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<blockquote data-quote="kronos182" data-source="post: 6811891" data-attributes="member: 6668634"><p>Armour Upgrades</p><p></p><p>Motorized Joints (Late PL5-PL6)</p><p>Before power armour or power assisted armour be came wide spread, motorized joints were the forerunner for power assist systems. Although not as powerful and increasing the wearer's strength, it did boost some actions, combined with weight baring systems. The motorized joints in the legs allowed the wearer to walk with less strain, allowing the wearer to run a bit longer, or walk a bit farther. In the arms, although not enhancing overall strength, did add a bit more power to unarmed and melee strikes with blades as the servos push the arm a little faster.</p><p>When running all out (full round action to run), the wearer can run an extra 2 rounds (normally one can run a number of rounds equal to Con score) before needing to make a Constitution check (DC 10). When walking long distances, increase time before required to make a Constitution (or Fort save) check by 10%.</p><p>In melee combat, unarmed and armed strikes gain a +1 to damage.</p><p>Prerequisite: Non-powered or micro assist power armour.</p><p>Restrictions: Restricted (+2)</p><p>PDC: +2</p><p></p><p>Magnetic Field Generator (Late PL6-7)</p><p>The armour is fitted with a magnetic field generator, similar to those found on starship. Ballistic, missile, rocket and thrown grenades (unless specifically designed of non-metallic materials) attacks against the wearer suffer -2 penalty to attack rolls.</p><p>Prerequisite: Medium armour or heavier</p><p>Restriction: Military (+3)</p><p>PDC: +6</p><p></p><p>Particle Field Generator (Late PL7-PL8)</p><p>The armour is fitted with a particle field generator, similar to those found on starships. Energy attacks (concussion, electrical, fire, non-specific energy) against the wearer suffer -2 penalty to attack rolls.</p><p>Prerequisite: Medium armour or heavier</p><p>Restriction: Military (+3)</p><p>PDC: +6</p><p></p><p>Magnetic Shield Generator (Late PL7-PL8)</p><p>The armour is fitted with a low level magnetic shield generator, protecting against ballistic, rockets and thrown grenades. The wearer gains 20 HP against missile, rocket, and ballistic damage attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1.</p><p>Prerequisite: Medium armour or heavier</p><p>Restriction: Military (+3)</p><p>PDC: +8</p><p></p><p>Particle Shield Generator (Late PL8-PL9)</p><p>The armour is fitted with a low level particle shield generator, protecting against energy attacks (fire, electrical, non-specific energy type). The wearer gains 20 HP against energy attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1.</p><p>Prerequisite: Medium armour or heavier</p><p>Restriction: Military (+3)</p><p>PDC: +8</p><p></p><p>Shield Booster</p><p>This is an enhancement to the shields installed in armour that includes a shield generator of some sort (magnetic, particle, etc.), increasing the amount of damage it can absorb. The shield has 50% more HP. Standard magnetic or particle shields have 20 HP, with a Shield Booster now has 30 HP.</p><p>Requirements: Armour with a shield installed.</p><p>Restriction: Military (+3)</p><p>PDC: +2</p><p></p><p>Shield Modulator</p><p>The shield equipped armour has sensors, that is tied to the shields. When the shields suffer damage (and don't fail) from a particular type of weapon, it will modulate its frequencies to better resist that type of energy, until another type of energy is encountered. Only works on particle shields and other shields that protect against energy attacks. When the shield suffers damage, but isn't completely depleted by that attack, the modulator will change the shield frequency to better resist that type of energy. However the shield will be more vulnerable to all other types. For example, a particle shield is struck by a laser (dealing fire damage), the next round the shield will provide DR 10 against lasers (fire damage, and using RAW plasma weapons as well), but other energy attacks will do +2 damage.</p><p>Prerequisites: Shield equipped armour.</p><p>Restriction: Military (+3)</p><p>PDC: +3</p><p></p><p>Shield Regenerator</p><p>This device improves the armour's shield recharge rate. It can recharge 1 HP per 5 minutes of inactivity, or 1 HP every 10 minutes while active. When the shields are depleted, when wearer uses a Repair check to restore the shields, it will restore double the wearer's Int Modifier, minimum of 2 HP. In an emergency, the shield regenerator can restore the shield to full HP, as a free action, however once the shield is depleted, or shut off, the shield can not be reactivated again for an hour.</p><p>Prerequisite: Armour with shields.</p><p>Restriction: Military (+3)</p><p>PDC: +3</p><p></p><p>Off-Hand Quick-Load Ammo Pack (PL5)</p><p>A simple, although very effective, modification to armour that holds two clips or power packs of ammunition. This modification, although versions have been around for years, is designed to allow for quick reloading of a pistol or small long arm (up to medium size) twice as a free action. However due to the weight of the ammo packs and reload system, it does impose a -1 penalty to attack rolls.</p><p>Restriction: Military (+3)</p><p>PDC: +1</p><p></p><p>Stabilization Gauntlets</p><p>These gauntlets and bracers are built into armour and adds micro-gyros and a few servos that help keep the arm steady when firing weapons on autofire or burst fire.</p><p>When the wearer fires a weapon on autofire, or burst fire, the penalties is reduced by 1.</p><p>Restriction: Military (+3)</p><p>PDC: +1</p></blockquote><p></p>
[QUOTE="kronos182, post: 6811891, member: 6668634"] Armour Upgrades Motorized Joints (Late PL5-PL6) Before power armour or power assisted armour be came wide spread, motorized joints were the forerunner for power assist systems. Although not as powerful and increasing the wearer's strength, it did boost some actions, combined with weight baring systems. The motorized joints in the legs allowed the wearer to walk with less strain, allowing the wearer to run a bit longer, or walk a bit farther. In the arms, although not enhancing overall strength, did add a bit more power to unarmed and melee strikes with blades as the servos push the arm a little faster. When running all out (full round action to run), the wearer can run an extra 2 rounds (normally one can run a number of rounds equal to Con score) before needing to make a Constitution check (DC 10). When walking long distances, increase time before required to make a Constitution (or Fort save) check by 10%. In melee combat, unarmed and armed strikes gain a +1 to damage. Prerequisite: Non-powered or micro assist power armour. Restrictions: Restricted (+2) PDC: +2 Magnetic Field Generator (Late PL6-7) The armour is fitted with a magnetic field generator, similar to those found on starship. Ballistic, missile, rocket and thrown grenades (unless specifically designed of non-metallic materials) attacks against the wearer suffer -2 penalty to attack rolls. Prerequisite: Medium armour or heavier Restriction: Military (+3) PDC: +6 Particle Field Generator (Late PL7-PL8) The armour is fitted with a particle field generator, similar to those found on starships. Energy attacks (concussion, electrical, fire, non-specific energy) against the wearer suffer -2 penalty to attack rolls. Prerequisite: Medium armour or heavier Restriction: Military (+3) PDC: +6 Magnetic Shield Generator (Late PL7-PL8) The armour is fitted with a low level magnetic shield generator, protecting against ballistic, rockets and thrown grenades. The wearer gains 20 HP against missile, rocket, and ballistic damage attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1. Prerequisite: Medium armour or heavier Restriction: Military (+3) PDC: +8 Particle Shield Generator (Late PL8-PL9) The armour is fitted with a low level particle shield generator, protecting against energy attacks (fire, electrical, non-specific energy type). The wearer gains 20 HP against energy attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1. Prerequisite: Medium armour or heavier Restriction: Military (+3) PDC: +8 Shield Booster This is an enhancement to the shields installed in armour that includes a shield generator of some sort (magnetic, particle, etc.), increasing the amount of damage it can absorb. The shield has 50% more HP. Standard magnetic or particle shields have 20 HP, with a Shield Booster now has 30 HP. Requirements: Armour with a shield installed. Restriction: Military (+3) PDC: +2 Shield Modulator The shield equipped armour has sensors, that is tied to the shields. When the shields suffer damage (and don't fail) from a particular type of weapon, it will modulate its frequencies to better resist that type of energy, until another type of energy is encountered. Only works on particle shields and other shields that protect against energy attacks. When the shield suffers damage, but isn't completely depleted by that attack, the modulator will change the shield frequency to better resist that type of energy. However the shield will be more vulnerable to all other types. For example, a particle shield is struck by a laser (dealing fire damage), the next round the shield will provide DR 10 against lasers (fire damage, and using RAW plasma weapons as well), but other energy attacks will do +2 damage. Prerequisites: Shield equipped armour. Restriction: Military (+3) PDC: +3 Shield Regenerator This device improves the armour's shield recharge rate. It can recharge 1 HP per 5 minutes of inactivity, or 1 HP every 10 minutes while active. When the shields are depleted, when wearer uses a Repair check to restore the shields, it will restore double the wearer's Int Modifier, minimum of 2 HP. In an emergency, the shield regenerator can restore the shield to full HP, as a free action, however once the shield is depleted, or shut off, the shield can not be reactivated again for an hour. Prerequisite: Armour with shields. Restriction: Military (+3) PDC: +3 Off-Hand Quick-Load Ammo Pack (PL5) A simple, although very effective, modification to armour that holds two clips or power packs of ammunition. This modification, although versions have been around for years, is designed to allow for quick reloading of a pistol or small long arm (up to medium size) twice as a free action. However due to the weight of the ammo packs and reload system, it does impose a -1 penalty to attack rolls. Restriction: Military (+3) PDC: +1 Stabilization Gauntlets These gauntlets and bracers are built into armour and adds micro-gyros and a few servos that help keep the arm steady when firing weapons on autofire or burst fire. When the wearer fires a weapon on autofire, or burst fire, the penalties is reduced by 1. Restriction: Military (+3) PDC: +1 [/QUOTE]
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