d20 Devil's Workshop Polymecha - Weapons of Power Armor Destruction 3.pdf
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Weapons of Power Armor Destruction 3
Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
LPJ9872
POWER ARMOR
SUPERSTRUCTURE
Plastisteel Superstructure (PL 5)
This composite of plastic and metal is lightweight
and cheaper than the more resilient other metals.
Plastisteel can also be used for armor.
Modified Base Purchase DC:
15 (
Small
), 18
(
Medium
), 19 (
Large
)
Hardness:
5.
Base Purchase DC Modifier:
–6.
POWER ARMOR
Plastisteel Armor (PL
5)
This composite of plastic and
metal is lightweight and cheaper
than the more resilient metals. Plas-
tisteel can also be used as a building
material for power armor superstructures.
Equipment Bonus:
+1
Armor Penalty:
–2
Speed Penalty:
None.
Purchase DC:
5 + one-quarter the power armor’s
base purchase DC.
Weapons of Power Armor Destruction 3
POWER ARMOR WEAPONS
• Laser Cannon
• Structural Reinforcement
• Inertial Dampers
Equipment Slots:
2
Activation:
Move Action
Range:
2,500 feet
Target:
Drone
Purchase DC:
20 for assault drones launcher and one
assault drones, 15 for each additional assault drones.
Restriction:
Military (
+3
)
Assault Drones, Alpha Series (PL 6)
An assault drone is self-guided drone that is equipped
with its own propulsion, defense and weapon systems
that can be used to protect small infantry troops, vehicles
or power armor. Deploying an assault drone is an attack
action, and the assault drones occupies the adjacent
fighting space from the power armor that deployed it.
The assault drone, alpha series have a fly speed of 50
feet (
clumsy
). The assault drone, alpha series is equipped
with the following systems:
A deployed and intact assault drones can be recovered
or captured with a successful grapple. It can also be
targeted and destroyed. An assault drone, beta series
has a +2 equipment bonus and 25 hit points, and it rolls
1d6+6 on opposed grapple checks.
Nanite Electromagnetic Pulse Cannon
(PL 7)
This weapon only works on a target that has or is using
nanotechnology. All items based on nanotechnology
who are hit from an attack by a nanite electromagnetic
pulse cannon, the target must make a Fortitude Save
(
DC 25
) or the nanotechnology will be nonfunctional for
D8+2 rounds. Objects without a Fortitude Save are auto-
matically affected.
Equipment Slots:
1
Activation:
Move Action
Range:
1,500 feet
Target:
Drone
Purchase DC:
15 for assault drones launcher and one
assault drones, 10 for each additional assault drones.
Restriction:
Military (
+3
)
• Alpha Class Sensor System
• Mini-Chaingun
A deployed and intact assault drones can be recovered
or captured with a successful grapple. It can also be
targeted and destroyed. An assault drone, alpha series
has a +1 equipment bonus and 15 hit points, and it rolls
1d4+6 on opposed grapple checks.
Assault Drones, Gamma Series (PL 8)
An assault drone is self-guided drone that is equipped
with its own propulsion, defense and weapon systems
that can be used to protect small infantry troops, vehicles
or power armor. Deploying an assault drone is an attack
action, and the assault drones occupies the adjacent
fighting space from the power armor that deployed it.
The assault drone, gamma series have a fly speed of
75 feet (
perfect
). The assault drone, gamma series is
equipped with the following systems:
Equipment Slots:
1
Activation:
Attack Action
Range Increment:
75 feet.
Target:
Single target within 750 feet
Duration:
Instantaneous
Saving Throw:
Fortitude Save (DC 25)
Purchase DC:
20
Restriction:
Military (
+3
)
Equipment Slots:
1
Activation:
Move Action
Range:
1,000 feet
Target:
Drone
Purchase DC:
10 for assault drones launcher and one
assault drones, 8 for each additional assault drones.
Restriction:
Restricted (
+2
)
MISCELLANEOUS EQUIPMENT
• Epsilon Class Sensor System
• Ceramic Composed Plating
• Laser Cannon
• Mass Driver
• Structural Reinforcement
• EMP Shielded
• Inertial Dampers
• Stealth Suite
Assault Drones, Beta Series (PL 7)
An assault drone is self-guided drone that is equipped
with its own propulsion, defense and weapon systems
that can be used to protect small infantry troops, vehicles
or power armor. Deploying an assault drone is an attack
action, and the assault drones occupies the adjacent
fighting space from the power armor that deployed it.
The assault drone, beta series have a fly speed of 60 feet
(
average
). The assault drone, alpha series is equipped
with the following systems:
Active Noise Reduction Engine (PL 6)
An active noise reduction engine reduces the auditory
noise generated by the engine or power cell of power
armor to a negligible amount. In gaming term, and
Listen or Spot checks again a power armor equipped
with active noise reduction engine will suffer a -4 to its
rolls.
A deployed and intact assault drones can be recovered
or captured with a successful grapple. It can also be
targeted and destroyed. An assault drone, beta series
has a +3 equipment bonus and 35 hit points, and it rolls
1d6+6 on opposed grapple checks.
Equipment Slots:
None
Activation:
Free Action
Range:
Personal
Target:
You
• Delta Class Sensor System
Page 2
Weapons of Power Armor Destruction 3
Duration:
Persistent
Saving Throw:
None
Purchase DC:
10
Restriction:
None
Saving Throw:
None
Purchase DC:
20
Restriction:
Restricted (
+2
)
Identification Friend or Foe (IFF)
System (PL5)
With this system individuals, objects or equipment can
be labeled as either as “friend” or “foe”. Any object
or individual that has labeled as “friend”, it cannot be
targeted by this power armor’s weapons or any of its
offensive capabilities by any means. All objects and
individuals labeled, as “foes” will always targeted by the
power armor’s weapons or any of its offensive capabili-
ties. An object or person that has been labeled as either a
“friend” or “foes” can have their designation changed as
a move action.
Automatic Collision Avoidance
Program (PL 6)
Any power armor equipped with a jetpack can be
outfitted with an automatic collision avoidance program
makes it easier for the power armor to fly. Power Armor
with automatic collision avoidance program improves its
flight maneuverability by one category (
clumsy to poor,
poor to average, and so on
).
Adaptive Logic Combat Guidance
System (PL 7)
Power armors equipped with this system become
“smarter” the longer they are involved in combat with a
foe. The pilot must designate someone or thing as the
“target”, for each round after three rounds of combat
with the “target”, the power armor will receive +1 to all
attacks against the “target” and it will increase by +1
every round for a maximum of five to maximum of +5.
The systems can designate a new “target” at any time it
feels like it.
Equipment Slots:
None, Must have a Jetpack
Activation:
None
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
3 + one-quarter the Power Armor’s
purchase DC
Restriction:
None
Equipment Slots:
1
Activation:
Move Action
Range:
1 mile
Target:
1-mile radius centered on the power armor
Duration:
Persistent
Saving Throw:
None
Purchase DC:
5
Restriction:
None
Equipment Slots:
1
Activation:
Move Action
Range:
200 feet
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
15
Restriction:
None
Kinetic Shroud (PL 7)
This small unit makes it possible for to hide any and
all movements that the power armor may make with
the use of a kinetic shroud. The kinetic shroud negates
all attempts to plot any motion or action relative to
the power armor’s position by any devices that would
detect movement. Power armors equipped with a kinetic
shroud will not show up on these types of sensors or
detection devices.
Autopilot System (PL 6)
Any power armor equipped with a jetpack can be
outfitted with an autopilot system making it possible for
the armor to fly even if the pilot is unconscious. Any
time the pilot of the power armor is rendered uncon-
scious or incapacitated and the power armor is in flight,
the auto pilot will take over and the power armors flight
maneuverability is considered to be clumsy. The auto-
pilot system will continue to work as long as the pilot is
unconscious or incapacitated or until the pilot turn it off.
Anti-Theft Device (PL 6)
The power armor is protected from anyone examining,
analyzing or duplicating the circuitry in the power armor.
Once tripped, the security circuits in the power armor
melt the interior of the power armor to slag making it
useless. The power armor will explode the following
after that doing 4d10 points of slashing damage to all
with 20 feet of it. A successful Reflex save (
DC 20
)
reduces the damage by half. Power Armor destroyed by
its own anti-theft device has no salvageable parts.
Equipment Slots:
None
Activation:
Free Action
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
18
Restriction:
None
Equipment Slots:
None, Must have a Jetpack
Activation:
None
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
15
Restriction:
None
Equipment Slots:
1
Activation:
Move Action
Range:
Personal
Target:
You
Duration:
Instantaneous
Page 3
Weapons of Power Armor Destruction 3
Equipment Slots:
2
Activation:
Attack Action
Range:
500 feet radius centered on the power armor
Duration:
Persistent
Saving Throw:
Fortitude Save (
DC 25
)
Purchase DC:
30
Restriction:
Military (
+3
)
Equipment Slots:
None
Activation:
Move Action
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
15
Restriction:
None
Magnetic Feet (PL 6)
The robot comes with electromagnetic grippers that
allow it to cling to ferrous surfaces, including iron and
steel. The robot using its magnetic feet gains a climb
speed of 20 feet and need not make Climb checks to
scale ferrous surfaces.
Equipment Slots:
None
Activation:
None, or move action
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None.
Purchase DC:
3 + one-quarter the power armor’s base
purchase DC.
Restriction:
None
Neural Sensory Web (PL 8)
The Neural Sensory Web is an advanced sensor array
that simulates the function of an organic nervous system.
This system can only be used with power armors that
are equipped with a telepresence neural net. This sensor
system includes a full-spectrum eye with darkvision (
out
to 180 feet
), a full-frequency ear, a sophisticated olfac-
tory sensor, tactile and gustatory sensors, and multiband
radar. It also gains a +4 equipment bonus on Demoli-
tions, Disable Device, Forgery, Listen, Repair, Search,
and Spot checks. All other skill checks are made without
penalty. The power armor also gains a +3 equipment
bonus on initiative checks.
Polyvox Chip (PL 7)
This chip translates any language spoken within range of
the power armor’s audio sensors into a language familiar
to the pilot of the power armor (
or binary code, if the
power armor has no pilot at the time
). A polyvox chip
does not grant the ability to speak languages the pilot
does not know.
Nanite Reprogramming System (PL 7)
Power armors with this system are able to send out a signal
to a
ll items based on nanotechnology with in the range
of the system and reprogram the nanotechnology that is
being used. All individuals and object with the range
must make a Fortitude Save (
DC 25
) or the items based
on nanotechnology will have them reprogrammed to be
become a Grey Goo Independent Nanocolony. Gray goo
is the ultimate destructive application of nanotechnology.
This colony of nanites exists for the sole purpose of
destroying all other types of matter. The nanites within
gray goo attack any material they come in contact with
and convert it into additional gray goo nanites. In other
words, any object or person that touches this material
is subsumed by it. Anyone touching gray goo must
attempt a Fortitude saving throw (
DC 35
). If the save
is successful, the character has severed contact before
any damage was done. If the save fails, the nanites have
gotten into the character’s system. In 3d10 hours, the
character is irretrievably killed and completely trans-
formed into gray goo. The only way to prevent this is
to amputate any portion of the body that has come in
contact with even a single gray goo nanite. Objects
without a Fortitude Save are automatically affected.
Equipment Slots:
None
Activation:
None
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
17
Restriction:
None
Equipment Slots:
1, Must have Telepresence Neural Net
Activation:
None
Range:
180 feet
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
28.
Restriction:
Restricted (+2)
Psionic Wave Generator (PL 8)
The Psionic Wave Generator works by generating an
energy wave of psionic energy, which it then emits in a
rippling energy wave that expands out to a radius of 100
feet radius around the power armor. Any and all individ-
uals caught in this radius of the Psionic Wave Generator
wave must immediately make a Will save (
DC25
) if a
psionic user or (
DC 30
) if a non-psionic user. All who
fail the save are overwhelmed by the psionic energies
and are stunned for 2d6 rounds. Due to the amount of
energy needed, the Psionic Wave Generator can be used
once every three rounds.
Remote Shutdown System (PL 7)
On a few rare occasions power armor is taken by
someone other than its pilot and used for whatever
reason. Power armor with this modification are equipped
with a remote shutdown switch, better know as a kill
switch, which can be used to turn the power armor
completely off and nonfunctional. Anyone inside of
the power armor when the remote shutdown system has
been deployed is trapped inside of the power armor until
the “owner” or pilot of the power armor can release the
trapped from the power armor.
Equipment Slots:
2
Activation:
Attack action
Range:
100 feet
Page 4
Weapons of Power Armor Destruction 3
Target:
100 feet radius centered on the power armor
Duration:
Persistent
Saving Throw:
Will Save (
See above
)
Purchase DC:
25 + one-half the base purchase DC of
the power armor
Restriction:
Military (
+3
)
Purchase DC:
20 + one-half the base purchase DC of
the power armor
Restriction:
Military (
+3
)
Purchase DC:
20
Restriction:
None
Telepresence Neural Net (PL 6)
Telepresence a human/machine system in which the
human, referred as the master, uses of a head-mounted
displays and body-operated remote actuators and sensors
to control a power armor, referred as the slave, at a
distance. With this piece of equipment it is possible for
the power armor to be completely empty of a pilot but
still operate as there was on inside of it. Power armors
with a telepresence neural net can perform any and every
action that piloted power armor could perform including
combat.
System Redundancy (PL 6)
If a power armor is every disabled by the effect of a elec-
tromagnetic pulse or for some other reason, the power
armor’s system redundancy will initiate and the power
armor operates as normal, as if nothing happened. A
second electromagnetic pulse or for some other reason
disabling effect on the power armor is treated normal.
Equipment Slots:
1
Activation:
Free Action
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
10 + one-quarter the base purchase DC of
the power armor
Restriction:
Military (
+3
)
Equipment Slots:
1
Activation:
Move Action
Range:
1 mile
Target:
You
Duration:
Persistent
Saving Throw:
None
Purchase DC:
20 + one-half the base purchase DC of
the power armor
Restriction:
Military (
+3
)
Teleport Inhibitor (PL 7)
The Teleport Inhibitor is a device that works by gener-
ating a powerful continuous disruption field that affect
targets and prevents any type of teleportation with in the
range of the inhibitor. Each Teleport Inhibitor works by
covering an area around the power armor with a range of
500 feet and preventing any one from teleporting with in
the inhibitor range but they can teleport just outside the
range of the inhibitor.
Treads (PL 5)
The power armor is equipped with a pair of tank-like
treads that allow it to roll along over most terrain without
significant difficulties. It can negotiate reasonably
shallow steps, but stairs are beyond its abilities. Power
armors with treads cannot jump or swim. In gaming
terms, all power armor with this equipment can increase
its move rate by 20 feet.
Equipment Slots:
1
Activation:
Free Action
Range:
500 feet
Target:
500 feet radius centered on the power armor
Duration:
Persistent
Saving Throw:
None
Equipment Slots:
1
Activation:
Move Action
Range:
Personal
Target:
You
Duration:
Persistent
Saving Throw:
None
Page 5
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