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OrtanHelios

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Everything posted by OrtanHelios

  1. If I recall correctly it does state somewhere that yes you get a -20 to the phenomena table. Ill check when i can and put in another reply
  2. Yeah the wording on that one is weird. I was making genestealer cultists (who have 3 arms alot of the times) for a game and was like **** it I'll interpret it for my own sanity. I just look at it like this: Humanoid creatures come standard with 2 arms. Multiple Arms (X) represents how many extra arms they have. After all standard human NPC's don't have the Multiple Arms(2) as traits so obviously its not intended to describe standard amounts of limbs. As far as this goes though: That's one of those things that's kinda up to a GM/DM. Theres alot of logical arguments both ways and RPG's typically have wiggle room on their rules for the purpose of fun. Personally I might make it dependant on what items are in said arms/ if the weapons are part of the arms. Example a mutant human wielding two small swords with its extra pair vs one great weapon would make a big difference if one of the arms got chopped. Or say a tyranid loses a single arm out of its pair of scything talons. Each of these situations is a tad different in my mind. The nid as a creature narratively programmed via its DNA to use its multiple arms would probably be less affected than either of the human mutant situations. The difference between the human mutant situation is that the set holding a two handed weapon obviously cant swing anymore while the two one handed weapons is more nuanced. Could be that narratively he wasnt trained to use all 4 arms at once and that he only ever actually used 3 out of 4 at any time (a lore reason/out behind why 4 arms means 3 attacks instead of 4), so he can still make 3 attacks though because he has 3 arms. Or you could follow rules as written and say he's below 4 and therefore only gets 2 attacks now effectively making the 3rd arm useless. I actually dealt with said hypothetical situation with my previously mentioned genestealer cultists. Some cultits had 3 arms and some had 4 so I decided that 3 arms ones didn't get an extra attack but they did get one free draw/stowing of any weapon that could be considered one handed one each turn in combat. Then they could pick to use 2 out of the 3 equipped items, or could have a basic class weapon and a single handed weapon at the same time. That way the arm isn't useless but its not granting extra attacks. And I had the cultists who were high strength with 3 arms always count as being braced for the purpose of firing heavy weapons, so long as all 3 arms were using the single heavy weapon. So if your the DM its up to you man. If not run it by your DM should you ever have it come up for the game actually and see what they say. Also yeah some things from different systems just don't mix well sadly... best to avoid when possible and if anything use the wording from the system your in over the one your taking from to avoid confusion or balance issues.
  3. My understanding is that your base cybernetics are limited to the mechanicus Implants (Which you just get, no choice there) and then there's the choice of the servo-skull or optical mechadendrite. With the latter being a cybernetic and the former not a cybernetic. Both come from being Mechanicus. For equip acolyte your initial gear choices can be any 3 items from the Armoury section of the book(Which includes cybernetics yay!). As part of this Replace the Weak Flesh should still apply and it's just a matter of what your influence score is as that determines how many items you can take. Guessing you already knew that but just in case figured I'd put it down. If your GM doesnt like that you get cheap implants right off the bat point out that Replace the Weak Flesh applies to all cybernetics, and RaW (Rules as written) makes no mention of when they are acquired mattering. AKA regardless of if its character creation or late game the ability still applies. Hope I helped!
  4. So to give context. I run a game and a friend of mine is playing a psyker character and he's realized that having his attacks be dodgeable is...not great. But as far as he and I can tell there's no way around it. Psychic powers which are attack type can be dodged just like any other weapon. He cant use the inescapable attack talent with it as the talents description does not include any mention of psychic. So I figured I'd ask if anyone know of any workarounds to this? or if perhaps there's something we are missing from the psychic power rules? Thanks! Edit: His idea is to just get attacks which are of barrage type so at least its more difficult for his attacks to be dodged. Besides that though is there anything else he can try that is still fully within rules?
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