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<blockquote data-quote="kronos182" data-source="post: 6871996" data-attributes="member: 6668634"><p>Steel Armour Mk5 Duck</p><p></p><p>This variant version of Paragon Corp's Steel Armour power armour is designed for underwater operations, amphibious landings and limited flight, making it a more true all terrain suit. Featuring heavier armour to withstand the pressure of 1000 ft depth, a built in back pack unit with enhanced air supply and water propulsion systems. </p><p>The suit has air filters and an onboard supply of 8 hours of air, targeting systems for its onboard weaponry, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors, radar and torpedo lock alert system and several defensive systems including micro sonar flares, a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands, modified for use under water, but they have half range. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The modifications to the beam/pulse weapons removes their ability to be used as a plasma flame thrower and aid in flight system. Mounted over the right shoulder is a ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder or up parallel with the torso while in flight, usually loaded with supercavitating rounds. Mounted on the left shoulder is a harpoon gun which can attach a durable cable attached to a winch to pull in targets. The right arm mounts a retractable high frequency blade. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour. Mounted on the helmet, chest and left arm are powerful lights to aid in seeing underwater</p><p></p><p>Steel Armour (PL7)</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 35 ft (average maneuverability), 40 ft swim</p><p>Weight: 76 lb</p><p>Purchase DC: 36</p><p>Restriction: Res (+2)</p><p>Accessories: 8 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, 2x beam/pulse weapons, micro sonar flares (8 uses), ballistic shoulder weapon (equivalent to submachine gun), torpedo lock alert, HF blade right arm, emergency surface system, arm, helmet and chest mounted search lights.</p><p>Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, opponent ballistic and ranged weapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 8 hours air, +1 Computer Use checks, sonar flares sonar based weapons suffer -4 on opposed attack rolls, +4 Def vs torpedoes (torpedo lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, 1 mile range sonar. Can not carry more than light load while in flight (not counting the weight of the armour), +4 Swim checks.</p><p></p><p>Beam/Pulse Weapons</p><p>Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), modified for underwater use, suffering half range while underwater. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. </p><p></p><p>Shoulder Ballistic Weapon</p><p>This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 90 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a slightly larger ammunition capacity due to redesign and distribution of the rounds, but still takes special equipment to reload. Usually loaded with supercavitating bullets for use underwater.</p><p></p><p>Micro Sonar Flares</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 only these affect sensors such as sonar. 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 torpedo lock alert system) at -4 to the roll. If successful, the missile targets the Replacement micro sonar flares have a PDC 10 for 6.</p><p></p><p>Harpoon Launcher</p><p>This is a harpoon launcher moutned on the left shoulder that can rotate similar to the shoulder ballistic weapon (2d4, 19-20x2, piercing, 100 ft/80 ft surface, s/a, 50 harpoons), which can have up to 500 ft of duracable attached to it, which is connected to a winch that can pull up to 500 lbs. The system can cut the cable at any length up to the maximum length to release the attached target. On a missed hit, the cable can be retracted, as a free action, but takes a full round to retract fully. The system can only attached one cable per round. </p><p></p><p>Torpedo Lock Alert</p><p>This functions just like a missile lock alert, but only functions against torpedoes in the water.</p><p></p><p>HF Blade</p><p>Mounted on the right arm is a retractable HF blade for defense and as a tool, (2d4, 20, slashing, melee).</p><p></p><p>Emergency Surface System</p><p>In the event of the user is rendered unconscious, the armour is programed to engage emergency floatation system to bring the armour to the surface and turn on the nanobeacon.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6871996, member: 6668634"] Steel Armour Mk5 Duck This variant version of Paragon Corp's Steel Armour power armour is designed for underwater operations, amphibious landings and limited flight, making it a more true all terrain suit. Featuring heavier armour to withstand the pressure of 1000 ft depth, a built in back pack unit with enhanced air supply and water propulsion systems. The suit has air filters and an onboard supply of 8 hours of air, targeting systems for its onboard weaponry, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors, radar and torpedo lock alert system and several defensive systems including micro sonar flares, a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands, modified for use under water, but they have half range. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The modifications to the beam/pulse weapons removes their ability to be used as a plasma flame thrower and aid in flight system. Mounted over the right shoulder is a ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder or up parallel with the torso while in flight, usually loaded with supercavitating rounds. Mounted on the left shoulder is a harpoon gun which can attach a durable cable attached to a winch to pull in targets. The right arm mounts a retractable high frequency blade. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour. Mounted on the helmet, chest and left arm are powerful lights to aid in seeing underwater Steel Armour (PL7) 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 35 ft (average maneuverability), 40 ft swim Weight: 76 lb Purchase DC: 36 Restriction: Res (+2) Accessories: 8 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, 2x beam/pulse weapons, micro sonar flares (8 uses), ballistic shoulder weapon (equivalent to submachine gun), torpedo lock alert, HF blade right arm, emergency surface system, arm, helmet and chest mounted search lights. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, opponent ballistic and ranged weapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 8 hours air, +1 Computer Use checks, sonar flares sonar based weapons suffer -4 on opposed attack rolls, +4 Def vs torpedoes (torpedo lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, 1 mile range sonar. Can not carry more than light load while in flight (not counting the weight of the armour), +4 Swim checks. Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), modified for underwater use, suffering half range while underwater. These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 90 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a slightly larger ammunition capacity due to redesign and distribution of the rounds, but still takes special equipment to reload. Usually loaded with supercavitating bullets for use underwater. Micro Sonar Flares These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures only these affect sensors such as sonar. 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 torpedo lock alert system) at -4 to the roll. If successful, the missile targets the Replacement micro sonar flares have a PDC 10 for 6. Harpoon Launcher This is a harpoon launcher moutned on the left shoulder that can rotate similar to the shoulder ballistic weapon (2d4, 19-20x2, piercing, 100 ft/80 ft surface, s/a, 50 harpoons), which can have up to 500 ft of duracable attached to it, which is connected to a winch that can pull up to 500 lbs. The system can cut the cable at any length up to the maximum length to release the attached target. On a missed hit, the cable can be retracted, as a free action, but takes a full round to retract fully. The system can only attached one cable per round. Torpedo Lock Alert This functions just like a missile lock alert, but only functions against torpedoes in the water. HF Blade Mounted on the right arm is a retractable HF blade for defense and as a tool, (2d4, 20, slashing, melee). Emergency Surface System In the event of the user is rendered unconscious, the armour is programed to engage emergency floatation system to bring the armour to the surface and turn on the nanobeacon. [/QUOTE]
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