Cybernetics

By Tattoedbikerdude, in Deathwatch Rules Questions

Does anyone have any more detailed information on Cybernetics please?

Such as?

Several Dark Heresy and the Rogue Trader books have other cybernetics.

For the most part it's more about what do you want an implant to do, and will the GM will allow it.

The big thing though, is that the rules heavily discourage lopping off a limb purely for the purpose of replacing it (even though at higher qualities, the replacement may be better).

This is primarily due to the requisition system, and how it kind of breaks down if players are allowed to keep equipment between missions. So "buying" a replacement arm gets kind of silly if they buy the arm for one mission, then "swap back" later.

As far as actual cybernetics, I would say there are a bit fewer than say rogue trader. Its mostly replacement parts, and then toys for the techmarines (servo harness, etc.)

In fluff, battle-brothers only replace their limbs with cybernetics when they lose the original from battle damage. The notable exceptions being the Iron Hands and tech-marines, who are both obsessed with technology.

If cybernetics were universally an improvement, then why wouldn't Space Marines just lop off all their limbs to begin with and replace them?

I suspect it's down to a combination of harder maintenance and repair and vulnerability to EMP attacks.

Chopping off limbs deliberately is disrespectful to the Primarch and ultimately the Emperor as you are renouncing part of the gene-gift you have been given for the sake of machinery.

Alex

Ya if you have someone that really wants to be full conversion, let him roll an ascended tech priest instead.

Nimon said:

Ya if you have someone that really wants to be full conversion, let him roll an ascended tech priest instead.

Or, play a tech-marine and take The Flesh is Weak for all it's worth.... Machine trait 5 sounds pretty full-borg to me.

-=Brother Praetus=-

Brother Praetus said:

Or, play a tech-marine and take The Flesh is Weak for all it's worth.... Machine trait 5 sounds pretty full-borg to me.

-=Brother Praetus=-

I had a thought on why techmarines can't match the Machine 7 trait given by one of the paragon talents in DH: Ascension. Perhaps they can't remove as much of their flesh as their more regular magi brethren and remain functional space marines.

Decessor said:

I had a thought on why techmarines can't match the Machine 7 trait given by one of the paragon talents in DH: Ascension. Perhaps they can't remove as much of their flesh as their more regular magi brethren and remain functional space marines.

Brethren?

A Magos of the Adeptus Mechanicus would never consider a lowly Tech Marine any sort of equal. Yes, Tech Marines are a part of the Cult Mechanicus, but a lesser part. Space Marines are far to impure and caught up in their chapter beliefs to be considered an equal of a Magos.

Perhaps. But considering techmarines have access to the sacred rite of pure thought and are entrusted with artefacts of the dark age of technology such as conversion beamers, they can't be *that* lowly.

Thanks for the info guys.

I'm thinking of only allowing the group to replace lost limbs, the exeption being the Techmarine. I have a feeling one or two of them might get carried away.