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Alloy Armor

Page history last edited by harrissdg@... 11 years, 8 months ago

Alloy Armors were designed with multiple eras of play in mind. Armors within the character's era are generally available, as are armors from earlier eras (this availability is explained below).

 


 

Training

Training with armor comes in two or three feats, representing the discipline and endurance to wear the armors correctly, gaining maximum protection for minimum hindrance. Even untrained characters gain benefit from using armor but they are greatly hindered by not being properly trained in moving and fighting in it.

Characters take a -1 to defense and a -1 to all attack rolls while wearing armor they aren't trained in.

 

Archaic Armors: These armors are old-fashioned armors such from an earlier era. They make the wearer look pretty strange in the current era but can be very effective and relatively inexpensive.

Archaic armors have their Restriction downgraded by 1 step. The Cost DC is the same due to the rare and 'collectible' nature of this type of equipment.

 

Future Armors: Armors from more advanced eras are generally not available. However, your GM may make one or more future armors available as advanced prototypes or very powerful armors belonging to small groups. Alternatively, the bad guys may have the advanced armors and you and your allies never do. That's why they're bad guys.

 

Shields: Shields give a shield bonus to Defense and Reflex defense. Characters untrained in using shields gain no benefit from using a shield.

 

Types

Armor has additional descriptors, known as types. The types of armor are concealable, impromptu and tactical. For some campaigns, armor with various integrated power systems is appropriate.

  • Concealable: These are modern armors designed to be worn under clothing and not be noticed. Concealable armor can be worn for extended periods without much discomfort. Concealable armors can be concealed with a Sleight of Hand check (see Skills) and grant a +5 equipment bonus to such checks.
  • Impromptu: These armors were never designed for real combat but can function surprisingly well. Heavy leather jackets or sports pads are the most common examples.
  • Tactical: These armors are obvious suits of protection, designed for the battle field or to impress witnesses. These suits are bulky and usually uncomfortable over long periods of time. Tactical suits of armor often have numerous places to attach equipment, making them very useful when the situation justifies actually wearing them.
  • Powered: These armors are obvious suits of protection with various enhancement systems integrated into them. Often used by far-future heavy militaries, powered armor can be designed for as many uses as non-powered armors. However, they are most often designed with the idea of turning the individual soldier into a man-sized armored vehicle.

 

Armor Tables

Table: Archaic Armor

Armor Type Armor Bonus Armor Check Penalty Speed Penalty Weight Cost DC Restriction
Light Armor
Leather Armor Tactical +2 - - 15 lb. 12 -
Heavy Armor
Chain Mail Tactical +6 -1 -5 ft. 30 lb. 18 -
Plate Armor Tactical +8 -2 -10 ft. 45 lb. 20 -
Shields Type Shield Bonus: Defense Shield Bonus: Reflex Armor Check Penalty Weight Cost DC Restriction
Light Shield Tactical +1 +1 - 2 lbs. 10 -
Heavy Shield Tactical +2 +2 -2 4 lbs. 12 -

 

Table: Modern Armor

Armor Type Armor Bonus Armor Check Penalty Speed Penalty Weight Cost DC Restriction
Light Armor
Light Civilian Padding Impromptu +1 - - 4 lb. 10 -
Light Concealed Vest Concealable +2 - - 2 lb. 13 Lic. (+1)
Undercover Vest Concealable +3 - - 3 lb. 14 Lic. (+1)
Concealable Vest Concealable +4 -1 -5 ft. 4 lb. 15 Lic. (+1)
Heavy Armor
Light-duty Vest Tactical +6 - - 10 lb. 16 Lic. (+1)
Tactical Vest Tactical +7 -1 -5 ft. 13 lb. 15 Lic. (+1)
Special Response Vest Tactical +8 - -5 ft. 16 lb. 18 Lic. (+1)
Full-Entry Unit Tactical +9 -2 -5 ft. 20 lb. 19 Lic. (+1)
Shields Type Shield Bonus: Defense Shield Bonus: Reflex Armor Check Penalty Weight Cost DC Restriction
Riot Shield Tactical +2 +2 -2 4 lbs. 12 Lic. (+1)

 

Table: Near-Future Armor

Armor Type Armor Bonus Armor Check Penalty Speed Penalty Weight Cost DC Restriction
Light Armor
Flight Suit and Helmet Tactical +2 - - 2 lb. 10 Lic. (+1)
Heavy Armor
Land Warrior Armor Tactical +8 - -5 ft. 16 lb. 20 Lic. (+1)
Space Suit Impromptu +6 -3 -10 ft. 45 lb. 26 Lic. (+1)

 

Table: Future Armor

Armor Type Armor Bonus Armor Check Penalty Speed Penalty Weight Cost DC Restriction
Light Armor
Light Combat Armor Tactical +3 -1 - 6 lb. 12 Lic. (+1)
Scout Armor Tactical +2 - - 4 lb. 11 Lic. (+1)
Survival Suit Impromptu +1 - - 3 lb. 16 -

 

Table: Far-Future Armor

Armor Type Armor Bonus Armor Check Penalty Speed Penalty Weight Cost DC Restriction
Light Armor
Silent Suit Concealable +1 - - 1 lb. 18 -
Heavy Armor
Medium Combat Armor Tactical +8 - -5 ft. 10 lb. 14 Lic. (+1)
Space Combat Armor Powered +9 -2 -10 ft. 40 lb. 17 Lic. (+1)

 

Table: Distant Future Armor

Armor Type Armor Bonus Armor Check Penalty Speed Penalty Weight Cost DC Restriction
Light Armor
Boost Armor Powered +4 -1 +10 ft. 20 lb. 18 Res. (+2)
Heavy Armor
Unisoldier Combat Armor Tactical +10 -2 -5 ft. 25 lb. 19 Lic. (+1)
Paladin Super-Heavy Armor Powered +10 -2 -5 ft. 80 lb. 28 Mil. (+1)

 

 

Table: Apocalyptic Armor

Armor Type Armor Bonus Armor Check Penalty Speed Penalty Weight Cost DC Restriction
Light Armor
Reinforced Civilian Padding Impromptu +3 -1 - 6 lb. 14 -
Heavy Armor
Heavily Reinforced Civilian Padding Tactical +6 -2 -5 ft. 12 lb. 17 -

 

Armor Descriptions

Light Civilian Padding: This armor is represented by a heavy leather biker’s jacket, football pads, or a baseball catcher’s pads, all offering similar protection and game statistics.

 

Light Concealed Vest: These vests are designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored. Many models are available, from t-shirt style light kevlar, to apron style vests that hide in a fanny pack. These armors grant a +2 equipment bonus on Sleight of Hand checks to conceal the armor.

 

Undercover Vest: Covering a larger area of the torso, this vest provides better protection than lighter armors — but it’s also more easily noticed. It’s best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny, since it does not grant a bonus on Sleight of Hand checks.

 

Concealable Vest: Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it.

 

Land Warrior Armor: The Land Warrior combat system is a major Near-Future step in the ongoing effort to increase the efficiency of the individual solder. The primary benefits of Land Warrior armor are found in its communications and sensor gear; each Land Warrior armor has a built-in computer that is capable of sending and receiving text and image transmissions (via a display built into the armor), including images captured from the scope of a linked assault rifle or sniper rifle. Additionally, the display can be linked to the scopes, allowing the wearer to fire around corners. In addition to the communications and data equipment, the armor functions as standard infantry battle armor complete with bullet-resistant plating and kevlar protective gear. The armor allows for instantaneous transmission of coordinates and targeting information, allowing teams of Land Warrior-capable soldiers to communicate and coordinate with ease and efficiency.

 

Space Suit: Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. A communications system not only allows for short range radio transmissions but also allows internal sensors to transmit biological function data. The space suit is poor combat armor, but allows for movement and action in space.

 

Scout Armor: Scout armor is a camouflaged light combat armor. Scout armor usually skimps on leg protection to increase mobility. When worn in an appropriate setting, the armor grants a +2 bonus on Stealth checks. It usually incorporates survival gadgets for it's designated terrain.

 

Survival Suit: The survival suit allows its wearer to function for days or even weeks on end without a source of water or rations, and for hours or even days in extremely cold environments. Wearers are assumed to have up to one week of emergency rations, and 16 hours of heat, or more if the wearer can recharge the suit's solar-powered heat cells.

 

Silent Suit: The silent suit uses sonic dampening technology to increase the stealth of the user. Silent suits look like form-fitting bodysuits with padding on the shoulders, elbows, and knees. Sonic dampening field generators are built into the suit, reducing to a minimum the noise made by movement. A character wearing a silent suit gains a +5 equipment bonus on all Stealth checks.

 

 

Space Combat Armor: Space combat armor is the first true powered armor to reach common use. Space combat armor boasts a jetpack specifically designed to function in space, allowing the user to maneuver in zero-g conditions. It also boasts advanced communications gear, full life support, and at least minimal sensor systems.

 

Boost Armor: Boost armor is a lightly armored, powered exoskeleton that augments the wearer’s physical abilities. A person wearing boost armor is stronger, faster, and more nimble than ever before. Boost armor is lightweight and form-fitting, and provides less protection than heavier combat armors.

Special mechanisms augment physical strength, granting a +2 equipment bonus to melee attack and damage rolls, and strength checks. Sensors can detect incoming attacks and augment reaction times, granting a +2 equipment bonus on Reflex defense. Additionally, boost armor can improve traction and augment the ability to move quickly, increasing the character’s movement speed by 10 feet.

 

Unisoldier Combat Armor: The ultimate step in the creation of non-powered armor, unisoldier combat armor is an all-in-one package that makes the wearer a formidable opponent in combat. The helmet includes a built-in heads-up display and a visor that changes tint to dampen the effects of sudden bright lights, making flash-bang grenades useless against the wearer. Additionally, the armor usually has built-in slots for the addition of onboard computer systems, though not all armors make use of the option.

 

Paladin Super-Heavy Armor: The final word in personal armor systems, Paladin Super-Heavy Armor is designed to turn an individual into a small walking tank. Consisting of complete body armor, with even the joints reinforced by a combination of advanced materials and force field technology, Paladin suits render the wearer immune to small harm. Environmentally sealed, and capable of vacuum or deep sea operations for up to 24 hours, these suits allow soldiers to enter the most hostile of environments and emerge safely after extended periods. The filtration systems should be good for 200 years, well beyond the expected life span of the owner. With adjustable fittings and a roomy chassis, one suit can be easily adjusted to fit almost any adult.

The wearer gains Resistance 5 to all damage. Additionally, he or she is immune to toxins, diseases and radiation as long as his or her filtration systems are functional and used. The armor's weight is not counted against the wearer's load, as the armor carries itself. The helmet system contains both a communications suite and a heads-up display for displaying tactical information and unit positions. Some models come with advanced sensor suites, even including alternate vision modes. Finally, the armor and its wearer can function in either total vacuum or high pressure environments for up to 24 hours before requiring a 1 hour maintenance period to restore this function (if the wearer doesn't care about the vacuum setting then he or she can continue to wear the armor but is no longer in a completely isolated system).

 

Armor Gadgets

Note: Gadgets are divided up by various 'ages' representing an overall technology level that might produce these devices. The divisions are relatively arbitrary, and can be adjusted as the GM sees fit.

 

The following gadgets are universal and can apply to armors found in any era, provided all gadget-specific restrictions are observed.

 

Environment Seal

Many armors are designed with a particular environment in mind, and this gadget provides the wearer protection from those harsh conditions. The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.

Restrictions: Heavy or powered armor only.

Cost DC Modifier: +4

 

Integrated Equipment

A particular piece of non-weapon equipment has been integrated into the armor and can be used by the armor’s wearer at any time. This gadget is often used to add features such as glow-lamps or high-strength cables to armor, though it is not limited to those applications. Indeed, some armors are intended to make their wearers into an independent one-person army, and sport a dozen or more such equipment integrations.

When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.

Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.

Cost DC Modifier: +1 for the first tool, +1 for each additional tool; +1 if the tool can be used independently of the armor.

 

Integrated Weapon

Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays, turning the user into a walking combat machine.

When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.

Restrictions: The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made.

Cost DC Modifier: +2 for the first weapon, +1 for each additional weapon; +1 if the weapon can be used independently of the armor.

 

Storage Compartment

A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.

Restrictions: None.

Cost DC Modifier: +1

 

Techno-Organic Makeup

Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.

An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armors, armor with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, armor with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.

Restrictions: None.

Cost DC Modifier: +4

 

Ultralight Composition

The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easily used and worn. The armor reduces its Armor Check Penalty (if any) by 1. Furthermore, the armor’s speed limitation is increased by 5 feet (to a maximum of the user’s normal speed). So, for example, an armor with an Armor Check Penalty of –2 and a speed limitation of -10 feet now has an Armor Check Penalty of –1 and a speed limitation of -5 feet.

Restrictions: None

Cost DC Modifier: +4

 

The following gadgets are found in the Fusion Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.

 

Prehensile Appendage

Useful for scientists, explorers, and others that have need for an extra hand, the prehensile appendage gadget is both utilitarian and expensive. Essentially, this gadget consists of a long flexible cylinder capped at the end with a grasping claw that attaches to the armor’s side or back. The prehensile appendage gadget essentially gives the wearer of the armor an additional hand with which to hold and manipulate objects. The gadget cannot be used to make most melee attacks or fire ranged weapons, but it can make grapple attempts (with a Strength bonus of +2). The appendage is controlled through a pair of gloves worn by the user; by issuing commands via a specific set of hand signs, the wearer can order the gadget to pick up, drop, or manipulate an object once per round as a free action.

Restrictions: None.

Cost DC Modifier: +6

 

Self-Repairing

The self-repairing gadget implements nanotechnology in its infancy to repair minor damage to armor. Whenever the armor is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs 1 point of damage per minute to th armor.

Note: This gadget has little use in-game, as armors are rarely directly targeted by attacks. However, the expense and prestige of the technology involved make it an extremely expensive gadget.

Restrictions: None.

Cost DC Modifier: +6

 

The following gadgets are found in the Gravity Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.

 

Chameleonic Surface

Chameleonic materials are the end result of the marriage of sensor technology and nanotechnology. Similar in many ways to the paint-on LCD of the Information Age, the chameleonic surface armor gadget allows any armor to remake its own image to better blend in with the background. Microsensors on the surface of the armor detect surrounding imagery and project it from the opposite side, in effect coloring the wearer to look just like whatever is behind him. The armor blends in with any background.

This gadget provides the armor’s wearer a bonus on Hide checks. For light armor, this bonus is +2; for heavy, powered, and environmentally sealed armor, +6.

Restrictions: None.

Cost DC Modifier: +6

 

The following gadgets are found in the Energy Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.

 

Gravity Anchor

With space combat almost as common as ground combat in the Energy Age, armor manufacturers seek to make their armor more useful in both space and atmospheric combat. One such enhancement is the gravity anchor gadget, which generates a field of artificial gravity around the armor’s wearer. In low gravity and zero gravity conditions, the gravity anchor can be activated to give the wearer the benefits of full gravity in any situation. Characters with this gadget are unaffected by low gravity and zero-g conditions.

Restrictions: None.

Cost DC Modifier: +4

 

Morphic Metal Alloy

A combination of nanotechnology and armor engineering, morphic metal alloy is a special material used in the construction of armor to enhance the user’s ability to move freely. When activated, morphic metal bends and shapes itself to the contours of the wearer’s body, giving it both a snug fit and increased mobility. An armor with the morphic metal alloy gadget reduces its armor check penalty by 1 and its speed penalty by 5 feet.

Restrictions: None.

Cost DC Modifier: +6

 

Neg-Grav Boosters

Similar in design to the gravity anchor, but with an opposite purpose, neg-grav boosters can be installed into any armor to give the wearer the benefits of low gravity conditions. Neg-grav boosters create a low-gravity field around the user and counteract the effects of gravity, allowing the character to jump to incredible heights. Any armor with this gadget grants a +6 bonus on all Athletics checks to jump in a situation where gravity is a factor. This gadget has no function in zero-g environments.

Restrictions: None.

Cost DC Modifier: +4

 

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