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Bilateralrope

Explorator starting implants

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Across the full set of implants in Dark Heresy and Rogue Trader books, which are valid options for the Explorators two optional starting implants ?

 

The RAW does say they have to be "bionic implants". My first thought is that they had to be from the "Bionics replacement ..." section in cybernetics. But I see that the bionic heart isn't included there, and only getting access to arms, legs or a respiratory system seems a very limited choice. Especially when you think about cybernetics available in other books.

 

Then there are combination implants, such as the concealed weapon bionic in The Inquisitors Handbook.

 

I have sent this question to FFG, and will post their reply. But I find a good argument as to why someone takes a position to be much more convincing than "because the developer said so", meaning I might not go with RAI if someone has a good reason.

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 Aside from the MIU and "auspex-eyes", I think all other implants are fair game, according to Deathwatch. And since all games share the same framework...

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This is the reply I got from FFG:

Hello,

You may select any bionics or cybernetics, so long as your GM agrees with the choice and they make sense for a member of the Adeptus Mechanicus.

Hope this helps,


Sam Stewart
RPG Designer
Fantasy Flight Games

 

nikink said:

I run it as anything you meet the prerequisites for (which rules out mechadendrites, basically).

 

Given that Mechadendrites are pretty much the signature gear of Tech-Priests, I would allow a player to take them, but only if they spend their starting 500xp taking the talent to use them. Maybe increase the starting amount so they can take them and still purchase ItS origin path options.

 

 

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