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<blockquote data-quote="kronos182" data-source="post: 9640537" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Hydra Assault Armour</strong></span></span></p><p><span style="font-family: 'Calibri'">This power armour uses Hydra's Power Armour Mk2 as a base, but designed slightly differently, with a dome head, similar to some of the Hulk Buster armours, heavier and bulker armour is mounted. Instead of the arms having hands, below the elbows are thick block forearms that are actually four barrel mini-rocket system, typically loaded with two tubes of HEAT or anti-armour rockets, one tube of fragmenting rockets, and the fourth can be any other type depending on mission profile. Mounted on the shoulders are repulsor blasters. While lighter than the ones on the other Hydra power armours, they are on mini turrets with increased field of fire to provide protection from infantry that get close. The heavy armour allows it to approach without worrying about being disabled as it can shrug off most weapons.</span></p><p><span style="font-family: 'Calibri'">These armours are used for assaulting fortifications, anti-vehicle or even extremely tough, but slower super powered beings, striking with their rocket launchers, and soaking hits from more vulnerable infantry.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hydra Assault Power Armour</strong></span></p><p><span style="font-family: 'Calibri'">Size Modifier: +0</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: 6</span></p><p><span style="font-family: 'Calibri'">Hit Points: 80</span></p><p><span style="font-family: 'Calibri'">Base Speed: 25 ft.</span></p><p><span style="font-family: 'Calibri'">Height: 8.5 ft.</span></p><p><span style="font-family: 'Calibri'">Weight: 460 lb</span></p><p><span style="font-family: 'Calibri'">Fighting Space: 5 ft. by 5 ft.</span></p><p><span style="font-family: 'Calibri'">Reach: 5 ft.</span></p><p><span style="font-family: 'Calibri'">Defense Bonus: +6</span></p><p><span style="font-family: 'Calibri'">Hardness: 20</span></p><p><span style="font-family: 'Calibri'">Max Dex Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Armour Check Penalty: -8</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 39</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3), Hydra</span></p><p><span style="font-family: 'Calibri'">Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, 2 4-barrel mini-rocket launchers (25 rockets each barrel), 2 repulsor blasters turrets. Weight of power armour does not count against wearer's weight capacity.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.</span></p><p><span style="font-family: 'Calibri'">Its reach is 5 feet, and its base speed is 25 feet.</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 37.</span></p><p><span style="font-family: 'Calibri'">Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit </span></p><p><span style="font-family: 'Calibri'">Boots: 1 slot.</span></p><p><span style="font-family: 'Calibri'">Helmet: Cockpit.</span></p><p><span style="font-family: 'Calibri'">Left arm: 4-barrel mini-rocket launcher</span></p><p><span style="font-family: 'Calibri'">Right arm: 4-barrel mini-rocket launcher</span></p><p><span style="font-family: 'Calibri'">Shoulder: Power Core</span></p><p><span style="font-family: 'Calibri'">Torso: Cockpit</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Repulsor Blaster</strong></span></p><p><span style="font-family: 'Calibri'">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.</span></p><p><span style="font-family: 'Calibri'">Damage: 3d8 laser / 4d10 plasma cannon</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 90 ft laser / 40 ft plasma</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A / Single</span></p><p><span style="font-family: 'Calibri'">Ammo: 50 charges</span></p><p><span style="font-family: 'Calibri'">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.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Mini-Rocket Launchers</strong></span></p><p><span style="font-family: 'Calibri'">These 4 tube launchers store the rockets all within the tubes, with special venting to prevent the following rockets from being set off. Each tube contains 25 rockets which all rockets in a tube have to be the same type, but each tube can be of a different type. Unfortunately only a single rocket can be fired at a time from the launchers, as a safety measure to prevent any other rocket from be accidentally detonated within the launcher.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Power Core</strong></span></p><p><span style="font-family: 'Calibri'">The Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9640537, member: 6668634"] [FONT=Calibri][SIZE=7][B]Hydra Assault Armour[/B][/SIZE] This power armour uses Hydra's Power Armour Mk2 as a base, but designed slightly differently, with a dome head, similar to some of the Hulk Buster armours, heavier and bulker armour is mounted. Instead of the arms having hands, below the elbows are thick block forearms that are actually four barrel mini-rocket system, typically loaded with two tubes of HEAT or anti-armour rockets, one tube of fragmenting rockets, and the fourth can be any other type depending on mission profile. Mounted on the shoulders are repulsor blasters. While lighter than the ones on the other Hydra power armours, they are on mini turrets with increased field of fire to provide protection from infantry that get close. The heavy armour allows it to approach without worrying about being disabled as it can shrug off most weapons. These armours are used for assaulting fortifications, anti-vehicle or even extremely tough, but slower super powered beings, striking with their rocket launchers, and soaking hits from more vulnerable infantry. [B]Hydra Assault Power Armour[/B] Size Modifier: +0 Equipment Slots: 6 Hit Points: 80 Base Speed: 25 ft. Height: 8.5 ft. Weight: 460 lb Fighting Space: 5 ft. by 5 ft. Reach: 5 ft. Defense Bonus: +6 Hardness: 20 Max Dex Bonus: +1 Armour Check Penalty: -8 Purchase DC: 39 Restriction: Mil (+3), Hydra Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, 2 4-barrel mini-rocket launchers (25 rockets each barrel), 2 repulsor blasters turrets. Weight of power armour does not count against wearer's weight capacity. Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage. Its reach is 5 feet, and its base speed is 25 feet. Base Purchase DC: 37. Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit Boots: 1 slot. Helmet: Cockpit. Left arm: 4-barrel mini-rocket launcher Right arm: 4-barrel mini-rocket launcher Shoulder: Power Core Torso: Cockpit [B]Repulsor Blaster[/B] 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. Damage: 3d8 laser / 4d10 plasma cannon Critical: 20 Damage Type: fire Range Increment: 90 ft laser / 40 ft plasma Rate of Fire: S, A / 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. [B]Mini-Rocket Launchers[/B] These 4 tube launchers store the rockets all within the tubes, with special venting to prevent the following rockets from being set off. Each tube contains 25 rockets which all rockets in a tube have to be the same type, but each tube can be of a different type. Unfortunately only a single rocket can be fired at a time from the launchers, as a safety measure to prevent any other rocket from be accidentally detonated within the launcher. [B]Power Core[/B] The Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.[/FONT] [/QUOTE]
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