Hello,
One of my players is playing a VoidBorn Adeptus Mechaniucs. Does his background bouns appy to his starting gear when it comes to cybernetics? Allowing him to take very rare cybernetics?
thanks
Hello,
One of my players is playing a VoidBorn Adeptus Mechaniucs. Does his background bouns appy to his starting gear when it comes to cybernetics? Allowing him to take very rare cybernetics?
thanks
That's an interesting proposition. A Very Rare cybernetic (or an increased Craftsmanship cybernetic) as a starting item seems iffy to me, personally. By the same token, an Adeptus Administratum could secure a Rare anything since the Bonus is a blanket Availability-Up. I am leaning towards "no" to your query, but it also depends on what the player asks for.
Yes, the bonus applies. Starting acquisitions happen after backgrounds are chosen.
RAW, the answer is yes since the acquisitions happen after a background is chosen. However, you can always choose to not allow it. I allowed it with my player and haven't had any real problems yet so it should be fine.
If you look at the very rare cybernetics and the number of picks you have its really not that bad. Also it let's them take mechadendrites which are wonderful.
Rules-wise, yes. However, as a player in a game that has an Adeptus Mechanicus Assassin, I'd really suggest against it. He can start with up to 4 very rare implants, without even bothering to get them through acquisitions and I'd be surprised if he doesn't go for MIU Weapon Interface (which should just not exist, as I've previously stated ). It's very irritating to be in a warband with character such as that.
Surrounded by enemies? Disengage + Shoot. Pinned? Move + Shoot. Prone? Stand up + Shoot. It's rare to find a situation when he doesn't get his free attacks, really. Most of the times it boils down to move into short/point-blank range + aim + full auto.
And that's just ONE of the implants he gets for free. In my opinion, it should either be even rarer or limit the number of free shots to, say, TB times per day.
Rules-wise, yes. However, as a player in a game that has an Adeptus Mechanicus Assassin, I'd really suggest against it. He can start with up to 4 very rare implants, without even bothering to get them through acquisitions and I'd be surprised if he doesn't go for MIU Weapon Interface (which should just not exist, as I've previously stated ). It's very irritating to be in a warband with character such as that.
Surrounded by enemies? Disengage + Shoot. Pinned? Move + Shoot. Prone? Stand up + Shoot. It's rare to find a situation when he doesn't get his free attacks, really. Most of the times it boils down to move into short/point-blank range + aim + full auto.
And that's just ONE of the implants he gets for free. In my opinion, it should either be even rarer or limit the number of free shots to, say, TB times per day.
Hopefully that assassin isn't me
Weapon MIU is a bit too cheesetastic for my tastes anyways.
I knew someone who tried to roll with subdermal armor and guard flak right off the bat and that got a little silly. The main issue with implants is that some of them functionally replace talents, with the Weapon MIU being capable of replacing quick draw, hip fire, leap up, rapid reload, and maybe some others I'm missing simply by removing the need for half action attacks. Sometimes I wonder of some implants beyond the mechadendrites should require EXP to use.
I knew someone who tried to roll with subdermal armor and guard flak right off the bat and that got a little silly. The main issue with implants is that some of them functionally replace talents, with the Weapon MIU being capable of replacing quick draw, hip fire, leap up, rapid reload, and maybe some others I'm missing simply by removing the need for half action attacks. Sometimes I wonder of some implants beyond the mechadendrites should require EXP to use.
what's wrong with an Admech with 6 AP from the start? they are supposed to be walking cans of "don't care about small arms fire" and they can't really upgrade all that much with "the flesh is weak" and dragonscale armour not being in the game anymore
Would it be better if the Weapon MIU allowed for an extra (free) attack every round? It would be broken if combined with those talents, as you would be able to pump out obscene amounts of lead per turn, but it would keep those talents useful and still allow a character without those talents to keep doing what they do now.
I knew someone who tried to roll with subdermal armor and guard flak right off the bat and that got a little silly. The main issue with implants is that some of them functionally replace talents, with the Weapon MIU being capable of replacing quick draw, hip fire, leap up, rapid reload, and maybe some others I'm missing simply by removing the need for half action attacks. Sometimes I wonder of some implants beyond the mechadendrites should require EXP to use.
what's wrong with an Admech with 6 AP from the start? they are supposed to be walking cans of "don't care about small arms fire" and they can't really upgrade all that much with "the flesh is weak" and dragonscale armour not being in the game anymore
They're supposed be that at higher experience levels, not at levels of expertise that DH assumes they start with.
Edited by ObihobitAs others have stated, RAW yes, they can. It also makes sense since Tech Priests should have better and rarer equipment than their fellows. More importantly, they are not the tech priests without mechendrites which can only be acquired with the bonus (at game start anyway). To deny it, seems cruel as a good portion of the other cool tech priest abilities have been removed from DH 1.0
The MIU I know is really good but I don't think it should be removed or altered. The whole free action attack opens up a whole lists of maneuvers you can use and I do agree it can seem outrageous as it changes and allows alternating of the core mechanics of combat. But I think that is its purpose.
As others have stated, RAW yes, they can. It also makes sense since Tech Priests should have better and rarer equipment than their fellows. More importantly, they are not the tech priests without mechendrites which can only be acquired with the bonus (at game start anyway). To deny it, seems cruel as a good portion of the other cool tech priest abilities have been removed from DH 1.0
This was done because apparently 1.0 techpriests were broken beyond repair XD
I don't see the problem with the MIU, I agree with you there, seeing as it's available for everyone (though easier for techpriests) and, more importantly for enemies, which people tend to forget