Mark 7 Aquila pattern power armor for d20 Future

Post/Author/DateTimePost
#1

smiter

Aug 02, 2012 13:42:16
Mark VII “Aquila” pattern Astartes power armour
   This is my conception of the Mark 7 Aquila pattern armor worn by the Adeptus Astartes for the d20 system.  Please note that all material related herein is the property of either Games Workshop ™ ® or Wizards of the Coast ™ ®.  This is just a collaboration of my own twist on the information presented in the aforementioned sources (GW and WotC).  Furthermore, in order to get some of the effects as presented in Deathwatch ®, I had to break or bend some of the rules.  For example, the increased weight flaw is normally a ‘one or none’ application, meaning the item in question either has it or it doesn’t.  I applied it multiple times even though the description simply states that when applied, the weight of the item is 1.5x the base after the flaw is applied.  Additionally, I overlooked the description of some gadgets in order to apply the game effects I’m looking for as opposed to their actually described effects as stated in the books.  Finally, I needed to invent some gadgets that aren’t found in d20 in order to create certain effects that for whatever reason are not present in the game (meaning d20 Modern/Future/Future Tech, etc.).
  
   To start, I use full plate armor/mail (PDC [purchase difficulty class] 23).  Next, I applied 14x Increased Weight flaws (-28 PDC/+350#).  Another modification is Concussive Plating (+3 PDC/DR [damage reduction] 2 vs. ballistic and bashing damage).  To put the ‘Space’ into Space Marines, I’ve applied Environmental Seal (+4 PDC/full life support for as long as the suit has power [normally 8 hrs. but I’ve altered this for the Astartes version]).  In order to make the suit a little more user friendly, I used Ultralight Composition and Morphic Metal Alloy (+10 PDC [for both: +4/+6 individually]/+2 ACP [armor check penalty], +5’ speed, +1 MDB [max dexterity bonus]) and Recoil Gloves (+2 PDC/all ranged weapons count as one size smaller for the purposes of wielding them and what’s considered to be a light weapon).  [This is my gadget, feel free to use it; I’d recommend that the restriction be any non-light armor].  Here are the electronic widgets installed (primarily in the helmet): 9x Integrated Equipment (+2 PDC per app.):
1.    Power Backpack with increased weight: PDC 6/medium size/4.5#/provides the energy needed for the suit
2.    Professional Walkie-Talkie with reduced weight, compact, increased range, and if a commander, expanded magazine: PDC 10 or 12/Diminutive size/ ¾ #/ 30 mile range/holds 20 or 40 frequencies [this is the vox caster]
3.    Night Vision Goggles with compact, reduced weight, and Mastercraft level 2 of 3: PDC 20/tiny size/2 ¼ #/ darkvision ability [in no light: IR cone 30’ long x 15’ wide at end], -2 spot and search checks
4.    Rangefinding Binoculars with compact and reduced weight: PDC 12/tiny/2 ¼ #/ know exact distances and ranges to objects viewed, -1 spot checks per 50’ of distance [need 5x the amount of time to acquire visual ID, however]
5.    Medicomp Sensor with compact, reduced weight, Mastercraft level 1 of 3: License PDC 10/PDC 22/tiny/ ¾ #/ know current and max health of armor wearer [mainly of use for medicaes], +5 Treat Injury checks [on wearer], also serves to micromanage the combat drugs (see Boost and Antitox below)
6.    Antitox Chemicals PDC 6/after failing the initial save against poisons, this substance will negate the initial effects in 1D6 rounds and purge said poison(s) from the wearers’ system [that does mean that the 2nd save normally associated with poisons a minute later is effectively made for you successfully], this system is constantly active
7.    Boost Chemicals License PDC 25/PDC 13/6 doses, gives +4 Str., +2 Ref saves, +10’ speed [the armor suit is designed to allow this extra speed increase even though it has a listed max speed], +4 MDT [Massive Damage Threshold], lasts 1 minute/Addictive: 10% chance, -2 Dex., -1 Fort saves, penalties lasts 1 day [however, as this is a chemically induced lethargy, Antitox works to mitigate this], multiple doses can stack the penalties, however each set of them are rolled for separately with Antitox
8.    Heads-Up Display [HUD] with targeting link, vehicle link, and ammo tracker: PDC 12/tiny/1#/as a free action get a +2 spot versus a specific individual creature or other object, +1 attack with guns that possess the video scope upgrade, +1 drive and pilot checks with vehicles that have an onboard computer, know how much ammo is in the clip with any gun that has an onboard computer
9.    Magnetized Soles PDC 8/allows movement across ferrous metal surfaces with a climb speed of 20’, although no climb checks are needed, these may be turned on or off as a free action [this is taken from the Robots chapter in d20 Future]
Strength upgrade PDC 23/+8 Str. [this is taken from the Robots chapter in d20 Future]
Enhanced speed (pair of legs from the Robots chapter in d20 Future) PDC 8/speed 25’ base
Trait: poor manual dexterity with the gauntlets causes a -2 penalty with any fine motor control actions (i.e., disarming bombs or picking locks) unless using gear made for Astartes use
Power Armor History: As these suits are often centuries, if not millennia, old, these suits typically develop a “personality” of their own.  Roll 1D10: (Note: this comes from Deathwatch ®, I just altered it somewhat to make it work in the d20 system)
1.    Cower Nor Before Thine Enemies: -4 hide and move silently/+2 to and check made to command or assist allies
2.    None Shalt Escape the Emperor’s Wrath!: +1 ranged attack rolls/-2 Defense [AC] in melee
3.    Thine Arm be the Scourge of the Impure: +1 melee attack rolls/-1 ranged attack rolls
4.    Death is Joy: +2 critical damage [after multiplier is factored in]/+1 damage inflicted if any one attack affects multiple foes [at least 2], such as using a grenade or autofire
5.    A Fury Like Lightning: +1 initiative and any fine motor control skills
6.    Thy Strength be Legendary: +2 Str. (for a total of +10)
7.    Terror’s Visage: +1 intimidate checks/Fear within 25’ radius: Will save DC 16 negates, failure causes -2 to subsequent saves, 50% chance to drop held items, foe(s) flee to border of fears’ effect, if confronted then foes lose Dex bonus to defense as well as a -2 to attacks and defense
8.    Lead From the Front: +1 to any checks made to command troops or allies
9.    Bring Death From Afar: may move and shoot twice, using one’s 2nd BAB value [normally one may only move and shoot once as a full round action]
10.    To Forget is to Forgive: Forget Nothing: +2 damage against a specified foe type, such as orcs, pirates, followers of Cult XYZ, etc.  Choose this enemy upon acquisition of this suit of armor
Final armor stats: Classification: Power/Type: Tactical/+8 (+3 untrained) Defense/+2 M.D.B./-4 A.C.P./Speed 30’(x3 Run)/411.5# (0# when activated)/PDC 33/License: Military (+3)