Wear and Repair

You can use the following rules for equipment wear and repair to add an extra dimension to your campaign.

Equipment Properties

The following tags can't be added as upgrades, but may be found preexisting on looted or for-sale items, or applied automatically when certain conditions are met.

Worn or Sundered. This piece of equipment has been damaged in combat or has deteriorated with age or use. A worn or sundered weapon confers a -1 penalty to attack and damage rolls made with it, and the AC of worn or sundered armor is reduced by 1.

Firearm Variant — Finicky. If a firearm has this defect instead of the normal worn effect, reloading it always requires a utilize action.

Damaged. This piece of equipment has sustained significant damage and will break when you roll a 1 on the d20 for an attack made with it (weapons) or you take damage from a critical hit while wearing it (armor and shields).

Firearm Variants — Jammer, Busted. If a firearm has one of these defects instead of the normal damaged effect, apply the following:

Broken. A broken weapon or shield cannot be wielded, and the AC of broken armor is reduced by 5, to a minimum of 10.

Firearm Variants — Combustible, Warped, Scrap. If a firearm has one of these defects instead of the normal broken effect, apply the following:

Variant: Damaging Equipment

If your group enjoys more tactical combat, consider allowing worn or sundered armor to become damaged on sustaining damage from a critical hit, and a worn or sundered weapon to become damaged when you roll a 1 on the d20 for an attack roll made with it.

Repairing Equipment

A character proficient with and in possession of an appropriate set of artisan's tools can attempt to repair worn, damaged, or broken equipment as follows. Firearm repairs use tinker's tools instead of the normal artisan's tools.


Tags

References