Warhammer 40,000: Rogue Trader · published
Do you aspire to the purity of the blessed machine, Lord Captain?
DLC3: The Infinite Museion for Warhammer 40,000: Rogue Trader is on its way, and the time has finally come to talk about its key feature - the augmentation system!
Available through the new voidship compartment — the Sector Bionica — the augmentation system is a brand new layer of character progression that allows you to install powerful cybernetic and bionic implants.
With over 100 augments scattered across the game, it will offer you a rich selection of new tactical possibilities.
So, let’s dive in!


This place is a brand new medical and augmentation compartment on the von Valancius voidship that is available at any time to all owners of the Infinite Museion DLC.
Here, Genetor Ferrenc and Vivisector Martinax treat the sick and the wounded, perform surgeries, and compete for the attention of the Lord Captain. Each of them has their own approach and vision for their job, and each will gladly offer the Rogue Trader their advice, knowledge, and of course, augmentation services.


Augments are a new special class of items that can be obtained across the Koronus Expanse and implanted into your characters. They typically have up to three unique effects:

There are six basic slots where the augments can be placed:
Head - 2 slots:
Torso - 1 slot:
Hands - 2 slots:
Legs - 1 slot:

Adeptus Mechanicus and Forgeworld characters have additional slots unique to their backgrounds and physiology.
All augments can be installed through a painful surgery process in Sector Bionica after you obtain them as items. Once implanted, an augment cannot be removed completely - only replaced with a different one.
Note that not all of your companions will agree to this process - Astartes advanced biology requires a different approach not achievable on a Rogue Trader voidship, the Aeldari and Drukhari despise these modifications, and Cassia will simply never allow herself to be touched.
Others, however, will be happy to embrace the Machine God’s blessing.

Many implants are Conviction-locked or have effects based on what Conviction the user belongs to. That includes your companions: Argenta, for example, will never agree to wear anything Heretical.
All existing companions who, prior to this update, had augmented body parts in their appearance or story, such as Abelard, Jae, Solomorne and Pasqal, will also receive them as unique story augments.
Notably, these will remain available and provide effects even if the player does not own the Infinite Museion DLC.

Some implants may also be purely cosmetic, such as those selected during character generation.
By inserting augments, you boost the character’s Ferrum Sanctum, representing their steps on the path to the purity of the blessed machine.
Each point of Ferrum Sanctum makes the character more susceptible to electricity and EMP damage, but boosts the effectiveness of some augments, talents, and abilities that synergize with this stat or target mechanical units.
Galvanization is a special overdrive mechanic available to certain augments.
When out of combat, you may place one of your augments with this feature in a special galvanization slot. In combat, you may choose to activate it, granting you a major benefit for one round in exchange for penalties in the following round.

Are you willing to take the risk, Lord Captain?
As always with the new options, we’re adding a handful of new talents to support the new mechanics.
Here are just a few:



These provide you additional tactical flexibility and allow you to synergize the rest of your build with the new augmentation system.
We know you’re dying to find out more about the specific augments available, so here’s a couple more examples to give you an idea of their capabilities:


Are you planning which parts of your crude biomass you will replace yet?
Tell us in the comments.
Praise the Omnissiah!