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Weapons of Power Armor Destruction
Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
LPJ9859
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Weapons of Power Armor Destruction
With the advent of more and more Japanese anime and
manga influences on the American pop cultures, in
particular science fiction, it was only a matter of time
until this would also develop into and effects RPGs and
gaming in general. With this influence, the conception
and development of the mecha rules of D20 Future were
created. Now while many think of the term, mecha,
being only large battle suits that tower over skyscrapers
and office buildings and size is equal to several city
blocks, smaller armored suit of high technology battle
armor; similar to what Iron Man and War Machine
of Marvel Comics and even the Cyclone Armor from
Robotech: The New Generation wear; normal called
Power Armor was an oversight in the creation of these
rules. This supplement and sourcebooks was created
with the development and creation of Power Armor for
small tactical military groups in mind in a skirmish type
setting. These Power Armor rules have been created to
close the gap between the typical infantry soldier and the
large-scale mecha weaponry.
Table: Power Armor Sizes
Equip. Hit Base
Fighting
Purchase
Size Slots Points Speed
H W
Space
Reach DC
Restriction
Small 3
25 20 ft
8 400 5ft. by 5ft.
5ft. 25
Res (+2)
Med. 4
50 20 ft
8 1,000 5ft. by 5ft.
5ft. 30
Res (+2)
Large 6
75 25 ft
10 2,000 5ft. by 5ft.
5ft. 35
Res (+2)
Base Speed: The Power Armor’s base land speed.
Certain types of armor reduce base speed ( see Power
Armor ).
• Height: The Power Armor’s height in feet.
• Weight: The Power Armor’s weight in pounds.
• Fighting Space: The Power Armor’s fighting space.
• Reach: The Power Armor’s reach, even without
weapons.
• Purchase DC: The base purchase DC of the Power
Armor without armor, weapons, and other equip-
ment.
• Restriction: The level of license required to
purchase the Power Armor legally.
Base Purchase DC: 25.
Equipment Slots: Small Power Armor has 3 equipment
slots available. These slots are located as follows.
• Right arm: 1 slot.
• Torso: 1 slot.
• Boots: 1 slot.
Medium Power Armor
The standard of Power Armor in use in the futuristic
battlefield by the military is the Medium Power Armor.
Medium Power Armor offers a solid mix of firepower
and effectiveness in power armors. These armors are
great additions to any fighting force and can easily added
to any mobile fighting force whether it is on the ground
or even in space.
POWER ARMOR
Power Armor technology can be found in societies of PL
6 or higher.
Small Power Armor
Essentially small suits of light military armor, Small
Power Armor are created to add “more punch” to light
infantry and police groups and can add firepower of
several combatants with this armor. Small Power Armor
is the easiest of al Power Armors to operate but suffer
from being not a durable, armed or resilient as other
Power Armors.
Combat Statistics: Medium Power Armor adds a
+3 equipment bonus to a character’s Strength score.
Depending on the material used, Medium Power Armor
has 50 bonus hit points, which are added to the charac-
ter’s total and subtracted first when the character takes
damage. It takes a –2 penalty on Hide checks.
POWER ARMOR BODY SIZE
Power Armor bodies come in Small, Medium and Large
sizes. Power Armor’s size determines how many equip-
ment slots ( places where weapons and additional equip-
ment can be installed ) it has, and how well it measures
up in combat. See Table: Power Armor Sizes for a
summary of this information.
Combat Statistics: Small Power Armor adds a +2 equip-
ment bonus to a character’s Strength score. Depending
on the material used, Small Power Armor has 25 bonus
hit points, which are added to the character’s total and
subtracted first when the character takes damage. It takes
a –1 penalty on Hide checks.
Medium Power Armor has a single slam attack that deals
1d6 points of damage ( plus the character’s increased
Strength modifier ). Its reach is 5 feet.
Equipment Slots: The number of locations where
weapons and other Power Armor equipment can be
installed.
Hit Points: The Power Armor’s hit points, and the
number of hit points the Power Armor provides its
operator.
Base Purchase DC: 30.
Equipment Slots: Medium Power Armor has 4 equip-
ment slots available. These slots are located as follows.
Small Power Armor has a single slam attack that deals
1d4 points of damage ( plus the character’s increased
Strength modifier ). Its reach is 5 feet, and its base speed
is 20 feet.
• Right arm: 1 slot.
• Shoulders: 1 slot.
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Weapons of Power Armor Destruction
• Torso: 1 slot.
• Boots: 1 slot.
To build Power Armor superstruc-
ture from scratch, a character must
succeed at a Craft ( Power Armor )
check ( DC 25 ) and a Craft ( struc-
tural ) check ( DC 25 ) after investing
the requisite amount of assembly
time, based on the Power Armor’s
size: Small 50 hours, Medium 75
hours and Large 125 hours. A char-
acter without Power Armor tool
kit takes a –4 penalty on both skill
checks. The character must also make a Wealth check
against the Power Armor’s base purchase DC.
Table: Superstructure Materials
Material
Modified Base Purchase DC
Large Power Armor
Large Power Armor is the most advanced of Power
Armors in PL 7 and higher societies. This Power Armor
can be as large as the smallest pieces of Power Armor
on battlefield and can turn the tire of any small unit and
skirmish combat situations.
Superstructure
Hardness Small Medium Large
Duralloy ( PL 6 )
8
20
21
12
Neovulcanium ( PL 7 ) 11
20
21
12
Neutronite ( PL 7 )
12
22
24
26
Vanadium ( PL 6 )
10
22
24
26
Normally this Power Armor has been though several
major conflicts and has suffered and slightly survived
through them. In gaming terms, all Power Armor with
outdated will have its hardness reduced by 5 points.
Hardness: -5
Base Purchase DC Modifier: -10
Combat Statistics: A Large Power Armor adds a +3
equipment bonus to a character’s Strength score and a
–1 penalty to Dexterity. It imposes a –2 size penalty on
attack rolls and to Defense. Depending on the material
used, Large Power Armor has 75 bonus hit points, which
are added to the character’s total and subtracted first
when the character takes damage. It takes a –3 penalty
on Hide checks. Large Power Armor has a single slam
attack that deals 1d8 points of damage ( plus the charac-
ter’s increased Strength modifier ). Its reach is 5 feet.
Prototype
The Power Armor of this type is normally the first trial
of a new type of Power Armor design and will normally
not be as advanced as the standard issue make and model
of that same Power Armor. These types of Power Armor
will have one less equipment slot ( player’s choices ) then
other comparative Power Armor body sizes; so a Large
Power Armor with prototype will only have 6 equipment
slots instead of the normal 5 slots.
Base Purchase DC: -5
Equipment Slots: -1 ( player’s choices )
Unique
The Power Armor of this type has been radically changed
from the stand issue Power Armor that was developed
and available. These types of Power Armor are normally
for those Power Armor Pilots who want to personalize
their Power Armor even more. Due to the customiza-
tion of this vehicle, these types of Power Armor will
have two more equipment slot ( player’s choices ) then
other comparative Power Armor body sizes; so a Large
Power Armor with prototype will have 6 equipment slots
instead of the normal 8 slots.
Base Purchase DC: +10
Equipment Slots: 2 ( player’s choices )
Base Purchase DC: 35.
Equipment Slots: Large Power Armor has 6 equipment
slots available. These slots are located as follows.
• Back: 1 slot.
• Left arm: 1 slot.
• Right arm: 1 slot.
• Shoulder: 1 slot.
• Torso: 1 slot.
• Boots: 1 slot.
Next Generation Construction
This Power Armor is on the cutting edge of technology
in direct comparison to other Power Armor of a similar
model and make. Normally, this Power Armor has been
just finished prototype construction and is the first active
Power Armor types to come right off the assembly line.
In gaming terms, all Power Armor with Next Genera-
tion Construction will have its hardness increased by 10
points.
Hardness: +5
Base Purchase DC Modifier: +10
Different types of superstructure materials are presented
below and summarized in Table: Superstructure Mate-
rials.
POWER ARMOR
SUPERSTRUCTURE
Power Armor’s superstructure—its exoskeleton, interior
braces, and other structural parts—can be made from any
sufficiently advanced metal alloy. Whatever its compo-
sition, Power Armor’s superstructure has a hardness
that reduces the damage the Power Armor takes from
weapons and collisions.
Hardness: The amount of damage the material absorbs
from a weapon hit or collision.
Base Purchase DC Modifier: The modifier applied to
the Power Armor’s base purchase DC.
Outdated
This Power Armor is quite outdated, in direct comparison
to other Power Armor of a similar model and make.
Restriction: Since Power Armor requires a license to
own and operate; the materials used for making them do
not require special licenses to purchase.
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Weapons of Power Armor Destruction
hour, Medium 2 hours and Large 3 hours. Armor can be
removed in half the time with a successful Repair check
( DC 20 ).
Duralloy (PL 6)
Duralloy is harder, heavier, and more durable than
alumisteel used on some mecha. It can also be used to
fashion armor ( see Power Armor, below ).
Hardness: 8.
Base Purchase DC Modifier: None.
Duralloy Armor (PL 6)
Duralloy is harder, heavier, and more durable than
alumisteel. It can also be used as a building material for
Power Armor superstructures.
Equipment Bonus: +2.
Armor Penalty: –2.
Speed Penalty: –5 feet.
Purchase DC: 5 + one-half the Power Armor’s base
purchase DC.
Different types of Armor are presented below, along with
the following statistics:
Equipment Bonus: The equipment bonus that the armor
provides to the operator’s Defense.
Neovulcanium (PL 7)
Similar to duralloy, neovulcanium uses plasma-forging
techniques to create an alloy of unparalleled resilience.
Neovulcanium can also be used for armor ( see Power
Armor, below ).
Hardness: 11.
Base Purchase DC Modifier: +3
Armor Penalty: Armor applies this penalty on its oper-
ator’s Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, and Tumble checks.
Duraplastic Armor (PL 5)
Duraplastic armor is made of advanced plastic polymers,
such as carbon fiber and high-grade fiberglass. Although
relatively cheap and light, it doesn’t offer tremendous
protection.
Equipment Bonus: None.
Armor Penalty: –1.
Speed Penalty: None.
Purchase DC: 3 + one-half the Power Armor’s base
purchase DC.
Speed Penalty: The amount by which the armor reduces
the Power Armor’s base speed.
Purchase DC: The cost of the armor.
Neutronite (PL 7)
Neutronite is a tough steel alloy into which a weave of
free neutrons has been pressed. It is extremely resilient
but also incredibly massive, weighing approximately five
times more than a similar volume of lead.
Hardness: 12.
Base Purchase DC Modifier: +4.
Restriction: Since Power Armor requires a license
to own and operate, Armor does not require a special
license to purchase.
Alumisteel Armor (PL 5)
This easy-to-acquire alloy is lightweight and reasonably
strong.
Equipment Bonus: +1.
Armor Penalty: –2.
Speed Penalty: None
Purchase DC: 5 + one-half the Power Armor’s base
purchase DC.
Resilium Armor (PL 6)
Resilium is a more malleable alloy than duralloy,
although not as strong.
Equipment Bonus: +1.
Armor Penalty : –3.
Speed Penalty: None.
Purchase DC: 3 + one-half the Power Armor’s base
purchase DC.
Vanadium (PL 6)
Vanadium alloy absorbs a respectable amount of damage
and is easy to mold.
Hardness: 10.
Base Purchase DC Modifier: +2.
Crystal Carbon Armor (PL 7)
Grown in orbital laboratories, crystal carbon is a
composite fiber material that narrowly outperforms
neovulcanium on the battlefield.
Equipment Bonus: +3.
Armor Penalty: –3.
Speed Penalty: None.
Purchase DC: 7 + one-half the Power Armor’s base
purchase DC.
ARMOR
Armor can be welded or otherwise fixed securely to
Power Armor’s superstructure, providing an equipment
bonus to the Power Armor’s Defense. Power Armor does
not impose a maximum Dexterity bonus upon the Power
Armor operator ( as worn armor does ) and does not
require a special proficiency feat to use. Installing armor
on Power Armor requires a Craft ( Power Armor ) check
( DC 20 ). The check is made after investing an amount
of time determined by the Power Armor’s size: Small 1
Neovulcanium Armor (PL 7)
Similar to duralloy, neovulcanium uses plasma-forging
techniques to create an alloy of surprising resilience. It is
also used as a building material for Power Armor super-
structures.
Equipment Bonus: +5.
Armor Penalty: –5.
Speed Penalty: –5 feet.
Purchase DC: 10 + one-half the Power Armor’s base
purchase DC.
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Weapons of Power Armor Destruction
If a range increment is listed instead, it represents the
distance at which accuracy begins to decline, as per the
rules on range increments.
Power Armor tool kit takes a –4 penalty on the skill
check. The character must also make a Wealth check
against the flight system’s purchase DC.
Reactive Armor (PL 8)
Consisting of layers of insulating gel or compressed gas
between cerametal sheets, reactive armor provides the
same protection as crystal carbon armor but is consider-
ably cheaper and easier to produce.
Equipment Bonus: +4.
Armor Penalty: –3.
Speed Penalty: None.
Purchase DC: 5 + one-half the Power Armor’s base
purchase DC.
Unless otherwise noted, equipment with a range incre-
ment has a maximum of ten increments.
Jetpack (PL 6)
A jetpack combines vectored thrust with simple avionics,
granting the Power Armor a fly speed of 50 feet ( clumsy ).
The jetpack carries enough fuel for the Power Armor to
travel a total of 500 feet; refueling has a purchase DC of
12.
Equipment Slots: 1 must be back or boots.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 5 + one-quarter the Power Armor’s base
purchase DC.
Restriction: None.
Target or Targets/Effect/Area: This entry starts with
one of three headings: Target, Effect, or Area. If the
target of the component is you, you do not receive a
saving throw ( and there is no saving throw entry for the
piece of equipment ). If a component is a weapon capable
of autofire, it will be noted here.
POWER ARMOR
EQUIPMENT
Power Armor equipment falls into several categories:
flight systems, sensor systems, defense systems, weapons
( both hand-held and integrated ), and miscellaneous
systems.
Duration: The amount of time a piece of equipment
continues to operate before it needs to be reactivated, or
how long its effect lasts. Duration of persistent means the
equipment functions until the Power Armor is destroyed
( reduced to 0 hit points ) or the Power Armor’s operator
turns it off ( usually as a free action ).
Saving Throw: If a piece of equipment calls for a saving
throw, the type of saving throw is listed here, along with
the effect of a successful save.
Installing a piece of equipment on Power Armor—be
it a weapon or some other integrated system—requires
a Craft ( Power Armor ) check ( DC 15 ). The check is
made after investing an amount of time determined by
the Power Armor’s size: Small 2 minutes, Medium 5
minutes, and Large 8 minutes. If the weapon or system
occupies more than one equipment slot on the Power
Armor, multiply the installation time by the number of
slots it takes up. An integrated weapon or system can be
removed in half the time with a successful Repair check
( DC 15 ).
Jet-Assist Wings (PL 7)
Jet-assist wings allow a flying Power Armor to maneuver
more effectively, but do not provide the Power Armor
with the ability to fly. Power Armor with jet-assist wings
improves its flight maneuverability by one category
( clumsy to poor, poor to average, and so on ).
Equipment Slots: 1 must be shoulders.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 3 + one-quarter the Power Armor’s
purchase DC.
Restriction: None.
Purchase DC: The purchase DC for the Wealth check to
acquire the equipment.
Restriction: The level of license required to purchase the
equipment legally.
Unlike Power Armor, Power Armor wears do not have
use on of their equipment slots for the armor’s operator.
POWER ARMOR
FLIGHT SYSTEMS
All Power Armor is equipped with legs that allow
them to walk and run. Power Armor’s size determines
its base speed, as noted in Table: Power Armor Sizes.
This section describes various optional flight systems.
To build a flight system from scratch, a character must
succeed at a Craft ( Power Armor ) check ( DC 25 ) after
investing 30 hours in its assembly. A character without
In addition to a general description, each piece of equip-
ment includes the following information:
Equipment Slots: The number of equipment slots
needed to install the equipment. Some pieces of equip-
ment are limited to specific body slots, as noted here.
Jump Jets (PL 6)
Jump Jets are normally incorporated with any jetpack
flight systems, but not always. This gives any Power
Armor with this modification the ability to instead of a
“jump” instead of using normal flight with the jetpack.
Activation: How long it takes to activate the piece of
equipment ( usually an attack action ).
Range/Range Increment: A range listing indicates the
maximum distance out to which the equipment functions.
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