frid 8 Posted June 2, 2015 IIRC there used to be a cap on the number of Cybernetics that PCs could take equal to their Toughness Bonus. Unless I'm being thick, I can't see any mention of that in this edition. Does anyone have an official ruling on this? Quote Share this post Link to post Share on other sites
madMAEXX 84 Posted June 2, 2015 I think the cap only applied to Mechadendrites for Techpriests. That is still in there, under the Mechadendrite entry. Quote Share this post Link to post Share on other sites
Skeet171 4 Posted June 2, 2015 What he said. I can't find any other limits on cybernetics in the core rulebook, and don't have the expansions yet. So, theoretically, you could end up with... all of them, plus as many different mechadendrites as your TB allows. Quote Share this post Link to post Share on other sites
Keffisch 2,642 Posted June 3, 2015 Makes more sense to me as "more-machine-than-man" is a recurring theme in 40K, though most commonly for Mechanicus representatives. And the previous rule went a bit against that - and I suspect that it was done to prevent DH from becoming too "Cyberpunk'ish". Quote Share this post Link to post Share on other sites
Flail-Bot 93 Posted June 3, 2015 IIRC there used to be a cap on the number of Cybernetics that PCs could take equal to their Toughness Bonus. Unless I'm being thick, I can't see any mention of that in this edition. Does anyone have an official ruling on this? I think DH1 only had the mechadendrite limit. Quote Share this post Link to post Share on other sites
Gridash 353 Posted June 3, 2015 Page 183 of the DH2 core rulebook: "A character must have the appropriate Mechadendrite Use talent (see page 130) to operate his mechadendrite, and the maximum number of mechadendrites he can have installed upon his body is equal to his Toughness bonus." Quote Share this post Link to post Share on other sites
frid 8 Posted June 3, 2015 Ok, thanks for the responses. Quote Share this post Link to post Share on other sites