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<blockquote data-quote="kronos182" data-source="post: 8006380" data-attributes="member: 6668634"><p>A couple versions of armour requested awhile back that I'm really sorry are late. Early Iron Man armour combined with some of the nanites from later models. </p><p></p><p><strong><span style="font-size: 26px">Carbon Armour</span></strong></p><p>This set of armour is based on the Iron Man suits, using older models salvaged or bought, and upgraded with some nanites based on later versions of the iron Man suits, to enhance its combat capabilities and defensive abilities. The armour has many of the basic systems of any Iron Man armour, including basic flight systems, repulsors, mini missiles. The nanites allow the wearer to create melee weapons, enhance existing weapons, boost the armour's defense, or create additional flight systems.</p><p></p><p><strong><span style="font-size: 22px">Carbon Armour Mk1</span></strong></p><p>The Mk1 was built from a basic Iron Man suit that allowed for flight, a repulsor in each hand, but lacked the chest mounted unibeam, arm mounted mini missiles. The nanites are contained in a unit where the unibeam would be on the chest. On command, the wearer can cause the nanites to move about the armour to form a shield, thrusters, melee blades, additional armour plating and thrusters.</p><p></p><p><strong>Carbon Armour Mk1 (PL7)</strong></p><p>Type: Powered Armour</p><p>Equipment Bonus: +5</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: +2</p><p>Nonprof Str Bonus: +1</p><p>Max Dex: +3</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (good maneuverability, can hover)</p><p>Weight: 80 lb</p><p>Purchase DC: 32</p><p>Restriction: Res (+2)</p><p>Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (2 missiles), nanites.</p><p>Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +1 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour).</p><p></p><p><strong><span style="font-size: 18px">Repulsor Weapons</span></strong></p><p>Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight.</p><p></p><p>Staggered</p><p>The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2.</p><p></p><p><strong><span style="font-size: 18px">Mini Missile Launcher</span></strong></p><p>Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.</p><p>If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are two missiles total, one on each arm.</p><p></p><p>Explosive Mini Missile PL6</p><p>The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.</p><p></p><p><strong><span style="font-size: 18px">Micro Flares</span></strong></p><p>These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead.</p><p>Replacement micro flares have a PDC 10 for 6.</p><p></p><p><strong><span style="font-size: 18px">Nanites</span></strong></p><p>These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 50 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added.</p><p><strong>Melee Weapon</strong> - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round.</p><p><strong>Shield</strong> - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1.</p><p><strong>Enhanced Flight</strong> - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +50 ft. This option can remain active for 10 minutes before requiring to deactivate.</p><p><strong>Enhanced Durability</strong> - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge.</p><p></p><p><strong><span style="font-size: 22px">Carbon Armour Mk2</span></strong></p><p>The Mk2 sees improvements in defense, flight systems for improved speed, and improved leg actuators for improved ground movement. Additional built in weapons include micro missiles on the shoulders. The nanite housing is improved for increased storage and can enhance weapons or strength.</p><p></p><p><strong>Carbon Armour Mk1 (PL7)</strong></p><p>Type: Powered Armour</p><p>Equipment Bonus: +6</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: +2</p><p>Nonprof Str Bonus: +1</p><p>Max Dex: +3</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 35 ft, fly 50 ft (average maneuverability) / 80 ft (good maneuverability, can hover)</p><p>Weight: 60 lb</p><p>Purchase DC: 34</p><p>Restriction: Res (+2)</p><p>Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (4 missiles), nanites.</p><p>Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour).</p><p></p><p><strong><span style="font-size: 18px">Repulsor Weapons</span></strong></p><p>Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight.</p><p></p><p>Staggered</p><p>The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2.</p><p></p><p><strong><span style="font-size: 18px">Mini Missile Launcher</span></strong></p><p>Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.</p><p>If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are 4 missiles total, two on each arm.</p><p></p><p>Explosive Mini Missile PL6</p><p>The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.</p><p></p><p><strong><span style="font-size: 18px">Micro Flares</span></strong></p><p>These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead.</p><p>Replacement micro flares have a PDC 10 for 6.</p><p></p><p><strong><span style="font-size: 18px">Micro Missiles</span></strong></p><p>Two deployable launchers raise from the shoulders which fire micro missiles, able to fire a single missile, a volley at a single target or at multiple targets at once. Each missile only deals 3d4 damage, critical 19-20x2, ballistic damage, range incr 75 ft, semi, with an additional +1 to attack rolls (total +3 from suit targeting). Can be fire-linked against a single target, with each doubling increasing damage by 1d4 points of damage up to a maximum of 8, for a total of 6d4 points of damage. Alternatively, up to 8 targets, no more than 20 ft from each other, can get attacked as a single attack, but the firer suffers -1 to attack rolls for every 2 targets. Total of 16 micro missiles. PDC 17 for 4 missiles.</p><p></p><p><strong><span style="font-size: 18px">Nanites Mk2</span></strong></p><p>These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 60 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added.</p><p><strong>Melee Weapon</strong> - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round.</p><p><strong>Shield</strong> - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1.</p><p><strong>Enhanced Flight</strong> - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +75 ft. This option can remain active for 10 minutes before requiring to deactivate.</p><p><strong>Enhanced Durability</strong> - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge.</p><p><strong>Additional Armour</strong> - Using 10 charges, the nanites grant an additional +5 to Defense and grants 50 bonus hit points, but speed is reduced by 10 ft on ground and 20 ft flying. Every 10 points of damage suffered reduces the bonus to Defense by 1, and permanently reduces number of charges by 1. Spending an additional 2 charges regains +1 Defense and 10 bonus hit points. A critical strike against the wearer deals half damage to the bonus hit points and half to the wearer's own hit points. This can be combined with the Enhanced Durability option.</p><p><strong>Enhance Repulsors</strong> - Spending 1 charge, the nanites can boost the repulsors by +1d12 damage and increase range increment by 25 ft for 5 rounds.</p><p><strong>Enhanced Strength</strong> - Spending 2 charges can increase the Strength bonus the armour provides by +4 for 1 minute. This can be combined with the melee weapon option.</p><p><strong>Replenish Projectiles</strong> - Alternatively, the nanites can be used to replenish spent ammunition, but this permanently loses nanite charges. 1 charge can replenish 2 micro missiles taking 1 full round to create, 2 charges replenishes 1 mini missile taking 1 full round to create.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8006380, member: 6668634"] A couple versions of armour requested awhile back that I'm really sorry are late. Early Iron Man armour combined with some of the nanites from later models. [B][SIZE=7]Carbon Armour[/SIZE][/B] This set of armour is based on the Iron Man suits, using older models salvaged or bought, and upgraded with some nanites based on later versions of the iron Man suits, to enhance its combat capabilities and defensive abilities. The armour has many of the basic systems of any Iron Man armour, including basic flight systems, repulsors, mini missiles. The nanites allow the wearer to create melee weapons, enhance existing weapons, boost the armour's defense, or create additional flight systems. [B][SIZE=6]Carbon Armour Mk1[/SIZE][/B] The Mk1 was built from a basic Iron Man suit that allowed for flight, a repulsor in each hand, but lacked the chest mounted unibeam, arm mounted mini missiles. The nanites are contained in a unit where the unibeam would be on the chest. On command, the wearer can cause the nanites to move about the armour to form a shield, thrusters, melee blades, additional armour plating and thrusters. [B]Carbon Armour Mk1 (PL7)[/B] Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (good maneuverability, can hover) Weight: 80 lb Purchase DC: 32 Restriction: Res (+2) Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (2 missiles), nanites. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +1 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour). [B][SIZE=5]Repulsor Weapons[/SIZE][/B] Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight. Staggered The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2. [B][SIZE=5]Mini Missile Launcher[/SIZE][/B] Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus. If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are two missiles total, one on each arm. Explosive Mini Missile PL6 The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4. [B][SIZE=5]Micro Flares[/SIZE][/B] These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead. Replacement micro flares have a PDC 10 for 6. [B][SIZE=5]Nanites[/SIZE][/B] These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 50 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added. [B]Melee Weapon[/B] - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round. [B]Shield[/B] - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1. [B]Enhanced Flight[/B] - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +50 ft. This option can remain active for 10 minutes before requiring to deactivate. [B]Enhanced Durability[/B] - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge. [B][SIZE=6]Carbon Armour Mk2[/SIZE][/B] The Mk2 sees improvements in defense, flight systems for improved speed, and improved leg actuators for improved ground movement. Additional built in weapons include micro missiles on the shoulders. The nanite housing is improved for increased storage and can enhance weapons or strength. [B]Carbon Armour Mk1 (PL7)[/B] Type: Powered Armour Equipment Bonus: +6 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 35 ft, fly 50 ft (average maneuverability) / 80 ft (good maneuverability, can hover) Weight: 60 lb Purchase DC: 34 Restriction: Res (+2) Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, military radio, HUD software sensor link, HUD software targeting (built-in weaponry), 2x repulsor weapons, micro flares (6 uses), mini missile launcher (4 missiles), nanites. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1 Computer Use checks, flares suffer -5 on opposed attack rolls, Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet. Can not carry more than light load while in flight (not counting the weight of the armour). [B][SIZE=5]Repulsor Weapons[/SIZE][/B] Built into the palms are repuslor weapons that fire a beam of energy that can vary its power output. The blast at any setting has enough force to knock most people off their feet, even on the stun setting. Deals 3d12, 20, energy, 75 ft, s, targets struck must make a Reflex save DC 10 + damage dealt or be knocked back 10 feet and prone, while a successful save causes the target to be staggered for 1 round. Can vary damage as a free action from 1d12 to 3d12, or stun setting, target must make a Fort save DC 15 or be stunned for 1d4 rounds, plus must save against being knocked back. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), these weapons can not be used in flight. Staggered The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2. [B][SIZE=5]Mini Missile Launcher[/SIZE][/B] Each arm contains a mini missile, with a typical range of 150 ft to 200 ft, depending on type of missile. Explosive missiles are usually loaded. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus. If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. There are 4 missiles total, two on each arm. Explosive Mini Missile PL6 The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4. [B][SIZE=5]Micro Flares[/SIZE][/B] These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead. Replacement micro flares have a PDC 10 for 6. [B][SIZE=5]Micro Missiles[/SIZE][/B] Two deployable launchers raise from the shoulders which fire micro missiles, able to fire a single missile, a volley at a single target or at multiple targets at once. Each missile only deals 3d4 damage, critical 19-20x2, ballistic damage, range incr 75 ft, semi, with an additional +1 to attack rolls (total +3 from suit targeting). Can be fire-linked against a single target, with each doubling increasing damage by 1d4 points of damage up to a maximum of 8, for a total of 6d4 points of damage. Alternatively, up to 8 targets, no more than 20 ft from each other, can get attacked as a single attack, but the firer suffers -1 to attack rolls for every 2 targets. Total of 16 micro missiles. PDC 17 for 4 missiles. [B][SIZE=5]Nanites Mk2[/SIZE][/B] These nanites, housed in a container in the chest, can be used to for different pieces of equipment or enhance existing equipment. As a move action, the user can pick one of the following options once per round. The nanites have 60 charges maximum, and charges are recharged when the nanite options are deactivated at a rate of 1 charge per hour of inactivity. Charges can be replaced with an infusion of additional nanites (PDC 18, Rare +5 per charge). Some charges are lost permanently due to damage, and can only be replaced with additional nanites added. [B]Melee Weapon[/B] - The nanites move to the hands and wrists to form a variety of weapons. There is only enough nanites to form either two small melee weapons, dagger sized blades or small bludgeons, or one large blade or hammer-like weapons. Daggers deal 1d4+2, crit 19-20 x2, slashing or piercing, bludgeons deal 1d6, 20 x2 bludgeoning damage. The larger blade deals 2d4, 20x3, slashing damage; hammer deals 1d10+2, 20x3, bludgeoning damage. Creating 1 small weapon uses 1 charge, creating a large weapon uses 2 charges. When the weapon is deactivated the charge is replaced the next round. [B]Shield[/B] - The nanites can form a medium sized shield on one arm, granting +4 to Defense. For every 10 points of damage the wearer takes, or would be negated by the shield (attack misses due to the bonus provided by the shield) the bonus to Defense provided by the shield drops by 1. Every 20 points the wearer suffers reduces the number of charges available by 1 permanently until replaced. Shield uses 3 charges to form. After taking damage and bonus to Defense lowered, an additional charge can be spent to increase the Defense back up by 1. [B]Enhanced Flight[/B] - Using four charges, the nanites form additional thrusters on the back and legs, boosting flight speed by +75 ft. This option can remain active for 10 minutes before requiring to deactivate. [B]Enhanced Durability[/B] - The nanites spread over the armour to enhance its protective qualities using 10 charges, granting the wearer DR 10, Fire Resistance 10. Each time the wearer is hit, the DR and Fire resistance is reduced by 1 and loses 1 nanite charge permanently. The DR and Fire resistance can be increased by 1 by spending another charge. [B]Additional Armour[/B] - Using 10 charges, the nanites grant an additional +5 to Defense and grants 50 bonus hit points, but speed is reduced by 10 ft on ground and 20 ft flying. Every 10 points of damage suffered reduces the bonus to Defense by 1, and permanently reduces number of charges by 1. Spending an additional 2 charges regains +1 Defense and 10 bonus hit points. A critical strike against the wearer deals half damage to the bonus hit points and half to the wearer's own hit points. This can be combined with the Enhanced Durability option. [B]Enhance Repulsors[/B] - Spending 1 charge, the nanites can boost the repulsors by +1d12 damage and increase range increment by 25 ft for 5 rounds. [B]Enhanced Strength[/B] - Spending 2 charges can increase the Strength bonus the armour provides by +4 for 1 minute. This can be combined with the melee weapon option. [B]Replenish Projectiles[/B] - Alternatively, the nanites can be used to replenish spent ammunition, but this permanently loses nanite charges. 1 charge can replenish 2 micro missiles taking 1 full round to create, 2 charges replenishes 1 mini missile taking 1 full round to create. [/QUOTE]
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