Prerequisite: Level 5, base cost 1,000 gp.
Facility Rating: 2 (Cramped, 20 Squares)
Supply: 1 Martial
Action: Trade
An Armoury contains mannequins for displaying armour, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.
Crew Access
If you have an Armoury, you can recruit crew that are proficient with Simple and Martial weapons (including firearms), and have armour training with Light Armour, Medium Armour and Shields.
Proficiency
When you perform a Trade action on the facility, If you are not proficient with either Martial Weapons, Light Armour and Shields, or Medium Armour and Shields make a wisdom check against DC 15; if successful you gain proficiency with either Martial Weapons, Light Armour and Shields, or Medium Armour and Shields.
Install Options
When you use the Install Facility action to install an Armoury, if your vessel has an active
Smithy or
Workshop the base cost of the Armoury is reduced by 10%.
Trade Options
When you use the Trade Action with this facility, you perform the Trade: Stock Armoury action:
Trade: Stock Armory. Stock the Armory with armour, Shields, weapons, and ammunition from the supply. While your Armoury is stocked, your crew are harder to kill. When any event causes you to roll dice to determine if one or more of your vessels crew are wounded (see Vessel Events), roll 1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armoury is expended regardless of how many crew you have or how many you lost, leaving your Armoury depleted until you use the Trade action with this facility.
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