, sometimes only officers or heroic characters and individuals of the Regiment may possess bionics, as a form of wargear.[27] On the other hand, there are a few regiments where virtually every soldier is bionically enhanced, for example the Cobal Landstriders.[26] The Iron Hands Space Marine Chapter are infamous for making extensive use of them, almost to the point of almost replacing all flesh in favour of superior machinery. The medical kits known as a Martyr's Gift Medkit are a much higher quality than medkits used by the Astra Militarum. These are sometimes used by Tempestus Scions, and some of the various items contained are disposable bionic replacement limbs and eyes.[18b]

Members of the Adeptus Mechanicus are well known for their prolific use of machine enhancements[39], doing so to both denote their rank in the priesthood and to exhibit the many blessings of the Omnissiah. Many members of the priesthood gain more and more mechanical enhancements, eventually becoming more machine than man, to exhibit their rank or prestige in the cult's hierarchy. Eventually, as any living being of any faction or species replaces more of themselves with inorganic materials, they become more machine than flesh. Such a being may experience benefits such as no longer needing to breathe, being immune to the harmful effects and extreme cold of the vacuum of space, immunity to mind altering psychic powers, as well as resistance to fire and a naturally armoured body.[31c]

Examples of Imperial bionics

"As the Omnissiah ascended from His life to watch over all upon the Golden Throne, so should we move from corruptible flesh to holy metal."


Listed bellow are some general categories of Imperial bionics.

Bionic Replacements

Bionic replacement limbs and body parts often operate at the same level as their host's original version but tend to be more robust in construction. Replacement limbs tend to operate at generally the same level of strength, as to not tear apart the flesh and muscle they are attached to. They are generally used to perform all the same tasks a human body would be able to perform.[19][21][22]

Bionic limbs

Bionic arms are one of the more common replacement limbs. Bionic legs, hips, pelvises, or other ambulative locomotion bionics are fully integrated into the surrounding flesh alongside linkage with the spine and nervous system to function properly.[19][21][22]

Bionic organs

As with limbs, bionic implants are able to substitute organic organs.[3b] From Bionic Hearts, to Bionic Respirator Systems, to Gastral Bionics, many organs of the body can be replaced from damage or substituted for improved function.[13b] High grade cerebral implants can even reverse paralysis and repair a severely damaged brain.[21] To the wealthy inhabitants of a Hive's Spire, bionic transplants of living tissue are readily available and affordable solutions to disease and injury.[30] As with all bionics, the quality and benefits (or drawbacks) of these organs can vary.[13b]

  • Bionic respiratory system: Replaces[21] or adds a secondary respiratory system.[22] An augmetic respirator system consists of oxygen pumps, molecular gas filters, and rebreathing ducts.[18c] While these can provide inherent protection to a degree of airborne toxins,[18c][21][22] addition respiratory implants can provide microsieves and filtration screens into the airway in a relatively reliable procedure.[22]
  • Augmetic viscera: Colloquially known to some as a 'gut-job', this augment rerouts blood vessels, bypasses lymph ducts, and replaces tissues with superior vat-grown or mechanical substitutes.[18c]
  • Bionic heart: A more durable bionic implant version of the original organ but with light armour shielding. Superior models of bionic heart can be triggered to pump at accelerated rates, however, this can risk stroke or other catastrophic results as the rest of the circulatory system is put under pressure.[31b] Augmetic hearts are rare outside the Adeptus Mechanicus; received by choice, rather than replacement due to injury (injury to the heart quickly results in death), and often obtained at a steep price.[33][Note 2] Space Marines can continue to operate if one of their two hearts are destroyed and serve as a rare example of a bionic heart being implanted as a result of serious injury.[4b]

Bionic senses

The senses of sight, hearing, and even touch can be replicated artificially, even more abstract senses might be possible.[21] More advanced bionic senses can even produce effects of synaesthesia.text-middle[Help]

Quality bionic eyes can increase a subject's visual spectrum, allowing the ability to see heat, energies, etc., as well as incorporating targeters and resistance to the effects of blinding flashes. The addition of digi-weapons into bionic eyes is also not unknown for high-ranking individuals.[1] While a poor quality one might frequently glitch, becoming pixelated, going monochrome, and so on.[21] Augmetic eye implants are considered a sign of status on some worlds.[33]

Bionic hearing can improve normal hearing to the point where the user can hear living creatures breathing, hearts beating, etc.[3b] In the lower quality cases, these might malfunction with frequent static, muffled or distorted sounds, and so on.[21]

Bionic implants

The human body is viewed as the perfect starting point for by the Adeptus Mechanicus.[15b] They have looked beyond the limitations of the human form and crafted technology that can grant new senses and capabilities,[18c] such as having an embedded auspex to gain all its capabilities added to the individual's own perception.[21][22] Other times one might simply integrate a weapon[42a] or jump pack with one's physiology.[42b] The more exotic and esoteric implant systems are typically reserved for Tech-Priests and servants of the Adeptus Mechanicus.[33]

A more esoteric example could be subdermal induction ports can allow the siphoning of electrical energy to boost one's own vitality. In junction with Luminen capacitors and an internal power reservoir of potentia coils, one could gain the ability to manipulate electricity in potentially extreme ways.[21][31a] This Mechanicus-exclusive implants internal power sources could also be used to power integrated weapons, such as a laspistol or lasrifle.[42a]

The augmetics listed below are a non-exhaustive list of bionics that designed to improve or salvage the human body. Implants often serve to provide some ability the individual did not already possess, or to integrate external devices into their body.[19][21][22]

The list below is by no means an exhaustive collection of the innumerable types and patterns of bionics. A sample range of both common and esoteric augmetics are listed. For a full list of Imperial Bionics, see Imperial_Equipment_(List)#Bionics

Augur Array

An augur array can consist of a collection of sub-dermal micro-cogitators and protrubing sensory clusters wired directly into the recipient's visual cortex, effectively granting a sixth sense.[18c] It allows sensory detection to go beyond the limitations of flesh, acting as a full or partial auspex — depending on the quality of the implant. Examples of senses can include the ability to sense heat, radiation, electromagnetics, or in very rare instances daemonic taint.[32] This complex cortical implant is typically reserved for the Adeptus Mechanicus.[33]

Autodogmatic Cortex

A small cogitator is implanted within the interior of the skull where it seeds a constant stream of hymns, prayers, and catechisms directly into the brain to bolster faith and resolve.[18c]

Autosanguine

Main article: Autosanguine
Main article: Black Blood

Microtech from the Dark Age of Technology combined with xenos biotech can allow for an altered form of blood known to the Adeptus Mechanicus as Autosanguine[22][31a] and to the Dark Mechanicum as Black Blood.[22] Vast amounts of minuscule machines too small to see with unaugmented vision allow minor wounds to be repaired and speed healing in general.[22][31a]

Baleful eye

The baleful eye is a legendary archeotech bionic eye pattern that incorporates a small las weapon. These eye augmetics sacrifice some of the normal cybernetic vision ability in order for the weaponry to be included. Each baleful eye has been handed down from one owner to another, or reclaimed from their corpse by the Machine Cult. Some of its weaponry can be considered comparable to that of a hot-shot laspistol.[19]

Blade-tines

Long, thin blades replace an individual's hand, completely replacing and rebuilding it. These are useful as scalpels for medical procedures, torture implements, or as cutting weapons in melee. In most versions, long spindly fingers are able to extend out past the blades allowing for dexterous tasks to be performed. Some variations use vibrating blades or bio-mechanical tubules that can secrete venomous liquids from small openings beneath the blade. These blade-tines tend to be rather unpleasant or outright sinister in appearance. This implant is favoured by some renegade hereteks.[22]

BONE

Main article: Ogryn#Bone'ead

Biochemical Ogryn Neural Enhancement (BONE) is a augmentative chemical process specially designed for Ogryns to increase their intellect. The abhumans that recieve this are refered to as Bone 'eads and are typically sergents serving in the Militarum Auxilla.text-middle[Help]

Cardioproxy

Replaces most of the circulatory system with a biorhythmic pump and meters of sanguinary tubing.[18c]

Calculus Logi Upgrade

Used to aid in data retention and processing via an internal cogitator implant. Vast quantities of data-slates and parchments can be sifted through rapidly, amassing vast realms of data that can be applied to one's own intuition.[31b] The Calculus Logi Upgrade is typically reserved for the Adeptus Mechanicus. Several Tech-Priest sects consider this implant the most important first step towards fully embracing the Machine God.[33]

Cortex implants

Cortex implants (or cerebral implants)[22] can be used to repair severely damaged brains or augment its abilities. They can potentially restore individuals effected by paralysis or brain-damage to a semblance of normality even if the human brain is severely damaged. However, high quality cortex implants are extremely rare and their creation is considered a lost art, even amongst the Mechanicus. The vast majority of poorer quality cortex implants can restore brain function, but they will also destroy the personality or memory of a subject, effectively making them them a servitor.[21][22]

Cranial armour

Main article: Cranial Armour

An augmentation that covers or replaces most of the skull with layers of plasteel and gel padding to better prevent concussions and other brain injuries.[19]

Implant weaponry

Weapons integrated into augmetic arms, such as a type of pistol or knife. Choosing a weapon of a size as to be retractable into the arm, in order to allow the limb to still function normally, is a practical option. A mjaor benefit of this implant is that an individual cannot be disarmed in combat, unless their entire arm is removed.[18c]

An implant weapon is one that has been grafted onto an existing limb, replacing a hand or occasionally the entire arm, and is controlled by a simpler MIU than needed for a more sophisticated device. The obvious benefit of finer weapon control is substantially offset by loss of hand or arm functionality outside of combat. This bionic is thus not especially practical, and is usually intended to intimidate, as the surgery used to graft them onto the user is often quite crude, leaving gruesome suture scars frightening above and beyond the "body horror" qualities of the implant itself. Another reason for implantation of bionic weapons is the user not being expected to need his arm for other tasks; this approach is most often seen in the cases of pit slave gladiators or certain types of battlefield servitor.text-middle[Help]

Interface ports

Interface ports are mechanical ports implanted into the body and skin allow a human to directly interface and connect to machines via a data cable. These are commonly in the rear of the neck.[19][21][22] Interface Ports allow individuals to interface with a variety of mechanism, such as Power Armour, in a similar manner to the Black Carapace of Space Marines.[11][12] Without a means to interface with power armour, users will not be able to benefit from the increased strength and advanced systems normally provided.[13a]

Maglev Coils

The archeotech systems of powerful gravimetric coils are implanted into the body. This allows an individual to resist gravity for a short time. Examples of its use can be levitating or reducing the speed of a fall.[22][31a] This is similar to the technologies used in the antigravity motors of servo-skulls.[33]

Mechadendrites

Main article: Mechadendrites

Mechadendrites are mechanical additional artificial limbs or snake-like tendrils used by the Adeptus Mechanicus to aid them in construction, maintenance, and research. These substantial bionics contain small motors and actuators within their armoured shells and wave about the tech-priest almost with a life of their own. Mechadendrites are attached to mounts connected directly to an individual's spine. Each limb is controlled by the mind and purpose-built. Being able to coordinate more than one with competence takes decades of discipline and training.[18c][33]

  • Ballistic Mechadendrite: Attached with a ranged weapon.[19][18c]
  • Exploration Mechadendrite: Functions as an auspex.[18c]
  • Manipulator Mechadendrite: One of the most common mechadendites seen.[19] Essentially servo-arms,[18c] are often utilised by enginseers to lift great weights with its crushing pincers.[19]
  • Medicae/Torture Mechadendrite: Designed for medical and surgical assistance.[19][21]
  • Mechadendrite Stabilisers: Aid in stability and locomotion in environments with frequent gravity fluctuations or zero gravity.[42b]
  • Optical Mechadendrite: Equipped various pict-capture, lumen, or sensory devices. It is highly flexible and designed for inspection and sensory application.[19]
  • Utility Mechadendrite: Equipped with a wide variety of tools needed for the work of a tech-priest. As an example, this combi-tool could include: injectors, sacred unguents, incense, small chainsaws or other cutting instruments.[19]

Memorance implant

A memorance implant is a neurally linked datavault and pict-capture array, often incorporating augmetic replacement of one or both eyes. It records information on people, scenes, or experiences observed that can then be replayed later, or overlay the present view with additional data on people and objects viewed. This tool is extremely useful for chroniclers, remembrancers, masters of ceremonies, as well as nobles, traders or similar types who would like to see the secrets and data of their rivals overlaid upon their view during negotiations.[19]

Mind Impulse Unit

A Mind Impulse Unit (MIU), also known as a sense-link[21][35b] is a neural link between a sentient brain and a piece of equipment, allowing an individual to control and monitor a system by thought alone[19][21] allowing them to substitute for analogue or connective control systems[3a] as well as aiding in operating machinery or piloting vehicles in general.[35b] These implants are very widespread among the Adeptus Mechanicus who regard them as objects of divine communion.[19][21] As such they may often be limited to use by only the Adeptus Mechanicus and their spheres of influence.[33] MIUs are most commonly used in Dreadnought armour,[3a] the helms of Astartes Artificer Armour[4a] and the Throne Mechanicum of gigantic Titans of the Adeptus Mechanicus.[10] The Helm Mechanicums of Knights are also described as operating via mind-impulse[37] and as being technologically derived from Throne Mechanicum's of Titans.[38] More rarely, MIU's may even be used to control spacecraft.[3a]

MIU's are technically complex and producing them is difficult.[3a] Advanced MIU's consist of a headring which picks up and amplifies a users instructions[3a] or alternatively include wrist connector probes (or mechadendrite connectors) as well as a spinal plug.[19][21] More basic or crude MIU rigs are simply just a spinal or cortex connector.[3a][19][21] Unlike the headring, the spinal or cortex implants cannot be easily removed without risking physical or mental damage to the user.[3a] Lesser quality systems not appropriately tuned to the user's brainwaves will be more challenging to exert one's willpower over. While quality models perfectly attuned to the user feel like an extension of one's own body.[19][21] MIU's still requires significant training to use at all, and a great deal of practice to be used effectively.[3a]

MIUs can substitute for analogue or connective control systems,[3a] such as those used for power armour like the Black Carapace or Interface Ports - for example Astartes Artificer Armour will typically include an MIU in the helmet[4b] while Ignatus Pattern Power Armour can also be interfaced and controlled via an MIU.[35]

Servitors and can be controlled by MIU's This is beneficial as in the absence of commands servitors will default to their base programming. Some techpriest will even install MIU's into a servitor, turning them into a Psyber Familiar, allowing for even greater control.[40][36] Cherubs, another form of familiar, are known to have some of the most independent behavior of any servitor - must be controlled by an MIU. Without such a link, the Cherub can become afraid and helpless. An MIU allows a Cherub's master to see, hear, and even feel what the Cherub feels. The bond can become strong enough that when a Cherub takes severe damage, the mental feedback also results in harm to the master. Many masters often become attached to their Cherub partly as a result of this, and will attempt to shield them from harm as a result.[36]

In the event of the demise of the Skitarii Marshal, a Skitarii Conclave is able to rapidly convene via Mind-Impulse links to determine a new leader in mere moments.[41]

MIU weapon interface

While the more advanced versions of MIU are normally only granted to priests of the Adeptus Mechanicus, a MIU weapon interface is a more simplified version. An MIU weapon interface is used more widespread outside the Machine Cult and it much easier to use than its more advanced versions, making it a favourite of many military professionals.[19]

This simple version allows for hands-free operation of a single device attached to the user, such as a shoulder or wrist-mounted weapon. In some rare cases the weapon is carried normally.[19] This is sometimes found amongst the Skitarii tech guard of the Adeptus Mechanicus, for example the Classiari Troopers of the Calixis Sector wield MIU-linked Mezoa Pattern Melta-Guns.[28b]

Psi-booster

A psi-booster increases activity in the part of the brain responsible for controlling psychic ability. With such a device, a psyker is more easily able to use their psychic powers at greater distances.[10a]

Reflex Catalyst

Speed is increased by implanting conductive cabling and synaptic triggers to enhance the speed of the autonomic nervous system.[18c]

Scribe-tines

Scribe-tines replace an individual's hand with specialised and sensitive autoscribing, page turning, and data-slate manipulation tools. This is an an invaluable implant for a sages, hive-world scholars, and lexmechanics.[31b]

Servo-arm

Main article: Servo-arm

A massive claw designed to lift great weights. Can be considered a type of mechadendrite.[18c]

Servo-claw

Main article: Servo-claw

Unlike a manipulator mechadendrite or servo-arm, a servo-claw is designed as a battlefield weapon first and can be a makeshift tool second, rather than vice versa. Servo-claws will often have sharp or serrated points combined with small powerful servo-bundles to cut through various armours with ease.[42b]

Servo-harness

Main article: Servo-harness

A servo-harness is a backpack-like cybernetic attached to the pack of one's spine and serves as a connection point for various mechadendrites, servo-arms or claws, or other cybernetic limbs.[42b] Techmarines utilise Astartes Servo Harness is connected to a boosted power pack that can power both the armour and an additional artificial limbs attached to it.[4b]

Sinew Armature

Strength is increased by replacing joints and major muscles with actuators, tensor cables, and vat-grown tissue.[18c][Note 3]

Skeletal Petrifaction

An individual goes through chemical treatments that ultimately incorporates metallic alloys into the skeletal system of an individual. This is done through a series of painful operations where metallic alloys are injected into the bone marrow. This eventually leads to a heavier, stronger, and more damage resistant skeleton. An individual's strength will also likely increase, whether naturally from the increased weight or additional augments.[22]

Skinplants

Crystal technology makes possible this sophisticated tattoo via a functioning device between layers of skin. It is quite useful, because with it every citizen with sufficient money can have symbols on their skin that light up and flash. Skinplants can be either light-sensitive, permanent fixtures, or controllable. The most common skinplant is a wristwatch that can be activated with light touch – a digital display activated beneath the skin. Some people even get skinplants on whole limbs or their entire body. The emitted light is enough to see in darkness for nearly 10 cm, so skinplants on arms are sometimes known as "thief’s lights", providing sufficient light to operate objects, pick locks, etc.[3a]

Subskin armour

Subskin armour[31b]

Subskin armour, also called subdermal armour,[18c] is a thin layer of carapace armour implanted beneath the skin in various locations. While this augmetic is fairly unimpressive and sometimes uncomfortable, it is a reliable form of protection.[19] These rigid metal plates and resistant fibre weaves distort and harden the skin.[18c]

Synthmuscle

Synthmuscle is vat-grown muscle tissue that has its ropey strands laced with flakweave alongside the thick slurried nutrients. It is woven into existing muscle groups, granting increased strength of varying levels.[19] Servitors are often implanted with these augmetics.[20]

Electoos

Similar to skinplants, electoos also utilise crystal technology, but are much more complex and elaborate. Beneath the skin of recipient is placed an inert layer of conductive material. On this film the crystal stacks are built up and waste material is dissolved out. The electoos can then be attached to the film and programmed to function as any control or monitoring device. The electoos can be used for carrying secret and/or personal information, data banks, and so on. Further, some electoos can contain reservoirs of chemicals, such as antivenom, which can trigger automatically when necessary.[5][3a]

One sort of electoo is metallic strips bonded subdermally to enable tech-priests to channel limited amounts of energy; an extreme example is used by the renowned electro-priests, who turn themselves into crackling fonts of electricity in battle. Electoos enable the user to directly absorb electricity from equipment or power sources and then expel it, with sometimes devastating results.[7]

Electrografts are another special form of electoo inserted directly into the recipient’s cerebellum. This is implemented by cutting away part of the skull and creating the electoo directly on the brain tissue and covering the cut cranium with synthetic material. Electrografts can alter the creature’s memory, knowledge, and personality. It is an easy and quick way to learn new languages, operate machinery, etc. Unfortunately, this can also cause problems with memory, personality disorders, and occasionally total mental breakdowns. After insertion, an electrograft can be reprogrammed almost indefinitely, although too frequent reprogramming increases the degenerative process.[3a] They are also vulnerable to hard knocks and shocks.[16]

Rite of Pure Thought

Main article: Rite of Pure Thought

A form of neuroplastic psychosectemy.[18c] The Rite of Pure Thought is considered an extreme measure even among some Tech-priests. The creative, emotional, illogical right hemisphere of the brain is replaced with a cogitator linked directly to the logical left hemisphere. This frees the recipient of any irrationality and illogic.[4][Note 4]

Toxiphage

Main article: Toxiphage

An implant used to neutralise toxins and drugs administered to or by the recipient, targeting anything stronger than caffeine. Used in the treatment of addicts.[6]

Vocal Implant

A voice amplifying implant. Despite seeing wide use primarily across the Adeptus Mechanicus, it can be found being used across a variety of Imperial factions. Ministorum priests overseeing throngs of pilgrims and riot control Enforcers are notable examples. The vocal implant can project one's voice or other noises up to 100 metres away, in some instances.[33]

Voidskin

An individual's subdermanl skin tissue is treated with flakweave and chemical toughening agent in order to allow the subject to tolerate void exposure for longer.[31b]

Volitor Implant

This implant requires a cranial surgery to implant neural receptors and artificial nerve routing to control or set parameters for an individual. This can include not divulging certain secrets or information, remaining within a specific area, performing a specific task and so on. If the subject attempts or is forced to counter the compulsion, their brain shuts down into unconsciousness or results in death in some more severe volitor patterns.[19]

Typically, guardsmen aren't trusted with valuable enough information to warrant such an extreme implant. However, the Departmento Munitorum has been known to use volitor implants on squads of guardsmen that are told valuable secrets in order to operate behind enemy lines. Such examples have been noted to have occurred in the conflicts between the Imperium and Severan Dominate.[19]

Named bionics

Images

Trivia

The terms "augmetic", "bionic", and "cybernetic" are all used fairly interchangeably. This is readily apparent when comparing the core rulebooks of RPG systems like Wrath & Glory, Dark Heresy, and Black Crusade. Each uses the terms augmetic, bionic, or cybernetic respectively to essentially restate the same enhancements.

Notes

See also

Sources