Artificer armour (unique) features ideas?

By BrotharTearer, in Deathwatch

Under the Artificer armour it says that these masterpieces sometimes come with unusual features, like fibre re-weaving and other things, to make them more "special".

So what kind of features you think would be suitable to give these kind of armours, or what new "histories" would be added to reflect this masterpiece?

Rolling twice on the usual table is kinda dull, as there's so few entries and the normal power armours will have some of them already - artificer armours should feel different I think.

Some random ideas, with the armour costumised for the wearer in mind:

It comes with a built-in item (psychic hood or improved jump pack of some kind, for example).

+10 to some kind of test suitable for the weare.

I was wondering the same thing for my Space Wolf Rune Priest, who (some day in the far-flung future) will hopefully obtain Runic Armor befitting a warrior of his esteem (assuming he survives... my GM can be brutal, and he's already down to a single Fate Point sorpresa.gif).

Initial thoughts include things like Hexagrammatic Wards, Cameleoline or Preymask coating, and armor-history-esque bonuses like +5 Perception, automated repair-cement, bonuses against single opponents (with perhaps a minor reduction against hordes), etc.


I would argue that more Armor Histories are a somewhat good way to represent such ancient relics, since they'd undoubtably have survived centuries, perhaps even millenium, and developed all sorts of the sort of quirks Armor Histories represent.

Some low rating (~30) built in force field could also be something to consider, alike to the crux termie on termie armor.

Hexagramatic Wards seems rather fitting a psyker, or a black templar (thought they got their relic armor already), as well as perhaps an forearm-mount which can hold basic weapons (storm bolters primarily comes to mind).

Although I can't understand why even terminator armour can't forearm-mount a storm bolter by default ._O Normal power armour is understandable, kinda, but yeah. That's another topic.

One option might be some kind of Armor Hatreds. Having served in long campaigns against specific foes, the armor might have learned some tricks that work best against those foes. Perhaps the machine spirits relish the chance to go toe to toe with Orcs, spilling their blood in glorious melee and proving the superiority of man (or at least marine). On the other hand, it gets mulish and stubborn if you try to blast them from range. So a +5% melee hatred bonus would be balanced by a -3% BS penalty vs orcs.

Its more book-keeping of course, but might be one way to reflect Relic Armor histories and "personalities".

Another option I like might be to really look at the armor of a lot of major PCs in the art and the models. There are a ton of details that could be expanded on to create some minor (or major) flavor bits. Things like purity seals for example, marking the wearer as a bearer of the Imperial flame...granting +3% to all dodge attacks vs flame, and giving a -3% penalty to all enemy attempts to dodge the wearer's Promethium drenched justice, or perhaps the wearer automatically succeeds all agility checks to avoid being lit on fire.

Or perhaps a special edition of the Tactica Imperialis, annotated by a famous Saint, hangs from the armor's waist. Invoking it during a risky operation could give a small bonus to Cohesion perhaps as the squad are inspired by its example...after all, a similar plan worked in the past when carried out by true Warriors of the Emperor, how can the squad not strive to live up to their shining example?

Perhaps the Relic Armor was recovered from the Arch Enemy and reconsecrated. Much of it still looks barbaric, with added spikes and other bits, but the armor remembers its enslavement and protects against a single chaos based warp attack once per encounter, or grants a mild resistance versus warp craft.

Obviously all of these options would require the privileged player to carefully track his own bonuses and benefits. If he doesn't remember to use them, he doesn't get the benefits. That way the GM isn't tasked unnecessarily, other then coming up with the unique items.

Bladehate said:

One option might be some kind of Armor Hatreds.

Entry 10 on the armour history table is "gain the hatred talent", actually.

I knew I had that idea from somewhere =P.

Still, making it a small minor stand alone bonus rather then the full blown talent might be the way to develop personality without overpowering it.

Though, a bunch of small unnoticable bonuses to tests (+3 on tests to use a flamer for example) isn't really that "special" or "cool" or fitting the stature of an artificer armour in my opinion. It shouldn't be anything worse than the entries on the armour histories, I say. Plus I doubt anyone want to keep track of it anyway.

Most suits of artificer armor have something special on top of how well they protect.

Sicarius's suit has an extremely advanced damage control and healing system, perhaps a slowed down version of regeneration world be in order. Some might have certain weapons built in, like the Black Templar relic armor.

Maybe a fear generating effect? Like fear 2 or 3? Psy amplifiers? Extra reaction?

I would just take the regular armor and base some special effect off it's backround and looks.

SomVone said:

Most suits of artificer armor have something special on top of how well they protect.

Sicarius's suit has an extremely advanced damage control and healing system, perhaps a slowed down version of regeneration world be in order. Some might have certain weapons built in, like the Black Templar relic armor.

Maybe a fear generating effect? Like fear 2 or 3? Psy amplifiers? Extra reaction?

I would just take the regular armor and base some special effect off it's backround and looks.

This would definitely better represent the warriors who wear artificer armour. As far as I am aware, a suit of artificer armour is not just an ancient piece of equipment, but one that has been modified over centuries to better suit the specific needs of its wearer.

our BA Assault Marine Artificer armour offer automatic Medicae tests at Int Bonus 3,

our Raven Guard Assault marine Artificer Armour incorporate Sound dampening systems and predator style camouflage (not only remove power armour penalty but gain +10 camouflage bonus) also its zone of silence, both for him and enemies.

our DA Librarian Artificer Armour together with Artificer Psychic Hood gives him all psychic resistances from Black Templar armour of remorseless crusader withouth blade, but Psychic hood allows him to sustain powers withouth standard action usage but with double penalty for sustaining powers. (its combination of SW-hero for armour and SW+SW-master for psychic hood)

our Iron Hand Devastator Artificer Armour have given him talents like feric summons and old school DH tehpriest levitation.

boruta666 said:

our BA Assault Marine Artificer armour offer automatic Medicae tests at Int Bonus 3,

our Raven Guard Assault marine Artificer Armour incorporate Sound dampening systems and predator style camouflage (not only remove power armour penalty but gain +10 camouflage bonus) also its zone of silence, both for him and enemies.

our DA Librarian Artificer Armour together with Artificer Psychic Hood gives him all psychic resistances from Black Templar armour of remorseless crusader withouth blade, but Psychic hood allows him to sustain powers withouth standard action usage but with double penalty for sustaining powers. (its combination of SW-hero for armour and SW+SW-master for psychic hood)

our Iron Hand Devastator Artificer Armour have given him talents like feric summons and old school DH tehpriest levitation.

Now we're talking! Those are some cool AAs. How does that automatic Medicae test work? On himself only when he reaches 0 wounds?

And that Psychic Hood implementation is even more fitting than 'just a Hood' that I suggested before. I'd probably keep the +20 tests on resisting psychic power due to the hexagramatic wards, plus the Hood.
Interesting mechanic, and a good trade off with double penalty. That half action to sustain powers have always irked me. I'd mostly definately would want something similar for my Librarian if he ever reaches those skies.

- Wrist Mounted Boltpistol/Flame Pistol
- Wrist Mounted Aux Launcher
- Retracteble (Power) Blade
- Smoke Launcher
- Hexagrammic Wards
- Force Field
- Motion Accelerator (+1 to +3 Movement)
- etc.

I always thought that the psychic hood did not adequately represent the TT version. I feel as though a hood should give a bonus to sustaining tests and perhaps make the test a free action depending on the quality of said hood.

About our BA AA, he can invoke his AA medicae power after few rounds of peace and concentration, it takes around 3 rounds to activate health check procedure in armour.