Mechandendrite Requisition Cost?

By Darq, in Deathwatch

Anyone have a clue? It isn't listed with the other cybernetics.

Hmm, good question. In fact, it seems all mechadendrites are missing from the rulebook, not just the cost of them. I am assuming that techmarines would take advantage of them the same as mechanicus, though most every image of them I can think of have just the servo-arm. Should be noted too that servo-arms are considered part of the talent "Mechadendrite Use", so the skill isn't totally useless.

While I suppose there's nothing stopping from attaching them to their armour, but the Mechandendrites we've seen in DH and RT are both installed in to the person, which is the sort of thing that would get in the way when trying to put your Power Armour on.

And honestly, I don't see them having much use for a Marine anyway.

Blood Pact said:

While I suppose there's nothing stopping from attaching them to their armour, but the Mechandendrites we've seen in DH and RT are both installed in to the person, which is the sort of thing that would get in the way when trying to put your Power Armour on.

And honestly, I don't see them having much use for a Marine anyway.

They have another device a Servo Harness which contains multiple mechandendrites, attached to the Powered Armour like the Servo Claw. A Marine would have no use for an additional bolter or two?

Pretty sure the servo-arm is kind of the end-all, be-all of mechadendrites for a Techmarine. However I'd likely allow a player to have one or two of the ones out of DH/RT as part of his backpack/harness as a house-rule.

kenshin138 said:

Pretty sure the servo-arm is kind of the end-all, be-all of mechadendrites for a Techmarine. However I'd likely allow a player to have one or two of the ones out of DH/RT as part of his backpack/harness as a house-rule.

I've noticed this as well when looking up what can be attached when you purchase the Mechadendrite (Utility) usage.

Once you have the Servo Harness and such, it would be nice to see what other options would fall under the Utility usage of a Mechadendrite (such as Medicae would be useful).

Darq said:

Blood Pact said:

While I suppose there's nothing stopping from attaching them to their armour, but the Mechandendrites we've seen in DH and RT are both installed in to the person, which is the sort of thing that would get in the way when trying to put your Power Armour on.

And honestly, I don't see them having much use for a Marine anyway.

They have another device a Servo Harness which contains multiple mechandendrites, attached to the Powered Armour like the Servo Claw. A Marine would have no use for an additional bolter or two?

Once you get the Machinator array, you can stick weapons on the servo arms and the servo harness comes with a plasma cutter, meaning the 'weapon' mechadendrites aren't so useful. However the utility mechadendrites could all be useful in the right situations.

As to their cost:

- Table 5-1 on page 139 gives a conversion from rarity to requisition costs. DH doesn't list rarity for mechadendrites, but RT does. RT has all its mechadendrites as very rare, meaning they would cost 21-30 requisition each.

- At rank 1 a Techmarine can take Mecandrite use (any). If you take 'utility' with this, under the RT rules you would be able to use all but the ballistic mechadendrite and plasma-cutter.