Some more Space Marine Armours.
I skipped the Mk5 as it is was mostly just a mix of older armours, a few newer systems, put together with what they could rush into production during the heresy.
Mk6 Corvus Armour
The Mk 6 armour has greater internal improvements in its systems than in overall armour protection, featuring improved power systems, sensors and back-up redundancies with no increase in weight. The armour also includes some stealth systems and improved compartmentalising components, allowing for damaged parts to be easier to swap for replacement ones. The power pack is smaller and more efficient, allowing larger life support and nutrient storage. The armour also includes gyro stabilizers, a minor thruster system that allows the wearer to function in low gravity environments as if it was normal gravity. The stealth systems include using sound dampening material in the joints and soles of boots to reduce noise, especially when moving slower 20 ft per round or slower, includes thermal dampeners to lower the IR signature, the armour is coated in sensor deflecting material, and in stealth mode, the suit's electronic systems, such as sensors go into passive mode, which reduces their ranges by half.
The major outward difference of the Mk6 is the beaked helmet, and named after the Raven Guard Legion Primarch, Corvus Corax.
Mk6 Imperial Maximus (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -4
Speed (30 ft): 30
Weight: 57 lbs
Purchase DC: 27
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 10 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors.
Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.
Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.
Mk7 Aquila (Eagle)
The Mk7 is a slight improvement over the Mk6, with performance very similar to the Mk6, and shares many of the same components, allowing systems from one to be used on the other. The only major improvements are the Mk7 being slightly more flexible and the newly designed chest plastron in the shaped of the Imperial Eagle.
Mk7 Aquila/Eagle (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 56 lbs
Purchase DC: 28
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 10 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors.
Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.
Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.
Mk8 Errant
The Mk9 is a heavily modified version of the Mk7, with improved protection in the joints, especially the neck, added fixed armour plates on the torso that enclose all of the suit's cables. The new collar to the neck removes the ability to use older helmets with the newer suit. The Mk8 is in limited production and is usually assigned to veterans and those of higher ranks.
Mk8 Errant (PL6)
Type: Heavy
Equipment Bonus: +8
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 56 lbs
Purchase DC: 29
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (8 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 75 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 12 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors. Critical hits have a 10% chance of turning into a normal attack.
Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.
Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 20 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.
Ignatus Pattern Power Armour
This armour was designed for members of the Holy Inquisition. While not as powerful as armour of the Adeptus Astartes, it does provide excellent protection, strength enhancement and life support. It contains enough power to run for 24 hours continuously, or with an attached backpack power unit, similar to those of the Space Marines, the user can fight 5 days continuously with full life support, food and water. The Ignatus lacks the cybernetic link systems, allowing users without the Black Carapace to use it. Each suit is usually crafted for each member of the Inquisition, but a skilled armourer can modify a suit to fit anyone within a few inches of height of the original user.
Ignatus Patter (PL6)
Type: Heavy, powered
Equipment Bonus: +6
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 40 lbs
Purchase DC: 28
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 24 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, medical system, magnetic boots, loud speaker, range finder, ammo belt (4 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems. Optional back pack.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 1 day of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors, 24 hours of power, 2 hours to recharge.
Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.
Optional Back Pack
This pack is similar to those on the Space Marine armour, housing a power source, expanded life support and nutrient supply, giving the user a total of 5 days of power, food and air. The pack also has several compartments for holding tiny to small sized objects, about 20 lbs can be carried inside the pack, and hooks and pouches for carrying extra ammunition magazines and attaching weapons.
Weight: 20 lbs.
PDC: 19