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| #1AnimeSniperAug 05, 2008 18:42:26 | So, as I work on my campaign for my group I have come up with a few armor aside from the normal materia... here is the conceptual ideas that popped into my Sci-Fi addled brain from various books/etc! I appreciate all criticism and help! Armaglass™: Specialized opaque glass that has similar attributes of steel and bulletproof glass. However, weighs as much as regular glass/plastic. Usually tinted a different set of colors to distinguish areas from each another and reflective specific UV spectrums. Equipment Bonus: +4 Armor Penalty: -0 Speed Penalty: -0 Purchase DC: 6 Progression Level: 7 Ablative Armor: Specially designed armor that layered consecutively, and when hit by munitions, is destroyed and absorbs the kinetic energy of the round. Equipment Bonus: Armor Penalty: Speed Penalty: Purchase DC: Progression Level: Cerama-steel: Ceramic plates molecularly bonded with steel filings. Equipment Bonus: +6. Armor Penalty: -3. Speed Penalty: - 0 feet. Purchase DC: 6 Progression Level: 7 Ferro-crete: Concrete with ferrous materials used primarily in runways for orbital shuttle runways etcetera. Equipment Bonus: +6. Armor Penalty: -3. Speed Penalty: - 0 feet. Purchase DC: 6 Progression Level:7 Gundanium: A super-molecular alloy developed and refined in zero-g environs. Heavier molecular density than NA Armor and Neo-Titanium Armor. Gundanium can withstand damage from normal ballistic weaponry better than lesser armor types. Equipment Bonus: +14. Armor Penalty: -7. Speed Penalty: -25 feet ground, -0 in zero-g environs. Purchase DC: 10? (Too High) Progression Level: 7-8 Nano-Ablative Armor: A molecularly heavier than normal Ablative Armor due to the implementation of nanotechnology to create it. Lightweight and medium weapons are virtually useless against NA armor due to its density and its ability to implement minor self-repairs utilizing the shrapnel. Heavy weapons; Plasma, Linear Rail, Missiles, Lasers, Particle Projection Cannons, and GAUSS weaponry are more effective. Equipment Bonus: Armor Penalty: Speed Penalty: Purchase DC: Progression Level: 8 NASR (Nano-Ablative Self Repairing) Armor: Used primarily on Warships and Various Armored Vehicles this armor type allows, over a period of time to initiate self repairs to damaged sections by attracting the debris to the hull via a magnetic field to the damaged area along with using the munitions remains. The Nannites then break down the debris and reform the armor section. If the Nannites become un-operational due to a high-level EMP burst or nuclear detonation, they will go offline until they initiate a reboot, which appears as a flowing sheen across the armor to the naked eye. Equipment Bonus: Armor Penalty: Speed Penalty: Purchase DC: 30+ Progression Level: 8 NASR 2 (Nano-Ablative Stealth Reconnaissance): Primarily used in every aspect of the Reconnaissance Division of Military Organizations. The armor, when powered down appears to be standard armor. Upon powering up the vehicle or recon suit, the armor takes a matte black coloration and with a command will blend the vehicle or recon member into their surrounding environment. Equipment Bonus: Armor Penalty: Speed Penalty: Purchase DC: Progression Level: 8 Neo-Kevlar (PL 6): Improved upon variant of the older Kevlar material utilizing Spectra, Spider Silk, and several new fibers, Neo-Kevlar is greatly effective as a light armor. Can be further strengthened with Cerama-Steel plates over the chest and back areas. Equipment Bonus: + 6. Armor Penalty: -3. Speed Penalty: - 0 feet ground Light. Purchase DC: Progression Level: 6 Neo-Titanium: Another super alloy developed and refined in zero-g environs. This armor is normally used on mecha, mobile suits, and warships but has been used in construction of Titan Tanks. Equipment Bonus: +12. Armor Penalty: -8 Speed Penalty: -20 feet ground, -0 in zero-g environs. Purchase DC: Progression Level: Plas-steel: A molecular produced composite material incorporating the lightness of plastic with the tensile strength of steel. Used primarily in lightweight and temporary field buildings; guardhouses, ready mobile barracks, etc and usually transported in panel kits for prefabricated buildings and spray foam for reinforcing existing structures. Also used in lightweight infantry armor in conjunction of cerama-steel plates. Equipment Bonus: +8. Armor Penalty: -4. Speed Penalty: Purchase DC: Progression Level: Steel-crete: A molecular produced composite material incorporating the hardness of steel and the fluidness of concrete. After several hours the material hardens making the designed structure harder than if reinforced concrete. Equipment Bonus: +8. Armor Penalty: -4. Speed Penalty: Purchase DC: Progression Level: Personnel Armor: Neo-Kevlar (PL 6): Improved upon variant of the older Kevlar material utilizing Spectra, Spider Silk, and several new fibers, Neo-Kevlar is greatly effective as a light armor. Can be further strengthened with Cerama-Steel plates over the chest and back areas. Full body variants, Medium and Heavy incorporate Cerama-Steel plates in the legs and arms Equipment Bonus: +4. Armor Penalty: -2. Speed Penalty: - 0 feet ground Light. Purchase DC: Light: Medium: Heavy: Plas-steel (PL 6): A molecular produced composite material incorporating the lightness of plastic with the tensile strength of steel. Also used in lightweight infantry armor in conjunction of cerama-steel plates. Equipment Bonus: +5. Armor Penalty: - Speed Penalty: Purchase DC: Light: Medium: Heavy: |
| #2tema69Aug 06, 2008 5:47:13 | Looks really interesting. I'm not sure how to stat that stuff though. I hope someone stat-minded drops by. |
| #3AnimeSniperAug 12, 2008 19:45:51 | Update- Comparing the original armor types with what I have come up with and hopefully I can post them soon. |
| #4nix4Aug 14, 2008 10:22:22 | I have a do-it-yourself rules for building advanced personnel armor. http://sites.google.com/site/d20futurecampaign/new-d20-rules/advanced-personal-armor It looks to me that you really are just coming up with different forms of armor types and not really armor features (like environment controls, speed dial for taco bell etc). My Vehicle construction rules have some stuff for Abalative armor which you may find interesting: http://sites.google.com/site/d20futurecampaign/new-d20-rules/vehicle-construction |
| #5nix4Aug 14, 2008 10:38:21 | So, as I work on my campaign for my group I have come up with a few armor aside from the normal materia... here is the conceptual ideas that popped into my Sci-Fi addled brain from various books/etc! .... .... |
| #6AnimeSniperAug 14, 2008 14:46:01 | Thanks for the input Nix4 and I printed out a copy for help in statting these armors amongst other things. |
| #7AnimeSniperAug 14, 2008 15:29:39 | I have a do-it-yourself rules for building advanced personnel armor. Yes they are different armor forms! The armaglass I intended for military buildings and military aircraft with a Holo-HUD system. As for features I am a little confused by what you mean? Do you mean features as in deployable recon drones that the tank crew could deploy to locate the enemy and relay to the ground troops or the Holo-HUD in aircraft for assisstance. If I have an Idea of what armor features means, interior and exterior, then maybe I can devise some. In the Mammoth and Titan Tanks I am working on, both have internal bunks for the crew just behind the command deck. |
| #8nix4Aug 14, 2008 20:13:01 | Ignore my comment about features, I was confused! lol The stats I gave are meant for personnel armor, you would most likely double some of the stats if used on mecha or large vehicles. Thats how I handled that for my advanced personnel armor rules. |
| #9AnimeSniperAug 19, 2008 15:56:28 | Added what stats I have chosen along with the two types of Personal Armor worn by soldiers/etc! Of Course Most of this require license for acquisition? |
| #10nix4Aug 20, 2008 8:44:04 | Well that is a topic of debate. d20 Modern can reference the here and now for things that would and wouldn't require a license. But if you are talking about d20 Future, well then its really up to you what needs a license. Most of this stuff sounds exotic to me, I'd say it would all require a licnese of some sort, ranging all the way up to Mil +3 |
| #11AnimeSniperAug 20, 2008 9:53:06 | Just got the idea for an Interstellar Black Market that moves constantly to keep from being busted... you wouldn't need a license then! Imagine being able to buy a planetary militias hardware that was sold when they upgraded recently. |
| #12nix4Aug 20, 2008 10:21:36 | Just got the idea for an Interstellar Black Market that moves constantly to keep from being busted... you wouldn't need a license then! Imagine being able to buy a planetary militias hardware that was sold when they upgraded recently. Would it involve midgets? or really fugly aliens? Perhaps one of the rare materials used in your midget driven black market circus could be made from a shell of a female alien ship hull and male alien ships keep trying to mate with whomever wears the armor..with their lasers... The hilarity ensues...open the door, alien ship....quickly close the door "oh god, they just wont leave me alone!" *knock* *knock* "whos there?" "Candygram..." |
| #13AnimeSniperAug 20, 2008 14:22:11 | Would it involve midgets? or really fugly aliens? Perhaps one of the rare materials used in your midget driven black market circus could be made from a shell of a female alien ship hull and male alien ships keep trying to mate with whomever wears the armor..with their lasers... Most likely Pirate based Spacers who either buy the hardware of a planet at auction or simply steal it! Don't forget that when a military upgrades they either; scrap the stuff, sell it to someone else either whole or piece meal, or when it goes to the scrapper it mysteriously disappears. as for aliens, I believe that it'd be possible, have to work on it, I can see Gene-modded humans or remnants of planetary BOW projects. Or a world that is seperatists from the rest of the galaxy but their economy come from stealing tech and selling it? |
| #14AnimeSniperAug 26, 2008 13:47:37 | Added a few more Stats |
| #15nix4Aug 26, 2008 14:28:13 | In my other thread about personnel armor I've come to terms with my rules not mirroring the d20 Mecha rules. The idea is that armor is armor, regardless of it being used on a person, a tank, a car or a mecha... So, I have to review some of my rules and see how I can adapt this. The benefit is the proper scaling of armor and proper use of terminology across different areas of the game. Makes sense to me, just something I gotta do. You may want to consider this in your stuff here as well. Perhaps I can write a small document about how to scale d20 armor. |
| #16AnimeSniperAug 26, 2008 17:38:16 | In my other thread about personnel armor I've come to terms with my rules not mirroring the d20 Mecha rules. It would be greatly appreciated! |
| #17AnimeSniperSep 21, 2008 17:53:40 | My current Stats for the armor my Sci-fi addeled brain came up with... 1. Armaglass⁚: Specialized opaque glass that has similar attributes of steel and bulletproof glass. However, weighs as much as regular glass/plastic. Usually tinted a different set of colors to distinguish areas from each another and is reflective of multi-specific UV that are encountered on forward posts on alien worlds. Hardness/Equipment Bonus: +4. Armor Penalty: -2. Speed Penalty: -0 feet. Purchase DC: 6 Progression Level: 6-7 2. Ablative Armor: Specially designed armor that layered consecutively, and when hit by munitions, is destroyed and absorbs the kinetic energy of the round. Hardness/Equipment Bonus: Armor: -10 Fireproof: Armor Penalty: Purchase DC: 5 Electricity: Speed Penalty: Armor Check Penalty: -2. Acid: Purchase DC: Hit Points: 10 Progression Level: Armor-20 etc... Note: This armor can also be made resistant to a particular energy; fireproof, electrical, acid, 3. Cerama-steel: Ceramic plates molecularly bonded with steel filings. Hardness/Equipment Bonus: +8/4. Armor Penalty: -3. Speed Penalty: - 0 feet. Purchase DC: 6 Progression Level: 7 4. Ferro-crete: Concrete with ferrous materials used primarily in runways for orbital shuttle runways, buildings, military bunkers and complexes’, etcetera. Hardness/Equipment Bonus: +6. Armor Penalty: -3. Speed Penalty: - 0 feet. Purchase DC: Progression Level: 7 5. Gundanium: A super-molecular alloy developed and refined in zero-g environs. Heavier molecular density than NA Armor and Neo-Titanium Armor. Gundanium can withstand damage from normal ballistic weaponry better than lesser armor types. Hardness/Equipment Bonus: +24/16. Armor Penalty: -7. Speed Penalty: -25 feet ground, -0 in zero-g environs. Purchase DC: Progression Level: 8-9 6. Nano-Ablative Armor: A molecularly heavier than normal Ablative Armor due to the implementation of nanotechnology to create it. Lightweight and medium weapons are virtually useless against NA armor due to its density and its ability to implement minor self-repairs utilizing the shrapnel. Heavy weapons; Plasma, Linear Rail, Missiles, Lasers, Particle Projection Cannons, and GAUSS weaponry are more effective. Hardness/Equipment Bonus: Armor Penalty: Speed Penalty: Purchase DC: Progression Level: 7. NASR (Nano-Ablative Self Repairing) Armor: Used primarily on Warships and Various Armored Vehicles this armor type allows, over a period of time to initiate self repairs to damaged sections by attracting the debris to the hull via a magnetic field to the damaged area along with using the munitions remains. The Nannites then break down the debris and reform the armor section. If the Nannites become un-operational due to a high-level EMP burst or nuclear detonation, they will go offline until they initiate a reboot, which appears as a flowing sheen across the armor to the naked eye. Hardness/Equipment Bonus: Armor Penalty: Speed Penalty: Purchase DC: 30+ Progression Level: 7 8. NASR 2 (Nano-Ablative Stealth Reconnaissance): Primarily used in every aspect of the Reconnaissance Division of Military Organizations. The armor, when powered down appears to be standard armor. Upon powering up the vehicle or recon suit, the armor takes a matte black coloration and with a command will blend the vehicle or recon member into their surrounding environment. Hardness/Equipment Bonus: Armor Penalty: Speed Penalty: Purchase DC: Progression Level: 9. Neo-Kevlar (PL 6): Improved upon variant of the older Kevlar material utilizing Spectra, Spider Silk, and several new fibers, Neo-Kevlar is greatly effective as a light armor. Can be further strengthened with Cerama-Steel plates over the chest and back areas. Absorption/Equipment Bonus: + 6. Armor Penalty: -3. Speed Penalty: - 0 feet ground Light. Purchase DC: Progression Level: 6 10. Neo-Titanium: Another super alloy developed and refined in zero-g environs. This armor is normally used on mecha, mobile suits, and warships but has been used in construction of Titan Tanks. Hardness/Equipment Bonus: +16/14. Armor Penalty: -8 Speed Penalty: -20 feet ground, -0 in zero-g environs. Purchase DC: Progression Level: 7-9 11. Plas-steel: A molecular produced composite material incorporating the lightness of plastic with the tensile strength of steel. Used primarily in lightweight and temporary field buildings; guardhouses, ready mobile barracks, etc and usually transported in panel kits for prefabricated buildings and spray foam for reinforcing existing structures. Also used in lightweight infantry armor in conjunction of cerama-steel plates. Hardness/Equipment Bonus: +12/8. Armor Penalty: -4. Speed Penalty: Purchase DC: Progression Level: 6-7 12. Steel-crete: A molecular produced composite material incorporating the hardness of steel and the fluidness of concrete. After several hours the material hardens making the designed structure harder than if reinforced concrete. Hardness/Equipment Bonus: +12/8. Armor Penalty: -4. Speed Penalty: Purchase DC: Progression Level: 6-7 Please comment with any suggestions/etcetera! |
| #18backstabbistSep 22, 2008 23:00:30 | Greetings from the land of Oldschool. Hmmm, using future materials to make bodyarmors.... we could work up some rules here & now, but how do we know if we are just repeating what has already been done. Futuristic Materials thread, archived. We have stats in books for Archaic plate made of a mild steel, but what if we make a suit of Breastplate out of advanced starship armor materials like Vanadium or Duraloy? Well, read that thread and find out. |
| #19AnimeSniperSep 23, 2008 12:18:09 | I've checked the thread you mentioned Backstabbist dono and will now begin reevaluating my stats! Before I leave I would like to inform everyone who reads and replies to that the Cerama Steel Hardness/Equipment Bonus:+8/+4 entails as such; Hardness: +8 to vehicles Equipment Bonus: +4 when used with Neo-Kevlar Light +14, Medium +16, Heavy +18! Also, once I have revised my stats I will then post them! |