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Bionics

RAW ✔️ Necromunda: Core Rulebook (2023), p276

Bionics are a way to repair damage sustained by fighters as a result of violence and hardship. Not only can Lasting Injuries be negated through the vigorous application of bionics, but the chances of suffering similar injuries in the future can be greatly reduced.

Mundane Bionics

Should a fighter suffer any Lasting Injury as a result of going Out of Action which permanently reduces one or more of their characteristics, the injured body part may be replaced with a bionic prosthesis, thus restoring some degree of lost function. The price of getting a Doc to install the bionic is included in its cost. All Mundane bionics will increase one of the characteristics listed in their description by +1, thus negating part or all of the effect of the Lasting Injury.

Multiple Characteristics: Players should note that some Lasting Injuries only cause one characteristic to be decreased whilst other Lasting Injuries cause two characteristics to be decreased. Where a Lasting Injury causes two characteristics to be decreased, the bionic will give a choice of which characteristic is improved. If a fighter wishes to rectify two characteristic decreases caused by a Lasting Injury, they should look at purchasing an Improved bionic (as follows). They cannot purchase two Mundane bionics in order to rectify the effects of a single Lasting Injury.

Improved Bionics

As with Mundane bionics, any fighter that has suffered a Lasting Injury as a result of going Out of Action which permanently reduces two of their characteristics may replace the injured body part with Improved bionics. Improved bionics may be bought from the Trading Post in the same way as other items, provided that their Availability level has been met. The price of getting a Doc to install the bionic is included in its cost. All Improved bionics exist to allow a fighter that has suffered a Lasting Injury that decreases two characteristics to increase both at the same time, for a higher cost. Consequently, Lasting Injuries that only cause one characteristic to be decreased do not have the Improved bionics option.

Characteristic Increases & Bionics: If a characteristic has been increased since the injury was sustained as a result of any Advancements, any bionics purchased (Mundane and Improved) may still increase the characteristic by 1 but may not take any characteristics beyond the maximum characteristics.

Bionics & Recovery: If a fighter is In Recovery when bionics are purchased, they will remain In Recovery as described in the campaign rules. Purchasing bionics does not negate the need to recover from an injury, even if the bionics mitigate the long-term effects.

Damaged Bionics

When a fighter takes a fresh Lasting Injury to a location previously injured and subsequently replaced with bionics, there is a chance that their bionics will save them from further harm, taking only minor damage that can easily be repaired. Roll a D6. On a 1-3, the Lasting Injury is applied as normal (perhaps a fighter with a bionic left leg has sustained a similar injury to their right leg, for example). On a 4+, the bionics are hit and the effects of the Lasting Injury are ignored. However, if hit, there is a chance that the bionics will be irreparably damaged. Roll a D6. On a 2+, the bionics are scratched and dented but suffer no long-term effects. On a 1, however, the bionics are damaged beyond repair, the effects of the Lasting Injury are applied and the previous benefits of the bionics are lost, meaning that any characteristic increases granted by the bionics are also lost.

Core Trading Post

Lobo chip

(Humiliated Lasting Injury Table Result)

The underhive is dangerous and more than enough to break the mind of a ganger. Some fighters choose to get a lobo chip hammered into their cranium, diminishing their emotions to a dull murmur.

Mundane: 20 credits – Rare (11) Increase either the fighter's Leadership or Cool by +1.

Improved: 45 credits – Rare (12) Increase both the fighter's Leadership and Cool by +1.

Cortex-cogitator

(Head Injuries Lasting Injury Table Result)

A spinal thought-shunt, the cortex-cogitator enhances or repairs a fighter's reasoning processes and mental fortitude.

Mundane: 15 credits – Rare (11) Increase either the fighter's Intelligence or Willpower by +1.

Improved: 30 credits – Rare (12) Increase both the fighter's Intelligence and Willpower by +1.

Bionic eye

(Eye Injuries Lasting Injury Table Result)

From bespoke models crafted to match a user's own natural organs, to crude hatchet jobs prised from the ocular sockets of smashed servo-skulls, bionic eyes restore sight.

Mundane: 45 credits – Rare (13) The fighter's Ballistic Skill is increased by +1.

Bionic arm

(Hand Injuries Lasting Injury Table Result)

A good bionic arm is another weapon in its user's arsenal, able to both replace the function of an arm but also act as a handy club.

Mundane: 45 credits – Rare (13) The fighter's Weapon Skill is increased by +1.

Bionic leg

(Hobbled Lasting Injury Table Result)

At its most basic, a bionic leg replaces the function of a flesh and blood limb, whether cobbled together from old servitor bits or crafted from advanced materials.

Mundane: 25 credits – Rare (12) The fighter's Movement is increased by +1".

Skeletal enhancers

(Spinal Injury Lasting Injury Table Result)

Skeletal enhancers repair damage and function to a fighter's strength, hardening bone and muscle with servo-assisted overlays or hydraulic body-rigs.

Mundane: 70 credits – Rare (13) The fighter's Strength is increased by +1.

Aortic supercharger

(Enfeebled Lasting Injury Table Result)

An aortic supercharger increases heart and organ function, granting a fighter exceptional stamina and the ability to shrug off injury.

Mundane: 65 credits – Rare (13) The fighter's Toughness is increased by +1.