Short version:
Besides the 5 mechadendrites in the core book "Dark Heresy", where can I find additional mechadendrites?
Does it exists any guidelines for house-ruling additional mechadendrites into game?
Long version:
In a on-going (first edition) Dark Heresy campaign I'm playing a tech-priest who, as most tech-priest do, want to mechanise themselves. My character happen to have a thing for mechadendrites, so I am planning ahead for the eventuality that the character lives to see the day all 5 mechadendrites in the sourcebook is attached and functional. Is there any rules for additional mechadendrites? Specific rules or guidelines and where I can find them is appreciated.
Our groups standing social rule is that we use official material first but house-rule things into existence if a suitable item does not exists (and the item fit the setting enough), so experiences with house-ruling mechadendrites is also welcome.
Best Answer
Here's a list of the Mechandendrites I am aware of.
Dark Heresy - DH01 - Core Rulebook (also Black Crusade / Only War / Rogue Trader)
Dark Heresy - DH11 - Ascension
Black Crusade - BC07 - The Tome of Decay
Dark Heresy - DH18 - The Lathe Worlds
You should also consider looking at the 5 Basic Mechadendrite in every Corebook (Black Crusade / Only War / Rogue Trader / Dark Heresy) because they optimized them a lot. Therefore the newer books feel a little more balanced in regards to gear. (Deathwatch has no Mechadendrites.)
The only limit for the number of Mechadendrites is your Toughness bonus.