Armory
Name
Armory
Skill Attribute & Difficulty
Int - Average
Defaults
5+Int, Engineer (Same)-4, Specialties default to one another at -4 (No defaults between armor and weapon specialities.
Prerequisites
None
Description
This is the ability to build, modify, and repair a specific class of weapons or armor. (It does not include skill for design; for that, see Engineer)<br>
A successful roll lets you find a problem, if it isn’t obvious; a second roll lets you repair it. Time required is up to the GM.
This Skill Requires Specialization:
Specializations
Battlesuits
Powered armor with built in weaponry. This can most definitely refer to mechs, or more primarily, Light Armored Mechs.
Body Armor
Unpowered personal armor (Excluding shields).
Defaults
Smith (Bronze)-3, Smith (Iron)-3 for basic armors.
Machinist-3 for armor plating on things like mechs, or advanced technology armors.
Energy Shields
Personal or vehicular forcefields and protectors. Can be interchanced with the energy shields specialization of Electronics Repair.
Heavy Weapons
Weapons that are used with the Artillery and Gunner skills.
Melee Weapons
Weapons used with any Melee weapon or Thrown Melee weapon skill.
Defaults
Smith (Bronze)-3, Smith (Iron)-3 for lower tech weaponry.
Machinist-3 for more advanced weaponry
Missile Weapons
Personal portable unpowered projectile weapons.
Bows, Crossbows, Slings, Etc.
Small Arms
Weapons that make use of Beam Weapons and Guns skills.
Defaults
Machinist-5 for more advanced tech.
Vehicular Armor
Hulls of vehicles and the like.
Modifiers
-2 for an unfamiliar item within your specialty. (E.G Plate armor when you're used to mail.)