With that out of the way though, I have a question for the forum, has anyone created any support for tentacles aside from the following quote?
Ziggurat the Eternal wrote:Impersonation Skin
Tentacle Bio-Enhancements
Additional tentacles can be further enhanced from simple tools into devastating weapons. They retain their usual dexterity and abilities, but they are now capable of delivering powerful whipping strikes or gouging bites.
Barbed Tentacles: The tips of the tentacles have been enhanced with a wicked bone hook, and the musculature has been modified to deliver a powerful whipping strike.
Additional M.D.C. for the Tentacle: +1D6 each.
Mega-Damage: 2D8 per tentacle whip. Up to 4 tentacles can whip the same target for a combined damage of 8D8.
Bonuses: +2 to strike and +1 to parry in addition to the standard bonuses from the original pair. Each pair of Barbed Tentacles also grants an additional +1 to entangle.
Bio-E Cost: 5 points per pair.
Prerequisite: Additional Pair of Tentacles that is replaced by (grows into) a pair of Barbed Tentacles.
Devouring Tentacles: The bone hooks on the tips of the Barbed Tentacles can be further modified into gaping mouths filled with razor sharp teeth. These fearsome tentacles can be used to rip and tear their prey to shreds, or the Host Armor can actually use them to feed.
Additional M.D.C. for the Tentacle: +2D6 each.
Mega-Damage: 3D8 per bite. Up to 4 tentacles can attack the same target for a combined damage of 12D8.
Bonuses: +2 to horror factor in addition to the standard bonuses from Barbed Tentacles.
Bio-E Cost: 5 points per pair.
Prerequisite: Barbed Tentacles that are replaced by (grows into) a pair of Devouring Tentacles.
Independence: This is the ultimate enhancement for tentacle limbs. The limb evolves into a symbiotic creature capable of thinking and fighting independently of the Host Armor. It will alert the pilot of potential threats, attack enemies on its own, and even defend the armor when the pilot is rendered unconscious. Of course, the tentacle is still a part of the armor and cannot survive on its own. The creature knows this and will fight to defend the Host Armor even over its own preservation. Since the brain of the symbiotic tentacle is actually located inside the suit of Host Armor, a severed tentacle will regenerate completely given enough time. The symbiotic tentacle knows that the Host Armor must survive in order to preserve its own life. This means the tentacle will even sacrifice itself to protect the Host Armor. The pilot can seize control when he needs to use the limb, but most pilots will simply let the tentacle do its own thing. Each tentacle grows its own independent brain at the base of the tentacle and a row of twelve tiny black bead-like eyes along each side of the tip. The visual range of these eyes is only 100 feet, but that is more than adequate for the symbiotes.
Additional M.D.C. for the Tentacle: +1D6 each plus a severed tentacle will completely regenerate within 3D8 hours.
Bonuses: The tentacle itself possesses two attacks per melee and bonuses of +4 on initiative, +4 to strike, +4 to parry, and +3 to dodge. Multiple symbiotic tentacles can engage the same target, but each tentacle must roll to strike independently. The previous bonuses for the tentacles only apply when they are controlled by the Host Armor pilot. The pilot also gains a bonus of +4 on initiative and cannot be surprised from behind.
Bio-E Cost: 30 points per pair.
Prerequisite: Devouring Tentacles that are replaced by (grows into) a pair of symbiotic tentacles.