Exceptional/Master Craftsmanship Armour

By Lanvrik, in Deathwatch Rules Questions

The requisition costs for armours are often listed as N/A. This being the case, how do you calculate the requisition costs for exceptional/master versions?

I'd probably put normal Astartes power armor around 20-30 Req, Scout armor around 10 or 15 and then just use the modifiers for craftsmanship.

There is no req cost because There is no such thing as mastercrafted armor. Well there is. It's called Artificer armor.

Scout armor has no Req requirement because you're going down in qualilty. You're sacrificing alot to go silently with a scout armor, or whatever reason it is, so no need to penalize you for it. It's like getting a lazgun is free because if a space marine saw fit to trade in his holy bolter for a flashlight, then go for it.

I don't recall what the req is for Artificer, but I believe it's just a Renoun requirment. But "better armors" should be given, I think, by the GM for very good circumstances, IE heroic deeds. And trading out armors, say your Mark 7 for a Mark 6 should be discused with your GM. Once I got Rites, I let everyone who really wanted to have new armors by rolling for it, simulating that they had it from the start. If that's not an option, perhaps next time your armor is damaged, you can get parts fixed and essentially trade it out.

As a space marine, your power armor is essentially your second skin. And it's as sacred as the chapter symbol on your shoulder. Trading it out is a nay nay, I'd say.

Frostfire said:

There is no req cost because There is no such thing as mastercrafted armor. Well there is. It's called Artificer armor.

lol, you may want to take a peek on page 165 as apparently FFG 100% disagrees with your statement... specifically, the armor craftmanship bubble that tells you what benefits mastercrafting does for armor.

Oh. Well. Didn't see that one. Egg on my face.

Still wouldn't allow someone to req it though. Second skin and all that. Have to get someone to actually mod it for you, like the cybernetic rules. Perminant. I'd say worth quite a bit considering.

EDIT: After re-reading the section several times, I take that back and go to what I said. There is no exceptional armor except for artificer armor. That box isn't clear if it's specifying Flak and other types of armor used by normal imperials, but specifically says "Astartes armor is common craftsmanship, but is far superior than standard craftsmanship of the imperium" I still do not believe that these armors, which are essentially the best armor in any game, should be subject to these rules because an artificer wouldnt' just say "Meh, good enough". They are already the best they can be inherently.be. They already fit like a second skin, and halving the weight of power armor, which isn't just armor but robotic and other mechnical components is extremely broken, I find.

If a player wanted to make this so, and a GM would allow it, I'd say they'd have to do a really big feat, or while their armor is damged beyond repair, they pay additional req to have it remodeled. But I'd use the "Skill of the Artificer" table in RoB more than that. Maybe allow Mastercrafted Scout armor, but I'd say 30 req.

Honestly, I see no reason to deny it to players. Fluff wise it may be a bit murky as to the difference between "masterwork power armour" and "artificer armour", but mechanically, there is a difference (artificer armour is still superior). I have no issue giving players more choice, or some means to improve their characters. I would probably just say that it is at 0 cost, and simply comes about as a result of reaching the needed renown, and is a permanent upgrade. I mean what, to balance anything, it just means enemies have to deal one more point of damage, or one higher penetration to cancel any real effect of the armour.

Also, this isn't the first time this was asked. I asked the same thing quite early after the DW core book came out.

It would appear, at least in Deathwatch, that Master Crafted armor, is a normal mass produced pattern made or improved to the best of its ability (adding 1 to the Armor value and cutting the weight in half), while Artificer armor is a special pattern that is individually crafted (not mass produced at all), which would explain the difference in stats from any of the marks of armor to artificer armor.

now... to obtain terminator armor and an ambitious techmarine... heh