"Oh, yeah, I outfitted the entire Death's Head faction with that new Skullsuit you see 'em wearin'..... naw, I can't reveal the details, professional secret, donchu know. But I got sumpin here that'll fix ya up. Haven't had a chance to field test it yet, but she works great in the lab. Tell ya what, try her out for a day or two, get back to me and let me know how she works..."
-ToeKnee Staerk, Ork Engineer
Armor Design enables a character to produce Armor and various enhancements in their "Forge". For game purposes, the forge is a quiet workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their forge at plot discretion.
For each purchase of this skill, a character gains a number of Armor Design tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion. The number listed in parenthesis () is the number of tags required to perform a designated tasks.
Designing armor involves using materials to produce new, lasting, weaponry. Production costs are 1 Green per tag used. Using a lab allows a 1 tag reduction in tag cost. Using a useless item of the appropriate type reduces tag cost by 1 tag. At no time may tag cost be reduced below one tag, however, if tag cost *would* have been reduced below 1 tag, then two items of the appropriate type are created as a result of the character's efforts.
Base Armor Construction: Armor of any value can be designed at a cost of 1 Tag per 3 AR.
Frame Enhancement: Existing armor may be Frame-Reinforced at a tag cost of one quarter (rounded up) of the suit's AR Value. Reinforcement allows modifications to be added to armor.
Modifications have varying tag costs, denoted in parenthesis and are ruined if the suit is ever rendered useless. Suits can have up to one quarter their AR value in modifications, rounded up - an AR 20 suit can have 5 modifications. This modification also adds +1 to the AR rating.
- ChemLoading (2): Up to 2 chemicals may be loaded into a armor suit set to go off, affecting the wearer, within given protocols. The protocols allowed are: Wearer Falls Unconscious, Wearer is Diseased. Additional Protocols may be used at Debriefing discretion. All protocols active are listed on the armor tag.
- Energy Weaponry (3): Suit has a simple melee weapon formed of pure energy that can be activated at will.
- Built-in Blaster (4): Suit has a built-in pistol that can fire shots of energy, dealing damage as a pistol.
- Contained Atmosphere (2): Provides one hour of breathable air. This is usable for underwater excavations and hostile environment scenarios and requires helmet.
- Wired Strength (2 per): Provides an additional +1 Superhuman Strength. This requires a minimum AR of 3 per +1 provided.
Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.
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