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Armor

Back in the earth, people protected themselves with clumsy suits of mail, perhaps the odd shield brandishing a crest. Thankfully, armor is no longer obvious and can often be slipped underneath regular clothes. And then someone asks to don a giant power armor, and subtlety goes out the window.   Option: The time period and setting of a game dramatically affect the role of armor. Is it mandatory, or do only certain people wear it? If armor is expected to be uncommon or reserved for specialized circumstances, the GM should consider the following modifications:  
  • Increase base unarmored AC to 12 instead of 10.
  • Allow characters to add Dex OR Con to AC instead of just Dex (representing the ability of tougher characters to shrug off inconsequential hits).
  • Increase the base AC of all light armor by +1.
  • All armor reduces incoming damage, in addition to other properties: 1 point for light, 2 for medium, 3 for heavy (to a minimum of 1 damage this does not apply to exo-armor.
  • A more advanced form of these optional rules can be found in the UltraMax chapter.
These modifications do not apply if self-shields are the norm (see below).

EXO-ARMOR

Expand Exo-Armor
Powered armor, or exo-armor, is a powered mechanized unit controlled by a pilot inside. While several are not much bigger than their controllers, others weigh several tons and can tower over fifteen feet. Even though these are machines rather than creatures, Large suits can still squeeze like any other creature.   Exo-armors are not mecha, as they operate mostly under conventional armor rules. Mecha have their own, more complicated rules, as detailed in the following chapter.  

Entering and Exiting Exo-Armor:

While under power, it is possible to don or remove exo-armor by using an action and expending 30 feet of movement (on the same turn).  

Hit Points & Threshold:

Exo-armor has its own hit point total, which the wearer can shunt damage to instead of taking it herself. It also possesses a threshold, which is the maximum amount of damage the suit can absorb (or shunt to its own hit points) from a single hit (the wearer taking the rest). If exo-armor is reduced to 0 hit points, it can no longer absorb damage but is still functional. It is only considered disabled when its pilot is reduced to 0 hit points.  

Shutdown:

Exo-armor, being more an occupied robot than a suit of armor, is vulnerable to effects that disable machines, such as an electromagnetic pulse. Should the armor lose power and be unable to recover, the wearer is also immobilized but can escape from the armor by using three consecutive actions or bonus actions followed by 30 feet of movement to extricate herself.  

Weight:

Exo-armor can support its own weight and does not encumber the user. Its movement value is also fixed, despite any other gear or abilities the user may possess to alter it.
 

LIGHT ARMOR

BALLISTICS ARMOR

Expand Ballistics Armor
This is a light, but still somewhat clumsy collection of ceramic and polymer plates placed strategically to withstand impacts without hampering maneuverability significantly. This armor works well under normal clothes without revealing its purpose.   Resistance (Mk2): Slashing from nonmagical weapons.
 

BIOSUIT

Expand Biosuit
An offshoot from other nano-technology-based armor, the biosuit is designed to maximize user abilities. Its inbuilt AI is programmed to perfectly match itself to its owner, and thus is nearly impossible to steal without being rendered useless. It’s also nearly unseen on the black market as the only way to give one away is for the original owner to be present for the handoff and authorize the AI to match to a new user. Once paired, the biosuit perfectly conforms to the physical features of its user, knowing where to add enhancements.   As a result, it is considerably more maneuverable than other armors of its type. Its most notable feature allows it to switch modes depending on conditions present.  
Balance:
For the sake of game balance, the biosuit counts as three very rare items.  
Power:
The biosuit requires an H-class power cell to operate, and it does not function without it.  
Mask:
You are immune to gas attacks and inhaled poisons.  
Mode:
Use an action to set the biosuit’s mode. By default, it is set to armor mode, but when switched, it will remain in its new mode until switched back. After a short or long rest, it automatically switches back to armor mode. Activating a mode costs a cell charge, but maintaining a mode does not.  
  • Armor: You gain 10 temporary hit points. Once during your turn, as a free action while in armor mode, you can regenerate 1 temporary hit point (the total does not reset if you disable and reengage armor mode). You also gain resistance to fire, acid, and cold, as well as bludgeoning, slashing, and piercing from nonmagical weapons.
  • Strength: You gain a +4 bonus to Strength and have advantage with Strength ability checks.
  • Speed: You gain a +10 bonus to speed and can use the Dash action as a bonus action.
  • Cloak: You become invisible until the end of your next turn.
Anything you are wearing or carrying is invisible as long as it is on you. The effect ends if you attack or cast a spell. Once deactivated, the armor reverts back to armor mode.
 

LEATHER / TEXTILE

Expand Leather
This is a blanket term referring to any high-quality set of clothes not directly intended for combat protection. Very often, these clothes are meant for aesthetics with the added benefit of saving the wearer from bumps and scrapes. It also offers the advantage of not impeding the user.
 

SPIDER SILK SUIT

Expand Spider Suit
Computer-controlled looms weave super-thin synthetic silk into an extremely flexible nylon. When struck with an attack, the spider silk resists as hard as steel but will still flex more than soft rubber. It employs several thicker pads of carbon fiber in key areas. The spider suit allows for extreme maneuverability.   Resistances: Lightning and slashing from nonmagical weapons.   Flexible: If your Dexterity score is 20 or higher, the AC of this armor increases to 13.
 

SYNTHETIC WEAVE

Expand Synthetic
The predecessor to advanced aromatic polyamides, this full-body set includes thicker pads for impact damage reduction from slashing. It is, however, vulnerable to piercing attacks. Nevertheless, it is a popular basic outfit and a comfortable choice for many in the field. Unlike most armor, synthetic weave can fit easily and covertly under normal clothes (and can even be designed to look more like clothing than armor).   Resistance (Mk2): Slashing from nonmagical weapons.
 

MEDIUM ARMOR

 

ARAMID COMBAT SUIT

  Expand Aramid Combat Suit
The combat suit employs and blends harder materials, rigid ceramic, and and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.   Resistance (Mk2). Fire and bludgeoning from nonmagical weapons.
 

ARAMID SURVIVAL SUIT

  Expand Survival Suit
This employs a combination of flexible aramid fabrics and rigid ceramic and metal plates. The suit covers the wearer completely, sealing her from the outside environment. Mask: You are immune to gas attacks and inhaled poisons.   Resistances (Mk2): Fire and cold, and bludgeoning from nonmagical weapons.
 

BLINDER MAIL

Expand BLINDER MAIL
This resembles a lightened version of the heavier titanium carbide armor. It additionally offers a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using.   Stealth: When you activate the stealth net, you have advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line of sight (although doing so negates your advantage). The stealth net takes one charge per minute of use.
 

F.A.S.T.

  Expand F.A.S.T.
F.A.S.T. (Fighting Accelerator Suit Technology): Although a full-body enclosed suit, the fast-tracker does not count as an exo-armor given certain limitations over more advanced models. However, like the plus suit, it does blur the lines somewhat.   The F.A.S.T. significantly improves maneuverability, speed, and strength. It also benefits from an enclosed life-support system, protecting the user from hostile external environments. Its helmet-mounted holographic display improves maneuverability and targeting, making the end result a financial nightmare that never reached mass production. As such, few are seen outside of support roles.  
Balance:
For the sake of game balance, the F.A.S.T. counts as one legendary item and two very rare items.  
Electromagnetic Shielding
  As a reaction to the armor’s shutdown, the F.A.S.T. comes back online. Once you use this feature, you cannot use it again until you finish a long rest. If still disrupted, you are restrained until the armor comes back online.  
Jump Jets:
You are always considered moving when performing a jump.  
Accelerator:
You have advantage with Strength (Athletics) checks and Dexterity (Acrobatics) checks.  
Mask:
You are immune to gas attacks and inhaled poisons.  
Boosted:
You gain a +2 bonus to Dexterity and a +2 bonus to Strength.  
Power:
The F.A.S.T. requires an H-class power cell to operate, and it does not function without it.  
Resistances:
Fire, acid, and cold, and bludgeoning, slashing, and piercing from nonmagical weapons.  
Speed:
Your speed increases by +10. You spend a charge to increase this to +40 for up to one minute, and you can use the Dash action as a bonus action.
 

FORCE BODY VEST

Expand FORCE
An upgrade from basic ballistics armor, this variation is lighter, equally as resilient, and is offered in a modular configuration, making it far easier to provide a proper fit. If worn below clothes, it is still obvious.
 

NANOTECH COMBAT ARMOR

Expand Nanotech
This suit uses molecule-sized machines to alter the composition of the 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.  
Nano-Reaction:
Any critical hit against you becomes a normal hit.  
Resistances:
Fire and cold, and bludgeoning and slashing from nonmagical weapons.
 

PLUS SUIT

Expand PLUS SUIT
A predecessor of later powered armor, plus suits became popular in many circles, given their enhancement capabilities and maneuverability without sacrificing visibility and while maintaining a relatively inexpensive price point. Early models stuck with enhancement, and only a close inspection would reveal the limb reinforcements over other regular advanced military armors. Later successors did away with this restriction and began pushing the armor until the line between it and a full-blown mecha became blurred.  
Balance:
For the sake of game balance, the plus suit counts as two rare items. The TL4 plus counts as one legendary item and two rare items.  
Electromagnetic Shielding:
As a reaction to the armor’s shutdown, the plus comes back online. Once you use this feature, you cannot use it again until you finish a long rest. If disrupted, you are restrained until the suit comes back online.  
Enhancement:
While wearing a plus suit, you gain the following benefits:  
  • +2 bonus to Strength.
  • +2 bonus to Dexterity.
  • +5-foot bonus to speed.
Mark 2 Features: The Mark 2 increases the base model’s feature to include the following:  
  • +4 bonus to Strength.
  • +4 bonus to Dexterity.
  • +10-foot bonus to speed.
  • Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
Mask:
You are immune to gas attacks and inhaled poisons.  
Mounts:
Your armor is equipped with mounts on each arm, leg, and on each shoulder. Each mount can hold a two-handed small arm (or smaller) or up to four magazines/cells, which can be accessed easily.  

SPACESUITS (MEDIUM/HEAVY)

Spacesuits don’t technically function as combat armor, but they do provide needed protection. There are two varieties, medium and heavy, with the latter being reserved for dedicated space use and the former often employed within spacecraft or on alien worlds.  
Electromagnetic Shielding:
Spacesuits are immune to electromagnetic damage and interference.  
Pressurized:
A spacesuit has its own air supply, providing one hour per tech level of life support. While sealed, you are immune to gas attacks and inhaled poisons.  
Cosmic:
You have resistance to force and radiant damage.  
Thrusters:
Your energy cell powers a thruster system with 30 charges. If within freefall or a low-to-no gravity environment, you can move using your thrusters (one charge per move). You can also use a charge as a free action to gain advantage on your next Dexterity ability check (while in low-to-no gravity).  
Layered (Heavy only):
You have resistance to bludgeoning damage from nonmagical weapons.
 

HEAVY ARMOR

ADVANCED WASTELAND ARMOR

Expand Wasteland
An evolved form of the full combat warrior, cooling systems maintain internal temperature in the harshest environments. A sealed helmet processes external gases.  
Resistances:
Fire and cold, and bludgeoning and slashing from nonmagical weapons.  
Mask:
You are immune to gas attacks and inhaled poisons.  
Targeting:
You gain a +1 bonus to damage rolls with ranged weapons within normal range.
 

CARBIDE ARMOR

Expand Carbide
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.   Resistances (Mk2): Fire and cold, and bludgeoning from nonmagical weapons.
 

FLAK LONGCOAT

Expand Flak
This clumsy 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 brown or black. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind.
 

FULL COMBAT WARRIOR

Expand Full Combat Warrior
The full combat suit is a mixture of aramid padding and titanium 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 operations in the suit.  
Nightvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, and the system renders everything you see in shades of either green, yellow, or blue (user’s preference).  
Stealth:
If your camouflage pattern matches your terrain, you gain a +2 bonus on Dexterity (Stealth) checks. It takes a full minute to adapt a suit to the terrain.  
Targeting:
You gain a +1 bonus to damage rolls with ranged weapons within normal range.  
Resistances:
Fire, and bludgeoning and slashing from nonmagical weapons.
 

MOLTEN MAIL

  Expand Molten Mail
Able to reshape its structure at the molecular level, molten mail can shunt resources from protection to assault on the fly. An advancement over other nano armors, this variant would later be improved further by adding flight and ranged weapon options over the earlier limitations regarding metallic shapes.  
Electromagnetic Shielding:
As a reaction to the armor’s shutdown, the mail comes back online. Once you use this feature, you cannot use it again until you finish a long rest.  
Power:
The molten mail requires an H-class power cell to operate, and it does not function without it.  
Resistances:
Fire and cold, and bludgeoning from nonmagical weapons.  
Shaping:
As a bonus action, molten mail can form portions of itself into solid metal shapes. These forms must always remain attached to the armor; if separated, they reduce back to liquid until the main body can absorb it. Each bonus action can accomplish one shape. Formed weapons count as magical and adamantine for the purposes of armor penetration.   Shaping Options:  
  • Any single light melee weapon.
  • Any two-handed weapon (reduces AC by 1).
  • A shield that increases AC by +1. The affected arm cannot wield weapons but is otherwise considered empty.
  • You solidify your legs into the ground; you have advantage against being moved against your will, but your speed is halved.
  Mark 2 Additional Shaping Options:  
  • A one-handed laser or nuclear small arm. Each cell of the weapon uses up one charge of your armor’s H cell..
  • A two-handed laser or nuclear small arm (reduces AC by 2). Each cell of the weapon uses up 2 charges of your armor’s H cell..
  • Use a cell charge to gain a flight speed of 50 for up to one minute.

 
 

TACTICAL BODY ARMOR

Expand Tactical
This is a slightly detuned version of the full combat warrior armor. It offers similar protection in a lighter package. It sacrifices several of its carbide plates to make the suit less expensive for those on a budget and does not have a computer system built in.   Resistances (Mk2): Fire and cold, and bludgeoning from nonmagical weapons.
 

TECH MAIL

Expand Tech Mail
The most advanced non-powered armor, tech-mail, is based on medieval scale armor, utilizing overlapping discs no bigger than gold coins interlaced together to form a durable but flexible covering. The discs, comprised of silicon, ceramic, and titanium, spread out impacts across the entire body, allowing for greater protection. The exacting pattern of the scales is proportioned perfectly to maximize protection where needed most.   Resistances: Fire and cold, and bludgeoning, slashing, and piercing from nonmagical weapons.
 

YOWIE SUIT

Expand Yowie
Not designed for actual combat, this clumsy but effective piece of camouflage offers some rudimentary protection. It is not terribly heavy, but its overlapping layers of fake foliage render fast movement nearly impossible. Pouches and straps conceal various other camouflage patterns that can unfold or release to alter the appearance of the suit.  
Stealth:
In any earth or forest terrain, you have advantage on Dexterity (Stealth) checks. Additionally, if you don’t move on your turn, you gain half-cover.  
Thermoptics (Mk2):
The suit employs holographic imaging. If you spend a battery charge and don’t move on your round, you are invisible. You remain invisible until you move or make an attack.
 

EXO-ARMOR

ATAC-01 GOD MECH

  Expand ATAC-01
The most dominant and imposing suit in the known world, the ATAC-01 is designed to take on the largest of targets or engage entire enemy squads by itself. It is the ultimate evolution in exo-armor development—anything larger would be impractical. Someone acquiring an ATAC-01 would be wise to take care of it. It’s unlikely they would get another.  
Balance:
For the sake of game balance, the ATAC-01 counts as two legendary items and one very rare item.  
Bonus:
The ATAC-01 has a +3 bonus to AC (21 total).  
Electromagnetic Shielding:
As a reaction to shutdown, the ATAC-01 comes back online. Once you use this feature, you cannot use it again until you finish a long rest.  
Gauntlets:
Unarmed attacks with the armor do base 1d8 damage. If you already inflict 1d8 or more damage with unarmed attacks, increase the damage dice by one step (1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also have a +2 bonus to attack and damage rolls.  
Gravity Drive
You suffer no damage from a fall.  
Hit Points:
The ATAC-01 has 60 hit points and a threshold of 60.  
Large Size:
You are considered a Large creature while wearing the armor. You have reach.  
Mask:
You are immune to gas attacks and inhaled poisons.  
Mecha Fists:
The ATAC-01 has a Strength of 25.  
Nightvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  
Phase:
As a move action, spend a charge and teleport up to 25 feet.  
Power:
The ATAC-01 requires an H-class power cell to operate, and it does not function without it.  
Regeneration:
The ATAC-01 recovers 1 of its own hit points at the end of your turn while the machine is active.  
Repair Drone:
You can spend a charge as an action to recover 10 of the ATAC-01’s hit points.  
Resistances:
Fire, acid, and cold, and bludgeoning, slashing, and piercing from nonmagical weapons.  
Sensor Net
: You have advantage on Wisdom (Perception) checks.  
Speed:
Your speed is 30 feet.
 

ATH-Q58 Vertical Tank

  Expand ATH-Q58
The successor of the smaller VF-1, the impressive ATH has unfortunately not found as much recognition. The military division has analyzed the size of the machine, and the logistics division has criticized its cost in comparison to its lighter and cheaper cousin. In truth, its reputation as a weaker system is undeserving, as the ATH is considered one of the most powerful weapon platforms on the continent.   Balance: For the sake of game balance, the ATH also counts as one legendary item and two very rare items.   Bonus: The ATH has a +2 bonus to AC (20 total).   Electromagnetic Shielding: As a reaction to the armor’s shutdown, the ATH comes back online. Once you use this feature, you cannot use it again until you finish a long rest.   Firearm Stabilization: You can wield heavy weapons as if they are one-handed small arms and super heavy weapons as if they are two-handed small arms.   Gauntlets: Unarmed attacks with the armor do base 1d8 damage. If you already inflict 1d8 or more damage with unarmed attacks, increase the damage dice by one step (1d10 > 1d12 > 2d6 > 2d8 > 2d10). The gauntlets also grant a +2 bonus to attack and damage rolls.   Hit Points: The ATH has 50 hit points and a threshold of 50.   Mask: You are immune to gas attacks and inhaled poisons.   Mecha Fists: The ATH has a Strength of 23.   Power: The ATH requires an H-class power cell to operate, and it does not function without it.   Resistances: Fire, acid, and cold, and bludgeoning, slashing, and piercing from nonmagical weapons.   Speed: Your speed is 25 feet.   Weapon Mount: The ATH has a shoulder or arm-mounted assembly, which frees up a hand. This mount acts as a hand or a brace for holding or mounting weapons.
 

AV-98 Mecha

  Expand AV-98 Mecha
The AV-98 is a first-generation powered armor meant to pave the way for further large robots. Until its release, most exoskeletons were basic body-hugging amplification models. The AV-98 was an initial attempt to create a functioning giant mecha. It features no arms but has a very advanced walking system.   Auto-Reload: You have a mechanism to reload your weapons (since you have no arms). You can reload three clips/cells automatically before needing external loading (you either have to exit the suit to reload or have an ally do it for you). External reloading requires an action and a bonus action.   Balance: For the sake of game balance, the AV-98 has a +2 bonus to AC (20 total).   Electromagnetic Shielding: As a reaction to the armor’s shutdown, the AV-98 comes back online. Once you use this feature, you cannot use it again until you finish a long rest.   Large Size: You are considered a Large creature while wearing the armor. This does not affect your reach or damage dice.   Mask: You are immune to gas attacks and inhaled poisons.   Mecha: You ignore penalties for difficult terrain.   Power: The AV-98 requires an H-class power cell to operate, and it does not function without it.   Hit Points: The AV-98 has 50 hit points and a threshold of 50.   Nightvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Resistances: Fire, acid, and cold, and bludgeoning and slashing from nonmagical weapons.   Speed: Your speed is 30 feet.   Weapon Limbs: You have neither limbs nor manipulators to hold onto external weapons. You have no threatening reach and cannot make opportunity attacks. You are equipped with three heavy weapon mounts. Because the AV-98 is Large, you can install super heavy weapons as heavy weapons. Likewise, you can install heavy weapons or two-handed small arms in these mounts as two-handed small arms and one-handed small arms, respectively. You have disadvantage on attack rolls against Medium or smaller targets 5 feet or closer.

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