Mechanicus/Bionic Talents

By PantsCommander, in Rogue Trader Rules Questions

Quick question regarding talents involving bionic implants. This includes most Explorator talents like Maglev Grace, Luminen Shock, etc as well as more general ones like Logis Implant. These abilities seem contingent on some sort of implant, yet following the rules it seems like merely paying the experience is sufficient to getting the ability. The Mechanicus ones in particular seem to just be granted from above, like Prosanguine and Ferric Lure. Is it the case with Explorators that the Machine Cult just fills them chock full of goodies and then lets them figure out how to use them? Or do they need to be implanted as they go?

Same for more general things like Logis Implant. I'm perfectly fine adding an additional cost, be it in time or Acquisition, for getting the implant done, just like I would have a time cost in getting trained in a lore skill or martial talent, but since this bonus comes from an implant as opposed to training, what's to stop someone just getting the implant, paying for it through Acquisition , and gaining the benefits without needing the talent? We don't need a talent to cover the benefits of a cyber lung. On the other hand, how does simply paying the experience and gaining a new brain implant make sense?

PantsCommander said:

Is it the case with Explorators that the Machine Cult just fills them chock full of goodies and then lets them figure out how to use them? Or do they need to be implanted as they go?

Yes. Explorators are just filled to the brim with tech during their trainging and slowly learn to use their body more.

...or they can build the necessary components themselves during their free time - warp travel between systems does take weeks or months.

They are also all implants that reqire a Petentia Coil, which is only given to inducted members of the priesthood. I've always assumed that the aquasition of the actual devices isn't difficult enough to warrent an Aquasition roll (plus it seems annoying to have to make one to use a talent you just bought), but does reqire an excuse, be it a visit to an planet with a large number of Mechanicus, or just the time to build it yourself.

The list of all the Mechanicus Implants that Explorators start with is on page 366.

It essentially contains all the parts that are needed to generate the effects of the various Talents, all that is required is the skill to use them properly. Though I imagine the Explorator makes some modifications to the extant systems to produce specific effects.

Well, the Logis Implant is a starting talent for Explorators. But it also seems like the sort of thing you'd need to learn how to use, much like you need Mechadendrite Use to acutally use mechadendrites that are implanted.

Gotcha, all that makes sense, and was pretty close to what I was thinking anyway. I just thought it was odd that Explorators were filled with all this tech and not given a manual.

Thanks all!

I think it's less about not having instructions and more about not having developed the mental tricks and controls over your implants to make them do all the cool stuff they can be made to do.

Your developing the neural connections to do things your body has never known how to do. Not unlike trying to teach someone who was born blind how to see. Installing the camera is just the first part. It's worse actualy, as the humans don't normaly have electro-magnetic hands or back mounted servo-lifters.