QUOTE (Hagga @ Dec 13 2010, 07:22 PM)
With the release of WAR, I'm wiggling like a little puppy and cracked open Arsenal.. only to realise there aren't capacity listings for military armour upgrades. I don't suppose anyone knows if I'm missing it elsewhere in the books? I can't spot it in Errata, either, but I may just be blind.
The armor modification rules are -sorely- lacking in standardization.
Weapon mods are good to go with rules as written.
Armor mods, however.....
Not so much. Here is why:
Both rules for handling armor mods in Arsenal are -optional- rules. There are in fact two systems: Capacity, which is included in statblocks for armor in that system, and is -entirely- misleading because its not a standard rule. Seriously, not joking, see page 44: Armor Rules.
The -other- optional rule has a variable amount of modifications available dependent on the armor value of the armor, instead of a capacity. I tend to like this one better, but the other one makes more sense.
Under the default ruleset, though, you are not limited in max mods. You just buy your armor, and slap whatever you feel like on it. No upper ceiling. Really, go check the core book.
I'm just -waiting- to see a missions character that takes a suit of milspec armor, and put -all- the milspec mods on it. At once. Because missions don't use optional rules. Ever. And armor capacity is an optional rule, despite having a listing in a statblock. Makes lots of sense, doesn't it?
Still, understanding how it all works(or doesn't) leads to some amusing scenarios which are fun to laugh about.
Theoretically(and stupidly), this means a mere suit of light milspec armor can go all Doctor Octopus with multiple articulated weapon arms. In fact, you could have an unlimited number of them, if you could afford them all. Actually -using- them all at once is an entirely different story, though.