Weapons of Power Armor Destruction 5

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1 LPJ9881 Requires the use of the d20 Future Roleplaying Game, published by Wizards of the Coast, Inc. POWER ARMOR FLIGHT SYSTEMS Advanced Avionics (PL 6) Aerodynamic styling, improved software and highly efficient thrusters help the Power Armor perform better in the air. Each level of advanced avionics taken improves the Power Armor s flight speed by one category. This enhancement may be taken multiple times. Prerequisites: Flight Mode Purchase DC: 10 +one half the base cost of the Power Armor. Expanded Flight Range (PL 7) Thanks to incredible advances in fuel storage, and system miniaturization, the Power Armor increases its flight range to nearly that of an early jet aircraft, without significantly increasing bulk. Power Armor with this enhancement can fly for a maximum of 200 miles, before needing to refuel. Refueling requires volatile and exotic substances and has a purchase DC of 22. Prerequisites: Flight Mode, at least one level of Advanced Avionics Equipment Slots: One Purchase DC: 30 Mag-lev Skimmer (PL 6) The Mag-Lev skimmer enhancement allows the Power Armor to hover a few inches off the ground at all times, slightly increasing its speed and maneuverability. Though this enhancement doesn t afford the mobility of true flight, it can be maintained indefinitely, at low cost. This enhances the base speed of the armor by 15 ft. The armor constantly hovers 1 to 6 off the ground, meaning at the GM s option, the armor might be immune to certain traps like tripwires and pits. The Power Armor is considered to have the Spring Attack feat, even if the pilot does not normally meet the prerequisites. Equipment Slots: One (Boots) Purchase DC: 24

2 Trans Atmospheric Flight Range (PL 8) A Power Armor enhanced with this feature can achieve escape veolocity, travel in Near Earth orbit, and reenter the atmosphere safely. By travelling with the Earth s rotation, the mecha s pilot can travel incredible distances in a very short time. In a straight line, the Power Armor can fly at a maximum of Mach 2. By making a transatmospheric hop, the mecha can effectively increase its speed to Mach 15+ (meaning the Mecha can arrive anywhere on Earth within about a hour). Power Armor with this enhancement can fly for a maximum of 3,000 miles, before needing to refuel. Refueling requires volatile and exotic substances and has a purchase DC of 30. Prerequisites: Flight Mode, at least one level of Advanced Avionics, Space Skin Equipment Slots: Two (can be carried in an external equipment pod, like a jetpack) Purchase DC: 40 Power Armor Weapons Flechette Rifle (PL 6) The long barreled Flechette rifle uses magnetic acceleration to launch metal shards, the size of pencil shavings, into a target at Mach 3. Because a single Flechette shot uses a load of ammunition only about the size of a quarter, a Flechette rifleman can carry hundreds of shots in the same space taken up by a few clips of conventional ammo. A Flechette rifle inflicts 4d6 points of ballistic damage on a successful attack, and the armor piecing rounds reduce the target s Hardness (if any) by one quarter. Equipment Slots: One (arm or shoulder) for rifle and 100 rounds of ammunition Range Increment: 15 ft Purchase DC: 18 (Purchase DC 10 for each additional 100 round ammo clip) G.N. Stream (PL 7) The Gamma Neutron stream is a powerful, hand held energy weapon that uses deadly bursts of high-energy radiation to kill opponents behind cover. Both gamma waves and neutron particles pass through solid matter. In game terms, the G.N. Stream ignores the effects of cover, and completely ignores a target s Defense. If a G.N. Stream strikes a target he or she must make a Fortitude save DC 18 or suffer 1D6 points of Constitution temporary drain from radiation poisoning. (Since the GN stream does no damage to non-living matter, this weapon is ideal for air marshals, guards aboard military submarines, the crew of starships, and those who want to capture equipment undamaged for salvage.) Equipment Slots: One (arm or shoulder) for projector and enough radioactive material for 10 shots Range Increment: 20 ft Saving Throw: Fortitude DC 18 negates Purchase DC: 26 (Purchase DC 18 for each radioactive ammo clip) Page 2 Spatial Mortar (PL 8) The Spatial Mortar uses a long range bulk teleportation channel to launch several softball sized chunks of shrapnel into a rapidly decaying earth orbit, at a position calculated by the onboard computer to bring the shrapnel crashing back down onto the target several seconds later, at several times its original velocity. However, targeting an adversary with this attack is difficult, and the lag time between launching the attack and the impact makes this weapon a risky choice at best. In game terms, the attack roll made with weapon suffers a 4 penalty. If the attack roll succeeds, the attack will occur on the pilot s initiative count in the next round. Failure indicates the mortar round strikes an adjacent square, as a grenade like weapon. Equipment Slots: One, shoulders or back Range Increment: 30 ft (1 round delay) Purchase DC: 22 Pneumatic Lance (PL 6) The pneumatic lance fires a short-range beam of super chilled compressed air with enough force to dent ballistic steel. The main advantage to this unusual weapon is the fact the projection equipment doesn t have to resemble a long cannon barrel; often a small nipple like gun port on the chest is all it takes to fire this weapon. Another advantage is that since the weapon uses compressed air, it can reload itself from the surrounding air. The Pneumatic Lance can fire once per minute. During the down time the weapon draws in air from the surrounding environment to reload for a second shot. The Pneumatic Lance will work only once in a vacuum; it cannot be reloaded without an atmosphere. Each shot with the Pneumatic Lance inflicts 6d6 points of damage on a successful attack.

3 Equipment Slots: One, must be arm, shoulders or torso Range Increment: 20 ft Purchase DC: 18 Miscellaneous Power Armor Equipment Self Assembling (PL 7) Once the pilot dons a specific piece of the armor, usually a breastplate or special helmet, the armor sends a signal to its component pieces. Magnetic couplings than snap into place, allowing the armor to assemble itself around the pilot in a matter of seconds, not the long minutes usually required donning armor. The armor s individual components cannot be separated from the core piece by more than 20 ft. If the armor s components are farther apart than that, the assembly process simply fails. With this enhancement, the pilot can don his or her armor as a single, full round action, rather than multiple actions taking several minutes or rounds. Activation: Full Round Action Range: 20 ft (Personal) Purchase DC: 16 Comfort Lining (PL 6) A cloth under layer lined with temperature shifting and pressure sensitive gel rests close to the pilot s skin, preventing the blisters, abrasion and muscle atrophy prolonged wear can cause the pilot. Minor electrical discharges stimulate muscles to prevent cramping. The pilot of a suit of Power Armor with this enhancement can sleep inside his or her armor without being fatigued the next day. Purchase DC: 6 Electromagnetic Neural Mapping (PL 7) This highly illegal modification is the exclusive province of the intelligence community. By mapping the electrical impulses of the human brain and comparing the results of the mapping to known neurological data in real time, the Power Armor can read a subject s thoughts and access (to a limited extent) their memories through physical contact. The Power Armor must be in continuous physical contract with the subject to use this ability; the target must either be willing or pinned in a grapple. On the first round of contact, the pilot can learn the subject s allegiances; gain a rough estimate (high, medium or low) of all the character s mental attributes (INT, WIS and CHA). On the second round, the pilot can attempt to learn the target s surface thoughts. On the third and subsequent rounds, the pilot can learn a deeply held secret or long forgotten memory. The GM determines what is considered a surface thought or secret. A successful Will save (DC 18) by the subject delays the effect for around. Equipment Slots: One Activation: Standard action Range: Touch Target: One sentient being Saving Throw: Will DC 18 negates Page 3 Purchase DC: 35 Endoskeleton (PL 6) An ingenious series of artificial muscle tissue, a specially reinforced frame and hydraulic array enables the Power Armor to lift and carry enormous weight. Armor with this enhancement receives an additional strength bonus, based upon the size of the armor. Skinsuit: Cannot receive this enhancement. Small: +2 Medium: +3 Large: +5 Strength Bonus Equipment Slots: One (must be torso) Purchase DC: 12 + one half the Power Armor s base purchase DC. Extensor Gauntlets (PL 6) Extensor gauntlets use advanced robotics and a series of ingenious stacked concentric metal and plastic armor plates to extend the pilot s reach several yards farther than normal. The pilot s gloved hand seems to ratchet out from his arm, extending on a flexible metal tendril. With this enhancement the pilot can choose to extend the reach of one (or both hands, if both are equipped with this enhancement) in 10 ft increments, up to a maximum of 50 ft reach. However, each 10 ft reach improvement carries with it a 2 penalty to all attack rolls and skill checks made with that hand due to the relative clumsiness of the robotic manipulator. Due to this same clumsiness, though the pilot can choose to attack foes up to 50 ft away with a melee attack, he or she doesn t threaten those squares, nor can the pilot make any more attacks of opportunity than normal.

4 Equipment Slots: One (must be arms) Activation: Standard action Range: maximum 50 ft range Purchase DC: 10 + one quarter the Power Armor s base purchase DC Optical Programming System (PL 6) Low power lasers mounted near the Power Armor s optics can interface with the laser optic programming ports of most conventional electronics. As a result, the pilot can make Computer Use checks with a +5 bonus. In addition, computer use checks can be made as a move action rather than a standard action. The Power Armor can also physically link with a computer without the necessity of USB cables, or an internet connection, just being in proximity to a PL 6+ computer system is enough. PL 5 and earlier systems do not have the laser interface port necessary to link with. Activation: Move Action Range: 30 ft Target: Single computer system Purchase DC: 15 Second Chance Foam (PL 6) Second Chance Foam is a product of 21st century military chemistry. Upon contact with air, this pungent foam quickly expands and hardens into a thick wall of plastic and instant concrete. Second Change Foam packs are issued to soldiers in the field to provide quick shelter and hiding places on the battlefield. A single application of Second Chance foam improves the soldier s cover by one increment. One quarter becomes one half cover, and so on. If the soldier is without cover, a single application grants one half cover. Multiple applications can improve cover by multiple steps. The cover created is permanent, a mass of stinking grey and green plastic. Equipment Slots: A dispenser and 5 applications of second chance foam takes up 1 equipment slot. Activation: Move action to apply second chance foam. Range: Melee Range Purchase DC: 8 per 5 applications. Self Replicating Ammunition (PL 8) Nano assemblers built into the Power Armor s weapons constantly convert stray air molecules into protomatter that is than formed into bullets, shells and even whole missiles. This incredible creation takes less than a second, meaning the suit s gun barrels are never empty. New ammunition is created as old ammo is expended. This assembly is built into a specific weapon system and only affects that weapon, giving it unlimited ammunition capacity and no need to ever reload. (Built into existing weapon) Purchase DC: 20 + the weapon s base purchase DC Psi-Disruptive Plating (PL 7) Durable LCD video displays are built into the armor plating on the Power Armor s chest, shoulders or into the helmet faceplate. A specially chosen series of high frequency strobe lights, subliminal messages and chaotic Page 4 images flash across the screen to unnerve and distract opponents. Everyone within range of the effect must make a Will Save (DC 16) or be so distracted by the images that they suffer a 2 penalty to all attack rolls and skill checks made when within sight of the Power Armor. Those who make the save are unaffected. Equipment Slots: One (torso, shoulders or helmet) Range: 30 ft Target: All living beings within range Saving Throw: Will Save DC 16 negates Purchase DC: 26 All text on all pages is Open Game Content as defined by the Open Gaming License. See page 5 for more information.

5 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ( Wizards ). All Rights Reserved. 1. Definitions: (a) Contributors means the copyright and/ or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Weapons of Power Armor Destruction 4 Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPY- RIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. Page 5 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright , Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker., Copyright 2005, Louis Porter Jr. Design, Inc.

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