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Commander_Xillian

StarfallTech: Clab Invasion

May 25th, 2023 (edited)
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  1. Basics:
  2. DiveArmor is made of metal, using AlcheMech processes, and can come in three sizes; PowerSuit, which is the same size as the wearer and has a single hard point in place of a hand, no facing armor, and a single hand manipulator. PowerArmor, which has two hard points, two manipulators of either claw/hand/combination, is a size larger, and has a front facing bonus and cannot Dodge, instead being forced to use the Counter-Measures action. MechArmor, which is two sizes larger, has two hard points, default bladed claws for manipulators, can be crewed by up to three creatures, and has a front facing bonus and rear armor penalty and must use Counter-Measures instead of dodging.
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  4. Donning and Doffing DiveArmor is incredibly tedious, and takes an hour to accomplish. The exiting can be sped up to an action by the use of explosive bolts on the entry hatch. Once detonated, the hatch cannot be closed and any attacks from above or behind are made as if the wearer had no armor on. The bolts must be repaired before they can be secured once more.
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  6. The DiveArmor mkIII has a base AC of 16, and comes equipped with explosive bolts and an emergency extraction system. If the bolts are engaged, the pilot is shot out of the DiveArmor with a 10 minute supply of air in their SEAR kit.
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  8. Each DiveArmor has an inherent damage reduction equal to the wearer's proficiency bonus. This endures until the wearer is bloodied. When bloodied, the armor becomes punctured and gains the Breached condition. Breached armor can no longer benefit from this Damage Reduction, and has reduced efficacy from Counter-Measures. Additionally, the wearer is no longer immune to environmental effects unless they spend an action patching the armor from the inside. This lasts only for 1 hour, and must either be repaired using mending or tools. This occurs separately from any effects of being bloodied that may otherwise occur.
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  10. DiveArmor above PowerSuits can no longer Dodge due to its extreme size. Instead, they can take the Counter-Measures action. The DiveArmor's front facing gains 2 AC, it spreads either smoke or ink in a 10-foot radius that dissipates in two turns and provides light cover, and the DiveArmor has advantage on stability saves. If the DiveArmor is Breached, it only deploys the cover and has advantage on Stability saves.
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  12. When a DiveArmor of any size is hit four or more times before the wearer's next turn, they must make a DC12 Acrobatics(Constitution) check at the end of the proccing attack. On a success, they remain upright and mobile. On a failure, the dive armor falls prone. A prone DiveArmor does not need to make a Stability save. To stand up, the DiveArmor can either spend all of its movement to stand carefully, or spend half of its movement to stand quickly. A DiveArmor which stands quickly must pass another Stability save.
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  14. Any DiveArmor with Ancillary Weapons may use them from either the outside by riding creatures, or from the inside by the Pilot or Gunner. Ancillary Weapons are loaded from outside the DiveArmor, either by using the manipulators or through support crew.
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  16. DiveArmor is incredibly hard to destroy completely, and as such its crew must be killed by either feedback from external damage or by piercing shots. If a Pilot is knocked unconscious, the DiveArmor automatically fails all Stability saves. If a gunner is unconscious, their assigned gun may only be used by the pilot.
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