TEXT: Weapons of Power Armor Destruction 5
  Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
  LPJ9881
  POWER ARMOR  
  FLIGHT SYSTEMS 
  Advanced Avionics (PL 6) 
  Aerodynamic styling, improved software and highly 
  efficient thrusters help the Power Armor perform 
  better in the air. Each level of advanced avionics 
  taken improves the Power Armor’s flight speed 
  by one category. This enhancement may be taken 
  multiple times. 
  Prerequisites: Flight Mode 
  Equipment Slots: None 
  Activation: None
  Range: Personal 
  Target: You 
  Duration: Persistent 
  Saving Throw: None 
  Purchase DC: 10 +one half  the base cost of the 
  Power Armor. 
  Restriction: None
  Expanded Flight Range (PL 7) 
  Thanks to incredible advances in fuel storage, and 
  system miniaturization, the Power Armor increases 
  its flight range to nearly that of an early jet aircraft, 
  without significantly increasing bulk. 
  Power Armor with this enhancement can fly for a 
  maximum of 200 miles, before needing to refuel. 
  Refueling requires volatile and exotic substances 
  and has a purchase DC of 22. 
  Prerequisites: Flight Mode, at least one level of 
  Advanced Avionics
  Equipment Slots: One 
  Activation: None 
  Range: Personal 
  Target: You 
  Duration: Persistent 
  Saving Throw: None 
  Purchase DC: 30 
  Restriction: Restricted (+2) 
  Mag-lev Skimmer (PL 6) 
  The Mag-Lev skimmer enhancement allows the 
  Power Armor to hover a few inches off the ground 
  at all times, slightly increasing its speed and maneu-
  verability. Though this enhancement doesn’t afford 
  the mobility of true flight, it can be maintained 
  indefinitely, at low cost. 
  This enhances the base speed of the armor by 15 ft. 
  The armor constantly hovers 1” to 6” off the ground, 
  meaning at the GM’s option, the armor might be 
  immune to certain traps like tripwires and pits. 
  The Power Armor is considered to have the Spring 
  Attack feat, even if the pilot does not normally meet 
  the prerequisites. 
  Equipment Slots: One (Boots) 
  Activation: None 
  Range: Personal 
  Target: You 
  Duration: Persistent 
  Saving Throw: None 
  Purchase DC: 24 
  Restriction: None 
  
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  Weapons of Power Armor Destruction 5
  Trans Atmospheric Flight  
  Range (PL 8) 
  A Power Armor enhanced with this feature can achieve 
  escape veolocity, travel in Near Earth orbit, and reenter 
  the atmosphere safely. By travelling with the Earth’s 
  rotation, the mecha’s pilot can travel incredible distances 
  in a very short time. In a straight line, the Power Armor 
  can fly at a maximum of Mach 2. By making a trans-
  atmospheric hop, the mecha can effectively increase 
  its speed to Mach 15+ (meaning the Mecha can arrive 
  anywhere on Earth within about a hour). 
  Power Armor with this enhancement can fly for a 
  maximum of 3,000 miles, before needing to refuel. Refu-
  eling requires volatile and exotic substances and has a 
  purchase DC of 30.  
  Prerequisites: Flight Mode, at least one level of 
  Advanced Avionics, Space Skin 
  Equipment Slots: Two (can be carried in an external 
  equipment pod, like a jetpack)
  Activation: None 
  Range: Personal 
  Target: You 
  Duration: Persistent 
  Saving Throw: None 
  Purchase DC: 40 
  Restriction: Restricted (+2) 
  Power Armor Weapons
  Flechette Rifle (PL 6) 
  The long barreled Flechette rifle uses magnetic accel-
  eration to launch metal shards, the size of pencil shav-
  ings, into a target at Mach 3. Because a single Flechette 
  ‘shot’ uses a load of ammunition only about the size of a 
  quarter, a Flechette rifleman can carry hundreds of shots 
  in the same space taken up by a few clips of conventional 
  ammo. 
  A Flechette rifle inflicts 4d6 points of ballistic damage 
  on a successful attack, and the armor piecing rounds 
  reduce the target’s Hardness (if any) by one quarter. 
  Equipment Slots: One (arm or shoulder) for rifle and 
  100 rounds of ammunition
  Activation: Attack Action 
  Range Increment: 15 ft 
  Target: Single target 
  Duration: Instant 
  Saving Throw: None 
  Purchase DC: 18 (Purchase DC 10 for each additional 
  100 round ammo clip) 
  Restriction: Military (+3) 
  G.N. Stream (PL 7) 
  The Gamma Neutron stream is a powerful, hand held 
  energy weapon that uses deadly bursts of high-energy 
  radiation to kill opponents behind cover. Both gamma 
  waves and neutron particles pass through solid matter. 
  In game terms, the G.N. Stream ignores the effects of 
  cover, and completely ignores a target’s Defense. If 
  a G.N. Stream strikes a target he or she must make a 
  Fortitude save DC 18 or suffer 1D6 points of Constitu-
  tion temporary drain from radiation poisoning. (Since 
  the GN stream does no damage to non-living matter, this 
  weapon is ideal for air marshals, guards aboard military 
  submarines, the crew of starships, and those who want to 
  capture equipment undamaged for salvage.) 
  Equipment Slots: One (arm or shoulder) for projector 
  and enough radioactive material for 10 shots
  Activation: Attack Action 
  Range Increment: 20 ft 
  Target: Single target 
  Duration: Instant 
  Saving Throw: Fortitude DC 18 negates 
  Purchase DC: 26 (Purchase DC 18 for each radioactive 
  ammo clip) 
  Restriction: Military (+3) 
  Spatial Mortar (PL 8) 
  The Spatial Mortar uses a long range bulk teleporta-
  tion channel to launch several softball sized chunks of 
  shrapnel into a rapidly decaying earth orbit, at a position 
  calculated by the onboard computer to bring the shrapnel 
  crashing back down onto the target several seconds later, 
  at several times its original velocity. However, targeting 
  an adversary with this attack is difficult, and the lag time 
  between launching the attack and the impact makes this 
  weapon a risky choice at best. 
  In game terms, the attack roll made with weapon suffers 
  a –4 penalty. If the attack roll succeeds, the attack will 
  occur on the pilot’s initiative count in the next round. 
  Failure indicates the mortar round strikes an adjacent 
  square, as a grenade like weapon. 
  Equipment Slots: One, shoulders or back 
  Activation: Attack Action
  Range Increment: 30 ft 
  Target: Single target 
  Duration: Instant (1 round delay) 
  Saving Throw: None 
  Purchase DC: 22 
  Restriction: Military (+3) 
  Pneumatic Lance (PL 6) 
  The pneumatic lance fires a short-range beam of super 
  chilled compressed air with enough force to dent ballistic 
  steel. The main advantage to this unusual weapon is the 
  fact the projection equipment doesn’t have to resemble 
  a long cannon barrel; often a small ‘nipple’ like gun port 
  on the chest is all it takes to fire this weapon. Another 
  advantage is that since the weapon uses compressed air, 
  it can ‘reload’ itself from the surrounding air. 
  The Pneumatic Lance can fire once per minute. During 
  the ‘down time’ the weapon draws in air from the 
  surrounding environment to reload for a second shot. 
  The Pneumatic Lance will work only once in a vacuum; 
  it cannot be ‘reloaded’ without an atmosphere. Each shot 
  with the Pneumatic Lance inflicts 6d6 points of damage 
  on a successful attack. 
  
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  Weapons of Power Armor Destruction 5
  Equipment Slots: One, must be arm, shoulders or torso
  Activation: Attack Action
  Range Increment: 20 ft 
  Target: Single target 
  Duration: Instant 
  Saving Throw: None 
  Purchase DC: 18  
  Restriction: Military (+3) 
  Miscellaneous Power  
  Armor Equipment
  Self Assembling (PL 7) 
  Once the pilot dons a specific piece of the armor, usually 
  a breastplate or special helmet, the armor sends a signal 
  to its component pieces. Magnetic couplings than snap 
  into place, allowing the armor to assemble itself around 
  the pilot in a matter of seconds, not the long minutes 
  usually required donning armor. The armor’s individual 
  components cannot be separated from the core piece by 
  more than 20 ft. If the armor’s components are farther 
  apart than that, the assembly process simply fails. With 
  this enhancement, the pilot can don his or her armor as 
  a single, full round action, rather than multiple actions 
  taking several minutes or rounds. 
  Equipment Slots: None
  Activation: Full Round Action 
  Range: 20 ft (Personal) 
  Target: You 
  Duration: Persistent  
  Saving Throw: None 
  Purchase DC: 16  
  Restriction: None 
  Comfort Lining (PL 6) 
  A cloth under layer lined with temperature shifting and 
  pressure sensitive gel rests close to the pilot’s skin, 
  preventing the blisters, abrasion and muscle atrophy 
  prolonged wear can cause the pilot. Minor electrical 
  discharges stimulate muscles to prevent cramping. The 
  pilot of a suit of Power Armor with this enhancement can 
  sleep inside his or her armor without being fatigued the 
  next day. 
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You 
  Duration: Persistent  
  Saving Throw: None 
  Purchase DC: 6 
  Restriction: None 
  Electromagnetic Neural  
  Mapping (PL 7) 
  This highly illegal modification is the exclusive province 
  of the intelligence community. By mapping the electrical 
  impulses of the human brain and comparing the results of 
  the mapping to known neurological data in real time, the 
  Power Armor can read a subject’s thoughts and access 
  (to a limited extent) their memories through physical 
  contact. 
  The Power Armor must be in continuous physical 
  contract with the subject to use this ability; the target 
  must either be willing or pinned in a grapple. On the first 
  round of contact, the pilot can learn the subject’s alle-
  giances; gain a rough estimate (high, medium or low) of 
  all the character’s mental attributes (INT, WIS and CHA). 
  On the second round, the pilot can attempt to learn the 
  target’s surface thoughts. On the third and subsequent 
  rounds, the pilot can learn a deeply held secret or long 
  forgotten memory. The GM determines what is consid-
  ered a ‘surface thought’ or secret. A successful Will save 
  (DC 18) by the subject delays the effect for around. 
  Equipment Slots: One
  Activation: Standard action 
  Range: Touch 
  Target: One sentient being 
  Duration: Persistent 
  Saving Throw: Will DC 18 negates  
  Purchase DC: 35 
  Restriction: Military (+3) 
  Endoskeleton (PL 6) 
  An ingenious series of artificial muscle tissue, a specially 
  reinforced frame and hydraulic array enables the Power 
  Armor to lift and carry enormous weight. Armor with 
  this enhancement receives an additional strength bonus, 
  based upon the size of the armor. 
  Skinsuit: Cannot receive this enhancement. 
  Small: +2 
  Medium: +3 
  Large: +5 Strength Bonus 
  Equipment Slots: One (must be torso) 
  Activation: None
  Range: Personal 
  Target: You
  Duration: Persistent 
  Saving Throw: None 
  Purchase DC: 12 + one half the Power Armor’s base 
  purchase DC  
  Restriction: None. 
  Extensor Gauntlets (PL 6) 
  Extensor gauntlets use advanced robotics and a series of 
  ingenious ‘stacked’ concentric metal and plastic armor 
  plates to extend the pilot’s reach several yards farther 
  than normal. The pilot’s gloved hand seems to ‘ratchet’ 
  out from his arm, extending on a flexible metal tendril. 
  With this enhancement the pilot can choose to extend the 
  reach of one (or both hands, if both are equipped with 
  this enhancement) in 10 ft increments, up to a maximum 
  of 50 ft reach. However, each 10 ft reach improvement 
  carries with it a –2 penalty to all attack rolls and skill 
  checks made with that hand due to the relative clumsi-
  ness of the robotic manipulator. Due to this same clumsi-
  ness, though the pilot can choose to attack foes up to 50 
  ft away with a melee attack, he or she doesn’t ‘threaten’ 
  those squares, nor can the pilot make any more attacks of 
  opportunity than normal. 
  
  Page 4
  Weapons of Power Armor Destruction 5
  Equipment Slots: One (must be arms) 
  Activation: Standard action 
  Range: maximum 50 ft range 
  Target: You 
  Duration: Persistent  
  Saving Throw: None 
  Purchase DC: 10 + one quarter the Power Armor’s base 
  purchase DC 
  Restriction: None 
  Optical Programming System (PL 6) 
  Low power lasers mounted near the Power Armor’s 
  optics can interface with the laser optic programming 
  ports of most conventional electronics. As a result, the 
  pilot can make Computer Use checks with a +5 bonus. 
  In addition, computer use checks can be made as a 
  move action rather than a standard action. The Power 
  Armor can also physically link with a computer without 
  the necessity of USB cables, or an internet connection, 
  just being in proximity to a PL 6+ computer system is 
  enough. PL 5 and earlier systems do not have the laser 
  interface port necessary to link with. 
  Equipment Slots: None
  Activation: Move Action 
  Range: 30 ft 
  Target: Single computer system 
  Duration: Instant  
  Saving Throw: None
  Purchase DC: 15 
  Restriction: Restricted (+2) 
  Second Chance Foam (PL 6) 
  Second Chance Foam is a product of 21st century mili-
  tary chemistry. Upon contact with air, this pungent foam 
  quickly expands and hardens into a thick wall of plastic 
  and instant ‘concrete.’ Second Change Foam packs are 
  issued to soldiers in the field to provide quick shelter and 
  hiding places on the battlefield. 
  A single application of Second Chance foam improves 
  the soldier’s cover by one increment. One quarter 
  becomes one half cover, and so on. If the soldier is 
  without cover, a single application grants one half cover. 
  Multiple applications can improve cover by multiple 
  steps. The cover created is permanent, a mass of stinking 
  grey and green plastic. 
  Equipment Slots: A dispenser and 5 applications of 
  second chance foam takes up 1 equipment slot. 
  Activation: Move action to apply second chance foam. 
  Range: Melee Range 
  Target: You 
  Duration: Persistent 
  Saving Throw: None
  Purchase DC: 8 per 5 applications 
  Restriction: None.
  Self Replicating Ammunition (PL 8) 
  Nano assemblers built into the Power Armor’s weapons 
  constantly convert stray air molecules into ‘protomatter’ 
  that is than formed into bullets, shells and even whole 
  missiles. This incredible creation takes less than a 
  second, meaning the suit’s gun barrels are never empty. 
  New ammunition is created as old ammo is expended. 
  This assembly is built into a specific weapon system and 
  only affects that weapon, giving it unlimited ammunition 
  capacity and  no need to ever reload. 
  Equipment Slots: None (Built into existing weapon) 
  Activation: None 
  Range: Personal
  Target: You 
  Duration: Persistent  
  Saving Throw: None 
  Purchase DC: 20 + the weapon’s base purchase DC 
  Restriction: Military (+3) 
  Psi-Disruptive Plating (PL 7) 
  Durable LCD video displays are built into the armor 
  plating on the Power Armor’s chest, shoulders or into 
  the helmet faceplate. A specially chosen series of high 
  frequency strobe lights, subliminal messages and chaotic 
  images flash across the screen to unnerve and distract 
  opponents. 
  Everyone within range of the effect must make a Will 
  Save (DC 16) or be so distracted by the images that they 
  suffer a –2 penalty to all attack rolls and skill checks 
  made when within sight of the Power Armor. Those who 
  make the save are unaffected. 
  Equipment Slots: One (torso, shoulders or helmet) 
  Activation: None
  Range: 30 ft 
  Target: All living beings within range
  Duration: Persistent  
  Saving Throw: Will Save DC 16 negates
  Purchase DC: 26 
  Restriction: Military (+3) 
  All text on all pages is Open Game 
  Content as defined by the Open Gaming 
  License. See page 5 for more information.
  
  Page 5
  Weapons of Power Armor Destruction 4
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