TEXT: FREE Power Cores for 
  Power Armor Destruction
  Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
  LPJ9866
  The Basics
  A power core is considered to be part of the power 
  armor armature.  It does not take up any equipment 
  slots, unless otherwise noted in the description. The 
  power armor’s power core affects its Run Time, 
  speed, and reliability.  A power core is a self-
  contained unit that includes storage space for its fuel 
  but not it’s emissions.  All power armors come with 
  a basic power core unit.  When purchasing a power 
  armor armature, you may choose another power 
  core in lieu of the standard basic power core unit.
  Run Time: the number of hours the power armor 
  can operate before needing to be refueled.
  Fuel: The substance the power core consumes for 
  energy.  All power armors are considered to have 
  enough storage space for whatever fuel their power 
  core consumes.
  Emission: The by-product of the power core’s fuel 
  consumption, if any. 
  Purchase DC Modifier: The amount which the 
  power core modifies the Purchase DC of the power 
  armor chassis.
  Installing a power core in a power armor super-
  structure requires a successful Craft (power armor) 
  check (DC 20) and an investment of time based on 
  the power armor’s size: Small 5 minutes, Medium 
  15 minutes, Large 30 minutes. If the power core 
  takes up additional slots, double the installation time 
  for each additional slot.
  POWER CORES
  Basic Power Core Unit (PL 6)
  These were the first and continue to be the most 
  commonly used power cores available for power 
  armor in use today.  These power core units first 
  started showing up in basic PL 6 power armor and 
  have continued to be the basic design that is used 
  by all power armors.  It can easily power any power 
  armor for a particular amount of time. 
  Run Time: 4 hours
  Fuel: Electricity
  Emission: None
  Purchase DC modifier: 0
  Restriction: None
  Constant Kinetic Energy 
  Generator Power Core (PL 7)
  Thanks to the breakthrough of gravity induction, 
  the Constant Kinetic Energy Generator Power Core 
  is a revolutionary power core that eliminates fuel 
  consumption.  Using gravity inductors to keep a 
  series of turbines in perpetual motion, a Constant 
  Kinetic Energy Generator Power Core power core is 
  safe and efficient. It also allows for faster and more 
  maneuverable power armor.  The only downside is 
  that the perpetual motion of the core wears down on 
  parts, and the whole core usually requires replace-
  ment after fifty hours. This power core increases the 
  power armor’s base speed by 10ft and reduces the 
  power armor’s Dexterity penalty by 2.
  Run Time: 50 hours
  Fuel: None
  Emission: None
  Purchase DC modifier: +2
  Fusion Power Core (PL 6)
  The Fusion Power Cores work on the same prin-
  ciples that power the sun.  A self-contained chamber 
  fuses atoms of one elemental material, usually 
  hydrogen, together to form another elemental mate-
  rial, helium, in the case of hydrogen fusion.  Fusion 
  Power Cores must be configured for the element 
  that they are using for fuel and normally are config-
  ured for hydrogen by default.  Configuring a Fusion 
  Power Core for a different element requires a Repair 
  check (DC 20) and thirty minutes of work. The 
  fusion process creates a small amount of energy, 
  perfect for the high demands of power armor.
  
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  Free Power Cores for Power Armor Destruction
  Run Time: 20 hours.
  Fuel: A quantity of a single, pure element (usually 
  hydrogen)
  Emission: A quantity of another single, pure element 
  (usually helium)
  Purchase DC modifier: +5
  Restriction: None
  Matter-Antimatter Reactor 
  Power Core (PL 8)
  The Matter-Antimatter Reactor power core represents 
  a major leap in energy generation. The combination of 
  pure matter and pure antimatter in a controlled environ-
  ment yields a massive amount of energy with no by-
  products. This power core increases the power armor’s 
  base speed by 20ft and reduces the power armor’s 
  Dexterity penalty by 6.
  Run Time: 800 hours
  Fuel: Bulk matter and antimatter
  Emission: None
  Purchase DC modifier: +10
  Nuclear Power Core (PL 6)
  When the military began to consider power armor for 
  combat applications, their first prototypes ran off nuclear 
  reactors similar to those found in submarines.  Though 
  dangerous, these nuclear power armors proved to the 
  military the effectiveness of power armor as a combat 
  platform.  On a successful critical hit, there is a 50% 
  chance that core containment is breached and the crew 
  suffers radiation damage.  This power core decreases the 
  power armor’s base speed by 5ft.
  Run Time: 10 hours
  Fuel: Uranium rods.
  Emission: Radioactive waste. This material is incredibly 
  dangerous and will deal radiation damage if not disposed 
  of properly.
  Purchase DC modifier: +4
  Restriction: None
  Secondary Power Core (PL 6)
  It is possible to install more than one power core in a 
  power armor.  Secondary power cores are often installed 
  as a redundant system, to prevent a lucky hit from 
  disabling the power armor. Additional power cores also 
  increase the power armor’s Run Time; when one core 
  runs out of fuel, another takes over. A second power core, 
  therefore, effectively doubles power armor
  Run Time: Double current run time
  Emission: Per Power Core
  Purchase DC modifier: Per Power Core
  Restriction: Per Power Core
  Wireless Power Receiver (PL 6)
  Based on the work of Nikolai Tesla, this simple power 
  armor power system receives electric power wirelessly 
  from a transmitter.  As long as the power armor is within 
  the transmission radius of the power source (referred to 
  as a “wireless power field), it can operate indefinitely. 
  Without any backup systems, however, this power armor 
  cannot operate outside of a wireless power field. This 
  core takes up so little room that the power armor gains 
  an additional slot.  This power core decreases the power 
  armor’s base speed by 10ft and increases the power 
  armor’s Dexterity penalty by 2.
  Run Time: Infinite as long as it remains inside a wire-
  less power field
  Fuel: Electricity
  Emission: None
  Purchase DC modifier: +4
  Restriction: None
  POWER CORE PERFORMANCE 
  GEAR AND ENHANCERS
  These are similar to gadgets, but apply exclusively to 
  power cores. The Purchase DC modifiers apply to the 
  power armor’s base Purchase DC.
  Injection Unit (PL 6)
  This form of core enhancement injects a richer mixture 
  of fuel into the core chamber. This increases the power 
  armor’s base speed by one-half (rounded down), but 
  reduces the power armor’s Run Time by half. This equip-
  ment can only be installed on a power armor whose 
  power core uses fuel (that is not electricity).
  Equipment Slots: None
  Activation: None
  Duration: Persistent
  Purchase DC: 6
  Restriction: None
  Overdrive (PL 6)
  The overdrive unit provides the power armor with a burst 
  or power that doubles its speed for one round, but at the 
  cost of using one hour’s worth of fuel in that one round. 
  Additionally, there is a cumulative 10% chance that the 
  core will fail (e.g. if used for 3 consecutive rounds, there 
  is a 30% chance of failure). Each time the Overdrive 
  is used, roll a d%. If the roll is in the failure range, the 
  core will fail. This failure can range from a complete 
  loss of power to a catastrophic meltdown and explosion, 
  depending on the core and the cruelty of the GM. 
  Equipment Slots: 1
  Activation: Free Action
  Duration: 1 round
  Purchase DC: +8
  Restriction: None
  Matter Sieve (PL 6)
  With the advent of fusion technology, the problem of 
  finding fuel became less of an issue. A Power armor 
  fitted with a Matter Sieve can process the very air around 
  it to extract pure hydrogen for use as fuel within its 
  Fusion Power Core. Therefore, the power armor’s fuel 
  is effectively unlimited. The Sieve If the Power armor is 
  operating in a vacuum or hydrogen free atmosphere this 
  device will not work.
  
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  Free Power Cores for Power Armor Destruction
  Equipment Slots: 1
  Purchase DC modifier: +4
  Restriction: None
  Solar Energy Processing Unit (PL 5)
  Solar power was considered a back up option to power 
  armor.  This accessory help extend the life of any power 
  core by absorbing sunlight and saving it to an interior 
  solar battery.  A power Armor with a Solar Energy 
  Processing Unit is able to extend its Run Time by an 
  additional 20%.  Since the solar collector panels cover 
  the power armor, any attacks that do damage, there is a 
  cumulative 5% chance of destroying the solar collector 
  panels (e.g. 3 consecutive successful attacks, there is 
  a 15% chance of failure) and making the Solar Energy 
  Processing Unit inoperable.  The solar collector panels 
  have a hardness of 10 and 5 hit points.
  Equipment Slots: 1
  Activation: None
  Duration: Persistent
  Purchase DC: +5
  Restriction: None
  Turbo Booster (PL 6)
  The most basic form of core performance enhancement, 
  the turbo boost increases the Power armor speed by one 
  half (rounded down) for short bursts. This addition can 
  be activated each round, but for each round of use, there 
  is a cumulative 5% chance of core failure (e.g. if used for 
  3 consecutive turns, there is a 15% chance of failure). 
  Each time the Turbo Boost is used, roll a d%. If the roll 
  is in the failure range, the core will fail. This failure can 
  range from a complete loss of power to a catastrophic 
  meltdown and explosion, depending on the core and the 
  cruelty of the GM.
  Equipment Slots: 1
  Activation: Free Action
  Duration: 1 round
  Purchase DC: +5
  Restriction: None
  Water Processing Plant (PL 6)
  Power armor equipped with a Fusion Power Core can be 
  fitted with this simple device. When immersed in water, 
  this equipment will gather hydrogen to be used as fuel 
  in the reactor. The power armor must remain motionless 
  whilst operating the Water Processing Plant for at least 2 
  hours to refuel its fuel tanks.
  Equipment Slots: 1
  Purchase DC modifier: +2.
  MISCELLANEOUS POWER
   ARMOR EQUIPMENT
  Arm Mounted Weaponry (PL 6)
  By sacrificing one factory-installed arms and hands of 
  a power armor at the loss of the use of the right arm 
  equipment slots, a power armor can be equipped with 
  specialized Arm Mounted Weaponry that enable it to 
  direct more power or streamlining its design to make 
  these weapons more powerful.  Only Medium or Large 
  power armor may use Arm Mounted Weaponry and the 
  weapon must be mounted into the right arm.  In gaming 
  terms, All weapons mounted in the Arm Mounted 
  Weaponry does an additional 25% more damage.  The 
  weapon installed in the right arm should match exactly 
  – mounting different weapons (or combinations of 
  weapons) in the right arm disrupts the power armor’s 
  balance, imposing a –2 penalty on the pilot’s Reflex 
  saves and a –1 on Dexterity checks.    
  Equipment Slots: 1, Right arm only
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: +5
  Restriction: Military (+3)
  External Equipment Pod (PL 6)
  Designed to carry additional systems, an external equip-
  ment pod attaches onto a power armor and enables the 
  power armor to carry more weapons, defensive systems, 
  or equipment than the design normally allows.  A single 
  power armor design may include up to two external 
  equipment pods.  Each external equipment pod may hold 
  up to 2 equipment slots worth of equipment – this does 
  not count against the power armor’s normal equipment 
  slot limit.  The GM has final approval on what can and 
  cannot be installed in an external equipment pod.
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: One-quarter the power armor’s base 
  purchase DC
  Restriction: None
  Sensor Reflective Coating (PL 6)
  First developed for stealth jet fighters and starships, a 
  power armor covered in a reflective sensor coating is 
  more difficult for sensors to read  -10 penalty on all 
  sensor checks made against the power armor.  Unlike 
  the steath suite device, the sensor reflective coating 
  loses its effectiveness as the power armor takes damage 
  – each time the power armor suffers any sort of hit point 
  damage the penalty to sensor checks is reduced by 1 until 
  the power armor is repaired (a successful Repair check 
  (DC 15) and one hour is required for each hit the power 
  armor has suffered).
  Example: A power armor equipped with sensor reflec-
  tive coating is hit by two separate attacks; the penalty on 
  sensor checks made against the power armor is reduced 
  to –8.
  Equipment Slots: None.
  Activation: None.
  Range: Personal.
  
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  Free Power Cores for Power Armor Destruction
  Target: You.
  Duration: Persistent.
  Saving Throw: None.
  Purchase DC: 10 + one-quarter the power armor’s base 
  purchase DC.
  Restriction: Licensed (+1)
  All text on all pages is Open Game Content as defined by 
  the Open Gaming License. See page 5 for more informa-
  tion.
  
  Page 5
  Free Power Cores for Power Armor Destruction
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  Modern System Reference Document Copyright 2002-2003, 
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  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, 
  Stan!, based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, 
  John Tynes, Andy Collins, and JD Wiker.
  Free Power Cores of Power Armor Destruction, Copyright 
  2005, Louis Porter Jr. Design, Inc.
  Future: Mecha 1 – Khetsey-Memet, copyright 2005 Philip 
  Reed. Artwork copyright Bradley K.McDevitt.Published by 
  Ronin Arts www.roninarts.com
  Future: Mecha 2 – The Ocara, copyright 2005 Philip Reed. 
  Artwork copyright Bradley K.McDevitt.Published by Ronin 
  Arts www.roninarts.com.
  Mecha Power Cores Copyright 2005, Sleep Dep Creations, 
  Gallantry Productions, and UKG Publishing; Authors David S. 
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