Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 7182562" data-attributes="member: 6668634"><p>Paragon Corp armour.</p><p></p><p>Steel Armour mk6 Stealth</p><p>The mk6 is a stealth variant of the Steel Armour, featuring sensor deflecting design and armour, jamming systems and other stealth related systems. The armour is coated in a chameleon layer, able to alter its colour to blend in with its surroundings, as well as thermal insulators to reduce its thermal signature to better hide from thermal sensors. The shoulder ballistic weapon is modified to carry up to 3 different types of ammunition, such as trackers, remote microphones, and any other types. The mk6 also mounts the smallest version of chaff to help defend itself when it is discovered. The mk6 also includes a laser communications system for a secure means of communications, but requires a line of sight (up to 10 mile range).</p><p>The suit has air filters and an onboard supply of 3 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors and several defensive systems including micro flares, heat resistant coating and a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The beam/pulse weapons in pulse mode have two other modes: the first being a plasma based flamethrower for an area attack; and the other aids in the suits ability to fly. While these are not necessary for flight, they allow the suit to fly faster, and grants it higher maneuverability, but disables their use as a weapon while in this mode. 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. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour.</p><p></p><p>Steel Armour (PL7)</p><p>Type: Powered Armour</p><p>Equipment Bonus: +4</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 40 ft (average maneuverability) / 75 ft (good maneuverability)</p><p>Weight: 67 lbPurchase DC: 36</p><p>Restriction: Res (+2)</p><p>Accessories: 3 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 flares (8 uses), ballistic shoulder weapon (equivalent to submachine gun), missile lock alert, chaff launcher (4 bundles), chameleon skin, stealth design, ECM Jammer, laser communications, acoustic baffling. </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, 3 hours air, +1 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers or plasma weapons). Can not carry more than light load while in flight (not counting the weight of the armour), sensors -5 penalty on their Computer Use checks, RADAR and Thermal/IR sensors are -7 to detect the wearer, one-half miss concealment against missiles (20% miss chance), +5 to move silently.</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), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). 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), none of the weapons can be used in flight.</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, 60 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a modified storage bin to allow it to carry up to three different types of ammunition, switching between any of the three types is a free action.</p><p></p><p>Micro 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. 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 -4 to the roll. If successful, the missile targets the flare instead. These are the same flares used in the mk1 but has a better launch system to lower the penalty to the opposed attack roll.Replacement micro flares have a PDC 10 for 6.</p><p></p><p>Stealth Design</p><p>The mk6 uses sensor deflecting and absorbing design and materials to hide it from sensors. Enemies suffer -5 penalty on their Computer Use checks when using sensors, however RADAR an Thermal/IR sensors suffer -7.</p><p></p><p>ECM Jamming</p><p>This jamming system jams both communication and sensor systems, but as it is an active system, it can be tracked. When active, all sensor systems within 1 mile of the armour suffer -5 to checks, and all missiles within 100 feet have a 20% miss chance. Combined with the stealth design, sensors to detect the armour are at -10, and missile have 30% miss chance. Communications within 1 mile are also jammed, increasing Computer Use checks to get a clear signal by +5, this also affects the user's own communication systems, except laser line of sight communications.</p><p></p><p>Laser Communications</p><p>This is a secure form of communications, allowing the user of the armour to send and receive communications and data via a tight beam laser. The user must be able to see the target, either with eyes or via optic enhancements and sensors, within 10 miles, make an attack roll, with a range increment of 1000 ft. A successful 'hit' means the user has aimed the laser correctly and can send/receive information as long as neither the user or recipient moves. </p><p></p><p>Chaff Launcher</p><p>Based on chaff launchers used on aircraft and starships, that launches thousands of tiny metal strips or particles. This detritus interferes with sensors and missiles, and the small bundle launches from the armour's lower back as a move action. The chaff fills a 20 ft area. Sensor scans directed at anything within this area take a -8 penalty, and scanning anything on the other side incurs a -4 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance. Carries 4 bundles.</p><p>Replacement Chaff bundles have a PDC of 10 each. </p><p></p><p>Chamleon Skin</p><p>The outer layer of the armour is designed to change colours and patterns to blend in with its surroundings, granting +15 to hide when not moving. If moving at 30 ft or greater only adds only +5 as the system tries to keep up and blurs the outline. If used in dark or shadowy conditions this grants a 10% miss chance. If moving at 15 ft or less adds a +8 to hide.</p><p></p><p>Acoustic Baffling</p><p>The armour is designed to reduce the sound it makes, granting +5 to Move Silently checks.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7182562, member: 6668634"] Paragon Corp armour. Steel Armour mk6 Stealth The mk6 is a stealth variant of the Steel Armour, featuring sensor deflecting design and armour, jamming systems and other stealth related systems. The armour is coated in a chameleon layer, able to alter its colour to blend in with its surroundings, as well as thermal insulators to reduce its thermal signature to better hide from thermal sensors. The shoulder ballistic weapon is modified to carry up to 3 different types of ammunition, such as trackers, remote microphones, and any other types. The mk6 also mounts the smallest version of chaff to help defend itself when it is discovered. The mk6 also includes a laser communications system for a secure means of communications, but requires a line of sight (up to 10 mile range). The suit has air filters and an onboard supply of 3 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors and several defensive systems including micro flares, heat resistant coating and a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The beam/pulse weapons in pulse mode have two other modes: the first being a plasma based flamethrower for an area attack; and the other aids in the suits ability to fly. While these are not necessary for flight, they allow the suit to fly faster, and grants it higher maneuverability, but disables their use as a weapon while in this mode. 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. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour. Steel Armour (PL7) Type: Powered Armour Equipment Bonus: +4 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 35 ft, fly 40 ft (average maneuverability) / 75 ft (good maneuverability) Weight: 67 lbPurchase DC: 36 Restriction: Res (+2) Accessories: 3 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 flares (8 uses), ballistic shoulder weapon (equivalent to submachine gun), missile lock alert, chaff launcher (4 bundles), chameleon skin, stealth design, ECM Jammer, laser communications, acoustic baffling. 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, 3 hours air, +1 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers or plasma weapons). Can not carry more than light load while in flight (not counting the weight of the armour), sensors -5 penalty on their Computer Use checks, RADAR and Thermal/IR sensors are -7 to detect the wearer, one-half miss concealment against missiles (20% miss chance), +5 to move silently. 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), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). 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), none of the weapons can be used in flight. 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, 60 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a modified storage bin to allow it to carry up to three different types of ammunition, switching between any of the three types is a free action. Micro Flares 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 -4 to the roll. If successful, the missile targets the flare instead. These are the same flares used in the mk1 but has a better launch system to lower the penalty to the opposed attack roll.Replacement micro flares have a PDC 10 for 6. Stealth Design The mk6 uses sensor deflecting and absorbing design and materials to hide it from sensors. Enemies suffer -5 penalty on their Computer Use checks when using sensors, however RADAR an Thermal/IR sensors suffer -7. ECM Jamming This jamming system jams both communication and sensor systems, but as it is an active system, it can be tracked. When active, all sensor systems within 1 mile of the armour suffer -5 to checks, and all missiles within 100 feet have a 20% miss chance. Combined with the stealth design, sensors to detect the armour are at -10, and missile have 30% miss chance. Communications within 1 mile are also jammed, increasing Computer Use checks to get a clear signal by +5, this also affects the user's own communication systems, except laser line of sight communications. Laser Communications This is a secure form of communications, allowing the user of the armour to send and receive communications and data via a tight beam laser. The user must be able to see the target, either with eyes or via optic enhancements and sensors, within 10 miles, make an attack roll, with a range increment of 1000 ft. A successful 'hit' means the user has aimed the laser correctly and can send/receive information as long as neither the user or recipient moves. Chaff Launcher Based on chaff launchers used on aircraft and starships, that launches thousands of tiny metal strips or particles. This detritus interferes with sensors and missiles, and the small bundle launches from the armour's lower back as a move action. The chaff fills a 20 ft area. Sensor scans directed at anything within this area take a -8 penalty, and scanning anything on the other side incurs a -4 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance. Carries 4 bundles. Replacement Chaff bundles have a PDC of 10 each. Chamleon Skin The outer layer of the armour is designed to change colours and patterns to blend in with its surroundings, granting +15 to hide when not moving. If moving at 30 ft or greater only adds only +5 as the system tries to keep up and blurs the outline. If used in dark or shadowy conditions this grants a 10% miss chance. If moving at 15 ft or less adds a +8 to hide. Acoustic Baffling The armour is designed to reduce the sound it makes, granting +5 to Move Silently checks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top