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<blockquote data-quote="kronos182" data-source="post: 7131270" data-attributes="member: 6668634"><p>Kinetic Armour, armour gadget</p><p>Kinetic armour is a means to provide a greater survivability against all kinds of firearms the common infantry would encounter. Kinetic armour is usually fairly flexible, and easy to move in, but when struck by an object, such as a bullet, the armour hardens at the point of impact to protect the wearer. Kinetic armour reduces the defense bonus by 1 in light armours, 2 in medium, and 3 in heavy armours; increases max dex by +1, and decreases the armour check penalty by 2 to a minimum of 1.</p><p>Kinetic armour also grants DR, depending on the weapon fired. (this is were some math comes in) When struck by a weapon, the DR is equal to the base die type plus double the number of die. So, if someone wearing kinetic armour is shot with 9mm pistol, which does 2d6 damage, the DR will be 10 (6 base die + 4 ((2 die x 2)) ). </p><p>Kinetic armour will work against ballastic, slashing (from frag weapons), explosive and concussion damage. Kinetic armour also provides a 75% chance to negate critical hits from such weapons.</p><p>A GM can allow it to work against weapons such as plasma weapons and other futuristic weapons that have a form of mass in their projectile, but NOT weapons like lasers. Against melee weapons with only one die, the DR/Hard is equal to half the die type, such as against a longsword which has 1d8 for damage, kinetic armour provides DR/Hard of 4, due to the much lower speeds of melee weapons. </p><p></p><p>Note: Kinetic armour on personal armour shouldn't work against mecha or starship scale weapons, they are just too powerful. Although this is up to the GM if this applies or not. If you want a person in heavy armour to withstand a blast from a T-95 Cavalcade chain gun (which would get a DR of 20, which is below the average damage of around 24), by all means. Kinetic armour presented here is only for infantry weaponry, (providing protection just above the average damages of each weapon, except in the case of melee weapons, but fails once you get to weapons that deal around 4d10 or more.)</p><p>Restriction: Armour only</p><p>Purchase DC Modifier: +5</p><p></p><p>AFTERBURNERS (PL 5)</p><p>Prerequisite: Flight system</p><p>Afterburners, located in a suit’s feet and back, allow the suit to accelerate in any flight mode to 150% of its maximum speed for the round. Activating afterburners is a free action, however any skills and attack rolls made that round suffer -2. Usable 10 times before requiring refueling.</p><p>PDC: +3 to armour flight system.</p><p>Refuel PDC: 8</p><p></p><p></p><p>CHAFF/FLARE DISPENSER</p><p>A chaff/flare dispenser is an airborne defense mechanism that may release burning hot magnesium flares or puffs of chaff (finely shredded radar-reflecting aluminum). One flare</p><p>or one puff of chaff may be released per round as a free action.</p><p>A flare will inflict a -4 modifier to any IR/heatseeking attack made on the suit for the rest of the current round and the round thereafter, and a puff of chaff will add a -4 modifier</p><p>to any radar-guided attack made on the suit within the same</p><p>timeframe.</p><p>The Chaff/Flare Dispenser carries up to three flares and three chaff packets. A replacement flare or chaff packet has a PDC 12 and requires no special skill to load within the mechanism.</p><p>PDC: 13</p><p></p><p></p><p>DAMAGE REDUCTION</p><p>The armour is fitted with reinforced plating designed to reduce damage from weapons.</p><p>Light armour can gain a maximum of DR 5, medium armour max DR 8, heavy armour max DR 12, power armour max DR 15. Every 2 points of DR reduces max Dex modifier by -1, increases armour check penalty by -1.</p><p>PDC +2 / +1 DR</p><p>Res: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 7131270, member: 6668634"] Kinetic Armour, armour gadget Kinetic armour is a means to provide a greater survivability against all kinds of firearms the common infantry would encounter. Kinetic armour is usually fairly flexible, and easy to move in, but when struck by an object, such as a bullet, the armour hardens at the point of impact to protect the wearer. Kinetic armour reduces the defense bonus by 1 in light armours, 2 in medium, and 3 in heavy armours; increases max dex by +1, and decreases the armour check penalty by 2 to a minimum of 1. Kinetic armour also grants DR, depending on the weapon fired. (this is were some math comes in) When struck by a weapon, the DR is equal to the base die type plus double the number of die. So, if someone wearing kinetic armour is shot with 9mm pistol, which does 2d6 damage, the DR will be 10 (6 base die + 4 ((2 die x 2)) ). Kinetic armour will work against ballastic, slashing (from frag weapons), explosive and concussion damage. Kinetic armour also provides a 75% chance to negate critical hits from such weapons. A GM can allow it to work against weapons such as plasma weapons and other futuristic weapons that have a form of mass in their projectile, but NOT weapons like lasers. Against melee weapons with only one die, the DR/Hard is equal to half the die type, such as against a longsword which has 1d8 for damage, kinetic armour provides DR/Hard of 4, due to the much lower speeds of melee weapons. Note: Kinetic armour on personal armour shouldn't work against mecha or starship scale weapons, they are just too powerful. Although this is up to the GM if this applies or not. If you want a person in heavy armour to withstand a blast from a T-95 Cavalcade chain gun (which would get a DR of 20, which is below the average damage of around 24), by all means. Kinetic armour presented here is only for infantry weaponry, (providing protection just above the average damages of each weapon, except in the case of melee weapons, but fails once you get to weapons that deal around 4d10 or more.) Restriction: Armour only Purchase DC Modifier: +5 AFTERBURNERS (PL 5) Prerequisite: Flight system Afterburners, located in a suit’s feet and back, allow the suit to accelerate in any flight mode to 150% of its maximum speed for the round. Activating afterburners is a free action, however any skills and attack rolls made that round suffer -2. Usable 10 times before requiring refueling. PDC: +3 to armour flight system. Refuel PDC: 8 CHAFF/FLARE DISPENSER A chaff/flare dispenser is an airborne defense mechanism that may release burning hot magnesium flares or puffs of chaff (finely shredded radar-reflecting aluminum). One flare or one puff of chaff may be released per round as a free action. A flare will inflict a -4 modifier to any IR/heatseeking attack made on the suit for the rest of the current round and the round thereafter, and a puff of chaff will add a -4 modifier to any radar-guided attack made on the suit within the same timeframe. The Chaff/Flare Dispenser carries up to three flares and three chaff packets. A replacement flare or chaff packet has a PDC 12 and requires no special skill to load within the mechanism. PDC: 13 DAMAGE REDUCTION The armour is fitted with reinforced plating designed to reduce damage from weapons. Light armour can gain a maximum of DR 5, medium armour max DR 8, heavy armour max DR 12, power armour max DR 15. Every 2 points of DR reduces max Dex modifier by -1, increases armour check penalty by -1. PDC +2 / +1 DR Res: Mil (+3) [/QUOTE]
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