Monday, November 5, 2007

Armor: not just for foot soldiers anymore!

At last its here! The armor bit of Mek20! And you thought it was never going to get here... The armor should work mostly the same as the servos the major difference being the HP's (I think in the last installment of Mek20 I will add that to servos anyhow..) and the hardness. The hit points will come right with the size armor plating, but the hardness I think I will base on material used for more options at construction. all right lets dive right in.

I think that Mekton has far to many types of armor as well, more of the same mega-ultra-hyper-adjective-heavy names. So I will be taking from the d20 modern SRD, for armor names and ability's. In no particular order alumisteel, Duraplastic, duralloy, Resilum, Crystal Carbon Armor, neovulcanium, neutronite, megatanium, and Reactive Armor.

Each has its own quarks, but it boils down to this quick excerpt from the d20 modern SRD (with hardness and point cost tacked in).

MECHA ARMOR
Armor can be welded or otherwise fixed securely to a mecha’s superstructure, providing an equipment bonus to the mecha’s Defense. Mecha armor does not impose a maximum Dexterity bonus upon the mecha operator (as worn armor does) and does not require a special proficiency feat to use.
Installing armor on a mecha requires a Craft (mechanical) check (DC 20). The check is made after investing an amount of time determined by the mecha’s size: Large 3 hours, Huge 6 hours, Gargantuan 12 hours, and Colossal 24 hours. Armor can be removed in half the time with a successful Repair check (DC 20).
Different types of mecha armor are presented below, along with the following statistics:
Equipment Bonus: The equipment bonus that the armor provides to the operator’s Defense.
Armor Check Penalty: Mecha armor applies this penalty on its operator’s Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.
Speed Penalty: The amount by which the armor reduces the mecha’s base speed.
Purchase DC: The cost of the armor.
Restriction: Since mecha require a license to own and operate, mecha armor does not require a special license to purchase.

ALUMISTEEL ARMOR
This easy-to-acquire alloy is lightweight and reasonably strong. Alumisteel can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Hardness: 10
Equipment Bonus: +5.
Armor Check Penalty: –6.
Speed Penalty: –5 feet.
Cost: 2

DURAPLASTIC ARMOR
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.
Hardness: 5
Equipment Bonus: +3.
Armor Check Penalty: –4.
Speed Penalty: None.
Cost: 1

DURALLOY ARMOR
Duralloy is harder, heavier, and more durable than alumisteel. It can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Hardness: 15
Equipment Bonus: +8.
Armor Check Penalty: –8.
Speed Penalty: –10 feet.
Cost: 4

RESILIUM ARMOR
Resilium is a more malleable alloy than duralloy, although not as strong.
Hardness: 12
Equipment Bonus: +6.
Armor Check Penalty: –5.
Speed Penalty: None.
Cost: 3

CRYSTAL CARBON ARMOR
Grown in orbital laboratories, crystal carbon is a composite fiber material that narrowly outperforms neovulcanium (see below) on the battlefield.
Hardness: 25
Equipment Bonus: +10.
Armor Check Penalty: –8.
Speed Penalty: None.
Cost: 7

NEOVULCANIUM ARMOR
Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of surprising resilience. It is also used as a building material for mecha superstructures (see Mecha Superstructure, above).
Hardness: 20
Equipment Bonus: +10.
Armor Check Penalty: –10.
Speed Penalty: –5 feet.
Cost: 5

MEGATANIUM ARMOR
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium is exceedingly hard and durable. It can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Hardness: 30
Equipment Bonus: +12.
Armor Check Penalty: –10.
Speed Penalty: –10 feet.
Cost: 8

REACTIVE ARMOR
Consisting of layers of insulating gel or compressed gas between cerametal sheets, reactive armor provides the same protection as crystal carbon armor but is considerably cheaper and easier to produce.
Hardness: 25
Equipment Bonus: +8.
Armor Check Penalty: –5.
Speed Penalty: None.
Cost: 6

As well the point cost is multiplied by the number of servos you are armoring (all of them)

End Excerpt, that was not so bad huh? as well in reading over this i will be going back over the earlier post's to add and edit them.

Until next time...

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