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Trade (Armourer) Rules

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#1 Arlandiel



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Posted 22 June 2012 - 09:51 AM

Is there some rules for crafting time when using trade (armourer) for creating various weapons?

Also - is there a rule for acquisition of raw materials/spare parts/broken weapons for the trade?

My initial DM rulling was that finding the materials for say a red dot laser sight takes the same amount of time and efforts that it takes to get a brand new laser sight which combined with the 50% chance to fail making the upgrade and loose the components - sort of makes trade (armourer) pretty situational skill.

#2 Musclewizard



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Posted 22 June 2012 - 12:59 PM

There are some rules for crafting in the Inquisitors Handbook which is a DH supplement (similar to Into the Storm for RT).

Here's the gist of it from what I can remember:

You can either create something new or combine two items into one (like combining the camo cloak with a carapace armor to make super stealthy armor).

  • If you just want to combine the items you add the costs together and that's what it costs to make the new item.
    Furthermore there is a check penalty determined by how difficult the task is. This is up to the GM but the book gives some guidelines.
  • If you want to create a new item the DM makes up some components that the player needs to acquire (with their own costs) and determines the cost of the product that way.

After this there's a series of checks (once again determined by the GM and depening on what you are trying to make, fitting a red dot sight would be one check, designing a building would be multiple).
These checks determins the quality of the result. A simple success may create a product of average quality, 3+ degrees of success lead to a product of good quality and so forth.

There's also a time factor that determines how much time a single skill test actually represents. So once again the single test for fitting a red dot sight would just take a minute whereas a test for designing a building would cover maybe a week of drawing and other engineering stuff.



#3 Fresnel



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Posted 22 June 2012 - 10:12 PM

 I considered this and discussed it in the group but have not yet wrote it up.

One of the concepts was that the Armourer could acquire 'spares or repair' items and make a functioning item from them. Game wise there would be a modifier to acquisition, but with a cost of time and risk of failure. Details tbd…

An Armourer might also modify armour and weapons. Upgrading quality of existing items, rather than buying new. A time cost and risk of failure, details tbd.


#4 Brother_Trahaerne



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Posted 24 June 2012 - 09:54 AM

If I remember correcty the Black Crusade rules say that the parts you require for building an item should be one step less rare than the item you want to create… so for building a Very Rare item you first have to acquire spare parts or ressources with an acquisition modifier of Rare

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