Combat and Equipment Rules

  • Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can accept the result, automatically missing the attack and dropping your weapon. Roll again, and any result other than another natural 1 means your weapon remains intact. Alternatively, you can choose to reroll the attack and keep the weapon in your hand. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete. A metal weapon breaks only if you roll a natural 5 or lower on the reroll. A broken weapon is useful only as an improvised melee weapon, and it remains so until repaired by the Make Whole ritual, the Temporary Fix martial practice (Martial Power 2 p152), or by attempting the appropriate repair item skill challenge (below).
  • Wear and Tear: When you are the subject of a critical hit, make an Endurance check, DC (10 + item enhancement bonus) for nonmetal armor or DC (5 + item enhancement bonus) for metal armor. Success results in no damage to your armor. Failure results in damage which reduces the AC of your armor by 1 until it is repaired, with repeated failures resulting in stacked AC penalties. A natural 1 on the roll or damage that reduces your armor’s AC to 0 breaks your armor and renders it useless. Damaged or broken armor can be repaired by the Make Whole ritual, the Temporary Fix martial practice (Martial Power 2 p152), or by attempting the appropriate repair item skill challenge (below).
  • Overheating: Characters wearing medium metal armor take a -2 penalty and characters wearing heavy metal armor take a -5 penalty to Endurance checks resulting from heat, stifling heat, or any other Endurance checks made to resist the effects of extreme heat or cold. Characters wearing heavy nonmetal armor take a -2 penalty to Endurance checks resulting from heat, stifling heat, or any other Endurance checks made to resist the effects of extreme heat, but gain a +2 bonus against extreme cold.

Repair Nonmetal Item

  • Complexity: 2 (requires 6 successes before 3 failures).
  • Primary Skills: Athletics, Endurance.
  • Secondary Skills: Perception, Nature, Arcana (if magical).
  • Requirements: Must succeed at least once on each skill. Remaining successes can use any primary skill. Checks can be made in any order. Primary skill checks can be assisted with secondary skill checks by other characters.
  • Difficulty: DC 10 + item enhancement bonus + number of previous successful repairs
  • Success: The item is repaired and fully functional. An item that breaks after having been repaired five times (by any means) is permanently ruined.
  • Failure: The item is permanently ruined and you lose one healing surge.

Repair Metal Item

  • Complexity: 4 (requires 10 successes before 5 failures).
  • Primary Skills: Athletics, Endurance.
  • Secondary Skills: Perception, History, Dungeoneering, Arcana (if magical).
  • Requirements: Must succeed at least once on each skill. Remaining successes can use any primary skill. Checks can be made in any order. Primary skill checks can be assisted with secondary skill checks by other characters.
  • Difficulty: DC 15 + item enhancement bonus + number of previous successful repairs
  • Success: The item is repaired and fully functional. An item that breaks after having been repaired five times (by any means) is permanently ruined.
  • Failure: The item is permanently ruined and you lose one healing surge.

Combat and Equipment Rules

War of the Burning Sands biochip biochip