Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6801645" data-attributes="member: 6668634"><p>PowerShield</p><p>These shields are sturdy, light and function quite well on their own, but theyhave a protective field installed in them. This field, while primitive comparedto magnetic or particle fields, and is partially based in gravimetrics, helpsto deflect attacks. The field redirects and slows kinetic energy and inertia,so all physical attacks, including melee weapons, unarmed strikes, ballisticand other physical ammunition are affected by this field. A standard power packprovides enough power for about 2 hours of constant operation. Also, when usedto make shield bash type attacks with the field activated, the field seems toadd a bit of damage and can also push back an opponent struck.</p><p></p><p>Power Shield (Late PL6/7, Shield Proficiency)</p><p>Type: Shield</p><p>Equipment Bonus: +2</p><p>Nonprof. Bonus: +1</p><p>Armour Check Penalty: -1</p><p>Weight: 6 lbs</p><p>Purchase DC: 15</p><p>Restriction: Res (+2)</p><p>Notes: When activated, adds a +3 Deflection bonus to Defense against allphysical attacks, ranged and melee. On a shield bash attack, adds +1d4 forcedamage, and opponent must make a Strength check DC 10+ wielder's Str modifier +total damage dealt in shield bash attack, or be thrown 10 feet back and knockedprone. A successful save, opponent is dazed for 1 round.</p><p></p><p>[HR][/HR]</p><p>FRDEArmour</p><p>Fanning Recoil Diminisher exoskeleton is a suit of medium armour, loosely basedon the land warrior armour. Although the armour plating is lighter, making itmore maneuverable, it is enhanced with a series of micro hydraulics and servos,making it similar to micro-assist armours, but not to the full extent asmicro-assist power armours. The 'exoskeleton' is really a misnomer, as the FRDEdoesn't have a true exoskeleton, and it doesn't provide any strengthenhancements. What it does do is support some of it's own weight, reduce thefelt recoil of automatic weapons, and reduce fatigue from marching or runninglong distances.</p><p>Similar to the land warrior, the FRDE comes with built in communications, smallcomputer for sending and receiving text messages, images, video, and link toscopes similar to the land warrior, and includes a small helmet mountedcamera.</p><p></p><p>FRDE (PL5/6 Medium Armour)</p><p>Type: Medium</p><p>Equipment Bonus: +4</p><p>Nonprof. Bonus: +2</p><p>Max Dex: +3</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 30 ft</p><p>Weight: 8 lbs</p><p>Purchase DC: 18</p><p>Restriction: Lic (+1)</p><p>Notes: Includes military walkie talkie, text and image transmitting andreceiving capabilities, weapon link to scopes, HUD. Built in camera in helmetwith 10 hours of record time, small built-in computer. Penalties from doubletap and automatic fire, including burst fire, are reduced by half. If the userpossesses feats that reduce such penalties, halve the penalties after the feats.When the user runs, can run for Constitution score x2 before needing to makeConstitution checks to keep running, and gains a +2 equipment bonus to thesechecks. Also a +2 equipment bonus to checks when force marching.</p><p></p><p>[HR][/HR]</p><p>ShockArmour</p><p>This suit of armour was originally designed for a mercenary company, whichended up being wiped out before picking up more than half a dozen of the suits.Not wanting to waste a decent suit of armour, the company produced a largeamount of them and put them on the open market. The suit is designed to beimposing yet functional, with environmental seals and air supply. A detachablejet pack and advanced targeting system and sensors are included. The sensorsinclude infrared, night vision, thermo-imager, targeting sight and telescopicoptics up to 2 miles. There is also an air filtration and a small air supplybuilt into the helmet to allow the wearer to ignore the effects of air toxinsand gases. The filters allow the wearer to load tear gas and other riot controlgases in the gas dispenser and be immune.</p><p>Built into the armour are several weapon systems and a detachable jet pack. Inthe left arm is a gas dispenser and grenade launcher, and a stun baton is builtinto the left hand. The right arm contains a 9mm submachine gun and dartlauncher. The hands are armoured and function as brass knuckles, allowing thewearer to deal lethal unarmed strikes, and considered armed.</p><p></p><p>Shock Armour (Late PL5/6)</p><p>Type: Medium</p><p>Equipment Bonus: +4</p><p>Nonprof. Bonus: +2</p><p>Max Dex: +3</p><p>Armour Penalty: -4</p><p>Speed (30 ft): 30</p><p>Weight: 20 lb without jet pack, 35 lb with jet pack.</p><p>Purchase DC: 20</p><p>Restriction: Lic (+1)</p><p>Notes: Darkvision 60 feet, thermo optics (see heat signatures), Spot checkrange penalties reduced by 1, +1 to attack with built in ranged weapons due totargeting systems, radio, HUD link with ammo counter for built-in weapons andsensors. Air filters grant +4 Fortitude against airborne toxins and gases, alsoa 1 hour air supply when the helmet is sealed in the event of poisonous gases.Detachable jet pack.</p><p></p><p>Weapons</p><p>9mm submachine gun (right arm) 2d6 20x2, ballistic, 40 ft, 30 rd box.</p><p>Dart launcher (right arm) 1d2 + special1 20x2, piercing, 50 ft, 4 rd internal.</p><p>40mm grenade launcher (left arm) varies by grenade, 50 ft, 4 internal.</p><p>Gas dispenser can contain up to two gases with 2 uses each, or 1 gas with 4uses. Each use fills a 30 foot area surrounding the armour with the loaded gasin 1 round. Usually loaded with tear or other non lethal gas.</p><p>Stun fist (left hand) 1d6 +special2 20x2, bludgeoning,melee.</p><p></p><p>Special1 - The darts can be loaded with anything from poisons, tranquilizers,organic acids or other substances.</p><p>Special2 - Targets of the stun fist must succeed on a Fortitude save (DC 10 +damage dealt) or be stunned for 1d4 rounds.</p><p></p><p>Jet Pack - This is a slightly lighter version of the standard jet pack,weighing only 15 lbs and the speed is reduced to 50 feet (goodmaneuverability). The jet pack can be detached as a free action with a quickrelease. Reattaching the jetpack takes a full round action.</p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">Razor Shark DiveArmour</span></p><p><span style="font-family: 'Calibri'">The razor shark is an evolution of the sea dog combat armour, using advances intechnology. This armour is fully sealed and as streamlined as possible whilestill offering excellent protection. It features retractable flippers and finson the legs and arms to aid in swimming, plus a light propulsion unit ismounted on the back along with the 5 hour air supply. The armour has neutralbuoyancy, so if a person stops swimming, they'll float where they are, withoutascending or descending. Has emergency floatation device installed as well,which automatically engages if the user is unconscious while in the water. Theretractable fins on the arms are equipped with blades for close combat orslashing cables, ropes and air hoses. Built into the suit is a sensor systemequivalent to a robot sensor class V with the sonar option, allowing the userto see in the dark and equipped with sonar as well as cameras. Usually comes indark colours and blues to aid in blending in with the water.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Razor Shark Dive Armour (Late PL6)</span></p><p><span style="font-family: 'Calibri'">Type: Tactical, Amphibious</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +4</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +2</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, swim 40 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 40 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 28</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p><span style="font-family: 'Calibri'">Notes: Propulsion unit provides swim speed of 40 feet, retractable flippers andfins grant +4 equipment bonus to Swim checks, 5 hour life support, two headmounted lights, HUD and weapons link, military radio, nanobeacon, +4 Listen, +2Spot, Sonar, Class V robot sensors. Reduces time for making Swim checks tobecome fatigued is once every 2 hours instead of once every hour, arm finblades.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Weapons</span></p><table style='width: 100%'><tr><td> <span style="font-family: 'Calibri'">Fin Blade (2)</span><br /> </td><td> <span style="font-family: 'Calibri'">1d4</span><br /> </td><td> <span style="font-family: 'Calibri'">19-20x2</span><br /> </td><td> <span style="font-family: 'Calibri'">Slashing</span><br /> </td></tr></table></blockquote><p></p>
[QUOTE="kronos182, post: 6801645, member: 6668634"] PowerShield These shields are sturdy, light and function quite well on their own, but theyhave a protective field installed in them. This field, while primitive comparedto magnetic or particle fields, and is partially based in gravimetrics, helpsto deflect attacks. The field redirects and slows kinetic energy and inertia,so all physical attacks, including melee weapons, unarmed strikes, ballisticand other physical ammunition are affected by this field. A standard power packprovides enough power for about 2 hours of constant operation. Also, when usedto make shield bash type attacks with the field activated, the field seems toadd a bit of damage and can also push back an opponent struck. Power Shield (Late PL6/7, Shield Proficiency) Type: Shield Equipment Bonus: +2 Nonprof. Bonus: +1 Armour Check Penalty: -1 Weight: 6 lbs Purchase DC: 15 Restriction: Res (+2) Notes: When activated, adds a +3 Deflection bonus to Defense against allphysical attacks, ranged and melee. On a shield bash attack, adds +1d4 forcedamage, and opponent must make a Strength check DC 10+ wielder's Str modifier +total damage dealt in shield bash attack, or be thrown 10 feet back and knockedprone. A successful save, opponent is dazed for 1 round. [HR][/HR] FRDEArmour Fanning Recoil Diminisher exoskeleton is a suit of medium armour, loosely basedon the land warrior armour. Although the armour plating is lighter, making itmore maneuverable, it is enhanced with a series of micro hydraulics and servos,making it similar to micro-assist armours, but not to the full extent asmicro-assist power armours. The 'exoskeleton' is really a misnomer, as the FRDEdoesn't have a true exoskeleton, and it doesn't provide any strengthenhancements. What it does do is support some of it's own weight, reduce thefelt recoil of automatic weapons, and reduce fatigue from marching or runninglong distances. Similar to the land warrior, the FRDE comes with built in communications, smallcomputer for sending and receiving text messages, images, video, and link toscopes similar to the land warrior, and includes a small helmet mountedcamera. FRDE (PL5/6 Medium Armour) Type: Medium Equipment Bonus: +4 Nonprof. Bonus: +2 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft Weight: 8 lbs Purchase DC: 18 Restriction: Lic (+1) Notes: Includes military walkie talkie, text and image transmitting andreceiving capabilities, weapon link to scopes, HUD. Built in camera in helmetwith 10 hours of record time, small built-in computer. Penalties from doubletap and automatic fire, including burst fire, are reduced by half. If the userpossesses feats that reduce such penalties, halve the penalties after the feats.When the user runs, can run for Constitution score x2 before needing to makeConstitution checks to keep running, and gains a +2 equipment bonus to thesechecks. Also a +2 equipment bonus to checks when force marching. [HR][/HR] ShockArmour This suit of armour was originally designed for a mercenary company, whichended up being wiped out before picking up more than half a dozen of the suits.Not wanting to waste a decent suit of armour, the company produced a largeamount of them and put them on the open market. The suit is designed to beimposing yet functional, with environmental seals and air supply. A detachablejet pack and advanced targeting system and sensors are included. The sensorsinclude infrared, night vision, thermo-imager, targeting sight and telescopicoptics up to 2 miles. There is also an air filtration and a small air supplybuilt into the helmet to allow the wearer to ignore the effects of air toxinsand gases. The filters allow the wearer to load tear gas and other riot controlgases in the gas dispenser and be immune. Built into the armour are several weapon systems and a detachable jet pack. Inthe left arm is a gas dispenser and grenade launcher, and a stun baton is builtinto the left hand. The right arm contains a 9mm submachine gun and dartlauncher. The hands are armoured and function as brass knuckles, allowing thewearer to deal lethal unarmed strikes, and considered armed. Shock Armour (Late PL5/6) Type: Medium Equipment Bonus: +4 Nonprof. Bonus: +2 Max Dex: +3 Armour Penalty: -4 Speed (30 ft): 30 Weight: 20 lb without jet pack, 35 lb with jet pack. Purchase DC: 20 Restriction: Lic (+1) Notes: Darkvision 60 feet, thermo optics (see heat signatures), Spot checkrange penalties reduced by 1, +1 to attack with built in ranged weapons due totargeting systems, radio, HUD link with ammo counter for built-in weapons andsensors. Air filters grant +4 Fortitude against airborne toxins and gases, alsoa 1 hour air supply when the helmet is sealed in the event of poisonous gases.Detachable jet pack. Weapons 9mm submachine gun (right arm) 2d6 20x2, ballistic, 40 ft, 30 rd box. Dart launcher (right arm) 1d2 + special1 20x2, piercing, 50 ft, 4 rd internal. 40mm grenade launcher (left arm) varies by grenade, 50 ft, 4 internal. Gas dispenser can contain up to two gases with 2 uses each, or 1 gas with 4uses. Each use fills a 30 foot area surrounding the armour with the loaded gasin 1 round. Usually loaded with tear or other non lethal gas. Stun fist (left hand) 1d6 +special2 20x2, bludgeoning,melee. Special1 - The darts can be loaded with anything from poisons, tranquilizers,organic acids or other substances. Special2 - Targets of the stun fist must succeed on a Fortitude save (DC 10 +damage dealt) or be stunned for 1d4 rounds. Jet Pack - This is a slightly lighter version of the standard jet pack,weighing only 15 lbs and the speed is reduced to 50 feet (goodmaneuverability). The jet pack can be detached as a free action with a quickrelease. Reattaching the jetpack takes a full round action. [HR][/HR] [FONT=Calibri]Razor Shark DiveArmour The razor shark is an evolution of the sea dog combat armour, using advances intechnology. This armour is fully sealed and as streamlined as possible whilestill offering excellent protection. It features retractable flippers and finson the legs and arms to aid in swimming, plus a light propulsion unit ismounted on the back along with the 5 hour air supply. The armour has neutralbuoyancy, so if a person stops swimming, they'll float where they are, withoutascending or descending. Has emergency floatation device installed as well,which automatically engages if the user is unconscious while in the water. Theretractable fins on the arms are equipped with blades for close combat orslashing cables, ropes and air hoses. Built into the suit is a sensor systemequivalent to a robot sensor class V with the sonar option, allowing the userto see in the dark and equipped with sonar as well as cameras. Usually comes indark colours and blues to aid in blending in with the water. Razor Shark Dive Armour (Late PL6) Type: Tactical, Amphibious Equipment Bonus: +4 Nonprof. Bonus: +2 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft, swim 40 ft Weight: 40 lbs Purchase DC: 28 Restriction: Res (+2) Notes: Propulsion unit provides swim speed of 40 feet, retractable flippers andfins grant +4 equipment bonus to Swim checks, 5 hour life support, two headmounted lights, HUD and weapons link, military radio, nanobeacon, +4 Listen, +2Spot, Sonar, Class V robot sensors. Reduces time for making Swim checks tobecome fatigued is once every 2 hours instead of once every hour, arm finblades. Weapons[/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Fin Blade (2)[/FONT] [/TD] [TD] [FONT=Calibri]1d4[/FONT] [/TD] [TD] [FONT=Calibri]19-20x2[/FONT] [/TD] [TD] [FONT=Calibri]Slashing[/FONT] [/TD] [/TR][/TABLE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top