Armorer Skill

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The following is the House rules/policy for the Armorer Skill. Note, Vehicle Armorer and Field Armorer & Munitions Expert work the same for these rules. It is important to note a successful skill check is required for any of these things.

1. 20 MDC of damage may be repaired with the armorer skill as per the book.

2. Characters with the Armorer skill may also replace arms, legs etc, but with the loss of the Environmental properties.

3. The Character with the Armorer skill can repair armor at a rate of his skill percentage per four hours to the maximum 20 MDC.

4. Those with the Armoer skill can perform minor weapon maintance, such as cleaning, mounting gun sights, recharging e-clips, and other minor duties.

5. The first failed roll costs nothing, but a second failed roll means no further work can be performed.

NOTE: The Armorer skill is simply doing what you can with what you've got. This is what would be considered duct tape and bubblgum work. It is by no means close to the work done by real Weapons Engineers. A good example might be the cover of the Mercenaries book.

NOTE: Armor systems such as environmental seals are simply beyond the scope of the skill. In addition any modification of the armor is also beyond the skill and would require the Weapons Engineer skill.

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