Armour Repair and Modifications

Finding an armoursmith is a mission in itself sometimes, they come in a lot of varieties, some good, some shonky and some you wouldn’t let fix your toaster. There’s a lot that goes into repairing armour, the real pro’s tend to pick up a few tips along the way for emergency field repairs.

Most of the heavy duty stuff involves repairing the heavy ceramic and antiballistic weaves underneath those using the ‘Armour Repair’ skill which can take some hours to accomplish and some raw materials to complete the job.


Armour Repair: Diagnose

This skill allows an armourer to repair conventional armours that have sustained damage in battle to the plating, chassis and mechanical systems like sensors, jump units and servos. It also allows the fitting of aftermarket subsystems that are available to power armour and power suits. There is also some leeway allowed for the modification and customisation of existing armours to fit a user, though obviously it is commensurately more difficult to make a Shaktar fit into a human size suit and vice-versa. Not to say that it is impossible but under field conditions the resources are not available, it is possible at very high ranks (7+) to begin designing new armours but this usually involves the work of an entire design team for up to a year of full time work and many months of field testing.


Armour repair kit (Various manufacturers) 2000u

Either cobbled together from various hardware stores or some companies like
Thresher, Killachassis will sell you one.
Contains-
Electronics test kit and probes, micro-screwdriver kit, large screwdrivers, rubber mallet, electronic-turbine assisted blowtorch, tungsten crucible, heavy duty tongs, needle-nose pliers, 4 vice clamps, electronic soldering iron with bits, electric drill, two dozen drill bits, high temperature memory plastic anvils and several tubes of resin glue.
Weight: 7kg

Expendables

Antiballistic cloth. 1000u square metre
A weave of Kevlar’s, carbon fibres and several other synthetics, 10cm square will cover 1ID of damage when patched.
Beaded ceramic 2000u per kg
This is the powder form of the high temperature ceramics which is heated to a viscous state in a crucible or furnace and poured into the hole. 100grams will fill 1ID of damage.

You need both Antiballistic cloth and Beaded Ceramic to repair the 1ID of damage, this take 10minutes to do 1ID of damage and requires an 11 on the dice roll (2D10 +Rank of Armour Repair skill)

Repairing a damaged subsystem like an AV stalk, destroyed component/area or part of the vision systems and ECM coverings is up to the GM’s discretion as to what the PC or NPC will need and the skills involved. Usually ‘Electronics’ and ‘Electronics Repair’ are skills used to fix those. Damage to a chassis, either with a completely blown away area or loss of a limb may require a completely new one from the factory or if there is remains of the broken area, a whole bundle of servos, electronics, wiring and the ‘Mechanics Repair’ skill.


Modifications

Most of the modifications of a set of armour or powersuit will require a bit of common sense on behalf of the GM and the Player. Wanting to strap that captured Surekill sniper rifle to your left arm and a Power Reaper on the left just isn’t going to happen. Well, you could, but it’ll just tear your arm off and ruin the suit, run off and join Thresher, they design complete chassis around a weapons systems. Down on the streets, you take what you can get, there is no big company to back you up and unless you do manage to scrape your way onto a world where there is the facilities then-
A: You need some good rep at least with them to mod your gear.
B: A cubic arse-load of cash or something worth swapping.

Lets start small then.

Increasing PV

Keeping sharp objects out and the ones moving at high velocity is a good idea. A basic rule of thumb here is that the plates and chassis can handle about a 10% increase on its PV, round up to the nearest whole number.
(ie: PV 5-10 up PV by 1, PV 11-18 up PV by 2)
In order to re-tune the chassis this is applied to the WHOLE suit
(So no, dirty moppets, no just doing your head and torso!).

Requirements:
Armour Repair skill of Rank 5 or higher.
Armour repair kit.
4000u of Antiballistic cloth and 150u of adhesives.
6 hours time for the glue to cure.

Failure, I’ll leave up to the GM’s imagination. Something might be salvageable out of the mess but more likely just don’t tell them.


Increasing ID

Keeping the sharp objects and high velocity ones out for longer is also a worth addition to your armour. In order to keep this simple and maths down to a minimum, this is applied to the whole suit and raises the ID by 10 in ever area.

Requirements:
Armour Repair skill of Rank 5 or higher.
Armour repair kit.
8000u of Beaded ceramic, 4000u of Antiballistic cloth, 400u of adhesives
12 hours time

Failure here will be very messy as the plates and weave might be utterly buggered in some sections. Depending on how badly it’s messed up is up to the Gm and just how bad the player or NPC flubbed the roll.


Subsystems

So the player has picked themself up a nice bit of gear and decided they want it self-contained inside their armour. Enviroscanners, cameras, motion scanners, radar systems, ECM systems, IR/UV and captured bits of enemy armour like AV stalks, Scout helmet bits and all that.

All very worthy items to have so it keeps your hands free and doesn't get lost or something along the way, most PC’s tend to spend a lot of time inside the suit anyway. Emerging once or twice a blue moon when they need to pee and that’s about it, there’s probably an add-on so they don’t have to do that either but lets not go there.

Most of this type of modification is usually an integration with the suits own power supply and in some cases the HUD inside the helmet (most of the suits will have a very basic one) or a warning light somewhere and a switch they can see or activate.

Requirements:
The ‘bits’ going in.
Electronics Repair skill and Mechanics Repair skill.
100u of electrical wiring, assorted bits of metal and switches.
A HUD display can be bought in the form of a set of Glasses or goggles for about 300u, once it’s in it can allow displays to be shown from a computer or component.

Failure. Kind of obvious really. It doesn't work and chances are something’s busted.


Weapons systems

Ah yes, the things PC’s will get all happy in the pants about and want to throw in Power claymores, flick-scythes, 17mm cannons and the like just to really annoy the GM with.

I’ll keep it simple - Pistols, SMG’s, 1H Blades, Unarmed melee weapons.

If it isn’t one of them, it isn’t going to fit anywhere on the chassis, anything bigger than that, tell them to buy a waldo mount and f*ck off. This is not a standard procedure and for the sake of sanity we might just keep it to being one (1) weapon per limb, if they want to strap something to their helmet, let them and have it snap their neck with the recoil. Unless its not something completely unreasonable like Mutilator/Jolt attachments to the hands, knees and feet. How they actually function with them running is up to the GM’s own amusement as they violate their friends and equipment by touching them.

Requirements:
The Bits going in.
Armour Repair 5 Electronics Repair 4 Mechanics Repair 4
(May be undertaken by a team provided they work together on the system at once)
Standard attachment- 500u of materials, metal, glue, wiring and switches per weapon
Retractable/Concealed- 1500u of the above and some servo mechanisms.

Failure, feel free to have it turn on its owner at an in-opportune time and either blow up or remove the offending limb.


Drastic Modifications

Leap tall buildings, kick over APC’s, run really fast and punch holes in brick walls.

All very cool stuff to do, kind of unrealistic to have someone in captured Blocker with STR 30 and able to run 500m/s, so we might want to have a cold glass of shut the f*ck up to throw on the enthusiastic once in awhile and a nerf bat handy.


Strength and Dexterity Amplification

Bigger servo mechanisms, structural reinforcement of the chassis and better articulation in the joints. All very nice to have, at a price but this is major surgery on Mr Suit and will require hard currency, long hours of tinkering and like any car tuner will tell you. Go hard or go home, the people who do this type of modification are few and far between, the ones that can actually do it competently are even rarer animals. Lets face it, huge salary, nice house and perky job working for a big company, they're probably on the streets for a reason.

Strength Amplifications

Requirements: Armour Repair 7 Mechanics Repair 5, Electronics Repair 5
Toolkits- Mechanics kit and Armour Repair kit
(May be undertaken by a team provided they work together on the system at once)

1pt: 1000u of materials and whatever they charge by the hour, which can take up to 4 man hours of tinkering.

2pt: 3000u of materials and whatever they charge by the hour, which can take up to 6 man hours of tinkering.

3pt: 5000u of materials and whatever they charge by the hour, which can take up to 8 man hours of tinkering

4pt: 8000u of materials and whatever they charge by the hour, which can take up to 12 man hours of tinkering

5pt: 12000u of materials and whatever they charge by the hour, which can take up to 24 man hours of tinkering


Dexterity Articulation

1pt: 2000u of materials and whatever they charge by the hour, which can take up to 4 man hours of tinkering.

2pt: 4000u of materials and whatever they charge by the hour, which can take up to 6 man hours of tinkering.

3pt: 6000u of materials and whatever they charge by the hour, which can take up to 8 man hours of tinkering

Anything more than 3pts of DEX articulation and I’m probably asking to be lynched by GM’s, it is handy to smooth out some of the ‘rougher’ suits that have a penalty to that stat however.


Movement Rate and Striking Speed Mods

Upping the movement rate and ability to punch holes in things is a very fine art indeed, requiring a large amount of time, tuning and expensive components to get those limbs moving quicker.

Movement Rate

This applies to the characters Sprint Rate and not the walking or running rates.
Requirements: Armour Repair 8, Mechanics Repair 6, Electronics Repair 6
Toolkits- Mechanics kit and Armour Repair kit
(May be undertaken by a team provided they work together on the system at once)

+3 metres
4000u of materials and whatever they charge by the hour, which can take up to 8 man hours of tinkering

+6 metres
10000u of materials and whatever they charge by the hour, which can take up to 16 man hours of tinkering

+9 metres
15000u of materials and whatever they charge by the hour, which can take up to 32 man hours of tinkering

+12 metres
25000u of materials and whatever they charge by the hour, which can take up to 72 man hours of tinkering


Striking Rate

This adds to the speed of melee and unarmed hits and ups the Penetration value of the weapon or whatever else is being slammed into someone/something.

+2 Pen
4000u of materials and whatever they charge by the hour, which can take up to 8 man hours of tinkering

+4 Pen
10000u of materials and whatever they charge by the hour, which can take up to 16 man hours of tinkering

+6 Pen
15000u of materials and whatever they charge by the hour, which can take up to 32 man hours of tinkering

+8 Pen
25000u of materials and whatever they charge by the hour, which can take up to 72 man hours of tinkering


Other bonuses

Skills like Sneaking, Hiding, Climbing, Athletics could also be applied to a suit of armour. Dampening of noisy servos, climbing claws and advanced articulation systems are all possible in a custom suit of armour.

For every +1 of bonus skill (to a +5) being used charge 10,000u of materials, use the Armour Repair 8, Mechanics Repair 6, Electronics Repair 6 Toolkits- Mechanics kit and Armour Repair kit, requirements and 10 Man hours of labour.