My Character is building her own catalog of Tech Patterns, the unplaned first entry is going to be a "Archlight Axe" after a Chaos Marine broke the head of my Mono Axe in last nights game, I'm going to build me a new Mono-Axe using Acrace aloys. then it's on to desigining a new Helgun for her Henchpersons Oops I mean other party members.
Drop Bear 2.0 said:
…and if it ever did work out it would be compleatily Kick Ass and serve the GM right for making me do it in the first place.
This line caught my attention. The GM put this requirement to you, and you consider it to be onerous, right? So are you attempting to craft power armor as retribution, or do you have some kind of vision of what you want your character to be like?
I wouldn't use the stats and restrictions for Tactical Dreadnaught Armor if I were you. According to fluff your character really wouldn't be able to do it, and having the knowledge to create TDA is a guarded secret. However, I heartily advocate you set to designing a power armor inspired by the Tactical Dreadnaught Armor, but suited for the purpose of people who have not been genetically modified and outfitted with implants. It probably wouldn't be to the quality of TDA, but it can carry over improvements over the standard Power Armor.
What motivation does your character have for constructing Power Armor? Why Power Armor, and not Melta Technology? Why Power Armor, and not an improved Potentia Coil design?
I'd just use Heavy Power Armor from Rogue Trader: Into the Storm. It's basically the poor man's Terminator Armor.
Orkses never lose. If we win, we win, if we die, we die fightin' so it don't count. If we runs fer it, it don't count neither 'cus we can come back fer anuvver go, see?
I was thinking the MK.0 prototype would be about AP:10, Agl:-10, No efective Str Incerase (the Power Frame is using up all it's resorces just to support the Armor and sub-systems) minimal opeation time. the MK.1 prototype would be around AP:12, STR: +20.