Alternately: for each limb, device, or part grafted, the Biomechanik rolls once on the Ker-Frankenstein table. Same as the Medik, a properly equipped Biomechanik rolls 1d8, an improperply equipped one rolls 1d6, and each assistant increases the die by one size up to 1d12.
1 The creature turns on its creators.
2-4 Something goes wrong. Roll for results.
5+ The part is attached successfully.