I wonder if you just pay one time for each cybernetics for the Techmarine,provided he have right 'Renown' level AND the right amount of Req. required AND the skill/trait/talent to use the cybernetics/implants?
Thankful for your opinions!
I wonder if you just pay one time for each cybernetics for the Techmarine,provided he have right 'Renown' level AND the right amount of Req. required AND the skill/trait/talent to use the cybernetics/implants?
Thankful for your opinions!
I am ppretty sure it says you pay the req once, then its a permanent part of you.
Check! Just needed to make sure I were o the right track field...
Thanks,
The rules are VERY poor on the subject.
Apparently you can just pay 20req or whatever, have your spleen replaced and then gain a permanent bonus, for the cost of some one-mission Requisition.
Clearly this is utterly stupid. Requisition should NOT be able to buy permanent character improvements. Otherwise why doesn't every character simply buy another cybernetic every mission?
A better solution is to make people buy cybernetics as personal wargear, or as an Elite advance of some kind.
Siranui said:
Who's to say that some characters don't?
Siranui said:
The rules are VERY poor on the subject.
Apparently you can just pay 20req or whatever, have your spleen replaced and then gain a permanent bonus, for the cost of some one-mission Requisition.
Clearly this is utterly stupid. Requisition should NOT be able to buy permanent character improvements. Otherwise why doesn't every character simply buy another cybernetic every mission?
A better solution is to make people buy cybernetics as personal wargear, or as an Elite advance of some kind.
I don't disagree completely, but how would it be instead? Maybe to combine with some XP spending, because it basicaly gives you extra traits, skills and talents, AND +2 Tougness to legs and arms...?
HappyDaze said:
Who's to say that some characters don't?
Of course there are players who are going to horribly abuse a patiently absurd rule, and there are likewise going to be some GMs who didn't think about it enough to say 'no' to such players.
Personal Wargear already gives us a stat-point of 500xp = 20req, so you could probably base it off that. Still: Some players are still going to fully cyber up at the earliest chance; which doesn't really seem right. I'd consider 500xp per 20req or thereabouts, and limiting players to one extra cyber-system per Rank.
After all, this is Deathwatch, not Cyberpunk. If cybernetics were so great, the Astartes would be replaced with a bunch of regular dudes, fitted with full-on cybernetic conversions.
Maybe I inform my GM later...
No, but seriously, it makes sense to keep Deathwatch not becoming Cyberpunk, but on the other hand cybernetics is more accessible for Techmarines.
I have given my GM some mission topics in order to find and collect some items necessary, or perform favours and services in order to get access to some upgrades. If it is played this way it makes more sense, but still the 200-500 XP for cybernetics could very well apply, plus the Req. to get them installed/implanted before a mission.
Isnt it only Techmarines and Iron Hands that can requisition cybernetics? Any other access to them is strictly at the GM's discretion anyways.
I think so yes, and when (as you say) circumstances, like lost limbs may require replacements.
On p. 176 of the core rulebook it states that putting in a cybernetic requires 2d10-TB days of healing , minimum of one. So in truth, reqing a perminant one every time does come with it's cost. Which is why a before hand to a mission is kind of stupid. It's like saying "I want to go into major surgery and then fight hordes before I'm fully healed"
In our group we have a different rule. After you've req'd for yourself, but before you've applied it to the group or for reserve, your remander is taken and put into a small account, max 20. If you loose a limb or a part that requires replacement, you can use this pool after the mission to get a new limb. The downside is that you have to be in the presence of an apothecary with the equipment, and then you hae to roll the days. This potentially can knock you out for the next mission , at which point you'd have to have an alternate character to play.
With this, I'd use the same for the tech marine. The techmarine can opt to have an implant after the mission. He can take a loan on the next mission's req or reuse some of his last mission's req, or a saving's plan is set up like earlier, but with each part you have he potential to miss that many missions based on the number of days you're out.
HappyDaze said:
Who's to say that some characters don't?
Sensible GMs.
Frostfire said:
On p. 176 of the core rulebook it states that putting in a cybernetic requires 2d10-TB days of healing , minimum of one. So in truth, reqing a perminant one every time does come with it's cost. Which is why a before hand to a mission is kind of stupid. It's like saying "I want to go into major surgery and then fight hordes before I'm fully healed"
That's not really taking very long at all. Techmarines will commonly have a high Toughness (and TB), and most missions will require a few days of Warp travel. It's generally not a big deal if the Techmarine spends those travel days on his back rather than on his feet.
Siranui said:
HappyDaze said:
Who's to say that some characters don't?
Sensible GMs.
Your opinion is not the only one on the matter. Many sensible people have noted that this is quite possible, and for some games, this may well be an appropriate course of action. That you don't favor it doesn't mean that it's not showing good judgement.