Explorator and mechadendrties

By nacrom, in Rogue Trader

Hello all.

I am playing an explorator and started with the mechendrite use talent. Now that I have hit rank 2 I would like to take the medicae skill and get my hands on a a medicae mechendrite. In order to aquire this mechendendrite (and others in the future) what would I need to do? Is it the same as any other equipment acquisition whereby I must make the roll based on availability or is it different in some way? Also, is there a way for an explorator to make a mechendrite? I have a very high tech-use skill as well as the utility mechendrite - acts as a combi-tool - and a Mind Impluse Unit - +10% tech-use bonus.

Thanks very much.

I tend to take the view that when an Explorator acquires a Mechanicus-only augmetic, they're making it for themselves. In gameplay terms though, there's nothing extra that you need to do to find one.

nacrom said:

Hello all.

I am playing an explorator and started with the mechendrite use talent. Now that I have hit rank 2 I would like to take the medicae skill and get my hands on a a medicae mechendrite. In order to aquire this mechendendrite (and others in the future) what would I need to do? Is it the same as any other equipment acquisition whereby I must make the roll based on availability or is it different in some way? Also, is there a way for an explorator to make a mechendrite? I have a very high tech-use skill as well as the utility mechendrite - acts as a combi-tool - and a Mind Impluse Unit - +10% tech-use bonus.

Thanks very much.

The first question is simple, make an acquisition roll.

For the second I wouldn't use Tech-use to make anything. In fact this is why my TP character has both Trade (Armourer) and Trade (Wright), to build stuff. I managed to build a best quality melee shield for myself to compliment my best quality chainsword, and also started to work on several sidearms for the group in my own private manufactorum onboard our grand cruiser. So the answer would be yes, a TP can build stuff for himself.

My GM established a simple rule, stuff gained through acquisition isn't made by me, what I do myself is a freebie. Though we established a houserule of test modifiers for different types of weapons, so that it isn't as easy as it looks (even with an INT of 50).

I've given a "rule" for my game that buying the parts to make something is a bit easier (+10 to the acquisiton roll) than a normal acquisition.

Thanks for the replies. I do have trade armorer and technomat. Guess I'll have to butter my gm up a bit and see what he says.

I like the "making stuff" rules in Black Crusade, which also uses the acquisition test mechanic and is the most recent 40K ruleset:

Make an acquisition test roll with a +10 bonus to get the raw materials / parts you need. You need a suitable workshop and the plans for the device. After that, it's an extended test on the relevant skills (tech use + whatever trade) to make the item(s). It's 1d10 days and 12 cumulative DoS for armour, 1d5 days and 8 cumulative DoS for basically anything else. Of course, if you botch, then the GM is free to say you've ruined your raw materials and / or had a suitable mad science "incident". gran_risa.gif

Just my 2 thrones worth.

- V.

Dark Heresy basically set class-based implants for the Mechanicus as automatic and integrated into the existing mechanics, much like repairing augments when you heal wounds. How your characters gets them is between you and the GM, but as long as it's reasonably possible, I'd say he/she should let you have them when you spend the XP -- that's why they're different from common augments anyone can get, after all.

I think that by raw, it is an Aquisition roll, is it not? I cannot speak for your GM, but I would argue (with my GM, or rule as a GM) that Mechadendrites can only be reliably supplied by the Adeptus Mechanicus themselves. As an Explorator and member of the Adeptus Mechanicus, aquiring a suitable mechadendrite and the staff to fit it should be a relatively simple process. Even if you are the only Explorator, there should even be at least a small AdMech community on your ship, in one form or another, that could support you in one way or another. Exactly what bonuses this would add to your rolls and so on depends largely on your situation in-game.

Constructing your own, provided that you have access to the full facilities of the ship, should be relatively easy, as well, even if you need to cobble things together, although depending on the situation, again, it would perhaps be appropriate to make it a Poor quality mechadendrite, if the appropriate tools, equipment and pieces aren't available.

All in all, it really shouldn't be that hard to aquire, no matter what route you take, in my opinion.

@fdgsfg

I cannot speak for your GM, but I would argue (with my GM, or rule as a GM) that Mechadendrites can only be reliably supplied by the Adeptus Mechanicus themselves.

Let's rather say that the AdMech is where good little Explorators should be getting their dendrites from. It's certainly not the only source.... cool.gif

Other than that, yes, by Black Crusade rules, getting the components for an item is generally ten points easier than getting the item itself and necessitates a roll (Black Crusade uses Tech-Use, but IMO that's what Trade [Armourer] is for) to assemble the item.

Cifer said:

Let's rather say that the AdMech is where good little Explorators should be getting their dendrites from. It's certainly not the only source.... cool.gif

Well, yes, that's of course entirely true. Every ship should definitely have a good, let's say... "Aquisitionist" . cool.gif