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<blockquote data-quote="kronos182" data-source="post: 6844686" data-attributes="member: 6668634"><p>Firefog PL6</p><p>Firefog is a highly flammable chemical spray that fills the air around the mech and makes movement hazardous. The short-lived firefog cloud bonds with air molecules, and is so unstable that the friction created by normal movement can ignite it, turning the air around the Power Armor into a lethal firestorm.</p><p>Anyone moving faster than 10 ft per round within the area of a Firefog cloud will ignite the chemical. All targets within the cloud’s radius take 6d6 points of fire damage. The explosion can set combustibles on fire, and a Reflex save, DC 18 halves the damage. Typically the mech is specially insulated to avoid damage from its own cloud, making this weapon ideal for laying ambushes. Has enough for 10 uses. Each slot dedicated to ammo holds enough for 20 uses.</p><p>Equipment Slots: 1</p><p>Activation: Free action to deploy a cloud</p><p>Range: 30 ft radius, centered on the Power Armor</p><p>Target: All creatures and objects in range</p><p>Duration: A cloud can lie dormant for upto 1 minute</p><p>before disappating harmlessly; effects are instant when</p><p>triggered.</p><p>Saving Throw: Reflex DC 18 Half Effect</p><p>Purchase DC: 31</p><p>Restriction: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>D21 Stake Launcher</p><p>This is a larger version of the D11 Stake Rifle made by HKA for use on vehicles, using slightly larger stakes, with better range and an automatic setting. Holds 4 belts of 50 rounds, each additional equipment slot devoted to ammo storage has room for six more belts of 50 rounds. Each additional belt has a purchase DC of 13.</p><p>Equipment Slots: 1 </p><p>Activation: Attack Action</p><p>Range Increment: 80 ft </p><p>Target: Single target within 800 ft or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 25</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>External Equipment Pod</p><p>Designed to carry additional system, an external equipment pod bolts onto a mecha's shoulders or back and enables the mecha to carry more weapons, defensive systems or equipment than the design normally allows. A single mecha can carry up to two external equipment pods.</p><p></p><p>Each external equipment pod may hold up to 2 equipment slots worth of equipment - this does not go against the mecha's normal equipment slot limit. The exact type of equipment the pods can carry are limited to non-sensor, non-character items. </p><p>Equipment Slots: 1, must be shoulders or back/toros</p><p>Activation: None</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: None</p><p>Purchase DC: 5 + one quarter the mecha's base purchase DC.</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Reinforced Armour</p><p>The mecha's superstructure is reinforced and thickened to better withstand damage. Designed to work in concert with the mecha's superstructure and armour covering, tying the two closer together and enhancing the capabilities of both elements of the mecha's design</p><p></p><p>A mecha outfitted with reinforced armour gains a +5 bonus to hardness, and increases the armour's equipment bonus to defense by +2. Due to the increased bulk of the mecha, the armour penalty is increased by 2. </p><p></p><p>Reinforced armour doesn't work if the mecha doesn't have standard armour equipped. </p><p></p><p>Equipment Bonus: See text</p><p>Armour Penalty: See text</p><p>Speed Penalty: None</p><p>Purchase DC: 5 + one half the mecha's base purchase DC</p><p></p><p>[HR][/HR]</p><p></p><p>Open Cockpit</p><p>The open cockpit is like a normal cockpit, only it's open, leaving the pilot exposed somewhat. The open cockpit reduces the mecha's armour bonus to defense dependent on which model of open cockpit, due to how open it is. On large sized mecha the Open cockpit must be in one of the following slots: helmet, torso, and back. Mk1 armour bonus is only 1/4, Mk2 armour bonus is only 1/2, Mk3 armour bonus is 3/4 of its normal bonus, round up.</p><p>Equipment Slots: 1 for Mk1 and Mk2, 2 for Mk3</p><p>Activation: None</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: None</p><p>Purchace DC: -5 for Mk1, -3 for Mk2, -1 for Mk3</p><p>Restriction: None </p><p></p><p>[HR][/HR]</p><p></p><p>SR-1 JAMMING SYSTEM (PL 7)</p><p>This system covers the mecha’s body with hundreds of small transmitters, each one of which constantly projects an electronic signal specifically designed to foil sensor systems. A mecha equipped with an active SR-1 jammer is instantly spotted on sensor systems but the SR-1 makes correctly identifying details about the mecha difficult – the sensor operator’s Computer Use check suffers a –20 penalty due to the SR-1’s interference.</p><p>The SR-1 can also be used to actively disable another mech or vehicle. The user focuses the jamming onto a single target within 100 ft, making a touch attack roll, then makes an opposed Computer Use check with the target with a +5 bonus. If the target doesn't have a pilot or Computer Use skill, it can make use of it's Fort save. On a failed save, the target is disabled for 1d4 rounds as it's electronic systems are scrambled temporarily and must reboot. A disabled mech or vehicle can not fight, move or defend itself, losing Dex bonus to Defense, and the pilot can make a Computer Use DC 20 check each round while disable in an attempt to reboot the systems faster.</p><p>Activating or deactivating the SR-1 requires a free or attack action depending on which mode is activated. For just jamming it takes only a free action and remains active until deactivated, while the active jamming is an attack action.</p><p>A mecha equipped with an SR-1 jamming system has one less equipment slot.</p><p>Equipment Slots: 1 (equivalent).</p><p>Activation: Free or Attack action, see text.</p><p>Range: Personal, or target within 100 ft</p><p>Target: You. </p><p>Duration: Persistent, see text.</p><p>Saving Throw: None.</p><p>Purchase DC: 29..</p><p>Restriction: Military (+3).</p><p></p><p>[HR][/HR]</p><p></p><p>SOUND SUPPRESSOR (PL 7)</p><p>This advanced system,similar to the Gravity Age sound suppressor that is used on some hand-held energy weapons, generates a field of sonic energy that cancels sound produced within the field, granting the mecha with a +10 equipment bonus to Move Silently checks. The system must be activated and deactivated (requiring an attack action),</p><p>but once activated it will remain functioning for no more than one minute, after which point the system automatically shuts down and cannot be used again for one hour (the amount of time the sound suppressor requires to fully recharge).</p><p>A mecha equipped with a sound suppressor has one less equipment slot.</p><p>Equipment Slots: 1 (equivalent).</p><p>Activation: Attack action, see text.</p><p>Range: Personal.</p><p>Target: You.</p><p>Duration: 1 minute, see text.</p><p>Saving Throw: None.</p><p>Purchase DC: 25 (medium, large, and huge</p><p>mecha); 30 (gargantuan and colossal mecha).</p><p>Restriction: Military (+3).</p><p></p><p>[HR][/HR]</p><p></p><p>TURTLE (PL 6)</p><p>This specialized form of quadrupedal mecha design sacrifices the standard base speed increase for a thicker, more protective layer of armor. A turtle design uses the exact same specifications as the quadrupedal mecha (see the future SRD), except that the design does not gain the +10 ft. bonus to speed, instead gaining a +5 bonus to hardness.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6844686, member: 6668634"] Firefog PL6 Firefog is a highly flammable chemical spray that fills the air around the mech and makes movement hazardous. The short-lived firefog cloud bonds with air molecules, and is so unstable that the friction created by normal movement can ignite it, turning the air around the Power Armor into a lethal firestorm. Anyone moving faster than 10 ft per round within the area of a Firefog cloud will ignite the chemical. All targets within the cloud’s radius take 6d6 points of fire damage. The explosion can set combustibles on fire, and a Reflex save, DC 18 halves the damage. Typically the mech is specially insulated to avoid damage from its own cloud, making this weapon ideal for laying ambushes. Has enough for 10 uses. Each slot dedicated to ammo holds enough for 20 uses. Equipment Slots: 1 Activation: Free action to deploy a cloud Range: 30 ft radius, centered on the Power Armor Target: All creatures and objects in range Duration: A cloud can lie dormant for upto 1 minute before disappating harmlessly; effects are instant when triggered. Saving Throw: Reflex DC 18 Half Effect Purchase DC: 31 Restriction: Military (+3) [HR][/HR] D21 Stake Launcher This is a larger version of the D11 Stake Rifle made by HKA for use on vehicles, using slightly larger stakes, with better range and an automatic setting. Holds 4 belts of 50 rounds, each additional equipment slot devoted to ammo storage has room for six more belts of 50 rounds. Each additional belt has a purchase DC of 13. Equipment Slots: 1 Activation: Attack Action Range Increment: 80 ft Target: Single target within 800 ft or autofire Duration: Instantaneous Saving Throw: None Purchase DC: 25 Restriction: Restricted (+2) [HR][/HR] External Equipment Pod Designed to carry additional system, an external equipment pod bolts onto a mecha's shoulders or back and enables the mecha to carry more weapons, defensive systems or equipment than the design normally allows. A single mecha can carry up to two external equipment pods. Each external equipment pod may hold up to 2 equipment slots worth of equipment - this does not go against the mecha's normal equipment slot limit. The exact type of equipment the pods can carry are limited to non-sensor, non-character items. Equipment Slots: 1, must be shoulders or back/toros Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 5 + one quarter the mecha's base purchase DC. Restriction: None [HR][/HR] Reinforced Armour The mecha's superstructure is reinforced and thickened to better withstand damage. Designed to work in concert with the mecha's superstructure and armour covering, tying the two closer together and enhancing the capabilities of both elements of the mecha's design A mecha outfitted with reinforced armour gains a +5 bonus to hardness, and increases the armour's equipment bonus to defense by +2. Due to the increased bulk of the mecha, the armour penalty is increased by 2. Reinforced armour doesn't work if the mecha doesn't have standard armour equipped. Equipment Bonus: See text Armour Penalty: See text Speed Penalty: None Purchase DC: 5 + one half the mecha's base purchase DC [HR][/HR] Open Cockpit The open cockpit is like a normal cockpit, only it's open, leaving the pilot exposed somewhat. The open cockpit reduces the mecha's armour bonus to defense dependent on which model of open cockpit, due to how open it is. On large sized mecha the Open cockpit must be in one of the following slots: helmet, torso, and back. Mk1 armour bonus is only 1/4, Mk2 armour bonus is only 1/2, Mk3 armour bonus is 3/4 of its normal bonus, round up. Equipment Slots: 1 for Mk1 and Mk2, 2 for Mk3 Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchace DC: -5 for Mk1, -3 for Mk2, -1 for Mk3 Restriction: None [HR][/HR] SR-1 JAMMING SYSTEM (PL 7) This system covers the mecha’s body with hundreds of small transmitters, each one of which constantly projects an electronic signal specifically designed to foil sensor systems. A mecha equipped with an active SR-1 jammer is instantly spotted on sensor systems but the SR-1 makes correctly identifying details about the mecha difficult – the sensor operator’s Computer Use check suffers a –20 penalty due to the SR-1’s interference. The SR-1 can also be used to actively disable another mech or vehicle. The user focuses the jamming onto a single target within 100 ft, making a touch attack roll, then makes an opposed Computer Use check with the target with a +5 bonus. If the target doesn't have a pilot or Computer Use skill, it can make use of it's Fort save. On a failed save, the target is disabled for 1d4 rounds as it's electronic systems are scrambled temporarily and must reboot. A disabled mech or vehicle can not fight, move or defend itself, losing Dex bonus to Defense, and the pilot can make a Computer Use DC 20 check each round while disable in an attempt to reboot the systems faster. Activating or deactivating the SR-1 requires a free or attack action depending on which mode is activated. For just jamming it takes only a free action and remains active until deactivated, while the active jamming is an attack action. A mecha equipped with an SR-1 jamming system has one less equipment slot. Equipment Slots: 1 (equivalent). Activation: Free or Attack action, see text. Range: Personal, or target within 100 ft Target: You. Duration: Persistent, see text. Saving Throw: None. Purchase DC: 29.. Restriction: Military (+3). [HR][/HR] SOUND SUPPRESSOR (PL 7) This advanced system,similar to the Gravity Age sound suppressor that is used on some hand-held energy weapons, generates a field of sonic energy that cancels sound produced within the field, granting the mecha with a +10 equipment bonus to Move Silently checks. The system must be activated and deactivated (requiring an attack action), but once activated it will remain functioning for no more than one minute, after which point the system automatically shuts down and cannot be used again for one hour (the amount of time the sound suppressor requires to fully recharge). A mecha equipped with a sound suppressor has one less equipment slot. Equipment Slots: 1 (equivalent). Activation: Attack action, see text. Range: Personal. Target: You. Duration: 1 minute, see text. Saving Throw: None. Purchase DC: 25 (medium, large, and huge mecha); 30 (gargantuan and colossal mecha). Restriction: Military (+3). [HR][/HR] TURTLE (PL 6) This specialized form of quadrupedal mecha design sacrifices the standard base speed increase for a thicker, more protective layer of armor. A turtle design uses the exact same specifications as the quadrupedal mecha (see the future SRD), except that the design does not gain the +10 ft. bonus to speed, instead gaining a +5 bonus to hardness. [/QUOTE]
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