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Kronos's d20 Stuff
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<blockquote data-quote="kronos182" data-source="post: 6796549" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">SteelArmour</span></p><p><span style="font-family: 'Calibri'">This suit of power armour is loosely based upon the fictional armour made by acomic book hero. Although not particularly powerful, it is versatile andsomewhat stylish. Later models have various upgrades or designed to fill aparticular role. The basic model offers fairly good protection against mostattacks, highly flexible to not impair movement, comes with a concealed flightsystem with thrusters in the boots and lower legs. The arms contain the primaryweapons, which can also be used to aid in flight for higher speeds andmaneuverability, but makes them unavailable for combat. The onboard computer issimple, but robust and easy to learn and control, allowing for quickly alteringbetween weapons and flight, or other suit features. </span></p><p><span style="font-family: 'Calibri'">The suit has air filters and an onboard supply of 2 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field to help deflect ballistic weaponry. Offensivelythe suit uses the smallest example of beam/pulse weapons built into the hand.This allows the user to switch between a more powerful plasma blast for closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode have two other modes: the first being a plasma based flamethrower for anarea attack; and the other aids in the suits ability to fly. While the theseare not necessary for flight, they allow the suit to fly faster, and grants ithigher maneuverability, but disables their use as a weapon while in this mode.Mounted over the right shoulder is a ballistic weapon that has anextending/retracting barrel that rotates to face over the shoulder or upparallel with the torso while in flight. The servos carry the weight of thesuit, so to the user they don't feel the weight of the armour.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Steel Armour (PL7)</span></p><p><span style="font-family: 'Calibri'">Type: Powered Armour</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Max Dex: +3</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -3</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (goodmaneuverability)</span></p><p><span style="font-family: 'Calibri'">Weight: 80 lb</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 34</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p><span style="font-family: 'Calibri'">Accessories: 2 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, 2x beam/pulse weapons, micro flares (6 uses), ballisticshoulder weapon (equivalent to submachine gun), missile lock alert.</span></p><p><span style="font-family: 'Calibri'">Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlightvision, +1 attack with built-in weapons, opponent ballistic and ranged weaponssuffer -4, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1Computer Use checks, flares suffer -5 on opposed attack rolls, +4 Def vsmissiles (missile lock alert), Spot checks suffer -1 every 20 ft instead ofnormal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers orplasma weapons). Can not carry more than light load while in flight (notcounting the weight of the armour).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Beam/Pulse Weapons</span></p><p><span style="font-family: 'Calibri'">Built into the palms are beam pulse weapons that can be used as a laser rifle(3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft, s/a), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Shoulder Ballistic Weapon</span></p><p><span style="font-family: 'Calibri'">This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, or points up to be parallel with the torso for use inflight. The barrel retracts when not in use. The weapon uses caselessammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 80 rds), and takes 30 minutesto reload without proper special equipment, with the equipment takes only 10minutes.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Micro Flares</span></p><p><span style="font-family: 'Calibri'">These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -5 to the roll. If successful, the missiletargets the flare instead.</span></p><p><span style="font-family: 'Calibri'">Replacement micro flares have a PDC 10 for 6.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Steel Armourmk2</span></p><p><span style="font-family: 'Calibri'">This is an upgraded version of Paragon Corp's Steel Armour power armour,featuring some improvements and refinements in the suit's manufacture and testbed for future specialist models.</span></p><p><span style="font-family: 'Calibri'">The suit has air filters and an onboard supply of 3 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field to help deflect ballistic weaponry. Offensivelythe suit uses the smallest example of beam/pulse weapons built into the hands.This allows the user to switch between a more powerful plasma blast for closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode have two other modes: the first being a plasma based flamethrower for anarea attack; and the other aids in the suits ability to fly. While these arenot necessary for flight, they allow the suit to fly faster, and grants ithigher maneuverability, but disables their use as a weapon while in this mode.Mounted over the right shoulder is a ballistic weapon that has anextending/retracting barrel that rotates to face over the shoulder or upparallel with the torso while in flight. The servos carry the weight of thesuit, so to the user they don't feel the weight of the armour.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Steel Armour (PL7)</span></p><p><span style="font-family: 'Calibri'">Type: Powered Armour</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Max Dex: +3</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -3</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 35 ft, fly 40 ft (average maneuverability) / 75 ft (goodmaneuverability)</span></p><p><span style="font-family: 'Calibri'">Weight: 76 lb</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 34</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p><span style="font-family: 'Calibri'">Accessories: 3 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, 2x beam/pulse weapons, micro flares (8 uses), ballisticshoulder weapon (equivalent to submachine gun), missile lock alert.</span></p><p><span style="font-family: 'Calibri'">Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +2 attack with built-in weapons, opponent ballistic and rangedweapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 3 hoursair, +1 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Defvs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead ofnormal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers orplasma weapons). Can not carry more than light load while in flight (notcounting the weight of the armour).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Beam/Pulse Weapons</span></p><p><span style="font-family: 'Calibri'">Built into the palms are beam pulse weapons that can be used as a laser rifle(3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight. In the mk2 the beam/pulse weaponshave slightly improved range over the mk1s due to improvements in emitters andmagnet fields, which allows the mk2 to have slightly faster flight speed whenthe weapons are used in flight mode.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Shoulder Ballistic Weapon</span></p><p><span style="font-family: 'Calibri'">This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, or points up to be parallel with the torso for use inflight. The barrel retracts when not in use. The weapon uses caselessammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 90 rds), and takes 30 minutesto reload without proper special equipment, with the equipment takes only 10minutes. This version has a slightly larger ammunition capacity due to redesignand distribution of the rounds, but still takes special equipment toreload.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Micro Flares</span></p><p><span style="font-family: 'Calibri'">These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -4 to the roll. If successful, the missiletargets the flare instead. These are the same flares used in the mk1 but has abetter launch system to lower the penalty to the opposed attackroll.</span></p><p><span style="font-family: 'Calibri'">Replacement micro flares have a PDC 10 for 6.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Steel Armourmk3</span></p><p><span style="font-family: 'Calibri'">The mk3 Steel Armour is a heavy assault version, boasting increased strengthenhancement, heavier armour, more weaponry, but lacks the flight capability,which is replaced with a jet assisted powerleap system. This system can be used in HALO jumps or other airbornedeployments without the use of a parachute or similar device. The design of themk3 is bulkier and heavier than the mk1 or 2, with more overlapping pieces andcurves to provide more deflection against ballistic weaponry.</span></p><p><span style="font-family: 'Calibri'">The beam/pulse weapon system has been upgraded for more power, but lacks therange of the mk1 or 2. The ballistic weapon on the shoulder is replaced with aheavier weapon, and two lighter ones are mounted on each arm. Mounted on theopposite shoulder is a mini-rocket system that retracts back when not in use.The magnetic field is augmented with a magnetic shield providing greaterprotection against ballistic weapons, and a weak particle field against energyweapons. The targeting systems are improved, and designed to aid users nottrained in the use of the heavier ballistic weapon or the mini rocket launcher.</span></p><p><span style="font-family: 'Calibri'">The hands of the mk3 are large, designed for melee combat or smashing throughobstacles, thus making it difficult to use normal sized weapons, needing to uselarger sized weapons.</span></p><p><span style="font-family: 'Calibri'">The suit has air filters and an onboard supply of 2 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field and particle field to help deflect ballistic andenergy weaponry and one of the smallest magnetic shields available. Offensivelythe suit uses the smallest example of beam/pulse weapons built into the hands.This allows the user to switch between a more powerful plasma blast for closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode has only the plasmathrower as an extra mode due to the removal of theflight systems. Mounted over the right shoulder is a heavier ballistic weaponthat has an extending/retracting barrel that rotates to face over the shoulder,while the left shoulder has a box style mini rocket launcher holding 8 rocketsin 2 rows of five, with one reload available that takes less than a minute torefill. The servos carry the weight of the suit, so to the user they don't feelthe weight of the armour.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Steel Armour Mk3 (PL7)</span></p><p><span style="font-family: 'Calibri'">Type: Powered Armour</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +7</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +4</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Max Dex: +2</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -5</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 250 lb</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 36</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p><span style="font-family: 'Calibri'">Accessories: 2 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, particle field, magnetic shield, 2x beam/pulse weapons, 2xmicro flare launcher (10 uses ea), ballistic shoulder weapon (15mm cannon,equivalent to 20mm), missile lock alert, mini rocket shoulder launcher.</span></p><p><span style="font-family: 'Calibri'">Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +3 attack with built-in weapons, opponent ballistic and rangedweapons (missiles) suffer -4, opponent energy weapons suffer -2 to attack, +3Spot (HUD), detect moving objects within 150 ft, 2 hours air, flares suffer -4on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checkssuffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 10(against normal fires, not lasers or plasma weapons). Magnetic shield provides30 hit points against ballistic and missile weapons when active, can remainactive for 5 minutes or until hit points are depleted. Once hit points depletedor activated for 5 minutes, requires 1 hour to recharge. -1 to Dex stillsrequiring fine manipulation, -1 to use any weapons designed for medium sizedcreatures. +5 to jumps, not limited by character's height, powered leap up to50 feet.</span></p><p><span style="font-family: 'Calibri'">Due to the size of the suit, the user is considered to be Large when it isadvantageous to the user, thus granting a +4 to grapple checks, -1 to Hide andMove Silently checks, but doesn't suffer the -1 to attackpenalties.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Beam/Pulse Weapons</span></p><p><span style="font-family: 'Calibri'">Built into the palms are beam pulse weapons that can be used as a heavy laserrifle (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40ft, s/a), or as a plasma flamethrower (3d10, 30 ft cone Reflex DC 17). Theseweapons have 60 charges, which replenishes at a rate of 1 charge for everyminute of inactivity. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Shoulder Ballistic Weapon</span></p><p><span style="font-family: 'Calibri'">This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, it is a 15mm cannon, but with advancements in ballistictechnology, it acts like a 20mm cannon. The barrel retracts when not in use.The weapon uses caseless ammunition in 15 mm (4d10, 20, ball, 120 ft, s/a, 20rds), and takes 30 minutes to reload without proper special equipment, with theequipment takes only 10 minutes.</span></p><p><span style="font-family: 'Calibri'">15mm rounds have a PDC 12 for 20 rounds.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Shoulder Mini Rocket Launcher</span></p><p><span style="font-family: 'Calibri'">Mounted on the left shoulder of the mk3 is a 2x5 box style mini missilelauncher. The targeting software will allow a user without heavy weaponproficiency or exotic weapon proficiency: rocket launchers to have thenon-proficiency penalty reduced by 1. The launcher can launch one missile at asingle target, or launch up to 5 missiles at 5 separate targets, but they allmust be within 100 feet of each other in the user's front arc. To target up to5 targets, the user makes one attack roll at -3 with a cumulative -1 for eachtarget past the first, for a total of -7 to target 5 targets. This attack rollis used against each target. Once the 10 rockets are launched, the launcher canbe refilled with a single reload, but takes 2 rounds for the automatic systemto reload the launcher. To reload the system completely, takes specialequipment and about 10 minutes of work.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Micro Flares</span></p><p><span style="font-family: 'Calibri'">These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -4 to the roll. If successful, the missiletargets the flare instead. These are the improved micro flare launchers firstintroduced on the mk2, but have a larger capacity, with 10uses.</span></p><p><span style="font-family: 'Calibri'">Replacement micro flares have a PDC 10 for 6.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Magnetic Shield</span></p><p><span style="font-family: 'Calibri'">The mk3 has one of the smallest magnetic shields available. When activated, amove equivalent action, the shield provides 30 hit points against ballistic andmissile weapons, which lasts for up to 5 minutes or until the hit points aredepleted. A critical hit bypasses the shield and deals damage directly to theuser. Once depleted or after 5 minutes of activation, the shield must rechargefor 1 hour before it can be activated again.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Oversized Hands</span></p><p><span style="font-family: 'Calibri'">Due to the design of the mk 3, the hands are larger and reinforced, made forgrabbing and smashing. The user suffers a -1 penalty to Dex related skillsrequiring fine manipulation, and also to use weapons designed for medium sizedcreatures, except in such cases as a great sword, as a two handed weapon wouldbe considered a 1 handed weapon for the user in a mk3, suffer a -1 penalty. Theuser is considered armed and can make unarmed melee strikes with a slam dealing1d8 plus Str modifier, ignore 2 points of hardness.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Jet Assisted Jumps</span></p><p><span style="font-family: 'Calibri'">The mk3 loses the flight capabilities, but has lower powered jets for makingjet assisted leaps, or for use similar to a parachute. The jets can allow themk3 to make a 50 foot long leap as a full round action, but the user can alsofire weapons at any target along the path of the leap, gaining a +2circumstance bonus due to having the higher ground, with a Jump DC of 25 toland properly. If the user changes direction during the leap (Balance check DC15), the DC is increased to 30. Alternately, to cover more ground quickly, theuser can make a series of powered jumps, that are lower, and slightly shorter,as a move equivalent action, granting the user a speed of 75 ft, for up to 5rounds, but requires a Jump check DC 25 and a Balance check DC 20. Meleeattacks made while making this type of movement gain a +1 bonus to attackrolls.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Steel Armour mk4 akaMercury</span></p><p><span style="font-family: 'Calibri'">The mk4, or Mercury as it's also known, is the second specialist suit of theSteel Armour series, built more for speed than brute force like the mk3. Usinglighter weight materials, but retaining the same protection of the mk2, allowsfor greater mobility and flexibility. The leg servos enhance the speed of theuser greatly, and an added set of boosters in the back allow for even fasterflight speeds. </span></p><p><span style="font-family: 'Calibri'">For offense, the mk4 has the same beam/pulse weapons of the mk2, which can alsobe used to aid in flight, a pair of retractable high frequency blades mountedon the arms and a pair of rapid fire ballistic weapons on the shoulders thatrotate so they can be used in flight and while on the ground. For protection,the mk4 has a missile lock alert system, micro flares, magnetic and particlefields as well as the magnetic shield first deployed on the mk3. An enhanceddanger avoidance system is also installed.</span></p><p><span style="font-family: 'Calibri'">The suit has air filters and an onboard supply of 3 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors. The suit also includes an autopilot and a body functionmonitor/health-alert.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Steel Armour mk4 (PL7)</span></p><p><span style="font-family: 'Calibri'">Type: Powered Armour</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +5</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Max Dex: +4</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -2</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 40 ft, fly 75 ft (average maneuverability) / 100 ft (goodmaneuverability)</span></p><p><span style="font-family: 'Calibri'">Weight: 56 lb</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 35</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p><span style="font-family: 'Calibri'">Accessories: 3 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, particle field, magnetic shield, 2x beam/pulse weapons, microflares (16 uses), 2x ballistic shoulder weapon (equivalent to submachine gun),missile lock alert, danger avoidance system, autopilot, body functionmonitor/health alert.</span></p><p><span style="font-family: 'Calibri'">Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +2 attack with built-in weapons, opponent ballistic, energyranged weapons and missiles suffer -4, +3 Spot (HUD), detect moving objectswithin 125 ft, 3 hours air, +2 Computer Use checks, flares suffer -4 on opposedattack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (againstnormal fires, not lasers or plasma weapons). Can not carry more than light loadwhile in flight (not counting the weight of the armour), jet boostedcharge.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Beam/Pulse Weapons (x2)</span></p><p><span style="font-family: 'Calibri'">Built into the palms are beam pulse weapons that can be used as a laser rifle(3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight. In the mk4 the beam/pulse weaponshave slightly improved range over the mk1s due to improvements in emitters andmagnet fields, which allows the mk2 to have slightly faster flight speed whenthe weapons are used in flight mode.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Shoulder Ballistic Weapons (x2)</span></p><p><span style="font-family: 'Calibri'">These ballistic weapons that sit over the shoulders which rotates to face overthe shoulders, or points up to be parallel with the torso for use in flight.The barrel retracts when not in use. The weapon uses caseless ammunition in5.56 mm (2d8, 20, ball, 70 ft, s/a, 100 rds ea), and takes 30 minutes to reloadwithout proper special equipment, with the equipment takes only 10 minutes.This version has a slightly larger ammunition capacity due to redesign anddistribution of the rounds, but still takes special equipment to reload. Thesecan be fired independently or firelinked</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">High Frequency Blades (x2)</span></p><p><span style="font-family: 'Calibri'">Mounted in each arm, deploying from the back of the wrists, giving the mk4melee attack capabilities. Each dealing 2d4 piercing or slashing,19-20x2.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Micro Flares</span></p><p><span style="font-family: 'Calibri'">These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -4 to the roll. If successful, the missiletargets the flare instead. These are the same flares used in the mk1 but has abetter launch system to lower the penalty to the opposed attack roll.</span></p><p><span style="font-family: 'Calibri'">Replacement micro flares have a PDC 10 for 6.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Magnetic Shield</span></p><p><span style="font-family: 'Calibri'">The mk3 has one of the smallest magnetic shields available. When activated, amove equivalent action, the shield provides 30 hit points against ballistic andmissile weapons, which lasts for up to 5 minutes or until the hit points aredepleted. A critical hit bypasses the shield and deals damage directly to theuser. Once depleted or after 5 minutes of activation, the shield must rechargefor 1 hour before it can be activated again.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Jet Boosted Charge</span></p><p><span style="font-family: 'Calibri'">The user can make a jet boosted charge when making a charge attack, allowingthe user to deal double damage, gaining an additional +2 to attack for a totalof +4, but suffering an additional -1 to Defense for a total of -3 toDefense.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Danger Avoidance System</span></p><p><span style="font-family: 'Calibri'">This system aids the user in avoiding dangers, such as grenades and explosions,granting a +4 bonus to Reflex, +2 Tumble, reduce falling damage by 10 feet(1d6). If the user uses the Defense or Total Defense attack option, double thebonus to Defense.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Autopilot</span></p><p><span style="font-family: 'Calibri'">The mk4 features an autopilot system that the user can engage for long flights,or it can engage automatically in the even that the pilot is renderedunconscious, detected by the body function monitor, returning to a designatedsafe area. If one is not provided, using the onboard GPS and computer system,flies to the nearest hospital. It will transmit a message to the safe area, orhospital as to the user's condition and eta. Upon arrival, and sensors detectno threats, it will land safely near the first person it recognizes as help(hospital workers identifiable through onboard computer system recognizinguniforms, or preprogrammed person the user designates), and open to allowsomeone to remove the unconscious user.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6796549, member: 6668634"] [FONT=Calibri]SteelArmour This suit of power armour is loosely based upon the fictional armour made by acomic book hero. Although not particularly powerful, it is versatile andsomewhat stylish. Later models have various upgrades or designed to fill aparticular role. The basic model offers fairly good protection against mostattacks, highly flexible to not impair movement, comes with a concealed flightsystem with thrusters in the boots and lower legs. The arms contain the primaryweapons, which can also be used to aid in flight for higher speeds andmaneuverability, but makes them unavailable for combat. The onboard computer issimple, but robust and easy to learn and control, allowing for quickly alteringbetween weapons and flight, or other suit features. The suit has air filters and an onboard supply of 2 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field to help deflect ballistic weaponry. Offensivelythe suit uses the smallest example of beam/pulse weapons built into the hand.This allows the user to switch between a more powerful plasma blast for closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode have two other modes: the first being a plasma based flamethrower for anarea attack; and the other aids in the suits ability to fly. While the theseare not necessary for flight, they allow the suit to fly faster, and grants ithigher maneuverability, but disables their use as a weapon while in this mode.Mounted over the right shoulder is a ballistic weapon that has anextending/retracting barrel that rotates to face over the shoulder or upparallel with the torso while in flight. The servos carry the weight of thesuit, so to the user they don't feel the weight of the armour. Steel Armour (PL7) Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (goodmaneuverability) Weight: 80 lb Purchase DC: 34 Restriction: Res (+2) Accessories: 2 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, 2x beam/pulse weapons, micro flares (6 uses), ballisticshoulder weapon (equivalent to submachine gun), missile lock alert. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlightvision, +1 attack with built-in weapons, opponent ballistic and ranged weaponssuffer -4, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1Computer Use checks, flares suffer -5 on opposed attack rolls, +4 Def vsmissiles (missile lock alert), Spot checks suffer -1 every 20 ft instead ofnormal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers orplasma weapons). Can not carry more than light load while in flight (notcounting the weight of the armour). Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a laser rifle(3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft, s/a), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight. Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, or points up to be parallel with the torso for use inflight. The barrel retracts when not in use. The weapon uses caselessammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 80 rds), and takes 30 minutesto reload without proper special equipment, with the equipment takes only 10minutes. Micro Flares These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -5 to the roll. If successful, the missiletargets the flare instead. Replacement micro flares have a PDC 10 for 6. [/FONT] [HR][/HR] [FONT=Calibri]Steel Armourmk2 This is an upgraded version of Paragon Corp's Steel Armour power armour,featuring some improvements and refinements in the suit's manufacture and testbed for future specialist models. The suit has air filters and an onboard supply of 3 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field to help deflect ballistic weaponry. Offensivelythe suit uses the smallest example of beam/pulse weapons built into the hands.This allows the user to switch between a more powerful plasma blast for closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode have two other modes: the first being a plasma based flamethrower for anarea attack; and the other aids in the suits ability to fly. While these arenot necessary for flight, they allow the suit to fly faster, and grants ithigher maneuverability, but disables their use as a weapon while in this mode.Mounted over the right shoulder is a ballistic weapon that has anextending/retracting barrel that rotates to face over the shoulder or upparallel with the torso while in flight. The servos carry the weight of thesuit, so to the user they don't feel the weight of the armour. Steel Armour (PL7) Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 35 ft, fly 40 ft (average maneuverability) / 75 ft (goodmaneuverability) Weight: 76 lb Purchase DC: 34 Restriction: Res (+2) Accessories: 3 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, 2x beam/pulse weapons, micro flares (8 uses), ballisticshoulder weapon (equivalent to submachine gun), missile lock alert. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +2 attack with built-in weapons, opponent ballistic and rangedweapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 3 hoursair, +1 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Defvs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead ofnormal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers orplasma weapons). Can not carry more than light load while in flight (notcounting the weight of the armour). Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a laser rifle(3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight. In the mk2 the beam/pulse weaponshave slightly improved range over the mk1s due to improvements in emitters andmagnet fields, which allows the mk2 to have slightly faster flight speed whenthe weapons are used in flight mode. Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, or points up to be parallel with the torso for use inflight. The barrel retracts when not in use. The weapon uses caselessammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 90 rds), and takes 30 minutesto reload without proper special equipment, with the equipment takes only 10minutes. This version has a slightly larger ammunition capacity due to redesignand distribution of the rounds, but still takes special equipment toreload. Micro Flares These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -4 to the roll. If successful, the missiletargets the flare instead. These are the same flares used in the mk1 but has abetter launch system to lower the penalty to the opposed attackroll. Replacement micro flares have a PDC 10 for 6. [/FONT] [HR][/HR] [FONT=Calibri]Steel Armourmk3 The mk3 Steel Armour is a heavy assault version, boasting increased strengthenhancement, heavier armour, more weaponry, but lacks the flight capability,which is replaced with a jet assisted powerleap system. This system can be used in HALO jumps or other airbornedeployments without the use of a parachute or similar device. The design of themk3 is bulkier and heavier than the mk1 or 2, with more overlapping pieces andcurves to provide more deflection against ballistic weaponry. The beam/pulse weapon system has been upgraded for more power, but lacks therange of the mk1 or 2. The ballistic weapon on the shoulder is replaced with aheavier weapon, and two lighter ones are mounted on each arm. Mounted on theopposite shoulder is a mini-rocket system that retracts back when not in use.The magnetic field is augmented with a magnetic shield providing greaterprotection against ballistic weapons, and a weak particle field against energyweapons. The targeting systems are improved, and designed to aid users nottrained in the use of the heavier ballistic weapon or the mini rocket launcher. The hands of the mk3 are large, designed for melee combat or smashing throughobstacles, thus making it difficult to use normal sized weapons, needing to uselarger sized weapons. The suit has air filters and an onboard supply of 2 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field and particle field to help deflect ballistic andenergy weaponry and one of the smallest magnetic shields available. Offensivelythe suit uses the smallest example of beam/pulse weapons built into the hands.This allows the user to switch between a more powerful plasma blast for closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode has only the plasmathrower as an extra mode due to the removal of theflight systems. Mounted over the right shoulder is a heavier ballistic weaponthat has an extending/retracting barrel that rotates to face over the shoulder,while the left shoulder has a box style mini rocket launcher holding 8 rocketsin 2 rows of five, with one reload available that takes less than a minute torefill. The servos carry the weight of the suit, so to the user they don't feelthe weight of the armour. Steel Armour Mk3 (PL7) Type: Powered Armour Equipment Bonus: +7 Nonprof. Bonus: +3 Str Bonus: +4 Nonprof Str Bonus: +1 Max Dex: +2 Armour Penalty: -5 Speed (30 ft): 30 ft Weight: 250 lb Purchase DC: 36 Restriction: Res (+2) Accessories: 2 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, particle field, magnetic shield, 2x beam/pulse weapons, 2xmicro flare launcher (10 uses ea), ballistic shoulder weapon (15mm cannon,equivalent to 20mm), missile lock alert, mini rocket shoulder launcher. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +3 attack with built-in weapons, opponent ballistic and rangedweapons (missiles) suffer -4, opponent energy weapons suffer -2 to attack, +3Spot (HUD), detect moving objects within 150 ft, 2 hours air, flares suffer -4on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checkssuffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 10(against normal fires, not lasers or plasma weapons). Magnetic shield provides30 hit points against ballistic and missile weapons when active, can remainactive for 5 minutes or until hit points are depleted. Once hit points depletedor activated for 5 minutes, requires 1 hour to recharge. -1 to Dex stillsrequiring fine manipulation, -1 to use any weapons designed for medium sizedcreatures. +5 to jumps, not limited by character's height, powered leap up to50 feet. Due to the size of the suit, the user is considered to be Large when it isadvantageous to the user, thus granting a +4 to grapple checks, -1 to Hide andMove Silently checks, but doesn't suffer the -1 to attackpenalties. Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a heavy laserrifle (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40ft, s/a), or as a plasma flamethrower (3d10, 30 ft cone Reflex DC 17). Theseweapons have 60 charges, which replenishes at a rate of 1 charge for everyminute of inactivity. Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, it is a 15mm cannon, but with advancements in ballistictechnology, it acts like a 20mm cannon. The barrel retracts when not in use.The weapon uses caseless ammunition in 15 mm (4d10, 20, ball, 120 ft, s/a, 20rds), and takes 30 minutes to reload without proper special equipment, with theequipment takes only 10 minutes. 15mm rounds have a PDC 12 for 20 rounds. Shoulder Mini Rocket Launcher Mounted on the left shoulder of the mk3 is a 2x5 box style mini missilelauncher. The targeting software will allow a user without heavy weaponproficiency or exotic weapon proficiency: rocket launchers to have thenon-proficiency penalty reduced by 1. The launcher can launch one missile at asingle target, or launch up to 5 missiles at 5 separate targets, but they allmust be within 100 feet of each other in the user's front arc. To target up to5 targets, the user makes one attack roll at -3 with a cumulative -1 for eachtarget past the first, for a total of -7 to target 5 targets. This attack rollis used against each target. Once the 10 rockets are launched, the launcher canbe refilled with a single reload, but takes 2 rounds for the automatic systemto reload the launcher. To reload the system completely, takes specialequipment and about 10 minutes of work. Micro Flares These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -4 to the roll. If successful, the missiletargets the flare instead. These are the improved micro flare launchers firstintroduced on the mk2, but have a larger capacity, with 10uses. Replacement micro flares have a PDC 10 for 6. Magnetic Shield The mk3 has one of the smallest magnetic shields available. When activated, amove equivalent action, the shield provides 30 hit points against ballistic andmissile weapons, which lasts for up to 5 minutes or until the hit points aredepleted. A critical hit bypasses the shield and deals damage directly to theuser. Once depleted or after 5 minutes of activation, the shield must rechargefor 1 hour before it can be activated again. Oversized Hands Due to the design of the mk 3, the hands are larger and reinforced, made forgrabbing and smashing. The user suffers a -1 penalty to Dex related skillsrequiring fine manipulation, and also to use weapons designed for medium sizedcreatures, except in such cases as a great sword, as a two handed weapon wouldbe considered a 1 handed weapon for the user in a mk3, suffer a -1 penalty. Theuser is considered armed and can make unarmed melee strikes with a slam dealing1d8 plus Str modifier, ignore 2 points of hardness. Jet Assisted Jumps The mk3 loses the flight capabilities, but has lower powered jets for makingjet assisted leaps, or for use similar to a parachute. The jets can allow themk3 to make a 50 foot long leap as a full round action, but the user can alsofire weapons at any target along the path of the leap, gaining a +2circumstance bonus due to having the higher ground, with a Jump DC of 25 toland properly. If the user changes direction during the leap (Balance check DC15), the DC is increased to 30. Alternately, to cover more ground quickly, theuser can make a series of powered jumps, that are lower, and slightly shorter,as a move equivalent action, granting the user a speed of 75 ft, for up to 5rounds, but requires a Jump check DC 25 and a Balance check DC 20. Meleeattacks made while making this type of movement gain a +1 bonus to attackrolls. [/FONT] [HR][/HR] [FONT=Calibri]Steel Armour mk4 akaMercury The mk4, or Mercury as it's also known, is the second specialist suit of theSteel Armour series, built more for speed than brute force like the mk3. Usinglighter weight materials, but retaining the same protection of the mk2, allowsfor greater mobility and flexibility. The leg servos enhance the speed of theuser greatly, and an added set of boosters in the back allow for even fasterflight speeds. For offense, the mk4 has the same beam/pulse weapons of the mk2, which can alsobe used to aid in flight, a pair of retractable high frequency blades mountedon the arms and a pair of rapid fire ballistic weapons on the shoulders thatrotate so they can be used in flight and while on the ground. For protection,the mk4 has a missile lock alert system, micro flares, magnetic and particlefields as well as the magnetic shield first deployed on the mk3. An enhanceddanger avoidance system is also installed. The suit has air filters and an onboard supply of 3 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors. The suit also includes an autopilot and a body functionmonitor/health-alert. Steel Armour mk4 (PL7) Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +4 Armour Penalty: -2 Speed (30 ft): 40 ft, fly 75 ft (average maneuverability) / 100 ft (goodmaneuverability) Weight: 56 lb Purchase DC: 35 Restriction: Res (+2) Accessories: 3 hour air supply, air filters, blackout goggles, motion detector,HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon,unicom, HUD software sensor link, HUD software targeting (built-in weaponry),magnetic field, particle field, magnetic shield, 2x beam/pulse weapons, microflares (16 uses), 2x ballistic shoulder weapon (equivalent to submachine gun),missile lock alert, danger avoidance system, autopilot, body functionmonitor/health alert. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +2 attack with built-in weapons, opponent ballistic, energyranged weapons and missiles suffer -4, +3 Spot (HUD), detect moving objectswithin 125 ft, 3 hours air, +2 Computer Use checks, flares suffer -4 on opposedattack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (againstnormal fires, not lasers or plasma weapons). Can not carry more than light loadwhile in flight (not counting the weight of the armour), jet boostedcharge. Beam/Pulse Weapons (x2) Built into the palms are beam pulse weapons that can be used as a laser rifle(3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight. In the mk4 the beam/pulse weaponshave slightly improved range over the mk1s due to improvements in emitters andmagnet fields, which allows the mk2 to have slightly faster flight speed whenthe weapons are used in flight mode. Shoulder Ballistic Weapons (x2) These ballistic weapons that sit over the shoulders which rotates to face overthe shoulders, or points up to be parallel with the torso for use in flight.The barrel retracts when not in use. The weapon uses caseless ammunition in5.56 mm (2d8, 20, ball, 70 ft, s/a, 100 rds ea), and takes 30 minutes to reloadwithout proper special equipment, with the equipment takes only 10 minutes.This version has a slightly larger ammunition capacity due to redesign anddistribution of the rounds, but still takes special equipment to reload. Thesecan be fired independently or firelinked High Frequency Blades (x2) Mounted in each arm, deploying from the back of the wrists, giving the mk4melee attack capabilities. Each dealing 2d4 piercing or slashing,19-20x2. Micro Flares These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -4 to the roll. If successful, the missiletargets the flare instead. These are the same flares used in the mk1 but has abetter launch system to lower the penalty to the opposed attack roll. Replacement micro flares have a PDC 10 for 6. Magnetic Shield The mk3 has one of the smallest magnetic shields available. When activated, amove equivalent action, the shield provides 30 hit points against ballistic andmissile weapons, which lasts for up to 5 minutes or until the hit points aredepleted. A critical hit bypasses the shield and deals damage directly to theuser. Once depleted or after 5 minutes of activation, the shield must rechargefor 1 hour before it can be activated again. Jet Boosted Charge The user can make a jet boosted charge when making a charge attack, allowingthe user to deal double damage, gaining an additional +2 to attack for a totalof +4, but suffering an additional -1 to Defense for a total of -3 toDefense. Danger Avoidance System This system aids the user in avoiding dangers, such as grenades and explosions,granting a +4 bonus to Reflex, +2 Tumble, reduce falling damage by 10 feet(1d6). If the user uses the Defense or Total Defense attack option, double thebonus to Defense. Autopilot The mk4 features an autopilot system that the user can engage for long flights,or it can engage automatically in the even that the pilot is renderedunconscious, detected by the body function monitor, returning to a designatedsafe area. If one is not provided, using the onboard GPS and computer system,flies to the nearest hospital. It will transmit a message to the safe area, orhospital as to the user's condition and eta. Upon arrival, and sensors detectno threats, it will land safely near the first person it recognizes as help(hospital workers identifiable through onboard computer system recognizinguniforms, or preprogrammed person the user designates), and open to allowsomeone to remove the unconscious user.[/FONT] [/QUOTE]
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