Some Stark Tech products.
Iron Mech mk3
The Iron Mech Mk3 is an upgrade or alternate, heavier combat version of the mk2 Iron Mech. It comes standard in red, gold and grey highlights, only in a colour scheme similar to later models of Iron Man armour, is powered by an arc reactor, has thin legs and arms, lacks a head and comes with an upgraded repulsor on the left hand, large hand. The right hand is replaced with a twin barreled heavy repulsor cannon, giving the mk3 a heavy energy weapon punch, but energy intensive. The shoulders have retractable mini-rocket launchers instead of a large single launcher, with larger payload than then mk2. While slightly heavier armour is installed, a uni-field is installed, which helps deflect most types of ranged attacks. While the mech doesn't come with a head, it comes with an Iron Man armour inspired helmet and flight suit, which links to the mech's basic sensors and targeting systems, with the pilot's head exposed, although the mech's shoulder pads provides some protection. Upgraded thrusters in the boots gives the mech limited flight capability. The front of the torso flips forward to open, which allows for quick start ups, or quick escape in the case of critical damage to the mech.
Iron Mech mk3
Size: Large (-1)
Bonus Hit Points: 120 hp
Superstructure: Duralloy
Hardness: 15
Armour: Resilium
Bonus to Defense: +6 (+7 armour, -1 size)
Armour Penalty: -5
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty:
Speed: 30 ft,, 75 ft fly (poor/average*)
Purchase DC: 38
Slots
Back Chaff
Left Arm Repulsor Cannon
Right Arm Twin Heavy Repulsor Cannon
Shoulders Mini-Rocket Launcher
Torso Cockpit, uni-field
Torso Class II Sensor System, Targeting system
Boots Light Thruster Boots
Comm System
Standard Package Features: Headless, integrated helmet, remote control
Bonuses: +2 Navigate & Spot. +1 to attack rolls with built in weapons
Weapons: Repulsor Cannons (1) +0 ranged (5d8+3 fire or 5d10+5 fire),
Twin Heavy Repulsor Cannon +0 ranged
Mini-Rocket Launcher +0 ranged (6d6, ignore 10 hardness, 60 rockets)
Slam +3 melee (1d8+4)
Integrated Helmet
Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech.
The helmet itself has integrated military radio, GPS, night vision goggles.
Remote Control
While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls.
Light Thruster Boots
Thruster boots that are the predecessor, or a lighter version, of the standard Thruster Boots, not quite as powerful, giving the mech a flight speed of 75 feet (poor).
Equipment Slots: 1, must be boots
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: none
Purchase DC: 5 + one-quarter the mecha's purchase DC.
Restriction: None
Repulsor Cannon Upgraded
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate. The upgraded version has slightly improved damage potential and range.
(5d8, 20, fire, 80 ft, s) or a heavy plasma carbine (5d10, 20, fire, 40 ft, s/a)
Slots: 1
Damage: 5d8 laser / 5d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 100 ft laser / 50 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.
The Repulsor Cannons, used in pairs, can be used to function as Maneuvering Thrusters, increasing flight maneuverability to average, however this makes the Repulsor Cannons unavailable for combat. Switching between Maneuvering Thrusters and combat use is a free action that can only be done once per round.
PDC: 20
Restriction: Mil (+3)
Twin Heavy Repulsor Cannon
This weapon is a heavier, twin barreled version of the repulsor cannon, based on the repulsor weapons developed by Tony Stark. Combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate, and deals area damage as the plasma bolt explodes upon impact. The laser, while lighter damage, also has improved armour piercing capability, as it uses multiple frequency harmonics, which also help bypass laser resistant armour.
Slots: 1* (designed specifically for the Iron Mech mk3, on other mechs would use up 2)
Damage: 5d8+3 laser / 5d10+5 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 45 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Laser ignores 5 points of hardness/DR and fire resistance (systems specifically designed to defend against lasers are less effective, reduced by 5). Heavy plasma 5d10, 20, fire, 45 ft, s, deals half damage to 10 foot radius, Reflex save DC 17 for half. Switching between the weapons is a free action that can be done once each round. Laser uses 2 charge, plasma cannon uses 5 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity. If both barrels are fired together, laser deals 7d8 and ignores 7 points of hardness/DR, while the plasma deals 7d10, half damage to a 15 foot radius, Reflex save DC 21 for half, both using double number of charges as both barrels firing.
PDC: 22
Restriction: Mil (+3)
Mini-Rocket Launcher
This launcher uses a mini-rocket launcher in a retractable housing, using common mini-rockets available, it uses an automatic feed system from a magazine for increased rate of fire. The rocket deals 5d6 points of damage to all creatures within a 5-foot radius (Reflex save DC 16 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the rockets ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The rockets have a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
Damage: 5d6
Critical: -
Damage Type: -
Range Increment: 100 ft
Rate of Fire: Single
Ammo: 30 rockets
PDC: 18 Mil (+3).
Slots: 1 for launcher, additional slots dedicated to ammunition holds 40 rockets.
Uni-Field
This devise functions as a lower level combination Magnetic and Particle fields, imparting a -2 to missiles and weapons the deal ballistic, concussion, electricity, fire or nonspecific energy type damage. Move equivalent action to activate, lasts 5 rounds before requiring a 10 round cool down.
XM115 "Jericho" Multi-Stage Missile System
The Jericho was the flagship product of Stark Tech weapons R&D before his capture and the company pivot after his return, and became Iron Man. The missile system is designed for full-spectrum dominance for ground targets, firing a single missile with a cluster of submunitions that deploy mid-air into micro-missiles, guided via terrain-mapping radar, integrated Stark Guidance core with inertial, GPS and infrared pattern lock. Missiles are typically ground launched, but could be air launched from suitable craft (F-35 and later generations type of fighters, or platforms like the Helicarrier). The weapons have a two stage system of the initial blast, followed by a fragmentation blast, with the first excellent for busting armour and brittle structures with the over pressure wave, while the fragmentation clears infantry, plus the overpressure shockwave can throw or knock prone most beings, which makes them helpless to the fragmentation.
Each missile launcher system (typically a trailer or fixed structure with a turn table, with 6 launch tubes), requires a crew of 2 (those integrated into vehicles or fighters, will have a minimum crew of 1), the targeting systems grants a +2 to attack roll, or +8 vs stationary or large vehicles (colossal size or bigger), with a range increment of 4 miles. Minimum range is 100 feet, and won't arm under this range, only dealing 3d6 ballistic damage. Deals 12d6 fire and concussive damage to a 60 ft radius Reflex save DC 25, with all medium sized objects (or creatures) required to make a Fort save DC 25 or be knocked prone. Then the submunitions deal 6d6 slashing damage to the same 60 foot radius, Reflex save DC 26 for half, with those that failed the Fort save suffering a -4 to their Reflex save. Anyone still standing and attempting to move through the blast area, must make 1d4 Reflex saves from the submunitions as they are spread out to maximize efficiency, with overlapping fields all around the blast area.
Weight: 2400 lbs each missile, Launcher typically 1 ton, or integrated to vehicle.
PDC: 48 Mil (+3) for Launcher and 6 missiles. Missiles are PDC 46 for 6 missiles.
Mk.III Modular Rifle Platform
Advanced modular battle rifle developed by Stark Tech that can fill multiple roles with a little work and the correct tools, greatly reducing the logistics for arming both military and police forces.
Developed by Stark Tech in 2007, it was deployed to select US military forces for testing. On Coreline, these weapons were approved and sold by Stark Tech. The A variant is a standard infantry rifle, chambered in 7.62mm, which swappable receivers to allow the use of standard chemical/gas propelled shells, or for electromagnetic fired ammunition, with a power pack slot to power the system. The B is for police anti-riot use, firing rubber or beanbag rounds. The X is Stark Tech's first infantry scaled energy weapon, using a form of repulsor tech to fire an EM projectile, which is capable of punching through metallic armour. Along the top, along with a retractable carrying handle, is a mount for scopes and a micro-LIDAR range finder system.
Mk.IIIA Modular Rifle Platform (PL5)
Damage: 2d10
Critical: 20
Damage Type: ballistic
Range Increment: 90 ft
Rate of Fire: S, A
Size: medium
Weight: 9 lbs
Ammo: 30 box
Purchase DC: 26 Mil
Notes: Recoil stabilizer (reduces penalties for autofire attacks by 1), Swapable receiver.
Swapable Receiver - Standard receiver allows use of standard ammunition. Electromagnetic receiver takes Repair check DC 18 and 20 minutes of work, adds power pack which has enough power for 400 shots, allowing use of electromagnetic rounds (using electric charge to fire ammunition instead of chemicals).
Mk.IIIB Modular Rifle Platform (PL5)
Damage: 1d10
Critical: 20
Damage Type: non-lethal
Range Increment: 60 ft
Rate of Fire: S
Size: medium
Weight: 9 lbs
Ammo: 30 box
Purchase DC: 26 Mil
Notes: Swapable receiver.
Swapable Receiver - Standard receiver allows use of standard ammunition. Electromagnetic receiver takes Repair check DC 18 and 20 minutes of work, adds power pack which has enough power for 400 shots, allowing use of electromagnetic rounds (using electric charge to fire ammunition instead of chemicals).
Mk.IIIX Modular Rifle Platform (PL5)
Damage: 3d8
Critical: 20
Damage Type: nonspecific/force
Range Increment: 80 ft
Rate of Fire: S, A
Size: medium
Weight: 9 lbs
Ammo: 30 box
Purchase DC: 27 Mil
Notes: Recoil stabilizer (reduces penalties for autofire attacks by 1), Damage deals half nonspecific, half force. Against metallic armour, ignores 5 points of hardness/DR
Upgrades: Micro-LIDAR optics (grants +1 attack within 60 ft.)
Aegis Reactive Armor Panel (ARP)
Type: Vehicle / base defensive plating
A type of vehicle and building defensive plating developed by Stark Technologies in the mid 2000s. Uses multi-layer chitin-steel composites lined with microcapacitor shock grids. It reacts to impact by discharging a directional plasma burst, deflecting explosives. It has a nanopolymer filler solution underlayer that fills minor fractures and other damage to the armour. Provides an increase of hardness of +8 vs ballistic and explosives, and +10 against fire type damage. Negates 5 points of anti-armour warheads (such as HEAT, AT, etc) ability to ignore hardness/DR. Repairs 1 HP per round, to a total of 25% of the vehicles maximum normal HP. This feature doesn't work if the vehicle has lost more than 25% of its original HP total.
Equipment bonus to Defense: +6
Drive/Pilot Check Penalty: -3
Weight: Increase by 10%.
PDC: 14 + the vehicle or building's hardness. Mil +3
Aegis Reactive armour was also developed for heavy personal armour and power armour. Granting DR 10 vs ballistic and explosions, 5 vs Fire. Negates 3 points of anti-armour warheads (such as HEAT, AT, etc) ability to ignore Hardness/DR, or ignore Defense provided by armour. Can only be applied to Heavy and power armour. Repairs 1 hit point every 2 hours to a maximum of 25% of the armour's hit points (if it had any).
Defense: +2
Weight: +1000 lbs
Armour Check Penalty: -3
PDC: +10 Mil +3
Mech Armour
Provides +5 hardness vs Ballistic and explosive, +8 vs fire provided by the mech's superstructure. Repairs 1 HP per round, to a total of 25% of the vehicles maximum normal HP. This feature doesn't work if the vehicle has lost more than 25% of its original HP total.
Equipment Bonus: +6
Armour Penalty: -3
Speed Penalty: -5 feet
Purchase DC: 14 + one half the mech's base PDC.
BioShield Mk.I Combat Trauma Field Kit
The BioShield is a kit used by combat medics and other medical personnel in combat areas, is a device backpack unit that has a number of medical devices fitted within, including deployable nanopolymer mesh bandage dispenser, HUD link for monitoring vitals, defib module, medical diagnostic tools, drug dispenser, surgical tools, casts and other tools found in first aid kids. Functions as an advanced first aid kit, surgical kit. Grants +5 to Treat Injury, healing 2d8 HP. Can immediately stabilize a dying character twice per day. Powered by a micro reactor battery powering the system for 48 hours, contains enough supplies to heal 50 hit points.
Weight: 20 lbs
PDC: 29 Mil +3