This skill requires specialization |
Defaults: IQ-5 or Engineer (same)-4
Armoury/TL (IQ/Average) is the skill regarding the ability to build, modify, and repair a specific class of weapons or armor. It requires specialization.
It has the specialties Battlesuits, Body Armor, Force Shields, Heavy Weapons, Melee Weapons, Missile Weapons, Small Arms, and Vehicular Armor.
It is referenced in a number of GURPS books:
- GURPS Dungeon Fantasy 2: Dungeons, p. 3, on crafting gear
- Dungeon Fantasy 2, p. 14, on spotting good loot
- Dungeon Fantasy 2, p. 19, on disarming traps
- GURPS Fantasy, p. 138, on earning money as an armorer
- GURPS High-Tech, p. 249, in the description of the Armorer's Gift perk
- GURPS Low-Tech, p. 10, adds a new specialty, Liquid Projectors, and gives new defaults at low tech levels
- GURPS Power-Ups 2: Perks, in the description of the Armorer's Gift perk
Kromm Quotes[]
Sean Punch has commented on Armoury in the following posts to the SJG GURPS Forums:
- On equipment penalties
- On the affect of TL on rolls
- On what's included in the Melee Weapons specialty
- wildcard skill On it being covered by a Guns!
Classic Note[]
In Classic Armoury had the added defaults of (weapon skill)-6, or Blacksmith-3 (for weapons at TL4 or below).
See Also[]
References[]
- Basic Set p. 178