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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7257473" data-attributes="member: 6668634"><p>Statted up a suit of armour I found on marco's/Coreline deviant art group here: <a href="https://coreline-rpg-group.deviantart.com/art/CORELINE-Jacket-Warfare-460003307" target="_blank">https://coreline-rpg-group.deviantart.com/art/CORELINE-Jacket-Warfare-460003307</a></p><p></p><p>Devil Dog Armouries of L.A. PA-300 "Jacket" Powered Armor.</p><p></p><p>"Heard how they call these things? 'Jackets'."</p><p>"Why's that?"</p><p>"Guess it's as in "straight jacket". But if you'd ever heard the stories of those UDF guys over at London, you'd think it's more like getting fitted for your damn funeral."</p><p>"Uhhh…. pretty light armour, right?"</p><p>"It's the standard. Light armour, heavy weapons, high mobility… would keep an eye on where you're fighting, though-damn thing sinks like a stone. Also need to warn you, they've got a steep learning curve, which is a potential problem when you're handling these to Slaught poppers…"</p><p></p><p>-Conversation recorded between Lt. Deunan Knute-Worth and (classified) member of the "Mala Noche" Cartel, recorded during "Operation: STING REDUX". Member interrogated by Raven using the standard methods and disposed of on Tampa Bay.</p><p></p><p>The Devil Dog Armouries "Jacket" is cheap, easy to produce and packing plenty of firepower. It is part of a new wave of power armour based on the DARPA H.U.L.C. project and similar Pre-Vanishing designs. Minimalistic, utilitarian, relatively cheap, useful in multiple civilian and military scenarios, manufactured by companies like Kawasaki and Caterpillar as well as L.A.'s own Devil Dog Armouries, this style is here to stay.</p><p></p><p>However, in comparison with other well-known power armours such as the Stark Industries "Iron Man" and the Knight Saber "Hardsuits", it has many weaknesses: limited close-quarters combat capabilities, the pilot is exposed to the elements, and the suit lacks A.I. support and electronics beyond status displays, navigation and target assistance.</p><p>Still, those who are used to the Jackets do not see this as a problem, but rather as a challenge. Modified Jackets are pretty common on the underground circles, and people who master the Jackets enough to be considered a significant threat are absolute MONSTERS once they upgrade to "easy mode".</p><p>And, of course, the Jackets are easier to take off than the other two suits we mentioned, without the need of explosive charges or other specialised devices. Not bad when you need to ditch them.</p><p></p><p>(As a note, all equipment mentioned below is the standard for an off-the-shelf Jacket or its more regular aftermarket packages. Any modification is possible, but availability and cost varies).</p><p></p><p>The armour's micro-assist servos are designed to easily carry the weight of the armour, plus enhance the user's strength for carrying capacity, allowing the user to carry heavy weapons and ammunition, but not for enhancing melee strikes. </p><p></p><p>PA-300 Jacket (PL5-6)</p><p>Type: Light Powered, micro-assist</p><p>Equipment Bonus: +3</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: +4*</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +4</p><p>Armour Penalty: +4</p><p>Speed (30 ft): 30 ft</p><p>Weight: 30 lbs unloaded</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p><p>Notes: Quick Release/Don, HUD, Miltary Radio, GPS, nanobeacon, IFF transponder, Targeting Computer, darkvision 60 ft, digital binoculars (x64), 4 weapon mounts (1 each arm, 1 each shoulder), user can use weapons one size category larger than normal, Strength bonus only for carrying capacity (if the user's modified strength is less than 20, it is considered 20 for carrying capacity), user is not considered encumbered until carrying heavy load, back mounted ammo drum.</p><p>Quick Release/Don - The armour is not as fully enclosing as other armours, plus the powered nature allows the armour to be stored up right allowing it to be easier donned. Putting on the armour is a full round action, while stepping out of it is a move equivalent action. Designed to be simple to use, someone with Medium Armour feat can wear the armour and make a Wis check DC 15 each time they don the armour, and every hour worn, to use the armour as if they had the Powered Armour feat.</p><p>Targeting Computer - The targeting systems on the PA-300 Jacket are simple, but effective. They allow anyone to use the weapons attached to the armour without requiring the necessary feat, and not incurring the -4 non-proficiency penalties.</p><p>Weapons - The Jacket is typically armed with a 5.56mm light machine gun, based on carbines, mounted on each arm, and either mini-rocket launchers or 30mm rifles on the shoulders.</p><p>The 5.56mm will deal 2d8 ball, 70 ft, s/a, linked (100 rds each).</p><p>The mini-rockets will deal damage based on the type of rocket loaded, with 15 rockets per launcher.</p><p>30mm rifles will deal 4d12 ballistic, 120 ft, single, 5 rds ea.</p><p></p><p>OPTIONAL ARMAMENTS:</p><p>+Dual fire-linked 5.56mm machine guns, increase damage to 3d8 damage. PDC 20</p><p>+Automatic Mini-grenade launcher, one shoulder weapon is replaced with a mini-grenade launcher (PL5 mini-grenades deal 1 die less and half blast radius, PL6 and up deal damage and blast radius like normal grenades), dealing damage based on type of grenade, 60 ft, s/a, linked (30 rds ea). PDC 21</p><p>+Flamethrower, back mounted tank feeds to an arm mounted sprayer, dealing 3d6 fire, 50 ft line 10 ft wide, or 30 ft long 15 ft wide cone, Reflex DC 15 for half, 10 blast tank. PDC 18</p><p>+Chemical Sprayer, similar to the flamethrower, only loaded with chemicals, such as acid, flame retardant, or other chemical, fitted to arm. PDC 19</p><p>+Automatic shotgun 8 gauge, mounted on arm, fed from back drum, 2d12 ball, 40 ft, s/a, linked (50 rds). PDC 19</p><p>+"Pile Bunker", an explosive charge-driven pile driver with standard twenty-charge clip and reinforced titanium spike replacing one of the arm weapons. Deals 3d6 piercing, 20x4, 20 uses. Without a charge deals 1d6 piercing, 20x3.</p><p></p><p>OPTIONAL SYSTEMS:</p><p>+Jumper Pack (d20 Future Tech pg17), reduce ammunition for all weapons by 25%, reduce Max Dex bonus to +3. PDC 16 If shoulder weapons are removed, the fuel capacity of the jumper pack can be doubled.</p><p>+Parachute can be attached to the back, but while in use, the shoulder weapons can not be used.</p><p>+Full environment seal with oxygen filtration and rebreather, reduce ammunition supply of all weapons by 25%, grants 4 hour oxygen supply, air filtration grants +4 to Fort saves vs airborne toxins, and other chemical attacks, +2 to saves against radiation. Negates Quick Release/Don system. PDC +4</p><p>+Deployable land anchors for extreme environments and recoil management. When deployed, the user is immobile, all weapons gain +1 stability bonus to attack rolls. User gains +4 bonus for stability checks, can remain rooted in place against class 2 tornado/hurricane winds.</p><p>+Reactive Coating: Nanotech armour coating, self-regenerating and self-detonating, based on Vehicular Reactive Armour. The nano-tech will reduce damage to the user from projectile and melee attacks and inflict damage upon nearby enemies, but runs the chance of inflicting minor injuries to the user. Further modification of the coating can allow the nano-tech hive to be detonated at will by the user at risk of weakening the armour and inflicting severe injury to the user unless the armour has been further modified. Grants DR 5 against ballistic, bludgeoning, slashing and piercing damage, deals 2d4 concussive damage to melee attackers upon being struck, also deals 1d4 damage to user. PDC +4, +6 for version that doesn't also harm the user.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7257473, member: 6668634"] Statted up a suit of armour I found on marco's/Coreline deviant art group here: [URL]https://coreline-rpg-group.deviantart.com/art/CORELINE-Jacket-Warfare-460003307[/URL] Devil Dog Armouries of L.A. PA-300 "Jacket" Powered Armor. "Heard how they call these things? 'Jackets'." "Why's that?" "Guess it's as in "straight jacket". But if you'd ever heard the stories of those UDF guys over at London, you'd think it's more like getting fitted for your damn funeral." "Uhhh…. pretty light armour, right?" "It's the standard. Light armour, heavy weapons, high mobility… would keep an eye on where you're fighting, though-damn thing sinks like a stone. Also need to warn you, they've got a steep learning curve, which is a potential problem when you're handling these to Slaught poppers…" -Conversation recorded between Lt. Deunan Knute-Worth and (classified) member of the "Mala Noche" Cartel, recorded during "Operation: STING REDUX". Member interrogated by Raven using the standard methods and disposed of on Tampa Bay. The Devil Dog Armouries "Jacket" is cheap, easy to produce and packing plenty of firepower. It is part of a new wave of power armour based on the DARPA H.U.L.C. project and similar Pre-Vanishing designs. Minimalistic, utilitarian, relatively cheap, useful in multiple civilian and military scenarios, manufactured by companies like Kawasaki and Caterpillar as well as L.A.'s own Devil Dog Armouries, this style is here to stay. However, in comparison with other well-known power armours such as the Stark Industries "Iron Man" and the Knight Saber "Hardsuits", it has many weaknesses: limited close-quarters combat capabilities, the pilot is exposed to the elements, and the suit lacks A.I. support and electronics beyond status displays, navigation and target assistance. Still, those who are used to the Jackets do not see this as a problem, but rather as a challenge. Modified Jackets are pretty common on the underground circles, and people who master the Jackets enough to be considered a significant threat are absolute MONSTERS once they upgrade to "easy mode". And, of course, the Jackets are easier to take off than the other two suits we mentioned, without the need of explosive charges or other specialised devices. Not bad when you need to ditch them. (As a note, all equipment mentioned below is the standard for an off-the-shelf Jacket or its more regular aftermarket packages. Any modification is possible, but availability and cost varies). The armour's micro-assist servos are designed to easily carry the weight of the armour, plus enhance the user's strength for carrying capacity, allowing the user to carry heavy weapons and ammunition, but not for enhancing melee strikes. PA-300 Jacket (PL5-6) Type: Light Powered, micro-assist Equipment Bonus: +3 Nonprof. Bonus: +2 Str Bonus: +4* Nonprof Str Bonus: +0 Max Dex: +4 Armour Penalty: +4 Speed (30 ft): 30 ft Weight: 30 lbs unloaded Purchase DC: 31 Restriction: Mil (+3) Notes: Quick Release/Don, HUD, Miltary Radio, GPS, nanobeacon, IFF transponder, Targeting Computer, darkvision 60 ft, digital binoculars (x64), 4 weapon mounts (1 each arm, 1 each shoulder), user can use weapons one size category larger than normal, Strength bonus only for carrying capacity (if the user's modified strength is less than 20, it is considered 20 for carrying capacity), user is not considered encumbered until carrying heavy load, back mounted ammo drum. Quick Release/Don - The armour is not as fully enclosing as other armours, plus the powered nature allows the armour to be stored up right allowing it to be easier donned. Putting on the armour is a full round action, while stepping out of it is a move equivalent action. Designed to be simple to use, someone with Medium Armour feat can wear the armour and make a Wis check DC 15 each time they don the armour, and every hour worn, to use the armour as if they had the Powered Armour feat. Targeting Computer - The targeting systems on the PA-300 Jacket are simple, but effective. They allow anyone to use the weapons attached to the armour without requiring the necessary feat, and not incurring the -4 non-proficiency penalties. Weapons - The Jacket is typically armed with a 5.56mm light machine gun, based on carbines, mounted on each arm, and either mini-rocket launchers or 30mm rifles on the shoulders. The 5.56mm will deal 2d8 ball, 70 ft, s/a, linked (100 rds each). The mini-rockets will deal damage based on the type of rocket loaded, with 15 rockets per launcher. 30mm rifles will deal 4d12 ballistic, 120 ft, single, 5 rds ea. OPTIONAL ARMAMENTS: +Dual fire-linked 5.56mm machine guns, increase damage to 3d8 damage. PDC 20 +Automatic Mini-grenade launcher, one shoulder weapon is replaced with a mini-grenade launcher (PL5 mini-grenades deal 1 die less and half blast radius, PL6 and up deal damage and blast radius like normal grenades), dealing damage based on type of grenade, 60 ft, s/a, linked (30 rds ea). PDC 21 +Flamethrower, back mounted tank feeds to an arm mounted sprayer, dealing 3d6 fire, 50 ft line 10 ft wide, or 30 ft long 15 ft wide cone, Reflex DC 15 for half, 10 blast tank. PDC 18 +Chemical Sprayer, similar to the flamethrower, only loaded with chemicals, such as acid, flame retardant, or other chemical, fitted to arm. PDC 19 +Automatic shotgun 8 gauge, mounted on arm, fed from back drum, 2d12 ball, 40 ft, s/a, linked (50 rds). PDC 19 +"Pile Bunker", an explosive charge-driven pile driver with standard twenty-charge clip and reinforced titanium spike replacing one of the arm weapons. Deals 3d6 piercing, 20x4, 20 uses. Without a charge deals 1d6 piercing, 20x3. OPTIONAL SYSTEMS: +Jumper Pack (d20 Future Tech pg17), reduce ammunition for all weapons by 25%, reduce Max Dex bonus to +3. PDC 16 If shoulder weapons are removed, the fuel capacity of the jumper pack can be doubled. +Parachute can be attached to the back, but while in use, the shoulder weapons can not be used. +Full environment seal with oxygen filtration and rebreather, reduce ammunition supply of all weapons by 25%, grants 4 hour oxygen supply, air filtration grants +4 to Fort saves vs airborne toxins, and other chemical attacks, +2 to saves against radiation. Negates Quick Release/Don system. PDC +4 +Deployable land anchors for extreme environments and recoil management. When deployed, the user is immobile, all weapons gain +1 stability bonus to attack rolls. User gains +4 bonus for stability checks, can remain rooted in place against class 2 tornado/hurricane winds. +Reactive Coating: Nanotech armour coating, self-regenerating and self-detonating, based on Vehicular Reactive Armour. The nano-tech will reduce damage to the user from projectile and melee attacks and inflict damage upon nearby enemies, but runs the chance of inflicting minor injuries to the user. Further modification of the coating can allow the nano-tech hive to be detonated at will by the user at risk of weakening the armour and inflicting severe injury to the user unless the armour has been further modified. Grants DR 5 against ballistic, bludgeoning, slashing and piercing damage, deals 2d4 concussive damage to melee attackers upon being struck, also deals 1d4 damage to user. PDC +4, +6 for version that doesn't also harm the user. [/QUOTE]
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