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<blockquote data-quote="kronos182" data-source="post: 7930070" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">SHIELD Equipment</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Civil Warrior Armour</span></strong></p><p>This is armour built using some of Tony Stark's technology, originally built by a version of Steve Rogers from the Marvel Contest of Champions Fictional universe. Modeled after Captain America's armour, enhanced with better chest and arm armour similar to older Iron Man suits, attached to a ballistic fabric suit, for greater strength and protection, with the lower legs and feet armoured. The chest contains a small ARC reactor in the star in the middle of the chest, although it doesn't contain a uni-beam. The helmet is retractable and is open around the mouth and cheeks. A belt with a holster and several pouches for carrying various items and equipment. On the back is a mounting for the ARC Shield.</p><p>The armour has servos that enhances the wearer's strength, as well as excellent protection, a builtin biomonitor and first aid kit to help keep the wearer going in case of injuries. The helmet features a HUD tied to basic sensors, IFF system, digital binoculars, night vision goggles, video and audio communications and recording, and can display tactical maps along with GPS information, plus an integrated magnetic field generator for added protection.</p><p>The accompanying shield is similar to any number of shields used by Captain America, but is made of a titanium alloy with nano-carbon tubules. Embedded in its center is an ARC reactor that powers a potent repulsor weapon, a shield generator, as well as a magnetic levitation device that allows the shield to be thrown farther and return to the user more accurately.</p><p></p><p><strong>Civil Warrior Armour (PL6-7 Medium Power Armour)</strong></p><p>Type: Medium, Powered</p><p>Equipment Bonus: +6</p><p>Nonprof. Bonus: +3</p><p>Str Bonus: +4 Considered Enhanced Strength</p><p>Nonprof Str Bonus: +2</p><p>Max Dex: +3</p><p>Armour Penalty: -4</p><p>Speed (30 ft): 30 ft</p><p>Weight: 40 lbs</p><p>Purchase DC: 28</p><p>Restriction: Mil +3</p><p>Notes: Grands DR 3/-, HUD, card computer, darkvision 60 ft, integrated binoculars, military radio, audio/video recorder, GPS, utility belt with 1 pistol holster and 8 pockets for tiny to small items, plus 4 grenades. Magnetic field generator (missile and projectile attacks against the user suffer -2 to attack rolls).</p><p></p><p><strong>Enhanced Strength (Ex) </strong></p><p>The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.ARC Shield</p><p>This shield contains an ARC reactor that powers a repulsor weapon, a shield generator and a magnetic levitation device to grant the user greater throwing range.</p><p></p><p><strong>ARC Shield (PL 6-7 Shield)</strong></p><p>Type: Shield</p><p>Equipment Bonus: +3</p><p>Nonprof. Bonus: +1</p><p>Max Dex: -</p><p>Armour Penalty: -2</p><p>Speed (30 ft): -</p><p>Weight: 7 lbs</p><p>Purchase DC: 24</p><p>Res: Mil +3</p><p>Notes: Repulsor blaster, shield, magnetic levitation.</p><p></p><p><strong>Repulsor (PL6-7)</strong></p><p>Damage: 3d8 laser / 4d10 plasma + knockdown</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 90 ft laser / 40 ft plasma</p><p>Rate of Fire: S / Single</p><p>Ammo: 50 charges</p><p>Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 2 charges per shot, -1 to attack rolls. Targets struck by the plasma weapon must make a Fort save DC 15 or be knocked prone, dropping anything they are holding. The weapon recharges 1 charge every 1 minute of inactivity.</p><p></p><p><strong>Shield</strong></p><p>The ARC shield, while held can produce an energy shield for additional protection. Grants 50 bonus hit points which are depleted first, able to replenish 1 hit point ever 5 rounds of no hit points being drained. The shield can only be activated for 5 minutes at a time, up to 10 times a day.</p><p></p><p><strong>Magnetic Levitation</strong></p><p>If the shield is thrown, it has a range of 70 feet when thrown, as an attack, at -2, take damage 1d8 bludgeoning and the shield returns, the user needs to make a Reflex save DC their attack roll to catch the shield. If a version of Steve Rogers uses the shield, the distance they can throw the shield is increased by 50%, damage increased by +3, and the Reflex save to catch the shield is reduced by 2.</p><p></p><p><strong><span style="font-size: 22px">Energy Shield</span></strong></p><p>This shield is a bracer that fits over the forearm, and can fit over most light and medium armours, and projects an energy field in the shape of a round medium shield. It functions similar to a physical shield, except that it is weightless except for the weight of the bracer, easily concealable, and functions as a weak magnetic field generator to reduce the chance of being struck by certain attacks. The shield is powered by a standard power pack.</p><p></p><p><strong>Energy Shield (PL 6-7 Shield)</strong></p><p>Type: Shield</p><p>Equipment Bonus: +3</p><p>Nonprof. Bonus: +1</p><p>Max Dex: -</p><p>Armour Penalty: -0</p><p>Speed (30 ft): -</p><p>Weight: 3 lbs</p><p>Purchase DC: 22</p><p>Res: Mil +3</p><p>Notes: Magnetic field (projectiles, missiles and melee weapons made of mostly metal suffer -1 to attack rolls), a power pack provides enough power for 50 minutes of operation (standard 50 charges, 1 charge used activation, even if less than 1 minute, 1 charge used per minute of operation).</p><p></p><p><strong><span style="font-size: 22px">Uni-Pulse</span></strong></p><p>This energy rifle was developed by SHIELD to emulate the Uni-Beam from Iron Man's armour. While they weren't able to recreate the Uni-Beam exactly, the Uni-Pulse is still a potent weapon. Powered by a small ARC reactor that provides a near limitless ammunition supply as it regenerates power, however it is power hungry, limiting the number of readied shots. The Uni-Pulse has a thick angular tube design, with two handles, but no stock, with a large emitter at the front.</p><p></p><p><strong>Uni-Pulse (PL6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 2d6x10</p><p>Critical: 20x3</p><p>Damage Type: Non-specific energy</p><p>Range Increment: 80 ft</p><p>Rate of Fire: Single</p><p>Size: Large</p><p>Weight: 15 lbs</p><p>Ammo: 20 internal</p><p>Purchase DC: 26 (Mil +3 SHIELD)</p><p>Notes: Regenerates shots at 1 every 1d4 rounds of inactivity. Uni-Pulse Focus.</p><p>Uni-Pulse Focus - Each successive round the wielder successfully hits the same target, deals an extra +1d6 damage to a maximum of +5d6.</p><p>Accessories: Top rail mount for scope, digital ammo display.</p><p></p><p><strong><span style="font-size: 22px">MAG Pouch</span></strong></p><p>The MAG Pouch is a sleeping bag style pouch that holds two average sized humanoids, made of a magnetic fabric that mimics its surroundings making those hidden inside virtually undetectable. It is magnetic, allowing it to be attached to magnetic surfaces. Ideally, the MAG Pouch is used by agents placing it in the middle of a road, seal it, when a vehicle passes over the MAG Pouch, it'll attach to the underside, allowing the agents inside to go undetected to where the vehicle goes.</p><p>Grants +15 to Hide checks after 3+1d4 rounds once the MAG Pouch is sealed, blending in with its surroundings. Conceals those inside from heat, IR and motion detectors. Sensors class I to III can not detect a MAG Pouch, while Class IV suffers -5 to checks while Class V and above suffer no penalties.</p><p>Can hold up to 1200 lbs (two people plus combat gear) to any metallic surface the MAG Pouch can attach to magnetically that will support the weight.</p><p>Weight: 15 lbs</p><p>PDC: 18</p><p>Restriction: Illegal +4 (Shield Restricted +2)</p><p></p><p><strong><span style="font-size: 22px">Nano-Nurse</span></strong></p><p>This device contains nanites and programs them to heal agents or cure them of various poisons, toxins and diseases. As a standard action, the user can press the device against a target and activate the device to deliver nanites. In its default setting, the delivered nanites will heal a human, or human-like species (elf, dwarf, halfling, vulcan, etc) 1d4 HP for 1d4+1 rounds before the nanites run out of energy and break down. If the recipient reaches full hit points before the duration is up, the nanites will heal any additional damage received during the duration, but will not grant extra hit points above the recipient's max hit points.</p><p>The user can program the nanites to be more effective, making a Heal check DC 15 and Computer Use check DC 15 as a full round action, and the following round use the device on an ally to restore 1d6 HP for 1d4+2 rounds. Or a with a Heal check DC 15 and Computer Use check DC 10 can program the nanites to cure the recipient of any common poison, toxin or disease and remove any damage caused by that poison, toxin or disease.</p><p>The Nano-Nurse holds a nanite container that has enough nanites for 5 uses.</p><p>Weight: 5 lbs</p><p>PDC: 20</p><p>Restriction: Lic (+1)</p><p>Nanite Canister PDC 12 for 5 canisters.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7930070, member: 6668634"] [B][SIZE=7]SHIELD Equipment[/SIZE] [SIZE=6]Civil Warrior Armour[/SIZE][/B] This is armour built using some of Tony Stark's technology, originally built by a version of Steve Rogers from the Marvel Contest of Champions Fictional universe. Modeled after Captain America's armour, enhanced with better chest and arm armour similar to older Iron Man suits, attached to a ballistic fabric suit, for greater strength and protection, with the lower legs and feet armoured. The chest contains a small ARC reactor in the star in the middle of the chest, although it doesn't contain a uni-beam. The helmet is retractable and is open around the mouth and cheeks. A belt with a holster and several pouches for carrying various items and equipment. On the back is a mounting for the ARC Shield. The armour has servos that enhances the wearer's strength, as well as excellent protection, a builtin biomonitor and first aid kit to help keep the wearer going in case of injuries. The helmet features a HUD tied to basic sensors, IFF system, digital binoculars, night vision goggles, video and audio communications and recording, and can display tactical maps along with GPS information, plus an integrated magnetic field generator for added protection. The accompanying shield is similar to any number of shields used by Captain America, but is made of a titanium alloy with nano-carbon tubules. Embedded in its center is an ARC reactor that powers a potent repulsor weapon, a shield generator, as well as a magnetic levitation device that allows the shield to be thrown farther and return to the user more accurately. [B]Civil Warrior Armour (PL6-7 Medium Power Armour)[/B] Type: Medium, Powered Equipment Bonus: +6 Nonprof. Bonus: +3 Str Bonus: +4 Considered Enhanced Strength Nonprof Str Bonus: +2 Max Dex: +3 Armour Penalty: -4 Speed (30 ft): 30 ft Weight: 40 lbs Purchase DC: 28 Restriction: Mil +3 Notes: Grands DR 3/-, HUD, card computer, darkvision 60 ft, integrated binoculars, military radio, audio/video recorder, GPS, utility belt with 1 pistol holster and 8 pockets for tiny to small items, plus 4 grenades. Magnetic field generator (missile and projectile attacks against the user suffer -2 to attack rolls). [B]Enhanced Strength (Ex) [/B] The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.ARC Shield This shield contains an ARC reactor that powers a repulsor weapon, a shield generator and a magnetic levitation device to grant the user greater throwing range. [B]ARC Shield (PL 6-7 Shield)[/B] Type: Shield Equipment Bonus: +3 Nonprof. Bonus: +1 Max Dex: - Armour Penalty: -2 Speed (30 ft): - Weight: 7 lbs Purchase DC: 24 Res: Mil +3 Notes: Repulsor blaster, shield, magnetic levitation. [B]Repulsor (PL6-7)[/B] Damage: 3d8 laser / 4d10 plasma + knockdown Critical: 20 Damage Type: fire Range Increment: 90 ft laser / 40 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 2 charges per shot, -1 to attack rolls. Targets struck by the plasma weapon must make a Fort save DC 15 or be knocked prone, dropping anything they are holding. The weapon recharges 1 charge every 1 minute of inactivity. [B]Shield[/B] The ARC shield, while held can produce an energy shield for additional protection. Grants 50 bonus hit points which are depleted first, able to replenish 1 hit point ever 5 rounds of no hit points being drained. The shield can only be activated for 5 minutes at a time, up to 10 times a day. [B]Magnetic Levitation[/B] If the shield is thrown, it has a range of 70 feet when thrown, as an attack, at -2, take damage 1d8 bludgeoning and the shield returns, the user needs to make a Reflex save DC their attack roll to catch the shield. If a version of Steve Rogers uses the shield, the distance they can throw the shield is increased by 50%, damage increased by +3, and the Reflex save to catch the shield is reduced by 2. [B][SIZE=6]Energy Shield[/SIZE][/B] This shield is a bracer that fits over the forearm, and can fit over most light and medium armours, and projects an energy field in the shape of a round medium shield. It functions similar to a physical shield, except that it is weightless except for the weight of the bracer, easily concealable, and functions as a weak magnetic field generator to reduce the chance of being struck by certain attacks. The shield is powered by a standard power pack. [B]Energy Shield (PL 6-7 Shield)[/B] Type: Shield Equipment Bonus: +3 Nonprof. Bonus: +1 Max Dex: - Armour Penalty: -0 Speed (30 ft): - Weight: 3 lbs Purchase DC: 22 Res: Mil +3 Notes: Magnetic field (projectiles, missiles and melee weapons made of mostly metal suffer -1 to attack rolls), a power pack provides enough power for 50 minutes of operation (standard 50 charges, 1 charge used activation, even if less than 1 minute, 1 charge used per minute of operation). [B][SIZE=6]Uni-Pulse[/SIZE][/B] This energy rifle was developed by SHIELD to emulate the Uni-Beam from Iron Man's armour. While they weren't able to recreate the Uni-Beam exactly, the Uni-Pulse is still a potent weapon. Powered by a small ARC reactor that provides a near limitless ammunition supply as it regenerates power, however it is power hungry, limiting the number of readied shots. The Uni-Pulse has a thick angular tube design, with two handles, but no stock, with a large emitter at the front. [B]Uni-Pulse (PL6-7 Personal Firearms Proficiency)[/B] Damage: 2d6x10 Critical: 20x3 Damage Type: Non-specific energy Range Increment: 80 ft Rate of Fire: Single Size: Large Weight: 15 lbs Ammo: 20 internal Purchase DC: 26 (Mil +3 SHIELD) Notes: Regenerates shots at 1 every 1d4 rounds of inactivity. Uni-Pulse Focus. Uni-Pulse Focus - Each successive round the wielder successfully hits the same target, deals an extra +1d6 damage to a maximum of +5d6. Accessories: Top rail mount for scope, digital ammo display. [B][SIZE=6]MAG Pouch[/SIZE][/B] The MAG Pouch is a sleeping bag style pouch that holds two average sized humanoids, made of a magnetic fabric that mimics its surroundings making those hidden inside virtually undetectable. It is magnetic, allowing it to be attached to magnetic surfaces. Ideally, the MAG Pouch is used by agents placing it in the middle of a road, seal it, when a vehicle passes over the MAG Pouch, it'll attach to the underside, allowing the agents inside to go undetected to where the vehicle goes. Grants +15 to Hide checks after 3+1d4 rounds once the MAG Pouch is sealed, blending in with its surroundings. Conceals those inside from heat, IR and motion detectors. Sensors class I to III can not detect a MAG Pouch, while Class IV suffers -5 to checks while Class V and above suffer no penalties. Can hold up to 1200 lbs (two people plus combat gear) to any metallic surface the MAG Pouch can attach to magnetically that will support the weight. Weight: 15 lbs PDC: 18 Restriction: Illegal +4 (Shield Restricted +2) [B][SIZE=6]Nano-Nurse[/SIZE][/B] This device contains nanites and programs them to heal agents or cure them of various poisons, toxins and diseases. As a standard action, the user can press the device against a target and activate the device to deliver nanites. In its default setting, the delivered nanites will heal a human, or human-like species (elf, dwarf, halfling, vulcan, etc) 1d4 HP for 1d4+1 rounds before the nanites run out of energy and break down. If the recipient reaches full hit points before the duration is up, the nanites will heal any additional damage received during the duration, but will not grant extra hit points above the recipient's max hit points. The user can program the nanites to be more effective, making a Heal check DC 15 and Computer Use check DC 15 as a full round action, and the following round use the device on an ally to restore 1d6 HP for 1d4+2 rounds. Or a with a Heal check DC 15 and Computer Use check DC 10 can program the nanites to cure the recipient of any common poison, toxin or disease and remove any damage caused by that poison, toxin or disease. The Nano-Nurse holds a nanite container that has enough nanites for 5 uses. Weight: 5 lbs PDC: 20 Restriction: Lic (+1) Nanite Canister PDC 12 for 5 canisters. [/QUOTE]
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