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| #42kronos182May 03, 2011 15:00:01 | Distortion Field (PL6 Armour Gadget) This device, when added to armour, creates a field around the user that distorts vision and sensors. Although it doesn't hide the user from being noticed, it does make it harder to pinpoint and to be targeted. Visually, the user's outline appears blurred, shifting and wavering. This distortion grants the user concealment (20% miss chance), lasting up to 5 minutes at a time before needing a 1 hour recharge. Restriction: Restricted (+2) Purchase DC Modifier: +3
A back pack version is available, but not quite as efficient. Grants concealment (20% miss chance), but lasts only 2 minutes, but takes only 30 minutes to recharge. Weight: 6 lbs Restriction: Restricted (+2) Purchase DC: 20 |
| #43kronos182May 08, 2011 22:44:25 | Free Breather (PL6) The free breather is another biotech creation of Life Sciences, used by people who do a lot of physical activities, such as life guards, fire fighters, rescue workers. This worm like organism is about a foot long, and stretches in width to fill the breathing passage of the host. The organism is hollow and clings to the walls of the nasal passage and throat; air passes through it. It allows the user to breathe more effectively and enhances the olfactory senses. The host can exert himself longer than normal. The only downside to the free breather is gases affect the host far more than normal.
Bonuses: The free breather allows the host to take in more air than normal, allowing the host to hold their breathe twice as long as normal. The host gains the benefits of the Endurance feat, except for the ability to sleep in medium or light armour without being fatigued. The host gains the scent ability. The host however, suffers a -4 penalty to Fort saves against gases and airborne toxins and poisons. Weight: 1 lbs Size: Fine PDC: 16 |
| #44kronos182May 09, 2011 11:53:38 | Sleep Regulator Unit (PL 6)
To aid business men with busy schedules or soldiers out in the battle field, Hilton, of the Hilton Hotel franchise, dedicated a large amount of funds to create a device that would allow people to get a full night's sleep without require as much sleep. They originally proposed this idea to the military as a means of allowing soldiers to require a smaller down time while at front line bases. Hilton Hotels also offer the use of sleep regulator units in their hotels, at a lower rate than a normal room, but these sleeper rooms also have less features than a standard room. Hotels near airports and transfer stations usually have several for when passengers must wait several hours between transfer, or for pilots of aircraft.
A sleep regulator unit is a sealable coffin-like bed, which allows its recipient to regulate how long he will sleep for, and under what circumstances he will awaken. Benefit: Because a sleep regulator can stimulate immediate deep sleep, the user requires only half as much rest or sleep as normal to negate the effects of fatigue and exhaustion. The user can also sleep in light or medium armour without suffering the fatigued condition when using a sleep regulator unit. Additionally, the sleep regulator can be programmed to awaken the recipient at a predetermined time, or under a predetermined set of circumstances. Size: Large Weight: 350 lbs Base Purchase DC: 20. Restriction: None. |
| #122kronos182Nov 03, 2012 20:28:13 | “Spider” Battle Harness As sales and use of bio-weapons increases, Life Sciences wanted a way to make them even more useful with a personal accessory. The spider harness looks similar to a large, well armoured spider body, only without a head and thorax, and 8 armoured legs. The harness holds up to six biolaser batteries, recharging one per hour by channeling light and heat absorbed through its photo- and thermosynthetic outer membrane. (The harness nourishes itself using the same process.) You gain a +2 natural armor bonus while wearing the spider from the set of eight articulated spines that extend from the enamel chassis and clasp you around the shoulders and ribs for additional support. The harness has the ability to bond, even temporarily, with the wearer. To make the bond, the wearer must open a small covering near the top, which releases a set of four thin tendrils. This tendrils dig into the user's neck, attaching to the nervous system. When bonded the user gains a +2 competence bonus on Balance and Climb checks and on Tumble checks that involve falling. The user must have an Exotic Weapon Proficiency (Spider Battle Harness) feat to attack without penalty with 4 of the spines; they have a 10-foot reach and may also be used against adjacent foes. The spines can also be used for defense in melee, deflecting attacks. The bond can be broken easily by willing it off (Concentration check DC 11). When bonded, the spines use the user's base attack bonus -4 for when the user makes attacks with them, or when set for defense, for up to 2 free attacks of opportunity that opponents might provoke. The spines can provide a +2 Deflection bonus to Defense against melee attacks, but can not be used to attack with. The two free attacks of opportunities do not count against this. Spines (4) 1d6, piercing, 20x2, 10 ft reach. Weight: 20 lbs PDC: 23 Lic (+1) Spider battle harness has a lifespan of about 30 years. |
| (Reply to #161)kronos182 | |
| #163kronos182May 02, 2014 15:39:19 | marcoasalazarm, the Northrop IBP-2C in post 60 http://community.wizards.com/comment/39569416#comment-39569416 has two lasers that can protect the user, or be used by the wearer when linked to the user's helmet and directed like the gun on an Apache helicoptor. The IBP-2C can also be used as an advanced version of a parachute, so it's a little more advanced than the VCT.
Here's a PL5 version of the VCT with capabilities as it was presented in the comic and current wireless tech. and a little bit over.
VCT
The VCT was originally developed as a means to help protect soldiers that had to repel or climb for extended periods. The device is a large backpack containing an ammunition drum and four articulated robotic arms with a ballistic weapon, usually a submachine gun, and video cameras, connected by a long, durable and flexible optic cable to a control console. The operator of the console uses the cameras to aim the guns at any target that poses a threat to the climbing soldier. With advances in wireless technology, the operator can be several miles to hundreds of miles, with the aid of satellite technology and communications, to provide backup and cover the back of the soldier. The guns can only fire in the back half of the wearer, meaning to the sides, and behind.
VCT mk1
The VCT mk1 can not be used by the user, instead only by a gunner, connected by optic cabling. The operator views through a series of cameras, which include infrared and passive night vision as well as motion tracking software to aid in targeting. The gunner can only use one weapon at a time due to the firing arcs and limited fields of movement for each arm, but the system automatically switches between guns to the next one that can hit the target. The gunner is at -2 to strike any target as long as the wearer is not moving more than 15 feet a round. Any faster and the gunner suffers a farther -1 to attack rolls. Each weapon is usually a 9mm submachine gun, 2d6 ballistic, 50 ft, S, A, with a total of 200 rounds of ammunition shared between all four weapons. The optic cable is usually 300 feet long, but longer cables can be added.
The unit is about 54 lbs, has 15 hit points and hardness 6. The gunner control console is 20 lbs, cable has 10 hit points with 1 hardness, but is dark coloured and difficult to see or hit.
PDC: 27
VCT mk2
The mk2 version of the VCT removes the optic cable and replaces it with a high powered transmitter and receiver allowing wireless use for the gunner, letting the gunner remain safe miles away. The transmitter has a range of 10 miles on its own, but with satellite assistance, that range can become practically global as long as compatible satellites are in orbit above the area the VCT mk2 wearer is operating. The cameras and targeting software for the gunner has been upgraded, with the gunner only suffering -1 to attack, and if the wearer moves faster than 30 feet in the round a farther -1. The cameras have been upgraded for better night vision, granting the gunner dark vision 100 feet. The gunner can still only use one gun at a time due to limitations in arm field of movement, but easily and quickly switches between the guns. The gunner control console has more monitors so that the gunner can view everything in each weapon's field of fire. This allows the gunner to watch for any other targets. The targeting software automatically puts a targeting box around anything that moves, granting the gunner a +1 to initiative and can be used in a surprised round to attack first. The gunner can switch from one gun to another as a free action if it is not the next weapon in line while tracking a target. Each weapon is still a 9mm, but with better rifling and more efficient loading mechanisms to allow larger ammunition capacity. 9mm 2d6 ballistic 60 ft, s,a, with a total 250 rounds shared between all four weapons.
The VCT mk2 is 57 lbs, has 19 hit points and hardness 6. The gunner control console is 25 lbs and can be part of a larger command and control system with multiple gunners for many VCT or UAV or UGV drones.
PDC 28
VCT mk3
The mk3 VCT is similar to the mk2 but with a few upgrades. While the VCT can be controlled by a remote gunner wirelessly, it also has a computer A.I gunner for when a human gunner is unavailable or wireless communications is interrupted. The computer tailgunner, which is what the cybernetic tailgunner was based on, can only use one gun at a time, again due to fire arcs and where the cameras can see. The tailgunner has an attack bonus of +4, and can attack in a surprise round with a +1 to Initiative. In an emergency, the wearer can disengage the tailgunner and pull the gun arms forward and operate them manually. If the wearer has two weapon fighting, he/she can use two guns at a time, but all attacks suffer a -1 due to the weapons being attached to the arms on his back, with a crude deployable handle and trigger for emergency use. Otherwise, the mk3 has all the same stats as the mk2
PDC 29.
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| #164marcoasalazarmMay 02, 2014 22:41:10 | Nice. Awesomely nice.
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| #165marcoasalazarmJul 29, 2014 2:30:39 | All right... sorry about asking, but need help with this one, man.
Need stats for the 3D Maneuvering Gear from "Attack On Titan". I think that the gas jet the device has provides a bonus to Move Speed and jump distance (although dunno whether it would give an additional penalty to rolls or the rolls would go with the normal DC, just bigger distances), and the grappling cables launched can 1) provide a swinging mobility type (don't have the book on hand r/n, dunno how that could be interpreted) and 2) can be used as a makeshift offensive weapon (penalty to hit because of the awkwardness, Piercing damage (dunno how high-maybe as high as a knife?). Gas is finite, although the series I think doesn't gives a specific limit to it (only mentions that it runs out eventually). Guess it is a pretty high number-dunno, maybe half an hour or so of continuous usage, or maybe that sounds *too* high?
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| (Reply to #165)kronos182 | |
| #167marcoasalazarmJul 29, 2014 21:46:30 | http://shingekinokyojin.wikia.com/wiki/Three_Dimensional_Maneuver_Gear
http://anime.stackexchange.com/questions/4975/how-does-the-3d-maneuver-gear-work
https://www.youtube.com/watch?v=4lkebLo1EmM - Video of 3D Maneuver Gear in action.
As for the not being around: RL is priority-no big.
Funny thing... the video describes it as a "Steampunk Spider-Man" gizmo. Guess futuristic versions of the damn thing would have something like auto-targeting and collision detection systems integrated, would make a Vehicle Control Jack a pretty useful piece of gear to have for its use (not necessary, but gives bonuses or something).
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| #168AnimeSniperAug 10, 2014 23:03:36 | |
| #169marcoasalazarmAug 11, 2014 19:13:08 | OK, cool.
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| #170kronos182Dec 28, 2014 17:55:51 | First post in awhile on here.. Some armour!
GEA200A1
GE's first mass produced armour, the GEA200A1 is technically a power armour, with a minor exoskeleton system to support the weight of the armour and reduce fatigue on extended marches and the weight of carried weapons and gear. The suit is environmentally sealed, with a simple HUD system for suit diagnostics, integrity and power levels, with two helmet mounted lights and polarizing visor. The backpack contains the life support and recycling systems, providing 24 hours of contained air, but with the recycling system, able to stretch that to 7 days, although the air will be quite stale. A salvage system will seal breaches in arms and legs with a tourniquet. Basic NBC shielding is included in the design.
The GEA200A1 is designed to be very easy to operator, requiring very little training and a simple system to open and close the suit for quick donning and removal. The shoulder guards mount ammunition storage containers for most common weapons and can be easily modified for nonstandard ones. These features and mass production, lowering the cost, made the GEA200A1 popular amongst many militaries and mercenaries.
GEA200A1 (PL6 Medium Armour Proficiency)
Type: Medium Micro Assist Tactical Armour
Equipment Bonus: +4
Nonprof. Bonus: +3
Str Bonus: +2
Nonprof Str Bonus: +2
Max Dex: +3
Armour Penalty: -2
Speed (30 ft): 25 ft
Weight: 25 lbs
Purchase DC: 23
Restriction: Lic +1
Notes:
Includes military walkie talkie, text and image transmitting and receiving capabilities, weapon link to scopes, HUD. Built in camera in helmet with 10 hours of record time, small built-in computer. When the user runs, can run for Constitution score x2 before needing to make Constitution checks to keep running, and gains a +2 equipment bonus to these checks. Also a +2 equipment bonus to checks when force marching. NBC shielding, 24 hours air plus recycling systems can extend to 7 days.
To ammo containers on shoulders that can hold 2 large magazines (approximately 60 rounds each, or similar sized objects such as 2 or 3 grenades), hooks and pouches to hold other small items or connect weapon straps to for easy of storage. In case of breach, the suit can seal itself to prevent further air lose.
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| #171marcoasalazarm2Jan 28, 2015 23:21:59 | Have to say things look pretty good so far.
Sorry about the lack of response. My previous account is having some issues logging in and they are ticking me off enough I decided to use a new one.
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| (Reply to #171)kronos182 | |
| #202marcoasalazarm2Apr 14, 2015 23:59:46 | erdana"> erdana">METROPOL ALL-TERRAIN ROVING VEHICLE (ATRV)-70
erdana">
erdana">The ATRV is built, and sold, as an all-purpose land vehicle, useful for transportation of equipment and personnel through hard terrain. Cheap (and expendable) for an ATV, a top-of-the-line electric engine allows it to be operated in both atmosphere and vacuum, and its design is fully amphibious. The controls on the ARTV are simple, with ignition switch, accelerator and brake pedals, and dual-handle steering (like that of a tank-pull on one handle to stop the three wheels of one side to turn, pulling both works as an emergency brake. Both driver and passenger parts of the ATRV’s front seat have handles, so it can be driven from either side). The ATRV is mostly used by ATV enthusiasts, ranchers, and groups that need a cheap vehicle for perimeter patrol.
erdana">
erdana">The ATRV-70 is crewed by a single driver and can hold two people on its front seat (more people are capable of going on the rear cargo bed, rather uncomfortable and maybe holding on for dear life). The ATRV-70 is two squares wide and two squares long. It provides no cover to its occupants.
erdana">
erdana">Crew: 1.
erdana">Passengers: 1.
erdana">Cargo: 280 lb.
erdana">Initiative: -1.
erdana">Maneuver: -1.
erdana">Top Speed: 20 (2) (Ground Speed) /15 (1) (Water Speed).
erdana">Defense: 8.
erdana">Hardness: 5.
erdana">Hit Points: 14.
erdana">Size: Huge.
erdana">Purchase DC: 17
erdana">Restriction: Licensed (+1).
erdana">
erdana">Special Rules:
erdana">*Easy To Fix: The design of the ATRV-70 is modular, and many of its systems are very simple, allowing for quick and easy repairs. Repairs and Craft checks to repair or modify an ATRV-70 are reduced by -2 each, repair times are reduced by 25%.
erdana">*Silent: The ATRV’s electric engine is very quiet, making rolls to hear it active (and the vehicle moving) to have a -6 penalty (barring other elements such as the vehicle running over something that makes noise or the occupants themselves making noise).
erdana">
erdana">The ATRV-70 comes equipped with the following:
erdana">*Amphibious Capability: The ATRV-70 is capable of flotation. Water speed is mentioned above. If the ATRV-70 is critically damaged (10% of its total Hit Points), the vehicle will not be able to float.
erdana">*Puncture-Resistant Tires: Penalties which occur because of severe tire damage are halved.
erdana">*Compartments: One in front dash (can fit gloves, small tools or small weapons), two on rear cargo bed (can ferry larger equipment or up to Medium-sized weapons). Water-tight and air-tight. These compartments are also concealed (Spot roll, DC 15, to notice).
erdana">*Roll Cage: Comes free with each purchase, can be added/removed in five minutes (Repair roll DC 10). Provides benefit of full cover to the vehicle’s occupants for the purpose of situations like rolling over, plus comes installed with a pintle mount for a light weapon.
erdana">*Headlights.
erdana">*Remote Control Rig: This modification can be done pretty quickly (Repair check DC 18, five minutes), allowing the ATRV-70 to be used as a crude drone. All Drive rolls while using this rig are done with a -2 penalty.
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| #203kronos182Apr 15, 2015 21:14:22 | Nice new vehicles. Although why is there erdana"> before many of the lines?
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| #204marcoasalazarm2Apr 15, 2015 22:23:54 | Copy-pasted from my TextEdit program (I have an Apple laptop) and it was set on Verdana. Heck if I know why it's looking like that-I tried to change it by re-copying and pasting but it remained the same and when I posted the stats on EnWorld (copying them from here, even), the site accepted it with no problem.
OK... vehicles from "UFO" and "Space: 1999" (ground ones, mind) done, gonna pause for a sec on Gerry Anderson vehicles (especially because the ones from shows like "Captain Scarlet" are more of a pain in the butt to stat... and I still don't know how to go around the SkyDiver), and will stat the ones from this particular piece of old-school insanity...
https://www.youtube.com/watch?v=ZERYyFxc0lg
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| #205marcoasalazarm2Apr 16, 2015 8:05:14 | Working on the Megaforce vehicles, and noticing something...
Do you have any idea of how many guns those vehicles have? Let us count.
The bike alone has that triple-barreled machine-gun on the front, which appears on the "lock and load" scene before taking on the tanks to be belt-fed with freaking .50 BMG ammo (which is crazy on its own-was thinking about maybe cutting it down to a smaller caliber like 7.62 or 5.56mm). And then there's the rockets. And it's the vehicle with the *lesser* amount of guns.
The buggy? We have the gatling gun on one side, the gun on the other side which is either a different model of machine gun or a freaking cannon, these two smaller-barreled guns on the hood (easier to see here: http://www.megaforcehq.com/megamisc_megad.html ) which don't seem to shoot at any point on the film I was able to see, but I guess are small-caliber machine guns, and then there's the missiles, and then there's the laser turret on the back (which is *anti-tank* level).
And the APC? We have two gatlings on the low, two cannons on the rooftop, four machine guns on the apparent "headlights", and a pop-up mini-turret with what appears to be a disintegrator beam (because it does just that to an enemy bazooka team at one point).
They are like satanic Gerry Anderson creations. We are talking about a volume of fire that would cut down a hell of a lot of enemies.
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| (Reply to #205)kronos182 | |
| #207marcoasalazarm2Apr 17, 2015 23:30:09 | Can send you a link for you to see the film online if you want.
Here's a link for you to see a couple of the vehicles (the buggy and the bike), pictures taken by a collector.
http://www.megaforcehq.com/megamisc_megad.html
http://www.therpf.com/f45/megaforce-props-vehicles-143940/
I am pretty sure that they are running on an alleged high-5 or early-6 level (the movie begins with a narration that calls them "the most powerful weapons science can devise"), so well... guess they run on Hollywood rules (the only weapon that they visibly run out of ammo on are the rockets, but they do need some rearming and refueling and critical damage to the vehicle can disable the weapons). More realistic load-outs could be available as an alternative, of course.
Crazier thing is what some of the vehicles have... all of them have a "silent running" mode (exactly as it sounds-you don't hear them until they start firing) and the motorcycle can fly (well, deploy wings and a rear rocket engine... was going to go for being able to use the rocket engine with or without the wings for speed boosting and the wings... well, dunno. Maybe give the chance to roll rampless jumps?).
(Oddly enough, I have been thinking of how to add a modification to the vehicles (to the list of said modifications which is all the way on the first page of the Coreline thread), for "dimensionally-compressed space" (think the TARDIS and that tractor-trailer on "Ultraviolet"). Expensive, hard to install, but can turn a van's worth of space into a truck's (and the more money you shove into it, the bigger it gets) and a modification for weapons that allows you to get lots of ammo for the gun and then have it teleported to the gun for you to fire for a highly extended time).
Funny idea I had for this project was trying to put them all under a single mega-corporation on Coreline, and also stat up the motorcycle that appears on "The Delta Force" and "sell" it as an alternate weapons pack for the bike (swap triple machine gun for double machine guns (dunno what benefit could come from that yet) and remove the rocket engine/wings to add rear-aiming mini-mortars).
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| (Reply to #207)kronos182 | |
| #209kronos182Aug 03, 2015 19:27:17 | A few items.
Healing Goop (PL6-7)
Life Sciences entry into pharmaceuticals is aptly named.. It's green goop that heals. Using their expertise in genetics, they created a type of bacteria that is short lived once exposed to air, and its only purpose is to fuel the natural healing process of organic creatures. This green gel is kept in containers and applied via caulking gun like devices, applied to the skin of a target, preferably on or near the injury. This goop is absorbed by the skin, and heals the target. A single application, which is about 4 ozs, which the applicator is predesigned to dispense with each pull of the trigger, heals 1d4 Hit Points. This will also stop the bleeding condition, and if applied to a dying subject, even if the amount of damage healed doesn't raise them to 0 HP, it allows the subject to make an immediate save to stabilize with a +2 to the check.
Applicator weight: 3 lbs, PDC 4.
40 oz tube (10 applications) PDC 19.
Remote Jet Injector
This medium sized pistol is actually a medical device designed to make use of Life Science's Healing Goop. The device looks like a thick curved pistol with a large cradle on the top half where the 40 oz Healing Goop container is inserted. Under the frame, in front of the trigger guard is a small cylinder, which is a small air compressor. The Remote jet injector works by sucking in air, compressing it, then uses that to launch a single application of the green healing goop to a target. Unfortunately the remote jet injector is short ranged, but it is effective.
Name (PL6-7, although the technology behind the weapon is early-mid PL5)
Damage: Heals 1d4 HP
Critical: n/a
Damage Type: Healing
Range Increment: 20 ft, 5 range increments
Rate of Fire: S
Size: Small
Weight: 3 lbs
Ammo: 10 rd tube
Purchase DC: 16
Notes: The remote jet injector is not usable in any environment without a gaseous environment. This environment can be nearly any gas, oxygen, carbon dioxide, etc. However, if the gases that make up the environment can become explosive if compressed to over 50 PSI, this is highly dangerous as attempting to fire the remote jet injector will cause such gases to explode in the device, dealing 2d4 fire damage to the user and destroying the device and the healing goop.
Momentum Generator (PL 7/8)
With the success of its Juggernaut suit, Paragon Corp wanted to capitalize on the technology, but make it smaller and easier to conceal. Although not as powerful as the field generator installed in the Juggernaut, the Momentum Generator enhances melee and the user's movement. The momentum generator is a fitted into a harness which straps over the shoulders and around the waist, with cables and clips that connect to the wearer's upper arms and legs. The straps on the shoulders and the belt have connectors for easily connecting holsters or ammunition pouches and bandoleer.
Once activated, as long as the user moves, they wearer will have their speed improved by 10 feet, melee attacks with one handed or unarmed strikes gain +1 damage per 10 feet moved. Unarmed strikes can deal lethal damage with no penalties.
The momentum generator can only operate for 1d6+2 rounds then requires a 5 minute recharge.
Weight: 5 lbs
PDC: 25 (Res +2)
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| #210kronos182Aug 22, 2015 19:30:05 | Evaporators
Anyone operating in desert or other environments that lack moisture know that water is scarce and is a logistical problem when out in the field for extended periods. Before survival suits, and even afterwards when survival suits are not practical or damaged, portable moisture evaporators are life savers.
These devices collect moisture from the air, purify it for safe consumption. They come in many different sizes, and some of their own tanks for holding water, while others are connected to hoses or valves to be connected to tanks that are transported away.
Personal Evaporator (Late PL5)
This device is about the size of a large thermos, designed to be attached to a belt or backpack and has a canteen that holds a half gallon of water. In most desert environments, it will take 6 hours to fill the canteen. However, in extremely dry and hot environments (average temperature 150 F or higher), it will take twice as long.
Weight: 6 lbs, not counting weight of water collected.
PDC: 15
Portable Evaporator (Late PL5)
This evaporator is technically man portable, but is about 4 feet tall by 2 feet by 2 feet. Popular among people who live in desert locations, or vacationers in warmer climates mounting them in RVs. Militaries will have at least one in any building while operating in deserts. Many exploration vehicles will have one equipped as well. These evaporators are usually hooked up to larger tanks or multiple canteens. Able to produce 1 gallon per hour of water. In temperatures above 150 F, only able to produce half gallon per hour.
Weight: 60 lbs
PDC: 19
Residential Evaporator
This evaporator is not used just by civilians, but it was first sold to home owners in arid locations, and those areas that suffer from droughts often. The size of a fridge, this evaporator is attached to a building an feeds large tanks for storage. Able to product up to 3 gallons an hour.
Weight: 120 lbs
PDC: 21 This includes installation and 100 gallon tank.
Moisture Farm Evaporator (PL6)
These are large evaporators, measuring 15 feet tall, about 4 feet by 4 feet base. These are used in groups, usually a minimum of 5 in a group, although some are used individually for larger homes. Each evaporator can collect and purify 6 gallons of water per hour. These evaporators will have a 50 gallon drum tank built into them, and are hooked to larger storage tanks.
Weight: 400 lbs, not counting water or piping to larger tanks.
PDC: 23 per evaporator.
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| #211kronos182Aug 30, 2015 0:01:23 | Armour Upgrades
Motorized Joints (Late PL5-PL6)
Before power armour or power assisted armour be came wide spread, motorized joints were the forerunner for power assist systems. Although not as powerful and increasing the wearer's strength, it did boost some actions, combined with weight baring systems. The motorized joints in the legs allowed the wearer to walk with less strain, allowing the wearer to run a bit longer, or walk a bit farther. In the arms, although not enhancing overall strength, did add a bit more power to unarmed and melee strikes with blades as the servos push the arm a little faster.
When running all out (full round action to run), the wearer can run an extra 2 rounds (normally one can run a number of rounds equal to Con score) before needing to make a Constitution check (DC 10). When walking long distances, increase time before required to make a Constitution (or Fort save) check by 10%.
In melee combat, unarmed and armed strikes gain a +1 to damage.
Prerequisite: Non-powered or micro assist power armour.
Restrictions: Restricted (+2)
PDC: +2
Magnetic Field Generator (Late PL6-7)
The armour is fitted with a magnetic field generator, similar to those found on starship. Ballistic, missile, rocket and thrown grenades (unless specifically designed of non-metallic materials) attacks against the wearer suffer -2 penalty to attack rolls.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +6
Particle Field Generator (Late PL7-PL8)
The armour is fitted with a particle field generator, similar to those found on starships. Energy attacks (concussion, electrical, fire, non-specific energy) against the wearer suffer -2 penalty to attack rolls.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +6
Magnetic Shield Generator (Late PL7-PL8)
The armour is fitted with a low level magnetic shield generator, protecting against ballistic, rockets and thrown grenades. The wearer gains 20 HP against missile, rocket, and ballistic damage attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +8
Particle Shield Generator (Late PL8-PL9)
The armour is fitted with a low level particle shield generator, protecting against energy attacks (fire, electrical, non-specific energy type). The wearer gains 20 HP against energy attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +8
Shield Booster
This is an enhancement to the shields installed in armour that includes a shield generator of some sort (magnetic, particle, etc.), increasing the amount of damage it can absorb. The shield has 50% more HP. Standard magnetic or particle shields have 20 HP, with a Shield Booster now has 30 HP.
Requirements: Armour with a shield installed.
Restriction: Military (+3)
PDC: +2
Shield Modulator
The shield equipped armour has sensors, that is tied to the shields. When the shields suffer damage (and don't fail) from a particular type of weapon, it will modulate its frequencies to better resist that type of energy, until another type of energy is encountered. Only works on particle shields and other shields that protect against energy attacks. When the shield suffers damage, but isn't completely depleted by that attack, the modulator will change the shield frequency to better resist that type of energy. However the shield will be more vulnerable to all other types. For example, a particle shield is struck by a laser (dealing fire damage), the next round the shield will provide DR 10 against lasers (fire damage, and using RAW plasma weapons as well), but other energy attacks will do +2 damage.
Prerequisites: Shield equipped armour.
Restriction: Military (+3)
PDC: +3
Shield Regenerator
This device improves the armour's shield recharge rate. It can recharge 1 HP per 5 minutes of inactivity, or 1 HP every 10 minutes while active. When the shields are depleted, when wearer uses a Repair check to restore the shields, it will restore double the wearer's Int Modifier, minimum of 2 HP. In an emergency, the shield regenerator can restore the shield to full HP, as a free action, however once the shield is depleted, or shut off, the shield can not be reactivated again for an hour.
Prerequisite: Armour with shields.
Restriction: Military (+3)
PDC: +3
Off-Hand Quick-Load Ammo Pack (PL5)
A simple, although very effective, modification to armour that holds two clips or power packs of ammunition. This modification, although versions have been around for years, is designed to allow for quick reloading of a pistol or small long arm (up to medium size) twice as a free action. However due to the weight of the ammo packs and reload system, it does impose a -1 penalty to attack rolls.
Restriction: Military (+3)
PDC: +1
Stabilization Gauntlets
These gauntlets and bracers and built into armour and adds micro-gyros and a few servos that help keep the arm steady when firing weapons on autofire or burst fire.
When the wearer fires a weapon on autofire, or burst fire, the penalties is reduced by 1.
Restriction: Military (+3)
PDC: +1
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