Kronos's d20 Stuff

kronos182

Adventurer
Plasma ReactiveArmour (PL 7)
Plasma reactive armour is an upgraded version of the old explosive reactivearmour used on tanks years ago. Working on a similar principle of the sensorsof the vehicle would detect the point of impact, then release a burst of plasmato intercept the weapon. Against projectiles, rockets, missiles and grenadesthis works particularly well as the plasma burst vaporizes it, or damages itenough to reduce the damage it might do. Against plasma weapons, the twointeracting plasma charges seem to cancel each other out, although there is abrought flash as containment fields disperse and plasma quickly dissipatesaround what would have been the point of impact. Against laser weapons, it'snot quite as effective as they hoped, but does reduce the damage as the laseris slowed and slightly dissipated as it passes through the plasmaburst.
With a little reprogramming, the plasma reactive armour can be used againstintruders attempting to board the vehicle.

Ballistic weapons,missiles and grenades deal half damage and their ability to ignore hardness/DRis lowered by 5.
Used againstboarders deals 2d8 fire damage in a 10 foot radius around the vehicle, Reflexsave DC 20 for half.
PDC: 23 Mil +3
 
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kronos182

Adventurer
Fusion Weapons
These weapons are similar to plasma weapons, using a similar process, except fusion weapons superheats a plasma-like material to temperatures so high that it actually begins to undergo nuclear fusion before it is released from storage. This allows the fusion weapon to deal incredible damage, and also has a splash effect. Fusion weapons have been available in larger forms, such as starship weapons, but this is the first time available as man portable weapons. These weapons are generally illegal in most civilisations due to the levels of radiation they give out.

FB-75
Unlike most rifles, the FB-75 must be attached to a backpack that holds the fusionable material.

FB-75 (Personal Firearms Proficiency, PL6)
Damage: 6d6, 3d6 to 10 foot area
Critical: 20
Damage Type: Energy
Range Increment: 60 ft
Rate of Fire: S
Size: Large
Weight: 8.9 lbs weapon, 13.2 lbs backpack
Ammo: 30 box
Purchase DC: 25
Restriction: +4 Illegal
Notes: Targets within 10 feet of the target take 3d6, Reflex save DC 15 for half damage. Organic targets that suffer damage must make a Fort save 15 as exposed to moderately radioactive material for 1 round. Multiple strikes count as multiple rounds that add up in moderately reactive materials (see d20 Future page 80-81). Firing this weapon sets off radiation detectors.
Fuel PDC: 18 for 2 reloads, Res +2
 

kronos182

Adventurer
Crush Gauntlets
These are armoured gauntlets that increase the user's hand strength. The servos are designed to give the user incredible grabbing strength, letting them crush bones or steel with equal ease, allowing the user to sunder weapons or crush an opponent's skull. This also gives the user the ability to hang onto items far easier, or even climb a little better as the armoured fingers can dig into most materials.

Crush Gauntlets (Simple Weapon Proficiency PL6)
Damage: 1d4
Critical: 20 x2
Damage Type: bludgeon or crush
Size: Small
Weight: 4 lbs
Purchase DC: 21
Notes: +4 to sunder and ignores 3 points of hardness when the item being sundered is held in the fist, and +4 to grapple attempts, +2 to Climb checks, the servos can be locked so that any weapon held can't be removed from the user's hand. The gauntlet is armed enough that it can be used as a small shield, providing a +1 Shield bonus to Defense, however when used in this manner, it can not be used to attack that round.
 

kronos182

Adventurer
Thermobaric Explosives

Thermobaric explosives use the oxygen from the surrounding air to generate an intense, high temperature explosion, and in practice a blast wave typically produced by such a weapon is of significantly longer duration than conventional condensed explosive.
These weapons deal one (1) additional die of damage as comparable explosives, only with 50% larger radius and deal damage for 1 additional round to the same area.
Increase weight by 25%
Increase PDC by +2.
Restriction: Military +3
 


kronos182

Adventurer
Kinetic Armour, armour gadget
Kinetic armour is a means to provide a greater survivability against all kinds of firearms the common infantry would encounter. Kinetic armour is usually fairly flexible, and easy to move in, but when struck by an object, such as a bullet, the armour hardens at the point of impact to protect the wearer. Kinetic armour reduces the defense bonus by 1 in light armours, 2 in medium, and 3 in heavy armours; increases max dex by +1, and decreases the armour check penalty by 2 to a minimum of 1.
Kinetic armour also grants DR, depending on the weapon fired. (this is were some math comes in) When struck by a weapon, the DR is equal to the base die type plus double the number of die. So, if someone wearing kinetic armour is shot with 9mm pistol, which does 2d6 damage, the DR will be 10 (6 base die + 4 ((2 die x 2)) ). 
Kinetic armour will work against ballastic, slashing (from frag weapons), explosive and concussion damage. Kinetic armour also provides a 75% chance to negate critical hits from such weapons.
A GM can allow it to work against weapons such as plasma weapons and other futuristic weapons that have a form of mass in their projectile, but NOT weapons like lasers. Against melee weapons with only one die, the DR/Hard is equal to half the die type, such as against a longsword which has 1d8 for damage, kinetic armour provides DR/Hard of 4, due to the much lower speeds of melee weapons. 

Note: Kinetic armour on personal armour shouldn't work against mecha or starship scale weapons, they are just too powerful. Although this is up to the GM if this applies or not. If you want a person in heavy armour to withstand a blast from a T-95 Cavalcade chain gun (which would get a DR of 20, which is below the average damage of around 24), by all means. Kinetic armour presented here is only for infantry weaponry, (providing protection just above the average damages of each weapon, except in the case of melee weapons, but fails once you get to weapons that deal around 4d10 or more.)
Restriction: Armour only
Purchase DC Modifier: +5

AFTERBURNERS (PL 5)
Prerequisite: Flight system
Afterburners, located in a suit’s feet and back, allow the suit to accelerate in any flight mode to 150% of its maximum speed for the round. Activating afterburners is a free action, however any skills and attack rolls made that round suffer -2. Usable 10 times before requiring refueling.
PDC: +3 to armour flight system.
Refuel PDC: 8


CHAFF/FLARE DISPENSER
A chaff/flare dispenser is an airborne defense mechanism that may release burning hot magnesium flares or puffs of chaff (finely shredded radar-reflecting aluminum). One flare
or one puff of chaff may be released per round as a free action.
A flare will inflict a -4 modifier to any IR/heatseeking attack made on the suit for the rest of the current round and the round thereafter, and a puff of chaff will add a -4 modifier
to any radar-guided attack made on the suit within the same
timeframe.
The Chaff/Flare Dispenser carries up to three flares and three chaff packets. A replacement flare or chaff packet has a PDC 12 and requires no special skill to load within the mechanism.
PDC: 13


DAMAGE REDUCTION
The armour is fitted with reinforced plating designed to reduce damage from weapons.
Light armour can gain a maximum of DR 5, medium armour max DR 8, heavy armour max DR 12, power armour max DR 15. Every 2 points of DR reduces max Dex modifier by -1, increases armour check penalty by -1.
PDC +2 / +1 DR
Res: Mil (+3)
 

kronos182

Adventurer
Armour Gadgets

Wall Crawling (PL 6)
The gloves of the power armor are equipped with pneumatic suction grippers that make it possible for the power armor to climb and travel on vertical surfaces or even traverse ceilings. The power armor must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). The pneumatic suction grippers can also be used to maintain a hold on any hand held items, granting a +4 against any disarm attempts. A free action to activate or deactivate this system.
Purchase DC: 10
Restriction: None


Kinetic Shroud (PL 7)
This small unit makes it possible for to hide any and all movements that the power armour may make with the use of a kinetic shroud. The kinetic shroud negates all attempts to plot any motion or action relative to the power armour’s position by any devices that would detect movement. Power armours equipped with a kinetic shroud will not show up on these types of sensors or detection devices. This device is always active as long as the armour has power. It can be disabled.
Purchase DC: 18
Restriction: Lic (+2)


Psionic Wave Generator (PL 8)
The Psionic Wave Generator works by generating an energy wave of psionic energy, which it then emits in a rippling energy wave that expands out to a radius of 100
feet radius around the power armour. Any and all individuals caught in this radius of the Psionic Wave Generator wave must immediately make a Will save (DC25) if a
psionic user or (DC 30) if a non-psionic user. All who fail the save are overwhelmed by the psionic energies and are stunned for 2d6 rounds. Due to the amount of energy
needed, the Psionic Wave Generator can be used once every three rounds. Requires an attack action to activate.
Purchase DC: 25 + one-half the base purchase DC of the power armour
Restriction: Military (+3)


Blindsight Suite (PL 6)
A suit of armour with this sensor suite can operate at full efficiency in absolute darkness, and is not hampered by rain, fog or other environmental factors. The blindsight suite uses a combination of light amplification, infrared vision and active RADAR and SONAR to pinpoint objects out to 180 ft. This system also upgrades the detection radius of any other sensor systems, improving the armour’s darkvision ability (if any) by 25%.
Requirements: Built in power system, typically power armour.
Activation: Move Action (to activate or deactivate)
Purchase DC: 12
Restriction: Military (+3)


Autoskill Software (PL 6)
This systems was originally designed for armours used in construction, demolition and engineering roles on space suits, although it was adapted to suits for use in other hazardous environments and even military armours for when a specialist isn't available.
With Autoskill Software, the armour’s onboard computers are programmed to perform a particular task exceptionally well. Select any skill (with the exception of any Charisma based skill); while wearing the armour the pilot receives a +10 equipment bonus on that skill.
Requirements: Built-in tools for skill and basic computer built into armour.
Purchase DC: 16 for 1 skill
Restriction: None


Self Assembling (PL 7)
Once the pilot dons a specific piece of the armour, usually a breastplate or special helmet, the armour sends a signal to its component pieces. Magnetic couplings than snap into place, allowing the armor to assemble itself around the pilot in a matter of seconds, not the long minutes usually required donning armour. The armour’s individual components cannot be separated from the core piece by more than 20 ft. If the armour’s components are farther apart than that, the assembly process simply fails. With this enhancement, the pilot can don his or her armour as a single, full round action, rather than multiple actions taking several minutes or rounds.
Purchase DC: 16
Restriction: None
 

kronos182

Adventurer
Personal Firearms Variant Ammunition

Ceramic Rounds
Ceramic rounds are available for assault rifles, autoloaders, machine pistols, revolvers, sniper rifles and submachine guns. Double the ballistic resistance of an armour or hardness of an object against ceramic bullets. All damage is negated if the ballistic resistance or hardness is greater than 4 (the original value, not the doubled one). These rounds are not detected by metal detectors.
Purchase DC: -1 for selected size.

Plastic Rounds
Plastic rounds are available for assault rifles, autoloaders, machine pistols, revolvers, submachine guns and sniper rifles. They inflict non-lethal damage, except if they score a critical hit. An object’s hardness is doubled against plastic bullets. If an armour has bludgeoning resistance, use twice its level to resist damage by a plastic bullet if it’s higher than the armour’s ballistic resistance. An armor or object with bludgeoning resistance or hardness greater than 4 (the original value, not the doubled one) negates all damage by a plastic bullet. These rounds are not detected by metal detectors.
Purchase DC: -2 for selected size

Powdered Glass Shells (shotgun)
Regular glass is reduced to a fine powder. Although this type of shell will reduce range to point blank or short only, it will make an extraordinary cloud in which flesh is stripped to the bone. Powdered Glass Shells do an additional three dice of damage at point-blank range, 30 ft, and an additional two dice of damage at short range, out to 60 ft.
Purchase DC: 4 (20 rounds).

Plastic Tipped Hollow-Point
These are hollow point rounds with a piece of plastic in the frontal cavity to streamline the bullet and improve aerodynamics. They function exactly like hollow-point ammunition, except suffer no penalty to attack rolls, dealing +1 circumstance bonus to damage rolls.
Purchase DC: +1 of standard ammunition of similar caliber.

Reversed Bullet
The bullet is seated backwards in the shell so that the flat end strikes the target, and more propellant is packed in. the bullet does not break apart against armour plating like a normal bullet would. Instead it severely distorts plate armour and would cause spalling (pieces of the armour inside the vehicle would break off and spray the inside with shrapnel, wounding or even killing the crew inside. Reduce range by 25% ft, -2 to attack rolls, deals half damage to all within the vehicle (if a very large vehicle, depending on size, 10 to 50% of crew take damage, use discretion). Generally available only in .50 cal or similar sized calibers and larger.
PDC: +2 standard ammunition of similar caliber.

Shotgun Breaching Round
Also known as a Hatton cartridge or a Master Key, a breaching round is a special shotgun shell packed with dense metal powder and wax. This mixture can destroy a lock, deadbolt, or hinges. While the round will damage the immediate area around the lock, it will not continue through the object to cause harm to individuals beyond. Its sole purpose is to allow for the quick removal of doors. A shotgun chambered with this round will cause double the weapon’s damage applied directly to
the break DC of the door. It can cause damage to individuals, but only at 1 range increment and then only half the normal dice of the weapon in damage.
Breaching rounds are sold in boxes of ten and have a purchase DC of 10.
 

kronos182

Adventurer
Encephalon Beam (PL 7)
An encephalon beam causes those to that are hit to make a Fortitude saving throw (DC 25) or the targets fall into a deep sleeping slumber for 10 minutes. Sleeping creatures are considered to be helpless. Slapping or wounding awakens an affected target, but normal noise will not. Awakening a creature is a standard action (an application of the aid another action).

Encephalon Beam (PL 7 Simple Weapons Proficiency)
Damage: none
Critical: -
Damage Type: energy
Range Increment: 20 ft cone, Reflex DC 15
Rate of Fire: S
Size: Med
Weight: 5 lbs
Ammo: 30 box
Purchase DC: 20 Mil (+3)
 

kronos182

Adventurer
Starship Equipment

Harmonic Shield (PL 8, defensive equipment)

Harmonic shields were developed by the same team that created Harmonic lasers, creating a shield system that is immune to all lasers, although harmonic lasers still deal half their damage due to the sonic component. Harmonic shields will absorb damage from energy attacks just like particle shields, but completely nullify (no damage) from laser based weapons, including critical strikes. Harmonic lasers will only do half damage due to their sonic component, but if the harmonic laser scores a critical strike, there is a 25% chance it is converted to a normal strike and absorbed by the shield.
Harmonic shields provide 20 hit points per hit dice equal to one-fourth the starship's overall hit dice.
PDC: 21 + one half base purchase DC of the starship.
Restriction: Mil (+3)


Plasma Wave (weapon)
An area weapon, releases a burst of plasma that damages all in area, that can push small ships that survive back. All ships within the area must make a Reflex save for half damage except the firing ship, however larger ships take additional damage if they fail their saves as more of the plasma wave strikes their hulls: additional +2d8 damage for each size category above Light. In addition, ships in the wave, regardless if they made the Reflex save or not, must make a Pilot check DC 20 or lose control and be pushed back 1000 ft (2 squares). Ships of Mediumweight and larger gain a +4 to their checks due to their larger size and weight.

Plasma Wave (PL7)
Damage: 10d8*
Critical: None
Damage Type: Fire
Range Increment: 1000 ft (2 sq) burst centered on equipped ship
Rate of Fire: Once every 2 rounds
Minimum Ship Size: Colossal
Purchase DC: 35
Restriction: Mil (+3)


Orbital Shield (PL 6-7, defensive equipment)
Deployable floating pieces of armour plating that can aid in deflecting weapons fire and absorbing it before it strikes the hull of the ship.
Orbital shields take the old concept of a physical movable shield to deflect and absorb damage before it strikes the main ship. Each shield is made of ablative material, and when not in use, sits in a housing on the hull of the ship. A ship will have many orbital shields placed along its hull. The shield moves about with its own thrusters, but is tied to the ship via tractor beams and magnetic attraction. When deployed, a standard action, the shields provide the starship with a +4 Deflection bonus and temporary hit points equal to 20 per hit dice equal to one-quarter of the starship's overall hit dice, which are used up first. Once these hit points are used up, the shield provide no Deflection bonus to the ship's Defense, and must be regenerated, which can take time, depending on the starship's repair systems.
Prerequisite: Damage Control System
Minimum Ship Type: Light
PDC: 35
Restriction: Res (+2)
Special: Orbital shields can be fitted with special materials, such as laser reflective materials, or those with improved ballistic resistance or even stealth bonuses. The resistances are only applied to the temporary hit points, which are used first, while other bonuses such as stealth only apply half their normal bonuses while the orbital shields are deployed.
A crew member can take more control of the orbital shields, spending a full round action to manipulate the shields, increasing the Deflection bonus to +6. Also any critical strikes have a 15% chance of turning into a normal hit.
 

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