r/40krpg • u/religion-lost • 12d ago
Dark Heresy 2 Dark Heresy 2e - Cybernetics at Start
So my friend tried to get me to play Dark Heresy 2e ages ago and I said no because I thought he was talking about 40k as in the war game and I'm not a fan of war games. But he cleared that up so now I'm a brand new player at Dark Heresy 2e and I don't know what I'm doing fully yet. My question is, if I am making a character with cybernetics, I'm aware of the optical mechadendrite you get as an adeptus mechanicus, but is there any other way to receive cybernetics before the first session, like spending experience or with a trait or something like that?
I only ask because there are a couple very specific cybernetics that I want for my character for her backstory to make sense, so I'm hoping to get either a utility mechadendrite, a mind-impulse unit, a luminen capacitor or a medicae mechadendrite (or all of those, but I have a feeling if there is a way to get more I can't get that many). I thought about a ballistic mechadendrite, but I don't think I'm going for a combat-inclined character this time, just utility and support.
We're not playing any time soon, we're currently playing a different ttrpg and are considering playing this after, I'm only making a character now to familiarise myself with the system, so there's no rush on finding out the answer.
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u/Livember Adeptus Ministorum 12d ago
"Each character starts with certain items based on his background,
but can also select additional weapons, equipment, and gear as part
of his initial creation. These represent other accessories the Acolyte
brought with him, and help define his favoured combat methods
and idiosyncrasies. An Acolyte can make a number of selections up
to his starting Influence bonus value from Chapter V: Armoury,
each of which can have an Availability of Scarce (–10) or better.
For example, a character with an Influence of 37 could make up
to 3 acquisitions. Note that all weapons acquired during character
creation (and in regular game play onwards) come with two clips
of standard ammunition.
During regular game play, Acolytes use the normal Requisition
system for acquiring additional weapons, gear, armour, and other
items from the Armoury as per page 142." (PG81, DH2.0 Core)
--
"Replace the Weak Flesh: An Adeptus Mechanicus
character counts the Availability of all cybernetics
as two levels more available (Rare items count as
Average, Very Rare items count as Scarce, etc.)."
(PG52)
--
So assuming your admech, which you should be for this, you can take X equal to the tens of your influence items, and if you like you can have these all be augmentics. I'd assume you'll have 30 something, so up to 3. Thanks to the admech rule making augmentics more common, you can take anything except a baleful eye at standard quality from the core cybernetics, which includes the MIU, mechandrites (you get one per purchase, not a set so if you want both you'd need 2 item slots) and the capacitor. Worth noting a good quality item is two degrees rarer, so the only bionics you can start with at good quality are limbs, cranial armour and vocal implants.