Ramifications for a Wyrdling Explorator

By PapaPangoro, in Rogue Trader

Let's say the Party's Explorator "somehow" gains the wyrdling trait. He turns his engineering skills to designing and building a full set of cybernetic limbs and mechadendrites with the Force property to replace his current load-out.

Would there be any real differences? What are the potential crunch ramifications?

Can't that already be done by the Initiate of Abraxus alternate rank?

I think they have some ability that lets them make all their lumien blast/field/whatever have the force quality don't they?

It seems like something based on this would fit what you're talking about fairly well.

I'll have to look at that...

Which book is it in?

Acolythe of Abraxas is in the Navis Primer

The mechanicus generally aren't fond of mutants, psykers, or unauthorised experimentation. What research they do involving the warp is generally under close scrutiny at isolated, secure stations.

A wyrdling explorator who is creating a new pattern of "force mechandendrites" would be painting a big target on themselves if this became known.

Yeah, Force weapons are extremely unique constructions, and your average Explorator shouldn't be able to construct one like that. Maybe having one wield a Force sword would be workable, but your Explorator is an unsanction Psyker and that can bring its whole host of issues.

If you have Dark Heresy's Radical's Handbook there are a few heretical warp-based weaponry in there that you might want them to have horrible voices from beyond telling them how to build.

Fun fact: If you use them against your players they whine endlessly right up until they kill the person with one at which point they refuse to be parted from it.

I once played a tech-priest who had a responsibility to study the daemonic. He made it to Sage in DH: Ascension, taking FL (Daemonology) as his speciality, eventually picking up the Sorcery talent out of an deepening conviction that the daemonic must be fought with any and all weapons available to him, including some quite radical ones. He never actually used sorcery in game, being far too cautious to expose that trick up his sleeve. Most of his powers were emergency get-out-of-horrible-situation stuff such as the doorway to other places.

The campaign ended with the inquisition cell he was part of "becoming" a rogue trader crew under a warrant they had recovered. In the post-game epilogue, I suggested that he may create very well-shielded and warded experimintation chambers for his experiments. And look into building a concealed force weapon for emergency daemon-battling.

That said, he combined unusual skillsets in a way that can't reasonably be described as "normal".