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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 1807705" data-attributes="member: 6390"><p style="text-align: center"><span style="color: red"><span style="font-size: 18px">GROND VII </span></span></p> <p style="text-align: center"><span style="color: red"><span style="font-size: 18px">POWERED PLANETARY</span></span></p> <p style="text-align: center"><span style="color: red"><span style="font-size: 18px">DROP ASSAULT ARMOR</span></span></p> <p style="text-align: center"><span style="color: red"><span style="font-size: 18px">[PL 9]</span></span></p><p></p><p>Named after a comic book villian of the late 20th Century, this armor is the premiere Jacked Up primate planetary drop assault armor of the TCMC. Weighing in at an impressive 2.7 tons, between the graviton generators, the gravity/interia compensators, it's Varkoth endoskeleton and density enhanced collapsed letamite armor, just the armor itself is a force to be reconed with.</p><p></p><p>It's onboard systems allow the user to lock and track up to 25 targets, and track an additional 500 more. The built in phased radar array has a range of 50 miles, and is interlocked with the armors point defense system. The communication system is a 600 channel scramble capable, compression enabled system with channel lockout, sat uplink, orbital broadcast wavelength/power system.</p><p></p><p>It carries 2 darkmatter flux generators for powering auxaliary systems, and has onboard weaponry, shielding, inertia dampeners as well as heat/energy shielding, radiaition shielding, full environmental capacity with Hillyer fungus atmospheric replenishment. The armor itself uses an ultralight starship class reactor for primary power, has reflex and strength enhancement, as well as onboard medical capabilities and chemical/nano enhancement for injured/shocked troops.</p><p></p><p>Additional HP: 750</p><p>Defense Bonus: +22 (+10 armor, +10 deflection, +2 heusteric combat programming)</p><p>Enhancement: +10 STR, +4 DEX</p><p>Shielding: Ionic magnetic multi-phase shielding. 500 HP per hour capacity. Unaffected by magnetic pulses. Half damage from electron weapons.</p><p>Additional Defenses: Drop shield burns out due to reentry and impact from hitting the ground when dropped from orbit.</p><p>Onboard Weaponry: 30 pack micromissile shoulder launcher, built in force-crescent axe (right forearm), Rapier PDS, right forearm plasma ejector.</p><p>Medical Effect: Heals 5d6 HP per round through nanite repair, up to and including nanite surgical reconstruction.</p><p></p><p>Micromissiles: 10d6 dmg, 750 ft range</p><p>Force Cresent Axe: 10d6/x3, melee</p><p>Rapier PDS: 5d6, 250 ft range, computer controlled.</p><p>Plasma Ejector: 5d6 dmg, fire, 25 ft range</p><p>Purchase DC: <strong>What are you, high?</strong></p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 1807705, member: 6390"] [center][color=red][size=5]GROND VII POWERED PLANETARY DROP ASSAULT ARMOR [PL 9][/size][/color][/center] Named after a comic book villian of the late 20th Century, this armor is the premiere Jacked Up primate planetary drop assault armor of the TCMC. Weighing in at an impressive 2.7 tons, between the graviton generators, the gravity/interia compensators, it's Varkoth endoskeleton and density enhanced collapsed letamite armor, just the armor itself is a force to be reconed with. It's onboard systems allow the user to lock and track up to 25 targets, and track an additional 500 more. The built in phased radar array has a range of 50 miles, and is interlocked with the armors point defense system. The communication system is a 600 channel scramble capable, compression enabled system with channel lockout, sat uplink, orbital broadcast wavelength/power system. It carries 2 darkmatter flux generators for powering auxaliary systems, and has onboard weaponry, shielding, inertia dampeners as well as heat/energy shielding, radiaition shielding, full environmental capacity with Hillyer fungus atmospheric replenishment. The armor itself uses an ultralight starship class reactor for primary power, has reflex and strength enhancement, as well as onboard medical capabilities and chemical/nano enhancement for injured/shocked troops. Additional HP: 750 Defense Bonus: +22 (+10 armor, +10 deflection, +2 heusteric combat programming) Enhancement: +10 STR, +4 DEX Shielding: Ionic magnetic multi-phase shielding. 500 HP per hour capacity. Unaffected by magnetic pulses. Half damage from electron weapons. Additional Defenses: Drop shield burns out due to reentry and impact from hitting the ground when dropped from orbit. Onboard Weaponry: 30 pack micromissile shoulder launcher, built in force-crescent axe (right forearm), Rapier PDS, right forearm plasma ejector. Medical Effect: Heals 5d6 HP per round through nanite repair, up to and including nanite surgical reconstruction. Micromissiles: 10d6 dmg, 750 ft range Force Cresent Axe: 10d6/x3, melee Rapier PDS: 5d6, 250 ft range, computer controlled. Plasma Ejector: 5d6 dmg, fire, 25 ft range Purchase DC: [b]What are you, high?[/b] [/QUOTE]
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