On page 163 of the core rulebook it mentions that artificer armour may have special features, but then doesn't give any rules for them. So I thought I'd write some up.
Roll once on the following table. If an artificer suit has a special feature then it only receives one roll on table 5-12 Power Armour History.
Master Suit Features |
|
1-2 |
Automated Fibre Re-Weaving: The suit can repair itself. If the suit's environmental seal is breached it seals back up in 1 round, and if AP is lost it repairs 1 point every minute. If the suit sustains disabling damage to its Strength or movement bonus this has a 10% chance of being repaired every minute. |
3-4 |
Onboard Medi-Systems: The suit incorporates a medical suite that can even perform surgery on its occupant. The suit has the Medicae skill and a Narthecium with a total +50 bonus, and can take one action using the skill per round. This can be done even while the marine is active and fighting. |
5-6 |
Hexagrammic Wards: The suit provides a +20 bonus to Tests made to resist psychic effects and reduces the AP of psychic attacks by -4 (to a minimum of 0). |
7-8 |
Machine Spirit: The suit can operate itself, aiding its wearer. The wearer receives a +5 bonus to WS, BS, Agility and Perception. If the suit's wearer is rendered unconscious or helpless the suit can carry him to safety, even fighting off enemies while it does so. The suit has WS, BS, Strength, Agility and Perception of 30. |
9-10 |
Augur Array: The suit has advanced sensors and target processing cogitators. It grants a +10 bonus to all attack rolls, all weapons wielded by the wearer are +1 AP and their strength +5, and the wearers effective Rank for calculating Cohesion is increased by 1. |