So, i have been looking for some repair rules for cybernetics and bionics. Im new to the game and the system, so i must have overlooked something since i cant find any rules for repairs (thought there would be something in the healing section). Can Bionics and cybernetics only be repaired between missions or is there something that can be done during the mission?
Bionics/Cybernetics repairs
Euronyme said:
So, i have been looking for some repair rules for cybernetics and bionics. Im new to the game and the system, so i must have overlooked something since i cant find any rules for repairs (thought there would be something in the healing section). Can Bionics and cybernetics only be repaired between missions or is there something that can be done during the mission?
I would it falls under extended care an requires tech use.
i don't remember any place in the DW books about repair cybernetics and bionics.
But it could be easy to treat both like healing process for flesh and bones but with appropriate skills.
Cybernetics could be repair trough tech skill but no additionnal damage could be done to the bearer of the implants if it's about arms, legs or external apparatus.( the techmarine could take them off the wounded marine and replugged it after repair. But if the repair is failling why not make the cybernetic useless. for internal cybernetics it would be a team work between techmarine and apothicary.
Bionicsa their name suggest are biologic by nature and even if it is improved biologic tissue it still use the medicae skill.
That's my point of wiew, hope it could help you.
Thebigjul said:
i don't remember any place in the DW books about repair cybernetics and bionics.
But it could be easy to treat both like healing process for flesh and bones but with appropriate skills.
Cybernetics could be repair trough tech skill but no additionnal damage could be done to the bearer of the implants if it's about arms, legs or external apparatus.( the techmarine could take them off the wounded marine and replugged it after repair. But if the repair is failling why not make the cybernetic useless. for internal cybernetics it would be a team work between techmarine and apothicary.
Bionicsa their name suggest are biologic by nature and even if it is improved biologic tissue it still use the medicae skill.
That's my point of wiew, hope it could help you.
Thanx, just wanted to make sure if there was some rules for it.
I was thinking (for cybernetics) it would be a extended roll (tech use?) with a modification depending on the materials they have to work with and how massive the damage is. A heavy damaged cybernetic arm without resources could be -50, but with lots of resources (a workshop in a forge world or a abandoned tank with minimum damage) might be unmodified. Just pulling stuff out of my A here, need to read more about the system before i actully try to build a rule for it
Good thinking on the Bionics though, it should be more Medic then tech now that i think about it.
Thebigjul said:
i don't remember any place in the DW books about repair cybernetics and bionics.
But it could be easy to treat both like healing process for flesh and bones but with appropriate skills.
Cybernetics could be repair trough tech skill but no additionnal damage could be done to the bearer of the implants if it's about arms, legs or external apparatus.( the techmarine could take them off the wounded marine and replugged it after repair. But if the repair is failling why not make the cybernetic useless. for internal cybernetics it would be a team work between techmarine and apothicary.
Bionicsa their name suggest are biologic by nature and even if it is improved biologic tissue it still use the medicae skill.
That's my point of wiew, hope it could help you.
Actually, Bionics is described as the mimickry of biological functons through engineering. They are not bilogical parts, they are metal and steel and plastic and wires and electricity and chemicals designed and built to create a biological function. A bionic arm is a robotic arm of sorts, not a vat grown arm or vat grown tissue augmentation.
Cybernetics on the otherhand are self contained auto functioning devices. A weapon implanted in your finger is a cybernetic. A drill in your finger is a cybernetic. A mechanical finger is a bionic.
On the topic at hand, I would allow tech use to be used in the same way as First Aid (complete with being able to suffer further damage) if the are damaged is largely bionic/cybernetic. Repairing could do one of two things, 1. restore wounds or 2. Restore functions. I would allow each degree of success to either heal 1 wound or restore one function, the Tech Using character's choice.