Editing
DnD5 DragonStar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== ARMOR === LIGHT ARMOR</br> '''Synthetic Weave'''[https://www.pinterest.com/pin/16325617390344081/visual-search/?imageSignature=234cd0e940fd8057fd5d8a0bb4b3da52]: through the predecessor to advanced aromatic polyamides this full body armor provides light protection.</br> '''Armored Longcoat''': an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.</br> '''Light Flak Vest'''[https://www.pinterest.com/pin/108156828539153670/]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br> '''Spider-Silk Suit''': Computer-controlled looms weave super thin synthetic silk into an extremely flexible nylon. When struck with any attack, the spider silk resists as hard as steel but will more flexibility than soft rubber. The wearer is also resistance to piercing and slashing damage from non-magic (or AP) weapons.</br> '''Synskin Chameleon Suit'''[https://www.pinterest.com/pin/2392606042662302/]: this light but extremely advanced synthetic weave full body armor offers the galaxies best stealth system available. While powered the wearer is Invisible (PHB) for up to five minutes with its B powercell. Even when not using this feature the user has advantage on Dexterity (Stealth) checks and can attempt to hide and even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a Stealth roll otherwise).</br> '''Void Suit'''[https://www.pinterest.com/pin/70437482053536/]: these suits are heavier and bulky then non-armored skinsuits that includes all the features of one but offer better protection from harsh environments (immunity to dangerous and extreme radiation, Resistances and advantage on saving throws against Deadly radiation). The C battery provides life support for 24 hours of continual use.</br> '''Ballistic Cloth'''[https://www.pinterest.com/pin/13440498878767489/]: advanced Kevlar cloth armor body protections.</br> '''Armored Flight Suit''': this full body suit uses heavier synthetic weave cloth but also includes pressure sensors to aid the wearer during high-g maneuver (in aerial combat). The wearer has advantage on Constitution saves against high pressure environment and the two B batteries provide 12 hours of vacuum life support (as a Skinsuit). The helmet includes a basic HUD and a basic comlink.</br> '''Scout Armored Suit'''[https://www.pinterest.com/pin/914862411422844/]: reinforced ballistic cloth full body armor that allows for maximum movement and superior protection. Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br> MEDIUM ARMOR</br> '''Force Body Vest''': a rigid hardened force chest and back plate.</br> '''Blinder-Mail''': this resembles a lightened version of the mithril carbide armor. It incorporates a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using. When the unit is activated the wearer has advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). The stealth feature lasts up to one hour of continuous use on a C powercell. When not in use the wearer does not suffer disadvantage with stealth.</br> '''Aramid Combat Suit'''[https://www.pinterest.com/pin/65161525850493816/]: the combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.</br> '''Aramid Survival Suit'''[https://i.pinimg.com/originals/cf/2d/ba/cf2dbaab189111158e6606ee963cafcd.jpg]: as the combat suit but includes sealed environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). The Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br> '''Combat Void Armor'''[https://www.pinterest.com/pin/914862414922508/]: this is an armored void suit and incorporates all of the features of one with the added benefit of rigid armor plating and superior ballistic cloth blends. Includes the same environmental features as a Void suit.</br> '''Nanotech Armor'''[https://www.pinterest.com/pin/193725221458212678/]: this suit uses molecule-sized machines to alter the composition of the armored suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons. The suits nanobits also have the effect of negating critical hits causes by any of the damage types listed above (even magical and AP version).</br> HEAVY ARMOR</br> '''Flak Longcoat''': this heavy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. It counts as Winter Clothing (see Clothing and Protective Gear) when button up tight</br> '''Carbide Armor'''[https://www.pinterest.com/pin/2111131068424499/]: Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user’s flexibility.</br> '''Tactical Body Armor'''[https://www.pinterest.com/pin/184647653461960681/]: This is a slightly less advantaged version of the full combat plate armor. It offers similar protection in a lighter package. It sacrifices several of its carbide/adamantine plates to make the suit less expensive for those on a budget, and does not have the advanced systems.</br> '''Advanced Wastelander''': this armor is enhanced tactical body armor that provides additional environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The suit also offers Resistance to fire and cold damage.</br> '''Tech-Mail'''[https://www.pinterest.com/pin/5981411990565489/]: one of the most advanced non-power armored material crafted, the mail appears somewhat like a suit of ancient chainmail or ringmail with overlapping metal discs. This discs, comprised of silicon, ceramic and adamantine, which spread the impact across the entire body providing superior protection. The suit offers resistance to lightning, fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.</br> '''Force Combat Plate'''[https://www.pinterest.com/pin/914862410696311/]: the full combat suit is a mixture of aramid padding and adamantine plates in water-resistant layers of nylon and metallic fibers covered by patterned camouflage. It offers an insulated backpack-mounted computer system that controls various systems on the suit. The helmet provides Darkvision out to 120 feet, provides +2 bonus to Dexterity (Stealth) but still at a disadvantage. The suits targeting HUD provides +2 bonus to damage rolls with ranged attacks (as Red-Dot laser, does not stack). The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.</br> SHIELDS</br> '''Riot Shield''': This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move).</br> '''Boarding Shield''': Designed for forward boarding actions on starship or breaching fortifications, the shield incorporates a clear-metal view port at users’ eye level along with maglock anchors that allow it to be set as a fixed point as an action that would provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover from one direction. It also takes an action to un-anchor the maglock. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move). As a reaction, the user can also impose disadvantage against one melee attack directed against it or an adjacent target.</br> '''Power Shield'''[https://renderu.com/en/gallery/artwork/198553]: This high tech shield when not in use appears to be simply a brash or bronze metal braclet that one wears on their shield wrist. When activated acts as a normal shield but very light weight and easy to move. Runs on a single B powercell for 30 mintues of continuos use.</br> EXO-ARMOR</br> Wearer gains Resistance to all non-AP damage. Each set have a certain Hardness rating. This is the same as with Vehicles; the Hardness rating is reduces the damage the armor suffers, before applying Resistance. The wearer then suffer any remaining damage. Exo armor include the skinsuits life support while the suit has power and come with a standard comlink and dataslate intergraded into the suits, with basic HUD displays to the faceshield. It takes a full round action to enter or exit exo-armor suit. While powered the weight of the suit has no effect on the wearer’s encumbrance.</br> '''Utility Powered Exoskeleton''': this heavy suits offer little protection as they are not meant to be used in combat, instead acting as power lifters and cargo movers. The suits has a Hardness of 5. These suits are Large sized but are considered Huge for carrying capacity and have a base Strength of 30 (base 1,200lbs encumbrance). The armed fist of the suits deal 1d12 bludgeoning damage but all attacks are made at disadvantage (due to the suits rather slow movement for safety reasons). The suit runs for 18 hours of continual use with a single F powercell.</br> '''Scout Exoarmor'''': these light power suits have a Hardness of 8. The suit has a Strength value of 19, deals 1d8 bludgeoning damage unarmed and its base move Speed is 60 feet. Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. There is an intergraded jump pack that allows the wearer to leap up to 30 feet vertical and 45 feet horizontal. This pack runs on a separate D powercell and is good for 20 jumps before requiring a replacement. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit cannot incorporate any Super-Heavy weapons but can integrate one Heavy or any two smaller weapons into it. The suit cannot use “semi” super-heavy weapons without some time of weapon gimble, etc.</br> '''Combat Exoarmor''': standard infantry combat power armor these suits have a Hardness of 10. The suit has a Strength value of 23, deals 1d10 bludgeoning damage unarmed and its base move Speed is 45 feet. The suit is considered large sized for encumbrance (base 460lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate one Super-Heavy, or four Heavy or any six smaller weapons into it. The suit’s reinforcements also allows it to use a “semi” Super-Heavy weapon.</br> '''Heavy Combat Exoarmor'''[https://www.pinterest.com/pin/4292562130085573/]: the heaviest exo-suits (anything bigger and you are taking about walker suits not power armor) these suits have a Hardness of 15. The suit has a Strength value of 25, deals 1d12 bludgeoning damage unarmed and its base move Speed is 30 feet. The suit is Large sized and the wearer has reach, but consider huge for encumbrance (1,000lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two F powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate two “semi” Super-Heavy, or six Heavy or any eight smaller weapons into it. The suit’s reinforcements also allows it to use an additional “semi” Super-Heavy weapon.</br> POSSIBLE ARMOR AND ANY APPROPIATE GEAR UPGRADE</br> *'''Advanced Helm Systems''': Helm, includes Whisper Pin comlink, Auto-Senses (+2 Perception with sight), and Ether-eyes (Darkvision 120ft). Costs +2,000 credits +2lbs and a B powercell that last for 24 hours of continous use. *'''Energy Resistance''': Add resistance to one type of following energy – acid, cold, fire, lightning or thunder. Cost +1,000 credits +10% weight (minimum 4lbs) each. *'''Environmentally-Seal''': Can be added to full body armor or full body clothing. Adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Cost +500 credits +6lbs and a B powercell that last for 24 hours of continuous use. {| class="wikitable" | '''LIGHT ARMOR''' || '''COST''' || '''ARMOR CLASS''' || '''STR''' || '''STEALTH''' || '''WT''' || '''CELL''' |- | Synthetic weave* || 30 || 12 +Dex mod || -- || -- || 7 || -- |- | Armored longcoat* || 30 || 12 +Dex mod || -- || -- || 8 || -- |- | Light flak vest* || 50 || 12 +Dex mod || -- || -- || 10 || -- |- | Void suit || 150 || 12 +Dex mod (max +2) || -- || Disadvantage || 20 || C |- | Spider-silk suit* || 1,500 || 12 +Dex mod || -- || -- || 6 || -- |- | Synskin chamo suit || 5,000 || 12 +Dex mod || -- || Special || 8 || B |- | Ballistic cloth* || 75 || 13 +Dex mod || -- || -- || 15 || -- |- | Armored flight suit || 250 || 13 +Dex mod || -- || -- || 18 || 2B |- | Scout armored suit || 3,000 || 14 +Dex mod || -- || -- || -- || -- |- | '''MEDIUM ARMOR''' |- | Force body vest* || 250 || 14 +Dex mod (max +2) || -- || -- || 20 || -- |- | Binder-mail || 4,500 || 14 +Dex mod (max +2) || -- || Special || 25 || C |- | Aramid combat suit* || 300 || 15 +Dex mod (max +2) || -- || Disadvantage || 25 || -- |- | Aramid survival suit || 500 || 15 +Dex mod (max +2) || 12 || Disadvantage || 30 || 2B |- | Combat void suit || 1,000 || 15 +Dex mod (max +2) || 12 || Disadvantage || 35 || C |- | Nanotech armor || 8,000 || 16 +Dex mod (max +2) || -- || -- || 25 || C |- | '''HEAVY ARMOR''' |- | Flak armored longcoat* || 400 || 15 || -- || -- || 30 || -- |- | Carbide armor* || 800 || 16 || 13 || Disadvantage || 40 || -- |- | Tactical body armor* || 1,500 || 17 || 14 || Disadvantage || 45 || -- |- | Advanced wasteland || 5,000 || 17 || 15 || Disadvantage || 50 || C |- | Tech-mail || 10,000 || 18 || 11 || Disadvantage || 40 || -- |- | Force combat plate || 15,000 || 19 || 13 || Disadvantage || 60 || C |- | '''SHIELDS''' |- | Riot shield* || 150 || AC +2 || -- || -- || 10 || -- |- | Boarding shield || 500 || AC +3 || 12 || Disadvantage || 19 || B |- | Power Shield || 1,000 || AC +2 || -- || -- || 2 || B |- | '''EXO-ARMOR''' |- | Utility exoskeleton || 5,000 || 12 || -- || Disadvantage || 1,500 || F |- | Scout exoarmor || 50,000 || 16 +Dex mod (max +2) || -- || -- || 650 || 2E |- | Combat exoarmor || 100,000 || 18 || -- || Disadvantage || 2,500 || 3E |- | Heavy combat exoarmor || 250,000 || 20 || -- || Disadvantages || 4,500 || 2F |- |} ==== Energy Shields ==== Advanced Force Field technology allows added protection again damage. These shields only work against advanced weapons. Primitive weapons ignore them complete (including primitive weapons with advanced alloy upgrade). For simplicity’s sake, energy shields act just like Temporary Hit Points, absorbing the damage the subject would suffer up to their “Threshold” level in damage from any one attack (Energy Shield are vulnerable to AP damage). If struck with multiple attacks in a round, the shield will absorb each one separately, each one up to its threshold. All energy fields also have a Fast Heal affect that so long as there is at least one temporary hit point remaining in the shield’s reserve it will heal that number at the beginning of the user’s round. If all of the temporary hit points are drain before the user’s next turn the powercell shorts out and the shield will not function until the powercell has been replaced. As with all temporary hit points, if you gain others form another source you only have access to the highest one. The others are ignored.</br> The capacity rating is the number of consecutive rounds that an energy field will remain ‘on’ for its powercell. The user can turn it off before this limit to save those rounds for later as it were. Once you have reached the number of rounds of capacity (or if it was shorted out as above) the shield deactivates and requires a new powercell. It takes an Action and a DC15 Mechanics to replace each powercell.</br> It takes an action to active or deactivate an energy shield. The field produces a slight shimmering affect that make them fairly obvious that a field is up. Therefore all but Advanced Shields impose disadvantage on stealth checks and the target cannot gain a non-spell Invisibility condition.</br> Basic shields can be worn with up to 10lbs of armor and/or clothing. Anything heavier and it will not activate. Tactical and Dueling can be worn with up to 20lbs of armor and clothing, Assault up to 30lbs of armor and clothing, while a Battle shield can be worn with up to 60lbs or armor and cloth. Only Advance shield can be worn with Exo-Suits. Only battle and advance shields allow the wearer to be carrying a shield (riot or battle).</br> All but Advanced Energy Shields only work for small or medium sized creatures. Advanced Energy Shields work both for Tiny to Large sized creatures. All other shields require superior technology that costs increase by four times, doubles the weight and increase the powercell type by +1 step (A becomes a B, etc.)</br> Energy shield do not provide any benefits against inhaled or ingested compounds, but for certain types of attacks, they are very effective. So long as there is 1 HP available from an energy shield, the wearer completely ignores all Air Gun attack affects. For Needle weapons, if the needle damage did not exceed the shields Threshold there is no poison damage or follow up effect.</br> {| class="wikitable" | '''TYPE''' || '''COST''' || '''CAPACITY''' || '''THERSHOLD''' || '''TEMP HP''' || '''FAST HEAL''' || '''WT''' |- | Basic || 1,000 || 10/2A || 10 || 50 || 2 || 2 |- | Tactical || 5,000 || 10/B || 10 || 75 || 5 || 4 |- | Dueling || 10,000 || 10/2B || 15 || 100 || 5 || 3 |- | Assault || 20,000 || 15/C || 15 || 125 || 6 || 10 |- | Battle || 45,000 || 15/2C || 20 || 150 || 8 || 16 |- | Advanced || 100,000 || 20/2B || 25 || 200 || 10 || 6 |- |}
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information