Astropaths starting techniques

By kertain2, in Rogue Trader Rules Questions

Evening guys, have two quick question:


When we create our astropaths we are given the Telepathy Discipline and the choice of two techniques.
1) Are these limited to two out of the three 100xp techniques? Or can we take any technique in the Telepathy Discipline(provided we can meet the prerequisite)?
2) If so, are we allowed to spend 100xp and purchase the last “rank 1” technique? Or did those two “free” techniques use up(aka: burn) those offered in the Rank 1 Advances?

The rules aren’t very clear in this regard. All classes have redundancies in starting skills/talents and those listed in the Rank 1 Advances, but none would waste XP buying the same skill/talent twice, so it doesn’t really matter.

For astropaths this is a different matter and I wanted to be clear.

Thanks! :)

I've ruled that the starting two talents are telepathy (unless you've managed to acquire another discipline from somewhere).

They aren't limited by XP, but do have to meet the prerequisite powers, so you can't start with the best powers.

It really isn't made clear though, and other GMs could (and probably do) handle this differently.

As the rules are silent on the matter, I have always assumed that they can be of any XP cost as long as you meet the prerequisites (the same with the Wyrdling mutation, which lets you pick two Techniques from a Discipline of your choice). I've played an Astropath under two GMs so far and neither had anything to say about that.

Don't forget that you start with Astral Telepathy as a bonus Technique as well.

St. Jimmy said:

I've ruled that the starting two talents are telepathy (unless you've managed to acquire another discipline from somewhere).

The rules do specify that your two free picks have to be from the Telepathy Discipline anyway, so even if you have got another Discipline (from Wyrdling usually) then you still start with three Telepathy Techniques (your two choices plus Astral Telepathy).